MAJOR PROJECT 1

 

4/01/2025 - 26/03/2025

Week 01 - Week 3

Amirah Akbar Ali (0361001)


Bachelor of Design (Hons) in Creative Media


Major Project 1





INSTRUCTIONS
MIB 




LECTURE

For our first lecture, Miss Vitiya and Miss Anis briefed us about the jeez of what is Major Project all about.We were then asked to form groups consisting of 4 members. I decided to team up with Adrianna (Graphic Design), Amelia (Graphic Design)and Carol (Graphic Design), we all agreed to carry out the Project with Brand Product Launching for Mamee. During the second week, we discussed and brainstormed a few ideas on what to come up with for the project.



IMPORTANT LINKS:




What is a Mystery Box?

A mystery box, also called a blind box or lucky bag, is a package filled with a surprise assortment of items, only revealed when opened. Buyers pay a set price without knowing the exact contents, adding an element of excitement and unpredictability to the experience. This concept has become especially popular with collectible figures, dolls, and merchandise tied to animation, films, and pop culture. Mystery boxes are often considered probability products because their appeal lies in the thrill of uncertainty.

The mystery box trend has gained massive global popularity, especially in major markets across North America, Europe, and the Asia-Pacific region, with China being a standout hotspot. This worldwide fascination is fueled by the sense of curiosity and excitement these boxes create, making them a major force in contemporary consumer culture.


Blind Box Origins

Origins of the Blind Box Concept The roots of the blind box trend can be traced back to Japan in the 1980s with the introduction of Fukubukuro, or “lucky bags.” These mystery bags were sold in department stores during the New Year, offering customers a selection of unknown items at a discounted price. Originally designed to make shopping more fun and help retailers clear excess stock, this tradition evolved into today’s collectible blind box culture, gaining popularity far beyond Japan’s borders.



WEEK 01:

Generally, this week was dedicated to brainstorm and decide on what topic of project that we want to do. Everyone had suggested their individual ideas and we place it in the canva board. 

For each of our ideas, we ensured that we tried our best to explain the purpose on why we picked the ideas for this project. I came up wth a launching a new skincare brand, Adrianna proposed a makeup and a serum product, Amelia came up with food product and Carol proposed the blind box idea. 




Fig 0.1: Product Launching Brainstorming




Fig 0.2: Product Launching Brainstorming



WEEK 02:

During this week, We consulted Miss Vitiya on our ideas and gotten some feedbacks. There were some positive feedbacks on Carols proposed idea on Blind box series. Then me and my groups discussed and reconfirm on the final option of ideas that we will be proceeding for this project.

Finally after a few discussion and votes. We decided to proceed with the Blind Box series idea and expand the idea more to make it interesting and engaging as possible.By expanding it and making it fun we i proposed the idea on creating a product launch for a brand that is Mamee, a known local Malaysian snack brand with a strong nostalgic and fun identity. However, it hasn’t fully explored the booming blind box collectible market, which has been gaining popularity worldwide.


Fig 0.3: Mystery Box Breakdown




Fig 0.4: Product Launching Idea


We were then assigned to do a proposal slide that will be presented in class on week 3.  

Thanks to Miss Vitiya's feedback last week, me and my group mates delegated our parts on which slides page and research we were going to do, focusing more on the current market and competitors to provide a better idea on how well the current Mamee brand market is doing. This allowed me to improve on my idea, aiming to build a stronger idea overall with my group mates.


Fig 0.5: TASK 1_Product Launching Proposal Slides (PDF)

UPDATED SLIDE

Fig 0.6: TASK 2_Target Audience & Ideation slides (PDF)

Here is the second continuation of the slides with Target audience analysis, ideation and visuals.


Week 03:

This week, is where me and my groupmates presented our proposal slides in class. Unfortunately one of our members was unable to attend so we had to fill in her spot. Gladly the presentation went well.

Miss Vitiya gave some feedbacks and opinions that helped us improve to make sure we could proceed with the project idea. We were then assigned to continue second part of the slides which is Target Audience, Concept, Sketches and moodboard. 



