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.
I started by gathering information about fast fashion. What I was really interested in was the disproportionate benefits towards consumers and negative effects towards producers. This culminated in a research report. I also visually outlined the organization of information in preparation for the narrative-building stage.View Report
Approaching this stage, I made the assumption that a lot of young people likely already know about fast fashion and sweatshops in passing. To ensure that the publication would be more empowering than reprimanding, I wanted to avoid using shock factor or appealing to sympathy for fast fashion's victims. I maintained the same organization of information as I used in the report, separating the effects into three categories. I knew I wanted the conclusion to end on a high point.
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.
Statistical data was also important to me. I had a lot of variables to choose from, but I chose ones whose correlation told a story.
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. Below are three distinct phases before I arrived at the final.
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 possibly multiple endings.
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.
Wanna chat? Send me an email at email@example.com.
© Benya Sutyanyong 2021