Objective
To create PC purchasing urgency among Indonesian youths and communicate to them that a PC enriches their lives in an exciting way.
Idea
I wanted to center the excitement on an individual to express that PCs impact lives in a very personal way. The vibrant array of applications and PC usage models surrounding the model also highlights the different possibilities to explore. Relevance to youths is also established with the young looking model in a dynamic pose and wearing batik fabric.
Intel