Here are the key points I would highlight in evaluating your research:
- Strengths of product research: Allowed you to analyze design elements like colors, layout, text size/style that appeal to audiences. This informed your own design choices.
- Weakness: Limited to only a few sample products so may not represent full range of audience preferences.
- Strengths of questionnaires: Gathered quantitative data on demographics, preferences that directly informed your design. Large sample size provides meaningful insights.
- Weakness: Questions may not have captured all relevant factors. Responses could be superficial.
- Strengths of interviews: Allowed for open-ended responses to gather rich qualitative insights into how and why
Here are the key observations from the interview:
- The interviewee would be willing to participate in magazine competitions for free items.
- They prefer magazines that have both pictures and text, not just one or the other.
- Bright headlines and cover photos draw their attention to a magazine.
- They dislike excessive ads for online games in magazines.
- Free posters are a type of freebie they enjoy receiving with magazines.
- They spend approximately £7 per month on magazines.
- Simple, easy-to-read fonts are preferred over fancy fonts.
The interview provided useful insight into what would appeal to this person as a magazine reader. Bright visuals, a balance of photos and
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
The document discusses research conducted to develop a gaming magazine. Product research examined existing magazines to identify common features. A questionnaire gathered audience preferences on topics like preferred colors, characters, and pricing. Interviews provided additional feedback from two individuals. While research methods provided useful insights, responses were mixed, making it difficult to determine a final design. Overall, the research helped inform decisions but presented challenges in synthesizing differing opinions.
The document discusses how color schemes and layout are used in magazines to draw attention to important information and increase sales. It analyzes existing magazine covers and notes their use of 3 main colors and inclusion of multiple game topics. It also describes how a red circle on one magazine cover draws immediate attention to a special offer. The document concludes that these design elements allow certain parts to stand out while making the magazine appealing overall.
Here are some key points to evaluate your research:
- Product research provided valuable insights into effective design elements, but analyzing a wider variety of products could have offered more perspectives.
- Questionnaires allowed you to gather audience feedback on specific aspects, but questions could have been more targeted to drive design decisions.
- Interviews provided qualitative insights, but asking more probing follow-up questions may have yielded richer data.
- Email distribution for the survey was a low-cost option, but limited the reach. Using multiple distribution channels could have captured more responses.
Overall, your research methods gave useful information, but focusing questions more and casting a wider net may have generated even stronger audience understanding to inform your designs. Refining
1) Product research provided insights but lacked similar existing products to compare to. Questionnaires yielded quantitative data but some questions lacked clarity. Interviews gave qualitative feedback from a small sample.
2) The survey distribution through email was convenient but relied on recipients noticing the message. Some questions confused respondents or allowed multiple answers.
3) Overall the research uncovered audience preferences around pricing, content interests, and perceptions of different product types to inform the design and marketing of the magazine and merchandise line.
The survey results showed that the respondent's preferred billboards that were landscape oriented with a unique style and predominantly featured images rather than text. Specifically, over 80% preferred a landscape format. Half felt unique style was important for memorability and a third noted images were important. Based on this, the document recommends including contact details like a website or social media on the billboard, using a landscape orientation, incorporating a unique style through images and graphics, and focusing on images while including some accompanying text.
Here are the strengths and weaknesses of each research method you conducted:
- Product research:
- Strengths: Allowed you to closely analyze existing products and identify best practices. Gave concrete examples to model your own work after.
- Weaknesses: Only captured one perspective (yours). More subjective than other methods.
- Questionnaires:
- Strengths: Gathered input from multiple people. Provided quantitative data to understand preferences. Anonymous so may get honest feedback.
- Weaknesses: Lower response rates than other methods. Can't ask follow up questions for clarity.
- Interviews:
- Strengths: Allowed for open-ended discussion to get rich qualitative insights. Could ask follow
Here are the key observations from the interview:
- The interviewee would be willing to participate in magazine competitions for free items.
- They prefer magazines that have both pictures and text, not just one or the other.
- Bright headlines and cover photos draw their attention to a magazine.
- They dislike excessive ads for online games in magazines.
- Free posters are a type of freebie they enjoy receiving with magazines.
- They spend approximately £7 per month on magazines.
- Simple, easy-to-read fonts are preferred over fancy fonts.
