Alive — Social & Emotional Learning Campaign
Academic UX & Branding Project — Kendall College of Art & Design
Alive is a research-driven conceptual campaign designed to promote Social and Emotional Learning (SEL) through a cohesive brand system, digital prototype, and public-facing awareness materials aimed at fostering healthier communication and emotional awareness among youth.
Academic UX & Branding Project — Kendall College of Art & Design
Alive is a research-driven conceptual campaign designed to promote Social and Emotional Learning (SEL) through a cohesive brand system, digital prototype, and public-facing awareness materials aimed at fostering healthier communication and emotional awareness among youth.
BRIEF SNAPSHOT
Client:
Academic project exploring Social and Emotional Learning frameworks.
Academic project exploring Social and Emotional Learning frameworks.
Objective:
Create an educational tool and campaign identity that encourages real-world engagement and emotional intelligence in response to increasing digital disconnection among youth.
Create an educational tool and campaign identity that encourages real-world engagement and emotional intelligence in response to increasing digital disconnection among youth.
Audience:
Students, educators, and school communities seeking tools to support communication, emotional awareness, and personal development.
Students, educators, and school communities seeking tools to support communication, emotional awareness, and personal development.
Constraints:
• Translate research-based SEL principles into an accessible brand system
• Maintain clarity and usability within a youth-focused UI
• Develop adaptable assets across digital and environmental formats
• Balance educational tone with engaging visual identity
MY ROLE & OWNERSHIP
I was responsible for:
I was responsible for:
• Conducting research on digital isolation and existing SEL frameworks.
• Developing the campaign concept, naming, and visual identity.
• Designing a full brand system (logo, typography, and color palette).
• Creating a Figma-based interactive prototype for a user-facing app.
• Producing a motion-graphic advertisement in After Effects.
• Designing billboard concepts and awareness materials.
STRATEGIC THINKING
The design approach focused on translating complex emotional learning concepts into a visually engaging and accessible system for younger audiences.
Brand decisions emphasized energy and vibrancy to resonate with youth while maintaining clarity and legibility for educational environments.
The digital prototype was structured to encourage reflection, interaction, and guided self-awareness — bridging digital platforms with real-world emotional engagement rather than contributing to passive screen consumption.
SYSTEM / EXECUTION CONTEXT
The Alive system integrates branding, UI/UX design, and campaign messaging into a cohesive identity.
The visual language was designed to function consistently across app interfaces, motion graphics, and large-format public placements, ensuring recognizable tone and adaptability across environments.
FULL-FUNNEL APPLICATION
The campaign was applied across multiple touchpoints, including:
• Full Brand Identity — Logo system, typography, color palette
• Figma Interactive Prototype — User-facing mobile experience
• Motion Graphic Advertisement — Awareness-driven digital video
• Conceptual Billboards — Public engagement and visibility
• UI Iterations — Refined through user testing and layout adjustments
PRODUCTION & REAL-WORLD CONSIDERATIONS
The prototype was structured in Figma with scalable components and consistent layout systems to simulate real-world development constraints. Motion graphics were designed for digital distribution formats, and billboard layouts accounted for readability at distance and high-traffic environments.
IMPACT & OUTCOME
Alive demonstrates the ability to synthesize research, branding, and UX design into a cohesive campaign system addressing a contemporary social issue. The project highlights strengths in concept development, interface design, motion graphics, and translating educational theory into accessible visual communication across digital and environmental touchpoints.