Here are the key points I gathered from the interview:
- The person is interested in comiccon because they have a long-standing love of comics.
- They have attended comiccon before and enjoyed the atmosphere, costumes, and being surrounded by other fans.
- They would definitely watch a vlog about someone else's experience at comiccon to get a sense of what it's like and see costumes/events they may have missed.
- When making the vlog, it would be good to focus on costumes, events, exclusive items for sale, and capturing the overall atmosphere/vibe to give viewers a feel for what comiccon is like.
- Using a mix of talking head segments and b-
Fraser conducted research through analyzing other YouTube channels, distributing questionnaires to gather audience demographic data, and conducting interviews. The questionnaires provided a large sample size but lacked depth, while the interviews offered more insightful feedback but from a smaller group. Overall, the research methods helped Fraser understand his target audience and how to structure his comic con YouTube channel.
Here are the key strengths and weaknesses I observed from your research:
Questionnaires:
Strengths - Easy to distribute online, allows for anonymous responses, collects demographic data
Weaknesses - Prone to fake/non-serious responses, limited ability to ask follow-up questions
Interviews:
Strengths - Allows for in-depth discussion, follow-up questions. Gives personal perspectives
Weaknesses - More time intensive than surveys, smaller sample size
Product research:
Strengths - Provides real world examples to analyze, gives ideas for channel structure
Weaknesses - Only shows one approach, not audience insights
Overall your research methods provided both qualitative and quantitative data to understand audiences and channel best practices.
The document summarizes the feedback received from a survey about a music video. Key findings include:
- Most respondents enjoyed the video and understood the storyline.
- The vintage theme of the magazine ad was found to be visually appealing.
- There was strong link perceived between the video, digital packaging, and poster.
- While most felt the song and video matched, 28% did not understand the lyrics.
- The video was rated as professionally looking by most respondents.
- Respondents said they would share the video on Facebook and Twitter.
- Suggestions for improvements included less dancing and more narrative focus.
The document provides details about a marketing campaign for a fictional film called "Concert Crime". It includes:
- A synopsis of the film's plot about a famous rapper who is kidnapped after a concert.
- Details of the target audience and research conducted through surveys to inform the campaign.
- Products created for the campaign including social media pages, a poster, and a radio ad.
- A schedule and descriptions of creating the social media pages, poster design in Photoshop, and recording a radio ad.
This document provides a treatment for a factual production project in the form of a fanzine about the downsides of social media normalization and its negative effects on young people's mental health. The purpose is to raise awareness of the less positive aspects of social media use and how to stay safe online. Intended contributors include former social media influencer managers and small creators. Visual materials will include edited photos from social media platforms to demonstrate editing skills. The fanzine will have sections on the good and bad of social media, interviews, and dangers like catfishing, cyberbullying, and doxing. Creating the fanzine will help develop the author's graphic design and Photoshop skills as their specialism.
This proposal outlines a project for a video game called "Location Change: On An Island" targeted towards teenagers ages 13-17. The project will include creating a film synopsis, logo, magazine cover, advertisements, menu screen, character design, cut scene, and sound design for the game. Production will utilize Adobe Photoshop and recording sounds with a phone. The schedule allocates 1-2 weeks for planning, research, and initial work, followed by 4-5 weeks for production tasks like creating posters, the menu screen, and level design. Work will be evaluated through peer and self-review to identify strengths and areas for improvement.
This evaluation form provides guidance for evaluating creative media projects at Level 3. It recommends using appropriate terminology, staying concise and focusing on key points, evaluating statements, and focusing on work judgements rather than process. The document outlines sections for project overview, research, development, outcomes, personal response, evaluation, and analysis. It provides a framework to critically reflect on successes and challenges, and rate the overall quality of the completed project.
The document is a project proposal for a fanzine about the negative effects of social media. It outlines that the fanzine will be aimed at teenagers and young adults aged 16-24 and will bring awareness to how excessive social media use can negatively impact users. It discusses researching statistics and information on the topic from sources like websites and analyzing other small magazines. The proposal includes a bibliography of sources, a description of weekly tasks like designing pages and reflections, and that the work will be evaluated through weekly reflections posted online.
Fraser conducted research through analyzing other YouTube channels, distributing questionnaires to gather audience demographic data, and conducting interviews. The questionnaires provided a large sample size but lacked depth, while the interviews offered more insightful feedback but from a smaller group. Overall, the research methods helped Fraser understand his target audience and how to structure his comic con YouTube channel.
Here are the key strengths and weaknesses I observed from your research:
Questionnaires:
Strengths - Easy to distribute online, allows for anonymous responses, collects demographic data
Weaknesses - Prone to fake/non-serious responses, limited ability to ask follow-up questions
Interviews:
Strengths - Allows for in-depth discussion, follow-up questions. Gives personal perspectives
Weaknesses - More time intensive than surveys, smaller sample size
Product research:
Strengths - Provides real world examples to analyze, gives ideas for channel structure
Weaknesses - Only shows one approach, not audience insights
Overall your research methods provided both qualitative and quantitative data to understand audiences and channel best practices.
The document summarizes the feedback received from a survey about a music video. Key findings include:
- Most respondents enjoyed the video and understood the storyline.
- The vintage theme of the magazine ad was found to be visually appealing.
- There was strong link perceived between the video, digital packaging, and poster.
- While most felt the song and video matched, 28% did not understand the lyrics.
- The video was rated as professionally looking by most respondents.
- Respondents said they would share the video on Facebook and Twitter.
- Suggestions for improvements included less dancing and more narrative focus.
The document provides details about a marketing campaign for a fictional film called "Concert Crime". It includes:
- A synopsis of the film's plot about a famous rapper who is kidnapped after a concert.
- Details of the target audience and research conducted through surveys to inform the campaign.
- Products created for the campaign including social media pages, a poster, and a radio ad.
- A schedule and descriptions of creating the social media pages, poster design in Photoshop, and recording a radio ad.
This document provides a treatment for a factual production project in the form of a fanzine about the downsides of social media normalization and its negative effects on young people's mental health. The purpose is to raise awareness of the less positive aspects of social media use and how to stay safe online. Intended contributors include former social media influencer managers and small creators. Visual materials will include edited photos from social media platforms to demonstrate editing skills. The fanzine will have sections on the good and bad of social media, interviews, and dangers like catfishing, cyberbullying, and doxing. Creating the fanzine will help develop the author's graphic design and Photoshop skills as their specialism.
