Here are some key points to evaluate your research:
- Product research provided examples to analyze common successful elements, but didn't give specifics for your target audience.
- Questionnaires reached a wider audience but required sorting through large amounts of data.
- Interviews allowed focused questions but with a small sample size.
- Surveys distributed by email were convenient but risked less serious responses than face-to-face.
Overall the mix of methods helped overcome individual limitations by triangulating findings. Focusing research directly on your target demographic strengthened the results. Continuing to gather audience feedback will help refine your work.
The researcher conducted product research, questionnaires, and interviews to evaluate audience preferences for a horror film trailer. Strengths included gaining design ideas from existing products and getting detailed feedback from interviews. However, research methods also had weaknesses like products not fully aligning with the concept and questionnaires limiting detailed responses. The response was mixed as audiences desired different elements like runtime, themes, and plot devices, making it challenging to appeal to all. Overall, the research provided useful insights but showed diverse opinions that the trailer will need to balance.
Here are the key points from your research evaluation:
- Product research provided examples to draw inspiration from but also risked being too similar.
- Questionnaires received varied responses but many were not useful. Interviews received serious responses.
- Responses to the questionnaire were often random and not applicable. Other research methods like interviews and product analysis yielded more relevant information.
- The survey was distributed through college email and Blackboard, allowing wide reach but reliance on those channels limited external responses.
In summary, while the questionnaire design and distribution had weaknesses, the other research methods like interviews and examining existing products provided valuable insights into what would appeal to the target audience for this game project. A combination of qualitative and quantitative approaches
Luke Headland is developing plans for a video game, podcast, or film project targeted at 16-30 year old males and females. His initial ideas were a violent war video game or horror podcast. However, he has settled on creating a horror film with posters, a trailer, DVD cover, and script pages. The film will feature horror tropes and imagery inspired by his mood boards to appeal to fans of the genre.
You conducted product research by searching for terms like "Viking book" and "audio book cover" on Google. While Google provides a large number of results, it can be difficult to find specific items and results are limited. You also interviewed friends and family to gain audience insights. Interviews provide personalized feedback but a small sample size. Finally, you created an online questionnaire to gather a wider range of demographic data. Questionnaires allow broad participation but responses may lack detail. Overall, your mixed methods research approach provided useful information to inform your book cover design.
Here are the key points I would highlight in evaluating the research:
- Product research provided real examples to analyze but lacked detail. More context would have helped understand the covers better.
- Questionnaires received [number] responses via SurveyMonkey, allowing easy distribution but a small sample size. Getting more responses would improve insights.
- Interviews provided rich qualitative feedback but only [number] were conducted due to time constraints. Interviewing more people could reveal additional trends.
- Overall, triangulating methods helped get a fuller picture but each had limitations. Product research set the stage, questionnaires tested preferences at scale, and interviews added nuanced perspectives.
- For the future, distributing questionnaires across more channels and conducting
The researcher conducted product research by analyzing existing video game posters to understand how they conveyed story and appeal through visual elements like color and silhouettes. Questionnaires and interviews provided insights into gamers' preferences, though low survey response was a limitation. Overall the research illuminated key aspects to include in an appealing poster.
Based on the interview, some key aspects to include in your product to appeal to this audience would be:
- Graphic or disturbing imagery to elicit a visceral reaction
- Dark, foreboding settings like woods or old houses
- Suspenseful elements that build tension and make the viewer jump
- Traditional horror colors like black, white and red
- Weapons commonly seen in horror like axes or knives to set the tone
- Violence and gore at an appropriate level for the target age group
Focusing on these established horror tropes and conventions will help signal to the audience that your product is indeed a horror work. Paying close attention to their expectations and associations can help ensure an appealing and engaging
The document provides an analysis of research conducted to inform the design of a film magazine for teenagers. Audience research in the form of surveys and interviews found that the target audience enjoys Marvel films, action and adventure genres, and exclusive content. Existing magazine covers were analyzed for effective design elements like prominent images, bold colors, and previews of interior content. The research will be applied to appeal to the audience by focusing on upcoming superhero and action films, Disney+ shows, and including an exclusive interview about an original film trailer.
The researcher conducted product research, questionnaires, and interviews to evaluate audience preferences for a horror film trailer. Strengths included gaining design ideas from existing products and getting detailed feedback from interviews. However, research methods also had weaknesses like products not fully aligning with the concept and questionnaires limiting detailed responses. The response was mixed as audiences desired different elements like runtime, themes, and plot devices, making it challenging to appeal to all. Overall, the research provided useful insights but showed diverse opinions that the trailer will need to balance.
Here are the key points from your research evaluation:
- Product research provided examples to draw inspiration from but also risked being too similar.
- Questionnaires received varied responses but many were not useful. Interviews received serious responses.
- Responses to the questionnaire were often random and not applicable. Other research methods like interviews and product analysis yielded more relevant information.
- The survey was distributed through college email and Blackboard, allowing wide reach but reliance on those channels limited external responses.
In summary, while the questionnaire design and distribution had weaknesses, the other research methods like interviews and examining existing products provided valuable insights into what would appeal to the target audience for this game project. A combination of qualitative and quantitative approaches
Luke Headland is developing plans for a video game, podcast, or film project targeted at 16-30 year old males and females. His initial ideas were a violent war video game or horror podcast. However, he has settled on creating a horror film with posters, a trailer, DVD cover, and script pages. The film will feature horror tropes and imagery inspired by his mood boards to appeal to fans of the genre.
You conducted product research by searching for terms like "Viking book" and "audio book cover" on Google. While Google provides a large number of results, it can be difficult to find specific items and results are limited. You also interviewed friends and family to gain audience insights. Interviews provide personalized feedback but a small sample size. Finally, you created an online questionnaire to gather a wider range of demographic data. Questionnaires allow broad participation but responses may lack detail. Overall, your mixed methods research approach provided useful information to inform your book cover design.
Here are the key points I would highlight in evaluating the research:
- Product research provided real examples to analyze but lacked detail. More context would have helped understand the covers better.
- Questionnaires received [number] responses via SurveyMonkey, allowing easy distribution but a small sample size. Getting more responses would improve insights.
- Interviews provided rich qualitative feedback but only [number] were conducted due to time constraints. Interviewing more people could reveal additional trends.
