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Nike 'The Girl Effect' Campaign, 2014 [34].  

Nike 'The Girl Effect' Campaign, 2014 [34].  

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In this paper, the aim of research is to analyse the theoretical principles of traditional and newer forms of branding design, and to review the visual communicator's roles as constructed through traditional, social and postmodernist perspectives. Where designers traditionally direct their course in the branding process to solving clients' problems...

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... far-reaching social responsibility branding initiative by Nike Foundation and several non-profit partners is The Girl Effect (Figure 3) a movement lobbying to empower and educate adolescent girls at local, community and international levels through investments in economic, education and health programmes [33]. It is questioned whether the company is merely role-playing as the proverbial 'knight in shining armour', since the campaign has faced pressure for a more holistic and inclusive attitudinal change in men's perspectives. ...

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Article
The concept of social responsibility has become both an individual and a corporate phenomenon. In this context, all individuals and organizations are expected to carry out their activities within the framework of social responsibility. At this point, the social responsibility of the designer is even more important due to its mission of informing and directing society, as the designer raises awareness and convinces the society while presenting the product s/he has designed. However, in the situation that came with industrialization and then capitalism, the designer started to go out of his main duty and lost the awareness that this profession should be carried out ethically. One of the main reasons for this was that the rapid development in the advertising sector through a transformation towards a consumer society brought about focusing on the number of works rather than their quality. The First Things First Manifesto, which is against this kind of works and sees the works made according to the wishes of the consumer society as worthless and a waste of time, has attracted a lot of attention since its first publication and has been discussed by many field researchers and designers. Over time, the First Things First manifesto has been renewed against the changing problems with the development of technology and social changes and its 2020 version was published in order to draw attention to the effects of the climate crisis today. In this article, First Thing First Manifestos which draws attention to the main task of the designer in terms of social responsibility are examined, and the changing responsibility of the designer against current problems of the society is discussed in line with these manifestos.
Thesis
The embodiment of the arts dimension and power in learning as arts education issues represents the problem that needs to be assessed critically. On the one hand, the conception of Ki Hadjar Dewantara’s pendidikan kesenian has become a basic implementation of alternative education in Perguruan Tamansiswa since 1922. This primary scrutiny constitutes a thinking foundation to study as mentioned in a case study in a program of The Floating School (TFS) Pangkep. This research objective is analyzing the problems: (1) TFS’s understanding of artistic and aesthetic aspects in arts; (2) implementation of art learning in TFS Pangkep program; and (3) implication of TFS Pangkep program. This research uses a qualitative-interpretative approach with the case study model in TFS 2017 program. Therefore, a data collection bases the data on a review of document study, an applied of deep interview, and supported with a foundation of participative observation. The validity of the data collection result is examined by the commensurability test of data and data resources. By focusing the data on an account and transcript of the interview, data analysis uses an illustrative method through five stages: (1) appreciating the account and transcript of interview; (2) giving a note; (3) formulating a theme; (4) conceptualizing a topic; and (5) adjusting a problem topic, to narrating the interpretation result with a critical discourse analysis. This research result shows the findings as follows. Firstly, the understanding of TFS’s founders and facilitators to the artistic and aesthetic aspect is about an identification towards the development of skills and knowledge following student’s tendencies by utilizing the arts dimension and power as learning and creating media. Secondly, TFS implements a medium of arts-media-literacy as learning object in the model of workshops through a giving of applicative subject matter with an interactive method in working arts to stimulate student’s curiosity pleasantly. Thirdly, TFS program has implicated student’s confidence in expressing a story of the object and creating a message into the artwork for the exhibition.
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Background. Using of different gamification techniques and methods is rapidly growing trend in a modern education, not only in creative fields. In education, “game technology” plays an important role, some educators define the game as a leading activity in the process of which under the influence of social conditions the ability to produce actions in the mental plane and to replace real objects. Gaming technologies are gaining popularity in education, bringing the joy of live interaction and unique hands on experience to participants in the learning process. Games are seen as a tool that can solve many problems. Is it possible to make a practical connection between game enthusiasm and creative development? And how effectively is creative thinking activated when a designer needs to penetrate the backstage of game technology, turning from user to creator? Objectives. Empirically connect board games to the development of personal creativity and design education. Do to this we decide to solve several tasks: set the level of research of the topic, identify problems that we need to study. To systematize the results of researches of certain problems, to classify approaches to research and interpretation of the mechanics of board games in creative work. On the basis of sociological research find out the attitude of lovers of board games to their mechanics and creativity. And finally make connections between board games and designer work. Methods. The methods are quite classic: classification, literature analysis, brief historical overview. Design is a fairly humanitarian field of science, and the use of truly scientific methods in its field enhances the quality of the narrative. The article uses the method of anonymous questionnaire among board game fans. The sociological survey was conducted on the basis of Lviv board games clubs (Octopus club shop and Hobby Monster shop) and included 90 respondents. The results were processed using IBM SPSS software, the industry standard for statistical processing. Results. The identified topic is now gaining popularity among scholars, as is confirmed by the large body of scientific literature on the subject (more than 30,000 articles have been recorded in Google Scholar; more than 700 papers indexed by Web of Science). After literature overview we have to find out some bright and dark aspects of using gamification in design education, so lets firstly highlight the anxious ones: physical stress and dependence, users often depend on gaming systems; reduction of attention and antisocial behavior; cost and logistics. Access to digital or specific learning tools is not always easy and convenient for everyone. But also it`s important to show positive results of conscious using of tabletop games and their principles in education and design process: they contribute to human development: collaboration, information and communication skills, social and cultural skills, enhance creativity and develop critical thinking, influence problem solving, productivity, self-management and self-regulation, planning, flexibility and adaptability, taking risks, managing conflicts and resolving them, as well as unleashing a sense of initiative and entrepreneurship, that is, covering all the areas that the designer needs in professional maturity. Playing as a method of teaching can increase the level of knowledge and enable students to engage in new ways of research. The development of game projects for students promotes the ability to work with tasks with many unknowns (wicked problems). Namely, this type of tasks, as practice shows, is fundamental for future designers. For the purposes of creating a game, it is useful to consider the game not a collection of cards or a set of rules, but rather an experience that comes from their use. The survey showed that people who dedicate time to board games are more satisfied with their lives and more fully realize their creativity. At the same time, it actualized the danger of dependence on the mentioned tools, and not only. It emphasized the need for syncretic thinking, which is the key to a balanced outlook. Conclusions. In the next article, the authors plan to reflect three consistent issues in the field of tabletop games design: we will reveal certain regularities of the process of creating the tabletop games in the diploma projects of students of the Department of Design and Fundamentals of Architecture of the Lviv National Polytechnic University. Also we are planning to point out the interesting features of real world developers experience gained through in depth interviews with developers themselves. And finally we will summarize the results in the form of specific practical recommendations for the development of board games.