Enterprising pupils from a London state school are offering visitors to the Design Museum
a brilliant example of British innovation which they can take away in their pocket.
The design, a new game that is self assembled and packs neatly away into an Oyster card holder, will go on sale on Thursday 26 July 2012. Badoiiing, created by 14-15 year olds from Walworth Academy in Southwark, won the Design Museum s Design Ventura competition, a design award that develops student creativity and enterprise skills.
Badoiiing is a cleverly designed, portable product that takes its inspiration from the traditional tiddlywinks. The pupils aim was to design a game that encourages young teenagers to play as a group.
The game launches in the Design Museum Shop on 26 July, and is available to purchase for £7.95.
As well as seeing their design realised, the winning team received a £1,000 bursary and guidance from professional designers to develop the game. The teenagers worked in collaboration with design agency Build, who have provided expertise and guidance to bring the idea to life.
All profits made from the sale of Badoiiing will be donated to a charity chosen by students at Walworth Academy , the David Idowu Foundation. The foundation works with young people in the area surrounding Walworth Academy , and was set up in memory of a local teenager who lost his life to youth crime.
TV presenter and Interior Designer Naomi Cleaver set the brief for Design Ventura 2011 comments, Whats so exciting about Badoiiing is its echoes of traditional game play with a contemporary twist, seeing the winning design, fully realised and now for sale in the Design Museum Shop is a great achievement.
Designer Sebastian Conran adds, Badoiiing is a savvy reinvention and rebranding of a traditional playground game Tiddlywinks, bringing it into the sleek era of the credit-card format. The physical components are simple and inexpensive. However, the real intrigue is in the sophisticated contemporary gameplay. It encourages human interaction at all ages and it will endure long beyond the current crop of fashionable smartphone, to which it is a healthy antithesis.
Head of Retail at the Design Museum , Alice Marsh says, Some of the best designs come from the simplest of ideas. The simplicity of Badoiiing really captures the essence of play, the boys nailed the brief and in doing so creating a lo-fi but extremely addictive game.
The London-based Head of Marketing & Communications within Deutsche Banks Global Transaction Banking division, Christoph Woermann, judged this year's competition. The teams proved that when you combine innovation and creativity with business skills, its a powerful recipe for success. I was so impressed with not only the range of products designed, but also how the young people presented themselves and their ideas.
This years brief will be set by Anya Hindmarch and can be viewed online from 5 September at ventura.designmuseum.org. The closing date for entries for this years scheme is 19 November 2012.
Design Ventura is a three-year education initiative for 13 -16 year olds. It was launched by the Design Museum in May 2010 and is sponsored by Deutsche Bank.
Design Ventura enables pupils to experience the design process in all its complexity and learn enterprise skills by fulfilling a brief, problem solving and pitching ideas professionally. Aside from the benefits of working to a real-world brief, it also supports qualifications including GCSE Design and Technology, Business Studies and Enterprise education.
Walworth Academy was completely rebuilt in 2009. The rebuilding of the school has resulted in a focused recovery. In August 2011 69% of pupils achieved 5 or more GCSE passes at grades A* - C.
Over 1,000 students from 32 London state schools participated in Design Ventura in 2011. Students participated in a launch workshop at the Design Museum and two further workshops at school led by design world professionals and business experts from Deutsche Bank.
A further 2,000 students nationally also took part in an online version of the programme, Virtual Ventura, which supported teachers with training sessions and free museum visits to run their own versions of the project in school.