• Rebecca Vocal Athlete

    When I started to work with Rebecca, her channel reached over 40000 subscribers and she needed a logo. However, together we achieved more than that: by identifying what her audience liked, Rebecca's channel features and her preferences, her brand identity came to life naturally. I designed all her social media banners, her logo and its motion graphics; all the illustrations for her merchandise and new exciting projects for her brand are still ongoing.
  • Feel Better Artist

    The Challenge

    Artists and creators unfortunately have to deal with some conditions out of their control: Sitting down a lot, stress due to really short deadlines, experience loneliness while working on their own projects, lose inspiration, anxiety due to their financial situation and so on. All these causes have a negative impact on their physical and mental wellbeing.

    How does it work?

    Feel Better Artist is a campaign with the aim of bringing artist together and, with the #artercises, push creators to approach exercising with a different perspective, take more breaks between work, relax and establish a better relationship with exercising and their profession or hobby.

    The App

    By login in the app, artists can create their own profile and show off their work, win prizes by uploading their #artercises work and contact other creators who live nearby to arrange collaborations or walk to the park to draw. Campaign's website: www.feelbetterartist.com
  • Pizza Night

    The Challenge

    A D&AD project - Find a forgotten old or traditional game and reinvent or reimagine it for a new audience and a new age. Create a fun, fast party game for 2+ people, aim for 2 minutes to learn and 30 minutes to play.

    My approach

    Guess Who? is a traditional board game that was brought in the UK in 1982. The objective of the game is to nd out which character the other player is by asking various yes or no questions to eliminate candidates. Our primary research highlighted the role of pizza in socializing. During parties or nights out, most young adults opt to order pizza and share it. In addition, when having meetings, conferences or study sessions, pizza becomes a great break to relax and socialize. We also noticed that most young adults prefer do customize their own pizza when ordering.
     

    How does it work?

    Players have to make their own pizza by asking each other questions related to physical details or personal facts such as hobbies or past experiences. If players do not know anyone, the game offers them a perfect occasion to interact and have fun together by getting to know each other. If the players are already friends, the game tests their knowledge and gives them an opportunity to notice things that they did not observe before, such as eye colour, accessories, clothes and much more. The game also features personalizable questions that players can create if they wish to. By responding questions correctly, players get to ll their pizzas with tasty toppings. If they don’t get the right answer, they obtain a nasty topping card on their pizza. The most rich and tasty pizza wins!
  • PetPot

    The Challenge

    29 million tones of household waste is produced annually in the UK. One million, one hundred and sixty thousand tons is old toys. Producing toy’s packaging creates a great amount of waste. Most toy’s packaging, once opened, goes straight in the bin and becomes waste.

    My approach

    My primary research highlighted how gardening has been proved to have great bene ts on children such as teaching responsibility, teach about the growth process, teach long term commitment and encourage communication between family members. By working 1 to 1 with Marissa and other children, I could understand their needs and their interest and so design a toy alongside them and their feedback.

    How does it work?

    PetPot is an educational kit that allows children to grow their edible plant, take care of it on a daily basis, feed it with its packaging and have fun learning. The kit comes with a recycled pot speci cally designed to appeal to children, soil wrapped in a bre pot which is needed to allow the seeds to germinate, a free mess water device that enhance the playing experience by making the watering process fun, seeds, simple illustrated instructions that include recipes and can be coloured; the packaging itself, which is made out of plants food and is designed to be cut into pieces to obtain food for 24 months and a reminder board. The aim of PetPot is to teach children the beauty of long term commitment while encouraging them to communicate with their parents by sharing their progress with them.
  • Port Apple

    The result of 48 hours of work during the Game Jam held at Bournemouth University in 2018. The theme of the contest was 'Portable' and working in collaboration with the game programmer Marco Minganna, we decided to re interpretate different Apps for phones using the concept of Port Apple. I worked on the backgrounds, characters and on all the visuals of the game.
  • Respira

    'Respira' - Italian word for Breath.

    The Challenge

    Finding out that my sister was experiencing panic attacks pushed me to help her by doing what I always do: design stuff.