This proposal outlines a project for a video game called "Location Change: On An Island" targeted towards teenagers ages 13-17. The project will include creating a film synopsis, logo, magazine cover, advertisements, menu screen, character design, cut scene, and sound design for the game. Production will utilize Adobe Photoshop and recording sounds with a phone. The schedule allocates 1-2 weeks for planning, research, and initial work, followed by 4-5 weeks for production tasks like creating posters, the menu screen, and level design. Work will be evaluated through peer and self-review to identify strengths and areas for improvement.
This evaluation form provides guidance for evaluating creative media projects at Level 3. It recommends using appropriate terminology, staying concise and focusing on key points, evaluating statements, and focusing on work judgements rather than process. The document outlines sections for project overview, research, development, outcomes, personal response, evaluation, and analysis. It provides a framework to critically reflect on successes and challenges, and rate the overall quality of the completed project.
The document is a project proposal for a fanzine about the negative effects of social media. It outlines that the fanzine will be aimed at teenagers and young adults aged 16-24 and will bring awareness to how excessive social media use can negatively impact users. It discusses researching statistics and information on the topic from sources like websites and analyzing other small magazines. The proposal includes a bibliography of sources, a description of weekly tasks like designing pages and reflections, and that the work will be evaluated through weekly reflections posted online.
The document proposes creating an 18x24 inch poster using Adobe Photoshop with an optical illusion theme aimed at a 16-24 year old audience. The poster will use vibrant colors and special effects to create the illusion. Research will include studying successful and unsuccessful existing posters to understand effective design, as well as YouTube tutorials on Photoshop techniques. The poster aims to be well-designed with an effective color scheme and structure. The project links to the creator's strengths in print design and their final major project of developing a social media platform for a fantasy or local football team featuring print-based posts.
The proposal is for a fashion clothing brand called "The Grid" that incorporates football shirt designs into stylish outfits. The target audience is 16-24 year olds in York. The project will create a social media channel to promote the products through videos, photos, and advertisements. Matt will use skills in Adobe Photoshop, Premiere Pro, and After Effects to create promotional content in both a studio catwalk style and more abstract edited videos. Antony wants to reflect the sports and football connotations of the brand name "The Grid" through the logo designs and general aesthetic. The goal is to open the brand up to different fashion styles beyond just football fans.
The document outlines Kieran Bradley's initial plans for their final major project (FMP) on creating a radio show. Kieran was interested in radio from a young age and feels it is the best media option for showcasing their skills. They considered topics like politics, music, and current events for interviews. Kieran wants to incorporate radio elements into their FMPs to show interest to future employers and universities in radio and media. They are worried about producing work of high enough quality to progress in their studies and get into their desired university course in television and radio.
Emma learned several important things from gathering audience feedback during the production of her horror film trailer and ancillary products:
1) Her audience provided honest feedback about what they wanted to see in terms of genre conventions and were eager to participate in the pre-production process.
2) Incorporating the audience's ideas and opinions helped ensure the final products would appeal to and be supported by the target viewers.
3) Continuous feedback during the editing process allowed for helpful adjustments before the products were finalized.
Factual development and planning pro formaDodohMoatshe
The document provides information for planning an idea development project. It discusses creating a mood board, deciding on content structure and audience, and developing a production schedule. Specifically for a fanzine project, it outlines content including topics on the good and bad of social media, interviews, cyberbullying, and dangers of social media. A sample production schedule is also provided, detailing tasks like writing articles, designing pages, and completing the project over a period of 3 weeks.
This document provides details for planning a graffiti fanzine magazine to be produced in and around York. It outlines the following:
- The magazine will document graffiti in York through photos taken on film and will include the street name and tag text.
- It will include one anonymous interview and have a 'scrapbook' style layout.
- Different graffiti styles in York will be discussed like tags, throwies, pieces.
- The risks of graffiti like police and public reaction will also be mentioned.
- Inspiration will be taken from other publications that use a scrapbook aesthetic and film photography.
- The magazine aims to showcase and celebrate graffiti culture in York while
The document discusses the various methods of audience research the author used to inform their class project on creating a music video, including feedback sheets, online surveys, social media, interviews, and emails. The most helpful feedback came from feedback sheets which identified needed changes, and from Flickr which generated many favorable comments and feedback praising the quality of the video. Conducting this wide range of audience research was important for creating a well-rounded project that effectively conveyed the artist's vision and connected to course concepts.
The document discusses methods used to gather target audience feedback for a music video project, including focus groups and questionnaires. It analyzes the effectiveness of these methods and identifies areas for improvement. Specifically, focus groups provided useful insights but could have benefited from more participants with media knowledge. Questionnaires had mixed success due to some irrelevant questions and would have been better conducted digitally. Overall, the feedback informed changes to the narrative and representation, but conducting additional focus groups throughout the process may have further strengthened the project.
3) what have you learned from your audience feedback?nancy gill
Nancy gathered audience feedback throughout the process of creating a poster, magazine, and trailer for her horror film project in various ways:
She conducted a questionnaire that provided feedback on genre preferences and viewing habits. She also used social media like Facebook to get feedback on her magazine poster and final trailer. For the trailer, she screened it for an audience as if it was playing in a theater.
The feedback helped Nancy determine that horror was a good genre choice for her target age range, that she should distribute the film beyond just theaters, and that creating an immersive viewing experience yielded more insightful feedback. Overall, the feedback validated Nancy's creative choices and allowed her to further refine her work.
The document provides an evaluation template for a Year Two creative media production project. It includes sections for an overview of the project, research undertaken, development of ideas, outcomes, personal reflections, evaluation of strengths and weaknesses, and assessment of how well conventions were followed. The template guides students to focus on key points, analyze statements, and make judgements about work rather than just describing the process.
The document describes the creation of media products for a film portfolio, including a 2-minute film trailer, promotional magazine cover, and film poster. New media technologies like YouTube, online surveys, and editing software were used in planning and construction. Feedback was incorporated throughout the process, but the creator feels the final products could have been improved with more time and experience with editing software.
The document discusses a magazine project created by the author. It uses conventions of real music magazines, including a masthead, cover lines, and images. The target audience is young females ages 11-17, and the magazine represents this group with fun, bubbly content focused on pop music. The magazine could be distributed in mainstream stores like Tesco and WHSmith since it covers mainstream pop artists. Through the process, the author learned various technologies like Photoshop and how to conduct an online survey to obtain audience feedback. They felt they progressed significantly from their preliminary task by improving research, design, and technical skills.
Jessica Crosland proposes creating a 12-page fanzine about the fashion industry and social media's impact on women aged 16-24. She will research existing fanzines and online sources to find relevant facts. The fanzine will raise awareness of how the industry objectifies women through social media and its effects on mental health, while providing ways to enact change. Jessica will evaluate her work through a production diary and presentation reflecting on her process and areas for improvement in future projects.
