Graphic | Product

Graphic | Product

Graphic | Product

Carimbolar

Carimbolar

Carimbolar

Context

Context

Carimbolar is a stamp machine designed to stimulate children's creativity, motor skills, and cognitive development. It allows children to combine different shapes, apply paint, and print their designs on paper, turning simple actions into imaginative outcomes.

The project involved not only the design and production of the toy but also the creation of a cohesive visual identity and packaging that aligned with the playful and educational nature of the product.

Needs

Needs

The primary audience for Carimbolar is children aged 4 and above.

The need arose from recognizing the importance of fostering hands-on creativity and collaborative play in early childhood. Carimbolar provides an engaging way for children to explore textures, colors, and shapes while encouraging cooperation and experimentation.

Assembly manual included!

Assembly manual included!

Modular toy and reusable packaging

Modular toy and reusable packaging

Design Process

Design Process

Empathize

Empathize

  • Brainstorm of concept ideas

  • Identification of target users

  • Desk research

Define

Define

  • Establishment of key project goals (creativity, collaboration, and motor skill development)

  • Identification of technical and material constraints

Ideate

Ideate

  • Exploration of modular forms and mechanical feasibility

  • Concept sketches and low-fidelity prototypes

  • Development of the "Carimbolas" (modular stamp pieces)

Prototype

  • Material research and testing

  • 3D modeling and CNC prototyping

  • Exploration of woodworking techniques

  • Visual identity and packaging design

Test

  • Usability testing to evaluate interaction and engagement

  • Iteration based on user feedback

  • Quality control of the final product

Prototype

  • Material research and testing

  • 3D modeling and CNC prototyping

  • Exploration of woodworking techniques

  • Visual identity and packaging design

Test

  • Usability testing to evaluate interaction and engagement

  • Iteration based on user feedback

  • Quality control of the final product

Prototype

  • Material research and testing

  • 3D modeling and CNC prototyping

  • Exploration of woodworking techniques

  • Visual identity and packaging design

Test

  • Usability testing to evaluate interaction and engagement

  • Iteration based on user feedback

  • Quality control of the final product

Solution

Solution

Carimbolar is an interactive stamp machine where children can create unique prints by combining modular stamp pieces. The toy features:


  • Custom modular pieces (Carimbolas) with diverse engraved shapes.

  • user-friendly mechanism for easy assembly and stamping.

  • A thoughtfully designed visual identity and packaging to enhance the product's playful appeal.

Difficulties and learning

Difficulties and learning

One of the most significant challenges was the hands-on nature of the project. We worked with unfamiliar tools, including woodworking equipment3D modeling software, and CNC machinery. Managing the transition from digital design to physical production required constant iteration and problem-solving.

Another challenge was the tight timeline—we had approximately 2.5 months to develop the toy and another 2.5 monthsfor the packaging. This demanded efficient time management and rapid prototyping.

We also gained practical experience in material selectionfile preparation for print, and the complexities of manual assembly in a production environment.

ALINE REIS SILVA

São Paulo, Brasil

Create a free website with Framer, the website builder loved by startups, designers and agencies.