    My approach

    What is the object that all the teenagers keep always with them? Obviously their phones. An App was the best way to reach people. After researching and exercising on relaxing techniques, me and my testers found that breathing exercises were the best way to control anxiety. I wanted my App to appeal to teenagers. Instead of telling them how to breath, I wanted them to play with the App and do breathing exercises at the same time. The idea was to create a game where the user could follow patterns with his finger and synchronise his breathing with his finger’s movements. To test the idea, I first practised with acrylic paint and made other people test the exercises too.

    My audience

    The target audience of this project are mainly teenagers. The whole project started from a personal experience and I worked really close to my sister to help her by creating something that could actually be useful for her and others. This is why the App is called 'Respira' - because that is what I tell my lovely Italian sister a lot.

    The process

    While working with my sister, I collected loads of research material. I created a journey book showing the whole process from the very beginning. I printed and binded the book on my own, making a double transparent cover to visualize the Respira logo and its 3D feel.
  • A Bag’s Life

    A BIG campaign with a small protagonist.

    The Challenge

    I set myself a challenge to create an animation about the recycling issue that plastic bags cause. While doing research, the initial project evolved and became a big campaign idea.

    My approach

    I noticed how people do not take care of their plastic bags and I decided to do something to change this. After surveying people I found out that most of us buy bags because we forget them and so I created a campaign to remind families to always bring their bags with them.

    My audience

    The target audience of this project are kids. As the introduction video explains, they would be taught to remind their parents to take their bags with them so that they won't need to buy them anymore. I decided to target families as they are most likely to consume more bags than couples or single individuals.

    How does it work?

    Within a grocery store, illustrations will be placed by different areas of the shop. They will direct families to the Children Area where they can leave their kids to participate into activities that will teach them the importance of recycling. While parents are doing their food shopping, children will also be able to make their bag for life during 'Build a Bag'. Families could make donations to 'A Bag's Life' in order to keep the project ongoing. The first aim of the campaign is to push families to reuse plastic bags, however, it does want to direct families to use bags for life as well.
  • #FindGodiva

    The Challenge

    The luxury brand of chocolates, Godiva, was planning to open new shops in the UK. They wanted to engage a younger audience and make their brand memorable when announcing the opening of their stores throughout the UK.

    My approach

    During this project I worked with a partner. We reviewed the brief and added some key points to address our ideas in a more specific direction. We wanted to involve our target audience actively, make the campaign magical and push on sharing special moments, all withouth devaluing the brand.  

    #FindGodiva

    The whole campaign is basically a huge chocolate treasure hunt. First of all a video would be shared on Social Medias to attract and involve a young audience to participate in the finding activities. The treasure hunt would take place in all the cities where Godiva will open their stores.

    #FoundGodiva

    Staff will be distributing limited edition puzzle pieces in different landmarks of the city. Once the puzzle is completed, it will show the shape of Godiva's Heart limited edition box. Participants will also be able to customise the look of their final gadget choosing from different pieces with different words. They will also be able to share the puzzle they made with their special person and win chocolates in store once they'll open.

    The Main Concept

    The main idea behind the whole campaign is that rather then announce directly where and whan the new shops will open, the target audience will find out the answer through a fun treasure hunt. Potential customers will get involved in an active way, playing, sharing and winning chocolate prizes.
  • Student’s Portrait

    The Challenge

    During my course at AUB I came across very interesting people and I decided to work with three other Graphic Design students and make a portrait of the campus.

    My approach

    First of all I set up a survey with my peers. We all agreed that we wanted to ask questions in an unusual way and we came up with the idea of collecting data through a twister game.

    The Result

    We documented our research and experimented with the photos that we took. I then studied the shape of each body and I could identify different interesting designs. Making those 3D lead me to think about bringing these shapes into AUB as chairs or just stylish pieces of furniture around university to represent its students.

    My role within the team

    Throughout this group project, I mainly worked on researching, creating the starting visuals, making the 3D pieces and the final design into Cinema4D. I also took care of photoshooting our outcome.
  • Process Book

    The Challenge

    During my second year of my Graphic Design studies I decided to analyse the creative process that guided me throughout the first term of my course and make a book out of it.

    My approach

    The book is based on a colour system that guides the reader through my projects. Pages are made with different types of paper in order to better show the creative process steps.

    The Result

    A simple design was the key to make this project possible to be made within one week and half.