Oct 2018. Revisited Aug 2020 (ongoing redesign)
Produced for the What? A Bloody Waste! studio at RMIT
Tutor: Leigh Whetter
Social Design, UI/UX Design, Video campaign
Xd, Ai, Ps, Ae, Pr, Acrobat, Squarespace
Produced for the What? A Bloody Waste! studio at RMIT
Tutor: Leigh Whetter
Social Design, UI/UX Design, Video campaign
Xd, Ai, Ps, Ae, Pr, Acrobat, Squarespace
Spontaneity was designed as a solution to the epidemic of loneliness, more present than ever, despite increased connectedness.
Spontaneity grew out of the belief that social media platforms should not be so intrusive into users lives. The platform is not interested in being a large part of the user's life, it has no interest in keeping the user on the app for long periods. The whole purpose of the app is to connect people with their friends to do more meaningful activities together. The apps aim is to be complementary to the users real life, a vessel through which they can connect with the people who mean most to them.
Design decisions such as limiting the timeframe of the activity to the next 24-hours and hiding other invite recipients are aimed at ensuring the activity takes place. These built-in limitations address common issues, such as the bystander effect which is commonplace in group activities. Whereby peoples decisions are influenced by others interest or attendance, increasing the chance of the event never getting off the ground.
The direction of the ad campaign is a lighthearted approach. Aiming to engage the viewer, the ads show a person undertaking an activity—usually regarded as a social activity—before revealing that the person is playing by themselves. The campaign has a lot of potential executions and is engaging for the viewer.
Spontaneity grew out of the belief that social media platforms should not be so intrusive into users lives. The platform is not interested in being a large part of the user's life, it has no interest in keeping the user on the app for long periods. The whole purpose of the app is to connect people with their friends to do more meaningful activities together. The apps aim is to be complementary to the users real life, a vessel through which they can connect with the people who mean most to them.
Design decisions such as limiting the timeframe of the activity to the next 24-hours and hiding other invite recipients are aimed at ensuring the activity takes place. These built-in limitations address common issues, such as the bystander effect which is commonplace in group activities. Whereby peoples decisions are influenced by others interest or attendance, increasing the chance of the event never getting off the ground.
The direction of the ad campaign is a lighthearted approach. Aiming to engage the viewer, the ads show a person undertaking an activity—usually regarded as a social activity—before revealing that the person is playing by themselves. The campaign has a lot of potential executions and is engaging for the viewer.