The interview provided useful insight into what would appeal to this person as a magazine reader. Bright visuals, a balance of photos and
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
The document discusses research conducted to develop a gaming magazine. Product research examined existing magazines to identify common features. A questionnaire gathered audience preferences on topics like preferred colors, characters, and pricing. Interviews provided additional feedback from two individuals. While research methods provided useful insights, responses were mixed, making it difficult to determine a final design. Overall, the research helped inform decisions but presented challenges in synthesizing differing opinions.
The document discusses how color schemes and layout are used in magazines to draw attention to important information and increase sales. It analyzes existing magazine covers and notes their use of 3 main colors and inclusion of multiple game topics. It also describes how a red circle on one magazine cover draws immediate attention to a special offer. The document concludes that these design elements allow certain parts to stand out while making the magazine appealing overall.
Here are some key points to evaluate your research:
- Product research provided valuable insights into effective design elements, but analyzing a wider variety of products could have offered more perspectives.
- Questionnaires allowed you to gather audience feedback on specific aspects, but questions could have been more targeted to drive design decisions.
- Interviews provided qualitative insights, but asking more probing follow-up questions may have yielded richer data.
- Email distribution for the survey was a low-cost option, but limited the reach. Using multiple distribution channels could have captured more responses.
Overall, your research methods gave useful information, but focusing questions more and casting a wider net may have generated even stronger audience understanding to inform your designs. Refining
1) Product research provided insights but lacked similar existing products to compare to. Questionnaires yielded quantitative data but some questions lacked clarity. Interviews gave qualitative feedback from a small sample.
2) The survey distribution through email was convenient but relied on recipients noticing the message. Some questions confused respondents or allowed multiple answers.
3) Overall the research uncovered audience preferences around pricing, content interests, and perceptions of different product types to inform the design and marketing of the magazine and merchandise line.
The survey results showed that the respondent's preferred billboards that were landscape oriented with a unique style and predominantly featured images rather than text. Specifically, over 80% preferred a landscape format. Half felt unique style was important for memorability and a third noted images were important. Based on this, the document recommends including contact details like a website or social media on the billboard, using a landscape orientation, incorporating a unique style through images and graphics, and focusing on images while including some accompanying text.
Here are the strengths and weaknesses of each research method you conducted:
- Product research:
- Strengths: Allowed you to closely analyze existing products and identify best practices. Gave concrete examples to model your own work after.
- Weaknesses: Only captured one perspective (yours). More subjective than other methods.
- Questionnaires:
- Strengths: Gathered input from multiple people. Provided quantitative data to understand preferences. Anonymous so may get honest feedback.
- Weaknesses: Lower response rates than other methods. Can't ask follow up questions for clarity.
- Interviews:
- Strengths: Allowed for open-ended discussion to get rich qualitative insights. Could ask follow
The document provides an evaluation of three advertising products created for the charity SASH: a poster, leaflet, and sticker.
For the poster, the message is clearly laid out and uses images, names, and questions to make the content more personal and draw responses from readers. For the leaflet, information is presented clearly through paragraphs, images, and a personal story, though it could better target homeless youth. The sticker uses few words and a clear design with strokes and borders to stand out and communicate its message effectively.
Here are the key points from the interview:
- The interviewee likes fashion because it allows for self-expression and shows personal style and identity. Fashion is a way to project what kind of person you are or want to be.
2. What kind of fashion magazines do you usually read?
- I usually read Vogue, Elle and Cosmopolitan magazines. I like Vogue because it shows high fashion trends and new collections from famous designers. Elle has interesting articles about celebrities and beauty tips. Cosmopolitan has good relationship and sex advice sections.
3. What kind of content would you like to see in a new fashion magazine?
- I would like to see fashion trends for different
Here are my key observations from the interview:
- The interviewee associates brands like Stone Island, CP Company and Adidas with football casual clothing. They recognize these as commonly worn brands at football matches.
- Their favorite brand for the model to wear would be Stone Island, as they see it as a respected brand within football culture, even if they are not personally interested in the "football side" of it.
- They would prefer the magazine focus more on clothing than interviews, as they are more interested in seeing photos and descriptions of the clothing styles rather than reading interviews.
- They expect brands like Stone Island featured in the magazine to be on the higher-priced side, recognizing it as a "hyped
The document provides research on existing magazine covers and audience research for a new magazine product. It summarizes the key features of existing magazine covers, including neutral colors, mastheads behind models, and cover lines. It also details primary and secondary audience research, finding the target audience is female aged 14-24 who prefer neutral colors and fashion trends. Practical research experimented with editing images for the new product.