Our media product used viral marketing techniques like a teaser trailer and website to promote interest. The teaser trailer followed genre conventions but put a creative spin. Audience feedback showed the initial trailer's sound effects were too loud, so they adjusted the final version. New media technologies like Movie 5.0, blogging, Fireworks, and YouTube were used at different stages for creation, research, planning, and evaluation.
The document reflects on various digital media experiments including making magazines, pixel art and animation, music production, and Foley sound effects. For the magazine experiments, feedback helped improve the second magazine which had a darker color scheme and single focal point compared to the first magazine. Creating pixel art and animation in Photoshop was found to be surprisingly easy but room for improvement in drawing skills. Basic music was made using BeepBox but copyrighted music will likely be used instead. The film poster experiment demonstrated that a simpler design with a clear focal point was most effective. Creating sound effects at home helped realize the ability to make custom sounds for games. Overall, the experiments provided valuable lessons that will inform future digital media projects.
1) The document discusses feedback received from focus groups of 16-18 year olds on a music video and promotional materials for a new artist.
2) The focus groups provided a "negotiated reading" of the song's lyrics rather than the desired reading, suggesting the relationship shown had idealized issues that should be highlighted.
3) Additional focus groups and feedback helped improve the music video narrative and promotional materials to better match the target audience's preferences and expectations.
The document discusses several existing music video and documentary products that provide inspiration for the creator's own video. Key aspects that will be incorporated include the use of interviews, a mix of high and low quality footage to balance production value and raw feeling, and editing techniques like slow motion. The research found that audiences still appreciate music videos and want to see them made, and the creator's video will appeal by taking inspiration from other successful works while adding their own style.
Kieran Bradley conducted research including surveys, questionnaires, and interviews to evaluate their production process for an FMP project. Their planning process tested layout designs and explored color and font options. Peer feedback noted strengths like the central placement of images but suggested adding names and more information. Kieran agreed improvements could include making the logo 3D, adding music indications and event details to be more informative for audiences. They disagreed that the poster lacked professionalism, feeling the modern design fit the target demographic well.
The document provides information about pre-production for different types of projects. It discusses that pre-production is important for organizing a project before production begins. It lists common paperwork and tasks involved in pre-production for print, moving image, video games, and audio projects, which can include risk assessments, schedules, budgets, storyboards, scripts, and equipment lists. The document emphasizes creating a thorough production schedule as part of pre-production.
This proposal outlines a vlog series about attending various comic conventions across the UK. The daily vlogs will provide behind-the-scenes perspectives of the events and cosplayers through a cinematic style. Research found the target audience to be ages 17 and under, with an even gender split. Content will aim to inform and entertain this demographic about comic culture while growing the channel's audience and brand. Ethical considerations include using age restrictions for mature content and non-copyrighted music to avoid legal issues.
This proposal outlines a vlog series about attending various comic conventions across the UK. The daily vlogs will provide behind-the-scenes perspectives of the events and cosplayers through a cinematic style. Research found the target audience to be ages 17 and under, with an even gender split. Content will aim to inform and entertain this demographic about comic culture while growing the channel's audience and brand. Ethical considerations include using age restrictions for mature content and non-copyrighted music to avoid legal issues.
The document discusses consumer generated content through the example of Twitch, where users can live stream their gameplay for others to watch. There are advantages to media producers, as they gain profits with less work by monetizing user-generated content. Content creators on Twitch can earn money from subscriptions and ads. The audience is motivated to generate content because they may find it interesting or see others succeed at it, with the goal of potentially making it their job or source of income.
The document proposes creating an 18x24 inch poster using Adobe Photoshop with an optical illusion theme aimed at a 16-24 year old audience. The poster will use vibrant colors and special effects to create the illusion. Research will include studying successful and unsuccessful existing posters to understand effective design, as well as YouTube tutorials on Photoshop techniques. The poster aims to be well-designed with an effective color scheme and structure. The project links to the creator's strengths in print design and their final major project of developing a social media platform for a fantasy or local football team featuring print-based posts.
The proposal is for a fashion clothing brand called "The Grid" that incorporates football shirt designs into stylish outfits. The target audience is 16-24 year olds in York. The project will create a social media channel to promote the products through videos, photos, and advertisements. Matt will use skills in Adobe Photoshop, Premiere Pro, and After Effects to create promotional content in both a studio catwalk style and more abstract edited videos. Antony wants to reflect the sports and football connotations of the brand name "The Grid" through the logo designs and general aesthetic. The goal is to open the brand up to different fashion styles beyond just football fans.
The document outlines Kieran Bradley's initial plans for their final major project (FMP) on creating a radio show. Kieran was interested in radio from a young age and feels it is the best media option for showcasing their skills. They considered topics like politics, music, and current events for interviews. Kieran wants to incorporate radio elements into their FMPs to show interest to future employers and universities in radio and media. They are worried about producing work of high enough quality to progress in their studies and get into their desired university course in television and radio.
Emma learned several important things from gathering audience feedback during the production of her horror film trailer and ancillary products:
1) Her audience provided honest feedback about what they wanted to see in terms of genre conventions and were eager to participate in the pre-production process.
2) Incorporating the audience's ideas and opinions helped ensure the final products would appeal to and be supported by the target viewers.
3) Continuous feedback during the editing process allowed for helpful adjustments before the products were finalized.
Factual development and planning pro formaDodohMoatshe
The document provides information for planning an idea development project. It discusses creating a mood board, deciding on content structure and audience, and developing a production schedule. Specifically for a fanzine project, it outlines content including topics on the good and bad of social media, interviews, cyberbullying, and dangers of social media. A sample production schedule is also provided, detailing tasks like writing articles, designing pages, and completing the project over a period of 3 weeks.
This document provides details for planning a graffiti fanzine magazine to be produced in and around York. It outlines the following:
- The magazine will document graffiti in York through photos taken on film and will include the street name and tag text.
- It will include one anonymous interview and have a 'scrapbook' style layout.
- Different graffiti styles in York will be discussed like tags, throwies, pieces.
- The risks of graffiti like police and public reaction will also be mentioned.
- Inspiration will be taken from other publications that use a scrapbook aesthetic and film photography.
- The magazine aims to showcase and celebrate graffiti culture in York while
The document discusses the various methods of audience research the author used to inform their class project on creating a music video, including feedback sheets, online surveys, social media, interviews, and emails. The most helpful feedback came from feedback sheets which identified needed changes, and from Flickr which generated many favorable comments and feedback praising the quality of the video. Conducting this wide range of audience research was important for creating a well-rounded project that effectively conveyed the artist's vision and connected to course concepts.
