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    Love is in the air!

    Love is in the air!

    Shop for your Valentine at the IN store!

    Looking for a special something for a special someone? Let's talk strategy (we do this well at the School of Design!) What is the message you want to give?

    Here are some suggestions designed for you by our talented students. 

     

    Platonic design-crush? (sure it is...)

     

    Is this the moment to declare your love?

     

    Pat-on-the-back bro love?

     

    Playing it cool?

    Darn they are cute! Come and get them while they are IN stock.

     

    $12 for 10 cards (we wont tell!) and your choice of a chocolate or lollipop. Proceeds go towards student scholarships so you can feel good about this too.

    Available now until February 14.

    Stop by our retail space at 230 Richmond St. East. Open Monday-Friday 10am-6pm. 

    Holiday Shopping at IN store!

    Holiday Shopping at IN store!

    Student designed Holiday Cards, Totes & more.

    If you are a student like me, not only do you have final projects on the horizon, but you might not have started your holiday planning.  At the IN store we can't finish your projects (we can provide supplies!), but we can definitely help you with shopping.  Who wouldn't want our holiday Happy Trails tumbler filled with candy ($14)?


    Happy Trails Tumbler, LJ Robinson, Graphic Design

     

    IN hosted a pattern making workshop for our students led by our in house Graphic Design mentor and IN store guru, Jen Masters. The designs you see here are samples of the winning student designs.

    Holiday Grinch, Charles Jackson, Interaction Design

     

    Holiday Cheer, Polly D'Arcy, Interaction Design

     

    There are 10 different designs to choose from, so you can please everyone on your list in one stop. Individual cards are $2.50 or 5 for $10. What a steal! 

    Select holiday patterns are also available on cute and practical totes. 

    These awesome and unique holiday cards and gifts are ONLY available IN store. Come and visit soon at 230 Richmond St. East, as stock is limited!

    Stay Tuned for future cards in the New Year (Its never too early to be thinking about Valentine's Day,  hint hint ; )

    Charles Jackson Interaction Design 2017 & IN store designer

    IN is a mentored learning initiative and social enterprise of the George Brown College School of Design. All proceeds from the IN store support student awards. 

     

    Bailey Fort's self-publishing success.

    Bailey Fort's self-publishing success.

    Thanks Kickstarter!

    The Bewundering World of Bewilderbeests is a children’s picture book created by George Brown College School of Design Alumna, Bailey Fort. Inspired by the likes of Shel Silverstein and phonetic word play,  Bailey describes her book as “a charming adventure that introduces us to a colourful cast of strange and silly creatures.” Her book is a smorgasbord of humourous poems and illustrations that acquaint readers with different whimsical animals, each with their own quirks and distinct personalities. The book has received critical acclaim by Graphis New Talent Annual Award, Applied Arts Magazine, Specialty Publisher’s Weekly, Kindle Book Review and Online Bookclub.org.


    Bailey self published this book after running a successful Kickstarter crowd-funding campaign. We talked to Bailey about her Kickstarter experience.


    Why did you decide to run a Kickstarter campaign?


    Prior to launching the Kickstarter campaign, I had already released the e-book edition, which proved a good way to gauge reader response and solicit some professional reviews before proceeding with the print edition of the book. The market for children’s picture e-books is fairly limited—understandably, people still prefer ‘real books’ for this genre. However, the positive feedback from the e-book encouraged me to pursue a print publication. I’d done my research concerning costs and logistics, but wasn’t in a position to afford funding the entire venture myself.

    A crowdfunding campaign seemed like an ideal way to not only raise the needed funds, but also ensure a number of pre-sales and build an audience for the book.

    Additionally, it was a low-risk option as Kickstarter does not charge a fee if the goal is not reached and the project is not successfully funded.


    How difficult was it? 


