MAJOR PROJECT 1



4/01/2025 - 26/03/2025
Week 01 - Week 7
Adrianna Sofea Mohd Fauzi (0350661)
Bachelor of Design (Hons) in Creative Media
Major Project 1


1. Research and Brainstorm
2. Progress
3. Final Outcome 
4. Feedback 
5. Reflection 

Instructions



Task 1: Proposal Development
Timeframe: Week 1 - Week 3 

Assignment Details: Work in groups to present an innovative concept that adds social, cultural, or economic value within your field. Research current technology and design trends, analyze case studies, and assess functionality, innovation, challenges, and aesthetics. Your proposal should identify and address a gap in the market, offering a novel solution that creates and captures value.
Week 1: Topic Exploration and Research 

In the first week, after our lecture session, we were briefed by our lecturers and gained a better understanding of the project. During our tutorial, we had to choose a supervisor to guide us through the project. Our lecturers, Ms. Anis and Ms. Vityaa, provided us with a more in-depth explanation of the project and how it works. They also outlined their expectations for our proposal and the ongoing development over the next seven weeks of the semester.

This project required a group of four members, and I was teamed up with Amirah, Amelia, and Carol. During our brainstorming session, everyone pitched one idea, and we discussed which one we felt the most drawn to. We shared our ideas and explanations through Canva Whiteboard before consulting with our assigned lecturer, Ms. Vityaa.


Figure 1.1 Idea Brainstorm in Canva Whiteboard


Figure 1.2 Case Studies and Research


Week 2: Idea Development

After multiple group discussions and consultations with our lecturer, we ended up making a last-minute pitch for a blind box figurine concept, an idea initially proposed by Carol. Our lecturer encouraged us to explore this direction instead, as it would be a more fun and engaging way to experiment with our graphic design skills. After further discussion, we all found common ground and agreed to move forward with it.



Figure 1.3 Brainstorm Potential Brands and Blind Boxes

Our group then started brainstorming how the figurine would look and which brand we wanted to collaborate with. Initially, we chose Samyang, the Korean instant noodle brand, imagining figurines inspired by different noodle flavors like cheese, spicy, and vegetable. This concept could add value to the brand, especially since blind boxes have been a rising trend, particularly in Asia.

After a few discussions and votes, we decided to fully develop the blind box series idea, aiming to make it as engaging and exciting as possible. To expand the concept, I proposed creating a product launch for Mamee, a well-known Malaysian snack brand with a strong nostalgic and fun identity. Despite its popularity, Mamee hasn’t yet tapped into the booming blind box collectible market, which has been growing worldwide.



Figure 1.4 Touchpoints and Potential Deliverables

Through my research on blind boxes, I realized that Malaysia either lacks a strong presence in this market or has very few options available. That’s when we thought of Mamee, a Malaysian snack brand and began researching its background, growth, and overall brand identity to see if it aligned with our vision.

We saw an opportunity to create hype around figurines while simultaneously celebrating Malaysian culture. Our focus is on introducing traditional Malaysian snacks to Gen Alpha and Gen Z, as these generations are becoming less familiar with the nostalgic treats that were once widely loved. By incorporating these snacks into a collectible blind box series, we hope to reignite interest in them and bridge the gap between past and present.


Figure 1.5 Ideas and Development


Week 3: The Mamee Blind Box (Product Launching) Proposal

Everyone was assigned specific tasks: Carol handled the market analysis, Amirah refined our problem statement and target audience, and I was in charge of researching Mamee’s background and defining the purpose of our project. Later, the three of us worked together on the touchpoints and deliverables since Amelia was unable to attend the presentation that day.

Here are my findings along with some additional notes I took during my research:

What is a Mystery Box?

A mystery box, also known as a blind box or lucky bag, is a container filled with an assortment of items that remain unknown to the buyer until it is opened. Consumers pay a fixed price without knowing the exact contents, making the unboxing experience both thrilling and unpredictable. The blind box concept extends to collectible dolls, figures, and other merchandise inspired by animation, films, and pop culture. It is classified as a probability product, where the element of uncertainty plays a crucial role in its appeal. The mystery box phenomenon has surged in popularity worldwide, expanding across major consumer markets in North America, Europe, and the Asia-Pacific region, with a particularly strong presence in China. This global rise is driven by the excitement and curiosity that mystery boxes evoke, making them a compelling trend in modern consumer culture.

