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After 3 hours of tea-drinking and head scratching for ideas, we stumbled upon a major design inspiration: FLOWmarket
FLOWmarket is an inspirational design originated in Denmark, designed by Mads Hagstrom. It is about raising awareness on the imbalance between concrete and abstract in modern societies. It challenges and inspire individuals to use their consumer power and commercial vote for the kind of world they want. The designer himself called this concept as "next generation luxury." Packaging abstract ideas, feelings, and mindsets, FLOWmarket comments on existing consumer society and sustainable business solutions in our culture.
Lulu and I were pretty damn excited seeing a cultural comment with such design language like this has been marketed so successfully and well-accepted by the general public. This led us to our new project direction, which aims to have the same commentary while providing opportunities for consumers to actively participate in making changes.
What if, we are not selling products, but selling ACTIONS?
We thought of the idea of 'SOUL SUPPLEMENTS'-
meaning, providing consumers the opportunities to engage and commit to charitable causes which may benefit social and community in general, as well as to enrich their individual life styles.
Rather than focusing on the issue of shark-finning, which may only acquire interests from specific groups or limited number of individuals, we have decided to raise awareness and motivate behavioural change towards varied causes and social concerns. I still care a lot about shark-finning, but to face the issue honestly, I understand that this type of thinking may only strike interest and concerns from a limited group of people. I need to address the communities and our culture as a whole, which may sound ambitious, but it's still worth a try.
Different individuals all embody different life styles, behaviours, and beliefs. Our goal is to enable them to actively participate to the charitable causes and social concerns which they can relate to. Give them the ability to choose, allow them to adapt the commitment to their own life styles and schedule.
For example, we can design a product line, with a series of charitable themes. Each theme may be packaged with specifically designed, and well-planned out communication plan which aims to improve knowledge, motivation, and behavioural change concerning the specific theme. The consumers who choose & purchase that specific theme are therefore given the tools and support to follow through. The package itself can be designed into monthly commitment with action tips for the individuals to participate according to their own limitations and abilities. Moreover, the money which we received from the purchase of each 'soul supplement,' will be given to the relatable and collaborating charity that's connected to that specific theme.
From a more technical design perspective, the focus would be to design a package that communicates our intention and concept idea well and effectively.
Content-wise, we would have to do a thorough and feasible example on one of the chosen charitable theme to communicate our concept in grad show.
This documentation way of clarifying our concept may not be the most effective and best explained, but it's just a way for us to keep track of our progress. :)
I'm pretty excited to present Louise with our concept, and get some feedback!
Just to make sure we can get the most out of our interview with Sarah, Lulu and I decided to have a brainstorm session shortly after we left the cafe.
It's quite a bit of information to digest. We realized that targeting young audience alone might not be as applicable and effective as we hoped. Sarah' s emphasis on the urgency and severity of this global concern made us feel like our project should definitely bring attention to many other worthwhile causes that may be relatable by the general public. There is no doubt that Shark-finning has significantly impacted marine eco-system, and more importantly, the world at large. However, we need to make such issues RELATABLE, and develop CONNECTIONS between consumers and such issues by creating the link for people to understand.

The image above is derived from the list of keywords we determined from our learnings in the interview. We branched out each keywords into possible approaches and more specific definitions to help visualizing ideas and concepts.
It's not difficult to rationalize the concepts from our understanding and information collected. The hard part is to visualize these concepts, and transform them into actual project ideas that can produced, used, and marketed.
Lulu and I both agreed that in order to get our message across, we need to address consumer behaviours, more specifically, people's psychological factors and influences. We pointed out some pretty realistic specifications on human behaviours, such as our tendency to satisfy material indulgence, immediate results & recognition-based mindset, and etc.

We thought of the following possible design direction:
1. Breaking away from conventional format of design exhibition:
Works & concepts in design exhibitions tends to be elite and idealistic, presented in an established environment that
(only people who are interested will come in, and take in information)
2. Having a design exhibition in consumer-relatable settings? like a supermarket?
Somewhere that suggest high interactivity, where people can relate and actively participate, suggesting practicality
and feasibility of concept.
3. Maybe this sounds odd, but what if we can pitch the exhibition concept idea to local supermarkets? collaborate with
them, to come up with interactive design that suggest ethical consumer behaviour, and encourage change in habits.
4. Exhibition format, develop something for people to take away? to encourage learning through interactivity,
innovative information advertisement for greater public.
These points brought up couple concerns as well as many innovative design application ideas.
The next post will discuss more in depth of the other project direction we have come up with during the brainstorm session.