    Kickstarter’s guides are very helpful in walking you through the process of setting up your campaign, with plenty of good tips and step-by-step instructions. That being said, there’s a lot of work involved in figuring out all of the logistical details regarding costs, rewards packages, shipping, potential profit margins, plus preparing the pitch for your product, promoting it, seeing your project to completion and finally delivering it to your backers. It’s an accessible process, but there are a lot of moving parts and details to manage, and ultimately, it’s up to you how much effort you put into it.


    What was the biggest challenge?


    The biggest challenge for me was probably the promotion of the campaign—and figuring out who to target and how, once everyone I knew personally had already pledged their support. Honestly, the campaign’s momentum was most often reinvigorated by others (usually friends and family) sharing it on social media, sometimes by request and sometimes unprompted. 


    How long did it take to reach your goal? 


    Kickstarter advised that short-term campaigns tend to be more successful in reaching their funding goals because they run less risk of losing momentum, so I set a 30-day goal to reach the target of $5000.00. The campaign was successfully funded in 25 days, but went on to raise a grand total of $6235.00 by the end of the 30-day period. 


    How did you feel about promoting yourself and your project? 


    I struggle with self-promotion and still find it a tricky process to navigate. However, the Kickstarter campaign was easier because it was goal-oriented and time-sensitive—and both of these factors provided an impetus for its promotion. Also, I owe a great deal to the people who shared it on social media, which was largely attributable to the momentum of the campaign and a clear goal, as opposed to trying to promote and sell individual books. The Facebook page for the book was my main media outlet, plus my personal page, and the book’s website. The local newspaper from my hometown ran an article about the campaign and the book. I also produced a press release (which probably just floated around the backwaters of the internet). Additionally, Publishers Weekly/BookLife happened to request an interview for their Indie Authors series that ran during the Kickstarter campaign. They graciously made mention of it and included the link to the book’s Kickstarter page.


    I heard that you were selected as one of the Kickstarter team’s high profile, “Projects we Love”. How did this happen and what did this mean for you and achieving your goal?


    I was delighted when it was selected as one of Kickstarter’s “Projects We Love.” It was also the featured project one day on the landing page for their publishing projects.

    Both were a surprise to me, as there’s nothing additional you can do to earn these spots. People at Kickstarter keep an eye on newly launched projects and highlight the ones they like. It certainly brought the project to the attention of more people casually browsing Kickstarter and prompted a spate of pledges from more people I didn’t know personally and from locations around the world. 


    Would you do this again or recommend this to other young designers?


    As long as the designers are sure they’ll be able to deliver the project to their backers, I’d absolutely recommend launching a Kickstarter (or similar) campaign. I would also consider it again myself. It is a great way to gauge interest in your project and to generate pre-sales. The positive feedback and excitement surrounding your project can be invaluable to providing reassurance you’re creating something worthwhile that appeals to people. Alternatively, I suppose an unsuccessful campaign could highlight a project’s flaws and areas that need improvement before you proceed or try again. Viewed from that perspective, it’s a win-win.

    Bewundering World of Bewilderbeasts Cover


    Bewundering World of Bewilderbeasts is now available in the IN store!
    Visit http://bewunderingworld.com/ for more information or to contact Bailey. 


    Article | Connie Wansbrough & Katrina Atienza
    Photography | Shing Leung
    Photo Design | Katrina Ateinza

     

    Meagan Budgell - Myth Busting Gaming Entrepreneur

    Meagan Budgell - Myth Busting Gaming Entrepreneur

    There are age-old stereotypes that stick to certain professions: the scruffy academic, the mad scientist and well, gamers, the shy (male) loners who like dark spaces and virtual friends.

    Meagan Budgell, George Brown College post-graduate Game Design alumna, 2016, is nominated as our design entrepreneur of the week for her work as a myth busting, entrepreneurial gamer.

    Being a game entrepreneur might lead you to think that she is developing games. And she certainly has done that. However, her focus these days is developing community building events linking students with developers, creating networks and showing students how to pitch their work through her organization, Eat Play Mingle.

