This project employs Design Thinking and Innovation Management principles to address the challenges faced by neurodivergent students within the Greek secondary education system; ICANOI, a digitized non-profit organization, aims to improve the educational experiences of neurodivergent students through advocacy, research, and community awareness. Overall, this project aims to demonstrate how Design Thinking, commonly used developing profitable products, can be effectively applied in social contexts to improve the lives of marginalized groups.
The chaos that politics unleashes upon a person’s inner world, presented in an experimental short film that focuses on the biological reactions to conservative and liberal views, cognitive dissonance and more.
We molded a modern version of Plato’s allegory of the cave out of clay. The sculpture demonstrates that each person’s brain represents a cave that they ought to escape from in order to find the truth and not rely on misinformation. The sculpture shows a classroom, whereas the wooden hand that is outside of the brain represents the main fields that influence one’s character: education, religion and politics. Strings hanging from the hand represent different types of information passed on the students and are colored blue (liberal) and red (conservative) to focus on the political scene in the United States.
This project, titled “A battle in the mirror”, is a diary from the perspective of a girl that suffers from anorexia nervosa. It contains 7 diaries, each of them reflects one or many common symptoms experienced by Anorexic, such as Distortion of body image, Fear of becoming fat, Social Media influence, Denial of hunger, Withdrawal from social situations. The main purpose was to raise awareness about eadting disorder by showing different aspects of struggle that patients undergo. The date of the diaries started in 2022 and went all the way to 2025, to illustrate a prolonged conflict experienced by anorexics.
The project “Stuffed with Stigma” is a reimagined board game designed to challenge stereotypes around food and body image. Inspired by neuroscience and psychology related topics around hunger the game transforms the stigmatizing and fatphobic aspects of the original “Pop the Pig” into a learning experience promoting empathy and awareness. Players answer “fact versus fiction” cards which are science driven, confronting common misconceptions about nourishment and weight. Through interactive learning the game encourages more compassionate behavior around eating.
“Fed Up” is a collage on a canvas that explores how food, body image, and emotions are connected, especially under the pressure of social media and beauty standards. The messy, layered look of the artwork reflects the inner chaos many people feel when dealing with eating, self-worth, and how they’re seen by others. Inspired by psychological theories, the piece shows how we can feel torn between who we are and who we think we should be. It is personal, emotional, and it is meant to make viewers think about how society shapes the way we see our bodies, our choices, and our value.
This work touches some sensitive topics, so please discuss with the creator before the project's exhibition.
Aesthetic is a magazine that aims not to follow the stereotypical approaches of magazines that promote unhealthy diets and idealize thinness. The magazine works as guide to a healthy life, which is emphasized through balance. Balancing all the things that we want and we need to do is the perfect combination for a healthy body and healthy mindset. Through this project, readers will be inspired to include a variety of activities in their everyday life, for example trying Pilates to keep their body in movement while trying the new burger house of Athens. The magazine would like to be a safe space for everyone and especially those who struggle with their image and body.
Our project is a photo mosaic depicting the 17 Sustainable Development Goals (SDGs) through pictures. We wanted to showcase not only the individual goals but also the fact that all of the goals are interconnected and are the path that will lead us to a better future. Additionally, we also wanted students to be able to find more information and raise awareness about sustainability and climate change, which is why we added on each image, specific links to environmental speeches, articles, academic journals, and websites.
A board-game that has the basic aim to inform people about the 17 SDGs. You take the role of a representative of your SDG and your goal is to hit the goal before resources run out. Players compete against each other for resources located in the center of play.
This project develops a Sustainable Development Goals (SDG) platform to promote campus sustainability through interactive education. The system features:
1. SDG Awareness Hub – Displays all 17 UN goals with definitions and campus examples.
2. Interactive Quiz – Tests knowledge with SDG-focused questions and tracks scores.
3. Collaborative Blog – Allows students to share sustainability projects (images/videos stored securely via Cloudinary).
4. Admin Dashboard – Manages content moderation and user engagement.
Built with the MERN stack (MongoDB, Express, React, Node.js), the platform bridges theory and action by encouraging student participation in sustainability initiatives.
Impact: Enhances SDG literacy while documenting real-world campus projects.