The target audience for the coloring book is 18-44 year olds of both males and females. The book will differ from existing books and be priced between £5-10. It will be sized A5 and primarily advertised and sold online since stationary shops often do not carry self-published works. The survey provided useful feedback on the audience and how to design the book to appeal to and help address their needs.
- The document discusses the results of a survey conducted about a music magazine design project.
- Key findings include that the target audience of 16-19 year olds was reached based on design choices, and that the front cover was effective at attracting attention.
- Respondents generally felt the content and layout were clear and consistent with the style of the magazine. Some provided feedback on ways to improve various design elements further.
Here is an overview of the research I conducted:
- I observed existing skate brand products online to analyze common features, target audiences, and design elements. This helped me understand what appeals to skaters.
- I created and distributed a questionnaire to my target audience to collect demographic and psychographic data. I asked questions about skating interests, preferred products, and website/brand preferences.
- I interviewed two skaters to get first-hand perspectives on what inspired them to skate, favorite tricks, and opinions on street vs park skating.
- I analyzed the results of the questionnaire and interviews to develop an audience profile identifying common traits of my target customers.
- I evaluated how my product concepts and
The document provides an evaluation of a production process for an advertisement game (advergame). It summarizes the student's research, planning, time management, and the technical and aesthetic qualities of the final products. For research, surveys and interviews helped identify the target audience but more could have been done. Planning involved generating multiple game ideas but layout plans lacked detail. Time management was poor and rushing occurred at the end. The magazine cover and game title screen used large images and plain backgrounds to draw attention while providing just enough information to intrigue customers.
Here are the key advantages and disadvantages of your research methods:
Product research:
- Advantage: Provided visual examples and ideas to model your own work after.
- Disadvantage: Not as accurate as testing actual products.
Questionnaires:
- Advantage: Gathered quantitative data from a sample of your target audience.
- Disadvantage: Short answers lacked depth of qualitative data.
Interviews:
- Advantage: Allowed for open-ended discussion to gain qualitative insights.
- Disadvantage: Small sample size may not represent full audience.
Survey distribution online:
- Advantage: Convenient for participants.
- Disadvantage: Lacked opportunity
The document summarizes the responses from 14 participants to a questionnaire about a music magazine prototype. Key findings include:
- The bright yellow color scheme and cover lines caught participants' eyes on the front and inside covers.
- A quote in yellow stood out on the double-page spread against black, white and gray.
- Most participants liked the color scheme for being bright, eye-catching and professional.
- The magazine was deemed to suit its target 16-18 age group and stereotype the R&B genre through its colors, clothing and informal text.
The respondent collected audience feedback on their magazine products through face-to-face discussions where they showed and received responses on the magazine cover, contents page, double page spread, billboard, and website pages. Overall, the feedback was positive with respondents liking the simplicity, colors, layouts, and images used throughout. However, some feedback noted wanting more detailed information on the walks and cottage listings. This feedback will help the respondent strengthen their magazine content and design.
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.
The document summarizes the responses to a questionnaire about creating an alternative music magazine. Almost all respondents were between ages 11-20. Responses were evenly split between male and female. Most respondents were students. The most popular color schemes were black, red, and purple. The most popular article topics were local concerts and interviews. All respondents liked the name "AMP - Alternative Music Publication" and slogan "The Indie Dustbin". Most preferred a female on the cover, photographed in a recording studio. The preferred main feature was personal stories about musicians. This feedback will help focus the magazine's design and content for its target audience.
- The document describes the design of a magazine cover and contents page targeted at primary school students. The cover provides tips and advice on improving schoolwork to help primary students and satisfy parents.
- The cover features a 3D masthead and images of smiling students to convey the message that school can be enjoyable and beneficial with the right motivation and confidence. The contents page uses various design elements and a mascot character to attract younger readers.
- Areas for improvement include making the cover images larger and leaving more space for cover lines, and making the contents page background and shapes more playful and rounded.
The focus group provided valuable insights into designing an effective magazine, website, and billboard. Participants indicated that billboards should be placed in town centers and use bright colors, eye-catching images, and short text to catch attention. Effective websites use similar bright colors and interesting images and text to entice readers. The focus group also revealed that the target audience is interested in articles on fashion, beauty, and local events and activities.
