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RESEARCH DOCUMENT<br />

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RESEARCH DOCUMENT<br />

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RESEARCH DOCUMENT<br />

CONTENTS<br />

7.<br />

What Is Health Grenade All About?<br />

22.<br />

The Power Of Referencing<br />

8.<br />

Synopsis<br />

24.<br />

Jared Muralt<br />

10.<br />

Educating Through Graphic Novels<br />

26.<br />

NoBrow<br />

12.<br />

Similar Existing Projects:<br />

28.<br />

Maintstream Projects<br />

14.<br />

Dougie’s War<br />

The Vegan Zombie<br />

31.<br />

The Value Of A Sketchbook<br />

15.<br />

Food Crisis<br />

34.<br />

Sketching Developments<br />

17.<br />

Amelia Rules!<br />

41.<br />

Traditional Vs. Digital<br />

18.<br />

March: Book One<br />

44.<br />

Digital Designing<br />

19.<br />

Nat Turner<br />

47.<br />

Logos & Branding<br />

52.<br />

Final Outcomes<br />

54.<br />

Essay<br />

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RESEARCH DOCUMENT<br />

WHAT IS<br />

HEALTH GRENADE<br />

ALL ABOUT?<br />

In todays world, children loathe the idea of eating healthy. Their lives<br />

revolve around or inside a fast food restaurant thus resulting in poor<br />

nutrition and nutritional values which usually leads to both physcal and<br />

mental negative outcomes.<br />

Health Grenade is a healthy eating campaign that focuses on educating<br />

these young minds about the health benefits of eating nutritious<br />

foods and the negative effects of eating poorly through a carefully<br />

designed graphic novel.<br />

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SYNOPSIS<br />

In a not so distant future, the world has fallen deep into the hands of<br />

an evil food corporation by the name of “Grenade” that has aimed<br />

at ridding the world of the possibility of eating healthy by removing<br />

healthy food with false promises to everyone through its food and<br />

marketing strategies. As a result, junk food is all that is available in<br />

abundance to everyone. All attempts at going back to how things<br />

were have been unsuccessful for many years.<br />

Robert Piggs is just another man in the crowd who teaches history at<br />

the local high school. Like every other person, Robert wants to make<br />

a life altlering change, but can’t find it in himself to do so. After receiving<br />

a distressed call from the hospital about a family member passing<br />

away, he does a little soul searching. He meets a chimpanzee at an<br />

abandoned circus and comes up with an idea to force people into<br />

eating healthy foods once again by training the young chimp to be the<br />

city’s personal Robin Hood of sorts.<br />

Soon, people start to find that their usual food in their household has<br />

been replaced with healthy fruits and vegetables. With no choice but<br />

to eat what is there, the people of the city soon start to see a drastic<br />

improvement in their health.<br />

But as much as this seems to be having a positive impact on everyone,<br />

this does not go unnoticed by the men behind the doors of<br />

“Grenade”s desks. They hire a personal and private detective to look<br />

into the matter, so that they can put an end to this before their profits<br />

dip downwards.<br />

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RESEARCH DOCUMENT<br />

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EDUCATING<br />

THROUGH<br />

GRAPHIC NOVELS<br />

It has become quite common for schools and other<br />

educational institutes to use graphic novels as a medium to educate<br />

both children and adults today.<br />

According to John Lowe, the chair of sequential Art Department at the<br />

Savannah College of Art and Design in Georgia, Europe and Japan<br />

have given a more positive feedback towards the use of graphic<br />

novels as a learning medium compared to americans who consider it<br />

as “fodder for children”.<br />

In an interview, he goes further into explaining how if it weren’t for<br />

comis books, cartoons and manga, he wouldn’t have made his career<br />

leap into lirterature.<br />

Apart from storytelling experts and various other designers and artists<br />

who have seen the potential of them in a classroom, various educators<br />

have felt the same about them too.<br />

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RESEARCH DOCUMENT<br />

Sheiley Hong Xu, a professor in the department of teacher education<br />

at the California State University in Long Beach is a strongly feelts they<br />

help build complex reading skills. Bridging literacies is something that<br />

has been tried to be achieved for educational purposes. Using them<br />

has resulted in motivating students to learn, enhanced students’learning<br />

and even provided more opportunities for those who struggle with<br />

literacy tasks.<br />

There are many graphic novels that have been used in classrooms to<br />

teach not only about a genre but about life values and the history of<br />

the world. A great example would be Persepolis, which is a popular<br />

novel, which acts as a memoir of a girl growing up during the Islamic<br />

revolution in Iran. The book brought about awareness related to<br />

prevailing islamic stereotypes and also brought about fair thinking and<br />

choices.<br />

Other books worth mentioning that have found their way onto school<br />

bookshelves would be Maus and American Born Chinese.<br />

Persepolis Graphic Novel<br />

Front Cover<br />

Adding on the development of reading skills, the need to understand<br />

and learn a new language comes out of reading them too. Manga<br />

(a type of japanese comic), has gained popularity over the years<br />

amongst young children, making them want to learn the language<br />

itself so they can continue reading upcoming comics and issues of a<br />

series rather than wait for them to be translated into the appropriate<br />

language.<br />

Looking at an in depth view of their importance to teach grammar<br />

related issues, students who have difficulty with visualizing while<br />

reading a book, such types of books have been proven to provide a<br />

graphic sense that approximates what good readers do as they read.<br />

According to Rachael Sawyer Perkins, a teacher at en elementary<br />

school in California. She goes on to say cartoons are an effective<br />

way to teach outlining skills and also shows children how every panel<br />

represents a paragraph of the book. To quote her, “the narrative text<br />

at the top became the topic sentence of sorts, communicating the<br />

main idea of the paragraph. The details were found in the visuals of<br />

the dialogue.”<br />

Graphic Novels has become a new pillar and foundation in educating<br />

children and others today effectively. I have tried using cleverly designed<br />

and illustrated artwork along with monologues and dialogues,<br />

to produce a graphic novel that aids the campaign ‘Health Grenade’. It<br />

could have the potential to reach a large number of kids and even be<br />

incorporated in schools to promote healthy eating.<br />

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SIMILAR EXISTING<br />

PROJECTS<br />

Dougie’s War<br />

A<br />

graphic design company called Gaslow Design Agency Freight<br />

published the graphic novel Dougie’s War, which revolves<br />

around a scottish veteran who returns from Afghanistan who<br />

cannot forget his experiences in battle.<br />

The book which was written by Rodge Glass and illustrated by Dave<br />

Turbitt took around 18 months to complete and aimed at emphasising<br />

on the post traumatic stress disorder a soldier goes through after<br />

their service. The agency’s personal typographer and illustrator Derick<br />

Carss worked closely to this project as well.<br />

Freight received funding from the scottish government throught the<br />

scottish veteran’s fund. The aim of the book was to educate families<br />

of veterans on the big impact it has on them after their service and to<br />

understand their situation.A website was developed and launched by<br />

Freight to promote the graphic novel and release of it:<br />

www.dougieswar.com/index.html<br />

Illustrated by Dave Turbitt<br />

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RESEARCH DOCUMENT<br />

The graphic book features interviews by the agency’s managing director<br />

Adrian Searle with veterans about their stories and experiences during their<br />

