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Basee Designing Playful Interactions
 

Basee Designing Playful Interactions

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An interaction needs to occur to form a relationship. ...

An interaction needs to occur to form a relationship.

“Easy, natural and intuitive interactions build meaningful experiences giving products lasting value. That’s what we do!”

We use design with a renaissance attitude that combines technology, cognitive science, human need and beauty to produce something that people want to interact with.
People don’t make things that “interact”.

Without it, there’s no possibility of developing a relationship. We are a design studio that “thinks” and “makes” things focusing on the interaction. We enjoy making things work for people and creating good design, but our aim is to make our work felt by people.

Design.Art.Science.Engineering


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    Basee Designing Playful Interactions Basee Designing Playful Interactions Presentation Transcript

    • BASEE DESIGNING PLAYFUL INTERACTIONS SAMPLE WORK 2009
    • 01. SKOLBEATS WEBSITE MOBILE APPLICATION INTERACTIVE OUTDOOR ONLINE PROMOTION ANIMATION 02. NOKIA MOBJAM MOBILE APPLICATION INTERACTIVE OUTDOOR INSTALATION 03. DISNEY PIXAR INSTALATION ANIMATION 04. MICROSOFT WEBSITE ONLINE PROMOTION ANIMATION 05. CAROLINA FERRAZ STRATEGY 06. ADIDAS WEBSITE ONLINE PROMOTION RETAIL DESIGN 07. NOKIA TRENDS WEBSITE MOBILE APPLICATION INTERACTIVE OUTDOOR ONLINE PROMOTION ANIMATION 08. LEVI’S WEBSITE ONLINE PROMOTION 09. VICTORIA’S SECRETS WEBSITE USER INTERFACE 10. DAMA IDENTITY PRINT MATERIALS
    • AN INTERACTION “EASY, NATURAL AND INTUITIVE INTERACTIONS BUILD MEANINGFUL EXPERIENCES GIVING PRODUCTS LASTING VALUE. THAT’S WHAT WE DO!” NEEDS TO WE USE DESIGN WITH A RENAISSANCE ATTITUDE THAT COMBINES TECHNOLOGY, COGNITIVE SCIENCE, HUMAN NEED AND BEAUTY TO PRODUCE SOMETHING THAT PEOPLE WANT TO INTERACT WITH. PEOPLE DON’T MAKE THINGS THAT “INTERACT”. OCCUR TO WITHOUT IT, THERE’S NO POSSIBILITY OF DEVELOPING A RELATIONSHIP. WE ARE A DESIGN STUDIO THAT “THINKS” AND “MAKES” THINGS FORM A FOCUSING ON THE INTERACTION. WE ENJOY MAKING THINGS WORK FOR PEOPLE AND CREATING GOOD DESIGN, BUT OUR AIM IS TO MAKE OUR WORK FELT BY PEOPLE. RELATIONSHIP. DESIGN.ART.SCIENCE.ENGINEERING
    • PETER C. LAU STRATEGY + EXPERIENCE DESIGN “DESIGN STRATEGY IS NOT SIMPLY ABOUT BUSINESS FACTORS. IT’S ABOUT A HOLISTIC, MULTI-FACETED APPROACH TO CLIENT PROBLEMS THAT COVERS BUSINESS, BUT ALSO PEOPLE, MARKETS, TECHNOLOGY AND CULTURAL TRENDS. THE VALUE OF DESIGN STRATEGY IS SHOWING HOW EVERYTHING IS CONNECTED TO EVERYTHING.” PETER LEADS TALENTED MULTIDISCIPLINARY TEAMS ACROSS A VARIETY OF CLIENTS WHILE LEVERAGING HIS BACKGROUND AS A CREATIVE PROBLEM SOLVER AND STRATEGIC THINKER. WORK: EDUCATION: RECENT CLIENTS: SPECIALITIES: PRICE WATERHOUSE, WEISS