The document describes the design choices for the front cover, contents page, and a double page spread for a magazine aimed at primary school children. For the front cover, the slogan, main image, and cover lines are placed strategically to attract attention and entice readers. The contents page uses bold formatting, images, and colors to visually appeal to children. The double page spread is formatted like a work of art with slanted text and images to engage children's creativity and interest in becoming artists.
Jack Richards conducted a survey to get feedback on a music magazine cover design from the target market.
The survey found that most respondents liked the cover design, particularly the use of photos and the colorful design. However, some did not like the main image or bright color scheme.
When asked about the genre, over half correctly identified it as a pop music magazine. Most also felt the design looked professional and would buy the magazine based on the cover. Suggestions for improvement included adding more images and celebrity photos to the cover.
The document discusses ways the author addressed and attracted their target audience of 16-24 year old males and females for a music magazine. Feedback from focus groups indicated that the magazine's masthead was too pink and feminine. The author used a variety of colors but was advised to reduce the pink. Image quality and page layouts using techniques like rule of thirds were also discussed. Focus group feedback suggested maintaining a consistent color scheme across pages to create continuity.
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
The document summarizes the key features and techniques used in several marketing products for the insomnia 62 gaming event. The products analyzed include posters, tickets, and a website. Common features identified include bright colors to attract attention and non-conventional layouts. Specifically, the analysis notes the use of fading images, solid colored focal points, clear fonts, and images surrounding text to suggest various activities. The analysis concludes that these features will make the products more appealing and accessible to younger audiences. The summarizer plans to incorporate bright colors and non-standard layouts in their own work to signal a unique event experience.
The document discusses research plans for creating posters to raise awareness of homelessness. It will involve:
- Looking at 6 existing posters/billboards to analyze design elements like color, images, fonts
- Targeting 16-24 year olds, as homelessness can be an issue for that age group
- Surveying 10 people of various backgrounds using Facebook, Twitter, Instagram and in-person questionnaires
- Displaying the finished posters in locations like bus/train stations and shopping centers with high foot traffic to maximize awareness
- Noting potential sensitivities in the research, such as avoiding stereotypes, and overcoming challenges like follow up questions if respondents are untruthful or offended by initial questions.
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
The document provides an evaluation of three advertising products created for the charity SASH: a poster, leaflet, and sticker.
For the poster, the message is clearly laid out and uses images, names, and questions to make the content more personal and draw responses from readers. For the leaflet, information is presented clearly through paragraphs, images, and a personal story, though it could better target homeless youth. The sticker uses few words and a clear design with strokes and borders to stand out and communicate its message effectively.
Here are the key points from the interview:
- The interviewee likes fashion because it allows for self-expression and shows personal style and identity. Fashion is a way to project what kind of person you are or want to be.
2. What kind of fashion magazines do you usually read?
- I usually read Vogue, Elle and Cosmopolitan magazines. I like Vogue because it shows high fashion trends and new collections from famous designers. Elle has interesting articles about celebrities and beauty tips. Cosmopolitan has good relationship and sex advice sections.
3. What kind of content would you like to see in a new fashion magazine?
- I would like to see fashion trends for different
Here are my key observations from the interview:
- The interviewee associates brands like Stone Island, CP Company and Adidas with football casual clothing. They recognize these as commonly worn brands at football matches.
- Their favorite brand for the model to wear would be Stone Island, as they see it as a respected brand within football culture, even if they are not personally interested in the "football side" of it.
- They would prefer the magazine focus more on clothing than interviews, as they are more interested in seeing photos and descriptions of the clothing styles rather than reading interviews.
- They expect brands like Stone Island featured in the magazine to be on the higher-priced side, recognizing it as a "hyped
The document provides research on existing magazine covers and audience research for a new magazine product. It summarizes the key features of existing magazine covers, including neutral colors, mastheads behind models, and cover lines. It also details primary and secondary audience research, finding the target audience is female aged 14-24 who prefer neutral colors and fashion trends. Practical research experimented with editing images for the new product.
The target audience for the coloring book is 18-44 year olds of both males and females. The book will differ from existing books and be priced between £5-10. It will be sized A5 and primarily advertised and sold online since stationary shops often do not carry self-published works. The survey provided useful feedback on the audience and how to design the book to appeal to and help address their needs.
- The document discusses the results of a survey conducted about a music magazine design project.
- Key findings include that the target audience of 16-19 year olds was reached based on design choices, and that the front cover was effective at attracting attention.
- Respondents generally felt the content and layout were clear and consistent with the style of the magazine. Some provided feedback on ways to improve various design elements further.