Origins of the Blind Box Concept

The blind box trend traces back to Japan in the 1980s with the introduction of Fukubukuro, or “lucky bags.” These were mystery bags sold in department stores during the New Year, allowing customers to purchase a selection of unknown items at a discounted price. The concept was initially designed to create a fun and exciting shopping experience while helping retailers clear excess stock. Over time, this practice evolved into today’s collectible blind box culture, gaining widespread popularity beyond Japan.

The Psychological Appeal of Uncertainty

Research by Li, Li, and Wang (2022) highlights how uncertainty in platform rewards—whether through risk (known probabilities) or ambiguity (unknown probabilities) can heighten excitement, curiosity, and engagement. This aligns with behavioral economics and gamification strategies, where the element of chance drives repeated participation. The psychological impact of blind boxes can be profound, as consumers experience a rollercoaster of emotions while eliminating uncertainty.

  • Before unboxing, consumers feel anticipation and nervousness about what they might receive.

  • During unboxing, emotions range from excitement and joy (if they get their desired item) to disappointment and regret (if they don’t).

  • This emotional cycle often fuels repeat purchases, as buyers chase their preferred items or attempt to complete a collection.

Moreover, the curiosity-driven psychology and gambler’s mentality play significant roles in blind box purchases. The sense of limited availability, exclusivity, and chance encourages consumers to keep buying in hopes of obtaining rare or desirable items, much like the mechanics seen in gaming and gambling environments.

Marketing Strategies in the Blind Box Trend

Marketing strategies are critical in shaping consumer perception and enhancing the appeal of blind boxes. Research shows that marketing stimulation combined with perceived value significantly influences purchasing behavior. As graphic designers and marketers, we can leverage this by creating enticing, mysterious, and visually engaging campaigns that amplify consumer excitement. Effective blind box marketing includes:

  • Visually appealing packaging that enhances the sensory experience.

  • Exclusive or limited-edition releases to create urgency.

  • Strategic storytelling and branding that builds emotional connections.

  • Social media engagement that encourages unboxing videos and community interaction.

By tapping into the psychological and emotional drivers of uncertainty, brands can make blind boxes not just a product but an experience, one that captivates consumers and keeps them coming back for more.

Task 1:Proposal Development

Auto-Updated Progression Slide:

PRODUCT LAUNCHING by adrianna sofea

Week 4: Target Audience and Ideations 

This week, we received feedback from our lecturer, who mentioned that our idea lacked structure and wasn’t solid enough to move forward. It was disappointing and disheartening to hear, as I realized I needed to conduct more in-depth research on blind boxes, given my unfamiliarity with the concept. However, after discussing with the group, we decided to drop the idea of including a board game inside the blind box.

Instead, I proposed shifting our focus solely to the blind box itself and exploring ways to make the packaging more engaging and interactive. This approach aligns better with our strengths, as we have a clearer understanding of how to enhance packaging functionality.

Later that day, I outlined the deliverables required by the end of Week 7, and everyone selected tasks they wanted to work on. While these won’t be final designs, we agreed that starting early would allow us to refine and improve them in the following week.

To-Do : 
- Miko the Snacker
- Sub-Branding (ADRIANNA)
- 6 Character design of Miko (AMIRAH)
- Share potential sketches (*EVERYONE*)
- Setting of the house/kitchen etc (AMIRAH)
- 3 Poster design (AMELIA + ADRIANNA)
- 6 Photocard design (3 CAROL + 3 ADRIANNA
- Banner design (AMELIA)
fo- 6 Snacks design (AMIRAH)
- Guide Pamphlet (CAROL)

We designed a survey to gather more insightful data.

After revisiting our slides multiple times, we decided to develop this character figure into its own brand, but under the Mamee brand. This shift felt like a more straightforward direction, as our initial concept had many complexities and challenges.

Post-Consultation

After consultation and discussion with the team, we decided to stick with the blind box concept but let go of the original problem statement about revamping Mamee’s mascot. Instead, we chose to develop a new blind box collection that carries its own identity, designed to evoke childhood nostalgia, specifically targeting Gen X and Gen Z audiences who grew up with these iconic snacks. After the consultation, Carol had to be away for a few days, so Amirah, Amelia, and I continued refining the concept and visuals to align with the new direction.

