I like retro style
vibrant, dynamic, bright, geometric
A common type of snack bar in the Netherlands is called automatiek and is similar to an automat. It has a wall lined with coin-operated machines. Each has a vertical row of little windows, with a (usually hot) snack behind each, e.g. a croquette, a frikandel or a hamburger.
After inserting a coin into a slot, an individual opens one of the windows and removes a snack. The machines are heated so that the snacks stay hot. Behind the machine is the kitchen where the snacks are prepared, with the little windows being re-supplied from the back.
In addition, a snack counter for food less suitable for vending machines is usually available in the same area (example: french fries).
Automatieks may or may not provide chairs for customers. Sometimes the vending machines are in an outside wall, and no shelter is provided.
These vending machines are often located at railway stations or in busy shopping streets. One large chain of these automatieks is FEBO.
Ordinary automatieks in Amsterdam
Experience design is the practice of designing products, processes, services, events, and environments with a focus placed on the quality of the user experience and culturally relevant solutions, with less emphasis placed on increasing and improving functionality of the design.[1] An emerging discipline, experience design attempts to draw from many sources including cognitive psychology and perceptual psychology, linguistics, cognitive science, architecture and environmental design, haptics, product design, information design, information architecture, ethnography, brand management, interaction design, service design, storytelling, heuristics, and design thinking.[citation needed]
In its commercial context, experience design is driven by consideration of the moments of engagement, or touchpoints, between people and brands, and the ideas,emotions, and memories that these moments create. Commercial experience design is also known as experiential marketing, customer experience design, and brand experience. Experience designers are often employed to identify existing touchpoints and create new ones, and then to score the arrangement of these touchpoints so that they produce the desired outcome.
In the broader environmental context, there is far less formal attention given to the design of the experienced environment, physical and virtual -- but though it's unnoticed, experience design is taking place. Ronald Jones, describes the practice as working across disciplines, often furthest from their own creating a relevant integration between concepts, methods and theories. Experience designers design experiences over time with real and measurable consequences; time is their medium. According to Jones, the mission of Experience Design is "to persuade, stimulate, inform, envision, entertain, and forecast events, influencing meaning and modifying human behavior."[2]
There is a debate occurring in the experience design community regarding its focus, provoked in part by design scholar and practitioner, Don Norman. Norman claims that when designers describe people only as customers, consumers, and users and designers risk diminishing their ability to do good design.[3] Given that experience is so totally an affective, subjective, and personal process -- not an abstract --- it would be ironic, it's been argued, for experience designers, when designing experiences, to approach people merely as objects of commerce or cogs in a machine. Experience design, perhaps more than other forms of design, is transactive and transformative: every experience designer is an experiencer; and every experiencer, via his or her reactions, a designer of experience in turn. While commercial contexts often describe people as "customers, consumers, or users," this and non-commercial contexts might use the words "audience, people, and participants." In either case, for conscientious experience designers, this is merely a semantic difference.
Experience design is not driven by a single design discipline. Instead, it requires a cross-discipline perspective that considers multiple aspects of the brand/business/environment/experience - from product, packaging and retail environment to the clothing and attitude of employees. Experience design seeks to develop the experience of a product, service, or event along any or all of the following dimensions:[4]
While it's unnecessary (or even inappropriate) for all experiences to be developed highly across all of these dimensions, the more in-depth and consistently a product or service is developed across them -- the more responsive an offering is to a group's or individual's needs and desires (e.g., a customer) it's likely to be. Enhancing the affordance of a product or service, its interface with people, is key to commercial experience design.
-Mott's : Mott's has the nutritious, and obviously delicious, snacks and drinks for you and your family. Whether you need the perfect after-school snack for your kids, or you're in need of a wholesome pick-me-up during your day, we've got what you're craving.
-Mott's "tribe" : interested/believe in healthy eating + apples nutrition
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all companies have the same title as a healthy food company, but to make themselves differentiate from other companies, they added their own value and put their audiences into "tribes" where people understand the company's value and feel as if they belong.
"You're part of a select clan when you buy products from these clearly differentiated companies. Brands are the little gods of modern life, each ruling a diffrent need, activity, mood, or situation."- the Brand Gap by Marty Neumeier
1)who are you?
We are " "(I haven't decided on the name)
2) what do you do?
We make healthy and multicultural snacks for youth.
3)why does it matter? Why people want it?
It matters because through our cultural snack experiences, we help youth to create peace and unity in the community.
My tribe believes that realizing, learning, and interacting with other culture through food experience is enjoyable and beneficial. We have power to make our community more united and peaceful.
Here we have an interesting one!
English Language school Nova made a clever move by applying the old concept of learning + pleasure = good memory! By teaming up with big time choco producer Glico, people can now learn English while indulging in chocolate heavens…
But I wonder! What is this pink bunny doing to poor Japanese citizens who actually don’t want to learn English!?? Just imagine that ‘English’ was your most hated subject at school and now your favorite chocolate forces you to realize, that you still don’t know how to “Take the bull by the horns”!
The forced on Learning English market is a really strange situation here in Japan… Although people study so hard at school, the fact that they have almost zero opportunity to actually ’speak’ English (at school and in real life) causes a big shyness and English panic. This however creates a comfortable niche for tons of English schools to ask outrageous prices for a little bit of ’speaking time’.
I wonder who decides what kind of phrases are picked for these packages… I’m glad they didn’t chose Learning for Life! - that would really depress me!
there is the Daruma for the beginning of the year.
This traditional Daruma wish doll works like that: make a wish and draw in his left eye, wait until the wish comes true and then pencil in his other eye. Well, the Caramel Corn already has one eye, so you can use the side panel of the package to actually write down your wish:
So why is this one called Canael Corn instead of Caramel Corn then? Because **Japanese loooooove word plays and “canaelu” means to wish and make it happen. Bingo!**
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I love the idea how Japanese snack companies use their package not only to attract their customer but also educate/ entertain them. The package design have the opportunity to create interaction with the consumer..Like the two examples up there, I can use my package design to educate and entertain my audience about the culture.. The message should be conncected to my goal (motivate them to increase their interest, knowledge, and interaction with other culture)