    Eat Play Mingle was started by the global network, the International Game Developer Association (IGDA), as a way to bring together students from all over Toronto. With their support, Meagan has commercialized and transformed EPM into an events company as a first step towards her vision of becoming a not-for-profit organization. 

    We sat down and chatted with Meagan about the gaming industry

    Myth #1 - Gamers are antisocial

    With a background in software engineering, game programming and game design, Meagan speaks with confidence. She calls the anti-social gaming stereotype “an outdated myth.” 

    “Gamers learn and master highly prized social skills like teamwork, communication and goal setting both while they are playing and while they are building the games. Developing games is highly collaborative and because of the range of skills required from art to programming; it just cannot be done alone.”

    Myth #2 - Games are for boys only!

    Meagan freely admits that she has often been the only female in the room but, at the same time, says that there has never been a better time for women in gaming, particularly in Toronto. “We were missing role models. There are veteran women gamers out there but we just don’t see enough of them. In all of my schooling, I have never had a female teacher.”

    However, thanks to the emphasis on STEAM and STEM goals in high school, she has seen change taking place. According to Meagan, “Just in the past 2 to 3 years, and now with Melinda Gates tackling this challenge of young women and technology, we have more accurate data about the sector. We have proof that women are a minority. You still need to fight to get your voice heard. It is a struggle, but if you are passionate there is nothing stopping you.”

    Myth #3 - It’s too hard to be a game entrepreneur

    According to Meagan, “Right now, Toronto is the hottest indie gaming hub. It is a great town for this, with a tight knit community.” There are lots of schools, lots of studios, grants and scholarships all adding up to opportunity and buzz. Meagan’s advice for young gamers is straightforward: build your network, volunteer at conferences and events, get your degree, and build an elevator pitch. And if you are stuck, channel a little Meagan by repeating her words, “I don’t sit around and plan it. I just do it.”

    There is so much more to say about Meagan but really, you should just come on out to
    Eat Play Mingle - November 18 at George Brown College, 7 - 10pm at 230 Richmond Street and meet her for yourself!


    Photography I Shing Leung

    Creating a "Leap of Faith"

    Creating a

    Our IN blog highlights entrepreneurial design ventures, the making of things (creatives) and technology. In this post, we would like to take a minute to talk about how our creatives, here at the George Brown College, School of Design have developed a stunning tribute to early Toronto entrepreneurs.

    We are going back, way back, to a time before Toronto was Toronto, to the 1830's when Toronto was the city of York. Today, we complain non-stop about commuting and the slow and over-crowded King streetcar. However, in the 1830’s, in the days before paved roads, commuting along King Street was a long walk down a muddy, sometimes sewage riddled street, earning the city the nickname, “Muddy York.” The alternative, horse drawn carriages, were privately owned and only for the wealthy.

    In the early 1830’s, escaped American slave and York resident, Thornton Blackburn saw an opportunity as he walked this route to his waitering job at Osgoode Hall. Taxi carriages had just been introduced in Montreal. Inspired, Blackburn obtained the plans to have his own 4 -person, horse drawn taxi carriage built. He painted his carriage a distinctive yellow and red and is credited for inspiring the red TTC streetcars that we still see today. Blackburn and his wife, Lucie, grew the taxi business, “The City”, into a prosperous and successful enterprise.

    This pair of inspiring early Torontonian entrepreneurs is being remembered and celebrated in a mural project conceived and created by four GBC School of Design students: Jamie (Jung Yoon) Choi, Justin Heymans, Adriel McPherson, and Huda Tariq all accomplished designers.

    Come and see it in person: “Leap of Faith”
    A mural celebrating Lucie and Thornton Blackburn, African American Canadian pioneers and founding citizens of Toronto.

    Free and open to the public
    November 10, 2016 @ 12pm-8pm
    The George Residence, 80 Cooperage St.

    Organizing team: Jo Enaje, Graeme Kondruss and Magdalena Sabat



    Photography I Shing Leung