The questionnaire responses provide insights into the target audience for a new clothing line. The audience is primarily male, values comfort, and favors hoodies/jackets in black, grey, or blue colors. Respondents said they would pay mostly on the cheaper side and preferred designs on pockets or sleeves. Popular brands mentioned were Adidas and Superdry. To appeal to this audience, the new line will focus on comfortable, affordable hoodies and shirts featuring pocket or sleeve designs in black and other dark colors.
Here are the key points I gathered from the interview:
- Designs should be simple on t-shirts but more complex across hoodies/long sleeves with designs in multiple areas.
- Price range should be affordable with t-shirts around £20 and hoodies/long sleeves up to £60 due to more design/effort.
- Colors for simple designs like t-shirts should be 1-2 colors like white/black. More complex designs could have 3-4 colors like red, black, white which go well together.
- Audience prefers clean, simple designs that aren't overly complicated. More design/effort justifies higher prices on hoodies/long sleeves.
This gives useful insight into what
The survey results show that Oliver's target audience would primarily be male. They are most interested in buying clothes based on style and comfort, and would spend around £20-30. The most popular items are t-shirts, hoodies, trousers and shoes. Blue and red are the favorite colors. Most respondents prefer to shop for clothes in stores rather than online. The survey provides insight into how Oliver can design appealing products and price them appropriately for his audience.
This document provides details on the logo and merchandise production for Surfers Against Sewage. It begins by explaining the finalized logo design, which was transformed from an initial idea of an eye and wave representing looking after the oceans. It then discusses plans for merchandise, including stickers, badges, t-shirts, and hats aimed at a younger audience. Mood boards and experiments with initial designs are shown to explore colors, fonts, and incorporating the logo into different products. The goal is to create low-cost, simple, and eye-catching merchandise that spreads awareness of the organization's message while also generating sales.
The document provides an analysis of existing clothing brands and products to inform the development of a new clothing line. It examines brands like Off-White, Nike, GOLF, Champion, and others in terms of their branding, designs, target audiences, and photography styles. Key aspects noted include Off-White's prominent branding, Nike's focus on sportswear, GOLF's bright colors, and Champion's photography using distressed posters. The analysis of existing logos, styles from the 1990s to present, and advertising campaigns provides inspiration and guidance on creating a new clothing line aimed at a casual, streetwear audience.
The document provides an analysis of existing clothing brands and products to inform the development of a new clothing line. It examines brands like Off-White, Nike, GOLF, Champion, and others in terms of their branding, designs, target audiences, and photography styles. Key aspects noted include Off-White's prominent branding, Nike's focus on sportswear, GOLF's bright colors, and Champion's photography using distressed posters. The analysis of existing logos, styles from the 1990s to present, and advertising campaigns provides inspiration and guidance on creating a new clothing line aimed at a casual, streetwear audience.
Here is a summary of the key points from your research evaluation:
- Product research allowed inspiration from similar existing websites
- Questionnaires provided direct feedback but some results were unhelpful
- Interviews allowed personal discussion and clarification of questions
- Responses showed clear consensus on most questions, making targeting the audience easier
- Online surveys distributed widely but lack control over who responds
Overall your research gathered useful insights into your target audience's preferences to help design an appealing product. Getting responses from a range of methods strengthened the findings.
The document outlines research conducted on existing clothing brand websites to identify common features and aspects to include. It also details a questionnaire and interviews conducted to understand audience preferences related to clothing designs, price points, and website features. The research findings will help determine how to design clothing products and a website that appeals to the target teenage male audience.
The target audience for the project is young adults interested in streetwear and hip hop. Research found streetwear consumers are mostly male teenagers in Asia. The document analyzes several existing streetwear brands like Off-White, Corteiz, and A Cold Wall that will influence the project's designs. Interviews revealed audiences spend $100-200 monthly on clothing and prefer simple, durable designs. Mockups and posters will be created testing designs and branding.
Here are the key points I gathered from the interview:
- Designs should be simple on t-shirts but more complex across hoodies/long sleeves with designs in multiple areas.
- Price range should be affordable with t-shirts around £20 and hoodies/long sleeves up to £60 due to more design/effort.
- Colors for simple designs like t-shirts should be 1-2 colors like white/black. More complex designs could have 3-4 colors like red, black, white which go well together.
- Audience prefers clean, simple designs that aren't overly complicated. More design/effort justifies higher prices on hoodies/long sleeves.
This gives useful insight into what
The survey results show that Oliver's target audience would primarily be male. They are most interested in buying clothes based on style and comfort, and would spend around £20-30. The most popular items are t-shirts, hoodies, trousers and shoes. Blue and red are the favorite colors. Most respondents prefer to shop for clothes in stores rather than online. The survey provides insight into how Oliver can design appealing products and price them appropriately for his audience.
This document provides details on the logo and merchandise production for Surfers Against Sewage. It begins by explaining the finalized logo design, which was transformed from an initial idea of an eye and wave representing looking after the oceans. It then discusses plans for merchandise, including stickers, badges, t-shirts, and hats aimed at a younger audience. Mood boards and experiments with initial designs are shown to explore colors, fonts, and incorporating the logo into different products. The goal is to create low-cost, simple, and eye-catching merchandise that spreads awareness of the organization's message while also generating sales.
The document provides an analysis of existing clothing brands and products to inform the development of a new clothing line. It examines brands like Off-White, Nike, GOLF, Champion, and others in terms of their branding, designs, target audiences, and photography styles. Key aspects noted include Off-White's prominent branding, Nike's focus on sportswear, GOLF's bright colors, and Champion's photography using distressed posters. The analysis of existing logos, styles from the 1990s to present, and advertising campaigns provides inspiration and guidance on creating a new clothing line aimed at a casual, streetwear audience.
The document provides an analysis of existing clothing brands and products to inform the development of a new clothing line. It examines brands like Off-White, Nike, GOLF, Champion, and others in terms of their branding, designs, target audiences, and photography styles. Key aspects noted include Off-White's prominent branding, Nike's focus on sportswear, GOLF's bright colors, and Champion's photography using distressed posters. The analysis of existing logos, styles from the 1990s to present, and advertising campaigns provides inspiration and guidance on creating a new clothing line aimed at a casual, streetwear audience.
