An journalism
project
Brex¿t is a sociological and journalistic communication project based on the analysis of the media phenomenon of news, aimed on one hand to clarify all aspects of Brexit – cross-media translation – and on the other hand to bring out a more emotional aspect – transmedia translation. The first translation consists in a website aimed to explain the key elements of the media phenomenon. The second one consists in a board game that on one side relies on the preexisting knowledge of the player, on the other side tries to increase the sensitivity on the situation.
2019 — UI/UX DESIGN, DATA ANALYSIS

Brex¿t
Project

06             TYPE: UNIVERSITY TEAM PROJECT      COURSE: SOCIOLOGIA DEI MEDIA      SKILLS: ART DIRECTION, UX&UI, GAME DESIGN, DATA ANALYSIS      WEBSITE: BREXIT.ORG



Challenge
The first part of the project included a detailed analysis of the phenomenon: starting from the channels and media where it is talked about, discovering how it is talked about, who talks about it, and why it is discussed, passing through the realization of real interviews, up to having a quantity of data and information sufficient to be able to extrapolate common elements. These elements are the basis of the actual design project.
Solution
We created a web site that, thanks to a timeline accompanied by the Brexit fil rouge, clarifies the events and key characters and the possible consequences. In order to stimulate attention and sensitivity to the situation, a board game has been created. The purpose of the game is to get out of the European Union, but the path will be long and winding and with several “special” obstacles.
Morte.
Exhibition
EnviroBlu
website
2019 — UI&UX DESIGN, DATA ANALYSIS

Brex¿t
Project

TYPE: UNIVERSITY TEAM PROJECT
COURSE: SOCIOLOGIA DEI MEDIA
SKILLS: ART DIRECTION, UX&UI, GAME DESIGN, DATA ANALYSIS
WEBSITE: BREXIT.ORG
















































An advertising
campaign
Brex¿t is a sociological and journalistic communication project based on the analysis of the media phenomenon of news, aimed on one hand to clarify all aspects of Brexit – cross-media translation – and on the other hand to bring out a more emotional aspect – transmedia translation. The first translation consists in a website aimed to explain the key elements of the media phenomenon. The second one consists in a board game that on one side relies on the preexisting knowledge of the player, on the other side tries to increase the sensitivity on the situation.
Challenge
The first part of the project included a detailed analysis of the phenomenon: starting from the channels and media where it is talked about, discovering how it is talked about, who talks about it, and why it is discussed, passing through the realization of real interviews, up to having a quantity of data and information sufficient to be able to extrapolate common elements. These elements are the basis of the actual design project.
Solution
We created a web site that, thanks to a timeline accompanied by the Brexit fil rouge, clarifies the events and key characters and the possible consequences. In order to stimulate attention and sensitivity to the situation, a board game has been created. The purpose of the game is to get out of the European Union, but the path will be long and winding and with several “special” obstacles.
05
EnviroBlu
Website

07
Morte.
Exhibition