Week 04:


On this week me and my group consulted Miss Vitiya, she gave us an option to improvise and make a decision on proceeding with the board game idea or not.
After a few discussion with my group mates, we decided to ditch the game board idea and create a new brand and product that is inspired by Mamee mascot. The idea is to still keep the childhood snacks nostalgia feel and make it fun and a way for buyers to collect and cherish.
We delegated a few sections on the tasks to complete the second part of the slide.


To be done by Week 5:

- Mini Monster (To name) - Everyone suggest a name 

- Sub-Branding (AMIRAH & ADRIANNA)

- 6 Character design of mini monster - Share potential sketches (EVERYONE)

- Setting of the house/kitchen etc (AMIRAH)

- 3 Poster design (AMELIA + ADRIANNA)

- 6 Photo card design (3 CAROL + 3 ADRIANNA)

- Banner design (AMELIA)

- 6 Snacks design (AMIRAH)

- Guide Pamphlet (CAROL)


By exploring a playful, collectible approach to the beloved Mamee brand, featuring a Monster Baby version of the iconic Mamee Monster. The figurine design keeps the cup noodle-inspired packaging, adding a fresh twist with interactive elements and themed environments like a house, kitchen, and garden. Each blind box includes unique accessories to customize the figurine’s world.

The project also includes developing a sublogo for this product line, complete with custom typography and a defined color scheme that aligns with Mamee’s playful identity. Alongside the branding, the updated problem statement addresses the need for innovative product engagement and cultural storytelling.


Week 05: Redo Idea Concept

Here is the survey to gather some useful insights for our research and design thinking process.

Fig 0.7: Survey 


After several rounds of revisiting the slides, we decided to evolve this character figure into its own brand, while still remaining under the Mamee umbrella. This felt like a clearer and more focused direction, as our original concept presented a number of complexities and challenges.

The decision was made after a few discussions to stick with the blind box concept but simplifying it by removing the board game elements and letting go of the initial problem statement about revamping Mamee’s mascot. Instead, we’d center the idea around a new blind box collection that celebrates childhood nostalgia — specifically targeting Gen X and Gen Z, the generations who grew up with these beloved snacks.



For the brand Logo design, Adrianna chose to brainstorm and ideate the design for our product.While i chose to create the character designs and snacks designs.

We were sent a poll of character name choices in the group chat. Everyone decided to go with the name "Miko".

Fig 0.8:Character name Poll

Defining the character for the blind box figure. I sketch out 2 options and cfreate a few colour palette options that would suite the theme.

Fig 0.9:Defining character sketch


Fig 1.1: Facial Expression idea sketch


Fig 1.2: Miko character sketch


Fig 1.3: Snack accessory idea sketch


Fig 1.4: Initial packaging concept


Fig 1.5: Updated packaging concept



Fig 1.6: Colour theory exploration


COMPARATIVE ANALYSIS: BLIND BOX PACKAGING & BRANDING


Chosen brand to analyse from: Molly (One Day) POPMART

Fig 1.7: Packaging comparison analysis


Further analysis with elaboration

The "One Day of MOLLY" series by POP MART offers a captivating glimpse into the daily life of the beloved character, Molly. Launched on August 21, 2020, this collection features 12 unique designs, each depicting Molly in various everyday scenarios, such as brushing her teeth, enjoying a movie, or taking a bubble bath. Each figure stands between 1.9 to 3.5 inches tall and is made from PVC and ABS materials.

The blind box concept employed by POP MART adds an element of surprise and excitement for collectors, as the specific figure inside remains a mystery until opened. Some boxes may contain rare "secret" figures, enhancing the thrill of the unboxing experience.

Molly, created by artist Kenny Wong, has evolved from a niche figure with limited production into a global sensation, largely due to POP MART's innovative blind box strategy. This approach has transformed Molly into a collectible icon, significantly boosting sales worldwide since 2016.


