Palm Beach Mechanical – Re-Branding Design


Project Period
2017

Project Brief
Affiliated with Rent-A-Bomb, Palm Beach Mechanical came to Utility Creative as a new business requiring development of a logo, branding, store front signage, stationery and website design. The client wanted a design that was in keeping with the Gold Coast culture.

IMPACT – Back Pain Recovery Tool

Project Period
2015

Project Brief
The University of Sydney, Faculty of Health Science, Discipline of Physiotherapy team have developed two research projects around the issue of lower back pain. The main project (IMPACT) will examine methods of reducing lower back pain relapse after treatment is completed. The team will test a transitional program throughout the services of a “Health Coach” to create an ongoing treatment plan. Large-scale clinical registries are increasingly recognised as important resources for quality assurance and research to inform clinical decision making and health policy.

Ministry of Health – Denmark Spine Data Screening


Project Period
2008

Project Brief
SpineData was conceived an built over a seven-year period to facilitate the acquisition, management, storage and display of health information collected through an online questionnaire for the purposes of quality assurance, research and clinical decision making support. Large-scale clinical registries are increasingly recognized as important resources for quality assurance and research to inform clinical decision making and health policy. SpineData is a Danish clinical registry in a conservative care setting where more than 10,000 new cases of spinal pain are assessed each year.

Many Ways

Background

There are many ways to gamble, and there are many ways to get help. Due to the multitude of support options available to people who have or know someone who has a gambling problem it can be confusing to find appropriate support for an individual situation.

Gamblers Help Southern through the Victorian Responsible Gambling Foundation help gamblers self identity when they have a problem and provide support options for them to seek appropriate help. As part of their efforts, they provide information to young people to educate them on the many help options available should they or someone they know end up with a gambling problem.

Challenge

The challenge was to engage a young tertiary audience through an online resource and educate them on the many help options available to problem gamblers based on a series of scenarios.

Research uncovered that the average member of the target audience has an attention span of just nine seconds. With this insight in mind, it was decided that the resource needed to be an interactive experience and that the amount of reading required to navigate the app should be limited through use of iconography and animated content.

Workflows were drawn up to identify the best strategy to create an engaging user experience. Short scenarios were written with appropriate help options in mind, and developed into animated video content. Participants navigate their way through the app and select two of four scenarios that best resonate with their situation and are prompted to identify appropriate help options based on the video content.

A narrowcast print campaign was developed to promote the app and inform the audience of prize incentives available to participants who complete the challenge. Near field communication technology was utilised as a call to action enabling participants to access the app with one touch from their smartphones.

Outcome

The strategy proved effective with 85 per cent of users completing the challenge spending an average of 4.46 minutes on the app.

1000 Mile Travel


Background

1000 Mile Travel is a start-up corporate travel agency. Founded in 2015, their aim is to provide a high quality, personalised concierge service for business travellers.

Challenge

The challenge was to develop a new brand and online presence to position 1000 Mile Travel as a high-end, highly personalised travel management solution.

The brand proposition, personality and purpose were defined in a workshop with client. Naming architecture was explored and through research the quote ‘the journey of 1000 miles starts with a single step’ was uncovered. It was felt that this summed up the business ethos and formed the basis to develop the visual and verbal assets of the brand.

Final deliverables included a brand kit, stationery suite, digital assets and a responsive website.

Acland Travel

Development of a responsive booking website for Acland Travel.

iAthlete

Development of a native iPhone app targeted at professional runners.

 

Small Mercies

Background

In 1981 the Caligiore family established Gigante Coffee. Their ambition was to bring the best quality, socially and environmentally responsibly sourced coffee to the Melbourne Coffee scene.

Recently, Gigante Coffee decided to expand their wholesale business so that coffee aficionados could enjoy their coffee range at home through their new online retail entity, Small Mercies.

Challenge

The challenge was to develop a new brand and online store that would maintain the ethos of Gigante Coffee and simply the process of purchasing quality coffee.

Through collaboration with the client the visual and verbal assets of the brand were established.

The idea was to use the coffee leaves to represent those little moments in life that seed from the coffee bean; enjoying a bit of ‘me time’, the ‘pick me up’ that sparked that great idea or the moments enjoyed with good company.

Once the idea was established, the website was developed with a strong focus on simplification of the user experience. Each customer touch point was looked at and packaging and promotional material were created to build a customer base and enhance the brand experience.

Night Coach

Background

A Functional drug user is defined as a person whose substance usage has moved beyond opportunistic occasional use and has not quite reached dependence.

The Australian National Council on Drugs were interested in exploring options to utilise smartphone technology to deliver a World Health Organisation accredited substance involvement test to encourage functional drug users to consider their substance use.

Challenge

The challenge was to develop a brand and web based app that would resonate with the target audience yet would be unnoticeable enough that people would be comfortable having the app on their phones. The purpose of the app was defined as to provide users with the tools to assess their behaviour and arrive at their own conclusions about their substance use.

Through collaboration with the client and the facilitation of focus groups with the audience the key brand elements and features of the app were defined.

The name Night Coach was chosen as it was felt it was both discreet and intriguing along with a visual aesthetic. Supporting features were developed such as a substance usage diary that enables users to track their substance usage over time. Other features include a pin protected opening screen to ensure people’s results were kept confidential.

Once all the pieces were in place the functionality of the app was refined and tested with the audience to ensure a seamless user experience.

Liver Life

Background

Diagnosis and treatment options for hepatitis C have significantly advanced in recent years with the introduction of less invasive diagnostic technology and simpler treatment options.

The Kirby Institute together with the University of New South Wales have developed a free Fibroscan program to be rolled out in needle exchange centres to assess the liver health of at risk candidates.

Initial research with the target audience highlighted a lack of willingness to undertake such tests with participants citing that they were averse to finding out ‘bad news’ or had heard ‘horror stories’ from their peers about the invasiveness of older testing procedures.

Challenge

The challenge was to devise a campaign brand to persuade a sceptical and reluctant audience to take the test and get treated if diagnosed.

A unique visual language was developed and people from the target audience with hepatitis C or who had undertaken the test were photographed and filmed telling their stories.

The visual language and stories were tested amongst the audience to determine their effectiveness.

Final deliverables included a short booklet, a series of posters, a series of short videos and a website.