PECK & STANFORD UNIVERSITY- MA, BABSON VICTORIA’S SECRET, AMBEV SKOL, BRANDING, DESIGN, ARCHITECTURE, GREER, KPMG PEAT MARWICK, COLLEGE - BA, USP - PHD NOKIA TRENDS, MOTOROLA, PHILIPS, USER EXPERIENCE, DIGITAL PRESIDENT CLINTON, MKI FRUSTUM, ARCHITECTURE & DESIGN ITAU, TERRA, TOYOTA, MTV, SAMSUNG, MARKETING, START-UP DOUBLECLICK, MUNDOMEDIA, GRADIENTE, MICROSOFT, NATURA, DEVELOPMENT, STRATEGIC UNICAST, UNICA, GARAGE GM, MASTERCARD, COCA COLA, CONSULTING, ETHNOGRAPHY, INTERACTIVE, MCCANN WORLDGROUP ADIDAS. PHILOSOPHY, ART, PSYCHOLOGY
    • ADRIEL NUNES TELES DESIGN “DESIGN IS ABOUT TRANSLATION. THE DESIGN PROCESS IS A TRANSLATION PROCESS. DESIGNERS TRANSLATE THE NEEDS, CULTURE AND MEANINGS INTO PRODUCTS AND SERVICES. WHEN IT COMES TO INNOVATION, BUSINESS HAS A LOT TO LEARN FROM DESIGN - TRY IT, PROTOTYPE IT AND IMPROVE IT!” ADRIEL’S WORK CONTINUES TO BE SUBJECTIVE AND LARGELY DRIVEN BY INTUITION WITH AN EMPHASIS ON RESEARCHING BEFORE DESIGNING IT AND EXPERIMENTING WITH WAYS TO COMMUNICATE IN A VARIETY OF MEDIUMS - IDENTITY, BRANDING SYSTEMS, PROMOTIONAL MATERIALS, ENVIRONMENTAL GRAPHICS, PUBLICATION DESIGNS, DIGITAL AND INTERACTIVE ENVIRONMENTS. WORK: AWARDS: RECENT CLIENTS: SPECIALTIES: THUNDERHOUSE ZENTROPY CANNES FESTIVAL, THE ONE SHOW, ADIDAS, GE, USA NETWORKS, AIG, DESIGN, STREET ART, ARCHITECTURE, PARTNERS, BBDO, LOBO, LONDON FESTIVAL PUMA, PEPSI, AREZZO, SKOL BEATS, USER EXPERIENCE, DIGITAL GRAFIKONSTRUCT, AOL, BASEE, NOKIA TRENDS, MOTOROLA, PHILIPS, MARKETING, INTERACTION DESIGN, GARAGE INTERACTIVE, SYRUP MTV, MICROSOFT, AUDI AND ADIDAS. INFORMATION AESTHETICS, MOTION GRAPHICS, PROGRAMMING
    • THIAGO AVANCINI TECHNOLOGY THE IDEA THAT TECHNOLOGICAL INNOVATION SHAPES OUR DAILY LIVES IS AN ILLUSION. TECHNOLOGY BRINGS FORTH NEW POSSIBILITIES, BUT IT IS STILL ONLY AN ENVIRONMENT, NOT CREATIVITY ITSELF.” THIAGO USES TECHNOLOGY TO ENHANCE THE DESIGN SOLUTION, BUT AT THE END OF THE DAY IT’S STILL ONLY A MATERIAL IN THE DESIGN PROCESS. HE FOCUSES HIS ATTENTION AND EFFORTS FOR WHAT TECHNOLOGY CAN DO IN TERMS OF “AFFORDANCE”. WORK: EDUCATION: RECENT CLIENTS: SPECIALITIES: THUNDERHOUSE ZENTROPY FIAP — NIKE, YAHOO!, OI, GLOBO, BRASTEMP, EMERGING TECHNOLOGIES, PARTNERS,F/NAZCA SAATCHI & TECNOLOGIA EM DESENVOLVIMENTO PHILIPS, ITAU, VIVO, MITSUBISHI, TECHNOLOGY RESEARCH, SAATCHI, RAVIT, GARAGE DE SOFTWARE BRAHMA, NOKIA, EPSON, ELECTRONIC INTERACTIVE DEVICES INTERACTIVE, AFRICA, LIVEAD MCDONALD’S, UNIVERSITY OF DEVELOPMENT, SOFTWARE CALIFORNIA BERKELEY, TOYOTA, SKOL DEVELOPMENT, ONLINE BEATS, WARNER BROS., SONY, HP APPLICATIONS, MOBILE APPLICATIONS, DATABASE MODELING, SYSTEM ADMINISTRATION
    • BASEE SAMPLE WORK 2009 WE HOPE TO SHOW YOU SOME PIECES OF WORK WE HAVE DONE WHILE WORKING AT DIFFERENT PLACES. WE WOULD LIKE TO SHOW YOU HOW WE HAVE APPLIED AND CONTINUED TO EVOLVE OUR WAY OF THINKING. FINALLY, WE ARE REALLY EXCITED ABOUT DOING THIS FOR OUR OWN COMPANY - BASEE.
