


G-Star Computer Mouse
For this project I analysed the ‘graphic language’ of the Dutch denim brand 'G-Star RAW', whereafter we made a redesign of a computer mouse which suited the graphic language of the brand.
Analysis
Grip onto the ‘graphic language’ is obtained by making use of several analyses:
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a history analysis;
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an indentity analysis, based on the Brand Identity Prism of Kapferer (1992) and the Brand Translation Framework (Nijkamp & Eggink, 2013);
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an archetypes analysis (Pearson, 1991);
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a portfolio analysis based on physique brand elements (Karjalainen, 2009) by the use of the DFA method (Warell, 2001);
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a portfolio analysis based on intrinsic brand elements (Karjalainen, 2009) by the use of questionnaires;
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a crossover analysis.
All conlusions for the analyses resulted into a brief design strategy.
Redesign and evaluation
The redesign has been made by developing a G-Star based 2D design first on the case of an existing computer mouse. Hereafter, a 3D design has been made (without any 2D elements). Both designs have been tested on product appearance and brand equity by using an emogram (van Os & Van Beurden, 2015). The gaps between the identity characteristics of G-Star and the product characteristics are resolved by adapting both designs. The 2D and 3D design have been combined to a final design of the G-Star computer mouse. From this design a mock-up has been made.
Performed together with Melina Kopke
Result: 9