wars. It also features a few excerpts from classic comic strip Charley’s War<br />

and a few pictures taken by a photographer named Nick Collin during his<br />

time of the war in Afghanistan.<br />

Like a lot of graphic novels out there, this one sticks to a minimalistic style<br />

of art, showing off a vibrant red to emphasis pictures, which also seems to<br />

be the only color in the book. The use of comic language to depict noises<br />

has also been widely used and expressed. In an interview, Turbitt talks<br />

about how “Charley’s War” was a graphic novel that helped inspire the<br />

tone of Dougie’s War.<br />

The novel was highly praised by a lot of magazines such as The Sunday<br />

Express, Sunday Herald, Big Issue etc which praised the illustrating style<br />

the most as it captured the very essence of stress disorder veterans face.<br />

Above: A few introduction and interview<br />

pages from the graphic novel<br />

Two scottish veterans David Cruickshanks (left) and Shaun<br />

Davidson (right) attend the launch of the graphic novel at<br />

Edinburgh Castle<br />

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The Vegan Zombie<br />

One of the most interesting and relatable project out there is<br />

The Vegan Zombie. It is a New York based cooking show that<br />

is hosted by focuses on eating healthy, vegan style. Chris<br />

Cooney and Jon Tedd, the creators of this youtube channel came<br />

up with this idea by mashing together their love for veganism and<br />

horror flicks to produce The Vegan Zombie. The idea revolves around<br />

John (the host of the show), trying to eat healthy, vegan food during a<br />

zombie apocalypse.<br />

They decided to combine all their recipes which are both online and in<br />

small books and create a create a cookbook in the form of a graphic<br />

novel.<br />

The graphic novel shows Jon Tedd trying to survive the apocalypse by<br />

cooking all sorts of vegan recipes.<br />

The graphic novel/cookbook was funded on fundraiser by 1,273<br />

supporters who donated around $43,000 even their budget was<br />

initially only $18,500, thus making it highly successful. The extra<br />

money was used to upgrade their kitchen, add 30 more pages and<br />

even add dozens of siders such as bookmarks, stickers to the book.<br />

Above: The launch of the Vegan Zombie<br />

Cookbook<br />

Left: Sample pages from the Vegan Zombie<br />

cookbook illustrated by Rob<br />

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RESEARCH DOCUMENT<br />

Food Crisis<br />

Food Crisis is another fundraised graphic novel that focuses on a face<br />

paced apocalyptic story set in 2025 about a food crisis that hit North<br />

America. Based on real facts and past food crises like the depressionera<br />

dust bowl famine and the 2011 unrest over food prices in the middle<br />

east that resulted in the arab spring development.<br />

The book is aimed at high school students and addresses these severe<br />

issues , aiming to make them more understandable.<br />

The graphic novel has been written to be attention grabbing, hoping<br />

to inspire readers to create their own solutions today. It also includes<br />

12 essays and 200 footnotes that provide a balance and bring a<br />

certain amount of focus to the the story. It was illustrated by long time<br />

collaborator and illustrator Scott Mooney.<br />

The fundraiser ran for an entire month leading to an income of $7000<br />

which would help in turn distributing the book into schools in Canada and<br />

the United States.<br />

Above: Food Crisis Cover Page Illustrated by Scott<br />

Mooney<br />

The fundraiser ran for an entire month leading to an income<br />

of $7000 which would help in turn distributing the book into<br />

schools in Canada and the United States.<br />

The contributers to this campaign would get access to a<br />

number of rewards such as a soft copy of the book, and a<br />

“Learning Pack” that could be used personally or donated<br />

to a school of your choice. which includes a DVD featuring<br />

animated videos of the global crisis and soft copies of the book<br />

itself.<br />

Left: Illustrated sample pages from the graphic novel<br />

On the side, the campaign had T shirts promoting the<br />

campaign with pictures of the graphic novel on it.<br />

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Apart from graphic novels like Persepolis and japanese manga, there<br />