- Overall, triangulating methods helped get a fuller picture but each had limitations. Product research set the stage, questionnaires tested preferences at scale, and interviews added nuanced perspectives.
- For the future, distributing questionnaires across more channels and conducting
The researcher conducted product research by analyzing existing video game posters to understand how they conveyed story and appeal through visual elements like color and silhouettes. Questionnaires and interviews provided insights into gamers' preferences, though low survey response was a limitation. Overall the research illuminated key aspects to include in an appealing poster.
Based on the interview, some key aspects to include in your product to appeal to this audience would be:
- Graphic or disturbing imagery to elicit a visceral reaction
- Dark, foreboding settings like woods or old houses
- Suspenseful elements that build tension and make the viewer jump
- Traditional horror colors like black, white and red
- Weapons commonly seen in horror like axes or knives to set the tone
- Violence and gore at an appropriate level for the target age group
Focusing on these established horror tropes and conventions will help signal to the audience that your product is indeed a horror work. Paying close attention to their expectations and associations can help ensure an appealing and engaging
The document provides an analysis of research conducted to inform the design of a film magazine for teenagers. Audience research in the form of surveys and interviews found that the target audience enjoys Marvel films, action and adventure genres, and exclusive content. Existing magazine covers were analyzed for effective design elements like prominent images, bold colors, and previews of interior content. The research will be applied to appeal to the audience by focusing on upcoming superhero and action films, Disney+ shows, and including an exclusive interview about an original film trailer.
The document discusses research conducted for a magazine or game cover project, including analyzing existing products to identify common features, conducting a questionnaire to understand the target audience, and interviews to learn about color and content preferences. Research methods had both strengths in gathering useful data and weaknesses due to limitations of certain approaches. Insights from the research will be applied to create appealing products for the target demographic.
The document summarizes research conducted to inform the development of a new graphic novel, including product research, questionnaires, and interviews. Product research of existing graphic novels provided examples of styles and themes to consider. Questionnaires distributed via survey monkey helped understand the target audience. Interviews with graphic novel readers revealed they prefer stories told through visuals and appreciate artistic style. The research uncovered both strengths and limitations of each method to gather useful insights while avoiding biases.
Here are some key strengths and weaknesses of your research methods:
Questionnaires:
- Strengths: Allowed you to get a wide range of perspectives efficiently. Gave quantitative data.
- Weaknesses: Limited response options. May not get detailed/nuanced feedback.
Interviews:
- Strengths: Provided more context and detail in responses. Allowed follow up questions.
- Weaknesses: Smaller sample size than questionnaires. More time consuming.
Product research:
- Strengths: Inspiration for styles, genres, themes. Learn from existing works.
- Weaknesses: May influence your work too much or risk unintentional copying.
Overall your
The document analyzes movie posters for a sci-fi action film. It discusses research conducted on target audiences and conventions of existing posters. Creative decisions made in developing teaser and main posters are described, including using a character image and blending sci-fi and forest settings. The strengths of the teaser poster using a single eye image and its genre references are noted, while weaknesses in the main poster's character placement are identified. Overall, the analysis focuses on effective poster design informed by audience research.
The document discusses design aspects for cartoonish game characters that are memorable yet not disturbing. It emphasizes using color, accessories, and diverse physical features to create an easily recognizable cast. The varying shades of teal in the background project a sense of mystery and confusion, reinforcing the investigation nature of the product. This screenshot details the game's confusing puzzle design and hints at elements like time travel.
The document provides details from 4 interviews about audience preferences and expectations for different media types, including animation, posters, and magazines. Some common themes expressed were a preference for bright colors, subtle horror elements, upbeat background music in animations, and a focus on interesting character designs and drawing attention. The interviews suggest tailoring each medium to its purpose but maintaining cohesive branding across products with things like consistent color palettes and character focus.
The document provides an analysis of existing comic book and graphic novel covers. Key points analyzed include colors used, character poses, backgrounds, fonts, costumes, props, and target audiences. Bright colors, cartoony styles, humor, and action are common across the covers. The analysis suggests including these elements to appeal to target audiences, which tend to be teenage males interested in sci-fi, superheroes, and humor. Character and story development are also important to connect readers emotionally.
The document discusses various methods used in the film industry to understand target audiences, including demographic research, psychographics, and audience profiling based on factors like gender, age, socioeconomic class, and geographic location. It provides examples of mainstream films produced by major studios targeting a wide audience, as well as alternative films targeting niche audiences. The document also describes quantitative and qualitative research methods, and how film posters and trailers can be analyzed to understand their intended messaging and audiences.
The document provides an analysis of existing animation products to inform target audience research. It summarizes research on the audiences of sci-fi films, animation, and short films. Key findings include that sci-fi films generally appeal most to younger males aged 17-29, though some anime target adult audiences. Top-grossing sci-fi films tend to be action-adventure rather than concept-based. Short animations may have different audiences than big-budget films. The analysis also examines the 7th by Sara Pocock and Neo Tokyo - Running Man to understand techniques for building tension, conveying emotion visually, and stylistic choices.
The document discusses font choices for a documentary film poster titled "Mirrored". It considers fonts that convey the film's themes of distorted self-image and criticism. Broken mirrors and glass are discussed as icons for these ideas. The font "Distortion Dos Analogue" is selected as it resembles a mirrored reflection and implies strength, suiting the film's exploration of societal pressures on physical appearance.
The student conducted research for both their AS and A2 media productions. For AS, they analyzed horror film openings to understand how to build tension. They took inspiration from films like Nightmare on Elm Street and Texas Chainsaw Massacre. For A2, the student researched expository documentaries on YouTube and Channel 4 to inform their documentary on cosplayers. Key sources of analysis included conventions, editing techniques, and use of music to set mood. The research processes were similar in analyzing techniques and atmosphere/tension, but differed in genres and depth of analysis between AS and A2.
The document provides details about a film pitch titled "The Replacement". It includes the film's title, a synopsis about a teenage girl being bullied and the murder of her two friends by an unknown hooded figure, and a proposed PG rating due to an implied murder scene. It suggests releasing the film around Halloween to appeal to the thriller genre. A survey was created to conduct primary research on audiences. Secondary research found that thrillers are most popular with the target age group. Based on the research, posters were designed to advertise the film and create intrigue by showing a character in a mask.
