Graphic Design, UX, UI Portfolio
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Permission To Wonder

Permission To Wonder

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About the Project

Permission to Wonder is an initiative from Dublin City Council and The Lab Gallery. The project is rooted in ‘Visual Thinking Strategies’ which is a teaching methodology. It focuses on children learning and expressing themselves through art. The initiative sets to to enrich children’s observational, evidential reasoning and problem-solving abilities. This practice of teaching challenges traditional teaching methods and allows for children’s engagement with a facilitator.

The project is an EU Erasmus project with 5 European partners.

Objective

Produce a design treatment and suitable identity to publicise and develop Permission to Wonder. Communicate the power of ‘Visual Thinking Strategies’ and the Permission to Wonder programme while giving The Lab Gallery the best possible way to explain this strategy to their intended audience. Throughout the project, the task involves producing appropriate design treatments considering publicity and promotional material for Permission to Wonder. The visual communication should have its own unique aesthetic, keeping in line with their target audience, The Lab and their partners core values.

  1. Create positive interest from education facilitators.

  2. Gain a positive review of the children’s experience.

  3. Implement practical elements effectively.

  4. Educate target audience on the potential of ‘Visual Thinking Strategies’ as an educational tool.

Shareholders

  • Students

  • Partners

  • Educators

Slogan

"All Big Ideas Start with Wonder”

This slogan was developed as part of the branding.

Design Areas

  • Branding

  • Graphic Design

  • Print

  • User Experience

  • User Interaction

  • Illustration

Research Methods

  • Double Diamond

  • Interviews

  • Surveys

  • Personas

  • Secondary Research

  • Audience Lifecycle

Identifying the Champion of the Project

Since there are so many people involved in the project the team needed to discover all of the various partners missions, visions and positions. The team also needed to simplify into categories the various shareholders throughout the project and identify the projects champion. A champion is someone who sees the value in the product and keeps it in the audiences minds. The three shareholders included students, partners and educators with the educator being the champion of the project since they are the connection between the partner, the students and the students parents.

Interviews and Surveys with Educators

The team decided to interview and survey primary school teachers since we identified them as the champions of the project. They also have an insight into pupils today and will be facilitators of the Permission to Wonder programme. Each question was carefully considered and came from ideas about deliverables from the team and our client.
Areas identified are:

  1. New teaching methods encouraged including digital means.

  2. Art education very important in the classroom. Children excited about art.

  3. Group discussion encouraged in class.

  4. Children love apps and have a high digital literacy.

  5. 74% of teachers surveyed find children respond more positively to electronic devices than books.

  6. Children enjoy seeing education as a game. It keeps them focused.

  7. Teachers have not heard of ‘Visual Thinking Strategies’ but like the idea of using it.

User Personas

A user persona is a character that embodies user research. The team used this to bring together information in an easy identifiable and understandable format. User personas are also excellent for maintaining focus on the needs of the user especially throughout the development stage of the project.

User personas were developed under each stakeholder. This was completed before the development stage to understand what needed to be done to bring deliver value to each user.

Lifecycle Mapping

The user experience is the key to creating an engaging brand. An audience experience takes in the larger range of interaction throughout the project on the long term. There are multiple stages the audience goes through with their relationship with a project or brand.

Visual Language Directions

Stylescapes were used to help determine the visual language of the project. Creating various stylescapes directed the group and the project and allowed open discussion about the branding.

Various main priorities were:

  1. Easy recognition.

  2. Create an identity system that holds deliverables together.

  3. Have the power to unlock memories, feelings and associations to Permission to Wonder.

These are only some stages of the design process. Please visit the dedicated process page for more information on other processes.

Setting final colour and identity system after creating stylescapes and discussing the projects delivery through various platforms.

The logo will be used throughout the imagery of the children involved in the project. The shapes surround their heads signifying the learning process.

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Deliverables

Introduction Booklet

Shareholder - Educator

Invite

Stakeholder - Student

Passport Printed

Stakeholder - Student

Passport App

Stakeholder - Student

App Development Ideation

Prototype

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Illustrations and Stamps Developed for the App

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Website

Stakeholder -Educators and Policyholders

Development Ideation

Prototype

Promotional Posters

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MERCHANDISE

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