Here is an overview of the research I conducted:
- I observed existing skate brand products online to analyze common features, target audiences, and design elements. This helped me understand what appeals to skaters.
- I created and distributed a questionnaire to my target audience to collect demographic and psychographic data. I asked questions about skating interests, preferred products, and website/brand preferences.
- I interviewed two skaters to get first-hand perspectives on what inspired them to skate, favorite tricks, and opinions on street vs park skating.
- I analyzed the results of the questionnaire and interviews to develop an audience profile identifying common traits of my target customers.
- I evaluated how my product concepts and
The document provides an evaluation of a production process for an advertisement game (advergame). It summarizes the student's research, planning, time management, and the technical and aesthetic qualities of the final products. For research, surveys and interviews helped identify the target audience but more could have been done. Planning involved generating multiple game ideas but layout plans lacked detail. Time management was poor and rushing occurred at the end. The magazine cover and game title screen used large images and plain backgrounds to draw attention while providing just enough information to intrigue customers.
Here are the key advantages and disadvantages of your research methods:
Product research:
- Advantage: Provided visual examples and ideas to model your own work after.
- Disadvantage: Not as accurate as testing actual products.
Questionnaires:
- Advantage: Gathered quantitative data from a sample of your target audience.
- Disadvantage: Short answers lacked depth of qualitative data.
Interviews:
- Advantage: Allowed for open-ended discussion to gain qualitative insights.
- Disadvantage: Small sample size may not represent full audience.
Survey distribution online:
- Advantage: Convenient for participants.
- Disadvantage: Lacked opportunity
The document summarizes the responses from 14 participants to a questionnaire about a music magazine prototype. Key findings include:
- The bright yellow color scheme and cover lines caught participants' eyes on the front and inside covers.
- A quote in yellow stood out on the double-page spread against black, white and gray.
- Most participants liked the color scheme for being bright, eye-catching and professional.
- The magazine was deemed to suit its target 16-18 age group and stereotype the R&B genre through its colors, clothing and informal text.
The respondent collected audience feedback on their magazine products through face-to-face discussions where they showed and received responses on the magazine cover, contents page, double page spread, billboard, and website pages. Overall, the feedback was positive with respondents liking the simplicity, colors, layouts, and images used throughout. However, some feedback noted wanting more detailed information on the walks and cottage listings. This feedback will help the respondent strengthen their magazine content and design.
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.
The document summarizes the responses to a questionnaire about creating an alternative music magazine. Almost all respondents were between ages 11-20. Responses were evenly split between male and female. Most respondents were students. The most popular color schemes were black, red, and purple. The most popular article topics were local concerts and interviews. All respondents liked the name "AMP - Alternative Music Publication" and slogan "The Indie Dustbin". Most preferred a female on the cover, photographed in a recording studio. The preferred main feature was personal stories about musicians. This feedback will help focus the magazine's design and content for its target audience.
- The document describes the design of a magazine cover and contents page targeted at primary school students. The cover provides tips and advice on improving schoolwork to help primary students and satisfy parents.
- The cover features a 3D masthead and images of smiling students to convey the message that school can be enjoyable and beneficial with the right motivation and confidence. The contents page uses various design elements and a mascot character to attract younger readers.
- Areas for improvement include making the cover images larger and leaving more space for cover lines, and making the contents page background and shapes more playful and rounded.
The focus group provided valuable insights into designing an effective magazine, website, and billboard. Participants indicated that billboards should be placed in town centers and use bright colors, eye-catching images, and short text to catch attention. Effective websites use similar bright colors and interesting images and text to entice readers. The focus group also revealed that the target audience is interested in articles on fashion, beauty, and local events and activities.
The document describes the design choices for the front cover, contents page, and a double page spread for a magazine aimed at primary school children. For the front cover, the slogan, main image, and cover lines are placed strategically to attract attention and entice readers. The contents page uses bold formatting, images, and colors to visually appeal to children. The double page spread is formatted like a work of art with slanted text and images to engage children's creativity and interest in becoming artists.
Jack Richards conducted a survey to get feedback on a music magazine cover design from the target market.
The survey found that most respondents liked the cover design, particularly the use of photos and the colorful design. However, some did not like the main image or bright color scheme.
When asked about the genre, over half correctly identified it as a pop music magazine. Most also felt the design looked professional and would buy the magazine based on the cover. Suggestions for improvement included adding more images and celebrity photos to the cover.