The document provides an analysis of research conducted to inform the development of a fantasy/medieval pixel animation. The research included examining existing products, distributing questionnaires, and conducting interviews. Product research identified common elements like swords and battles. Questionnaires found that audiences prefer Disney-like animations and shows like Game of Thrones. Interviews revealed a fan enjoyed intense fights while another disliked the fantasy genre. The research was evaluated as generally providing useful insights but potential bias from a limited sample.
The document provides a summary of research on target audiences for animation and science fiction content. Some key findings include:
- Animations mostly appeal to children based on graph data, though the author aims to target an 18+ audience.
- Top grossing animated films use CGI which the author attributes to larger budgets of films by Disney and Pixar.
- Science fiction readers and viewers tend to be characterized by openness to science, with a mean age of 42 and more male viewership.
- Top grossing sci-fi films tend to be action-adventure rather than concept-based, appealing most to males aged 17-29.
- Influential sci-fi animations like Akira were
Ideas for poster and magazine front coverrebeccadahl98
ย
For a film poster, the document proposes showing a long shot of the antagonist standing outside a deserted pub to indicate the mysterious and scary atmosphere of the film. Using the antagonist would be highly conventional and frightening for audiences. For a magazine cover, showing a close-up of the antagonist giving direct address would make audiences feel closer to the character, catching their attention. The name of the magazine should relate to films and eye-catching colors would help draw in readers.
The document evaluates how the media product challenges stereotypes about geeks and cosplayers. It used YouTube and Blogger to present the social documentary examining cosplayers' lifestyles. Interviews showed cosplayers dressing in costumes from anime and video games to conform to conventions but also portrayed them as social, fashionable, and extroverted rather than outcasts. Cutaways at a convention depicted cosplayers interacting to further challenge negative stereotypes about the community.
This document provides a summary of the target audience research Bronte Parsons conducted for an animated sci-fi project. Research included analyzing graphs of animation audiences which showed animations appeal most to children. Reviews of the highest grossing animated films found they were all CGI-animated, likely due to higher budgets. Research on sci-fi audiences found they tended to be older males interested in science. Analysis of user ratings and demographics for films like District 9 and Elysium showed they appealed most to males aged 18-29. The document also examines Japanese sci-fi animations like Akira as a model for the target audience, which tends to be open to new experiences and challenges conventions. The target audience for the animated project is
Thank you for sharing your perspective. Here is what I've gathered:
- Central title placement looks most professional
- Harley Quinn is a major character so she should take spotlight
- Color scheme and character expression are important details
- A balance of skulls/icons and space looks best aesthetically
This gives me good insight into prioritizing key elements that appeal to audiences like yourself who appreciate the characters, storytelling and artistic design of the Suicide Squad works. I appreciate you taking the time to provide your feedback.
The researcher conducted product research, questionnaires, and interviews to inform their Suicide Squad poster design. Product research provided conventions but lacked pre-1990 sources. The questionnaire received 67 responses to determine key demographics and preferences, though the survey format differed on phones. Interviews filled gaps and offered new ideas, but some data was irrelevant. Overall, the main audience was identified as 15-19 year old males and females who enjoy Harley Quinn, Deadshot, and Joker and specific songs. The survey was distributed on Facebook which allowed wide sharing but may have limited responses.
The document summarizes research conducted on existing animation products and audience research. Product research examined stick figure fighting animations, color representation of elements in Avatar, character usage in Naruto posters, and rotoscope animation in Lord of the Rings. Questionnaires and interviews provided insights into audience preferences for comedy, ranged weapons, color symbolism, and references to classic games. The research evaluation discusses strengths and weaknesses of the different research methods and response received.
The document provides details from 4 interviews about audience preferences and expectations for different media types, including animation, posters, and magazines. Some common themes expressed were a preference for bright colors, subtle horror elements, upbeat background music in animations, and a focus on interesting character design. The interviews suggest tailoring each medium to its purpose by including details like release dates on posters and articles/quizzes in magazines. This information will help make the products appealing to the target teenage audience.
Here are the key points from the research evaluation:
- Product research was easy to conduct but reliability of data could be questioned.
- Questionnaires were simple to distribute but results took a long time to collect and not all questions were fully answered.
- Interviews provided clear upfront data but lacked detail. Respondents didn't always have much to say.
- Surveys on SurveyMonkey were easy to distribute but results came in slowly and some data was lost due to technical issues.
Overall, the research methods provided basic information but lacked depth and detail in many cases. Combining multiple methods helped overcome some individual weaknesses.
The document discusses research conducted for a magazine or game cover project, including analyzing existing products to identify common features, conducting a questionnaire to understand the target audience, and interviews to learn about color and content preferences. Research methods had both strengths in gathering useful data and weaknesses due to limitations of certain approaches. Insights from the research will be applied to create appealing products for the target demographic.
The document summarizes research conducted to inform the development of a new graphic novel, including product research, questionnaires, and interviews. Product research of existing graphic novels provided examples of styles and themes to consider. Questionnaires distributed via survey monkey helped understand the target audience. Interviews with graphic novel readers revealed they prefer stories told through visuals and appreciate artistic style. The research uncovered both strengths and limitations of each method to gather useful insights while avoiding biases.
Here are some key strengths and weaknesses of your research methods:
Questionnaires:
- Strengths: Allowed you to get a wide range of perspectives efficiently. Gave quantitative data.
- Weaknesses: Limited response options. May not get detailed/nuanced feedback.
Interviews:
- Strengths: Provided more context and detail in responses. Allowed follow up questions.
- Weaknesses: Smaller sample size than questionnaires. More time consuming.
Product research:
- Strengths: Inspiration for styles, genres, themes. Learn from existing works.
- Weaknesses: May influence your work too much or risk unintentional copying.
Overall your
The document analyzes movie posters for a sci-fi action film. It discusses research conducted on target audiences and conventions of existing posters. Creative decisions made in developing teaser and main posters are described, including using a character image and blending sci-fi and forest settings. The strengths of the teaser poster using a single eye image and its genre references are noted, while weaknesses in the main poster's character placement are identified. Overall, the analysis focuses on effective poster design informed by audience research.
