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B.
Becky Collins
Graphic Designer & Illustrator
rebeccac750.wix.com/bcreative
designsbybcreative@gmail.com
07415481429
B. Interactive
2014 - Interactive brief - Frend (fuelling recovery enabled by nutrition and diet).
As a designer, I have a passion for interactive design. Using my own style, and Adobe
design suite, I responded to a national issue in order to create an interactive smart phone
application.
Social, Health and Economic Impacts report, commissioned by Beat (a charity supporting
those living with an eating disorder) in February 2013, estimates that more than 725,000
people in the UK are affected by an eating disorder
Although many eating disorders develop during adolescence, it is not at all unusual for
people to develop eating disorders earlier or later in life. Reports showing cases from as
young as 6 years old.
With the increasing number of young people developing eating disorders, I designed a
smart phone application called ‘Frend’ to allow younger sufferers to balance both eating
and activity in conjunction with GP, therapist, and parental support.
B. Competitive
2014 / 2015 - Smint Competition Briefs - Pixel art poster.
Over the course of my 3 years at university, I took part in Smint’s creative briefs, designing
both packaging and posters for the brand, matching their original look and theme.
In 2014, the brief was to design packaging for Smint boxes, relating to the original brand
whilst being as original and creative as possible. I designed my pieces around the style of
pixel art. Small squares coming together to make something big. I felt this was a suitable
style, matching the product and the brand. (Small items being part of the bigger brand).
I used their original style of ‘fresh to impress’ to design a cold, fresh landscape to match
this. The design was chosen as a runner up and I was able to attend the Smint exhibition in
London.
In 2015, I used the same style in a much more developed way, creating a large scale pixel
landscape to advertise the brand. This showed how my work and style had developed over
the course of the year.
B. Grounded
2015 - NASA Competition Brief interpretation - Gravity.
As a personal project, I took on a brief designed by NASA , focusing on the utilisation
of smart watches in space, for astronauts working for long periods of time out of the
atmosphere.
The Brief called for a platform in which astronauts could access their daily tasks as well as
completing personal checks to manage their well being.
In response to this I created ‘Gravity’. A smart watch platform which enables astronauts
to record messages, store photos and write reminders, as well as receiving and storing
images and voice recordings from family and friends back on earth.
The application was created to allow astronauts to be grounded, even when they are
far from home. This allows them to remain human in a high tech environment, like the
conditions they will be working in every day.
B. Progressive and Productive
2016 - ‘How can we measure growth?’ Brief - Sprout.
For my final major project at university, we were asked to think about our themes in
question form. My theme being ‘growth’, I was asked to consider how we can design a tool
to measure this. Steering away from the typical forms of recording growth, such has weight
or height, I decided to look into how we can record personal growth and development
through technology.
The Application ‘Sprout’ was designed to record your personal growth through your own
virtual garden. Achievements are laid out and adapted to each individual, specifying
certain milestones or goals. Once these have been achieved and evidenced, the application
rewards the user with currency in the form of building blocks, animals, tress and houses in
order to build and grow their own garden. The more you keep growing and achieving, the
bigger and more interactive your garden is.
These gardens could then be shared with friends and family to provoke competition and
drive.
B. Branded
2016 - Ongoing Cafe branding project - Guinea Pig
As a self confessed hipster, I developed an almost snobby relationship with coffee during
my second year at Bournemouth University. During this time me and my friend Rosie (both
working at the arts bar and both wishing it was a little more stylish looking) came up with
the coffee shop brand ‘Guinea Pig’.
The concept behind the cafe would be a healthy, hipster like place to test your taste buds
in. Combining good coffee with good customer service, Guinea Pig would be the new
student hang out for only the most hipster of people. The designing of this project, seemed
like a very good chance to gain some experience in branding and logo design.
I kept the brand simple but bold. The colour stands out against the black, and the logo icon
can stand alone. The development of the piece was the most interesting part of the project,
starting with a small idea, a design process and then the expansion of ideas as both me
and Rosie became more interested with the project.
If we both had the money and the time, I am sure you’d be seeing these signs all over the
place by now.
B. Original
2016 - Final Major Animation Project - The Big Wide World.
As an illustrator and designer I love simple, stylish pieces of work. For my final major project
at University, I wanted to use animation and illustration to bring my own original story to
life. This came in the form of ‘The Big Wide World.
