Team Anglicare: Project and Presentation 1

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IN METAVERSE 103542291 - CYNTHIA 102591425 - RAFAEL 103184664 - ZAINAB PROTOTYPES
DREAMS GROW HERE

METAVERSE EXPERIENCE

Essence
POSTER

To create digital platform that provide services to reengage Anglicare Victoria's users with education institutions

COMMUNICATION STRATEGY

by providing and educational and inclusive experience in the Metaverse

To maintain frequent communication and identify users requirements

social media, website, contest and challenges

To create memorable experience and enhance excitement and learning experience

To create safe platform that encourage and empower children and young people

gamification, fun-play learning

To promote metaverse as educational platform that allow collaborations among users to encourage creativity

exhibitions, virtual events

DIGITAL ARTEFACTS

Anglicare Magic Pencil

DIGITAL ARTEFACTS

Joy Disgusted Fear

DIGITAL ARTEFACTS

Love Sad Angry

SPATIAL DESIGN

Check-Inner

SPATIAL DESIGN

Co-Bubbly

SPATIAL DESIGN

TEACHaR 2.0

SPATIAL DESIGN

Homework Club

IN METAVERSE 103542291 - CYNTHIA 102591425 - RAFAEL 103184664 - ZAINAB PROJECT PROPOSAL PRESENTATION
DREAMS GROW HERE
COVERED TODAY CHAPTER 1 INTRODUCTION CHAPTER 2 RESEARCH INSIGHTS CHAPTER 3 CONCEPT DEVELOPMENT CHAPTER 4 POSTER CHAPTER 5 ARTEFACT CHAPTER 6 METAVERSE EXPERIENCE CHAPTER 7 CLOSURE C 1 : I N T R O D U C T I O N C 2 : R E S E A R C H I N S I G H T S C 4 : P O S T E R C 5 : A R T E F A C T C 7 : C L O S U R E C 3 : D E S I G N D E V E L O P M E N T C 6 M E T A V E R S E E X P E R I E N C E

CHAPTER 1 INTRODUCTION

C 1 : I N T R O D U C T I O N

Innovative and engaging

Help to foster positive well-being

Accessible and equitable

4 | CHAPTER 1: INTRODUCTION C 1 : I N T R O D U C T I O N
Why Anglicare Victoria should launch "Dreams Grow Here"?
Launching Poster Artefact Metaverse Experience 5 | CHAPTER 1: INTRODUCTION C 1 : I N T R O D U C T I O N
PROJECT OUTCOMES

ANGLICARE VICTORIA

non-profit organisation support children, young people and families addressing social, emotional and physical well-being create positive change and QoL

Foster Care Home Stretch ParentZone
6 | CHAPTER 1: INTRODUCTION C 1 : I N T R O D U C T I O N images resource: www.anglicarevic.org.au

CHAPTER 2

RESEARCH INSIGHTS

9
C 2 : R E S E A R C H I N S I G H T S
Inclusivity 3 KEY THEMES 8 | CHAPTER 2: RESEARCH INSIGHTS images resource: www.facebook.com/anglicarevic C 2 : R E S E A R C H I N S I G H T S Growth Freedom
Universe
9 | CHAPTER 2: RESEARCH INSIGHTS C 2 : R E S E A R C H I N S I G H T S images resource: www.google.com
EdVerse
Innerworld
CASE STUDIES
SIMULATION
PERSONALISATION
GUIDANCE

INTERACTIVE COLLABORATION INCLUSIVITY

SIMULATION PERSONALISATION GUIDANCE

Universe Innerworld
EdVerse CASE STUDIES
10 | CHAPTER 2: RESEARCH INSIGHTS C 2 : R E S E A R C H I N S I G H T S images resource: www.google.com

CHAPTER 3

DESIGN DEVELOPMENT

C 3 : D E S I G N D E V E L O P M E N T

DESIGN STATEMENT

a non-profit organisation that aims to improve people's quality of life through education and innovation

How might we engage Anglicare Victoria's target audience to the Metaverse to create positive change and improve their quality of life?