The document discusses methods used to gather target audience feedback for a music video project, including focus groups and questionnaires. It analyzes the effectiveness of these methods and identifies areas for improvement. Specifically, focus groups provided useful insights but could have benefited from more participants with media knowledge. Questionnaires had mixed success due to some irrelevant questions and would have been better conducted digitally. Overall, the feedback informed changes to the narrative and representation, but conducting additional focus groups throughout the process may have further strengthened the project.
3) what have you learned from your audience feedback?nancy gill
Nancy gathered audience feedback throughout the process of creating a poster, magazine, and trailer for her horror film project in various ways:
She conducted a questionnaire that provided feedback on genre preferences and viewing habits. She also used social media like Facebook to get feedback on her magazine poster and final trailer. For the trailer, she screened it for an audience as if it was playing in a theater.
The feedback helped Nancy determine that horror was a good genre choice for her target age range, that she should distribute the film beyond just theaters, and that creating an immersive viewing experience yielded more insightful feedback. Overall, the feedback validated Nancy's creative choices and allowed her to further refine her work.
The document provides an evaluation template for a Year Two creative media production project. It includes sections for an overview of the project, research undertaken, development of ideas, outcomes, personal reflections, evaluation of strengths and weaknesses, and assessment of how well conventions were followed. The template guides students to focus on key points, analyze statements, and make judgements about work rather than just describing the process.
The document describes the creation of media products for a film portfolio, including a 2-minute film trailer, promotional magazine cover, and film poster. New media technologies like YouTube, online surveys, and editing software were used in planning and construction. Feedback was incorporated throughout the process, but the creator feels the final products could have been improved with more time and experience with editing software.
The document discusses a magazine project created by the author. It uses conventions of real music magazines, including a masthead, cover lines, and images. The target audience is young females ages 11-17, and the magazine represents this group with fun, bubbly content focused on pop music. The magazine could be distributed in mainstream stores like Tesco and WHSmith since it covers mainstream pop artists. Through the process, the author learned various technologies like Photoshop and how to conduct an online survey to obtain audience feedback. They felt they progressed significantly from their preliminary task by improving research, design, and technical skills.
Jessica Crosland proposes creating a 12-page fanzine about the fashion industry and social media's impact on women aged 16-24. She will research existing fanzines and online sources to find relevant facts. The fanzine will raise awareness of how the industry objectifies women through social media and its effects on mental health, while providing ways to enact change. Jessica will evaluate her work through a production diary and presentation reflecting on her process and areas for improvement in future projects.
Our media product used viral marketing techniques like a teaser trailer and website to promote interest. The teaser trailer followed genre conventions but put a creative spin. Audience feedback showed the initial trailer's sound effects were too loud, so they adjusted the final version. New media technologies like Movie 5.0, blogging, Fireworks, and YouTube were used at different stages for creation, research, planning, and evaluation.
The document reflects on various digital media experiments including making magazines, pixel art and animation, music production, and Foley sound effects. For the magazine experiments, feedback helped improve the second magazine which had a darker color scheme and single focal point compared to the first magazine. Creating pixel art and animation in Photoshop was found to be surprisingly easy but room for improvement in drawing skills. Basic music was made using BeepBox but copyrighted music will likely be used instead. The film poster experiment demonstrated that a simpler design with a clear focal point was most effective. Creating sound effects at home helped realize the ability to make custom sounds for games. Overall, the experiments provided valuable lessons that will inform future digital media projects.
1) The document discusses feedback received from focus groups of 16-18 year olds on a music video and promotional materials for a new artist.
2) The focus groups provided a "negotiated reading" of the song's lyrics rather than the desired reading, suggesting the relationship shown had idealized issues that should be highlighted.
3) Additional focus groups and feedback helped improve the music video narrative and promotional materials to better match the target audience's preferences and expectations.
The document discusses several existing music video and documentary products that provide inspiration for the creator's own video. Key aspects that will be incorporated include the use of interviews, a mix of high and low quality footage to balance production value and raw feeling, and editing techniques like slow motion. The research found that audiences still appreciate music videos and want to see them made, and the creator's video will appeal by taking inspiration from other successful works while adding their own style.
Kieran Bradley conducted research including surveys, questionnaires, and interviews to evaluate their production process for an FMP project. Their planning process tested layout designs and explored color and font options. Peer feedback noted strengths like the central placement of images but suggested adding names and more information. Kieran agreed improvements could include making the logo 3D, adding music indications and event details to be more informative for audiences. They disagreed that the poster lacked professionalism, feeling the modern design fit the target demographic well.
The document provides information about pre-production for different types of projects. It discusses that pre-production is important for organizing a project before production begins. It lists common paperwork and tasks involved in pre-production for print, moving image, video games, and audio projects, which can include risk assessments, schedules, budgets, storyboards, scripts, and equipment lists. The document emphasizes creating a thorough production schedule as part of pre-production.
This proposal outlines a vlog series about attending various comic conventions across the UK. The daily vlogs will provide behind-the-scenes perspectives of the events and cosplayers through a cinematic style. Research found the target audience to be ages 17 and under, with an even gender split. Content will aim to inform and entertain this demographic about comic culture while growing the channel's audience and brand. Ethical considerations include using age restrictions for mature content and non-copyrighted music to avoid legal issues.
This proposal outlines a vlog series about attending various comic conventions across the UK. The daily vlogs will provide behind-the-scenes perspectives of the events and cosplayers through a cinematic style. Research found the target audience to be ages 17 and under, with an even gender split. Content will aim to inform and entertain this demographic about comic culture while growing the channel's audience and brand. Ethical considerations include using age restrictions for mature content and non-copyrighted music to avoid legal issues.
The document discusses consumer generated content through the example of Twitch, where users can live stream their gameplay for others to watch. There are advantages to media producers, as they gain profits with less work by monetizing user-generated content. Content creators on Twitch can earn money from subscriptions and ads. The audience is motivated to generate content because they may find it interesting or see others succeed at it, with the goal of potentially making it their job or source of income.
This document provides a proposal for a YouTube vlog series titled "Midlands Comiccon Vlog" that will document the creator's experience at various comic book conventions. The series will be aimed at audiences aged 17 and under who enjoy cosplay and comic book culture based on research findings. Each vlog will have a cinematic daily format showing both information about the events and interviews with attendees. Ethical considerations include using age restrictions for mature content, avoiding offensive remarks, using only self-created logos and music without copyright, and obtaining permission before sharing others' personal information. The goal is to both entertain and inform viewers about comic book conventions.