To refine this idea further, I began applying the design thinking process. 



Fig 1.6 Empathy stage of figurine product

I began by asking questions and brainstorming the overall direction, using my own words and understanding to build a solid foundation. Initially, I was uncertain about pursuing a blind box product launch as I am unfamiliar with it. However, to help myself grasp its purpose more clearly, I started creating a mind map, as shown in Fig 1.4.


Figure 1.7 Amirah's sketch of the packaging 

We also explored ways to make the packaging interactive, allowing consumers to push or pull elements as part of the experience. Our goal is to create packaging that is not only engaging but also functional and reusable, minimizing waste for consumers.


Figure 1.8 Poll to choose a character name


Figure 1.9 Empathy stage of Miko

The first step, Define, focused on brainstorming a name for the character. We then began exploring the question: Who is Miko? In this early stage of character development, it is essential to establish a strong foundation by defining the character’s identity and background. After further discussion with the group, the target audience changed to Gen Z and Gen Alpha.


Figure 2.1 Define stage of Miko


Figure 2.2 Initial packaging concept 


Figure 2.3 Improved packaging concept

Rough Sketches





Figure 2.4 Compilation of sketches


Figure 2.5 Compilation of sketches



Figure 2.6 Compilation of sketches



Figure 2.7 Compilation of sketches





Week 5: Redo Idea Concept

Pre-Consultation
Amelia focused on analyzing the survey responses, while Amirah and I reviewed the existing media and made the following progress:

Existing Media Analysis
Chosen brand to analyse from: Smiski


Figure 2.8 
Further analysis with elaboration

Smiski has become a must-have among Gen Z, particularly females, all due to its unique approach to design and audience engagement. While at first glance, it may seem like a simple figurine, the brand's thoughtful visual language and strategic design choices are what make it a global sensation.

From a design perspective, Smiski embraces a minimalist aesthetic with a soft pastel color palette, accented by vibrant tones that create visual harmony. As seen in Fig. 2.2, the Smiski Hippers Series packaging features a bold contrast of yellow and green, effectively highlighting the word "Hippers". This series is designed to allow the figurine to attach itself to various objects, such as smartphone, toothbrushes, and bookshelves, enhancing its interactive appeal. The typography follows a playful yet structured style, and maintaining clarity and hierarchy in text placement. This ensures that the character illustration remains the focal point, without any distractions. In addition, the rarity indicator on the packaging, that shows limited edition releases, plays a significant role in driving consumer interest and urgency.

When it comes to packaging structure, Smiski opts for a hexagonal box, a practical choice that makes it easier for customers to grab, carry, and store compared to standard bulky blind box packaging. This compact and ergonomic design reduces hesitation in purchasing, as it feels more convenient and portable. The packaging features a three-flap opening system, where the overlapping flaps create a secure seal while remaining simple to open. This balance between security and ease of access enhances the overall unboxing experience, reinforcing Smiski's thoughtful approach to design.



Figure 2.9


Figure 3.1


"What makes Smiski figurines and keychains so appealing? It's their undeniable charm and the joy they bring to people's lives. These tiny collectibles have an endearing quality that instantly draws you in. Their expressive faces and playful poses evoke a sense of wonder and nostalgia, reminding us of the magic of childhood. The ability of Smiski figurines to glow in the dark adds a whole new level of enchantment.

Whether displayed during the day or lit up at night, their soft glow creates a calming and cozy ambiance. It's like having a little piece of magic in your own home. The popularity of Smiski continues to grow, thanks to their adorable designs and the sense of community they have fostered among collectors. With each new series and character release, fans eagerly anticipate adding to their ever-growing Smiski collection. Whether you're a seasoned collector or just starting your Smiski journey, these cutie collectibles are sure to capture your heart." 

Passage from this source: Click here

Design Concept
Figure 3.2 Theme 


Figure 3.3 Moodboard

We are going for a theme that combines elements of cultural heritage, nostalgia, and playful storytelling to create a visually engaging and interactive collectible experience. By incorporating cute and feminine aesthetics with traditional motifs, the design aims to evoke a sense of familiarity and warmth while maintaining a fun and modern appeal that invites users to explore and connect with the character and its story.