The document discusses design aspects for cartoonish game characters that are memorable yet not disturbing. It emphasizes using color, accessories, and diverse physical features to create an easily recognizable cast. The varying shades of teal in the background project a sense of mystery and confusion, reinforcing the investigation nature of the product. This screenshot details the game's confusing puzzle design and hints at elements like time travel.
The document provides details from 4 interviews about audience preferences and expectations for different media types, including animation, posters, and magazines. Some common themes expressed were a preference for bright colors, subtle horror elements, upbeat background music in animations, and a focus on interesting character designs and drawing attention. The interviews suggest tailoring each medium to its purpose but maintaining cohesive branding across products with things like consistent color palettes and character focus.
The document provides an analysis of existing comic book and graphic novel covers. Key points analyzed include colors used, character poses, backgrounds, fonts, costumes, props, and target audiences. Bright colors, cartoony styles, humor, and action are common across the covers. The analysis suggests including these elements to appeal to target audiences, which tend to be teenage males interested in sci-fi, superheroes, and humor. Character and story development are also important to connect readers emotionally.
The document discusses various methods used in the film industry to understand target audiences, including demographic research, psychographics, and audience profiling based on factors like gender, age, socioeconomic class, and geographic location. It provides examples of mainstream films produced by major studios targeting a wide audience, as well as alternative films targeting niche audiences. The document also describes quantitative and qualitative research methods, and how film posters and trailers can be analyzed to understand their intended messaging and audiences.
The document provides an analysis of existing animation products to inform target audience research. It summarizes research on the audiences of sci-fi films, animation, and short films. Key findings include that sci-fi films generally appeal most to younger males aged 17-29, though some anime target adult audiences. Top-grossing sci-fi films tend to be action-adventure rather than concept-based. Short animations may have different audiences than big-budget films. The analysis also examines the 7th by Sara Pocock and Neo Tokyo - Running Man to understand techniques for building tension, conveying emotion visually, and stylistic choices.
The document discusses font choices for a documentary film poster titled "Mirrored". It considers fonts that convey the film's themes of distorted self-image and criticism. Broken mirrors and glass are discussed as icons for these ideas. The font "Distortion Dos Analogue" is selected as it resembles a mirrored reflection and implies strength, suiting the film's exploration of societal pressures on physical appearance.
The student conducted research for both their AS and A2 media productions. For AS, they analyzed horror film openings to understand how to build tension. They took inspiration from films like Nightmare on Elm Street and Texas Chainsaw Massacre. For A2, the student researched expository documentaries on YouTube and Channel 4 to inform their documentary on cosplayers. Key sources of analysis included conventions, editing techniques, and use of music to set mood. The research processes were similar in analyzing techniques and atmosphere/tension, but differed in genres and depth of analysis between AS and A2.
The document provides details about a film pitch titled "The Replacement". It includes the film's title, a synopsis about a teenage girl being bullied and the murder of her two friends by an unknown hooded figure, and a proposed PG rating due to an implied murder scene. It suggests releasing the film around Halloween to appeal to the thriller genre. A survey was created to conduct primary research on audiences. Secondary research found that thrillers are most popular with the target age group. Based on the research, posters were designed to advertise the film and create intrigue by showing a character in a mask.
The document provides an analysis of research conducted to inform the development of a fantasy/medieval pixel animation. The research included examining existing products, distributing questionnaires, and conducting interviews. Product research identified common elements like swords and battles. Questionnaires found that audiences prefer Disney-like animations and shows like Game of Thrones. Interviews revealed a fan enjoyed intense fights while another disliked the fantasy genre. The research was evaluated as generally providing useful insights but potential bias from a limited sample.
The document provides a summary of research on target audiences for animation and science fiction content. Some key findings include:
- Animations mostly appeal to children based on graph data, though the author aims to target an 18+ audience.
- Top grossing animated films use CGI which the author attributes to larger budgets of films by Disney and Pixar.
- Science fiction readers and viewers tend to be characterized by openness to science, with a mean age of 42 and more male viewership.
- Top grossing sci-fi films tend to be action-adventure rather than concept-based, appealing most to males aged 17-29.
- Influential sci-fi animations like Akira were
Ideas for poster and magazine front coverrebeccadahl98
ย
For a film poster, the document proposes showing a long shot of the antagonist standing outside a deserted pub to indicate the mysterious and scary atmosphere of the film. Using the antagonist would be highly conventional and frightening for audiences. For a magazine cover, showing a close-up of the antagonist giving direct address would make audiences feel closer to the character, catching their attention. The name of the magazine should relate to films and eye-catching colors would help draw in readers.
The document evaluates how the media product challenges stereotypes about geeks and cosplayers. It used YouTube and Blogger to present the social documentary examining cosplayers' lifestyles. Interviews showed cosplayers dressing in costumes from anime and video games to conform to conventions but also portrayed them as social, fashionable, and extroverted rather than outcasts. Cutaways at a convention depicted cosplayers interacting to further challenge negative stereotypes about the community.
This document provides a summary of the target audience research Bronte Parsons conducted for an animated sci-fi project. Research included analyzing graphs of animation audiences which showed animations appeal most to children. Reviews of the highest grossing animated films found they were all CGI-animated, likely due to higher budgets. Research on sci-fi audiences found they tended to be older males interested in science. Analysis of user ratings and demographics for films like District 9 and Elysium showed they appealed most to males aged 18-29. The document also examines Japanese sci-fi animations like Akira as a model for the target audience, which tends to be open to new experiences and challenges conventions. The target audience for the animated project is
Thank you for sharing your perspective. Here is what I've gathered:
- Central title placement looks most professional
- Harley Quinn is a major character so she should take spotlight
- Color scheme and character expression are important details
- A balance of skulls/icons and space looks best aesthetically
This gives me good insight into prioritizing key elements that appeal to audiences like yourself who appreciate the characters, storytelling and artistic design of the Suicide Squad works. I appreciate you taking the time to provide your feedback.
The researcher conducted product research, questionnaires, and interviews to inform their Suicide Squad poster design. Product research provided conventions but lacked pre-1990 sources. The questionnaire received 67 responses to determine key demographics and preferences, though the survey format differed on phones. Interviews filled gaps and offered new ideas, but some data was irrelevant. Overall, the main audience was identified as 15-19 year old males and females who enjoy Harley Quinn, Deadshot, and Joker and specific songs. The survey was distributed on Facebook which allowed wide sharing but may have limited responses.