This document outlines a proposal for a vlog series about attending various comic conventions across the UK. The vlogs would be filmed in a daily style and provide behind-the-scenes insights into the conventions from the perspective of both attendees and cosplayers. Research was conducted to identify the target audience, which are people aged 17 and under from social groups C2 and B, as they would be most interested in cosplay and able to attend events. Ethical considerations include using a non-copyrighted music and avoiding offensive, graphic, or private content. The goal is to entertain audiences unfamiliar with conventions and build a following to cover multiple events over time.
- The document discusses the target audience and feedback for a music video project. The target audience was identified as teenagers interested in indie music to appeal to the creator's interests and make the project more authentic.
- Feedback was gathered from friends on social media about indie music video expectations and early pitch ideas, which informed the black and white theme and narrative elements.
- The final products received positive feedback that they looked and sounded indie, though some video clips could be rearranged to improve flow. The website could also be made more complex and original.
Here are a few suggestions for improving your research evaluation:
- For questionnaires, note how many responses you received to give a sense of scale. E.g. "I received 20 responses to my questionnaire."
- For interviews, provide more context on who you interviewed (age, interests related to topic) to demonstrate their relevance as sources.
- Discuss any limitations of your sample sizes or populations. For example, if most responses came from your classmates, note that may not represent the full target audience.
- Consider additional methods like competitor analysis, focus groups, or surveys to triangulate findings and strengthen conclusions.
Overall it's a good start evaluating strengths and weaknesses. Providing more methodological details will
Clara-Johnson considers several platforms for sharing her animated video work, including YouTube, Twitch, and Vimeo. While YouTube offers a large audience, her work could get lost among many other videos. Vimeo targets a more creative audience who may provide useful feedback. Film conferences and festivals also offer opportunities to share work and get professional feedback. Ultimately, she decides to post her current work on YouTube and Vimeo to gain exposure, while developing a website portfolio to showcase at future events seeking feedback or employment.
The document summarizes research on existing makeup products including a website, magazine cover, video tutorial, and poster. It analyzes common features like links to social media and portfolio videos. It notes aspects that will be included in the author's own work like a simple yet effective website layout, bold fonts and half face makeup from magazines, and natural tutorial voiceovers. A questionnaire was developed and analyzed to understand the target audience, which is primarily female ages 16-24 who frequently use the internet and some follow YouTube tutorials. The products will appeal to this audience with youthful, engaging designs and tutorials.
Lucas plans to present his film through several platforms to reach broader audiences. He will premiere the film live on YouTube to engage his existing audience there. He will also share the film and promote it on Instagram where he has been building interest throughout the production process. Additionally, Lucas will submit the film to film festivals to get professional feedback and recognition, and encourage reviews on Letterboxd to utilize word-of-mouth promotion from trusted critics. His goal is to effectively promote the film to find new audiences beyond his initial target audience.
The document discusses a YouTuber named Sammi's plan to create an advertisement for her YouTube channel. Sammi's channel focuses on lifestyle activities like concerts and meetups around the world. To plan her ad, Sammi conducted primary research through an online questionnaire and focus group to understand her target audience. She also did secondary research by evaluating another YouTuber's channel trailer. Based on her research findings, Sammi plans to aim her fun and visual ad at her target audience of girls aged 12-17 to attract them to her channel.
Clara-Johnson considers several platforms for sharing her animated video work, including YouTube, Twitch, and Vimeo. While YouTube offers a large audience, her work could get lost among many other videos. Vimeo targets a more creative audience who may provide useful feedback. Film festivals and conferences could also connect her with industry professionals to review her work. In conclusion, she decides to post her video to YouTube and Vimeo initially, while developing her website portfolio to seek feedback from professionals at events.
The survey results showed that the target audience for the documentary is primarily male, under the age of 18, enjoys taking photos with their phone, and likes photographing landscapes and sunrises/sunsets. This information indicates the documentary should feature scenic outdoor photography and appeal to a younger male demographic in order to engage the intended viewers.
The document summarizes the results of a survey given to the target audience for a short film project. Key findings include:
- The audience is overwhelmingly between 17-19 years old.
- The gender split is 20% female and 80% male.
- All respondents are students who do not currently have jobs.
- The most popular genres among respondents are action, comedy, and horror for its practical effects.
- 60% enjoy superhero films while 20% depends on the specific film/show and 20% do not like the genre.
- 60% prefer TV shows over films.
Based on these results, the document concludes the target audience can be characterized as "Main
The document discusses various strategies for presenting a sports documentary project to gain exposure, including film festivals, merchandise, social media, idents, and sponsored posts. The author decides that social media promotion is the best approach. They create posts on their photography Instagram account linked to the project a month before releasing it. They also upload clips to Instagram story highlights and add a link to the full project in their bio.
My magazine is designed for those interested in films who want to stay updated on upcoming movies, celebrity interviews, and more. The target audience is 18-54 years old, as interest in film is growing. To create the magazine, I used technologies like Adobe Photoshop and took photos with a DSLR camera. Through this project, I developed production skills like learning to be creative and organize my work to effectively represent it to audiences. Researching similar magazines helped me discover a lot about my chosen genre.
The document discusses research conducted on existing movie posters and trailers to identify common design elements, including a minimalist approach and focusing on villains or slogans over heroes. Questionnaires were used to understand the target audience, which is identified as teenagers and young adults who prefer comedic and realistic films over fantastical ones. Interviews provided insights into what draws people to magazines and what content would encourage customers to purchase one.
The primary audience for the Lego movie is children as Lego is a popular children's toy. The secondary audience is parents who may have played with Lego as children themselves.
The primary audience for the rom-com film Love Actually is teenage girls aged 15-24 who are more likely to watch romantic comedies. The secondary audience is men who may watch it with their girlfriends.
The primary audience for the action film Iron Man 3 is males aged 18-34 who enjoy the violence and fight scenes. The secondary audience is younger males aged 15-17 who seek the excitement and thrills of superhero and action films.
What have i learnt from my audience feedbackvince40
The document summarizes the results of a survey given to an audience about various media products created to promote a house music artist's new album. The survey asked questions about how effectively the music video and ancillary products like the magazine ad and digipak linked together visually. It also asked if the music video seemed geared more towards teenagers or if other age groups would enjoy it. The responses showed that over half felt the products were effectively linked and primarily targeted teenagers, and 80% said the magazine ad made them interested in watching the music video.
The document contains research on existing product advertisements, including the connotations of different colors used and common design features like prominent logos and images of the product. It also discusses audience research through questionnaires on topics like preferred podcast length, color schemes, and balance of images to text on posters. The interviews provide insights into what content appeals to audiences for different types of podcasts. This information will help tailor products to the target demographics.