The story portrays a young girl and her ambition. Whilst Ambition remains by her side, she
never has to explore the rest of the world, knowing that he is all she would ever need. So,
wanting her to have a better experience of life, he leaves her to wander in the world alone
for a while to grow and change.
By the time they meet again both Girl and Ambition are different and no longer rely on
each other to live in the big wideness of the world.
Using Adobe Illustrator, After effects and Photoshop to create the final piece, my knowledge
and confidence in these programmes developed quickly.
Looking at the brief for the good life, I knew instantly that this project would allow me to create something ,which could
help people in real life situations, something I’m passionate about as a designer.
Coming from a background of eating disorders and a family history of various medical problems, it was a project, which
felt natural for me to undergo.
Approaching it very widely, I looked at the physical and social aspects of chronic illnesses. What they may look like, feel
like and how they where perceived by society.
​
Chronic decease is persistent or otherwise long-lasting in its effects or a disease that comes with time. The
encouragement of a healthy diet early on in this case is something which should be underestimated.
As a designer, I feel I like to focus on the more human elements to any project. Looking at the emotional response as well
as the physical response of design in order to make an impact. The brief asks us to empower people to manage their
own care and I want as much as possible to take into account gentle, kind and emotionally responsible encouragement
within my work, in order to relate and impact the appropriate audience.
​
I focused my attention to Fibromyalgia, a chronic decease which causes deep tissue pain based on over exertion or
too little activity. Balancing ones own diet and daily activity is the only way to truly manage the illness. I created ‘MOC’
(Management Over Cure) to allow the patient to track their daily activity via a smart watch which would then be made
visual on a tablet, Tv screen or smart phone. This way the illness could also be seen, as one of the main issues I found
within people with Fibromyalgia was that they had a hard time showing people what they where experiencing as there
was no physical symptoms. The way I visualised this was a little tank of water and a boat. The water would fill up when
the patient did too much, in turn the weather would become back and the boat would be out of control. When the
patient did too little the tank would empty and the boat would be unresponsive. This was a great way to visualise how
balanced a persons day had been. Other features of the app where an alarm system for medication and a food logger
to control their diet and receive doctors feedback without having to make appointments constantly. This overall reduced
time and costs for doctors and allowed the patient to manage their illness themselves.
B.Balanced
2015 - The Good Life - RSA Brief
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Folio - CRM

  • 1.
  • 2. B. Becky Collins Graphic Designer & Illustrator rebeccac750.wix.com/bcreative designsbybcreative@gmail.com 07415481429
  • 3. B. Interactive 2014 - Interactive brief - Frend (fuelling recovery enabled by nutrition and diet). As a designer, I have a passion for interactive design. Using my own style, and Adobe design suite, I responded to a national issue in order to create an interactive smart phone application. Social, Health and Economic Impacts report, commissioned by Beat (a charity supporting those living with an eating disorder) in February 2013, estimates that more than 725,000 people in the UK are affected by an eating disorder Although many eating disorders develop during adolescence, it is not at all unusual for people to develop eating disorders earlier or later in life. Reports showing cases from as young as 6 years old. With the increasing number of young people developing eating disorders, I designed a smart phone application called ‘Frend’ to allow younger sufferers to balance both eating and activity in conjunction with GP, therapist, and parental support.
  • 4.
  • 5.
  • 6. B. Competitive 2014 / 2015 - Smint Competition Briefs - Pixel art poster. Over the course of my 3 years at university, I took part in Smint’s creative briefs, designing both packaging and posters for the brand, matching their original look and theme. In 2014, the brief was to design packaging for Smint boxes, relating to the original brand whilst being as original and creative as possible. I designed my pieces around the style of pixel art. Small squares coming together to make something big. I felt this was a suitable style, matching the product and the brand. (Small items being part of the bigger brand). I used their original style of ‘fresh to impress’ to design a cold, fresh landscape to match this. The design was chosen as a runner up and I was able to attend the Smint exhibition in London. In 2015, I used the same style in a much more developed way, creating a large scale pixel landscape to advertise the brand. This showed how my work and style had developed over the course of the year.
  • 7. B. Grounded 2015 - NASA Competition Brief interpretation - Gravity. As a personal project, I took on a brief designed by NASA , focusing on the utilisation of smart watches in space, for astronauts working for long periods of time out of the atmosphere. The Brief called for a platform in which astronauts could access their daily tasks as well as completing personal checks to manage their well being. In response to this I created ‘Gravity’. A smart watch platform which enables astronauts to record messages, store photos and write reminders, as well as receiving and storing images and voice recordings from family and friends back on earth. The application was created to allow astronauts to be grounded, even when they are far from home. This allows them to remain human in a high tech environment, like the conditions they will be working in every day.
