Experimental Design For Merch
To combine a content company brand and an eco-friendly brand in order to produce more variety and less environmental waste merchandise. The experiment comes from designing merchandise that is not commonly sold by content creators. For the class assignment, the experiment also comes from changing our own design process.
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Designer Statement
From the pandemic comes the rise of streaming popularity whether this is watching a streamer playing a game or shows from Netflix because more people are staying indoors. The growth of this media result in more content creator emerging into this space and with that more product is being sold. For instance, merchandise released by content creators is another source of revenue, but also a way to grow and give back to their communities. From what I had noticed the merchandising sold by content creators is always the same when it comes to the Western part of the world. Content creators/companies like OfflineTV and 100 Thieves merchandise sell the standard norms for products that are related to clothing and have their brand on them. Clothing such as hoodies, hats, and t-shirts. What I want to see is more variety when it comes to merchandise rather than the standard clothing set. A company that does well in selling a variety of merchandise is called Hololive. They have a range of products that are sold in pre-order like tapestries, blankets, tumblers, keychains, alcohol, etc.
The rise of content creators and their products will have some effect on the climate. More merchandise means more products are mass-produced, therefore having some environmental impact. With that in mind, I was then influenced to make merchandise mockups that are not the standard norm but also have a less environmental impact.
A company that focuses on environmental impact and sells merchandise is Promo Leaf, an eco-friendly company. They focus on products that are reusable and consider the materials of what these products are made from. This then leads to my research on the culture of reuse and no waste product. For instance, I look into Japanese culture related to reuse and no waste product since throwing away stuff is a lot more difficult in Japan than in America. Therefore Japan produced products that are not for one-time use. I look into their waste system to see why throwing away products can be difficult and the design for those products. I found that Japan has a waste system that must be categorized into 4 to 5 bins by everyone before throwing out products but also depending on the waste a person must make an appointment with a company to take the waste like furniture. When I look into merchandise I learned that products are designed to last or keep longer, but when a person does not want the merchandise anymore there is a system where they can just resell the used products. I also notice some of the design styles used in Japanese culture which influences my design the use of minimalism, cuteness/personification, symbolism, nature, and geometric shapes.
For my design, I will keep in mind that I am making a design for products that is out of the norm of standard merchandise but also consider products that have more than one-time use. These products can be collectible products since collectible products will lead to reusable products rather than one-time use. I do this by combining existing brands such as OfflineTV and Promo Leaf.
The rise of content creators and their products will have some effect on the climate. More merchandise means more products are mass-produced, therefore having some environmental impact. With that in mind, I was then influenced to make merchandise mockups that are not the standard norm but also have a less environmental impact.
A company that focuses on environmental impact and sells merchandise is Promo Leaf, an eco-friendly company. They focus on products that are reusable and consider the materials of what these products are made from. This then leads to my research on the culture of reuse and no waste product. For instance, I look into Japanese culture related to reuse and no waste product since throwing away stuff is a lot more difficult in Japan than in America. Therefore Japan produced products that are not for one-time use. I look into their waste system to see why throwing away products can be difficult and the design for those products. I found that Japan has a waste system that must be categorized into 4 to 5 bins by everyone before throwing out products but also depending on the waste a person must make an appointment with a company to take the waste like furniture. When I look into merchandise I learned that products are designed to last or keep longer, but when a person does not want the merchandise anymore there is a system where they can just resell the used products. I also notice some of the design styles used in Japanese culture which influences my design the use of minimalism, cuteness/personification, symbolism, nature, and geometric shapes.
For my design, I will keep in mind that I am making a design for products that is out of the norm of standard merchandise but also consider products that have more than one-time use. These products can be collectible products since collectible products will lead to reusable products rather than one-time use. I do this by combining existing brands such as OfflineTV and Promo Leaf.
Experimental Design Process
The requirement of the course assignment is to conceptualize our design process and see how we can be experimental with that process. I understood this as changing my own design process and try designing in a way that I am not used to which causes discomfort.
