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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 />
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RESEARCH DOCUMENT<br />
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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 />
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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 />
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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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