The document discusses ways the author addressed and attracted their target audience of 16-24 year old males and females for a music magazine. Feedback from focus groups indicated that the magazine's masthead was too pink and feminine. The author used a variety of colors but was advised to reduce the pink. Image quality and page layouts using techniques like rule of thirds were also discussed. Focus group feedback suggested maintaining a consistent color scheme across pages to create continuity.
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
The document summarizes the key features and techniques used in several marketing products for the insomnia 62 gaming event. The products analyzed include posters, tickets, and a website. Common features identified include bright colors to attract attention and non-conventional layouts. Specifically, the analysis notes the use of fading images, solid colored focal points, clear fonts, and images surrounding text to suggest various activities. The analysis concludes that these features will make the products more appealing and accessible to younger audiences. The summarizer plans to incorporate bright colors and non-standard layouts in their own work to signal a unique event experience.
The document discusses research plans for creating posters to raise awareness of homelessness. It will involve:
- Looking at 6 existing posters/billboards to analyze design elements like color, images, fonts
- Targeting 16-24 year olds, as homelessness can be an issue for that age group
- Surveying 10 people of various backgrounds using Facebook, Twitter, Instagram and in-person questionnaires
- Displaying the finished posters in locations like bus/train stations and shopping centers with high foot traffic to maximize awareness
- Noting potential sensitivities in the research, such as avoiding stereotypes, and overcoming challenges like follow up questions if respondents are untruthful or offended by initial questions.
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
The document provides research and analysis on existing superhero products, audience research through surveys and interviews to understand preferences, and an evaluation of the research methods. Research showed common features like logos and colors, and the audience prefers bright colors, hoodies, and would spend up to £15. Both strengths and weaknesses are discussed for product research, surveys, and interviews conducted.
The document provides details on logo designs, campaign posters, merchandise designs, and membership forms for a charity focused on cleaning beaches and protecting wildlife.
The logo designs feature a simple surfboard logo to represent the organization. Campaign posters will use dark tones and emotive imagery to target adults rather than children. Merchandise designs include clothing, accessories, and printed items featuring penguins, starfish, and the charity's logo in bright colors for children or monochrome tones for adults. Membership forms will include information on the charity, benefits of joining, and space to provide contact details.
The document provides details on logo designs, campaign posters, and merchandise designs for a charity campaign aimed at reducing litter on beaches. For the logo, the designer improved it by simplifying the surfboard graphic and using a bold font with thick outlines. Three campaign posters were designed for adults using less imagery and more text in a formal tone. The posters use a deteriorating double exposure effect to emphasize the message. A two-sided membership form and designs for t-shirts, hats and bags are also presented, with the designs focusing on the logo or modern graphics related to beaches and wildlife.
The document provides an analysis of research conducted to inform the design of a new clothing brand. It summarizes findings from product research, questionnaires, and interviews with the target audience. Key insights include that the audience prefers clean, simple designs with dark color schemes and images over text. They want the website to have an easy navigation and professional look. Most would buy t-shirts and prefer casual styles. This research will help appeal to the mainly female, teenage audience by incorporating their preferences into the clothing designs and website.
The document analyzes existing magazine front covers and double page spreads to identify common successful design elements. It finds that featuring a prominent central poster figure, clear logo placement, and advertising are consistently used. Audience research revealed a preference for modern designs, relevant fighters like McGregor, and eye-catching central images over text. Interviews supported prioritizing clear focal images on covers and spreads to attract readers. This research will inform incorporating standout central figures, logos, and limited stories on the new magazine's cover and spreads.
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.
Ellie Marsh created several products for a social action campaign about sexual harassment in the workplace. She made posters, leaflets, keyrings, bags, and banners with consistent branding featuring a logo and color scheme. Ellie surveyed peers about whether her posters clearly communicated the message, and most respondents said yes and could identify that the message was about speaking up about harassment. However, one respondent said the text was difficult to read against the dark background at times. Overall, Ellie aimed her campaign's products at young women aged 19-25 who may be targets of harassment, using appropriate imagery, facts, and advice to fit this audience.
Ellie Marsh created several products for a social action campaign about sexual harassment in the workplace. She made posters, leaflets, keyrings, bags, and banners with consistent branding featuring a logo and color scheme. Ellie sought feedback on whether her pieces clearly communicated the message of empowering victims and informing them of their rights and options. Survey responses indicated that most people understood the message, while one poster could be improved by making the text more legible. Ellie designed her products specifically for her target audience of young women aged 19-25 who may experience harassment.