C 3 : D E S I G N D E V E L O P M E N T
12 | CHAPTER 3: DESIGN DEVELOPMENT

SCENARIO BUILDING: THE HARMAN FAN

Manipulate or create virtual environment that offer unique experiences and other opportunities

Unique and engaging experiences that enhance social connection, personal growth and development

Extend the benefits of virtual environment to physical and mental health support

Address new possibilities and implications of virtual environment, i.e. potential for experiment innovation

13 | CHAPTER 3: DESIGN DEVELOPMENT C 3 : D E S I G N D E V E L O P M E N T

To create digital platform that provide services to reengage Anglicare Victoria's users with education institutions.

COMMUNICATION STRATEGY

To maintain frequent communication and identify users requirements

by providing and educational and inclusive experience in the Metaverse

To create memorable experience and enhance excitement and learning experience

To create safe platform that encourage and empower children and young people

14 | CHAPTER 3: DESIGN DEVELOPMENT C 3 : D E S I G N D E V E L O P M E N T

COMMUNICATION STRATEGY

To maintain frequent communication and identify users requirements

To create memorable experience and enhance excitement and learning experience

To create safe platform that encourage and empower children and young people

social media, website, contest and challenges exhibitions, virtual events

gamification, fun-play learning

15 | CHAPTER 3: DESIGN DEVELOPMENT C 3 : D E S I G N D E V E L O P M E N T

COMMUNICATION STRATEGY

social media, website, contest and challenges

To promote metaverse as educational platform that allow collaborations among users to encourage creativity.

gamification, fun-play learning

exhibitions, virtual events

16 | CHAPTER 3: DESIGN DEVELOPMENT C 3 : D E S I G N D E V E L O P M E N T
C 4 : : P O S T E R
CHAPTER 4 POSTER
PREVIOUS CAMPAIGN
messages 18 | CHAPTER 4: POSTER C 4 : : P O S T E R images resource instagram.com/anglicarevictoria
font
interactions
Direct
Clear
Human

POSTER IDEATION: MIDJOURNEY

EDUCATION IN METAVERSE C 4 : : P O S T E R

SOCIAL INTERACTION IN METAVERSE

images generated by Midjourney

BUILT ENVIRONMENT IN METAVERSE FREEDOM IN METAVERSE 19 | CHAPTER 4: POSTER
C 4 : : P O S T E R
BUILT ENVIRONMENT IN METAVERSE FREEDOM IN METAVERSE EDUCATION IN METAVERSE SOCIAL INTERACTION IN METAVERSE 20 | CHAPTER 4: POSTER images generated by Midjourney Futuristic Style Bright and Bold Colours Gradients Books Interactive Digitalise
POSTER IDEATION: MIDJOURNEY

POSTER DESIGN OPTIONS

Emphasise on freedom and inclusivity

Does not look like education platform

Vague character

Vague information

PHASE 1
21 | CHAPTER 4: POSTER C 4 : : P O S T E R

POSTER DESIGN OPTIONS

Emphasise freedom, inclusivity and growth. Clearly educational poster Too much information

PHASE 1 PHASE 2
22 | CHAPTER 4: POSTER C 4 : : P O S T E R

POSTER DESIGN OPTIONS

Book = education (growth)

Light = interaction (freedom)

Colours + pixelated nature = inclusivity

PHASE 1 PHASE 2 PHASE 3 23 | CHAPTER 4: POSTER C 4 : : P O S T E R
POSTER FINAL OUTCOME 24 | CHAPTER 4: POSTER C 4 : : P O S T E R

CHAPTER 5 ARTEFACT

C 5 : S R T E F A C T

ARTEFACT IDEATION: MIDJOURNEY

F A S H I O N / U N I F O R M F A S H I O N / U N I F O R M
26 | CHAPTER 5: ARTEFACT C 5 : S R T E F A C T images generated by Midjourney
fashion in metaverse emphasise freedom emphasise inclusivity