Here is a summary of the key points from your research evaluation:
- Product research allowed inspiration from similar existing websites
- Questionnaires provided direct feedback but some results were unhelpful
- Interviews allowed personal discussion and clarification of questions
- Responses showed clear consensus on most questions, making targeting the audience easier
- Online surveys distributed widely but lack control over who responds
Overall your research gathered useful insights into your target audience's preferences to help design an appealing product. Getting responses from a range of methods strengthened the findings.
The document outlines research conducted on existing clothing brand websites to identify common features and aspects to include. It also details a questionnaire and interviews conducted to understand audience preferences related to clothing designs, price points, and website features. The research findings will help determine how to design clothing products and a website that appeals to the target teenage male audience.
The target audience for the project is young adults interested in streetwear and hip hop. Research found streetwear consumers are mostly male teenagers in Asia. The document analyzes several existing streetwear brands like Off-White, Corteiz, and A Cold Wall that will influence the project's designs. Interviews revealed audiences spend $100-200 monthly on clothing and prefer simple, durable designs. Mockups and posters will be created testing designs and branding.
1. The document analyzed several existing clothing brands like Superdry, Jack & Jones, Syndicate Original, and Sidemen Clothing to understand their product features and marketing strategies.
2. Common features identified across brands included using a white background to showcase products and focusing on high quality.
3. Aspects the author wants to include in their own brand are white backgrounds for products, good designs, and high quality like Superdry and Jack & Jones.
4. Audience research through surveys and interviews found that the target audience prefers comfortable, stylish clothing priced around £15-30 and would mainly purchase t-shirts and hoodies.
Here are my key observations from the interview:
- The interviewee associates brands like Stone Island, CP Company and Adidas with football casual clothing. They recognize these as commonly worn brands at football matches.
- Their favorite brand for the model to wear would be Stone Island, as they see it as a respected brand within football culture, even if they are not personally interested in the "football side" of it.
- They would prefer the magazine focus more on clothing than interviews, as they are more interested in seeing photos and details of the clothing rather than reading descriptions.
- They expect brands like Stone Island featured in the magazine to be on the higher-priced side, recognizing it as a "hyped"
Here are my key observations from the interview:
- The interviewee associates brands like Stone Island, CP Company and Adidas with football casual clothing. They recognize these as commonly worn brands at football matches.
- Their favorite brand for the model to wear would be Stone Island, as they see it as a respected brand within football culture, even if they are not personally interested in the "football side" of it.
- They would prefer the magazine focus more on clothing than interviews, as they are more interested in seeing photos and descriptions of the clothing styles rather than reading interviews.
- They expect brands like Stone Island featured in the magazine to be on the higher-priced side, recognizing it as a "hyped
The researcher conducted product research, questionnaires, and interviews to understand audiences for a fashion magazine. Product research provided examples of outfits and photography styles but questionnaires lacked detail. Interviews allowed understanding different opinions on branding and trends. Responses were mixed, with some preferring affordable clothing and others branded styles. The survey was distributed in lessons for a quick response, but comments made decisions difficult. Overall, the methods provided audience insights but responses lacked consistency.
Aisha would be attracted to buy a magazine based on its front cover if the colors were white with pretty black writing in the Autery font. She would prefer more images over text as she is more visually oriented. If naming a fashion magazine, she would call it "Lookz" to convey that it is a look book that is fun with the use of a z instead of an s. She is interested in street fashion.
The document provides an analysis of research conducted to inform the design of a new clothing brand. It summarizes findings from product research, questionnaires, and interviews with the target audience. Key insights include that the audience prefers clean, simple designs with dark color schemes and images over text. They want the website to have an easy navigation and professional look. Most would buy t-shirts and prefer casual styles. This research will help appeal to the mainly female, teenage audience by incorporating their preferences into the clothing designs and website.
The document outlines research conducted on existing football kits including product research of different kits, a questionnaire distributed to classmates about kit preferences, and interviews with two friends. Common features identified across researched kits included colors, logos, and shoulder stripes that will be incorporated into the author's own kit designs. Both strengths and weaknesses are discussed around the different research methods used.
Here are some key points to evaluate your research:
- Product research provided valuable insights into effective design elements, but analyzing a wider variety of products could have offered more perspectives.
- Questionnaires allowed you to gather audience feedback on specific aspects, but questions could have been more targeted to drive design decisions.
- Interviews provided qualitative insights, but asking more probing follow-up questions may have yielded richer data.
- Email distribution for the survey was a low-cost option, but limited the reach. Using multiple distribution channels could have captured more responses.
Overall, your research methods gave useful information, but focusing questions more and casting a wider net may have generated even stronger audience understanding to inform your designs. Refining
Here are the key points from the interview:
- The interviewee likes fashion because it allows for self-expression and shows personal style and identity. Fashion is a way to project what kind of person you are or want to be.
2. What kind of fashion magazines do you usually read?
- I usually read Vogue, Elle and Cosmopolitan magazines. I like Vogue because it shows high fashion trends and new collections from famous designers. Elle has interesting articles about celebrities and beauty tips. Cosmopolitan has good relationship and sex advice sections.
3. What kind of content would you like to see in a new fashion magazine?
- I would like to see fashion trends for different
The researcher conducted product research, questionnaires, and interviews to gather information. Product research provided visual examples but relied on the researcher's perspective. Questionnaires received direct feedback but responses were not always on target. Interviews allowed follow-up questions for clarification but conversations could go off-topic. Surveys were distributed via email, which was convenient but lacked verification and response rates. Overall, using multiple methods provided a range of perspectives to inform audience understanding.
The document provides research and analysis on existing superhero products, audience research through surveys and interviews to understand preferences, and an evaluation of the research methods. Research showed common features like logos and colors, and the audience prefers bright colors, hoodies, and would spend up to £15. Both strengths and weaknesses are discussed for product research, surveys, and interviews conducted.
Here are some key points about evaluating your research:
- You used a variety of methods (product research, questionnaires, interviews) which provided different types of insights. This helped gain a well-rounded understanding of your audience.
- Questionnaires and interviews directly engaged your target audience to understand their preferences and needs. This is a strength.
- Product research alone may not have captured detailed audience feedback. Combining it with other methods strengthened your research.
- Distributing surveys to people you know ensured high response rates. However, a broader sample may have offered more diverse perspectives.
Overall, using multiple qualitative and quantitative research techniques helped you learn directly from your audience. For future iterations, exploring additional distribution channels could further
The researcher conducted product research, questionnaires, and interviews to understand their target audience for a hip hop merchandise line. Questionnaires provided specific audience preferences but some answers were equally split, while interviews gave more detailed responses but from a small sample. Overall, the research illuminated that the audience prefers simple, black and white designs featuring artists and album artwork on vinyls and t-shirts priced reasonably. The strengths were gaining inspiration and audience insights, while weaknesses included some inconclusive questionnaire answers and a small interview size.