This document provides information on 4 existing podcasts: Your Wrong About hosted by Sarah Marshall and Michael Hobbes since 2018 that covers feminist, history, and culture topics in 30-90 minute episodes available on major platforms; Off the Menu hosted by James Acster and Ed Gamble since 2018 that is a comedic food and interview podcast with 60 minute episodes on Apple and Spotify; The Joe Rogan Experience hosted by Joe Rogan since 2009 that features long form interviews available on Spotify, YouTube, and Amazon; and Story Time with Seth Rogen hosted by Seth Rogen since 2021 that tells stories in 30-60 minute episodes available on Spotify, Apple, and Earwolf.
This document lists references for various 3D assets from the Unreal Engine Marketplace and Quixel that can be used in a virtual environment, including vegetation like spruce forests and grasslands, structures like castles and log cabins, props like barbed wire and crates, and materials like burnt wood and sandbags. The references provide links to assets on the Unreal Engine Marketplace and Quixel for temperate forests, fires, ruins, and military objects that were accessed on December 9, 2021.
The group is tasked with creating a proposal and defining roles for a client brief from Age UK South Lincolnshire. They propose a short Christmas film about an elderly woman who loses her husband at the start of the year and feels lonely until a volunteer brings her to her family for Christmas dinner. They want the audience to feel sympathetic, want to help, and feel happy for the main character. They will create social media promotional posters and an app for Age UK. Each group member will research different aspects and take on individual roles - two will work on the film, one on the app, one on posters, and one will be the producer. They ask the client questions about their focus, where the film will be shown, topics to avoid
This document provides an initial discussion for a group task to create a proposal for the charity Age UK. The group lists their members and is instructed to closely examine the brief to determine the audience, outputs, and any questions for the client. They begin considering their audience will be 18+ middle and upper class based on recent events. They discuss aiming for a younger 18-24 demographic too. The outputs could include a film proposal, three social media outputs, and research on previous Age UK advertisements. Individual roles and contributions are important to the success of the proposal. The areas of focus proposed include the film proposal, social media outputs, and research.
Time to Talk Befriending is a charity that provides conversation and activities for elderly people in East Sussex and Brighton. It works with churches and other organizations like Age UK to help elderly people in the area. The Stroke Association is a UK charity that works to prevent stroke and support all those affected by stroke through funding research and advocating for stroke survivors of all ages. Admiral Nurses are experienced dementia nurses that work with families and other dementia caregivers, sharing their expertise and supporting families' needs for specialist dementia care. GDPR is general data protection legislation that took effect in May 2018 to protect consumers' personal information held by large companies and allow users to request deletion of personal data for safety and transparency.
The document outlines a personal project to create an FPS game in Unreal Engine over 12 weeks. It involves picking a theme, researching assets and gameplay, and building out the game world, player controls, and sound design. Potential issues include ensuring the project supports learning objectives and adds to knowledge, while expanding beyond the base assets provided in Unreal Engine. A schedule is proposed to focus on planning, development, polishing, and getting peer feedback to release a "pre-alpha" version of the game.
This document outlines 3 potential independent project ideas: 1) Creating a reloading animation in Blender for multiple weapons, learning advanced animation techniques. Screenshots show preliminary work. 2) Building a single-player/multiplayer map in Unreal Engine focusing on balance and gameplay, with the goal of making it downloadable. Previous Unreal projects shown. 3) Concepting and designing a complex 3D model in Blender going beyond previous basic models by adding more textures and moving parts.
The illustrator brief is for a book called 'Mind Your Manners' that will include 6 full page illustrations and 42 other illustrations. The book is aimed at children between 6-12 years old but needs to appeal to adults as well. It will cover everyday manners topics like burping, passing wind, sneezing, and nose picking, teaching children that there is a time and place for these things. The cover is recommended to be in a style similar to the Tom Gates books to make it stand out on book shelves and engage rebellious children in learning manners. A scribbled front cover and rough edge images will help the style be creative while keeping it similar in design.
Residents in eastern areas must move west to higher ground due to flooding, as sea levels are predicted to rise significantly by 2050 due to global warming. Temporary housing will need to be established for those moving, though some residents may resist leaving their belongings or being relocated by authorities, potentially sparking unrest. Western cities like Sheffield and Leeds could become overpopulated and face issues like increased crime rates as more people migrate there from flooded eastern areas.
The Ugandan Knuckles meme originated in January 2018 when players in the VR game VRChat roleplayed as Knuckles characters asking other players if they could be their queen. The character model was based on Sonic the Hedgehog and created by a YouTuber. The meme grew due to VRChat being free and easy to make player models, and it spread through YouTube, Reddit, Twitter and emblem editors in games. Some profited from the meme by quickly producing merchandise like t-shirts and bobbleheads, but it died out after a month as it became overused, invasive, and in some cases racist.
The document discusses planning considerations for a film screening event that will seat over 100 people. It identifies needing a venue large enough to accommodate the audience, parking for 100 cars, having prizes to award the best film, providing food and drinks, showing all completed films, ordering films from least to most graphic, advertising the event widely, and giving context about each film before it is shown.
This document provides an overview of the author's background and skills in creative media and film. The author studied media at college and wants to continue improving their filmmaking skills. They hope to specialize in filmmaking for their second year of college to build experience making higher quality films for their portfolio. Their goal is to study film or media at university to further commit to this field long term and have opportunities for voice acting.
Fraser plans to present his work by uploading the film to his YouTube channel, as he has done with previous projects. This will allow his target audience to view and subscribe to his channel for updates on future projects. He will also share the YouTube video on Facebook to advertise it to his friends and allow those involved in the project to share it as well. Additionally, Fraser organized a screening of student films where he will announce release dates and generate hype for the productions, helping to promote the works and improve the productions.
The document discusses several filmmakers and techniques that could inform the development of the context portfolio. It summarizes Edgar Wright's approach to showing travel in a more engaging way than typical establishing shots. It also discusses the importance of costume design in Mad Max 2 and ideas for raider armor inspiration. Additionally, it outlines how Quentin Tarantino uses dialogue to set up promises for later in his films and keeps conflict high in every scene.
The document provides an overview of existing products and research that will influence the filmmaker's upcoming project. Some of the key influences and takeaways include:
1) Films like Mad Max: Fury Road, Inglorious Bastards, and Sherlock Holmes will influence costume, visual style, and editing techniques. Practical effects and rehearsing shots will be emphasized.
2) Video games like Far Cry: New Dawn will inspire repurposing objects as props. John Wick will provide examples of choreographed fight sequences.
3) Surveys showed zombies as a popular apocalyptic theme. Characters and action were most wanted elements. The film will be 6-10 minutes and show rather
Fraser Hardwick received peer feedback on a short film he created. The feedback was generally positive, with peers liking the action sequences, violence, and music. However, some noted that there was too much fighting without enough context or character motivation. They also said some dialogue was muffled. Based on the feedback, Fraser made edits to the film before its full release, including adjusting audio levels. He plans to release the final cut of the film on his YouTube channel on May 24th.