ARTEFACT IDEATION: MIDJOURNEY

education items

(growth)

familiarity, daily use items

F A S H I O N / U N I F O R M S T A T I O N E R Y F A S H I O N / U N I F O R M S T A T I O N E R Y
27 | CHAPTER 5: ARTEFACT C 5 : S R T E F A C T images generated by Midjourney

more engaging enrich experience emphasise freedom (imaginative) education items (growth) personalisation (inclusivity)

F A S H I O N / U N I F O R M S T A T I O N E R Y I N T E R A C T I V E S T A T I O N E R Y F A S H I O N / U N I F O R M S T A T I O N E R Y I N T E R A C T I V E S T A T I O N E R Y
ARTEFACT IDEATION: MIDJOURNEY
28 | CHAPTER 5: ARTEFACT C 5 : S R T E F A C T images generated by Midjourney

ARTEFACT DESIGN OPTIONS

Graduation Hat

Represent freedom (i.e. graduated)

Represent growth (i e advanced to higher level)

Not day-to-day item

Pencil

Represent freedom (i.e. diary, drawing)

Represent inclusivity (i.e. sharing notes)

Daily items for education

(represent growth)

Bag C 5 : S R T E F A C T

Represent growth (i e independence)

Daily items for education 29 | CHAPTER 5: ARTEFACT

ARTEFACT DESIGN DEVELOPMENT

Expressive

Represent freedom in expressing thoughts, ideas, and feelings (i.e. diary and drawing)

Represent growth as a dailyuse item in education. Represent inclusivity as one of the most-used stationery in co-creation and collaboration

Pencil
30 | CHAPTER 5: ARTEFACT C 5 : S R T E F A C T
Angry Joy Sad

ARTEFACT DESIGN DEVELOPMENT

Angry Joy Sad
C 5 : S R T E F A C T 31 | CHAPTER 5: ARTEFACT
"Why only colours can represent emotions?"

ARTEFACT DESIGN DEVELOPMENT

Emotions and the representative objects

JOY

Party Ribbon

Confetti

DISGUST

Smell

Feel

FEAR

Storm Lightning

Isolated

LOVE

Flower

Light Plant

SAD

Tears

Gloomy

ANGRY

Fire Smoke

Explode

32 | CHAPTER 5: ARTEFACT C 5 : S R T E F A C T images source Adobe Stock
Love Anglicare Joy Disgust Fear 33 | CHAPTER 5: ARTEFACT C 5 : S R T E F A C T images source Adobe Stock
ARTEFACT FINAL OUTCOME Angry Sad

CHAPTER 6

METAVERSE EXPERIENCE

C 6 M E T A V E R S E E X P E R I E N C E
STORYBOARD
2. Logo animation 3. Artefact introduction 1. Introducing anglicare through a flip book 4. Artefact variation introduction 6. User enters emotion room 7. User enters next room through flip book 5.Choose artefact based on the emotion 8. Interactive classroom experience 9. AI Mentor for personalised teaching experience 10. User engagement through sharing each others feelings
35 | CHAPTER 6: METAVERSE EXPERIENCE C 6 M E T A V E R S E E X P E R I E N C E
11. Contine or exit from the metaverse

INTRODUCTION ANIMATION

36 | CHAPTER 6: METAVERSE EXPERIENCE C 6 M E T A V E R S E E X P E R I E N C E
https://www youtube com/watch?v=T84dEUOvB94

SPATIAL DESIGN IDEATION

FUTURISTIC GRADIENT COLOUR ORGANIC AND GEOMETRICAL SHAPES

37 | CHAPTER 6: METAVERSE EXPERIENCE C 6 M E T A V E R S E E X P E R I E N C E images source: Pinterest

SPATIAL DESIGN IDEATION

INTERACTIVE EMOTIONALLY DRIVEN

38 | CHAPTER 6: METAVERSE EXPERIENCE C 6 M E T A V E R S E E X P E R I E N C E images source: Pinterest

SPATIAL DESIGN IDEATION

GAMIFICATION COLLABORATIVE

39 | CHAPTER 6: METAVERSE EXPERIENCE C 6 M E T A V E R S E E X P E R I E N C E images source: Pinterest

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