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Boo!! Board Game by Gülru Mutlu Tunca

Home > Winners > Design #33425 >Interview
Editor Frank Scott (FS) from DesignPRWire has interviewed designer Gülru Mutlu Tunca (GM) for A' Design Awards and Competition. You can access the full profile of Gülru Mutlu Tunca by clicking here. Access more information about the award winning design Boo!! here.



Interview with Gülru Mutlu Tunca at Friday 11th of April 2014

FS: What is the main principle, idea and inspiration behind your design?
GM: The main inspiration was the ghost themed birthday party of Altan. Guniz, his mother, and I tried to gather all the entertainment, a mother should arrange for the kids into a box.

FS: What has been your main focus in designing this work? Especially what did you want to achieve?
GM: We searched for different activities that could entertain the children (such as singing, dancing, telling stories, imitations, memory games, etc.) and we tried to gather those activities with various adventures in a board game. By doing so, we planned to reduce our task to entertain children a bit, instead have time and effort to entertain other guests.

FS: What are your future plans for this award winning design?
GM: We are planning to produce BOO!! internationally.

FS: How long did it take you to design this particular concept?
GM: Approximately 6 months.

FS: Why did you design this particular concept? Was this design commissioned or did you decide to pursuit an inspiration?
GM: This design came up from a Ghost themed birthday party organised by Altan. As designers, we search for different games and activities for this theme and realized that there is a bulk of activities and games related with the theme but there is non that collaborates all in one product. Therefore, Boo!! is a big board game that is planned to include any activity to cheer up a birthday party for 6 years and above, but with a horrified glimpse.

FS: Is your design being produced or used by another company, or do you plan to sell or lease the production rights or do you intent to produce your work yourself?
GM: We plan to sell or lease the production rights.

FS: What made you design this particular type of work?
GM: From daily needs. To save the day.

FS: Where there any other designs and/or designers that helped the influence the design of your work?
GM: No.

FS: Who is the target customer for his design?
GM: 6 year kids and above.

FS: What sets this design apart from other similar or resembling concepts?
GM: First of all the duration of BOO!! is different from the other similar board games. Its educative/entertaining function is designed according to Altan and his friends' interests and concentration spans. The short concentration period was one challenge, so two alternative entertainment zones are designed to extend the duration. Secondly, for the game's sustainability and mobility, the package is designed from recyclable plastic and small in size for mobility and easy storage. The game canvas, however, is designed as a huge organic canvas that can collect up to 10 players around it.

FS: How did you come up with the name for this design? What does it mean?
GM: We came up with BOO!! as it is an exclamation that explains the theme perfectly.

FS: Which design tools did you use when you were working on this project?
GM: Graphic Design Tools are used such as 3DMax, Rhinoceros, Photoshop and Illustrator.

FS: What is the most unique aspect of your design?
GM: It is designed as a decomposable small box (dice, spin wheel, player tags and a huge play-mat). Bizonal organization of Boo!! (the adventures experienced the haunted road and the activity zones) extents the game duration and provides the opportunity to include any party activity to a board game.

FS: Who did you collaborate with for this design? Did you work with people with technical / specialized skills?
GM: We worked as a team.

FS: What is the role of technology in this particular design?
GM: The realization technology of BOO!! is mostly affected by our main concern: sustainability of design. Therefore, the package is made of recycled plastic, whereas the huge game canvas is printed on organic fabrics that can be folded up and become smaller. Reducing the dimensions of the package, concerning its folded position, enables the mobility of design. As the usage of the game both during the day-light and dark is crucial for the ghost theme, phosphoric paint is used in the printed images and texts.

FS: Is your design influenced by data or analytical research in any way? What kind of research did you conduct for making this design?
GM: Yes. Concentration, time, playing habits and interests of 6 years are researched. The graphics and the color choices are the results of the researches done ongame team and age group.

FS: What are some of the challenges you faced during the design/realization of your concept?
GM: The short concentration period was one challenge, so two alternative entertainment zones are designed to extend the duration. Thus, for the game's sustainability and mobility, the package is designed from recyclable plastic and small in size for mobility. The game canvas, however, is designed as a huge organic canvas.

FS: How did you decide to submit your design to an international design competition?
GM: We believe in our product and experienced that it works as it is planned. So we did not hesitate to submit our design to an international competition.

FS: What did you learn or how did you improve yourself during the designing of this work?
GM: As well as the aesthetic quality ,the communicative function of the toy has a significant role for its success.

FS: Any other things you would like to cover that have not been covered in these questions?
GM: No thank you.


FS: Thank you for providing us with this opportunity to interview you.

A' Design Award and Competitions grants rights to press members and bloggers to use parts of this interview. This interview is provided as it is; DesignPRWire and A' Design Award and Competitions cannot be held responsible for the answers given by participating designers.



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