The document summarizes research conducted on existing animation products and audience research. Product research examined stick figure fighting animations, color representation of elements in Avatar, character usage in Naruto posters, and rotoscope animation in Lord of the Rings. Questionnaires and interviews provided insights into audience preferences for comedy, ranged weapons, color symbolism, and references to classic games. The research evaluation discusses strengths and weaknesses of the different research methods and response received.
The document provides details from 4 interviews about audience preferences and expectations for different media types, including animation, posters, and magazines. Some common themes expressed were a preference for bright colors, subtle horror elements, upbeat background music in animations, and a focus on interesting character design. The interviews suggest tailoring each medium to its purpose by including details like release dates on posters and articles/quizzes in magazines. This information will help make the products appealing to the target teenage audience.
Here are the key points from the research evaluation:
- Product research was easy to conduct but reliability of data could be questioned.
- Questionnaires were simple to distribute but results took a long time to collect and not all questions were fully answered.
- Interviews provided clear upfront data but lacked detail. Respondents didn't always have much to say.
- Surveys on SurveyMonkey were easy to distribute but results came in slowly and some data was lost due to technical issues.
Overall, the research methods provided basic information but lacked depth and detail in many cases. Combining multiple methods helped overcome some individual weaknesses.
Here are a few suggestions to improve your research evaluation:
- Provide more specific numbers for how many responses you received from each method. This adds credibility and allows the reader to better assess the strengths/weaknesses.
- Discuss any limitations of your research methods. For example, with interviews you may have only spoken to 2 people so the responses are not generalizable.
- Consider doing additional research like an online survey to cast a wider net. This could address some weaknesses.
- Reflect on how representative your sample was of the target audience. Did you capture a range of ages, genders, interests? This impacts validity.
- Discuss any biases that may have influenced responses. For example, social
Here are a few suggestions to improve your research evaluation:
- Provide more specific numbers for how many responses you received from each method. This gives a better sense of scale.
- Discuss any limitations of your sample (e.g. most respondents were friends/classmates). This shows awareness of potential biases.
- Consider adding a section on how you analyzed the data from each method. Did you look for trends? Compare responses? This demonstrates how you drew insights.
- Reflect on how representative your sample was of your target audience. Were there any gaps? This helps strengthen your audience profile.
- Suggest additional research methods that could provide more robust insights (e.g. focus groups). Shows
1. The document outlines research conducted for a horror movie trailer, including analyzing existing horror movie products, conducting an online survey, and interviews.
2. The survey found that the target audience is mostly younger males who enjoy horror for its scary and suspenseful elements.
3. Interviews revealed that the audience prefers horror movies with deformed or inhuman characters set in abandoned houses or forests with dim lighting.
4. Both the research and audience profile indicate the horror movie trailer should feature scary, jumpy elements to appeal to the target demographic.
Here is an evaluation of the research methods used:
Product Research:
Strengths - Provided examples of effective designs to draw inspiration from. Allowed me to analyze techniques used by professionals.
Weaknesses - Only showed a limited number of examples. Didn't get feedback on my own ideas.
Questionnaires:
Strengths - Reached a wide audience and collected quantitative data. Provided insights into preferences.
Weaknesses - Lower response rate than expected. Didn't allow for follow up questions.
Interviews:
Strengths - Generated qualitative insights. Allowed me to get direct feedback on my concepts.
Weaknesses - Small sample size. Findings may not generalize to the whole audience.
- The video and gameplay recordings are done in Apollo's home using his own PC. Footage is recorded from all angles to provide cinematic views of battles.
- Visual effects like maps and background music are used to immerse viewers and provide context. Colors are used clearly distinguish unit types and armies.
- Feedback is gathered through questionnaires sent to classmates, allowing specific questions but limited representation. Interviews provide detailed answers but potential bias.
- The research found the target audience is primarily male, prefers intense gameplay, and has varying color preferences, so multiple color options will be offered.
The interviewee expressed interest in a few anime designs for the product. They wanted the colors and characters to be developed most. They thought the idea of an anime portfolio was good for people interested in anime. They did not provide any additional feedback on animations.
[/SUMMARY]
The document analyzes existing products in the fantasy turn-based strategy genre. It finds that they commonly use medieval settings and have similar color palettes. They feature prominent characters and locations. Audience research found the target is mostly under 18 who prefer fantasy, turn-based gameplay, and in-depth stories. Interviews revealed a preference for interesting stories and freedom in gameplay. The research will help design a game that appeals to this audience.
The document provides analysis of existing horror film posters and trailers. Key common features noted across the researched products include antagonists wearing masks to hide their identities and create intrigue, as well as use of the color red and other symbols to signify death and danger. Aspects the researcher intends to include in their own work are the use of masks to generate questions, and red symbolism to indicate the horror genre. Audience research found that the target demographic is 15-16 year olds, with a preference for psychological themes and the villain's perspective. Trailers should be 1-2 minutes to provide context without revealing too much.
The document summarizes research on existing murder mystery trailers and posters, including analysis of common visual elements. It also describes research conducted through questionnaires, interviews, and evaluating the strengths and weaknesses of each research method. The research findings will help inform the design and content of a murder mystery promotional poster.
The document analyzes existing movie posters for action thriller films and identifies common design elements such as dark color palettes, prominent placement of lead actors' names, and depictions of action scenes. It also discusses which aspects of poster design, like using superimposed images and silhouettes, will be incorporated into the researcher's own poster. Audience research is presented which provides insights into the preferences and expectations of action thriller fans.
The document discusses production techniques for the film "Tenet" including filming scenes in reverse to depict time inversion and using practical effects over CGI. It also covers Christopher Nolan's preferences for realistic locations, handheld camerawork, and prioritizing theatrical exhibition. Research into audience preferences through surveys and interviews is analyzed to ensure the film appeals to target demographics.
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 ยฃ15 on a t-shirt.
- They would spend ยฃ10 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 summarizes existing movie posters for action thriller films. It identifies common features such as dark costumes, the star's name in bold at the top, lack of color emphasizing horror, and using action to create suspense. It notes aspects the researcher will include in their own work, like a superimposed main character and names across the front. The researcher will use continuous action even though creating a trailer, to appeal to the genre audience.