The document evaluates the research methods used to inform the design of a skateboarding brand. Product research provided inspiration from existing brands' styles and market awareness. Questionnaires with non-skater classmates provided little useful data. Interviews with skaters offered more detailed insights. While surveys reached many people, the responses had limited applicability. Distributing solely to classmates meant feedback lacked perspective from skaters. Overall, product research and interviews were most informative, while questionnaires faced audience constraints.
The document analyzes existing magazine covers and identifies common features to include in the author's own work. It finds that the existing magazines all have bold, clear mastheads and neutral color schemes that draw attention to the focal image. The research will inform the author's magazine cover by using a bold masthead and neutral colors with an emphasis on the main image. The document also profiles the intended audience as being 16-20 year olds of any gender from a higher social status, aiming to appeal to their interests in individuality and achievement through concise advertiser messages.
This document discusses the rise of denim as a fashion item. It notes that while blue jeans are most commonly associated with denim, the fabric has expanded beyond that to be used in many apparel categories. Denim now accounts for 10% of global cotton production. The document outlines key stages in the product development process for denim, from idea generation to product launch. It provides examples of how denim trends have evolved decade by decade from the 1920s to present day, with styles like bell bottoms, acid wash, and skinny jeans. Varieties now include performance denims and double faced fabrics.
Here is an overview of the research I conducted:
- I observed existing skate brand products online to analyze common features, target audiences, and design elements. This helped me understand what appeals to skaters.
- I created and distributed a questionnaire to my target audience to collect demographic and psychographic data. I asked questions about skating interests, preferred products, and website/brand preferences.
- I interviewed two skaters to get first-hand perspectives on what inspired them to skate, favorite tricks, and opinions on street vs park skating.
- I analyzed the results of the questionnaire and interviews to develop an audience profile identifying common traits of my target customers.
- I evaluated how my product concepts and
This document provides details on the logo and merchandise design process for an organization called Surfers Against Sewage.
The logo was created through an iterative design process, starting with an eye and wave concept representing watching over the oceans. Multiple versions of an eye logo were tested before arriving at the final design.
Merchandise ideas include stickers, badges, t-shirts, and hats to engage a young audience. Simplistic, low-cost designs were explored that incorporated the logo. Mood boards were created comparing the planned merchandise to existing surf brands.
Initial experiments tested designs for badges, stickers, hats and t-shirts before full production. Variations in color and logo placement will be considered to
The document provides an evaluation of the production process for a clothing store product. It summarizes the student's research, planning, time management, design comparisons to other products, aesthetic qualities, audience appeal, and peer feedback. The research helped determine popular clothing styles, colors, and price points. Planning was impacted by many design changes. Time management resulted in cutting ideas due to limits. Peer feedback suggested adding more designs, colors, and product display options.
Here are the key observations from Interview 1:
- The person would be willing to wear a t-shirt with their favorite superhero logo or face on it.
- They would buy a poster from their favorite sci-fi film if they had room for it.
- They prefer dark colored t-shirts over colorful ones.
- They would spend up to £15 on a t-shirt.
- They would spend £10 on a poster.
- They prefer short sleeve t-shirts.
The answers were brief but provided clear insights into their preferences and willingness to purchase sci-fi and superhero merchandise like t-shirts and posters. This helps validate that products featuring superheroes and sci
The document provides an evaluation of Joshua Meredith's production process for a clothing line. It summarizes the strengths and weaknesses in his research, planning, time management, technical qualities, aesthetic qualities, audience appeal, and peer feedback. Key points include that his research focused on simple, effective designs from successful brands but could have explored color options more. His planning went well but lacked exploring outside his box of ideas. Time management was poor with last minute work. Peer feedback noted a lack of variety in designs and colors. [END SUMMARY]
The document discusses armor design for a character. It notes that bulky armor was avoided and references of characters with mechanical armor were reviewed. This provided ideas on what to include and remove to find the right balance of armor for the character. Images of characters with different armor amounts showed how much is too much. The character design process also considered armor color schemes to avoid something too generic like black and white.
1. The document analyzed several existing clothing brands like Superdry, Jack & Jones, Syndicate Original, and Sidemen Clothing to understand their product features and marketing strategies.
2. Common features identified across brands included using a white background to showcase products and focusing on high quality.
3. Aspects the author wants to include in their own brand are white backgrounds for products, good designs, and high quality like Superdry and Jack & Jones.
4. Audience research through surveys and interviews found that the target audience prefers comfortable, stylish clothing priced around £15-30 and would mainly purchase t-shirts and hoodies.
Here are my key observations from the interview:
- The interviewee associates brands like Stone Island, CP Company and Adidas with football casual clothing. They recognize these as commonly worn brands at football matches.
- Their favorite brand for the model to wear would be Stone Island, as they see it as a respected brand within football culture, even if they are not personally interested in the "football side" of it.
- They would prefer the magazine focus more on clothing than interviews, as they are more interested in seeing photos and details of the clothing rather than reading descriptions.
- They expect brands like Stone Island featured in the magazine to be on the higher-priced side, recognizing it as a "hyped"
Here are my key observations from the interview:
- The interviewee associates brands like Stone Island, CP Company and Adidas with football casual clothing. They recognize these as commonly worn brands at football matches.
- Their favorite brand for the model to wear would be Stone Island, as they see it as a respected brand within football culture, even if they are not personally interested in the "football side" of it.
- They would prefer the magazine focus more on clothing than interviews, as they are more interested in seeing photos and descriptions of the clothing styles rather than reading interviews.
- They expect brands like Stone Island featured in the magazine to be on the higher-priced side, recognizing it as a "hyped
The researcher conducted product research, questionnaires, and interviews to understand audiences for a fashion magazine. Product research provided examples of outfits and photography styles but questionnaires lacked detail. Interviews allowed understanding different opinions on branding and trends. Responses were mixed, with some preferring affordable clothing and others branded styles. The survey was distributed in lessons for a quick response, but comments made decisions difficult. Overall, the methods provided audience insights but responses lacked consistency.
Aisha would be attracted to buy a magazine based on its front cover if the colors were white with pretty black writing in the Autery font. She would prefer more images over text as she is more visually oriented. If naming a fashion magazine, she would call it "Lookz" to convey that it is a look book that is fun with the use of a z instead of an s. She is interested in street fashion.