Consultation

After receiving feedback from our advising lecturer, we were encouraged to make the character feel more local and culturally rooted. This led to changes in the character’s name, art style, and overall concept. Additionally, we were advised to conduct further research into the character's background, specifically focusing on Melaka setting, however make it more localised. As I curated the character to be from Melaka inspired by the Mamee's birthplace. Miss Anis also suggested exploring the local environment and cultural elements in more depth to ensure the product feels authentically Malaysian.

Week 5:

  • Don’t just focus on creating this product to cater to Gen Z only, think about the tourists and how they can use our product as souvenir from Malaysia

  • The name “Miko” for the character does not represent Malaysia but more towards a Japanese sound. Find other names.

  • The characteristics and background of the character is good but character needs more improvement 

  • Presented the branding and finalised the art style/moodboard and the logo does not resemble a blind box company but it looks like an edible snack of jelly 

  • Look into existing brands and understand what do they have that we don’t 

Summary of Changes from the Previous Week:

  • The character design has been reworked to look more local, shifting the focus towards Peranakan cultural influence.
  • The character will no longer wear any snack costume or be portrayed as a mascot. Instead, the character will stand as its own identity.
  • Snacks will be designed as accessories that come together with the character, serving as complementary items rather than part of the character's outfit or identity.
  • The background story and concept from Miko will remain, but now with a different name and look for the character and with only the character visuals refined to reflect the new direction.
  • The final character will not wear or represent any snack, costume, or Mamee mascot design — fully separating the figure as its own standalone entity.

Work Schedule

With limited time remaining to refine the brand and concept, I created a daily schedule leading up to our next consultation to ensure we stay on track and solidify our brand before presenting it to our advising lecturer.

Task 2: Design Proposition



Week 6: Branding Process

Pre-Consultation
New Name for Character and Brand

 
Figure 3.4/3.5/3.6 Screenshot of our chat to choose the name

Then, we discussed the names of the character and collectively choose which one was best to go forth with. 
Observational Trip to Penang






Updated Research and Concept:


Online Observational Research of Melaka


Figure 3.7

I started browsing in Google maps, and other resources to experience what it's like in Melaka as unfortunately I was unable to make a trip there but the Penang trip did helped a lot as well. I was able to extract information and visual elements from it. I looked into the Peranakan style and understanding the root of it.


Figure 3.8

After compiling and observing the little details in their ceramics, clothing and art pattern. I was able to extract important key visual that they commonly use almost everywhere to indicate a peranakan art style. Such as, the phoenix figure. Thus, I started sketching out a better phoenix figure to implement into the logo.

 Figure 3.9/4.1/4.2

During the sketching process, I explored variations in head shapes and beak designs, referencing ceramic pieces where some featured sharp, pointed beaks while others had more peculiar facial structures. I observed that the tails were often long and flowing, creating a sense of movement, while the wings appeared long but narrow. Many of the ceramic references presented a stylized, painted approach, cartoon-like and flat, with minimal dimension.


Figure 4.3Visual Research of Font Styles

Conducted visual research on font styles to identify typefaces that best reflect the character’s personality and overall concept.

Figure 4.4 Visual research in local logos

Figure 4.5

I looked into Peranakan shophouses also known as Straits houses, which are known for their vibrant colors and intricate Chinese-style motifs. These houses often feature tiled roofs with slightly curved edges, complemented by round or arched windows, high beams and decorative columns that reflect a blend of Chinese and colonial influences. The doors are typically made of wood, either rectangular or with an arched top, often carved or embellished with traditional patterns, further emphasizing the rich cultural heritage of the architecture.
Figure  4.6 Peranakan house sketch

I also sketched out the Peranakan house, applying my earlier analysis of its architectural elements to explore how it could be integrated into the logo design. I focused on capturing key features such as the decorative columns, arched windows, to reflect the cultural richness of the Peranakan heritage. 

Figure  4.7 Digitisation

Figure 4.8 Logo Ideations

After reviewing signboards, kopitiam shops and local boutiques I found that in Melaka they tend to use Bold Serif fonts, Ornamental fonts that are very decorative and Hand painted/Hand writing style that has thick strokes, often with drop shadows or outlines.