are dozens of books worth mentioning. Some of the greatest ones<br />

to have hit the shelves of a school include March: Book One, Amelia<br />

Rules and Nat Turner.<br />

‘March: Book One’ is a fist hand account of congressman John<br />

Lewis’ lifelong struggle for civil and human rights. It also reflects the<br />

good and bad things about the civil rights movement.<br />

‘Amelia Rules!’ is about a young girl who tries to adjust to the town<br />

she has moved to after her parents’ divorce. The book focuses on<br />

important aspects of life such as family, loss and love.<br />

‘Nat Turner’ is the story of Turner himself, a native rebel and his slave<br />

rebellion. To some he is a famous hero and serves as a symbol for<br />

black people.<br />

Such books have gained so much popularity, that they went on to<br />

becoming a series of books which came out on a monthly basis.<br />

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RESEARCH DOCUMENT<br />

Amelia Rules!<br />

Amelia Rules is a series which is used to teach kids in school the<br />

different values life has to offer. The series has made it to eight<br />

publications in the series so far.<br />

The graphic novels have been nominated for 13 Eisner awards and 5<br />

Harvey Awards. It has been written by Jimmy Gownley, an illustrator<br />

based in Harrisburg, Pennsylvania and started work on the series<br />

back in 2002.<br />

Gownley’s artwork is clean, colorful and easy to look at. He makes full<br />

use of the vocabulary of comics, flipping the page sideways when a<br />

negative moment is on the rise.<br />

The book has also proven to be a success in terms of life values and<br />

its impact on people, therefore making it quite certain that it would be<br />

success amongst kids in schools.<br />

Above: A page from one of the books of the<br />

series “Amelia Rules!”<br />

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March: Book ONE<br />

In depth, the story revolves around congressman John Lewis and his<br />

life and memories related to the long struggle with civil and human<br />

rights. The graphic novel is a part of a three series trilogy, which is<br />

displayed in black and white stylish art.<br />

The book is known for its strong illustrations by Nate Powell, an<br />

illustrator and musician by profession. The book is a great insight to<br />

this historic figure from his early days in Alabama to his life changing<br />

meeting with Martin Luther King Jr.<br />

The book received high praises and was the first graphic novel to win<br />

a Robert F. Kennedy Book award along with an average rank of 9.4<br />

out of 10 on the review aggregator website Comic Book Roundup.<br />

This has proven to be a rescourful book and makes studying history<br />

more fun.<br />

MARCH: BOOK ONE<br />

Front Cover<br />

A look inside MARCH: BOOK ONE<br />

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RESEARCH DOCUMENT<br />

Nat Turner<br />

The graphic novel centers itself around Nat Turner, a rebellious<br />

slave in America. Kyle Baker, the illustrator and writer of ‘Nat<br />

Turner’ decided to move away from his clean, cartoon style of<br />

drawing towards a more controlled one. With that being said, the<br />

look of it is quite expressive and rough in nature.<br />

This sort of style has been made with the use of ink and charcoal on<br />

most of the pages making it feel “heavy and important”.<br />

The depiction of such a famous historical figure in the world of the<br />

comic industry has proved to be educational and enlightening.<br />

Children can learn and appreciate historial facts and stories a lot<br />

more better through such a medium of learning.<br />

Nat Turner Cover Page<br />

Illustrated by Kyle Baker<br />

Left: Kyle Baker’s illustrations for the book<br />

Nat Turner (using charcoal and ink pens)<br />

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“I think when you’re knee-deep in<br />

coming up with editorial plans, the desire<br />

to sit down and pencil something is pretty<br />

strong.”<br />

- Jim Lee, comic artist and a true inspiration always<br />

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RESEARCH DOCUMENT<br />

DESIGNING<br />

PROCESS<br />

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THE POWER OF<br />

REFERENCING<br />

Visual referencing has its place in designing and illustrating today.<br />

Visual memory referencing has its limitations. It is an access to<br />

imperfect, past or limited visual memory of a subject. Bridging the<br />

gap between an imperfect visual memory and reality lies the power of<br />

referencing.<br />

Aspiring artists like Kent Trammell and Tim Von Reuden talk about how<br />

from their experiences, it’s far more enriching learning and using references<br />

to craft out illustrations and projects. French painter, printmaker<br />

and illustrator Henri Marie Raymond has paintings and illustrations that<br />

were created using references back in the 19th century.<br />

Contrary to popular belief, referencing is used by all artists. Some may<br />

argue that it plays a vital role with beginners only, but as it stands, it<br />

aids every artist to produce refined work. According to Kent, it does<br />

not matter what level of skill you have reached, referencing will always<br />

have its place in your work.<br />

As a texture and shading artist, Kent uses a variety of images as reference<br />

material for his projects. He looks into various types of<br />

material with interesting textures that provide both dull and vibrant<br />

colors as the like strikes it.<br />

Reference doesn’t have to be an image. Inspiration can be drawn<br />

from various places, including videos.<br />

Top: A fairytale character sketched out from a reference picture of a<br />

plant. He likes working with both reference material and illustrations<br />

in one photoshop file at the same time. This allows easy access to<br />

both textures and colors immediately.<br />

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RESEARCH DOCUMENT<br />

The key to using referencing as a powerful tool to aid one’s designs<br />

and illustrations is to use it with the intention of learning from it. A lot of<br />

artists today misuse and misunderstand the power or efficient referencing<br />

by tracing images. It should act as only a guide for one’s work<br />

and should not dominate it.<br />

If used correctly, the need and intensity of referencing fades overtime<br />

as one develops a reference guide in their mind’s eye.<br />

Being an artist and illustrator, I have always used referencing to perfect<br />

various kinds of imagery that ranges from human angle proportions<br />

to maintaining or improving landscape and architecture drawing.<br />

It has allowed me to develop my skills as an illustrator and designer to<br />

work more efficiently.<br />

Top: Back in the 19th century, famous french painter Henri Marie<br />

Raymond used staged photographs as a reference guide for his<br />

paintings.<br />

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Jared Muralt<br />

Amonst all the illustrators that I’ve looked at for referencing, Jared<br />

Muralt’s unique inking style stood out to me. He is a self taught<br />

artist who has worked in a number of firms in his home country,<br />

Switzerland.<br />

His style is quite an intriguing one and stands out from the others in a<br />

number of ways. He uses exaggerated, yet strong strokes and linings.<br />

Along with that, his characters possess exaggerated facial and body<br />

features showing off alternate futuristic realities in some illustrations.<br />

His graphic novels possess earthy, clean and beautiful colors. All of<br />

this serves is highly influential and has somehow found its way into my<br />

inking style and sketching.<br />

Such a style has proven to be highly inspiring in my project. It has<br />

helped and given me the confidence to keep a steady hand while<br />

drawing and designing with ink pens.<br />

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RESEARCH DOCUMENT<br />

Jared Muralt is a strong advocate of the process of comibining<br />

both traditional and digital techniques of design. His process<br />

involves traditionally drawing and illustrating his work and finishing<br />

it up with colors and other imagery for his projects.<br />

Above: A sketch which shows the initial process of design and<br />

illustrating by Jared Muralt<br />

Top Right: The final piece of illustration fully colored<br />

Above: A sketch which shows the initial process of design for<br />

‘Portugal The Man’<br />

Left: The final piece of illustration for the cover page fully colored<br />

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NoBrow works with a bunch of talented artists to produce<br />