Fig 1.8: MOLLY Comparison Analysis



Fig 1.9: Strength & Weaknesses



 "One Day of MOLLY" series not only showcases the character's charm but also reflects POP MART's successful marketing and product development strategies, which have played a pivotal role in the company's rapid growth and international expansion.


Fig 2.0: MOLLY figurine observation


Fig 2.1: MOLLY figurine observation


SOURCES: 



Here is the updated concpet and idea:


Design Concept
Fig 2.2: Theme 


Fig 2.3: Moodboard


Our theme blends cultural heritage, nostalgia, and playful storytelling to craft a visually captivating and interactive collectible experience. By merging adorable, feminine aesthetics with traditional motifs, the design seeks to evoke a sense of warmth and familiarity while maintaining a lively, contemporary charm that encourages users to engage with the character and its narrative.



Consultation 

Based on feedback from our advising lecturer, we were encouraged to make the character more locally inspired and culturally authentic. This prompted us to refine the character’s overall concept from name,art styles and colour palette. We were also advised to delve deeper into the character’s background, particularly within a Melaka setting, while ensuring a stronger local connection. Since Adrianna came up with the idea character inspiration from Melaka, Mamee’s place of origin, Miss Anis also recommended further exploration of the local environment and cultural elements to enhance the product’s authenticity as a truly Malaysian representation.


From creating this product, We have to not 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 character name “Miko” does not represent Malaysia but instead it leads more towards a Japanese sound and we had to find a different name that resonates local vibe of Melaka or Malaysia in general.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.


Changes from previous week (Summarized):

The character design has been reimagined to embrace a more local aesthetic, drawing inspiration from Peranakan culture. Instead of being depicted as a mascot or wearing a snack-themed costume, the character will now have its own distinct identity. Snacks will



Work Schedule

Fig 2.4: Work progression Chart


There were not much time remaining to refine the branding and concept. So Adrianna created a daily schedule leading up to our next consultation to ensure we stay on track for each tasks before presenting on week 7.


Week 06: Branding Process


Pre-Consultation

New Name for Character and Brand


                                             
Fig 2.5: Poll decision - Character name 

After the decision making and discussion of which names that goes well with the theme, We proceed to get some references and inspo for the elements and the feels of Malaysia's heritage which is one of tghem that we chose for this series was Melaka.

Adrianna had some pictures taken for reference and inspo while she was in Penang.

I had gotten some reference of images for the packaging box design and concepts ideas from the POPMART store in sunway Pyramid.



Baba Nyonya's heritage elements that was perfect for our reference:


             
Fig 2.6: Baba Nyonya set up reference in Mall


Figurines examples and poses to take ideas from: 




Fig 2.7: Figurines in POPMART


Packaging size comparison and display:








Fig 2.8/2.9/3.0: Box size compoarison and display



Box packaging illustration style and colour palette observation:





                                            




                                            

Fig 3.1/ 3.2/ 3.3: Packaging visual style


After i have shared the inspo images to the group chat. Me and my groupmates find a few typefaces that would be suitable with our concept and name.

Here are the discussion of typefaces to choose from in the group chat:



Fig 3.4: Typeface group chat discussion



Here are some research logo ideas to create the local feel and nostalgic vibe to the typeface for the logo.

                                 
Fig 3.5: Typeface logo exploration 


Fig 3.6: character sketch & ideation

The character reference, sketch and final design. I sketched out the face and character while Carol finalised the coloured and illustrated version.

Fig 3.7: Playset ideation reference



Here are the reference and colour pallette reference and idea for the Playset design concept.



Fig 3.8: Accesories for figurines 


Here is the ideas for accessories of snacks and local objects for our figurines.



Through a deeper exploration of Kebayas, ceramics, batik patterns, and the broader Peranakan aesthetic, it became evident that a vibrant yet dynamic color direction would best reflect the culture’s essence. The aim was to create a bright and lively palette while maintaining a subtle softness, ensuring visual balance without introducing overly harsh contrasts that might overwhelm the eyes.