The document provides an analysis of research conducted to inform the design of a new clothing brand. It summarizes findings from product research, questionnaires, and interviews with the target audience. Key insights include that the audience prefers clean, simple designs with dark color schemes and images over text. They want the website to have an easy navigation and professional look. Most would buy t-shirts and prefer casual styles. This research will help appeal to the mainly female, teenage audience by incorporating their preferences into the clothing designs and website.
The document outlines research conducted on existing football kits including product research of different kits, a questionnaire distributed to classmates about kit preferences, and interviews with two friends. Common features identified across researched kits included colors, logos, and shoulder stripes that will be incorporated into the author's own kit designs. Both strengths and weaknesses are discussed around the different research methods used.
Here are some key points to evaluate your research:
- Product research provided valuable insights into effective design elements, but analyzing a wider variety of products could have offered more perspectives.
- Questionnaires allowed you to gather audience feedback on specific aspects, but questions could have been more targeted to drive design decisions.
- Interviews provided qualitative insights, but asking more probing follow-up questions may have yielded richer data.
- Email distribution for the survey was a low-cost option, but limited the reach. Using multiple distribution channels could have captured more responses.
Overall, your research methods gave useful information, but focusing questions more and casting a wider net may have generated even stronger audience understanding to inform your designs. Refining
Here are the key points from the interview:
- The interviewee likes fashion because it allows for self-expression and shows personal style and identity. Fashion is a way to project what kind of person you are or want to be.
2. What kind of fashion magazines do you usually read?
- I usually read Vogue, Elle and Cosmopolitan magazines. I like Vogue because it shows high fashion trends and new collections from famous designers. Elle has interesting articles about celebrities and beauty tips. Cosmopolitan has good relationship and sex advice sections.
3. What kind of content would you like to see in a new fashion magazine?
- I would like to see fashion trends for different
The researcher conducted product research, questionnaires, and interviews to gather information. Product research provided visual examples but relied on the researcher's perspective. Questionnaires received direct feedback but responses were not always on target. Interviews allowed follow-up questions for clarification but conversations could go off-topic. Surveys were distributed via email, which was convenient but lacked verification and response rates. Overall, using multiple methods provided a range of perspectives to inform audience understanding.
The document provides research and analysis on existing superhero products, audience research through surveys and interviews to understand preferences, and an evaluation of the research methods. Research showed common features like logos and colors, and the audience prefers bright colors, hoodies, and would spend up to £15. Both strengths and weaknesses are discussed for product research, surveys, and interviews conducted.
Here are some key points about evaluating your research:
- You used a variety of methods (product research, questionnaires, interviews) which provided different types of insights. This helped gain a well-rounded understanding of your audience.
- Questionnaires and interviews directly engaged your target audience to understand their preferences and needs. This is a strength.
- Product research alone may not have captured detailed audience feedback. Combining it with other methods strengthened your research.
- Distributing surveys to people you know ensured high response rates. However, a broader sample may have offered more diverse perspectives.
Overall, using multiple qualitative and quantitative research techniques helped you learn directly from your audience. For future iterations, exploring additional distribution channels could further
The researcher conducted product research, questionnaires, and interviews to understand their target audience for a hip hop merchandise line. Questionnaires provided specific audience preferences but some answers were equally split, while interviews gave more detailed responses but from a small sample. Overall, the research illuminated that the audience prefers simple, black and white designs featuring artists and album artwork on vinyls and t-shirts priced reasonably. The strengths were gaining inspiration and audience insights, while weaknesses included some inconclusive questionnaire answers and a small interview size.
The document evaluates the research methods used to inform the design of a skateboarding brand. Product research provided inspiration from existing brands' styles and market awareness. Questionnaires with non-skater classmates provided little useful data. Interviews with skaters offered more detailed insights. While surveys reached many people, the responses had limited applicability. Distributing solely to classmates meant feedback lacked perspective from skaters. Overall, product research and interviews were most informative, while questionnaires faced audience constraints.
The document analyzes existing magazine covers and identifies common features to include in the author's own work. It finds that the existing magazines all have bold, clear mastheads and neutral color schemes that draw attention to the focal image. The research will inform the author's magazine cover by using a bold masthead and neutral colors with an emphasis on the main image. The document also profiles the intended audience as being 16-20 year olds of any gender from a higher social status, aiming to appeal to their interests in individuality and achievement through concise advertiser messages.
This document discusses the rise of denim as a fashion item. It notes that while blue jeans are most commonly associated with denim, the fabric has expanded beyond that to be used in many apparel categories. Denim now accounts for 10% of global cotton production. The document outlines key stages in the product development process for denim, from idea generation to product launch. It provides examples of how denim trends have evolved decade by decade from the 1920s to present day, with styles like bell bottoms, acid wash, and skinny jeans. Varieties now include performance denims and double faced fabrics.
Here is an overview of the research I conducted:
- I observed existing skate brand products online to analyze common features, target audiences, and design elements. This helped me understand what appeals to skaters.
- I created and distributed a questionnaire to my target audience to collect demographic and psychographic data. I asked questions about skating interests, preferred products, and website/brand preferences.
- I interviewed two skaters to get first-hand perspectives on what inspired them to skate, favorite tricks, and opinions on street vs park skating.
- I analyzed the results of the questionnaire and interviews to develop an audience profile identifying common traits of my target customers.
- I evaluated how my product concepts and
This document provides details on the logo and merchandise design process for an organization called Surfers Against Sewage.
The logo was created through an iterative design process, starting with an eye and wave concept representing watching over the oceans. Multiple versions of an eye logo were tested before arriving at the final design.
Merchandise ideas include stickers, badges, t-shirts, and hats to engage a young audience. Simplistic, low-cost designs were explored that incorporated the logo. Mood boards were created comparing the planned merchandise to existing surf brands.
Initial experiments tested designs for badges, stickers, hats and t-shirts before full production. Variations in color and logo placement will be considered to
The document provides an evaluation of the production process for a clothing store product. It summarizes the student's research, planning, time management, design comparisons to other products, aesthetic qualities, audience appeal, and peer feedback. The research helped determine popular clothing styles, colors, and price points. Planning was impacted by many design changes. Time management resulted in cutting ideas due to limits. Peer feedback suggested adding more designs, colors, and product display options.
Here are the key observations from Interview 1:
- The person would be willing to wear a t-shirt with their favorite superhero logo or face on it.