    • FOR: GARAGE INTERACTIVE MARKETING SKOL BEATS 2006 WEBSITE MOBILE APPLICATION INTERACTIVE OUTDOOR SOCIAL MEDIA STUNT MEDIA ONLINE PROMOTION SKOL BEATS, A BRAZILIAN BEER, IS THE CREATOR OF ONE OF THE LARGEST 24 HOUR ELECTRONIC MUSIC FESTIVAL IN THE WORLD ATTRACTING MORE THEN 55,000 FANS. SKOL BEATS REBUILT ITS BRAND TO MOVE INTO THE DIGITAL AGE AND LOOKED FOR WAYS TO CONVERGE MUSIC AND TECHNOLOGY. WE TRANSFORMED SKOL BEATS TO BEHAVE AND THINK DIGITALLY JUST LIKE THEIR FANS AND EXTENDED THE EXPERIENCE BEYOND THE ONE DAY EVENT. OBJECTIVE OF PROJECT: IDEA: CONCEPTUAL IDEAS & REFERENCES: TO REMOLD THE SKOL BEATS BRAND AND WE RECOGNIZED THAT SKOL BEATS HAD LOST — TRIBAL MOBILITY & CREATIVITY ELETRONIC MUSIC FESTIVAL TO REFLECT THE ITS TOUCH WITH THE YOUTH MARKET AND — GLOBAL MIND, LOCAL SOUL TRENDS OF MOBILITY, YOUTH CULTURE, MUSIC WANTED TO RECONNECT SKOL BEATS AND TECHNOLOGY BY IMBUING THESE THROUGH UNEXPLORED DIGITAL TOUCH — EXTREME CONNECTIVITY ELEMENTS INTO ITS BRAND, MARKETING POINTS THAT THE BRAND NEVER CONSIDERED. — ACTIVE BEHAVIOR / UP-TO-DATENESS STRATEGY, ADVERTISING CAMPAIGN AND THE WEBSITE BECAME THE FOCAL POINT OF — SAFE HAVEN / REBUILD IDENTITY EVENT. THE SKOL BEATS EXPERIENCE PLATFORM THAT WAS A HAVEN FOR THE YOUTH MARKET — EXPERIENCE & DISCOVERY CHANNELS LOOKING FOR EXCLUSIVE ELECTRONIC MUSIC — CROSS-TECH & DIGITAL JEWELRY CONTENT. WE USED MULTIPLE DIGITAL CHANNELS TO DISTRIBUTE THIS CONTENT. — VIRTUAL WINDOW
    • FOR: B/FERRAZ EVENTOS DIGITAL INSTALLATION STUNT: THE ELETROPAULO BUILDING IS AN ABANDONED BUILDING THAT WAS NEVER COMPLETED AND SITS ON THE SIDE OF MARGINAL, A BUSY HIGHWAY IN SAO PAULO. OUR IDEA WAS TO CAPTURE PEOPLE’S IMAGINATION AND CURIOSITY FOR THE UPCOMING EVENT. THE BUILDING WAS TRANSFORMED TO LOOK LIKE THE LEDS YOU NORMALLY SEE ON A MIXER. INITIALLY, WE DIDN’T SHOW THE SKOL BEATS LOGO UNTIL TWO WEEKS BEFORE THE EVENT.
    • FOR: B/FERRAZ EVENTOS INTERACTIVE OUTDOOR: TWO WEEKS BEFORE THE EVENT LAUNCH, WE DESIGNED AN INTERACTIVE OUTDOOR ON THE CORNER OF AVENIDA FARIA LIMA AND AVENIDA JUSCELINO KUBITSCHEK TO ENGAGE PEOPLE ABOUT THE SKOL BEATS DJ LINEUP. PEOPLE COULD VOTE FOR THEIR FAVORITE MAIN ATTRACTION DJ AND RECEIVE EXCLUSIVE MP3S.
    • FOR: GARAGE IM
    • FOR: GARAGE IM WEBSITE (PROMOTION): WE THOUGHT OF WAYS FOR SKOL BEATS TO BREAK IT’S ATTENDANCE RECORD AND CAME UP WITH THE IDEA OF A PROMOTION USING THE CONCEPT OF TRIBAL COMMUNITIES AND INFORMATION AESTHETICS. FANS WERE ASKED TO SPREAD THE NEWS ABOUT SKOL BEATS AND INVITE AS MANY OF THEIR FRIENDS AS POSSIBLE BY USING THE SKOL BEATS FRIENDS INTERACTIVE VISUAL MAP WHERE THEY COULD MANAGE THEIR INVITATION LIST. THE PRIZE WAS EXCLUSIVE BACKSTAGE VIP PASSES, LIMOUSINE DOOR-TO-DOOR FOR 10 GUESTS AND SKOL BEATS T-SHIRTS.
    • FOR: GARAGE IM SKOL BEATS LOVE MUSIC ONLINE RADIO: IDENTITY WE CREATED A SKOL BEATS DIGITAL RADIO STATION THAT PLAYED UNREPEATED ELECTRONIC MUSIC THROUGHOUT THE DAY. THE “LOVE MUSIC” LOGO WAS CREATED FOR THE SKOL BEATS RADIO.
    • FOR: GARAGE IM MOBILE APPLICATION EVENT MAP FOR THE PAST SIX YEARS, SKOL BEAT FANS HAD TO CARRY A PACK OF SMALL CARDBOARDS ON A NECKLACE CHAIN THAT CONTAINED INFORMATION ABOUT DJ LINEUPS, SCHEDULES AND A MAP OF THE EVENT. WE NOTICED IT WASN’T FUN TO CARRY THESE CARDS AROUND AND WE CREATED A MOBILE APPLICATION THAT CONTAIN DJ LINEUPS AND A MAP OF THE EVENT.
