Responsible innovation in technology for children
Commissioned to design a report which asks, ‘what does well-being mean to children in a digital age?’ The design took a gamification approach utilising 8-bit illustrations and cubic tessellation to develop a well-being framework for children. Working in partnership with UNICEF and Lego, among other academic institutions, the report developed eight child-centric well-being outcomes based on their research of play.
Purpose model
Each building block represented an indicator that applied to child gaming and development. The model itself was gamified with each of the individual components building into a cube
Social Media
Quote cards subsequently created to deliver a continuous online presence and project the voice of the participant children in the study.
PowerPoint Template
PowerPoint template in conjunction with asset development for further communication for the campaign and research.