My Traditional Design Process
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New Design Process
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Schedual
First Half
Week 1
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Second Half
Week 8
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Methodology
For my interest in Japanese design, I research their design style to incorporate into my work. From the research my design focus on using design styles like Minimalism, Mottainai (needless waste), nature, and juxtaposition as part of my design choices. Minimalism design is related back to Zen Buddhist tradition where less is more as a way to keep the design as uncluttered and simple as possible.
My visual assets uses both arrows and leaves as part of the design pattern. The arrows represent movement and reuse like the recycle symbols. Whereas the leaves symbolize nature. I used colors that are bright to make the design pop out more, but also nature as a tool to influence color palettes, illustrations, and packaging.
The typography treatment uses juxtaposition to group different languages' text together as a stylistic choice but also to incorporate the merchandise culture that uses juxtaposition. The use of both English and Japanese text together is common for merchandise design by content creators and content companies that have a targeted audience within the gaming and live-streaming field. Outside of merchandise also uses Japanese characters or foreign languages on tattoos or designs as aesthetics. My design also uses text as a tool for decorative function.
Product choices are based on merchandise that is out of the norm. This would give more variety of products that are not the standard clothing sets. The product that I design is recyclable and sustainable products since climate-related issues are becoming a bigger topic.
My visual assets uses both arrows and leaves as part of the design pattern. The arrows represent movement and reuse like the recycle symbols. Whereas the leaves symbolize nature. I used colors that are bright to make the design pop out more, but also nature as a tool to influence color palettes, illustrations, and packaging.
The typography treatment uses juxtaposition to group different languages' text together as a stylistic choice but also to incorporate the merchandise culture that uses juxtaposition. The use of both English and Japanese text together is common for merchandise design by content creators and content companies that have a targeted audience within the gaming and live-streaming field. Outside of merchandise also uses Japanese characters or foreign languages on tattoos or designs as aesthetics. My design also uses text as a tool for decorative function.
Product choices are based on merchandise that is out of the norm. This would give more variety of products that are not the standard clothing sets. The product that I design is recyclable and sustainable products since climate-related issues are becoming a bigger topic.
Influence
"We’re currently doing our best, brainstorming, to find the most environmentally friendly way to replace and reform the CDs of our artists,” Park Jin-young founder of JYP Entertainment had stated to reduce environmental impact with his company
"JYP Entertainment says that the company is currently looking into reducing waste associated with physical album purchases by digitally distributing songs, behind-the-scenes content, lyric and photo books instead" (Suacillo, par.3)
https://twitter.com/globalmyeon/status/1557007075162685442/photo/2
https://www.nme.com/news/music/jyp-entertainment-digital-only-albums-environmental-impact-3286784
"JYP Entertainment says that the company is currently looking into reducing waste associated with physical album purchases by digitally distributing songs, behind-the-scenes content, lyric and photo books instead" (Suacillo, par.3)
- Reduce environmental impact of albums purchase and packaging
- From physical copies to digital-only
- Have merch that replaces plastic physical CDs
- Aims toward eco-friendly production
- Promote more reusable items
https://twitter.com/globalmyeon/status/1557007075162685442/photo/2
https://www.nme.com/news/music/jyp-entertainment-digital-only-albums-environmental-impact-3286784
Visual Research
Problem
Key points found in research
Key points found in research
- “Fashion production makes up 10% of humanity’s carbon emissions, dries up water sources, and pollutes rivers and streams”
- “85% of all textiles go to the dump each year”
- washing some types of clothes sends 500,000 tons of microfiber into the ocean
- “Around 20% of industrial wastewater pollution worldwide originates from the fashion industry”
- The use of chemicals in clothes production is a health concern for both workers and consumers
- Polyester is the most commonly used fibers in textiles
- 60% of clothing uses synthetic fibers
Key points found in research
- Disconnect between retail leaders and consumers on sustainability
- Consumers want more sustainable products
- Gen Z consumer is the audience that mostly wants sustainability
- Stated that consumers are willing to pay more for sustainable products
- Desire to help the environment, reduce waste, reduce their carbon footprint, and animal welfare
Solution
The solution is to design and make mock-ups that are related to eco-friendly products.
Product to consider
Product to consider
- Tote bags
- Tumbler/Stainless steel cups & straws
- Reusable grocery bags
- Bento box or bamboo lunch box
- Perpetual calendar dice
- Bamboo toothbrush