This week the document's author focused on researching different filmmaking styles and techniques to incorporate into their project. This included looking at how screenwriters structure stories and how directors use costumes, camerawork, and other elements to set the scene and immerse viewers. The author analyzed several films and directors to learn how to craft an engaging story and purposefully move the narrative forward. They also began planning production elements like scheduling, locations, and addressing potential risks.
Fraser Hardwick is applying to university film and media production programs. He has a history of studying media and drama through GCSEs, BTECs, and a UAL diploma. Currently in his third year, he is specializing in film production and creating short films for his portfolio. Outside of school, he has 12 years of drama experience and did a work placement at Nestle creating social media content. He aims to further develop his filmmaking skills at university and eventually work in voice acting or content creation. University will help him gain knowledge and skills to succeed in the creative industries.
This document profiles 8 individuals being considered for roles in an upcoming film project. It provides details on each person's proposed character/role, relevant skills, and physical description. Fraser Hardwick is identified as the Director and will oversee production. The others include actors and crew with skills in areas like martial arts, camera operation, sound, and more. Their experience and physical abilities are noted as being relevant to the roles of Brute, Nomad, Tracker, and others.
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
This document provides an overview of wound healing, its functions, stages, mechanisms, factors affecting it, and complications.
A wound is a break in the integrity of the skin or tissues, which may be associated with disruption of the structure and function.
Healing is the body’s response to injury in an attempt to restore normal structure and functions.
Healing can occur in two ways: Regeneration and Repair
There are 4 phases of wound healing: hemostasis, inflammation, proliferation, and remodeling. This document also describes the mechanism of wound healing. Factors that affect healing include infection, uncontrolled diabetes, poor nutrition, age, anemia, the presence of foreign bodies, etc.
Complications of wound healing like infection, hyperpigmentation of scar, contractures, and keloid formation.
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How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
Chapter wise All Notes of First year Basic Civil Engineering.pptxDenish Jangid
Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
2. Existing Product
popular video from
past year to really
show off the
channel. And give
an idea of what he
does on his
channel.
Links to his
other gaming
channel
advertising
other content
he does.
Made his own
YouTube banner
with topic related to
his channel. His logo
is really simple and
memorable to the
viewer.
Links to his other social
media at the top with
his banner! Therefor
giving an easy way to
find him on other
platforms. This is
because the creators
want to keep you up to
date with their content.
With constant updates
on how they're doing
as well as what the
next bit of content will
be. Having an idea of a
whole community
following them.
Most important thing on a YouTube channel
is clearly visible with a count beside as a goal
mainly. With over half a million subscribes
showing a count in how many views will
always come back to the channel.
His most popular series is on to show on the front of his
YouTube near the top. This is because it’s the thing he's
known for therefor views can quickly find and get hold of his
content straight away as soon as they open the channel.
Links to
recommended
channels and
related channels
to his productions
3. Existing Product
The store sells a range of
products related to the
YouTuber (that has
over20million subs) . And
puts all his merchendice
on one page I would try
avoid this and separate
and spread out the layout
of the page. Making it
look like there's more
items as well as a cleaner
page with not just the
most popular products
that seem to be out of
stock at the time. Items
that are out of stock tend
to be most popular ones.
Showing that is the fact
that they are out of stock.
Maybe because it’s the
best deign on the
website. Therefor selling
the most because of its
popularity. As well as the
added pressure of limited
items that make the
audience feel like they
need the item more.
Price points
and availability
is shown
under the
items name.
informing if
the item is out
of stock or
not. I probably
not keep out
of stock items
on my page
because of the
fact of it
advertising
content that’s
not there and
is more of a
stress to see to
a buyer than a
help
Most of his products are based round his logo and the characters
he makes throughout his channels life. How he gets he viewers
to buy his produced is though anchorage. This is the possesses of
making your costumers / views more loyal to the channel by
makinging them buy products that relate to you. Therefore
showing more commitment to it.
4. Existing Product
CaseyNeistat is a YouTube vlogger and has
managed to get over 6million subscribers
doing daily vlogs. His vlog go to a certain
style of a cinimatic shots mixed in with
more set up type of 1 to 1 vlog. He does
this by addressing the viewer constantly.
Creating audience interest, this can also
be shown by he linier narrative.
This more of a “this is my life” feel of vlog
with the cinimatic shots that are put in
with time lapses to pass time and set the
scene. As well as ass seen in the
description he shows the items he uses
as well as with they where used for that’s
a good touch to the vlog. With links to his
social media as well as his sound cloud to
see what music he used. A aspects of this
can be the denotation of this is his life.
Although the connotations shows the idea
of free speech to the public. A showing
ideas of freedom and in a way
togetherness because most people would
think the same views as he does.
5. Existing Product
Following a link from D-piddys YouTube I was able to see his status on Facebook and what social media profile he
has. As seen he uses the same banner and logo from his YouTube for his Facebook showing that’s its officially him.
With discussions and descriptions of who he is what he does and much more like links to he's other social media.
And talks about when ever he releases a new video. The huge banner at the top really tells us that that’s what he
want the viewer to focus on most. Showing that the Facebook page is more of a side thing for him than a heavy part
of his media.
6. Research Analysis
• What common features do the researched products have?
– They're all linked to YouTube in some way therefor all products relate and go side in side
together. I will do this by running a merchandise store and social media side by side my major
product that is the YouTube video. Making up my YouTube art style with a banner and logo and
then moving that idea to my merchandise store. Most common themes are they are all
YouTubers that like their social media with the YouTube products they make therefor this
being a pinnacle of the work they create. Therefor this will go into my work relating everything
to YouTube. They all have a common aspect of the social media being a huge part of their
life's also. As well as the media being a basis of where they can reach out to others and their
viewers. The denotation of YouTube looks like it to be an area where videos are posted and
watched. Although a connotation of this would be an idea that everyone gets a freedom of
speech on YouTube. And everyone being able to post what they want and their views.
• What aspects of the research will you include within your on work?
– The aspects I will include in my work is a lot of the cinematic photography that is used to show
a progression of time as well as the progression of the story. Also adding in the idea of my
YouTube being a business and a fun gimic with merchandise selling myself. With a lot of
hopefully professional work involved.
8. Audience research
• Observation: As seen most of my audience members will be Male
(44%) While the spilt equally 28% each is the females and the
“other” category. Meaning 56% of my audience is female or fall into
the other category. Since there is a range of “other” or they wish
not to share it means my content has to be interesting to all and not
just a hand full.
