Working on client briefs and personal projects throughout my degree has enabled me to gain knowledge in branding, project management, design, concept creation, and advertising. For my major project I created a fun and unique social app to make friends which is something the pandemic has significantly deprived us of. One of the main features of the app is the Augmented Reality World. It lets users move in the real world to interact and discover new people through their own personalized 3D character. Another main feature is the possibility of joining groups and activities. I wanted to incorporate the great social culture universities have, particularly being able to join university societies which opens up endless opportunities to make friends. Another product I created during my third year is a board game called The Elephant in the Room, and is aimed at both children and parents to learn about the importance of online privacy. This board game allows children and parents to start up a two-way dialogue about their online usage while learning and performing activities that make young children understand how to stay safe online. The last project you can view on the carousel is an activism campaign to make people aware of everyday phrases that dismiss mental health. Using “suck it up” or “snap out of it” undermines how someone feels. To raise awareness on this topic, I designed a series of posters that visually displays how unhelpful these phrases are to someone with mental health problems.

These three projects define me as a creative as they all portray my deep passion for using effective and innovative solutions to address problems in society, big or small. Along the way I have learnt how to use new digital technologies and tools such as 3D designing and Augmented Reality. Doing this is essential to being able to create more engaging and impactful solutions that stand out but also for my own personal development to challenge how I do things.

I always strive to push boundaries, expectations and creativity.