Figure 4.9 Color Exploration

Next, I moved on to exploring the color palette. I focused specifically on the intricate details of Peranakan lanterns and houses, extracting both vibrant and soft tones commonly found in their designs. I experimented with mixing and matching these colors to find the best combination, looking into the impact of a bold, vibrant palette versus a softer, more delicate approach to determine which direction best complements the overall concept.


Figure 5.1

The idea was to apply a 3:1 color ratio: leaning more towards soft tones while using vibrant colors sparingly. The vibrant hues will be used for smaller elements or moments when emphasis is needed, allowing them to stand out without overpowering the overall design.

Figure 5.2

Figure 5.3

However, after a deeper exploration of Kebayas, ceramics, batik patterns, and the overall Peranakan aesthetic, it became clear that a vibrant yet lively color direction would better capture the essence of the culture. The goal was to achieve a bright, energetic palette that still carries a slight softness—ensuring visual harmony without creating harsh contrasts that strain the eyes. 

Figure 5.4 Brand identity

I decided to go with yellow and deep turquoise as the primary colors. Yellow is often seen in Peranakan culture, symbolizing luck, wealth, and prosperity. It frequently appears in their ceramics, textiles and architectural details, making it a culturally significant choice. The deep turquoise complements the yellow, adding depth and a sense of calm to balance the vibrancy. The turquoise is also commonly found in Peranakan tiles and ceramics, representing serenity and heritage. Together, these colors create a harmonious palette that not only reflects the cultural richness but also offers versatility in application across branding, packaging, and character design.

Brand Guideline

Playset, Accessories and Character Development


Figure 5.5 Figurine observation


Figure 5.6 Snacks and Accessories Ideation

Finalised Snacks 

Figure 5.7 Snacks

Refined Snacks


Figure 5.8 Snacks

Finalised Accessories 


Figure 5.9 Accessories

Refined Accessories


Figure 6.1 Accessories


Figure 6.2 Amirah's Playset Ideation

Draft Playset


Figure 6.3/6.4/6.5 Playset Draft

Finalised Playset 



Figure 6.6/6.7/6.8/6.9 Playset Kopitiam



Figure 7.1/7.2/7.3/7.4 Playset Home Interior



Figure 7.5/7.6/7.7/7.8 Playset Snack Store


Figure 7.9 Adrianna and Amirah's Character Process

Figure 8.1 Sketch of Expression and Character

Finalised Characters


Figure 8.2 Carol's Digitisation Character Designs

Consultation

After our consultation, Miss Anis advised us to remove Mamee from the concept and create an entirely new brand to act as the parent brand for Nyonya Bulan. This shift required us to rethink our overall branding direction and conduct further research to establish a strong foundation for the new parent brand. We needed to explore potential brand names, visual identity, and how this parent brand could align with the cultural elements of Nyonya Bulan while allowing room for future series under the same umbrella. Given the limited time, we decided to move forward with this new direction as it made more sense for the concept and allowed us greater creative freedom. 


Figure 8.3 Poll for Parent-Brand

There was a tie during the voting, but Amirah and I felt that throughout the past weeks, we’ve often been left to make decisions on our own due to delayed responses and a lack of communication. This time, since the other two members preferred Cerita Kita over our initial choice, we both agreed to go with their suggestion. We felt that choosing Cerita Kita was the right step toward finally making a decision together as a team.

Packaging Process

Figure 8.4 Packaging Details

Amirah and I discussed the packaging measurements after testing several size variations. We agreed to standardize the box size, ensuring it wasn’t too small or too large to accommodate the playset inside, which requires careful consideration for functionality and user experience. 

I experimented with the initial prototype using A4 paper, testing a size of 15 cm in height and 9 cm in width. Amirah then presented her proposed measurements which were 15.5 cm in height, 10 cm in width, and 10 cm in depth, which provided better proportions. We determined that the outer box must be slightly larger than the inner pull-out board to ensure smooth interaction when engaging with the playset mechanism.


Figure 8.5 Montigo large box 

Figure 8.6 15.5 cm (H) x 10 cm (W)

To test the sizing, I finalized the outer packaging at 15.5 cm (H) x 10 cm (W), while the pull-out cardboard insert was set at 14.5 cm x 9 cm—1 cm smaller for smooth sliding. The pull-out insert is designed with an internal divider to organize the playset components. On top of this divider, the character figure is placed securely.