9. Audience research
• Observation: 68% of my audience is of the age 17 and under
meaning that most of my audience would probably by my age range
therefor making content for them would be easier because I would
know what my age rang want in videos. Quick cuts lots of content
as well as something to go long side it. For example more
information on events and Merchandise.
10. Audience research
• Observation: the amount of people that watch or use YouTube
don’t surprise me with 84% of people using it. Also the 16% that
doesn't use means that the 84% is the people im aiming it towards
and I can take the other 16% and not use there later responses
about YouTube. Meaning that 84% input is highly valube for the
final product.
11. Audience research
• Observation: that 50% of the people go on YouTube for gaming this
means that I could relate my channel to gaming to obtain more
popularity while doing other things on the channel. Therefor that
50% may not want to watch a vlog into my daily life unless I make
refences to gaming thoughout it.
12. Audience reasearch
Looking at the result we can see that 88% of people
have herd of comiccon therefor most people know
what I will be on about for the the majority of my
project. Meaning I may aim most of my content
towards the comiccon hyping it up.
13. Audience research
• Observation: unforchantlly looking at these responses only 24% of people
who took the survey have been to a comic event. Showing that maybe my
audience may not be interested in watching someone go to one or maybe
quite the opposite. Meaing for the audience members that don’t want to
or been to comiccon I need to try and guide them into going by advertising
it as such a great thing.
14. Audience research
• Observation: looking at the results it shows a lot of similarity's to watch
people watched on YouTube with a lot of people going for gaming.
Although 12 did skip this question showing that the other 13 are the
people who know what there talking about. These people who knew what
they where talking about their feedback will go into the final production.
Giving me something to focus on in the final production.
15. Audience research
• Observation: looking a the demographic it shows that
most people (41%) would like to go back or to these
events. Showing there is an interest. Making me want
to sell the idea of comiccon to educate the people who
may not want to go to show how much fun it can be.
16. Audience research
• Observation: looking at the last question 52% of people
wouldn’t watch a comiccon vlog. While 48% are ether
already watching or may watch a comiccon vlog.
Showing the 48% has to be my target audience. And
there ansewers are the ones id look out for.
17. Audience research
• The last question was just rating the
questionnaire this shows me if I'm doing it
right with 7.5 enjoying the questionier on
average (out of 10)
19. Interview 1
• Are you interested in comiccon? And why?
– Never really been interested because comics and cartoon isn't really
my thing.
• Have you been to a comiccon?
– Nope
• Would you watch a vlog about comiccon? And why?
– Probably not because I don’t know much about comiccon
• Would you watch Me make a vlog about comiccon?
– Yes deffently because I know you and would want to see what all your
media work is about.
• What would you want from a Vlog?
– Not a day to day one only special occasions/ out of the ordinary stuff.
– Cinematic shots to music
– Funny short snappy.
20. Interview 1
• Observation: the person did not really know
much or was interested in comic con meaning
that a they would not be interested in watching a
normal vlogger or a vlog about comiccon but,
asking about me shows an interested in what im
doing therefor they would watch it for me as a
presenter than the content involved. This would
appeal to my audience is by put a lot of myself in
the content and making it different to other
YouTubers. So I would try and put my own twist
on things instead of just copying others.
21. Interview 2
Are you interested in comiccon? And why?
Yes I am because I have had a love for comics for so long.
Have you been to a comiccon?
Yes
Would you watch a vlog about comiccon? And why?
I have and I really enjoyed it because it was funny and
fresh.
Would you watch Me make a vlog about comiccon?
Yeah I don see why not
What would you want from a Vlog?
Fuuny, fast clear cuts, cinematic shots
22. Interview 2
• Observation: the person was interested into
comiccon and had been before in the past. And
already watches YouTube comiccon vloggers and
is more than happy to watch mine. This is the
audience I want to watch and preferably my idle
audience to show to in my final product. How my
content will apple to them is stealing aspects
from other vloggers that are doing what I do and
risk to put my own swing on it. Therefore I would
put my own angle on it. Being a idea of what go's
into the cosplay and planning for comiccon.
23. Audience Profile
Category Demographic Content to appeal to this audience
Age Range
17-24 • Lots of relevant concepts and slang that I can throw in
and they'd understand. This is what the survey suggested
in my posts.
Gender
Both/ all • Anyone can really watch anything so its more about what
they like than what there sex implies them. How
comiccon show this is though themes of cosplay anyone
can be whoever they want with genders not even being a
part of some cosplay because they are different species.
Having a laied back feel to the community.
Psychographic
Focusing mainly on the
belonger and emulator
• Because it’s a community driven channel therefor
everyone being a part of somthing bigger in the end.
• As well as the competitive side with gaming and
competitions to shows who's the best at the gaming/
cosplay side of comiccion.
Social Status
C2 and B • The fact these people will have a lot of spear time as well
as the cash to be a part of this if they wanted.
25. Research Evaluation
• Give an overview of how you conducted your research. Discuss the
strengths and weaknesses of each method
– Product Research (Qualitative)
This showed me what a professional channel looked like therefor giving me an idea of what I
wanted on mine. As well as how to sell yourself more than your products from just a
YouTube channel.
– Questionnaires (Quantitative)
The quantitative questionnaires let me see a lot about the audience that will be viewing my
content as well as honest feedback on my work. With a easy to see demographic of the
results shown on screen. Meaning that I could get the most amount of responses in the
shortest amount of time with 25 responses in the first 13hours. This was probably the most
effective method of getting responses.
– Interviews (Qualitative)
Told me more personal responses to what I wanted to know with more in depth analysis and questions for this type
of survey. With a lot of honest feed back in a one to one environment there for giving a sense of comfort. And
relaxation to the questions asked. As well as getting people wasn’t a problem most wanted to do the interview to
help my production in media. Then Again doing it for me and less for the project. That will tell me a lot about my
audience.
26. Research Evaluation
– What sort of a response did you get?:
• Lots of the questionnaire responses I had to ignore due to the fact that
they where fake answerers or just there to take the micc out of the
survey, meaning those results I couldn’t use.
• The result where good enough to be written about afterwards and put
into results.
• Most results from females where that they didn’t use YouTube for vlogs
mainly makeup tutorials. But would watch me if I made any type of video.
– How did you distribute your survey? Give an advantage and a disadvantage
• Posing it under my name made people want to do the survey more, because it I was me that
was posing the questionnaire, therefor people wanting to help me so that was an advantage.
Although this meant anyone could access the survey meaning that anyone could make the
results up messing up the survey
• Other times I private messaged people asking if they'd do a interview and they where more
than happy to be a part of it therefor it was easy and could be done online.
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