beautiful storybooks, graphic novels etc. They are mainly<br />

colored using the process of screen printing which preceedes<br />

the digital age.<br />

Nobrow’s artists’ work possess organic, eccentric artwork, which<br />

appears to be more abstract than other styles out there. Mostly, they<br />

possess earthy colors, which is another reason why I decided to draw<br />

inspiration from here.<br />

Bottom: Cover Art and page of the book Megaskull and cover page<br />

for the graphic novel ‘Everything We Miss’ illustrated by Luke Pearson<br />

(bottom left)<br />

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RESEARCH DOCUMENT<br />

Nobrow collaborates with a number of artists to produce a variety<br />

of work. Their screen printing work has always proven to be fresh,<br />

vibrant and energetic. The use of multiple colors in both simple and<br />

intricate illustrations and designs has always been eye catching.<br />

These have proven to be great references when looking for a certain<br />

color scheme to work with.<br />

Top right and right: Screen print works by Nobrow<br />

Left: Cover Art and page of the book Megaskull and cover page for<br />

the graphic novel ‘Everything We Miss’ illustrated by Luke Pearson<br />

(bottom left)<br />

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Mainstream<br />

PROJECTS<br />

To fully immerse myself in the process of designing a graphic novel,<br />

I even explored various maintstream options. The mainstream genre<br />

includes style referencing sources like Frank Miller’s Sin City which is<br />

well known for it’s graphic content and grueling art style of art. Frank<br />

Miller’s work also includes famous 300 and The Dark Knight Returns.<br />

The artist is chosen based on the genre and type of graphic novel it<br />

is.<br />

You get a better understanding and broader view of the tone,<br />

structure and layout of a graphic novel and how they work when they<br />

are visually led with minimum words.<br />

Gary Frank is a well known artist in the comic book world. His recent<br />

work on the retelling of the Batman origin story was a masterpiece in<br />

terms of visual authenticity.<br />

He started out his career back in the 1990’s in Marvel’s world and<br />

worked his way up. He has simultaneously worked for both DC and<br />

Marvel, producing extraordinary work.<br />

‘Batman: Earth One’ was another graphic novel that was just looked<br />

into for a broader understanding of how graphic novels can be visually<br />

led. The illustrations in this book is something is quite something,<br />

making the typical, intricate style of comic art look simple and<br />

minimalistic.<br />

Above and below: Sin City Front Cover art<br />

and page illustration.<br />

Below left and far left: Gary Frank’s Batman:<br />

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RESEARCH DOCUMENT<br />

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RESEARCH DOCUMENT<br />

THE VALUE OF A<br />

SKETCHBOOK<br />

The creative process that revolves around designing a graphic novel<br />

is a vast one. Apart from referencing<br />

existing educational graphic novels and relevant styles, the importance<br />

of maintaining a sketchbook comes up.<br />

The most valuable tool of every kind of artist is his/her sketchbook.<br />

It is a visual representation of the various thoughts and ideas that an<br />

artist comes across on a daily basis. Throughout history, both professionals<br />

and students have used one to carefully and neatly document<br />

their progress with both their projects and styling.<br />

Famous english fashion designer Zandra Rhodes speaks intently<br />

about how the use of a sketchbook allows one to generate pattern<br />

ideas and is a firm believer in the use of one.<br />

Residing in a few of the top designers’sketchbooks of our time such<br />

as Milton Glaser, Michael Bierut, and Stefan Sagmeister lies the<br />

familiar designs and early looking sketches of famous logos, typefaces<br />

and book covers. These designers h to hold on to a sketchbook<br />

allows you to have a firm grasp on the real world and organic linings<br />

as opposed to working virtually.<br />

Sketchbooks are treated like journals by them, and even define the<br />

their personality as it is a representation of their minds on paper.<br />

Stephan Sagmeister, a popular New York based designer, has<br />

opened his sketchbook to the public showing his process from rough<br />

sketches to the final outcome, clearly displaying the creative thought<br />

process of the project at hand. Artists from the past such as Da Vinci,<br />

Picasso and Salvadore Dali have even proven how the process of<br />

working with paper and pencil is a useful one.<br />

Toronto based illustrator and designer Hugh Lankis says in an<br />

interview that the use of a sketchbook allows him to put down all his<br />

thoughts spontaneously without worrying if they were good or bad,<br />

calling it the “anything goes”stage in his process. He also finds it helpful<br />

by going back to old sketchbooks to look for new inspiration. He<br />

goes on to deduce that the rough sketches and drawings that were<br />

once deemed inadequate could mould itself into something stronger<br />

and become a part of a future project.<br />

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Above: A look at Stephan Sagmeister’s process of sketching a project<br />

he worked on. He has been sketching in books to make sense<br />

of everything since he was seventeen. According to him, he finds it<br />

easier to think of an idea once its on paper, giving him the opportunity<br />

to flesh it out well.<br />

Left: A peek into Famous designer Sean<br />

Adams’ sketchbook. He has kept one<br />

since his first day at CalArts in 1982. To<br />

him, maintaining one keeps him disciplined.<br />

It also is a surrealisitc representation of his<br />

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RESEARCH DOCUMENT<br />

Above: Another top designer by the name of Milton Glaser opened<br />

his sketchbook to the public. He is best known for his packaging,<br />

posters and the infamous ‘I heart NY’ logo and has kept a sketchbook<br />

since high school.<br />

Left: Paul Cox is a london based illustrator<br />

who maintains a sketchbook to warm up<br />

his drawing fluency right before he starts<br />

working on larger drawings. To him, it helps<br />

him sharpen his responsibilities and speeds<br />

up his hand-eye coordination.<br />

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SKETCHING<br />

DEVELOPMENTS<br />

As it stands, it is pretty evident that every designer, artist or illustrator<br />

should maintain a sketchbook. As much as I have always maintained<br />

one, I took the views of various artists into account while designing<br />

my campaign, allowing myself the freedom to experiment with various<br />

styles and add weight to multiple ideas at the same time.<br />

The sketchbook I have maintained has allowed me to flesh out storyboards,<br />

character ideas and develop a reference guide and I can look<br />

up at any time during the designing process.<br />

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RESEARCH DOCUMENT<br />

Right: Early sketches I created for the main<br />

character “Piggs”. As I sketched out this<br />

character, I would write down various ideas<br />

for the character and storyline right next to<br />

the the drawings for better understanding<br />

when going through it in the future.<br />

Left: Sketches made for the secondary<br />

character in the story, Bob the chimpanzee.<br />

The idea originated from exposure to<br />

posters with a lot of space monkeys and<br />

was also inspired by the movie ‘Planet of the<br />

Apes’.<br />

The sketches here show the initial idea<br />

of a highly intelligent, talking chimpanzee<br />

dressing up like a human to try blending in. It<br />

was also inspired by existing console games<br />

like ‘Sly Cooper’ and ‘Ratchet and Clank’.<br />

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As I produced more sketches and came up with ideas for my project,<br />

I experimented with my hand drawn images by scanning them and<br />

either completing them digitally or adding extra elements to it.<br />

The picture on th left has been done to try and understand how I will be<br />

working on the characters, colors and textures in the book.<br />

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RESEARCH DOCUMENT<br />

The picture below is another example of figuring out the look of<br />

the character at a certain point in the book. Although over here,<br />

I have used a shading technique of coloring<br />

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Below: Detailed drawing of a page from the graphic novel with the use of sketch pens<br />

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RESEARCH DOCUMENT<br />

Top: The final outcome from combining both traiditional and digital techniques of illustration<br />

