WORK
      We’re Not Really Strangers
      Durex
      Spotify Arcade
      Arby’s    
      Pringles
      Coca-Cola       
      REI Arena
      Fantastic Escape Den
      Gymshark

PLAY

Polaroids
Playlists For Pals
     Artwork

ABOUT

RESUME


Context: Independent Study | VCU Brandcenter Student Project
Team: Cole Farrar 
Toolkit: Adobe Creative Suite, Figma, & Waldo.
Role: Experience Designer & Digital Strategist






OBJECTIVE

Bring We’re Not Really Strangers’ card game online.

Bring We’re Not Really Strangers powerful relationship centered card game to the digital world in order for the game to be played anywhere.

PROBLEM

Technology provides a false sense of connection.

We feel a false sense of connection to others due to technology’s status driven platforms, centered around quick, non permanent interaction.

INSIGHT

Communicating online is bite-sized and brief.

Conversations online involve a limited character count, with emojis bearing the weight of expression, and are straightforward and to the point in nature.







STRATEGY

Relationships that feel close.

Provide a place that amplifies meaningful connection online through the use of auditory and visual communication practices.

CONCEPT

Conversation Beyond the Surface.

Create and maintain meaningful relationships online; because communicating online should feel just as special as doing so face-to-face.









ORIGINAL PRODUCT OVERVIEW

How to Play the Traditional Game 





CURRENT STANDING

Business Overview





LEADING PRODUCT DECISIONS

Effective Digital Communication






NOW ONLINE

Digital Product Innovation



iMESSAGE APP

Plug in
Meeting people where they are already chatting. Yet pushing the conversation to have more meaning with prompts and voice recording.


FACETIME

Plug in
Being  able to see each other face to face makes interacting with those you love more relational. Our digital prompts only amplify the feeling.





STRATEGIC PLACEMENT

Awareness

SOCIAL MEDIA
Targeting existing customers with strong, established social presence.
OUT OF HOME
Drawing on the irony of travel due to the new online product eliminating distance barriers.
MERCHANDISE
Aligning to apparel and bold statements the brand already provides.







PRODUCT PARTNERSHIP

Capitalizing on new relationships








PROCESS
  • I took my love for the game We’re Not Really Strangers and simply extended its reach. I dove into my personal understanding and love for the game while gathering perspectives from other players. After understanding their current standing and success, I dove into the principles of game design that focused on not losing the core purpose of the game… meaningful connection. 

REFLECTIONS
  • Creating work that centers and evokes community excites me, as it gives the work a powerful purpose to connect.
  • Understanding principles of game design interests me, as games promote inclusivity and fun to everyday life.