- The research involved interviewing two people about their preferences for motion posters in the science fiction genre and analyzing responses to a questionnaire from a target audience.
- The interviews found that the audience prefers subtle, natural animations and darker, cyberpunk-inspired visual styles. They also enjoy realistic cartoon art and prominent main characters.
- The questionnaire showed that the target audience is primarily young adult males who prefer bold, striking posters with bright colors and animated imagery over typography. They have an interest in science fiction and action genres.
This research provided useful insights into designing motion posters that will appeal to the target demographic. The interviews uncovered style preferences
The document provides details on several existing video game product covers. Common features noted across the covers include the use of armor, guns, and bright colors to attract audiences. The covers also utilize large logos and appeal to audiences interested in action and war genres. Location settings depicted include sci-fi, western, and military themes. Character designs and weapons aim to suggest the games involve danger, action, and defense. Color palettes and sky backgrounds carry connotations of good versus evil. Cartoony graphics aim to broaden the audience appeal.
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 contains information about work-related learning including links to a portfolio, profiles on Hiive and LinkedIn. It also lists 3 job vacancies for roles in 3D animation support, web content management and video editing. Requirements for these roles and details on university courses in film production, interactive media and journalism are also provided. An action plan is outlined for the next few years including completing a creative media course and attending university. Brief case studies are given about Max Fleischer, a pioneer in animation, and Tod Howard, the director of major video game franchises like Elder Scrolls and Fallout.
This document contains information about the author's work, including links to their portfolio and profiles on Hiive and LinkedIn. It also lists 3 job vacancies for 3D animation/rendering support, web content manager, and video editor roles along with the requirements. University courses studied are also included for film production, interactive media, and journalism/media with entry requirements. An action plan is outlined to complete media qualifications and ultimately work for the BBC or ITV.
The document discusses audience profiles for three different films. The primary audience for the first film are male adults and teens due to its setting and themes, while its secondary audience could be females due to a strong female character. The primary audience for the second film are male middle-aged adults and teens also due to its setting and narrative, with its secondary audience being females because of a strong female character and romantic elements. The third film's primary audience are children and young teens due to its setting, while its secondary audience is young adults who may enjoy the animation and art design.
This document defines and provides examples of various types of research terminology and methods, including:
- Primary and secondary research, with primary involving direct contact and secondary using existing work
- Quantitative research, which uses numbers and percentages, and qualitative research, which provides more detailed opinions
- Audience, market, and production research, which gather information about specific groups, customer preferences, and products
- Objective, subjective, valid, and reliable research criteria
- Harvard referencing style for citing research sources such as films, books, websites, and magazines
This document defines and provides examples of key film analysis terminology:
- It defines denotation and connotation for the terms "snake", "flag", and "gun", explaining their literal and implied meanings.
- It defines different film techniques like lighting, props, models, and location used to convey meaning and tone in images.
- It analyzes two movie trailers, explaining how their use of music, footage selection, and other elements aim to misrepresent the films' actual genres.
- It outlines common stereotypes associated with groups like men/women, social classes, and ages.
- It lists iconic visuals and settings often seen in Western, sci-fi, and fantasy genres.
The document defines key terms related to semiotics including denotation and connotation for the terms "snake", "flag", and "gun". It also discusses stereotypes for gender, class, age and more. Iconography for genres like western, sci-fi and fantasy are outlined. Finally, it touches on narrative definitions and provides examples of linear and non-linear narratives in film.
The working title is "Halloween Radio advert". It is an advertisement for Coca-Cola that will air on radio stations in the US and Europe. The ad uses creepy music and sound effects that get louder before stopping abruptly when a Coke bottle opens, along with the tagline "no tricks just coke...have a treat this Halloween". The target audience is males and females aged 12 to 25 who enjoy the Halloween season and getting a slight scare. Appropriate copyright-free music and images will be used to differentiate it from existing works and avoid legal issues.
This document discusses and evaluates different graphic design, radio, and video game production experiments for advertising Coca-Cola. For the graphic design experiments, the student created posters with retro Coke bottle and logo designs. Their radio production was a Halloween-themed advertisement for Coke using creepy sounds and music. Their video game was designed like older 6-bit games and centered around Coke. The student believes their posters best advertise Coke through recognizable colors and designs and look the most professional.
This document describes various communication and marketing codes from the ASA (Advertising Standards Authority). It outlines 6 codes that advertisements must comply with regarding truthfulness, identifying marketing communications, misleading claims, harm/offense, protecting children, and privacy/consent. Code 13 discusses not condoning or encouraging unhealthy lifestyles. The codes aim to ensure marketing is legal, transparent, and does not mislead or harm audiences.
The document discusses existing Dungeons and Dragons podcasts and products. It notes that most podcasts have 4-5 players, use a game map layout, different voices for characters like orcs and elves, and dice to determine the story. The podcasts also use Nordic style music and character miniatures. The analysis section says the upcoming podcast will include these elements seen in other products like the map, player numbers, and miniatures to represent characters and help bring the podcast to life.
This document provides instructions for playing Dungeons & Dragons (D&D) for the first time. It outlines that you need dice, rule books, and a group of 4 friends, one of whom will be the dungeon master to create the story and play non-player characters. It also explains how to make a character sheet by using an online character creator to generate stats and skills, then copying them onto a printed character sheet.
This document summarizes an evaluation of a podcast production project. It covers the strengths of the researcher's research process, the benefits of planning, effective time management, a comparison of the podcast to similar ones, feedback on technical and aural qualities, audience appeal, and peer feedback. The peer feedback praised the intro music, clear instructions, but suggested speaking slower, adding more game content, and adjusting audio levels. The producer agreed they needed to speak louder, add more game information, and reduce stuttering.
The student used YouTube to find music to make their podcast more interesting, and looked at other podcasts for inspiration. They recorded their voiceover in an empty room for clarity and edited it before adding it to the podcast along with music and sound effects. A YouTube converter was used to format the music correctly for the podcast, and Premiere was used to assemble the podcast, including adding background music to accompany the voiceover and make the podcast more engaging.
The document describes a Dungeons & Dragons game session with Tom as the dungeon master playing with Josh, Michael, and Ryan. The session starts with music playing and then fading out as Tom introduces the game. After the game starts and ends, Tom concludes by saying see you later as the session is over.
