redsalmons | Projects
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Projects

case by case more closely

AURORA

NEED

Self-financed communities are groups of migrants who join in a social network to support themselves economically with savings and credit. ACAF, an organization with headquarters in Barcelona that has expanded its CAF model (Self-financed Communities) to different countries, asked us to design an expansion strategy for more European cities that would include a technological platform. The expansion had to be focused on groups of migrants.

INNOVATION

We decided to design AURORA, an app that collects information from migrants, using blockchain. This information comes either from training courses that users have made, or their activity in savings and credit groups. This app is part of an expansion strategy to scale to 6 new cities in 3 years, in collaboration with professional training centers that will use the CAF model as part of their process of integration of migrants since they arrive in a European city.

ALÓ

NEED

The Inter-American Development Bank (IDB) in Washington has been supporting different Inclusive Distribution projects in Latin America, where low-income women sell basic products to their communities and become micro-entrepreneurs. These products are from companies such as Nestlé in Brazil or Danone in the Dominican Republic, which also participate in the project to create a new distribution channel to access low-income communities.

INNOVATION

We created ALÓ, a new app designed mainly for micro-distributors. This digital tool allows them to manage their business through their smartphone: basic accounting, order management, adapted training and communication with the team. This proposal was presented to the different Latin American Inclusive Distribution projects.

JOBUI

NEED

Two US social organizations and Spain, specialized in labor integration of young people at risk, wanted to scale their offline projects of ``Professional Mentoring to Young People``. Until then, matching between young people and mentors was done manually, and young people could not choose the mentor.

INNOVATION

We decided to create and develop a web-app that would allow hundreds of young people to directly contact mentors to receive a mentoring hour at their place of work. Only at the launch, more than 400 mentors from 100 different professions enrolled.

BUILDING MAURITANIA

NEED

Equatorial-Coca Cola, the bottling company of Coca Cola in Africa, asked us to design an innovative educational project for professionals in Mauritania that could later be replicated to other countries in Africa. There was a workshop school methodology developed by the International Labor Organization, but it lacked the development component of microenterprises and cooperatives.

INNOVATION

After learning about the Team Academy model of the Mondragón Group, in which young people learn to start creating real companies, we co-designed a specific course together with the ILO (International Labor Organization) and Mondragon Team Academy for the development of micro-enterprises. and cooperatives in Mauritania.

ANIMO

NEED

We received the order from the Birmingham City Council (UK) to design a physical and digital tool to assimilate pedagogical concepts by creating animations.

INNOVATION

It took us 4 months to come up with a collaborative tool where you could instantly create animations without going through editing software. ANIMO was tested successfully in the UK and Spain. Our testers were mainly schools, museums, people with learning disabilities and other disabilities. Animo also entered pediatric hospitals and was confirmed as a good tool-bridge of communication between pediatric patients and psychologists, psychiatrists, therapists. Our learnings: Animo demonstrated its potential as a tool for learning and communication, it is a tool that inspires creation and creative work in groups and also helps to improve student academic results and to obtain better clinical information about children.

PLAYBAR/JUMPMATH

NEED

Jumpmath is an award-winning, internationally recognized social enterprise dedicated to teaching mathematics in a way that everyone understands in their own way and no one is left behind. It is a methodology created by the Canadian John Mighton (Ashoka Fellow). All the methodology was sold in textbooks.

INNOVATION

We designed and developed a prototype for Ipad with learning by playing math activities based on principal concepts from 3rd and 4th grade of primary school. Playbar was successfully tested by 300 students from 2 schools in which Jumpmath had already been implemented.

TICKLING ROOM

NEED

To fully understand how pediatric rehabilitation works, we spent a month learning in the rehabilitation department of the prestigious San Juan de Dios Hospital in Barcelona. We had meetings with their therapists, their psychologists, and children with all kinds of diseases (trauma and brain). It was also important to know the work of the art and music therapists in the hospital and to know how to manage the different behaviors and emotions.

INNOVATION

It was a great experience of Design Thinking, no doubt, we had a great time. Our first idea was to create a bubble where children could rest assured that they would not be punctured there and thus work digitally their rehabilitation exercises using music and art therapy techniques. Finally, we agreed with the Hospital that the project was too open and we focused on creating specific programs for each disease, gamifiyng the rehabilitation.

MESOSFERA

NEED

It was, after Angel Herraiz (Co-founder of Redsalmons) had his children studying at the Montserrat school in Barcelona that the immersion work in his educational model will be shorter, natural, familiar and easy. The meetings we had with the director, Montserrat del Pozo (Ashoka fellow) and the pedagogical team, were also very productive, to learn more in depth how they applied the Multiple Intelligences model to their daily activities and how they themselves created analogue materials as resources. in class.

INNOVACIÓN

Nuestro mayor reto era crear un espacio digital donde alumnos de entre 6 a 17 años, junto con sus profesores, pudieran jugar con sus inteligencias y crear por ellos mismos sus propias actividades alrededor de temas concretos dados en clase. La idea era que ese espacio digital no tuviera contenidos preestablecidos sino que ofreciera herramientas para crearlos. Tras varias reuniones de brainstorming con la comisión pedagógica, llegamos a la conclusión de que la mejor herramienta digital donde trabajar en grupo las Inteligencias Múltiples, era una mesa multitáctil donde poder cocinar conocimiento. La mesa tenía que ofrecer todos los ingredientes para que el grupo pudiera mezclar varias inteligencias alrededor de un tema dado en clase. A ese espacio mágico e ilimitado lo llamamos, Mesosfera