    • FOR: GARAGE IM MOBILE APPLICATION MY LINEUP THE MOBILE APPLICATION ALSO ALLOWED PEOPLE TO REVIEW AND CHANGE THEIR CUSTOMIZED DJ LINEUP DURING THE EVENT EVEN THOUGH THEY HAD INITIALLY MANAGED IT ON THE SKOL BEATS WEBSITE. USERS WOULD RECEIVE TEXT ALERTS WHEN THEIR FAVORITE DJ WAS ABOUT TO PLAY.
    • FOR: GARAGE IM MOBILE APPLICATION QR CODE WE CREATED A MOBILE APPLICATION TO READ QR CODES THAT WERE PLASTERED ALL OVER THE STREETS OF SAO PAULO. PEOPLE WITH MOBILE PHONE CAMERA HAD TO TAKE A PICTURE OF THE CODE AND THEY WOULD RECEIVE EXCLUSIVE CONTENT. PEOPLE WITHOUT MOBILE PHONE CAMERA COULD ENTER IN A 6 DIGIT CODE TO GET THE CONTENT AS WELL.
    • FOR: GARAGE IM IPOD / MOBILE PHONE VIDEOS: WE CREATED MOTION GRAPHIC VIDEOS AS IPOD OR MOBILE PHONE DOWNLOADS.
    • FOR: BOLA SOCIOLOGY DESIGN NOKIA MOB JAM WEBSITE MOBILE APPLICATION INTERACTIVE OUTDOOR SOCIAL MEDIA STUNT MEDIA ONLINE PROMOTION AFTER THE WORK WE DID FOR NOKIA TRENDS, WE WANTED TO EXPAND OUR WORK INTO THE PHYSICAL WORLD AND SEE HOW DIGITAL COULD BE APPLIED TO NOKIA’S BRAZILIAN EVENT CALLED MOBJAM, AN ELECTRONIC MUSIC FESTIVAL, THAT EXPLORED THE CONNECTION BETWEEN TECHNOLOGY AND MUSIC. OBJECTIVE OF PROJECT: IDEA: CONCEPTUAL IDEAS & RFERENCES: TO DEFINE AND ENHANCE THE EXPERIENCE OF MUSIC REQUIRES THE SENSE OF HEARING, BUT — SENSORIUM MUSIC, NOT THROUGH FUNCTIONALITIES OF WE WANTED TO PUSH THIS FURTHER TO SEE IF — COLOR MUSIC HARMONY THE NOKIA 5310 XPRESS MUSIC AND NOKIA WE COULD INVOLVE THE OTHER SENSES IN 5610 XPRESS MUSIC, BUT THROUGH MUSIC’S HOW PEOPLE EXPERIENCE MUSIC. — DIGITAL ART & MUSIC NATURAL CONNECTION TO TECHNOLOGY AND — VJ MIXING WE CREATED SEVERAL DIGITAL INSTALLATIONS DIGITAL ART. WITHIN THE EVENT THAT REQUIRED PEOPLE TO — PORTABLE IMAGE USE THEIR OTHER SENSES AND THEIR MOBILE PHONES. — MANDELBROT - FRACTALS — GEOMETRY — RETAIL & INTERIOR DESIGN
    • FOR: BOLA SOCIOLOGY DESIGN NOKIA TRENDS MOBJAM LITTLE BOOKLET : THE BOOK CONTAINED BIOGRAPHIES AND BACKGROUND INFORMATION OF DJS PLAYING AT NOKIA’S MOBJAM THAT PROVIDED RICH MATERIAL ABOUT THE WORLD OF ELECTRONIC MUSIC.THE REST OF THE PAGES WHERE FREE FOR SKETCHING AND DRAWING OR WRITING DOWN STUFF. THE COVER ART WAS USED ON THE NOKIA MOBJAM TICKETS AND FLYERS.
    • FOR: BOLA SOCIOLOGY DESIGN NOKIA XPRESS RETAIL DESIGN: BOOTHS WERE SET UP FOR PEOPLE TO GET TO KNOW NOKIA’S XPRESS MOBILE PHONES.
    • FOR: BOLA SOCIOLOGY DESIGN NOKIA MOTION TRACKING SENSOR: BUILDING AND TESTING THE MOTION TRACKING SYSTEM BEFORE THE NOKIA MOBJAM EVENT.
    • FOR: BOLA SOCIOLOGY DESIGN INTERACTIVE ENVIRONMENT: THE INTERACTIVE ENVIRONMENT WAS MADE WITH ANIMATED GRAPHICS PROJECTIONS. OTHER INSTALLATIONS HAD ANIMATED GRAPHICS AND MOTION SENSORS THAT SYNCHRONIZED TO THE USERS MOVEMENT.
