make it pop is an awesome tool for anyone looking to have fun while improving their creative confidence and design approach.
A simple yet extremely effective tool/game for improving design thinking and help you brew the perfect brainstorm. make it pop is a great creative exercise for workshops, an awesome tool for design-battles, an absolute hoot at a party and will thaw the awkwardness when used as an icebreaker.
We all suffer from creative block and know how devastating it can be. Add in an impending deadline and the world now feels like it's crashing down.
Most times it works out fine, but sometimes you need a helping hand.
A tool for creatives that would help view your brief from another perspective? Then how about make it pop.
make it pop has been designed to help users think more creatively by presenting them with unconventional design tasks.
Confronting an unusual challenge that’s outside of your day to day mixes things up, takes the mundane away and helps build up your creative confidence. We created make it pop as a way to get away from design fatigue, a tool to build your creativity and most importantly - keep life fun.
- On top of all that, we wanted to create something that helps people improve their design skills, both practical and verbal.
While you can play make it pop any way that you want, we’ve come up with some rules to help you get the most out of it!
make it pop comes with over 200 cards and a shed load of possible combinations. Generate ridiculous briefs that'll challenge you creatively or just have a laugh.
Black task cards give you the context for your creativity; setting the "what" that you need to create; they're varied to test your flexibility.
White client cards are traditional clients; they’re meant to give you a real-world challenge (and please your boss).
Red client cards are designed to test your creative flexibility and create a lot of fun; they’re obscure & ridiculous.
Blue Dynamite cards modify the game; they either increase the challenge by throwing curve balls at your or make things easier by suggesting handy resources.
We've tested make it pop on over 150 creatives, from different industries and different career stages; the feedback has been incredible.
We’ve already visited several design and marketing agencies around the UK, giving workshops using make it pop.
make it pop is for everyone!
Not just for people in the creative industry. make it pop can be used as a brainstorming tool for communication/warm-up exercises as well as a catalyst to improve creativity doing a brainstorming session.
make it pop has also been designed to thaw the awkwardness you experience when you’re doing cringeworthy icebreakers by encouraging users to apply brainstorming techniques into each creative challenge.
We are a team of designers, marketers, developers, illustrators, copywriters, and social media managers, who are all actively working in the creative industry or make use of creativity on a daily basis. We’ve worked with great clients across the world but have also come across some that have made us hate our jobs.
One night after a particularly bad client was finally off our case, we were unwinding in a bar and realised we were creatively drained. We needed something to get us enjoying design again and after a few beers were coming up with ideas for a Youtube advert for a funeral home...
We quickly realised there wasn’t something out there to help designers recharge, to keep creativity high but at the same time help develop important skills.
We created a prototype version of make it pop last year, and have spent our time since then testing and refining it. We’ve tested it on a lot of people; designers in many different types of agencies, marketing teams, students at a university and a couple times, with people drinking beers.
After the Kickstarter concludes, we’ve allocated a month to have a final prototype created by our chosen printers and throughout that process, we’ll still be open for new card suggestions and be running competitions to find the best.
After that we’ve been advised 8 weeks of production time for the full game, meaning we’ll be sending deliveries out to our awesome backers by mid-December!
To ensure the quality of make it pop, we'll be using Print Ninja as our printing provider.
or you can visit our website
Risks and challenges
With all print-based projects, you run the risk of differences in design and print. We've already created a prototype edition, identified some mistakes (a colour being wrong due to ink soak and more than a couple spelling mistakes) and made moves to prevent them in the future.
To absolutely guarantee the end product is perfect, we've opted to have a physical hard copy delivered before the main game is printed.
We've also left plenty of time to deliver on our pledges, with the main game shipping requiring 12 weeks to be guaranteed ready: 2 weeks to receive and check the prototype, 4 weeks for production, 5 weeks for delivery and 1 week for packing and shipping to you lovely bastards.Learn about accountability on Kickstarter
- (30 days)