                                                        

Fig 3.7: Brand Identity 


Adrianna chose yellow and deep turquoise as the primary colors for the design. Me and the other groupmates also shared some opinions and decided to proceed with Adrianna's choice. Yellow is deeply rooted in Peranakan culture, symbolizing luck, wealth, and prosperity. It is a prominent color found in their ceramics, textiles, and architectural elements, making it a meaningful and culturally relevant choice. Deep turquoise serves as a complementary shade, adding depth and a sense of tranquility to balance the brightness of yellow. This color is also commonly seen in Peranakan tiles and ceramics, representing serenity and heritage. Together, these colors form a harmonious palette that captures the richness of Peranakan culture while offering versatility for branding, packaging, and character design.








Playset, Accessories and Character Development


Fig 3.8: Figurine observation




Fig 3.9: Snacks and Accessories Ideation



Finalised Snacks 

Fig 4.0: Snacks



Refined Snacks


Fig 4.1: Snacks



Finalised Accessories 


Fig 4.2: Accessories



Refined Accessories


Fig 4.3: Accessories




Fig 4.4: Playset Ideation



Draft Playset




Fig 4.5/5.6/4.7: 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


Fig 4.8 : Mine & Adrianna's Character Process


Fig 4.8: Sketch of Expression and Character



Finalised Characters


Fig 4.9: Carol's Digitisation Character Designs


Consultation

During our consultation, Miss Anis recommended removing Mamee from the concept and developing an entirely new parent brand for Nyonya Bulan. This change required us to reassess our branding strategy and conduct further research to build a solid foundation for the new brand. We needed to explore potential names, visual identity, and how this parent brand could seamlessly connect with Nyonya Bulan while leaving space for future series under the same umbrella. Given our limited timeframe, we chose to embrace this new direction, as it better suited the concept and provided us with greater creative flexibility.

Fig 5.0: Poll for Parent-Brand

The voting resulted in a tie, but Adrianna and I realised that, over the past few weeks, we had frequently been left to make decisions on our own due to slow responses and limited communication. This time, since the other two members favoured Cerita Kita over our original choice, we both agreed to support their preference. We felt that moving forward with Cerita Kita was an important step toward making a collective decision as a team.


Packaging Process

Fig 5.1: Packaging Details

Me and Adrianna 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. 

Adrianna experimented with the initial prototype using A4 paper, testing a size of 15 cm in height and 9 cm in width. I 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.


Fig 5.2: Montigo large box 

Fig 5.3: 15.5 cm (H) x 10 cm (W)

To determine the ideal sizing, Adrianna finalized the outer packaging dimensions at 15.5 cm (H) x 10 cm (W), while the pull-out cardboard insert was adjusted to 14.5 cm x 9 cm—1 cm smaller to allow for smooth sliding. The pull-out insert features an internal divider designed to neatly organize the playset components, with the character figure securely positioned on top.

When the consumer opens the first flap of the outer packaging, they will encounter the initial divider, which acts as the pull-out mechanism. Once removed, the character is revealed resting on the second divider, with the playset carefully stored beneath it. This layered structure enhances the unboxing experience while keeping the product secure and well-organized.

Fig 5.4: Comparison 15.5 and 16.5


for the visual front packaging design i proposed the idea with 2 character of "Bulan" having tea with an oval shape frame in front of them with all the elements of snacks and peranakan's elements surrounding them.Then Adrianna sketched it out and visualised it.


Sketch Drafts




Fig 5.5/5.6/5.7: Sketches for front cover



Interior Design Draft

Fig 5.8: Interior of Box


Pull-Out Board Draft

Fig 5.9: Pull-out board 

Our packaging design goes beyond aesthetics, emphasizing both visual appeal and functional interactivity. Rather than being just a conventional box, it becomes an integral part of the user experience, enhancing storytelling and engagement.

The concept revolves around maximizing every surface and space of the packaging, encouraging consumers to interact with it rather than simply discarding it. By thoughtfully designing both the exterior and interior graphics, we aim to surprise users with intricate details that enrich the narrative and highlight cultural elements.