  • 8.
  • 9. B. Progressive and Productive 2016 - ‘How can we measure growth?’ Brief - Sprout. For my final major project at university, we were asked to think about our themes in question form. My theme being ‘growth’, I was asked to consider how we can design a tool to measure this. Steering away from the typical forms of recording growth, such has weight or height, I decided to look into how we can record personal growth and development through technology. The Application ‘Sprout’ was designed to record your personal growth through your own virtual garden. Achievements are laid out and adapted to each individual, specifying certain milestones or goals. Once these have been achieved and evidenced, the application rewards the user with currency in the form of building blocks, animals, tress and houses in order to build and grow their own garden. The more you keep growing and achieving, the bigger and more interactive your garden is. These gardens could then be shared with friends and family to provoke competition and drive.
  • 10.
  • 11. B. Branded 2016 - Ongoing Cafe branding project - Guinea Pig As a self confessed hipster, I developed an almost snobby relationship with coffee during my second year at Bournemouth University. During this time me and my friend Rosie (both working at the arts bar and both wishing it was a little more stylish looking) came up with the coffee shop brand ‘Guinea Pig’. The concept behind the cafe would be a healthy, hipster like place to test your taste buds in. Combining good coffee with good customer service, Guinea Pig would be the new student hang out for only the most hipster of people. The designing of this project, seemed like a very good chance to gain some experience in branding and logo design. I kept the brand simple but bold. The colour stands out against the black, and the logo icon can stand alone. The development of the piece was the most interesting part of the project, starting with a small idea, a design process and then the expansion of ideas as both me and Rosie became more interested with the project. If we both had the money and the time, I am sure you’d be seeing these signs all over the place by now.
  • 12.
  • 13. B. Original 2016 - Final Major Animation Project - The Big Wide World. As an illustrator and designer I love simple, stylish pieces of work. For my final major project at University, I wanted to use animation and illustration to bring my own original story to life. This came in the form of ‘The Big Wide World. The story portrays a young girl and her ambition. Whilst Ambition remains by her side, she never has to explore the rest of the world, knowing that he is all she would ever need. So, wanting her to have a better experience of life, he leaves her to wander in the world alone for a while to grow and change. By the time they meet again both Girl and Ambition are different and no longer rely on each other to live in the big wideness of the world. Using Adobe Illustrator, After effects and Photoshop to create the final piece, my knowledge and confidence in these programmes developed quickly.
  • 14. Looking at the brief for the good life, I knew instantly that this project would allow me to create something ,which could help people in real life situations, something I’m passionate about as a designer. Coming from a background of eating disorders and a family history of various medical problems, it was a project, which felt natural for me to undergo. Approaching it very widely, I looked at the physical and social aspects of chronic illnesses. What they may look like, feel like and how they where perceived by society. ​ Chronic decease is persistent or otherwise long-lasting in its effects or a disease that comes with time. The encouragement of a healthy diet early on in this case is something which should be underestimated. As a designer, I feel I like to focus on the more human elements to any project. Looking at the emotional response as well as the physical response of design in order to make an impact. The brief asks us to empower people to manage their own care and I want as much as possible to take into account gentle, kind and emotionally responsible encouragement within my work, in order to relate and impact the appropriate audience. ​ I focused my attention to Fibromyalgia, a chronic decease which causes deep tissue pain based on over exertion or too little activity. Balancing ones own diet and daily activity is the only way to truly manage the illness. I created ‘MOC’ (Management Over Cure) to allow the patient to track their daily activity via a smart watch which would then be made visual on a tablet, Tv screen or smart phone. This way the illness could also be seen, as one of the main issues I found within people with Fibromyalgia was that they had a hard time showing people what they where experiencing as there was no physical symptoms. The way I visualised this was a little tank of water and a boat. The water would fill up when the patient did too much, in turn the weather would become back and the boat would be out of control. When the patient did too little the tank would empty and the boat would be unresponsive. This was a great way to visualise how balanced a persons day had been. Other features of the app where an alarm system for medication and a food logger to control their diet and receive doctors feedback without having to make appointments constantly. This overall reduced time and costs for doctors and allowed the patient to manage their illness themselves. B.Balanced 2015 - The Good Life - RSA Brief