- They would buy a poster from their favorite sci-fi film if they had room for it.
- They prefer dark colored t-shirts over colorful ones.
- They would spend up to £15 on a t-shirt.
- They would spend £10 on a poster.
- They prefer short sleeve t-shirts.
The answers were brief but provided clear insights into their preferences and willingness to purchase sci-fi and superhero merchandise like t-shirts and posters. This helps validate that products featuring superheroes and sci
The document provides an evaluation of Joshua Meredith's production process for a clothing line. It summarizes the strengths and weaknesses in his research, planning, time management, technical qualities, aesthetic qualities, audience appeal, and peer feedback. Key points include that his research focused on simple, effective designs from successful brands but could have explored color options more. His planning went well but lacked exploring outside his box of ideas. Time management was poor with last minute work. Peer feedback noted a lack of variety in designs and colors. [END SUMMARY]
The document discusses armor design for a character. It notes that bulky armor was avoided and references of characters with mechanical armor were reviewed. This provided ideas on what to include and remove to find the right balance of armor for the character. Images of characters with different armor amounts showed how much is too much. The character design process also considered armor color schemes to avoid something too generic like black and white.
The document discusses experiments for designing simple graphic t-shirt and hoodie concepts. It shows early sketches of a minimalist character design that will include shading when completed. Screenshots demonstrate sizing the designs on shirt and hoodie templates in the Krita workspace. While two designs are shown, three will ultimately be included - with the top design adding white text next to the female character. The same overall design idea and process using Krita will carry over to the final products, though the hoodie color may change to be consistent with an all-white brand aesthetic.
This proposal outlines a clothing line project called "Whited" aimed at unisex teenagers. The student has skills in art and design from previous projects and wants to improve upon a clothing line they designed last year. The concept involves character designs that will be translated to t-shirts through detailed linework and shading. Research will include analyzing how other brands like Nike design and market clothing lines. Progress will be evaluated by comparing designs to last year's work and the designs of an actual clothing company. The 10-week schedule outlines tasks from initial research to final evaluations and development.
Joshua Meredith plans to improve upon a clothing line project from last year. This year's project will include upper body clothing like shirts and hoodies with unique front and back designs. The color scheme will focus on white shading. The target audience is teenagers, primarily males, as the streetwear style fits their interests. Posters will advertise popular movies and video games in black and white or color. A movie trailer will feature a female superhero protagonist and male villain. Scenes will be edited in post-production. Finally, a clothing store called "Whited" will sell white t-shirts, hoodies, and other items featuring designs made in Krita and finished in Photoshop.
The document provides initial plans and reactions for a level 2 project creating a clothing line. It includes a mind map outlining plans for a clothing line featuring unique shirt and hoodie designs primarily in white, as well as posters for movies and video games. A movie trailer is also planned featuring a female superhero protagonist. A mood board is presented with images of white clothing influencing the final clothing store brand called "Whited" featuring white t-shirts, hoodies and other garments.
Joshua Meredith evaluated his product, a pixelated video game inspired by Pokemon games. His research of Pokemon games helped him choose which game to base his design on and determine his pixel limits. His planning process involved structuring steps to complete the game, but he could have better organized animations. Time management was done well, leaving extra time to improve the product. The technical qualities of the game included detailed pixel art animations at a smooth frame rate compared to the inspiration game. Aesthetically, the grayscale colors captured the retro feel within pixel limits. The intended teenage boy audience would find appeal due to the game's similarity to popular Pokemon games.
The document describes Joshua Meredith's process for creating a pixel art animation. It discusses how he created character concepts using a 1px pencil for an original design. It also explains his animation layout using box slides and copying layers to make the process easier. Finally, it details the tools used, including the pencil, rubber, fill, and text tools to create the pixel art animation in a time efficient manner.
This document provides details for a pre-production plan for a Pokemon-style video game. The target audience is mainly teenage boys who enjoy video games. Sound effects will be created using objects to mimic hits and a ticking clock for health warnings. Contingency plans include using alternate computers if the main one breaks and keeping multiple backups to prevent data loss from file corruption or lost storage. Health and safety concerns of eye strain and hand cramps will be avoided through regular breaks.
This proposal outlines a pocket monster game called "Monsters: pocket edition" targeted towards teenage boys who enjoy video games like Pokemon. The game would feature retro-style gameplay involving turns-based battles between the player's monster "Dreegom" and an enemy monster "Floof". Over the course of a 3-4 minute animation, the player's monster would battle the enemy monster over 3 turns and gain experience. The proposal describes using skills learned in Photoshop class to design the characters and battle interface, and researching Pokemon games to replicate the style of animations and level of detail. The work will be evaluated by comparing it to existing Pokemon games to identify opportunities for improvement.
The document discusses existing video game products that are similar to the game the author is developing. It analyzes Pokemon Red, Sonic Chronicles: The Dark Brotherhood, Pokemon Diamond, and Pokemon Sword. These games all feature turn-based combat between the player's characters and enemies. While more recent games have improved graphics, animations, and gameplay features, replicating these would require more time than the author's deadline allows. The research was useful for determining what elements can feasibly be included within the time constraints.
Joshua Meredith plans to create a Pokémon-style pixel art battle game for his project. He considers a Pokémon, Street Fighter, or Duck Hunt style game and decides Pokémon would be easiest as he is familiar with the gameplay and style. His game will feature two original grayscale characters battling in 3 turns, showing moves, damage taken, and experience gained. He creates a mood board and schedule to guide the project, which will include designing characters, animating moves, and assembling the battle scene over 5 weeks. Research sources will include various Pokémon video games to reference the gameplay style and mechanics.
The document describes several animation experiments Joshua Meredith conducted in Photoshop using a 120x80px canvas and a 1px pencil tool. The experiments included a damage animation that bobbed the character up and down, a blinking animation that opened and closed the character's eyes, and a running animation that alternated between legs in different frames. Meredith reflected that the experiments gave him ideas for possible gameplay styles and mechanics, showed how simple but effective animations can be, and provided a starting character design for a potential final product.
Joshua generated 5 ideas for music videos using different styles and techniques. The top two ideas were a fully animated music video in the style of Peter Pan or a video combining recorded dance footage with animated effects. After researching examples and considering the time commitment, Joshua selected the animated Peter Pan-style idea as it aligned best with the song's story and his animation skills.
