Monday, May 14, 2018

OUGD603 Side Project: Google Pixel

Google Pixel continuation

A project proposal I started last year for my Contex Of Practice Essay that i  wanted to finish, I investigated How Virtual and Augmented reality has effected the overall design process of graphic design and how it is becoming implemented in common practice within brands identity’s.one of the main point raised within my essay was that VR as a whole gets more use from people using their phones instead of using the much more expensive headsets. Some phones such as the new Google Pixel are being marketed for having better VR capability which has seen the increase in sales in most cases, especially with the Pixel. One of the issues that comes up when using phones is the consumer having to buy a headset separately to use Virtual reality properly. This issue is why VR ends up not being used in some cases. For my practical element, I wanted to focus on combating by looking at the phones most used with virtual reality (such as the Pixel, IPhone, Samsung etc..) to see what’s already been done to develop this sector

Research


Virtual reality technology is very impressive but remains out of reach for many consumers. That’s why mobile VR, which is more affordable and accessible, which seems to be getting much more attention lately.

According to a report published by Slice Intelligence, virtual reality had a large push forward at last year’s Electronic Entertainment Expo event in Los Angeles. And while Oculus and Sony got a lot of attention with their showcases, mobile VR also got a great deal of promotion, particularly the likes of Samsung Gear VR and Google Cardboard viewers.
After surveying over four million US shoppers, the report finds that mobile is the preferred format for virtual reality, with 57 percent of sales since January 2015 belonging to the Google Cardboard.



VR can be an immersive medium for marketers and a new way they can tell stories and engage with audiences like never before. This is also indicated in the surge of interest within different age groups (top right) seeing that almost all age ranges are invested within virtual reality. That was 2015, the peak of interest has been growing each year.

Designs 


While I haven’t had a chance to get these printed and produce a final model, I’m quite happy with how these 3D renders have come out really well. I’ve kept it brand neutral for the time being but If i where to market it to a specific company i think that the Google pixel phone fits this packaging perfectly. To implement the brand, the logo would be etched into the top of the box.

The design itself works as follows:

The case is held together with a small sleeve that would contain the phones information and details 

When opened, the bottom section would contain the charger and headphones (the lenses and the Velcro to keep the headset flap in place would sit in here too to be added when the box is turned into a VR headset)

The phone would sit in the top alongside with the instructions

Once opened, the perforated sections of the box are to be pushed out and the Velcro pieces added to the top of the headset. Thus turning the packaging into a Virtual reality headset.





This outcome for Context of Practice tackles the question of how Virtual / Augmented reality has become common practise in brand identities by tackling the issue by the source of what is guiding these industry’s to incorporate these mediums. More and more identities are looking at involving mobile VR within their brands and ad campaigns now more than ever with phone packaging being able to give more people access to VR and intern, more consumers interacting with a brand. 

The nature of how the packaging has been designed allows for brand integration to become involved and give designers a tem-plate to work on and further its design if need be. For example, North Face’s latest advert sees them sticking with their outdoors roots by creating a series of 360° video experiences that really match their brand identity in partnership of Jaunt VR. These vide-os are targeted for smartphone viewing and were made to be watched using Google Cardboard to appeal to the larger market of virtual reality.  With this packaging design it removes the need for brands to worry about buying distributing their own headsets.





Production / Distribution

With the packaging to be made with recycled cardboard sheets, the nets are to be laser cut and perforated to allow for mass production to meet the needs of phone manufacturing. The actual construction of the packaging is quite simple in terms of there being only a few folds. The ‘hardest’ part of this would be getting the lenses piece stuck into the package but it would be glued with the likes of W Wood Adhesive to hold it in place.

Obviously this packaging would be distributed with phones but due to the simple and cheap nature of this design, second hand shops can implement these within their stores to hold any phones they sell so it can have the shops brand on it. This could be aimed at shops such as CEX, cash converters, etc.

Evaluation

This project has been an interesting one due to it being a continuation from a proposal from last year’s Context Of Practice essay.  One of my favourite things about Graphic Design is the problem solving aspect of it and this project definitely had its fair share of challenges from issues with laser cutting the net out to complications with the measurements of the inner pieces.  Being one of the first packaging design projects I have worked on, I had a lot to learn in order to make the design work.  I ultimately developed my knowledge of how to use the laser cut resource which really helped my Mayan Book project and I learned what the laser cutters could and couldn’t do and what they struggled with. I am happy with the outcome and how it has developed my practice for current and future projects.  I would like to revisit this project after having a few more projects within the areas of packaging design to compare and contrast the design choices for the project.

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