Guided text and instructions are integrated into the unboxing process to create a welcoming and playful experience. Upon opening the first flap, the consumer is greeted with a warm message, setting the tone. The first divider showcases a Peranakan pattern, reinforcing the cultural essence. As they proceed to the second divider, they are prompted to pull out the board, unveiling the character, playset, snack, and accessories.

This layered unboxing experience is crafted to immerse the user, transforming a simple purchase into an interactive journey where storytelling, culture, and design seamlessly come together. The result is packaging that is not only memorable and collectible but also enhances both product interaction and play.



First Design with an Improved Front Cover




Second Design with an Improved Front Cover

Refinement




Interior Design




Pull-out Board


Adrianna printed out the protoype packaging design and cut it out to create an actual view of the box to show during the presentation.

Prototyping Process












Paperbag Design

Poster Design


Draft Poster




Week 7: Finalisation and Deliverables

Blind Box Packaging


Paperbag
T-Shirt




Banner Stand

Social Media Presence (Instagram)








Poster









Photocard 




Exhibition


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:

 Got some positive feedbacks from each idea proposal
- went with the blind box idea from Carol.
- do a research background and inspiration on the world of blindboxes.
- reconfirm on the final option of ideas that we will be proceeding for this project.

WEEK 3:

- make sure to rethink about the board game idea concept for the blind box.
-  complete the second part of the slide until the presentation week.
- To create a sublogo brand name for this product launch.
- make the playsetting interesting and interactive.


WEEK 4:

 - improvise and change the idea of the gameboard concept to a playsetting interactive display concept.
- make sure to align the concept and design
- be consistent on what to do for this product launch
- make sure to have some areas that resonates with what you have learnt for Graphic design.


WEEK 5:

- reorganize the slides
- lacking of ideation of design concept
- just stick with the heritage culture concept and not Mamee.
- explore more on the heritage of Melaka, local kopitiam, Pasar seni or any retro Malaysian spots.
- add in Local retro Melaka heritage elements into the designs to resonate more to the Melaka origins as stated.


WEEK 6:

- continue without refrencing mamee brand for the concept of blindbox.

- come up with a big brand name for “Nyonya Bulan” line up series.
create a different unity of culture later on with different cultures.
- decide the colour scheme
- consistency in design style and colours
- create a changable interactive playset background

WEEK 7:
- Change the "Cerita Kita" logo name to something else since its similar to another groupmates project name.
- rethink of the suitable playset concept and how the display is going to work.



REFLECTION

Experience:

My experience working on this project was both challenging and rewarding. While it was exciting to develop a product inspired by Malaysian culture, the constant revisions and lack of team coordination made the process stressful at times. Adrianna and I had to take the lead on many aspects of the project, from refining the concept to executing the designs, which often felt overwhelming.

Despite these challenges, the project was a valuable learning experience. I gained a deeper understanding of product development, branding, and the significance of cultural storytelling in design. Additionally, navigating the difficulties of teamwork taught me the importance of adaptability, leadership, and proactive communication. In the end, seeing our final product come together was fulfilling, as it represented not only our creative vision but also our ability to push through obstacles and deliver something meaningful.




Observation:

Throughout the project, I noticed that while we started with a clear goal—a blind box mystery product—the concept changed multiple times before reaching its final form. Initially, we explored a Mamee sub-brand, then shifted to a Mamee-inspired character, and ultimately settled on an independent brand inspired by Malaysia’s Nyonya Peranakan heritage. This evolution highlighted the importance of refining ideas through research and discussion to create a product that is both meaningful and marketable.

Another key observation was the difficulty of working in a team where communication was lacking. Although we had four members, decision-making and execution were often delayed due to slow responses from two members. As a result, much of the brainstorming and actual work fell to Adrianna and me. This imbalance made it clear that having engaged and communicative team members is crucial for a smooth workflow and shared responsibility.


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