When the consumer opens the first flap of the outer packaging, they will see the first divider functioning as the pull-out mechanism. Once removed, the character rests on the second divider, while the playset is neatly stored beneath it. This layered structure not only enhances the unboxing experience but also ensures the product is well-protected and organized.

Figure 8.7 Comparison 15.5 and 16.5

After careful consideration, I suggested increasing the height of the outer packaging from 15.5 cm to 16.5 cm, as the initial size felt too tight to store the character securely. Given that the character stands at approximately 6.5 cm in height and 3 cm in width, this additional space ensures better clearance, preventing any risk of damage while also allowing the character to sit comfortably within the packaging layout.

Figure 8.8 Exhibition Idea

I also began curating the booth layout for our exhibition, visualizing the overall space and planning where each collateral piece would be strategically placed to create a cohesive and engaging presentation.
Packaging Design Process


Figure 1 to 5 (from left to right)
Visual Reference

Sketch Drafts


Figure 8.9/9.1/9.2 Sketches for front cover

Design Attempts


Figure 9.3 First draft


Miss Anis approved the overall packaging design; however, she advised me to refine the front cover to make it more engaging and visually exciting in order to better capture consumers attention.


Figure 9.4 Color exploration

Interior Design Draft

Figure 9.5 Interior of Box

Pull-Out Board Draft

Figure 9.6 Pull-out board 

Our approach to the packaging prioritizes both visual engagement and functional interactivity, ensuring the box serves as more than just a normal box, it becomes part of the user experience and storytelling journey.

The concept is to fully utilize every surface and space of the packaging, encouraging consumers to keep and interact with it rather than discard it. By designing both the exterior and interior graphics, we aim to surprise the user with thoughtful details that enhance the narrative and cultural elements of the product.

Incorporating guided text and instructions throughout the unboxing process, the consumer is greeted upon opening the first flap,  giving a warm and playful tone. The first divider reveals a Peranakan pattern, reinforcing the cultural essence. Further interaction prompts the user to open the second divider, where they’re instructed to pull out the board, unveiling the character, playset, snack, and accessories.

This layered unboxing sequence is designed to immerse the user, turning a simple purchase into an experience — where storytelling, culture, and interactivity converge through intentional graphic design choices. The result is a packaging that is memorable, collectible, and enjoyable, a form of  product and play.



First Design with an Improved Front Cover




Second Design with an Improved Front Cover

Refinement




Interior Design


Pull-out Board

Prototyping Process








Paperbag Design

Poster Design


Draft Poster


Final Poster


Week 7: Finalisation and Deliverables

Blind Box Packaging


Paperbag
T-Shirt




Banner Stand

Social Media Presence (Instagram)





Poster





Photocard 




Exhibition


Mockups in PDF 


Task 3:Final Slide Presentation



Gantt Chart



Feedback

Week 1:
- Look into current trends and idea that has a wide research and not something completely new
- Discuss and brainstorm gathered research and idea with the team

Week 2:

  • Presented 4 ideas and found that the other 3 are too simple to conduct

  • Carol’s idea to do a blind box was chosen for our topic

  • Needed further research on the blind box and ensure our idea was supported with a good structure and understanding

  • Choosing to revamp the Mamee mascot was approved

  • Delegated each person’s task and gather the relevant information 

Week 3:

- After discussion with the team, the idea to include the board game idea to give a more uniqueness to the product did not seem well-structured enough

- Presentation was thorough but the idea is still not in a stable direction to proceed through

- Identify what would make consumers want to purchase a Mamee figure

- Consider how players retrieve the same figure when making a purchase
- Clearly outline what is included in the box 

- Study on character development and how we want to make the Mamee mascot appearance to look cohesive and align to Mamee’s branding

- Start structuring the survey


Week 4:

- We’ve decided to shift the direction from simply revamping the existing mascot to creating a new character unlock under Mamee’s new product line, a blind box series. This way it not only allows us to showcase a wider range of our graphic design skills but also better aligns with the assignment’s requirements, offering a more impactful and comprehensive solution.
- Needed a new problem statement and project objectives


Week 5:

  • Don’t just focus on creating this product to cater to Gen Z only, think about the tourists and how they can use our product as souvenir from Malaysia

  • The name “Miko” for the character does not represent Malaysia but more towards a Japanese sound. Find other names.

