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20/20

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20/20

Student: David Álvarez  ·  Year: 2020  ·  Course: Graphical User Interface

As part of the GUI course, students were asked to come up with a story they were passionate about in the ‘form’ of an app. With this brief in mind, ‘20/20’ was designed. 

20/20 is a fictitious fundraising campaign organized by the International Labor Organization (ILO) and the third party sneaker selling app (‘20/20’) against child labor around the World. The context in which this campaign will exist is on June 12, 2021 which is the World Day Against Child Labor, day in which the app will grant users a discount only if he/she donates. The whole concept is around the idea of becoming reflective buyers, going from a conscious shopper (that knows) to a conscientious shopper (that takes action) which is why the moment of intervention will happen at the point of sale. The intent of the concept is to explore what an ethical marketplace might look like and more importantly, to make users reflect on what’s behind the products they buy and help those in need...to turn users into compassionate buyers.

From the research phase, three things molded the design decisions:


  1. Donating is the only way a person (who is not completely immersed) can help.

  2. People will buy what they want, it’s harder to change their minds.


            Interviewer: “How would you feel if you saw this story when buying shoes?”

           Interviewee: “I would feel pretty bad.”

          Interviewer: “And what would you do next?”

         Interviewee: “Yeah, I would still buy the shoes.”

     3. If given the option, users will ‘skip’ and ignore social issues.

Driven from research findings, the following decisions were taken:


  • There will be a constraint for users to skip the story. Instead, the story will run at moderate speed with the intention that the user can internalize what he/she is seeing.

  • The whole story is seen with the intent of making it a conversation between story and user. In some parts the user listens (when he/she is reading) and in some part he/she is speaking (when moving sliders and card).

  • The purpose is not to direct the user to any specific brand, but rather the intention is for the user to reflect and donate on what he/she is buying.

  • The moment of intervention will be at the point of sale as it is a moment when the user is buying something for him/herself and not thinking on what’s beyond the product they are getting (where people tend to be selfish).

  • The name 20/20 comes from having perfect visual acuity (vision) or in a more urban dictionary, ‘completely seeing the truth of a situation.’


Three main iterations were done for this project. The first focused on story, the second on visuals and the third on interactions. Lastly, two main phrases inspired the concept…

  • ‘Does this path have a soul?’

  • ‘The story is the story. I don’t want this animation to be about the animation, I wanted to say something, to show something.’


This project was built using Origami.

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