    • FOR: BOLA SOCIOLOGY DESIGN Nokia Trends MobJam
    • FOR: BOLA SOCIOLOGY DESIGN MUSIC VISUAL MAP: WE WANTED TO CREATE AN EXPERIENCE OF INFORMATION AESTHETICS AROUND PEOPLE’S FAVORITE MUSIC BANDS. WE DESIGNED A WALL PROJECTION WHERE PEOPLE COULD TEXT THEIR NAME AND THEIR FAVORITE MUSIC BAND TO THE PROJECTION THAT WOULD THEN CONNECT EVERYONE’S MUSICAL TASTES ON THIS VISUAL MAP.
    • FOR: GARAGE IM DISNEY PIXAR WEBSITE MOBILE APPLICATION INTERACTIVE OUTDOOR SOCIAL MEDIA STUNT MEDIA ONLINE PROMOTION WE WANTED PIXAR FANS TO HAVE AN EMOTIONAL CONNECTION TO THE FILM’S CHARACTERS BEFORE THEY WENT TO SEE THE MOVIE, CARS. WE DESIGNED “LIFE-SIZE” 3D HOLOGRAPHIC PROJECTIONS OF LIGHTNING MCQUEEN, SALLY, MATER, DOC HUDSON AND OTHER CHARACTERS THAT WAS PLACED IN ONE OF SAO PAULO’S BUSIEST SHOPPING CENTERS. OBJECTIVE OF PROJECT: IDEA: CONCEPTUAL IDEAS: TO GENERATE PRE-LAUNCH EXCITEMENT FOR WE KNEW FANS LOVED PIXAR FILMS AND — LIFE SIZE CHARACTERS PIXAR’S FILM, CARS, AND TO DESIGN AN WANTED TO CREATE AN EMOTIONAL — REAL VS. VIRTUAL UNEXPECTED AND UNCONVENTIONAL CONNECTION BETWEEN FANS AND THE CARS. APPROACH TO FILM LAUNCHES. — IMAGINATION WE DESIGNED AN EXPERIENCE FOR FANS TO GET UP CLOSE TO THE CARS AS IF “LIGHTNING — AUGMENTED REALITY MCQUEEN” AND HIS FRIENDS WERE IN OUR — HOLOGRAPHIC 3D PROJECTIONS REAL WORLD. — DIGITAL ART INSTALLATIONS WE WANTED TO BREAK THE DISTANCE BETWEEN PERSON AND MOVIE SCREEN. — MUSEUM EXHIBITIONS
    • FOR: GARAGE IM BRAND EXPERIENCE INSTALLATION: THE PIXAR EXPERIENCE WAS SET UP IN SAO PAULO’S BUSIEST SHOPPING CENTERS CALLED SHOPPING IGUATEMI.
    • FOR: GARAGE IM BRAND EXPERIENCE INSTALLATION: YOUNG FANS AND PARENTS COULD CHOOSE THE CARS THEY WANTED TO SEE AND ROTATE THEM, AS WELL AS DOWNLOAD THE MOVIE TRAILER INTO THEIR MOBILE PHONES.
    • FOR: GARAGE IM BRAND EXPERIENCE INSTALLATION:
    • FOR: GARAGE IM BRAND EXPERIENCE INSTALLATION:
    • FOR: GARAGE IM BRAND EXPERIENCE INSTALLATION:
    • FOR: MCCANN BRAZIL MICROSOFT WEBSITE MOBILE APPLICATION INTERACTIVE OUTDOOR SOCIAL MEDIA STUNT MEDIA ONLINE PROMOTION WE SEARCHED FOR AN EMOTIONAL IDEA THAT COULD HUMANIZE PEOPLE’S EXPERIENCE WITH TECHNOLOGY. WE STARTED WITH AN IDEA OF A REALITY GAME SHOW AND ADAPTED THE FORMS TO THE IDEA THAT ENDED UP IN BOTH THE PHYSICAL AND VIRTUAL WORLD. OBJECTIVE OF PROJECT: IDEA: CONCEPTUAL IDEAS: TO ENGAGE AND EDUCATE PEOPLE IN AN WE OBSERVED AND STUDIED HOW PEOPLE — REALITY / COMEDY SHOWS EMOTIONAL AND ENTERTAINING WAY ABOUT LEARN AND DISCOVERED THAT PLAYING — JAPANESE GAME SHOWS MICROSOFT PRODUCTS (XBOX, WINDOWS AROUND AND LAUGHING PRODUCED THE BEST VISTA, WINDOWS MEDIA CENTER, MSN, LIVE LEARNING ENVIRONMENTS. — GEEKS ETC.) UNDER THE MICROSOFT BRAND THAT — VIRTUAL SHOPPING OUR IDEA WAS A BRANDED REALITY / COMEDY WAS PERCEIVED AS “COLD & DISTANT”, USING SHOW, MUCH LIKE THE JAPANESE GAME — HUMANIZING TECHNOLOGY A “BRANDED ENTERTAINMENT PLATFORM”. SHOWS, WHERE PARTICIPANTS ARE CHALLENGED THROUGH A SERIES OF TASKS — LEARNING USING MICROSOFT PRODUCTS. — GAME THEORY & VIDE GAME
    • FOR: MCCANN BRAZIL WEBSITE: REALITY GAME SHOW THE ONE M SHOW WAS A REALITY GAME SHOW BASED ON THE JAPANESE GAME SHOWS. THE BRANDING OF THE SHOW WAS ALIGNED TO THE “ONE MICROSOFT” BRAND CONCEPT THAT WANTED TO CONNECT ALL THE PRODUCTS TO THE MAIN BRAND. THE MSN BUTTERFLY BECAME THE SHOW’S PRIMARY HOST WHERE A SERIES OF CHALLENGING TASKS INVOLVING MICROSOFT PRODUCTS WERE GIVEN TO THE PARTICIPANTS. PARTICIPANTS WERE REWARDED WITH PRIZES AND COULD BECOME MICROSOFT BRAND AMBASSADORS.