Colored up on PhotoShop<br />

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RESEARCH DOCUMENT<br />

TRADITIONAL<br />

VS DIGITAL<br />

The choice between traditional and modern techniques of illustration<br />

is a rather important one to make today.<br />

As much as digital design and illustrating prevails, the use of traditional<br />

hand-and-paper techniques are coming either coming back or on the<br />

rise again.<br />

The use of digital methods of illustrating is frowned upon by traditional<br />

illustrators. The benefits and shortcuts that follow it are marked as<br />

an unrealistic approach to designing and illustrating as they believe<br />

it is important to experiment and make mistakes to reach the final<br />

outcome.<br />

41


Traditional and digital ways of illustrating have divided artists based<br />

on their choice of designing. Amongst them all lie a few artists who<br />

believe the two can go compliment one another.<br />

Famous award winning illustrator Jean-Sebastien Rossbach believes<br />

the two go hand in hand, allowing him to get the desired illustration.<br />

Photoshop is a tool that allows his work to cross boundaries that<br />

lie on working with pen and paper for him. Having experience with<br />

illustrating the other way around as well, he strongly feels that both<br />

traditional and digital tools can complement one another.<br />

With the rising interest to merge the two mediums, well known illustrator<br />

and artist Joanna Henly who is based in London backs it up<br />

with appreciation towards both these styles through her work. She<br />

possesses a strong sense of what is analog and what is traditional,<br />

allowing her to take more chances without any risk involved.<br />

In an interview, she explains how her process involves drawing the<br />

figure on paper as it has more of an impact on a viewer. Everything<br />

else around the image would serve as supporting elements to the picture<br />

which are all designed and illustrated digitally; creating a striking<br />

balance between the two mediums.<br />

Today, screen printed posters that combine these two mediums are<br />

made quite often for bands and movies. Illustrator and printmaker<br />

Miles Tsang created a screen printed poster for the Black Keys tour<br />

concert back in 2013, which successfully integrates both the mediums.<br />

Left: Miles Tsang’s paint work on a Black<br />

Keys’ poster using traditional black ink and<br />

paper.<br />

42<br />

Left: The completed poster which is colored<br />

up and and finished on PhotoShop with<br />

added elements.


RESEARCH DOCUMENT<br />

All in all, both mediums bring out numerous possibilities, both having<br />

its advantages and drawbacks. Integration of the two has proved to<br />

be beneficial, allowing an illustrator to not only experiment, but produce<br />

far more than what he/she intended to. The unification of these<br />

two predominant mediums would prove to be advantageous to any<br />

illustrator who is seeking to drive his/her capabilities to the maximum<br />

potential.<br />

With my design process, I have embraced both these design processes.<br />

I learned through heavy experimenting that designing on both<br />

mediums can bring out the best results.<br />

Right and bottom right: Famous illustrator<br />

Jean-Sebastien Rossbach shows the world<br />

a detailed process of how he combines<br />

both traditional and modern styles of designing<br />

to purely benefit his process.<br />

You can see how he starts from drawing<br />

and painting out images to coloring and<br />

tweaking on a computer.<br />

43


DIGITAL<br />

DESIGNING<br />

The process of virtual designing requires two essential tools: A pen<br />

tablet and relevant softwares to design on. Adobe’s Photoshop is one<br />

of the most commonly used softwares amongst many others such as<br />

‘Illustrator’, ‘InDesign and many more.<br />

Photoshop is a software that is mainly used to edit and manipulate<br />

images. That being its primary function, it has been branched out and<br />

used for various other purposes in the creative industry and many<br />

other fields like animation, architecture, medicine etc.<br />

Looking at the graphic design industry in specific, it has been used by<br />

designers to carefully build and structure their layouts with the aid of<br />

Adobe’s Illustrator and InDesign.<br />

The digital designers and illustrators of today believe that the process<br />

of illustrating digitally is a faster as compared to working traditionally.<br />

44


RESEARCH DOCUMENT<br />

45


46


RESEARCH DOCUMENT<br />

LOGOS<br />

& BRANDING<br />

A campaign’s driving factor is the logo that represents it. A logo not<br />

only gives a business, company or campaign a face but instills trust<br />

to a viewer.<br />

With a well designed logo, it is highly likely for the potential customer<br />

number to increase as opposed to a logo crafted badly, therefore<br />

leading to the questioning of a company’s values and services.<br />

A well designed logo serves two purposes: visually representing the<br />

entire business through a visual symbol and the name of the company.<br />

The McDonald’s logo is a perfect example. It has become quite<br />

memorable and is a clear representation of the business through the<br />

logo and the text.<br />

A logo can either make or break a business’ success. If approached<br />

and designed the right way, it leads to more returns in multiple ways.<br />

Most top designers including Mash Bonigala, who is a top branding<br />

designer in the UK suggest using the principle “less is more”. The<br />

more simple a logo is, the more chances of it being memorable are in<br />

motion. According to him, a logo doesn’t have to represent the entire<br />

organization or business’goals, but can should possess subliminal<br />

meanings.<br />

47


The designing process of a logo is a rather complex one. But<br />

like every other creative process, it starts out with probably rough<br />

sketches of what the logo could possiblly look like. Creative brainstorming<br />