This document outlines the author's five-year plan from 2020-2022. In 2020, they will focus on completing the first year of their creative media course. In 2021, they will have the option to continue the second year or drop out to explore other options, such as finding a job that provides a good income and fits their abilities. By 2022, the author aims to complete their college course and find a fulfilling career in an area like marketing design, using their strengths to start working towards that goal.
The document summarizes Joshua Meredith's evaluation of a magazine design project. It discusses the following areas:
Research - Research was easy to access through online magazines and libraries. The research helped with layout and understanding where to place ideas.
Planning - Planning was the easiest part with many options to choose from. The planning didn't change the initial idea but showed other potential options.
Time Management - Time was not managed well, leading to corners being cut as the deadline approached. More time would have allowed for improvements.
Technical/Aesthetic Qualities - Similarities and differences between the design and an actual magazine are noted. The design uses multiple game characters and screenshots. Bubble text was used throughout
Joshua Meredith reflected on the process of creating a magazine article about the Pokemon game Sword. He started with coming up with a concept and draft of the article. With a clear idea and reference from playing the game, he created the front cover and inside pages, taking screenshots from the game. While putting all the pieces together, some parts of the initial concept were cut or changed. Overall, the process of making the magazine was fun and didn't take as much time as expected.
This document outlines a proposal for a 2019 video game magazine. The primary audience is male teenagers as video games are mostly played by males, especially fighters and shooters popular in 2019. The rationale discusses how the creator's skills in Photoshop and knowledge of video games has improved over the last year from taking this course previously. The concept is a magazine reviewing popular 2019 releases like Minecraft and Fortnite, as well as games that were popular but didn't release that year. Research will identify the most popular games to feature. Evaluation will involve getting feedback to improve future work.
This document provides concepts for the front cover and double page spread of a magazine about popular 2019 video games.
The front cover concept shows characters from Marvel placed around the page in a not overcrowded manner. The black area is for text and the white edges will have a blurred glow effect.
The double page concept uses Tetris blocks in different colors and areas of black for articles about video games. Everything will be hand drawn except the text.
Most elements of the concepts will be included in the final product, with improvements like smoothing out and adding more detail to hand drawings, changing character positioning, and adding boxes around text for professionalism.
This document provides details for pre-production of a project including a style sheet, front cover layout, double page layout, content sources, contingency planning, and health and safety considerations. The content section lists sources for video game store shelves photos, 2019 video game information from review sites, and a list of games released in 2019. Contingency planning addresses solutions for no computer availability, incompatible drawing tablets, and unavailable drawing tablets. Health and safety identifies taking breaks to avoid eye strain and hand cramps.
Rethinking Kållered │ From Big Box to a Reuse Hub: A Transformation Journey ...SirmaDuztepeliler
"Rethinking Kållered │ From Big Box to a Reuse Hub: A Transformation Journey Toward Sustainability"
The booklet of my master’s thesis at the Department of Architecture and Civil Engineering at Chalmers University of Technology. (Gothenburg, Sweden)
This thesis explores the transformation of the vacated (2023) IKEA store in Kållered, Sweden, into a "Reuse Hub" addressing various user types. The project aims to create a model for circular and sustainable economic practices that promote resource efficiency, waste reduction, and a shift in societal overconsumption patterns.
Reuse, though crucial in the circular economy, is one of the least studied areas. Most materials with reuse potential, especially in the construction sector, are recycled (downcycled), causing a greater loss of resources and energy. My project addresses barriers to reuse, such as difficult access to materials, storage, and logistics issues.
Aims:
• Enhancing Access to Reclaimed Materials: Creating a hub for reclaimed construction materials for both institutional and individual needs.
• Promoting Circular Economy: Showcasing the potential and variety of reusable materials and how they can drive a circular economy.
• Fostering Community Engagement: Developing spaces for social interaction around reuse-focused stores and workshops.
• Raising Awareness: Transforming a former consumerist symbol into a center for circular practices.
Highlights:
• The project emphasizes cross-sector collaboration with producers and wholesalers to repurpose surplus materials before they enter the recycling phase.
• This project can serve as a prototype for reusing many idle commercial buildings in different scales and sizes.
• The findings indicate that transforming large vacant properties can support sustainable practices and present an economically attractive business model with high social returns at the same time.
• It highlights the potential of how sustainable practices in the construction sector can drive societal change.
2. Existing Product
the product shown is a long sleeve by Valkyrae.
The name is of the long sleeve is Valkyrae roses
drip. It shows a black hoodie with a rose design.
The rose design is simple but effective, having 2
colours in the design makes the long sleeve clean
and not all over the place. The rose is centred in
the middle with a box around it to help it stand
out. Doing this makes the design look nice and
makes people want to wear it. The sleeves have the
writing Valkyrae down it to show what company
the creation is from. This Is done simply with a text
font and isn’t over complicated. The price of the
long sleeve is £25.60 making it a reasonable price
which isn’t too expensive. The long sleeve is also a
unisex body making it so everybody can wear it.
This shows no primary audience and doesn’t make
it have limitations. The sizes go from a XS to a 3X.
This makes it accessible for more people and makes
it more viable for people to wear.
3. Existing Product
This product is all full merch line by 100 thieves, this
shows a hoodie, a t shirt and a long sleeve. The hoodie is
a plain white hoodie with the name 100 thieves sewed
in the middle in a black. This is a very simple design
which makes the hoodie look clean. The t-shirt is a plain
black shirt with the writing hundred thieves los Angeles
on it. The colour scheme is two colours being white and
red. Another simple design which makes it look clean.
Using the 2 colours make the design stand out more as it
isn’t overcomplicated. Hundred and los Angeles is in a
white while as thieves is bigger and bolder in red with a
white background. The long sleeves goes by the name of
a “geography” long sleeve showing a outlined map
design on a red. It also shows 100 thieves in white on
the front with hundred going down the left sleeve and
thieves going down the right sleeve. This is a more
complicated design than the others but still is a simple
and clean design. As of now these are sold out as they
are very popular so I am unable to check the price.
4. Existing Product
This product is made by adidas. Adidas is a
popular clothing and shoe brand. The
pictures show two longsleeves and 1 t shirt.