    • FOR: MCCANN BRAZIL WEBSITE: REALITY GAME SHOW THE MSN EMOTICON WAS AN ONLINE CO-HOST AND EXPLAINED GAME SHOW RULES, PRIZES, TIMES AND DATES OF LIVE SHOWS, SET LOCATION EVERYTHING YOU NEEDED TO KNOW ABOUT THE ONE M SHOW. IN ADDITION, A FORUM COMMUNITY WAS BUILT TO SUPPORT THE EXPERIENCE OF THE SHOW. PEOPLE WERE ENCOURAGED TO CREATE DISCUSSIONS ABOUT THE SHOW AND TO POST PRODUCT IMPROVEMENT AND SUPPORT ISSUES. THE FORUM COMMUNITY WAS MEANT AS A WAY FOR PEOPLE TO HELP EACH OTHER LEARN AND USE MICROSOFT PRODUCTS.
    • FOR: MCCANN BRAZIL WEBSITE: REALITY GAME SHOW OUR IDEA WAS TO HAVE THE SHOW SET HOSTED ON COLLEGE CAMPUSES TO BE CLOSE TO THE PEOPLE WE WANTED TO REACH. PARTICIPANTS COULD WALK ON TO THE SHOW SET. WE ALSO INVITED THE AUDIENCE TO CREATE THEIR OWN GAME SHOW CHALLENGES FOR THE SHOW.
    • FOR: MCCANN BRAZIL WEBSITE: REALITY GAME SHOW PEOPLE COULD ALSO WATCH THE ONE M SHOW LIVE OR PRE- RECORDED ON THE WEBSITE AND INTERACT WITH THE SHOW USING LIVE MESSENGER. AUDIENCE WAS GIVEN THE OPPORTUNITY OF HELPING THE GAME SHOW PARTICIPANTS.
    • FOR: MCCANN BRAZIL WEBSITE: REALITY GAME SHOW DATES AND TIMES OF LIVE ONE M SHOWS WERE PROVIDED AS WELL AS PRE-RECORDED SHOWS.
    • FOR: MCCANN BRAZIL WEBSITE: VIDEO INTERFACE OF INSTRUCTION & PRODUCT MANUAL WE KNEW THAT MOST INSTRUCTION AND PRODUCT MANUALS WERE UNUSABLE BY PEOPLE. WE CREATED A PRODUCT VIDEO INTERFACE WHERE MICROSOFT PRODUCTS WERE SHOWN USING INTERACTIVE VIDEOS. USERS HAD COMPLETE CONTROL OF THE VIDEO AND COULD SCROLL THROUGH TOPIC SECTIONS. ALSO, THE PRODUCT VIDEO INTERFACE ALLOWED USERS TO COMBINE VIDEOS ABOUT DIFFERENT PRODUCTS (VIDEO MASHUP). THIS ALLOWED FOR MICROSOFT PRODUCTS TO BE UNDERSTOOD IN TERMS OF A PLATFORM OF INTEGRATED PRODUCTS.