goes hand in hand with this process, to get a sense of<br />

what the logo is and what it should represent.<br />

When a professional company or organization approaches logo<br />

designing, they design their logo with the intention to be different. Its<br />

distinctiveness is what sets their logo apart from the others. Along<br />

with that, knowing what the market looks like an d the audience aids<br />

the designing process. For example, when designing for teenagers,<br />

it is important to keep it a liitle more on the maintstream side, which<br />

is both loud and catchy. The logo for the music application “Spotify”-<br />

clearly captures both those two factors and serves its purpose as it<br />

targets the teenage market in particular.<br />

Logos such as Starbucks have gone through similar design processes.<br />

Like every other project, the designer is gvien a brief about<br />

the brand which he looks into and does extensive research on the<br />

project. Inspiration is drawn from existing designs and visual designs<br />

of potential logos follows this process with the client’s in the picture<br />

too.<br />

Communication betweent the client and the designer is what makes<br />

the designing process a success. The designer designs based on<br />

what the client desires for the brand by showcasing a few potential<br />

designs to choose from and the client gives the designer the freedom<br />

to work without any interruption.<br />

48


RESEARCH DOCUMENT<br />

Above: A fully designed brand by top designer Bonigala for a start up<br />

coffee company situated in France. The approach taken up by this<br />

company towards producing quality cofffee beans is both scientific<br />

and artistic in nature. The coffee company had values around using<br />

natural and organic things and also uses only recycled packaging.<br />

The logo designed for this brand was a custom typeface which<br />

intergrated a design element that spoke volumes of the company<br />

stood for.<br />

Top designer Stuart Crawford designed and branded a smoothie<br />

bar and healthy food restaurant called ‘Juice Baby’ that is situated in<br />

London. The logo that embodies the brand conveys the organic and<br />

natural feel of the company. The logo went through a few iterations<br />

before reaching the final design. The logo shows off leaves in the<br />

middle that represents growth and life. It also is interpreted as a seed<br />

. The typography at the bottom of the logo aids at representing the<br />

brand which is appropriately titled ‘Fun City’.W<br />

49


Taking into account the tips given by top designers of the world along<br />

with a careful study of their designing process, I kept a sketchbook<br />

and noted down all that I needed for “Health Grenade”<br />

I explored and did extensive research to draw inspiration and come<br />

up with a lot of designs. I looked at both corporate and maintstream<br />

logos to get a feel of what has already been created and for what<br />

purpose.<br />

The designs I came up with embodied both the natural and organic<br />

feeling of life with the representation of the H with vines and leaves.<br />

The word Grenade and the letter G represented more rockier and<br />

solid substances.<br />

A first attempt at combining both organic<br />

and solid elements by representing them<br />

through the letters<br />

The creation of this logo was inspired by<br />

various silhouette logos such as Apple and<br />

Dreamworks<br />

Top: Created with the intention of putting the name of the campaign as the<br />

logo itself<br />

50<br />

This was made with the intention to make it<br />

look rather corporate as opposed to something<br />

mainstream


RESEARCH DOCUMENT<br />

Above: The final logo designed for ‘Health Grenade’. Represented using<br />

the initials H & G along with an ECG line running through the middle and<br />

a grenade imposed into the ‘G’. The typeface used at the bottom is a<br />

hand drawn font made by an anonymous tyographer online.<br />

51


FINAL OUTCOMES<br />

Taking into account the tips given by top designers of the world along<br />

with a careful study of their designing process, I kept a sketchbook<br />

and noted down all that I needed for “Health Grenade”<br />

I explored and did extensive research to draw inspiration and come<br />

up with a lot of designs. I looked at both corporate and maintstream<br />

logos to get a feel of what has already been created and for what<br />

purpose.<br />

The designs I came up with embodied both the natural and organic<br />

feeling of life with the representation of the H with vines and leaves.<br />

The word Grenade and the letter G represented more rockier and<br />

solid substances.<br />

Printing Process<br />

52<br />

Left: From sketching to final<br />

outcome pages


RESEARCH DOCUMENT<br />

Top Above: A look at printing out the final outcome<br />

Above: A comparison between initial design and final outcome page.<br />

53


ESSAY<br />

The topic of fast food is a debatable one that has often been<br />

brought up on a regular basis. It is common knowledge that both<br />

adults and children are governed by the fast food industry including<br />

adolescents in recent times. Obesity is on the rise and all of this<br />

points up to the evident rise in volatile statistics and facts that have<br />

been presented over the course of ten years. One cannot overlook<br />

the fact that there has been an increase the desire for junk food<br />

followed by its production resulting in highly negative results.<br />

Child obesity has started to become a growing concern today.<br />

Looking at the existing facts on this growing universal concern,<br />

there has been a rise in obesity amongst children, shooting up to<br />

double the amount in them and quadruple in adolescents. In 2012,<br />

around one-third of the children were deemed overweight and the<br />

percentage of children who were obese in the United States alone<br />

rose from seven to eighteen percent. (Anonymous, April 24 2015)<br />

UK based statistics show that it is the highest rate of child obesity<br />

in Western Europe today. (Briggs, Helen, 13 June 2013). It has also<br />

been addressed recently, linking it with multiple kinds of illnesses<br />

along with other conditions such as diabetes, breathing problems<br />

etc.<br />

A particularly skilled team from the Imperial College of London<br />

analyzed the statistics on the NHS admissions for obesity, focusing<br />

on hospitals in London and Wales primarily. (Briggs, Helen, 13 June<br />

2013) They discovered that there was a steady increase in the<br />

admissions from girls, which also turned out to be higher than boys.<br />

Meanwhile the obesity surgery cases rose marginally from one case<br />

in 2000 to 31 cases in 2009, being mostly girls. From all that has<br />

been looked at, this is a prevailing problem faced by not only in the<br />

UK and US, but also by every country all across the globe.<br />

There are also several reasons as to why children eat the way they<br />

do, some of them being poor food selection, lack of time, which<br />

results in meal skipping, fussy eating amongst toddlers and children<br />

etc. According to the findings posted in the National Nutrition<br />

Survey of 1995, around 40 percent of children ate no fruit, thirty<br />

percent ate no vegetable and seventy five percent ate mashed<br />

potatoes, which were fried and added with fat. To add on, eighty<br />

percent ate pastries, cakes and biscuits, seventy percent drank fruit<br />

juices and only twenty percent of them drank water.<br />

The fast food industry is the only one to be blamed for this<br />

mostly. The existing statistics of 2013 say that in that year the<br />

industry was worth 191 billion dollars in the United States itself.<br />

(Forte, Gregory. (August 2014)) From the analysis of<br />

(Promoting Healthy Eating For Children: A Planning Guide<br />

For<br />

 Practitioners, July 2005)<br />

these statistics, it has been predicted that it will be worth<br />

around 210 billion dollars by 2018. They have used the power<br />

of marketing and advertising wisely, to their advantage to create<br />

a global impact. The most commonly used strategy is the<br />

one, which involves the use of incentivizing children with a toy<br />

if they buy a happy meal. This in turn grooms a kid into coming<br />

regularly to a fast food restaurant to pick up the next toy that<br />

comes out along with the happy meal.<br />

In recent years, celebrities have been getting behind the<br />

camera to promote junk food for various fast food companies.<br />

Recently, the campaign taken up by Michelle Obama, which<br />

aimed at reducing child obesity, created a huge controversy.<br />

The fact that she signed on celebrities like Beyoncé and Shaquille<br />

O’Neill to promote the campaign created a huge stir as<br />

