Good Company — The catch
No phones allowed CONCEPTUAL
Digital addiction is perceived to be an innocuous circumstance, one we blissfully ignore; an exception to the list of common addictions, yet it affects all of us. On average we devote 20% of our day to our devices. It is intrinsic to be in the loop 24/7, disruption of pre-existing social structures, there is a lean-to perfunctory scrolling and growth of phantom limbs. Now an ex-post-facto toward the digital dependence.
2018 - Final Project
2018 - Final Project
Concept Creation, Brand Identity, UI & UX.
Insights
Technology & Society

How many times a day we check our phones
User insightsThe Concept
The Good Company, a pragmatic solution toward progressive disconnection. A social and creative sewing space for people to linkup offline. Breaking away from phones and mending the void with real connections. The Good Company gives reference to social sewing circles, an occurrence from prior times. The catch, no phones allowed. The method of the space has an underlying structure of contingency management theory. A therapy for addiction that utilises positive reinforcement, rewards and privileges. It is about management not curing the problem.
Visual Concept
Awareness Campaign
Social

Easy sewing starter packages

Good Bags

Good Pants
