Week 12: Promote and Test – Presenting, launching, evaluate
Weekly learning objectives
By the end of this week you should be able to:
- Research graphic design studios and advertising agencies that have a global business reach.
- Analyse methods used by global graphic design studios to effectively communicate with local audiences.
- Design and deliver a final project outcome using a short video to effectively communicate a story or challenge.
Week 12 Lecture: Promote and Test
Lecture Introduction
Last week, we outlined how collaborating with disciplines outside of the design industry can reveal new insight and perspective into a subject. This week, we introduce graphic design studios and advertising agencies with offices around the globe.
This lecture video will:
- Introduce graphic design studios and advertising agencies with global offices;
- Examine how graphic design studios adapt to emerging global trends;
- Analyse the creative output of global graphic design studios to demonstrate how they engage with local audiences.
After the lecture, take some time to explore the given resources. Make notes and reflect upon these ideas, and use them as a springboard for your own investigations. Use the Ideas Wall freely to discuss, ask questions and share ideas.
Week 12: Resources
Read | Watch | Listen
Below is this week’s list of materials. For the full module resource list, please refer to the Course Hub. We also encourage you to conduct your own independent research to further explore the themes delivered. Do not forget to use the Ideas Wall to share new ideas and thoughts.
1. Brand News, (2013) Dumb Ways to Die. [online video]. Accessed on 15 March 2019. Available at: DUMB WAYS TO DIE – case study (Links to an external site.)
2. London International Awards, (2013) John Mescall McCann Melbourne talks about “Dumb Ways to Die” the 2013 Grand LIA. [online video]. Accessed on 15 March 2019. Available at: John Mescall McCann Melbourne talks about "Dumb Ways to Die" the 2013 Grand LIA
Week 12: Workshop Challenge
The Challenge
For this week’s challenge activity:
- Create and record a two minute case study film, which highlights the challenge you tried to solve and the design you created to solve it.
- Upload your case study film to YouTube.
- Post your YouTube video link onto the Ideas Wall.
- Let the student who originated the work know, so they can comment on the solution.
Following last week’s feedback I’m focussing on showing the VR application as an extra stage of the adoption process. The text opposite is the process of adoption through the Dogs Trust, from their website.
I’ll be looking into the ideal stage to include the ‘virtual dog’.

Week 11 Feedback
1.
Very good project solution to develop. However, this shouldn’t be pitched as a ‘Tamagotchi’ pet for adults, this completely undervalues its potential. Give it real-world, tangible, reasoning. ‘Adopt a pet’ could be a clear focus. Visually map out of process. How would this potentially involve other organisations, e.g., Dog Trust, etc.
Could this work on across multiple platforms, AR + VR + In-app alerts, alarms, messages etc. Demonstrate how this would work as part of the process of homing a dog.
Haptic responses from the VR. How does the headset compensate / become inclusive for accessibility needs?
Response
I would suggest it as a stage in the rehoming process for Dogs Trust (or similar), by adding this stage the aim is to give potential new owners a ‘trial run’ with their pet.
During the adoption process a stage where you build up a ‘type’ of dog by age, size, it’s behaviour around children and other dogs, etc., which could be integrated with a system where this criteria would match with data about the dogs which are currently held in the kennels.
The application is then set up within the VR to replicate whichever dog is chosen, along with an app for smartphones linking the headset with the behaviour via the app.
In-app alerts will notify the users of any needs from their virtual pet at random times of the day or night.
2.
I think that leaning into the ideas that were being shared in the crit might benefit this project a lot. It’s a fun idea but in it’s current form it didn’t stand up to much scrutiny.
Rather than thinking of it as a tool for people to judge whether a dog is good for their home, I’d think of it as a set of tools that dog charities could use to assess the suitability of the humans for the dog. There were some good ideas shared that I think are worth incorporating to the doggie AR – especially the idea of a dog bark that goes off at random intervals, maybe some kind of app that tracks you going for a walk as if you were taking the dog for a walk to track over a period of time whether you put in the effort to go for the walk every 2 days or whatever.
Nice idea though mate, good work so far.
Response
I like the idea of the noise being the barking noise of a dog, rather than the familiar ‘ping’ sound from a smartphone. The settings from the start of the process would ascertain the type of barking noise; a deep ‘woof’ or a hi-pitched yapping, depending on the profile built in the rehoming centre.
3.
Is this a stepping stone to fostering, then adoption?
A way for parents to gauge a child’s responsibility level?
Should probably be AR, not VR
Make it a multi-step process of which you are designing one step?
Use the headset as part of the completion of a task?
Response
It would be a stepping stone added to an existing process.
I like the idea of it being a way for children to realise the responsibility of ownership. Children might pester parents for a puppy without realising what’s involved. Being seen in public with an AR headset might appeal more to children than adults.
A VR approach would allow adults to take part in the privacy of their own home, an AR approach would add the pet to your own environment rather than a virtual world but working via the smartphone might be a more acceptable device for an adult.
Yes, a step in the process.
AR + adult + outside may not fit together.
VR + adult + virtual world within a headset might be preferable.
Pro’s and con’s for each approach, maybe the potential owners get to choose or the pet becomes AR when in need of a walk?
4.
Can see kids using this as a game but it would be good if this was used by animal shelters. Could be a preliminary step in fostering, a way of dealing with initial queries. Can’t imagine it would completely stop people returning animals as reasons are probably subjective but would reduce the problem. If there were set tasks like take dog for a walk, it would be good if these could be recorded and the animal shelter could access them – make sure people don’t lie about their viability.
Response
I like the idea of it being angled as the shelter assessing the people rather than the people trying out a pretend dog to see if they like it, it might take away any view towards being a game.
5.
Seems like you now need to map out the rest of the service around the VR headset (I also wonder if you could rent the headset from the place you’re thinking about getting the dog from). Could you make it a test, which you have to pass before you can adopt a dog, to make sure all owners are prepared for it?
Response
The headset would be supplied by the shelter for the purpose of the exercise. Making it a test would give it a serious-ness.
Virtual Differences
There could be three options for the viewer to take on the VR dog; there’s VR (Virtual Reality) which is a digital environment completely separate from the physical environment.
This type is good for training and demonstration, users get completely involved in the digital environment on offer.
Then AR (Augmented Reality) which involves real environments with added digital elements. The live view is captured by a camera and digital elements are added on top of that view. AR-based applications can be accessed by smart-phones, so there is no need for extra technology to experience AR. This might be a better platform to base this system on.
Third option is MR, (Mixed Reality) which as you can guess is a mix of the two; both the real and the virtual elements. Virtual objects can be wrapped onto physical items within the live environment. Virtual objects are placed on a separate layer on top of the physical environment.
Users can experience being involved with virtual objects in the real world via a headset which is capable of MR, so specific technology would be needed to lend to those involved in the adoption.

Preferred system
From my research, using the AR system would be the most suitable. Users would only need their smartphones to be able to take part, rather than the organisations having to purchase and then loan out expensive equipment.
Users can choose to follow the virtual pet just using their phone to avoid drawing attention to themselves out walking a pretend dog, but they could also experience the immersive environment (when they’re out of sight perhaps) by using a cardboard phone-holder-headset. These headsets could be produced branded by Dogs Trust and handed to potential owners as they start the scheme.
This way, the immersive world could be used as the fun element to the adoption, something which the children can take part in by playing with the dog through the headset. The branded headset would have no monetary value and could be kept as a souvenir of the process.
The only upset is that the proposed name: RO-VR would be made redundant 🙁
ROV-AR still works?
Just exaggerate in Queen’s English when you say it…





Service design presentation film
Storyboard
