Product Planning

Branding

Marketing

Cloudydays Project

Apr 1, 2020

Cloudydays Project
Cloudydays Project

Used Tools | Procreate, Adobe Illustrator, Instagram
Project Duration | 2020.04 ~ 2022.03
Team | PM, Content Writer, Designer(Me)
Role | SNS Management, Branding, Illustration, Merchandising


Project Story

Depression is not just a problem in Korea. According to the World Health Organization (WHO), depression is a major mental illness experienced regardless of age. Even though it is a common illness, conversations are not actively done around the world. Many people find it hard to discuss about depression and its symptoms, fearing that people might judge them. Cloudydays Project aims to open the door to these conversations through SNS that students can easily access. As a college student who is well aware of the trends of college students, we used these trends to spread the knowledge and treatment of depression to various media. Cloudydays Project carried out two activities: content creation and merchandising.


Content Creation

Cloudydays Project focused on UNICEF Social Development Goals (SDG)'s third goal: 'Health and Well being'. The project’s goal was to provide a platform for people to connect and share. In the first year of the project, news cards focused on delivering information regarding depression and mental health were produced. In the second year, the team's goal was to bring out the story of depression in the background of each character, tell the story of depression of various ages, and gain empathy and understanding.

Each post was created through collaboration between team members. After thorough research, we developed content on the issue, constructed a storyboard, and created a cartoon sketch that would be easily understandable and accessible to the target audience.


Merchandising

Two Instagram sharing events were held to promote the project’s Instagram account and to raise awareness of depression and other mental illnesses. Both events were created to promote the project's Instagram account, but in the long run, they were created to spread awareness of the account and mental illnesses.



A product was created to promote participation in the event. Goods were designed to convey the project's goal of visualizing mental illness and correcting misconceptions. We've selected and designed our products to make it easier for people to participate and deliver messages in a light way.