  • The characteristics and background of the character is good but character needs more improvement 

  • Presented the branding and finalised the art style/moodboard and the logo does not resemble a blind box company but it looks like an edible snack of jelly 

  • Look into existing brands and understand what do they have that we don’t 

  • Look into the Melaka cultural art history and do more further research in local brands that brands themselves in a very local feel

  • Changed the idea to include a playset in the box and remove the gameplay as it’s too complicated

  • Redo branding

  • To-be done for next week: 6 Character design, 6 Snacks design, Branding, Photocards, and Packaging


Week 6:

  • The name Nyonya Bulan 

  • Remove the brand without the reference from Mamee

  • Create a new parent brand to house the Nyonya Bulan series, with the flexibility to expand and introduce more series in the next semester

  • Be consistent with the design illustration and color scheme 

  • Make the playset bg more peranakan-like

  • Poster needs to be fixed and attractive

  • Revise and update the designs

  • Complete the deliverables 


Week 7:

  • The name “Cerita Kita” for the parent-brand needs to be changed 

  • The presentation flow is clear and easy to follow, but the parent brand still lacks a strong branding identity and presence.

  • The character design is well-developed and detailed.

  • The playset’s interchangeable background mechanism could be improved to ensure the colors complement or contrast each other effectively for better visual harmony.

  • The poster design is visually appealing with a well-chosen color scheme.

  • The logo design process is clearly shown and explained




Reflection 

Experience:

This project has been a truly experimental journey, filled with constant revisions and changes over the past seven weeks. Our team continuously adapted and reshaped our ideas when initial concepts didn’t work, forcing us into a cycle of trial, error, and rethinking. As someone unfamiliar with blind boxes, this project pushed me far out of my comfort zone, beyond just online research. I reached out to friends, cousins, and collectors to understand the fandom, what excites them, and what drives their purchasing decisions. I realized that designing a blind box collectible is not just about looks, but about creating emotional value and tapping into a collector’s mindset, which made the process challenging but insightful.

However, the biggest struggle was working as a group. There was often a lack of active participation, with ideas being agreed on without much discussion or creative input, limiting the potential to explore or experiment. I had hoped for a team dynamic where everyone could throw out ideas, no matter how wild, but that collaborative spark was missing. Communication was also a challenge despite constant reminders, responses were delayed or absent, and most tasks had to be assigned rather than volunteered. It was disheartening to see effort only surfacing towards the end. Still, this project taught me the importance of adaptability, understanding niche markets, and the reality of working in a team, not just in design but in communication, accountability, and creative contribution.

Observations:

It has been a learning curve to create a Peranakan-inspired and heritage-inspired blind box that has opened my eyes to how important it is to design not just a product, but an entire unboxing experience. Unlike normal packaging, a blind box is about interaction, surprise, and emotional engagement. It made me realize that each surface, internal and external is part of storytelling. Through this experience, I learned that it is crucial to design not just to protect the product but to generate curiosity and make consumers keep the box as part of a set.

Learning about rich Peranakan and Melaka heritage introduced me to traditional craftwork, rich colors and symbolic motifs. Elements like detailed floral motifs, Nyonya kebaya embroidery and heritage shophouse tiles became rich visual references that steered our direction. Knowing what these elements meant culturally influenced our choices, right down to choosing colors like turquoise and yellow for what they meant, to remaining true to character design without modernising and losing it.

It was this project that taught me that great design is not just about looks, it is about functionality and storytelling and sensitivity to culture all coming into play. I learned to look at design differently in relation to how it can make heritage accessible and interesting to future generations, especially with regard to collectibles. It made me question every part of the experience and illustrated that design can help people connect with stories, traditions, and feelings on a different level. 

To be honest, I know I could have done better, but I don’t regret taking up the challenge of this topic. This project pushed me beyond just aiming for good grades, it made me appreciate the effort, time, and constant thinking that goes into conceptualizing a strong design in a short amount of time, constantly. I’ve learned that the real value comes from the process itself, the research, trial and error, and the creative decisions that shape the final outcome. It’s a shift in mindset for me, and I’m grateful for the experience because it made me realize that pushing through challenges like this is what truly helps me grow as a designer. 

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