THE JOURNEY
OUTCOMES
This design encompasses the various accessibility aspects,
emphasizing each personality to each category design and
visual choices to represent the age of nostalgia for the new
generation of adults. When I considered design decisions
to cover various accessibility aspects including trailing the
contrasting colours scheme for various colour-blindness,
multiple methods of identifying card categories and applying
text hierarchy to clarify important information. The viscous 3D
texture for the game title resembles the nostalgia of bubble
writing in high school in the late 2010s to wash over the
emotions of a simpler time and to also portray the physical
feeling of intoxication.
On the other hand, I’ve also chose to reuse the illustrated assets for the packaging and composition to reproduce a scene similar to street sticker vandalism/ graffiti. This would often represent the culture of self-expression through an inexpensive way especially for university students and poor artists. This better reflects the newer adult generation and their expressive views for their future and in wanting change whilst still trying to enjoy their life while they can. Wanting change and enjoying present life could go hand-in-hand, as it could be a stress reliever for groups who needs to takes mental breaks by socially engaging with others as an escape.
This design journey was both difficult in terms of considering what limitations to set myself and how much I should change in the ‘redesign’ of this card game. Although the redesign wasn’t a big change in terms of colour scheme and using existing visual design. I enhanced on the idea of ‘eyes’ as window into personality and expression to display each category in respective to the emotion. If this became a full project where I could introduce additional rules to give the illusion of choice where they’re able to pass off the drinks they’re given or an idea separate from the game. Fro example, a set of rules that could be applicable to any card/ board or digital game for in-person and virtual gatherings.
On the other hand, I’ve also chose to reuse the illustrated assets for the packaging and composition to reproduce a scene similar to street sticker vandalism/ graffiti. This would often represent the culture of self-expression through an inexpensive way especially for university students and poor artists. This better reflects the newer adult generation and their expressive views for their future and in wanting change whilst still trying to enjoy their life while they can. Wanting change and enjoying present life could go hand-in-hand, as it could be a stress reliever for groups who needs to takes mental breaks by socially engaging with others as an escape.
This design journey was both difficult in terms of considering what limitations to set myself and how much I should change in the ‘redesign’ of this card game. Although the redesign wasn’t a big change in terms of colour scheme and using existing visual design. I enhanced on the idea of ‘eyes’ as window into personality and expression to display each category in respective to the emotion. If this became a full project where I could introduce additional rules to give the illusion of choice where they’re able to pass off the drinks they’re given or an idea separate from the game. Fro example, a set of rules that could be applicable to any card/ board or digital game for in-person and virtual gatherings.
ALTERNATIVE IDEA (LEFT)