The project involved creating a packaging design for a fictional toy company. The task involved creating a design concept where the logo, typography, color choices and packaging design would be developed in unity with the fictional company's identity and target group.
The name Togloom means “toy” in Mongolian and is also the country where the company has its roots. Togloom was founded 4 years ago with a vision to create educational and entertaining toys for younger children. Inspired by Mongolia’s rich cultural heritage and traditions, they began producing simple yet stimulating toys such as blocks and stackable shapes.
The work started with coming up with a name and background story for the toy company. As inspiration for the design concept, I started with the company's name in the Mongolian alphabet, which is тоглоом.
I drew inspiration from the company's products and worked graphically with blocks and straight lines to create the logo. A mascot was created for the brand that people can easily recognize, and which is visible in the logo and throughout the design concept. To strengthen the cultural anchoring of the brand, traditional Mongolian patterns were used for the graphic elements that appear on the packaging.
The project involved creating a new website for the company Docent Musik, which operates in the event production industry. The company wanted a new look for its website that better reflects their business and is also perceived as more professional. To achieve this, a lot of focus was placed on finding the most suitable way to work with the design of the website. Before working on coding, sketches, wireframes and prototypes were created as a basis. In addition to creating a new interface for the company, the project also required that the new website be responsive.
Logotypens utformning är inspirerad av musik, som utgör företagets kärna. Initialerna DM (Docent Musik) har gestaltats så att det samtidigt formar figuren av en dirigent, för att förstärka kopplingen till musik.
The goal of the design project was to develop a design concept for a digital artifact that can engage, assist and socialize children through play. The focus was on the physical experience of playing with other children and where the interaction with the digital artifact enables a rich and elevated experience with limited screen interaction.
Zabotage is an outdoor game inspired by hide-and-seek, combined with digital elements via a mobile app. The game is aimed at children and teenagers between the ages of 8 and 16 and aims to promote physical activity, social interaction and strategic thinking. A shrinking play zone and sabotage functions create a dynamic and exciting gaming experience that requires strategic thinking, attention and quick decisions.
The project is based on Jonathan Haidt’s reasoning in The Anxious Generation about the transition from a “play-based childhood” to a “phone-based childhood” and its negative effects on children’s development. Haidt emphasizes the importance of synchronous play in physical environments to develop social skills, risk management and empathy, which Zabotage addresses by allowing digital technology to enhance physical play rather than replace it.
The game's shrinking zone inspires movement and strategic decisions, while the sabotage feature creates social dynamics as players are given the opportunity to influence each other's gameplay experience.
By integrating haptic feedback and audio cues instead of visual screen interaction, players are forced to become more aware of their surroundings.
The design process was characterized by iterative prototyping, focusing on agency, interactivity, scale/spatiality, and technical constraints. Through physical testing without a screen, I was able to explore how haptic feedback and audio cues can guide players, which provided insights into clarity of communication and the participants’ learning curve.
Early user testing helped identify issues, such as players having difficulty interpreting certain vibration patterns. Here it became clear that cognitive load increased when rules and features were not communicated in a direct and clear way.