    • FOR: HELENA AUGUSTA & CAROLINA FERRAZ CAROLINA FERRAZ WEBSITE MOBILE APPLICATION INTERACTIVE OUTDOOR SOCIAL MEDIA STUNT MEDIA ONLINE PROMOTION “SIDE B” IS A TV CONCEPT THAT DISCUSSES TOPICS THAT PENETRATE INTO OUR POP CULTURAL CONSCIOUSNESS. CAROLINA FERRAZ IS ONE OF TV GLOBO’S MOST WELL-KNOWN TALENTS. WE WERE ASKED TO HELP HER DEVELOP ANOTHER FACET TO HER CAREER FROM A “NOVELA” ACTRESS TO A TALK SHOW HOST. WE WERE BROUGHT ON TO THE PROJECT TO DESIGN THE CONTENT STRATEGY AND DEVELOP ITS CORE IDEA. OBJECTIVE OF PROJECT: IDEA: CONCEPTUAL IDEAS: TO CREATE A TV PROGRAM FOR CAROLINA SIDE B ADDRESSES CULTURAL ISSUES FROM A — TALK SHOWS FERRAZ THAT LEVERAGES HER CELEBRITY COUNTER INTUITIVE PERSPECTIVE THAT MAY — SOCIAL NETWORKS STATUS ALLOWING HER TO HOST A SHOW THAT SEEM SIMPLE ON THE SURFACE, BUT IN DISCUSSES PERTINENT ISSUES OF OUR TIME, ACTUALITY CAN BE EXAMINED AND DISCUSSED — USER GENERATED CONTENT BUT MORE IMPORTANTLY, HOW THE SHOW CAN FROM MANY PERSPECTIVES. PEOPLE HAVE — POP CULTURE / SOCIAL ISSUES CHANGE ITS VIEWERS. OPINIONS AND WE WANTED TO INTEGRATE A DIGITAL SOCIAL MEDIA PLATFORM TO THE — PYSCHO ANALYTICAL THEORY SHOW ALLOWING FOR FANS TO CONNECT TO — SOCIOLOGY / CULTURAL ANTHROPOLOGY CAROLINA FERRAZ AND THE SHOW IN UNEXPECTED WAYS. — CONVERGENCE CULTURE
    • FOR: HELENA AUGUSTA & CAROLINA FERRAZ
    • FOR: SYRUP NYC ADIDAS WEBSITE RETAIL DESIGN “I LOVE MY ADIDAS” WAS AN EXPERIENCE FOR ADIDAS FANATICS, FREAKS AND CONNOISSEURS AND MOST IMPORTANTLY FOR THE ULTIMATE ADIDAS SNEAKER COLLECTOR ON THE PLANET. ADIDAS SNEAKER COLLECTORS ARGUED ABOUT THE HOTTEST ADIDAS EVER MADE AS WELL AS SHOWING OFF THEIR INSANE COLLECTION. HOW DO YOU FIND THEM AND TURN THEM INTO BRAND AMBASSADORS? OBJECTIVE OF PROJECT: IDEA: CONCEPTUAL IDEAS: ADIDAS IS LOOKING FOR THE SICKEST MOST GO TO ILOVEMYADIDAS.COM AND UPLOAD — OBJECTS & SELF IDENTITY INSANE SNEAKER COLLECTION THAT MAKES US YOUR SNEAKER COLLECTION IN VIDEO OR — FAME & CELEBRITY WANT TO, WELL, JUST LICK THE SOLES OF PHOTO FORMAT. WRITE AND POST SOMETHING SOME UNTOUCHED RUBBER. GET THESE ABOUT YOUR COLLECTION. TELL YOUR — FANATICISM & BRAND AMBASSADORS ADIDAS SNEAKER COLLECTORS TO BECOME FRIENDS AND OTHER PEOPLE AND GET THEM BRAND AMBASSADORS WHERE THEY CAN TO COMMENT AND VOTE. SHOWCASE THEIR OWN PERSONAL ADIDAS COLLECTION. THE WINNER WITH THE BEST COLLECTION GETS TO DESIGN HIS OR HER OWN CUSTOM SHOES TO BE SOLD INTERNATIONALLY.
    • FOR: SYRUP NYC I LOVE MY ADIDAS WINDOW STORE: BOOTHS WERE SET UP FOR PEOPLE TO GET TO KNOW NOKIA’S XPRESS MOBILE PHONES.
    • FOR: SYRUP NYC I LOVE MY ADIDAS RETAIL DESIGN: BOOTHS WERE SET UP FOR PEOPLE TO GET TO KNOW NOKIA’S XPRESS MOBILE PHONES.
    • FOR: SYRUP NYC
    • FOR: SYRUP NYC
    • FOR: GARAGE IM NOKIA TRENDS 2006 WEBSITE MOBILE APPLICATION INTERACTIVE OUTDOOR SOCIAL MEDIA STUNT MEDIA ONLINE PROMOTION EXPLORING THE CONCEPT OF VIRTUAL COMMUNITIES AND ITS EFFICACY IN FACILITATING THE CREATION AND SHARING OF IDEAS THAT EXAMINE THE MOBILITY OF EXPERIENCES WITH REGARD TO TIME, PLACE AND MEANING. OBJECTIVE OF PROJECT: IDEA: CONCEPTUAL IDEAS: TO ENABLE CREATIVE THINKERS TO PUSH THE TO TRANSFORM A PHYSICAL MULTIMEDIA — MATERIALITY & IMMATERIALITY BOUNDARIES OF HOW TO USE MOBILE EVENT, INTO A DIFFERENT MEDIUM OF — VIRTUAL COMMUNITIES TECHNOLOGIES AS PART OF THE CREATIVE IMMATERIALITY AS A COGNITIVE AND PROCESS. SENSORIAL EXPERIENCE THROUGH A MORE — LEARNING & PERCEPTION ABSTRACT INTERFACE COUPLED TO THE — CREATIVITY CONEPT OF A VIRTUAL COMMUNITY FOR PEOPLE TO SHARE AND CREATE CONTENT — MOBILITY ABOUT ART, FILM, MUSIC, PHOTOGRAPHY AND — PUBLIC VS. PRIVATE DESIGN. — SHARING & COLLABORATION
