ASGO Branding and Textbook Design

Agnieszka Wieckiewicz

Brand Designer
Graphic Designer
Print Designer
Adobe Illustrator
Adobe InDesign
Adobe Photoshop
THE CLIENT: ASGO was created by my friend's team as a grant project that explores creative ways of making the process of teaching students fun. As some of the founders are enthusiastic LARPers, they wanted to utilize the live action role playing system - that has many young fans around the world - in the education system. 
BRAND VALUES: ASGO is all about innovating the process of learning by finding unconventional ways of teaching. The foundation of the project's philosophy lays in an answer to the questions: what do young people like to do? What do they prefer to do instead of studying? Where do they get their knowledge from? ASGO's new method's are a result of an extensive research and draw from an average youth's everyday life - e.g. using social media like TikTok and Instagram instead of making PowerPoint presentations, beefing instead of debating, etc.. The main idea is that by speaking the language of kids and young adults, the teachers will be able to communicate with their students on a deeper level and share their knowledge more efficiently.
LOGO: Since we're reaching out to the kids, I've decided to go for a handwritten brand name. The letters themselves are stylised like emojis to match the playful teaching methods of the project. Each letter is bold but softly curved in a cartoonish way. All those steps create an interesting logo that grabs attention of younger people.
BRAND COLORS: Four colours in soft shades are the base of ASGO. They're vibrant and eye-catching to help get the attention of viewers. However, the hues are not overly saturated in order not to exhaust the viewers when they have to focus on reading the textbook for prolonged periods of time. Used in large splashes   throughout communication, the colours make the brand's image fun and light.
BRAND ELEMENTS: The main product of this particular brand are textbooks. They are informative collections of new teaching patterns and examples of how to use them. In addition to that, there is also a set of cards - their main purpose is to be used while building your own "game" of teaching the students any given subject.
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