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nostalgia
and play

Nostalgia and play was the theme of my graduation project in design at ESPM, in the experimental modality. This type of project focuses on the creation process itself, so the purpose is not to create a marketable product, but to perform language experiments.

2020-1

Academic project

Group work

Partnership:

Alexandre de Luca

Carolina Iplinsky

Karolinne Cavalcante

Worked areas:

Game design

Illustration

Editorial design

Experimental design

Text production

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OBJECTIVES AND METHODOLOGY

This course conclusion work, in the experimental modality, seeks to explore the relationships between nostalgia, playfulness and design, to develop objects in an experimental way.

 

We conducted a theoretical research on these three themes, in addition to searching related experiences and doing five qualitative interviews with young people of different ages and socioeconomic profiles. 

CAPSULE EXPERIMENT

We initially created a subscription toy club project , exploring the Circus theme and retro aesthetics. The Capsule of the Circus includes games, toys, a binder and a collectible editorial.

See this project in more detail here.

 

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LATER EXPERIMENTS

After the first Capsule experiment, we started to explore more the personal and emotional side of nostalgia, using qualitative interviews as a basis.

We developed a Book of Memories , which explores the poetic side of nostalgia, a Collection of Plush Toys that brings together characteristics of old drawings mentioned in the interviews, and a Wooden Toy that forms images that represent nostalgia for the group.

GAME - HISTORY OR MEMORY?

Finally, as a final consolidation of our project, we developed a game composed of a series of cards that synthesizes these diverse graphic and narrative possibilities of nostalgia.

 

The game encourages, through the elements present in the cards, that players share their memories in a playful and spontaneous way.

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HOW TO PLAY

Each player must use a combination of four cards to tell a story that must contain, necessarily, true parts and invented parts, thus combining their memories with elements or fanciful details.

 

The winner is the one who accumulates the most points, guessing correctly which parts of the colleagues' narratives are true and which ones are invented. 

 

 

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CARDS PRODUCED BY ME

I was responsible for producing 15 cards out of the 40 that make up the game. I used several traditional techniques, such as watercolor, colored pencils, dry pastel and collage.

ONLINE AND CUSTOMIZABLE VERSION

To spread the project, we created an online version of the game. Users can play with their family and friends, and apply their own illustrations, making the experience easily customizable and collaborative.

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INSTAGRAM

In addition, we created a profile of the game on Instagram ( @experiencianostalgia ), which asked followers to tell some story from the images of the letters posted. As a result, we obtained different interpretations of the cards. that demonstrated the project's success.

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see more projects here

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