The document outlines the pre-production planning for a game recording project. It includes lists of sound effects and music to be used, locations and people needed for sound recording, contingency plans for potential issues, health and safety considerations, and a 8-day schedule for the project.
This proposal outlines a podcast focused on entertainment through funny commentary on Dungeons & Dragons gameplay. The target audience is ages 16-25 interested in needs-driven entertainment. Legal considerations include ensuring no offensive content through review and developing distinct enough content to avoid copyright issues given use of existing IP elements like character names.
The student created a script about their morning routine and recorded a voiceover for their experiment. They downloaded sound effects from YouTube like a shower, walking, and a bus stopping using a converter to include in their experiment. The student edited the voiceover and added sound effects in Premier to improve the quality of their experiment. They plan to include edited sound effects and voiceover, as well as sound effects placed at specific times, in their final product.
The student created a script about their morning routine and recorded a voiceover for their experiment. They downloaded sound effects from YouTube like a shower, walking, and a bus stopping using a converter to include in their experiment. The student then edited the voiceover and added sound effects in Premier to improve the quality of their experiment. They plan to include edited sound effects and voiceover, as well as sound effects placed at specific times, in their final product.
The document summarizes the process of creating a magazine cover for a tabletop gaming magazine. It discusses researching existing magazines for inspiration, planning the layout before adding other elements, managing time to complete the project, and soliciting peer feedback. The peer feedback suggested making the magazine title larger and clearer, and adding a price and barcode to make the cover more authentic. The creator agreed improvements were needed to clarify the title and include typical magazine metadata.
The document summarizes the process of creating a magazine cover for a tabletop gaming magazine. The creator used a cropped image from Google as the cover photo. Banners were added to advertise a new set release and painting guide. Logos of Warhammer 40k, Warhammer, Dungeons & Dragons, and Alien vs Predator were placed on the cover after removing backgrounds. A title font fitting for tabletop games was found on Dafont to complete the magazine cover.
A Visual Guide to 1 Samuel | A Tale of Two HeartsSteve Thomason
ย
These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
How to Download & Install Module From the Odoo App Store in Odoo 17Celine George
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Custom modules offer the flexibility to extend Odoo's capabilities, address unique requirements, and optimize workflows to align seamlessly with your organization's processes. By leveraging custom modules, businesses can unlock greater efficiency, productivity, and innovation, empowering them to stay competitive in today's dynamic market landscape. In this tutorial, we'll guide you step by step on how to easily download and install modules from the Odoo App Store.
Philippine Edukasyong Pantahanan at Pangkabuhayan (EPP) CurriculumMJDuyan
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(๐๐๐ ๐๐๐) (๐๐๐ฌ๐ฌ๐จ๐ง ๐)-๐๐ซ๐๐ฅ๐ข๐ฆ๐ฌ
๐๐ข๐ฌ๐๐ฎ๐ฌ๐ฌ ๐ญ๐ก๐ ๐๐๐ ๐๐ฎ๐ซ๐ซ๐ข๐๐ฎ๐ฅ๐ฎ๐ฆ ๐ข๐ง ๐ญ๐ก๐ ๐๐ก๐ข๐ฅ๐ข๐ฉ๐ฉ๐ข๐ง๐๐ฌ:
- Understand the goals and objectives of the Edukasyong Pantahanan at Pangkabuhayan (EPP) curriculum, recognizing its importance in fostering practical life skills and values among students. Students will also be able to identify the key components and subjects covered, such as agriculture, home economics, industrial arts, and information and communication technology.
๐๐ฑ๐ฉ๐ฅ๐๐ข๐ง ๐ญ๐ก๐ ๐๐๐ญ๐ฎ๐ซ๐ ๐๐ง๐ ๐๐๐จ๐ฉ๐ ๐จ๐ ๐๐ง ๐๐ง๐ญ๐ซ๐๐ฉ๐ซ๐๐ง๐๐ฎ๐ซ:
-Define entrepreneurship, distinguishing it from general business activities by emphasizing its focus on innovation, risk-taking, and value creation. Students will describe the characteristics and traits of successful entrepreneurs, including their roles and responsibilities, and discuss the broader economic and social impacts of entrepreneurial activities on both local and global scales.
2. Existing ProductIt uses mainly dark or fades
colours to give it an old or
apocalyptic feel.
The props/clothing in the image
are shown as mismatched and
thrown together to probably
show it is in an survival and
apocalyptic setting.
The font of the words are
that of Coca-Cola as well as
it being in bold writing.
The poster also has dark
lighting to show that it
could have a dark or sad
story.
The audience would like to
watch something like this
because of its interesting
look as well as what the
poster shows to be an action
story in an apocalyptic
setting.
The location of the image
seams to be an old partially
destroyed town to give a
setting.
3. Existing ProductThe lighting in the poster is
bright and it also makes use
of the colours orange,
yellow and blue.
The two characters are at the
center of the image to show
they play a big part in movie
they are also covering each
others back to show that
they trust each other.
The props in the image look
like they where salvaged
and thrown back together
with spare parts and the
clothing also looks like it is
made of whatever they
could find giving it an
apocalyptic look.
The background looks like
a massive sand storm
which shows the setting to
be in a wasteland
The font used in the
poster looks like it is a
rusted and paint on it is
fading which also shows
it is in an wasteland
setting.
The audience would like
to watch something like
this because of its
interesting looking setting
as well as what the poster
shows to be an action
story in an wasteland
setting.
4. Existing Product
It uses mainly dark or
fades colours to show
that it is in a dark and
apocalyptic setting.
The props in the image are
shown to be mismatched
and put together with little
amounts of materials this is
probably to show its survival
and apocalyptic setting.
The poster also has
dark lighting to show
that it could have a
dark story or setting.
The audience would like
to play something like
this because of its
interesting and dark
looking setting as well as
what the poster shows to
be an action due to the
weapons in the images.
The font used in the
poster is shown to be in
bold writing to make the
poster stand out
amongst other posters
The characters in the
poster are shown to be
in some kind of team as
well as to maybe show
that they are the main
characters.
5. Existing Product
It uses mainly dark or
fades colours to show
that it is in a dark and
war like setting.