Here are the key points I would highlight in evaluating the research:
- The sample size for surveys and interviews was small, limiting insights into the full target audience. Larger samples would provide more robust findings.
- Distributing surveys only via email risks self-selection bias as only those motivated may respond. A mix of online and in-person methods could broaden reach.
- While product research gave ideas, it may not reflect this specific audience's preferences. Direct questions to them would be more relevant.
- The demographic makeup of respondents (mostly male) did not align with the product (fashion magazine). Refining recruitment to match the target profile could improve usefulness.
- Interviews allowed for deeper exploration but
Here are the key points I gathered from your research evaluation:
- You utilized various research methods including product research, questionnaires, and interviews. This allowed you to gather both qualitative and quantitative insights.
- Product research provided inspiration but had limitations in scope. Questionnaires allowed collecting responses from many people but lacked depth. Interviews added richness but were more difficult to schedule.
- Overall the response to your research was positive, with over 10 people participating. Screenshotting the survey results was helpful for sharing insights, but came with the risk of results not aligning with your goals.
In summary, you employed a mixed methods approach and gained valuable learnings, despite some challenges. This evaluation demonstrates thoughtful analysis of your research process
- Product research provided inspiration and insight but may not always be applicable if similar products cannot be found. Questionnaires yielded simple answers to guide product development but were difficult to distribute and analyze. Interviews generated in-depth qualitative feedback but required finding interviewees and analyzing responses. Overall, the methods provided useful information but also had limitations around applicability, distribution, and analysis.
The document provides an analysis of existing magazine products that will influence the design of the author's own magazine. It summarizes several Japanese car magazines from the 1990s/2000s. The magazines displayed loud colors, bold fonts, and main images that stood out against colorful backgrounds. Analysis found the titles needed to be eye-catching. Future work will focus on a retro style with attention-grabbing covers that make the main image and text pop. Audience research found the target is males aged 15-18 interested in cars and fashion. The product will include bright visuals and some informative articles.
The document summarizes feedback from respondents on various marketing materials created for a magazine called "Leicestershire Living." Overall, the feedback was positive but identified some areas for improvement. Respondents felt the magazine pages were the most successful part but the double page spread could be improved. The radio advertisement was effective at promoting the magazine's content but may have benefited from a more concise and engaging tone.
This document profiles the intended audience for a magazine product. It identifies the target demographic as ages 17-20+ with a focus on appealing more to females given their greater interest in romance content. The psychographic profile is described as "Balanced" individuals who like to express their feminine side. The product aims to appeal to all social statuses by avoiding offensive material and being inclusive of all races and religions. Content will focus on romance genres through films to engage the target demographic.
Here are the key observations from Interview 1:
- The person would be willing to wear a t-shirt with their favorite superhero logo or face on it.
- They would buy a poster from their favorite sci-fi film if they had room for it.
- They prefer dark colored t-shirts over colorful ones.
- They would spend up to £15 on a t-shirt.
- They would spend £10 on a poster.
- They prefer short sleeve t-shirts.
The answers were brief but provided clear insights into their preferences and willingness to purchase sci-fi and superhero merchandise like t-shirts and posters. This helps validate that products featuring superheroes and sci
Here are 3 potential citations for research conducted for this project:
1. Thompson, Daniel. (2019, Month Day) Target Audience Research Survey. Survey Monkey.
2. Interviewee 1, Name. (2019, Month Day) Personal Interview.
3. Interviewee 2, Name. (2019, Month Day) Personal Interview.
These citations provide the necessary information about the source according to APA style guidelines: author/interviewer name, year, title, and for online sources the platform. This bibliography captures the primary research conducted with survey and interviews to inform the magazine design project.
The document provides feedback on an FMP evaluation. Strengths of the research included comparing the product to similar ones and gaining insights that influenced color scheme and design choices. Weaknesses included low survey response rates. Planning allowed testing ideas and getting feedback, but sometimes took too much time. Time management was good enough to complete the project on time but left room for improvement. Technical qualities like layouts and use of images were evaluated against another magazine. Aesthetic qualities like colors and cover design were strengths, but the magazine layout could be improved. Elements aimed to appeal to the target audience of gamers were identified. Peer feedback praised the color scheme and cover design but suggested improvements to text and use of additional colors.