they have endorsed sodas in the past, which are contributors<br />

to the rising obesity epidemic. (Sifferlin, Alexandra, 2013)<br />

Beyoncé endorsing Pepsi back in 2013<br />

Celebrities serve as role models, which clearly results in behavioral<br />

change in kids based on what they endorse. According to<br />

scientists, ads featuring professional athletes get an impressive<br />

number of views and exposure on TV, the radio etc. In 2010, it<br />

was also noticed that children between the ages of twelve and<br />

seventeen saw more food and beverages endorsed by athletes<br />

compared to adults. (Sifferlin, Alexandra, 2013)<br />

54


RESEARCH DOCUMENT<br />

According to the statistics put forward by researchers who have<br />

analyzed the fast food industry, 99 percent of the commercials<br />

came from big fast food companies McDonalds and Burger King.<br />

Prior to this, they evaluated whether the advertisements were targeting<br />

adults or children.<br />

Approaching the topic of healthy eating amongst children has been<br />

touched upon from different angles. A simple change in diet through<br />

influential videos, posters, habits and involvement of children in the<br />

cooking process at home brings about an impact on them. Graphic<br />

design as a source of communication works towards<br />

<br />

solving different problems today, one of them being obesity. The<br />

designers of today have all addressed this issue a few times with<br />

the use of multiple campaigns, advertisements, designed posters<br />

etc., which are used to promote and produce obesity awareness<br />

amongst people. The task of communicating through such mediums<br />

is what we designers aim to achieve.<br />

The relevance of well structured and planned out campaigns comes<br />

into play here. A correlation exists between the importance of them<br />

today and of healthy eating amongst children. Children in their initial<br />

years are always growing which justifies the need of healthier food<br />

options. Foods like fruits and vegetables lead to proper physical<br />

development, building up of strength, resistance to infections,<br />

minimizes future health risks cancer, dental decay etc., and allows<br />

them to make better food decisions for life. (Anonymous, 2012)<br />

According to the National Diet and Nutrition Survey in the UK, most<br />

children suffer from obesity due to the intake of large amounts of<br />

saturated fats, sugar and salt, whereas one in then of them indulge<br />

in a 4 portions a day of a diet of vegetables and fruits. (Clark and<br />

Powell, 2013) It has also been proven that the use of all kinds of<br />

healthy eating educational campaigns leads to not only better food<br />

choices but improvements in behavior, mental health and well being<br />

and improvements in the way they respond to their education. Inadequate<br />

diets impede a child’s ability to learn too. (Clark and Powell,<br />

2013)<br />

Amongst all of the solutions out there today, the “FitWits” MD program<br />

is the one of many that stands out the most. It was developed<br />

by the Carnegie Mellon University School of Design and UPMC<br />

Saint Margaret Family Health Centers and is used during an annual<br />

check up of a child with a doctor, addressing the problems created<br />

by obesity. (Anonymous, 2015). With the use of tools such as print<br />

and digital, this program allows all the members of a family, educators<br />

and health experts a better understanding on the decisions that<br />

children make on a daily basis. (Fitwits is solving childhood obesity<br />

by using 21st century technology and gaming to inspire the power<br />

of play, 2015)<br />

Being more specific, doctors use tools such as flash cards, which<br />

feature a variety of cartoon characters, recipes, and health related<br />

information such as nutrition, which help a child to understand the<br />

importance of healthy food and the drawbacks of consuming junk<br />

food. (Anonymous 2015) This program is a start up by the university<br />

with five years of market research testing backing it up (Fitwits<br />

is solving childhood obesity by using 21st century technology<br />

and gaming to inspire the power of play, 2015). The university has<br />

invested its time and attention into acquiring knowledge related to<br />

the prevailing practices that teach the youth of today, the concept of<br />

nutrition. (Fitwits is solving childhood obesity by using 21st century<br />

technology and gaming to inspire the power of play, 2015) Using<br />

these findings, the university develops new ways of educating<br />

young minds on nutrition, healthy eating and obesity. It has been<br />

proven that FitWit is an effective program that is used to discuss<br />

these sensitive issues among family, children and educators without<br />

any judgment. (Fitwits is solving childhood obesity by using 21st<br />

century technology and gaming to inspire the power of play, 2015)<br />

The use of FitWit has also made its way into a number of other sectors.<br />

It has been tried and tested in places such as schools, where<br />

health educators seek such effective programs to benefit them and<br />

improve school wellness policies; doctors’ offices, where researches<br />

need well researched and developed strategies to reverse the<br />

effects of obesity; and restaurants, where the management searches<br />

for new ways to educate and improve the knowledge of their<br />

customers to further make healthier decisions. (Fitwits is solving<br />

childhood obesity by using 21st century technology and gaming to<br />

inspire the power of play, 2015).<br />

From what has been seen, the research shows a consistent rise in<br />

more educated children and families, who indulge in more physical<br />

activity and who also make better and healthier food decisions.<br />

It has also shown an improvement in BMIs and physicians who<br />

feel more confident in educating their patients. (Fitwits is solving<br />

childhood obesity by using 21st century technology and gaming<br />

to inspire the power of play, 2015) This program has proven to be<br />

educational and fun, involving everyone in the solution to bring out a<br />

new, healthier change.<br />

Such projects are not only taken up by working designers in the<br />

industry, but by university students as well. Louise Tattershall is<br />

a student who resides in the UK, who created a guide called “A<br />

Healthy Guide To Pack Lunches” for the ALDI Health Pack Lunch<br />

campaign. The campaign aimed at making children eat healthier<br />

by involving them in the cooking process. Children are incentivized<br />

with a sticker prize every time they cook a recipe from the book<br />

and bring it to school for lunch. Tattershall, Louisse, 2013) To add<br />

on, family members can win ALDI discounts, allowing them to cook<br />

such meals at cheaper prices. The guide is filled with a variety of<br />

recipes, ingredients and instructions, which are needed to make<br />

wonderful and delicious lunch meals.<br />

55


From the research findings which included lunchtime audits, personal<br />

group talks etc., the AMP noticed that teenagers were very<br />

well aware of their unstable and unhealthy diets and was perceived<br />

as too big of a change to eat more healthier. They came up with a<br />

strategy which involved inspiring them, which involved showing how<br />

making small changes leads to big rewards that they will notice both<br />

immediately and in the future. (AMP Agency, 22 March 2013)<br />

Children’s book cover and stickers designs<br />

<br />

It was also important to educate parents and other family members<br />

about the importance of healthy eating for this to work. To do that,<br />

ALDI launched a website which supported the campaign and also<br />

attempts at educating them about it. Adding on to it all, ALDI has<br />

also come up with a number of larger cookbooks and lunch packs<br />

which are specifically designed for adults. (Tattershall, Louisse,<br />

2013)<br />

Graphic design has also found its way into a number of projects<br />

and campaigns as just a supporting factor to boost them. A case<br />

study was conducted by the AMP agency on the project “Change<br />

One Thing” which was for a client called Food Bank For New York<br />

City, which ran for an entire year from July-September 2011 to<br />

July-September 2012. Looking at the bank’s background, they are<br />

one of the United States’ largest food banks that aim at eradicating<br />

hunger by helping feed the poor throughout the city and by also<br />

providing nutrition related educational programs for around 40,000<br />

children and adults. This also includes a number of poor people<br />

that spreads up to 2.6 million people in just New York City itself.<br />

(AMP Agency, 22 March 2013)<br />

To counter this, the AMP Agency came up with a social strategic responsibility<br />