The props in the image look
like they where made to be
bulky and do a lot of damage
and the clothing also looks like
it is made in a factory it is also
made to look bulky so it could
take a lot of damage.
The poster also has dark
lighting to show that it is in a
war torn setting as well as
that the story is going to be
dark.
The audience would like to play
something like this because of
its interesting futuristic war like
setting and the dark looking
story as well as what the poster
shows to be an action due to the
weapons in the images.
The characters in the poster
are shown to be in some
kind of team as well as to
maybe show that they are
the main characters. In the
story as well it also shows
the scale of the war in the
game
The font used in the poster is
shown to be in bold writing it
also looks lie it is has had blood
thrown on it to show the war
like setting in the game to make
the poster stand out amongst
other posters
6. Research Analysis
โข What common features do the researched
products have?
The common features of these posters are that they mainly use dark and faded
colours. They also have bold writing to make it stand out as well as that the main
group of characters are in the centre of the poster. The poster also seems to show the
game/films having a dark setting and story.
โข What aspects of the research will you include
within your on work?
I will mainly include the dark and faded colours used in the posters as well as the use
of bold writing to make it stand out. I will also make the background have a dark
quality to it to give of the impression of there being a dark story.
8. Audience research
โข Observation: More male have done my survey than females.
โข What this says about my audience: I have a larger male audience then
female.
โข How will your product appeal to this audience: my product will have a few
male and female characters but it will be more for males.
9. Audience research
โข Observation: All of my audience are between the ages of 16-19
โข What this says about my audience: It tell me what things I can put into my
work to make it appeal to them more.
โข How will your product appeal to this audience: I will add things that will
appeal to teen and it also helps me find out what I can and cant add.
10. Audience research
โข Observation: More of my audience likes horror than any other genre.
โข What this says about my audience: It tells me what my audience like and
what elements to add more of.
โข How will your product appeal to this audience: I will add elements of the
most popular genre to my poster.
11. Audience research
โข Observation: I now know how much writing and images I need to put on
my poster.
โข What this says about my audience: It tells me what kind of poster my
audience likes
โข How will your product appeal to this audience: I will make my poster have
a little bit of writing with a lot of images on it.
12. Audience research
โข Observation: most people like a mix od dark and light colours.
โข What this says about my audience: it tells me my audience like thing that
have both bright and dark colours .
โข How will your product appeal to this audience: I will have a mix of both
light and dark colours on my poster
13. Audience research
โข Observation: my audience like both realistic and cartoon like art styles.
โข What this says about my audience: it tells me that my audience likes both
realistic and cartoon like visuals.
โข How will your product appeal to this audience: I will have to find a mix of
both realistic and cartoon like visuals.
14. Audience research
โข Observation: I know what actors my audience likes.
โข What this says about my audience: It tells me what kind of films and
genres my audience likes.
โข How will your product appeal to this audience: I will add images of people
to my work.
15. Audience research
โข Observation: I know what the most popular setting are fro my poster.
โข What this says about my audience: it helps me find out about the king of
genres and art styles they like.
โข How will your product appeal to this audience: I will uses the elements of
the most popular setting to make the setting of my poster.
16. Audience research
โข Observation: I now know the types of games my audience likes.
โข What this says about my audience: It tells me about the kind of worlds and
settings they like.
โข How will your product appeal to this audience: I will add elements of the
most popular games.
17. Audience research
โข Observation: I now know the kind of settings my audience likes.
โข What this says about my audience: it tells me the style my audience most
prefers.
โข How will your product appeal to this audience: my product will appeal to
my audience because I will use the most liked setting.
19. Interview 1
1. What kind of setting would make the poster look more action like?
โ FIRE, explosions, smoke, and the main character(s) in the middle of the foreground
looking heroic.
2. What could make it look more cinematic?
โ The main character(s) being more in focus than the background, looking like an action
shot.
3. What kind colours should I use to fit a war/apocalyptic setting?
โ Brown, green, orange, dark earth colours
4. What main characters should I use from video games?
5. What tag line from video games should I use?
โข (rhiannah finish pls)
21. Interview 2
โข What kind of setting would make the poster look more action like?
Dark Blue CC, Lens Flares, Strong built men with weapons, Spark stocks and
an apocalyptic setting in the background
โข What could make it look more cinematic?
Have a background which the usual world wouldnโt be seen as e.g.
destruction and a dystopian setting
โข What kind colors should I use to fit a war/apocalyptic setting?
Black, Pale whiteโs and red
โข What main characters should I use from video games?
Augustus Cole (Gears of War) โ Brute like Characters
โข What tag line from video games should I use?
โItโs time to kick ass and chew bubble gum, and Iโm all outta gumโ
22. Interview 2
โข Observation:
It shows what the majority of my audience wants as well as shows me what I
could base my ideas it also helps me narrow down the age range of my
audience .
โข What this says about my audience:
It tells me that my audience like dark and gritty themes as well as the types of
games I should base my poster around.
โข How will your product appeal to this
audience:
My product will appeal to my audience because I will be using
some of the ideas that they have suggested like it having a dark
background in a dystopian setting.
23. Audience Profile
Category Demographic Content to appeal to this audience
Age Range
16-19 โข Usaly more violent and action packed.
Gender
Male โข Like violets and action with guns and car
chases.
Psychographic
Needs driven โข Have a driven story narrative.
Social Status
Any โข My poster is meant to interest anyone who
is into its genre
25. Research Evaluation
โข Give an overview of how you conducted your research.
Discuss the strengths and weaknesses of each method
โ Product Research
Using production research it allowed me to find the most common features and
what show it was a set type of film/poster. But it only showed what you see in
every poster in its genre.
โข Questionnaires
โข It helped me find what was the most liked thing to make sure my poster will
be the best it can be and the most likely to be noticed. But there was to much
information to sort through to find the information I needed.
โข Interviews
โข In interviews I managed to get the exact information I needed as well as I got
answers to the questions I had. But it was only from a small group so I didn't
get enough information to help with the majority.
26. Research Evaluation
โ What sort of a response did you get?
I got a very positive response as well as some very useful ideas I could use and
incorporate into my work. Such as locations and characters.
โ How did you distribute your survey? Give an advantage and a
disadvantage. I sent my survey out to people by email which means I
get an un bias response but that also means that some people wont
take it seriously.
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