Designers and creative leads credited on Raft projects in press coverage.
Creative Boom’s article by Tom May explores why Irish Design Week 2025 represented a pivotal moment for Ireland’s creative sector. The event showcased international collaboration, design policy integration, and sustainability initiatives across the country. It highlighted Ireland’s growing influence in global design networks and its commitment to inclusive, distributed creative practice.
Design recruitment agency Craft has unveiled a new brand identity centered on the concept of 'cultivation', symbolized through a floral visual system. The rebrand, led by a global creative team including Sundry, Good City, and photographer Paula Codoner, reflects Craft’s mission to nurture creative talent and leadership. The refreshed identity replaces a decade-old Elmwood design with a more mature, textured, and globally resonant look.
Creative agency The Great Exhibition collaborated with Swedish sportswear brand Craft to create the 'Walk the Sky Experience', an inflatable pop-up store in Stockholm that lets visitors physically experience the Kype running shoe through a bouncy castle environment. The project aims to reimagine retail as a playful, sensory experience while commenting on the decline of traditional high streets. The installation merges fun and purpose, positioning experiential design as a potential future for retail engagement.
Tom May’s Creative Boom article explores Beano Brain’s 2025 Coolest Brands report, which reveals how Generation Alpha engages with brands. The piece highlights YouTube’s dominance, Nike and Adidas’s contrasting strategies, and the rise of experiential and authentic branding from companies like KitKat, Domino’s, and Jellycat. It underscores how Gen Alpha values identity, creativity, and genuine experiences over hype.
The article celebrates 40 years of Nintendo’s Super Mario Bros., exploring how Shigeru Miyamoto’s design philosophy and Nintendo’s craft-first, player-centric approach have kept the franchise relevant and beloved. It highlights the creative evolution of Mario’s world, from 2D side-scrollers to open 3D sandboxes, and its influence across gaming and popular culture. Interviews with designers and academics underscore the enduring design principles behind Mario’s success.
The article explores how small independent design studios in Korea are sustaining themselves by launching their own ventures. Studio Double-D, led by Huh Minjae, created Be(Attitude) and later Nupip, while Vergum, founded by Chung Yeonjung, evolved into Vergum Making through its cultural product Good Luck Fish. These examples highlight how Korean designers are blending entrepreneurship with cultural and design innovation to maintain independence.
The article profiles Basketclub, a global community initiative founded by designers Adrianus Kundert and Jamie Wolfond to explore modern basket making through emoji-themed briefs. The project celebrates manual craftsmanship and collaboration, bringing together designers worldwide to reinterpret traditional basketry. It highlights the club’s evolution, notable collaborations, and upcoming exhibition at Schloss Hollenegg in Austria.