The shirt is a plain black tee with adidas’s
signature logo in white. This is a basic design
which pulls people attention as it shows the
brand nice and clearly. The longsleeves is the
same logo in different settings. The black
one makes the logo a little bigger to fit the
full front of the longsleeve as the red one
makes the logo smaller to cover more of the
chest area. All of these are a usual design by
adidas as they are mostly worn for the brand
because of its popularity. The t shirt goes for
£23 and the two longsleeves are £45. these
are reasonable prices for a big company but
for a simple design doesn’t seem worth the
price. The sizes have a big variety ranging
from xs to 2xl
5. Existing Product
These products are made by the company Nike. Nike
is a popular brand along with Adidas. Nike and
Adidas are known as rivals. The pictures shown are a
long sleeve, a jacket and a long sleeve football shirt.
The long sleeve is a blank black with the logo across
the chest area, the logo is a white tick with the Nike
writing above it. As Nike are a big brand a simple
long sleeve like this is very effective as it shows off
the brand. The jacket is a 3 color design of white,
grey and black with a black Nike logo. The logo is the
same one on the long sleeve but is smaller and a
pocket sized version. The logo is shown once again to
show of the brand name this give it a clean design
while also being able to show off the brand. and the
football shirt is a purple shirt with green assets for
Totten ham hotspur football team. This shows the
football teams logo and the Nike logo in green. As
this is a football shirt it’s a nice design to show off
that you are a fan of the team. The price range of
these pieces of clothing is £20-£60. for this brand the
price is normal being a big brand
6. Summary of existing products
• All of the products shown below attract their primary and
secondary audiences by advertising their brand and making
sure they function in the same way as they advertise. This
is why nike is such a popular brand as it has a reliability
towards their audience which makes them go back to the
brand. Nike and 100 thieves will have a primary audience to
teen males and a secondary audience to male adults
whereas valkyrae will have a female teen primary audience
and a female adult secondary audience. They are limited to
a brand name to make sure the audiences of their brand
know where it came from but they mix up their style to
gain more attraction and more of an appeal to different
people.
7. Research Analysis
• What common features do the researched products
have?
– They all show their name on at least one of the product to
show the brand name. they all show their brand name so
when people see the designs they know where the person
got it from. This gives the brands more popularity. This also
is a trademark towards their company.
• What aspects of the research will you include within
your on work?
Seeing that most of the brands put their logo on their clothing I
will also put my logo on my clothing too. This will put my name
out there if more people wear it. This also gives my designs a
trademark as well.
9. Audience research
• Observation: What gender my audience is. 5/5 respondents answered with male being 80% and
female being 20%
• What this says about my audience: this says that most of my audience are males but there is still
females
• How will your product appeal to this audience: my product will appeal to my audience as my
clothing is unisex meaning any gender can wear it. This is so it doesn’t limit it to a certain gender
and makes the clothing more viable. Making it like this will increase the popularity of my brand as it
has less limitations that some other brands.
10. Audience research
• Observation: what my audience looks for in clothing. 5/5 respondents with multiple answers
ranging from 40%-100%
• What this says about my audience: this shows that my audience looks for comfort the most while
purchasing clothing
• How will your product appeal to this audience: my clothing will be mostly based of comfort
therefore appealing towards the audience. I feel that comfort is the most important thing when it
comes to clothing making it my top priority. This helps the product as they will come to my brand to
look for comfy clothes
11. Audience research
• Observation: What my audiences favourite piece of clothing is. 5/5 respondents with multiple
answers ranging from 20%-60%
• What this says about my audience: The favourite piece of clothing is the hoodie/jacket/jumper
• How will your product appeal to this audience: my product will appeal towards my audience as my
clothing line will include hoodies. Being a fan of hoodies myself I want to make hoodies my top
piece of clothing as I feel they should stand out the most. Although hoodies are the best there still
is more products to branch to more people but my hoodies will be the best product as it gains more
of the audience that likes hoodies
12. Audience research
• Observation: what my audience favourite colours are. 5/5 respondents with
answers being black, red and blue.
• What this says about my audience: the most popular colour is black
• How will your product appeal to this audience: my product will appeal as I will use
the colour black in my pallet. Red and blue also came up in the favourite colours so
I shall include those colours aswell in the design process. Doing this will make the
customers happy as it is including the coours they would like to see in the product
13. Audience research
• Observation: what colour of clothing does my audience wear. 5/5 respondents with the answers
being black, blue, grey
• What this says about my audience: the majority of people wear dark colours like blacks and greys
• How will your product appeal to this audience: this will appeal as my products will have multiple
colour options so you can have it in darker colours. Black will be a choice of colour as it is a very
popular choice. Making it a choice of colour but not the only colours lets the customers have more
options but having most of them black as that was will mostly draw people to buy the clothing
14. Audience research
• Observation: this shows the price range my audience would go for. 4/5 respondents answered with
it all being at 25%
• What this says about my audience: this says that they are all willing to pay different amounts, but
mostly the cheaper options are the most popular
• How will your product appeal to this audience: although they are all diverse answers the biggest
show is that the cheaper options are chosen more than the higher priced options. This will appeal
towards my product as I will make my clothing a cheap price to make it more affordable. Making It
more affordable gives people more of an opportunity to get my clothing over other expensive
clothing like nike
15. Audience research
• Observation: where my audience would like their designs to be on their upper body clothing. 5/5
respondents with multiple answers ranging from 20%-40%
• What this says about my audience: this shows that my audience would mostly like a pocket or
sleeves design
• How will your product appeal to this audience: my product will appeal to my audience as there will
be a pocket designed shirt and a sleeves designed hoodie. Giving them a design like this makes it
more likely to buy them as it’s the design they are looking for while giving other options for a
secondary audience that may not want a sleeve design
16. Audience research
• Observation: what my audience favourite brands are. There are mutiple answers being slazenger,
superdry and adidas
• What this says about my audience: this says that my audience mostly like adidas and superdry
• How will your product appeal to this audience: this will appeal to my audience as some of my
designed shirt will be like adidas where it is simple but effective. This will make the primary
audience enjoy the product as its similar to products they like whereas the secondary audience will
still have other clothing that they can enjoy
17. Audience research
• Observation: how many and what colours would my audience want in my design. 5/5 respondents
with answers ranging from 2-3
• What this says about my audience: this says that my audience would like 3 maximum and 2
minimum
• How will your product appeal to this audience: my product will appeal as some designs have two
colours while other designs have 3 colours. This is to make my clothing jump out a little more. This
will help my product so the primary audience doesn’t get a piece of clothing with too many colours
and there will be ones with more colour for the secondary audience
19. Interview 1
• Where would you like the designs on the clothing to be?
- I would like them to be in multiple area depending on the type of clothing. I think the t shirts
should be simple whereas the hoodies and longsleeves should be more complex adding multiple
designs all over it.