    • FOR: GARAGE IM
    • FOR: GARAGE IM
    • FOR: GARAGE IM
    • FOR: GARAGE IM LEVI’S WEBSITE MOBILE APPLICATION INTERACTIVE OUTDOOR SOCIAL MEDIA STUNT MEDIA ONLINE PROMOTION LEVI’S NEW AD REJECTED THE MORE CONVENTIONAL SUN WORSHIP IN FAVOR OF “MOON BATHING”. OUR VISION FOR THEIR WEBSITE WAS A REJECTION OF STATIC IMAGES NORMALLY FOUND IN FASHION WEBSITES IN FAVOR OF PRESENTING THE COOL LEVI’S MOON BATHING JEANS IN ACTION. OBJECTIVE OF PROJECT: IDEA: CONCEPTUAL IDEAS: TO PROMOTE THE ARRIVAL OF LEVI’S WE STUDIED THE EXISTING FASHION SITES AND — CLOTHES FITTING ROOMS MOONBATHING JEANS THROUGH AN NOTICED THAT MOST OF THEM HAD THE SAME — FASHION & IDENTITY INTERACTIVE SHOPPING EXPERIENCE HIGH QUALITY STATIC IMAGES OF THEIR ON THE WEB. PRODUCTS. — SKIN & TOUCH WE WENT THE OTHER DIRECTION AND WANTED — HISTORY OF DENIM TO PUT THE PRODUCT IN ACTION WHERE THE . USER COULD SEE HOW THE JEANS CREASE AS THEY MOVED. WE FELT IT IMPORTANT TO SHOW THESE LITTLE DETAILS SINCE THAT’S WHAT PEOPLE LOOK FOR WHEN THEIR IN THE STORE.
    • FOR: SYRUP NYC VICTORIA’S SECRETS WEBSITE MOBILE APPLICATION INTERACTIVE OUTDOOR SOCIAL MEDIA STUNT MEDIA ONLINE PROMOTION VICTORIA’S SECRET LAUNCHED IT’S ALL NEW LOOK & FEEL BRA, “BODY BY VICTORIA”, THE SOFTEST AND SEXIEST WAY TO LOVE YOUR BODY THIS FALL 2009. WE FOUND AND CREATED A VISUAL IDENTITY TO PROVIDE A MORE EMOTIONAL “MEANING” TO THE ONLINE PROMOTION RATHER THAN THE TRADITIONAL STICK & CARROT APPROACH. OBJECTIVE OF PROJECT: IDEA: CONCEPTUAL IDEAS: TO MOTIVATE PEOPLE TO SHARE THEIR HOW DO YOU COMMUNICATE WITH PEOPLE — PSYCHOLOGY: THE SELF & IDENTITY STORIES ABOUT THEIR BODIES AND ABOUT THEIR BODIES, SOMETHING SO — MIRROR & WINDOW SUBMITTING THEM ON THE BODY BY VICTORIA SUBJECTIVE AND PERSONAL, USING ONE WEBSITE USING AN ONLINE PROMOTION. MESSAGE WHEN THEY ARE SUCH A DIVERSE COMMUNITY OF PEOPLE? YOU HAVE THEM HELP YOU DEFINE THE MESSAGE AND REWARD THEM FOR IT.
    • FOR: DAMA DAMA WEBSITE MOBILE APPLICATION INTERACTIVE OUTDOOR SOCIAL MEDIA STUNT MEDIA ONLINE PROMOTION A BRAND IDENTITY THAT REFLECTS DAMA’S CROSS DISCIPLINARY APPROACH TO COMMUNICATIONS PLANNING WHERE THE GRAPHIC DESIGN SURPASSES ALL REQUIREMENT OF EDUCATION AND SOPHISTICATION AND DELIVERS THE MESSAGE SO SIMPLY. OBJECTIVE OF PROJECT: IDEA: CONCEPTUAL IDEAS: TO CREATE A BRAND IDENTITY FOR HELENA WE WANTED TO CREATE A BRAND IDENTITY — GEOMETRY AUGUSTA’S, A PR AGENCY SPECIALIZING IN THAT WAS ALIVE AND COMMUNICATED AND — RENAISSANCE ERA FASHION, NEW COMMUNICATION PLANNING DEMONSTRATED DAMA’S CROSS DISCIPLINARY AGENCY. APPROACH TO COMMUNICATIONS PLANNING. — CROSS DISCIPLINARY THINKERS WE SEARCHED FOR SOMETHING THAT COULD — SYMBOLOGY WORK IN THE DIGITAL WORLD AS WELL AS THE PHYSICAL WORLD.
    • FOR: DAMA DESIGN THINKING INVENTIVE PLAYFUL ELASTIC SUPER NORMAL SENSORIAL SIMPLICITY CONVERSATIONAL
    • FOR: DAMA
    • FOR: DAMA
    • FOR: DAMA
    • FOR: DAMA
    • FOR: DAMA
    • FOR: DAMA
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