program that focused itself on educating the youth from<br />

low-income households in the states on healthy eating, mainly the<br />

ones from the five boroughs situated in New York city. Their target<br />

was to reach around a 100,000 teenagers all of who met a very<br />

strict criterion as defined by the USDA, who are also the funders of<br />

the campaign. (AMP Agency, 22 March 2013)<br />

To spread the word about the campaign, they used both traditional<br />

and non- traditional methods. One of them was the use of billboards,<br />

some of which showed off handmade adaptations of their<br />

ads, all of which were strategically placed all over the city in transit<br />

stations. Other methods also included spreading the word about<br />

the campaign on radio stations by setting up specialized promotions<br />

and also showed up at various local events along with the branded<br />

materials from the campaign. Amongst all the methods involved in<br />

the process of spreading the news, the use of a customized food<br />

truck, which gave out nutritious, healthy food during the summer<br />

and even featured an interactive game about healthy eating habits,<br />

was also considered. (AMP Agency, 22 March 2013)<br />

Looking at the designing bit of the campaign, a photo shoot was<br />

done with a man named Gary Sloan in his studio, showing many<br />

horrible looking snack foods along with the hero portrayed healthy<br />

foods. This was taken up to counter ads out there, which influenced<br />

children to make bad food choices on a daily basis. A number of<br />

techniques were used to show the fast foods as unappealing in<br />

nature by showing them sweat, melt and drip. The healthier food<br />

images were places strategically next to the unhealthy ones to<br />

emphasize their importance. The ads also used bright colors to add<br />

to make the good foods more prominent to catch people’s attention<br />

along with the use of clean and solid band of colors to bring out the<br />

headlines. (AMP Agency, 22 March 2013) To add on to the design<br />

involved, transit advertising and traditional billboards were used to<br />

advertise the campaign.<br />

The AMP agency also used various other strategies like spreading<br />

the word through radio stations by getting into a partnership with<br />

the stations, and the use of traditional methods like hand painted,<br />

neighborhood mural paintings. The food truck previously mentioned<br />

made its way all over the city to summer camps, teen centers,<br />

etc. Children were allowed to learn and play an interactive, creatively<br />

designed game, which taught them about the benefits and<br />

advantages of healthy food, bringing to light the consequences of<br />

consuming bad foods. The food truck also handed on free samples<br />

of frozen fruit pops, recipe books for teens, sliced apples etc. (AMP<br />

Agency, 22 March 2013)<br />

“Change One Thing” ran for an entire year and proved to be a success<br />

showing a significant change in the behavior of teenagers all<br />

over the city. A ten percent rise in the importance of healthy eating<br />

amongst low-income children was noticed. According to the case<br />

study, “<br />

Children playing an interactive health food game on the food truck<br />

they had changed their eating behaviors while the campaign was in<br />

market.<br />

fifty percent of the respondents stated that<br />

Sixty-eight percent of these respondents report that they are trying<br />

to make<br />

healthier eating decisions and 64 percent report that they are<br />

thinking more<br />

about how what they choose to eat will affect them in the future.”<br />

(AMP Agency,<br />

22 March 2013)<br />

56


RESEARCH DOCUMENT<br />

Children playing an interactive health food game on the food truck<br />

Like every other campaign, it faced a few challenges along the way,<br />

the main one being the guidelines put forward by the USDA but<br />

was something that could be taken care of easily.<br />

One of the main roles of a designer is to keep up with modern<br />

trends and things that work for that current year. While doing so, it<br />

can be quite challenging considering the constant change in trends,<br />

fashion styles etc. When it comes to designing for children, a lot<br />

has to be considered, as it is very different from designing for the<br />

general masses and adults, and is a lot more challenging. The style<br />

of communicating through posters, advertising campaigns etc. is a<br />

lot more sensitive and clean as they are more inclined to being influenced<br />

more easily compared to adults. The outcomes developed<br />

for them are more colorful, emphasis placed, interactive and easy to<br />

understand designs.<br />

Amongst all the campaigns and massive projects out there which<br />

aim at reducing the obesity levels in children today, personal projects<br />

and books on designing for children exist, educating adults<br />

on the various ways they can change the way children look at food<br />

around them.<br />

Referencing:<br />

Adolescent and School Health. Available: http://www.cdc.gov/<br />

healthyyouth/obesity/facts.htm. Last accessed 27th April 2015.<br />

Rise in child obesity-related hospital admissions. Available: http://<br />

www.bbc.co.uk/news/health-22849112. Last accessed 27th April<br />

2015.<br />

Statistics and facts about the Fast Food Industry. Available: http://<br />

www.statista.com/topics/863/fast-food/. Last accessed 27th April<br />

2015.<br />

New Graphic Design Tools Help Doctors Teach Children About<br />

Healthy Eating. Available: http://www.livinguncured.info/New-<br />

Graphic-Design-Tools. Last accessed 29th April 2015.<br />

Anonymous. (2015). Fitwits is solving childhood obesity by using<br />

21st century technology and gaming to inspire the power of play..<br />

Available: http://www.fitwits.org. Last accessed 29th April 2015.<br />

Anonymous. (2012). Healthy eating for young children. Available:<br />

https://www.pre-school.org.uk/parents/support-advice/408/<br />

healthy-eating-for- young-children. Last accessed 3rd May 2015.<br />

AMP Agency. (22nd March 2013). Case Study: Change One Thing<br />

- Championing Healthier Eating Habits In Teens. Available: http://<br />

www.aiga.org/case-study-change-one-thing/. Last accessed 4th<br />

May 2015<br />

 Clark, Malcolm, and Charlie Powell. Children’S Food Campaign’S<br />

Submission To<br />

 The School Food Plan. 1st ed. 2013. Web. 3 May 2015.<br />

 Promoting Healthy Eating For Children: A Planning Guide For<br />

Practitioners. 1st<br />

 ed. Victorian Government Department of Human Services, July<br />

2005. Web. 4<br />

 May 2015.<br />

Sifferlin, Alexandra. (2013). When Good Celebrities Promote Bad<br />

Foods. Available: http://healthland.time.com/2013/10/07/<br />

when-good-celebrities- promote-bad-foods/. Last accessed 4th<br />

May 2015.<br />

Tattershall, Louisse. (2013). Healthy Eating for Children. Available:<br />

https://www.behance.net/gallery/11785019/Healthy-Eating-for-<br />

Children. Last accessed 4th May 2015.<br />

In conclusion, childhood obesity is a growing concern in today’s<br />

world. The demand for unhealthy food has grown, as has the<br />

supply. In fact companies using marketing gimmicks such as<br />

“Happy Meals” and celebrity endorsements are further increasing<br />

this demand. The statistical trends depicting obesity and unhealthy<br />

food habits call for immediate action such as alterations in the<br />

types of advertising for food products as well as implementation of<br />

campaigns to promote a healthy lifestyle. Some of the campaigns<br />

that aim at doing so are the FitWit program, “Change In One Thing”<br />

campaigns, which have been previously mentioned, and many<br />

more.<br />

As has been explored in this paper, these campaigns and projects<br />

have been very effective in achieving their purpose and expanding<br />

and enriching kids all over with the knowledge related to the advantages<br />

of eating healthy and the benefits that come with it along the<br />

way.<br />

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alston.rodrigues@hotmail.com

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