• What would you want the price range to be if you were to purchase one?
- As the t shirts would be a simple design I would like them to be a lower, affordable price and for the
more complex designs like the hoodies and longsleeves the price should go up as there is more
design and effort put into them. T shirts are usually cheaper than hoodies anyway so it so fit nicely.
I don’t think these should be too expensive so more people would consider to buy it. I say the price
range of £20-£60 or less but no more.
• What colours would you pick if you could choose? And how many?
- I think the t shirts and more simple designs should be 1-2 colours and no more as they are not as
complex. The hoodies and longsleeves should have 3-4 as they are more expensive therefore making it
seem more worth it. If I were to choose what colours I would choose red, black and white as they go
together nicely and make the product look simple but clean at the same time. For the t shirts I would go
with a white or black base and then whatever colour possible for the design on it.
20. Interview 1
• Observation:
To see the price, colour and design he audience would pick if they were the
ones making it.
• What this says about my audience:
this says that they don’t want something that is too much and want more of a
simple clean design. They want more effort into the more complex stuff like
the hoodies and the longsleeves but something easy and simple for the t
shirts. They want the t shirts to be quite cheap as they are simple and it will
bring the clothing up more in popularity. The more complex clothing should
also have more colours as they are more to catch the eye then the simple
clothing is.
• How will your product appeal to this audience:
my product will appeal as they will be the in the price range suggested by the
audience and the hoodies, longsleeves will have more effort in the design
making them more complex unlike the t shirts, socks, caps which will remain
simple.
21. Interview 2
• Would you purchase a print/poster if they were also sold?
- If the design on the clothing is cool enough to the point were I would like it in a print format then
yes. I have a ton of posters and prints all over the house and would love to get more, but if the
design isn’t up to standard of my liking then it wont be purchased.
• How much would you pay for a poster or print?
- A poster being a certain size should be £8 or under. As the poster is easier to print and has less
quality then the print it should be a lower price. The prints depending on how big the prints can
become should be £20 or under. As prints are more high quality depending on the material used
the price should be higher. As these are only pictures to place on a wall the price overall shouldn’t
be to high therefore making them affordable and more likely to be bought.
• What would you like to see on the poster/prints?
- I would like to see original artwork. If its copied from a video game or movie or something already
made then I would like it to be collaged to make it original or merged with something of you own.
Whether that be a logo or something you have made as long as its not a straight copy I would consider
purchasing it. I would like to see other designs then just the hoodie designs to make it more unique and
worth the purchase of the print and not just the hoodie.
22. Interview 2
• Observation:
to see the purchasable, price, and design the audience would choose if they were the
ones making the design
• What this says about my audience:
they would buy the product if it is original. They don’t want to see the same character
they can see anywhere unless it was collage/merged in someway towards my product.
They would like the price to be quite cheap to make it more available for them to get.
This shows that they want to invest into my product as long as its new and original.
• How will your product appeal to this audience:
This will appeal towards my audience as the price will be cheap and the designs will be
original. Im not wanting to copy anything that is already a popular character as I want
my production line to be my own and be seen as mine. If somebody was to walk into
somebody elses house with the designs up I would like them to think “that’s a RIOT
poster” and not “that’s Mario and sonic in a different pose. I want the price to be
cheap as I want it to be available to as much as possible with no restrictions.
23. Audience Profile
Category Demographic Content to appeal to this audience
Age Range
Primary teenagers
Secondary anyone
• My content will mostly appeal towards the
teenage streetwear but can be worn by
anyone else that would want it. Its primarily
towards teenagers as it fits the style of a
teenager with vibrant colours and simple
designs but can also be worn by anyone as
the clothing doesn’t have limitations to
anybody
Gender
unisex • My content can appeal to anybody as my
clothing will be unisex therefore anyone can
wear it. This helps my product as it branches
out to as many people as possible making
the clothing brand more popular
Psychographic
Primary needs
driven secondary
any other
• My content is mostly towards needs driven
psychographics but my clothing can appeal
to any other psychographic
Primary middle • My content is mostly towards middle class
25. Research Evaluation
• Give an overview of how you conducted your research. Discuss the strengths
and weaknesses of each method
– Product Research
• The product research process was done by using clothing companys that I already knew of. This made the
process easier as I already knew about the brand and could add that in without much research although some
things I wanted to add wasn’t able to be researched making the process a little more difficult but overall an
easy process. This was things like the price of all the 100 thieves clothing as they were sold out therefore taken
off the site. This made the process harder as it lowered what I could say about the product the less information
I got
– Questionnaires
• The questionnaire was the easiest part as all I has to do was ask questions and give them to my group of
friends. This makes the full process easier as I now know what to do with my product to make the majority
enjoy the content. Making the questionnaire gives me the understanding of what the product should look like
and what should/shouldn’t be added. It also showed how much I can expand the product to my full potential.
– Interviews
the interview was also an easy process as I just asked questions evolving around my
product to people I know being friends and family. This process required little effort and
helps me know what decisions to make towards my final product. This helps me know what
people would like to see in the product so I know what direction to take the entire product
in and having an idea of what is too far is helpful so I don’t overdo any of the products
26. Research Evaluation
– What sort of a response did you get?
I got sort simple answers during my research that lead to the point of what I
needed to do. Although the answered wasn’t very detailed they still give a big
understanding to what I should but in my product to make my audience consume
it. It gave a big understanding as it showed what colours I should max it out too
like 2-3 in the questionnaire
– How did you distribute your survey? Give an advantage and a disadvantage.
– I distributed my survey with survey monkey. This process make it quicker and
easier to make a survey to bring it out as fast as possible. As it was easily setup
I was able to make a survey in about 30 minutes so I could get responses as
fast as possible. The downside to it is the answers towards my survey wasn’t
as in detailed as I wanted them to be however they are still enough to make
an understanding on what to do with my products
Editor's Notes
Choose a recent product similar to your own and annotate it
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a recent product similar to your own and annotate it
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Audience appeal- how does it make its audience want to buy/watch/play it?
Choose a historical product (pre-1990) similar to your own and annotate it
Type of image- studio/location, angle, effects, post-production
Use of lighting/composition/mise en scene/costume/props/location/colours/fonts etc.
Audience appeal- how does it make its audience want to buy/watch/play it?
Discuss the existing product research, surveys and interviews
Discuss the responses you got from your survey
Discuss distributing your evaluation digitally