Award school

2022 SUBMISSION

I was accepted into Award School in 2022. Award School is Australia's premier course for aspiring creatives. It is a globally recognised course that takes your inner creativity and transforms it into industry-ready thinking.


  • Client: Windex
    Product: Original Glass Cleaner
    Proposition: For the cleanest glass


  • Client: carsales.com.au
    Proposition: There’s a used car for every driver


  • Insight:
    The elderly need the ability to see well at night and are not strong with new technology.

    Idea:
    A pair of slippers that turns lights on automatically so when you’re getting out of bed you’re able to see where you’re going.

    Name:
    Sight Slippers.

    Target Audience:
    The elderly who need assistance navigating their home in the dark.

    How it works:
    A pair of slippers that has a sensor which would turn the light on at varying degrees depending on the time of night and darkness in the room. This would ensure that the elderly do not have to find their way to a light switch and would easily be able to navigate their home at night.


  • ANYWHERE, ANYTIME.

    Client: Heaps Normal Beer

    Product: Non-Alcoholic Quiet XPA

    Proposition: Beer without the consequences


  • 9 LIVES

    Client: Ikea

    Product: Ikea will buy back your used furniture and give you a voucher in return

    Proposition: Give your old furniture a second life


  • Brief 10: Commercial Creativity (Idea 2)

    MODERN PIGGY BANK

    Insight: 
    You make your best financial decisions at home.

    Idea:
    A digital and visual piggy bank that you can add to at home and are unable to draw from while you’re out.

    Name:
    Modern piggy bank

    Target Audience:
    People who have trouble spending money when out.

    How it works:
    When you’re at home you can easily deposit money into your piggy bank via app or NFC tap, leaving you with only a set amount of money when out of the house. It will be visually represented so you can be motivated to increase the “volume” of your piggy bank while home.

    To avoid overspending, transfer your money to a piggy bank in your home. When you go out, you will have no way of accessing the money until you return home. Replicating the old tangible ways of spending money.


  • YEARS TO DREAM, SECONDS TO BUILD

    Client: Squarespace

    Service: Professional Website Builder

    Proposition: Don’t just dream it, build a website

    Insight:
    The length of time for dreaming / ideating takes far longer than building a website to showcase it.

    Idea
    Bring a buffering dream to life through AR.

    Execution:
    Banner ads on websites and digital OOH screens with a dream/idea that is in the buffering stage. Through AR, users can bring this idea to life.


  • Client: Tourism New Zealand

    Service: A winter holiday in New Zealand

    Proposition: Winter is different in New Zealand

    Insight:
    Winters in NZ mean unmelting ice and glacial fresh water which most Aussies have not experienced.

    Idea:
    New Zealand sends a chunk of their glacier to demonstrate its icy cold freshness in both the form of ice and the production of glacial drinking water.

    Execution:
    A gigantic ice cube is taken from the New Zealand Glaciers and brought to Sydney’s city.

    The cube has a tap built in to allow passers by to have a taste of the fresh New Zealand glacier water.


  • SWIPE THE HABIT

    Client: Nicorette

    Product: Nicorette Gum

    Proposition: Nicorette helps break your habit

    Insight:
    Smokers struggle with the habit of doing something with their hands.

    Idea:
    Nicorette gum packet turns into a gamification through AR.

    Execution:
    While chewing on the gum, consumers can use their phone to scan the the packet, which will direct to the Nicorette Instagram filter.
    The player needs to destroy the 7,000 poisons, while avoiding destroying the gum.
    The player has the chance to share their score on their personal account to boost their ego and share their efforts of giving up.


  • FIX YOUR FURRY FRIENDS

    Client: HCF

    Service: Pet Insurance

    Proposition: Pets are part of the family too

    Insight:
    Pet owners are motivated to mend and cure injured 
    and sick animals.

    Idea:
    HCF encourages pet owners to play a game where they’re given the opportunity to help an injured or sick pet.

    Execution:
    HCF will partner up with a pet food brand to encourage users to play a game to fix an injured pet. In turn the participant receives the opportunity to help their own furry friend in real life with discounted insurance.

    “Fix the injured furry friend and get a reduced premium!”

    The gamification will require the player to use HCF branded tools to fix the pet until the wellbeing bar is full.

    The better the user does, the more reduced the premium can be. 

    The final call to action will require the user to sign up to receive their reduced premium.

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Primo — Social Campaigns

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Bluey Beer Packaging