Information Design, Illustration, Prototyping
Adobe Illustrator, InDesign, XD
A digital information toolkit aimed to educate youth about the effects of fast fashion. It contains an interactive ePublication and an iPad game. Colourful isometric characters and environments represent a microcosm of the global supply chain, allowing users to see the disproportionate distribution of benefits and impacts around the world.
Below is a static preview of the pages.
An interactive prototype is also available here.
Fast fashion is a complicated scheme with many moving parts. I organized my research into a report, of which the key findings are summarized in the following flow chart.View Report
Guilt is not sustainable motivation to maintain changed habits. This publication is meant to be empowering and not reprimanding; I therefore wanted to avoid using shock factor to appeal for sympathy and guilt readers. Here, I structured the presentation of information to end on a positive note, what people can do to change, as that is one of the most important takeaways.
As a lot of my information was explanatory in nature, I liked the idea of zooming out and viewing an entire process. I carried this over into illustration by representing tiny environments with tiny people. The visual zooming out on the world helps to visualize how fast fashion is a global system with geographically concentrated effects.
I chose a modern-style typeface in reference to fashion magazines. I wanted to use bold colours to make the piece more friendly to young audiences.
Here, I reused my environments and characters in a more interactive way. I was inspired by online roleplaying games where users follow a storyline. Players can learn about fast fashion by exploring the built world, a microcosm of real global supply chains. Information is revealed in pieces as users collect items, complete quests, and gain new privileges with each level.
As the user has more control over the outcomes and conclusions with a game, I wanted to build something flexible with multiple possible endings. Here, the information is presented in a more staggered fashion because the game is not designed to be consumed/played in one sitting. It can be spread out and go into more detail than the ePublication.
Though there were many elements I could carry over from the ePublication, namely the characters, I still had a lot of fun building extra items and maps for the game.
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© Benya Sutyanyong 2021