Virtual Reality for immersive education
Branding / Digital
Treemouse (App and Portal UX), Arush Dev (3D Motion), Shantam Khanna (Sonic Identity)
Shirish Ghatge, Aradhana Rawat, Kriti Monga, Hanumant Khanna
The Company: Inspirit is an education technology platform that offers a gamified VR-based approach to teaching science. The Palo Alto, California start-up has a brilliant vision backed by research conducted at Georgia Tech and Stanford U to prove that immersive experiential learning has a higher rate of retention amongst learners. With the parallel development in the world of Virtual Reality technology, Inspirit aims to be an early mover in using the exciting medium for education.
Learning: When the founders approached QBF to build their identity and interactive platforms, it was a new space for us as well. The next few months had us diving into this stimulating medium, losing ourselves within Oculus and Cardboard headsets, re-learning the basics of typography, colour and composition to design in a very different dimension. An expansive brand identity was created to work across print, motion and VR. Interfaces for web, apps and 3 and 6-DoF worlds enable users to engage with Inspirit's content.
The Outcome: Inspirit now provides thousands of research-backed 3D and VR STEM resources designed to educate and engage to over 40,000 educators and learners around the globe.
The identity rests on the concept of dots and dashes that derive from the letter 'i'. They represent the teleportation of the learner from where they are to this magical world - In Spirit.
Sonic Identity & Intro Video
A unique sonic identity along with a logo animation plays before each Inspirit lesson. Apart from branding, the objective is to refocus a distracted mind and get the user ready to learn before the lesson begins.
An initial website had the simple task of presenting the new brand to the world. It explains what Inspirit is, about the company, the curriculum and ways to engage at an individual or school level.
Google Cardboard is a tool that permits a cost-effective VR experience, making VR content accessible to anyone with a phone and the very basic paper device. The reach is hence enormous, perfect for schools across the world. An app was created for the phone that houses Inspirit's lessons, and makes them easy to use for learners and teachers alike. A more detailed version was also created to work within the more interactive world of Oculus headsets.