This document summarizes the process of designing a magazine cover and inside pages. Key details include:
- The designer experimented with different backgrounds and fonts to create a unique dark style. Game titles were incorporated to attract target audiences.
- Sections were added like a title, advertisements, and lists of best/worst games. Layout was refined to be neat and symmetrical.
- Feedback led to further improvements like reorganizing text into columns, adding a pull quote, and including a character image from one of the games.
- A minimalist poster design featuring just the magazine title in bold style was selected to promote the magazine. Layout tools like snipping and copy/paste were used.
This document outlines the pre-production planning for a magazine and poster. It discusses choosing colors like red to make the materials stand out. It also lists fonts like "Doctor Glitch" that are unique and suit being different from other magazines. Layouts are presented, with the first using a bright color scheme and the second only including basic elements to appear bland as a comparison. Software and locations needed are listed, along with contingency planning for potential issues. A schedule is provided to guide the work over six days, focusing on gathering images, selecting designs, and getting feedback to finalize the products.
The document proposes a magazine called "rogue gamer" that will entertain people ages 16-24, primarily males, by providing information on new and upcoming video games through visually attractive posters and magazines using cool fonts, dark and bright colors, and mystery-generating visuals. The magazine aims to appeal to its target audience of young male gamers through unique, non-offensive content about action games informed by research and feedback, while differentiating itself from existing products to avoid copyright issues.
1. The document describes an experiment the author conducted to create a game poster. They used tools like the magic wand tool and copy/paste to edit an image from the internet as the background and add text quotes from the game.
2. The author chose to use a layout style similar to big game designers to make their work look more professional and appeal to more people. They also tried reducing the amount of text based on research but found it didn't work for their style.
3. In their reflection, the author notes elements they will carry over to the final product include dark colors, a background image, and unique text fonts. They also plan to feature a well-known gaming character to generate recognition and appeal to
The document provides an analysis of existing game poster products that were researched. Some common features identified across the posters included the prominent use of the color red and a consistent layout with title placement at the bottom. Aspects the researcher intends to incorporate into their own work include the use of red to convey mystery, following the standard poster layout, and keeping some details ambiguous to intrigue audiences without overloading the design with text. The intended primary audience is identified as males aged 16-24 based on the questionnaire responses, though females and some older individuals may also be interested.
Here are the key points I gathered from your informal proposal:
- You want to create a gaming magazine and promotional poster to advertise the magazine.
- The products will be designed in Photoshop and you will document your progress in PowerPoint.
- The target audience is people aged 13-19 who enjoy action games. You want to appeal to all genders.
- Dark, mysterious colors may be used for the magazine with brighter colors on the poster.
- CD cases and t-shirt designs were not chosen as they did not interest you or align well with current trends/tastes.
- The magazine and poster concept allows for more interactivity and creativity compared to other options.
Does
The document provides an evaluation of an FMP (final major project) podcast production. It covers research, planning, time management, technical qualities, aural qualities, audience appeal, and peer feedback. For research, the strengths were inspiration from other podcasts, while weaknesses included limitations in finding similar podcasts. Planning strengths included thorough planning, while weaknesses were difficulty generating original ideas. Time management was adequate but some sections could have been improved. Peer feedback suggested adding more sound effects to make it more interesting. [/SUMMARY]
The document discusses the process of creating a podcast interview. It describes adding a script to structure the interview, finding an intro sound effect to engage listeners, adding the main body of speech while editing out mistakes, and concluding with an outro sound effect and end credits to leave listeners with a good vibe. The creator reflects on choosing audio elements that make the overall style cohesive and keep listeners interested throughout.
The document is a script for a tech podcast featuring an interview with a guest who works with drones. The guest discusses that drones are 4-propeller electric vehicles that can fly in any direction, with most having 4K cameras. They are mainly used recreationally but require a license for commercial use. The guest uses drones to survey building roofs to check safety. Their favorite part of the job is the simplicity, but it requires specific skills. Public concern over drones flying near buildings and safety if the propellers fail are two main challenges. The guest's advice for beginners is to learn and practice.
This proposal is for a podcast called "the tech podcast" that will inform listeners about the advantages and disadvantages of drones. The podcast will have a question and answer format along with promotional segments to provide different content options. The target audience is adults aged 20-40 who are interested in technology and business. Younger audiences will be restricted since the content could give them unsafe ideas. Offensive material will be avoided and the script will be reviewed to prevent offense of any social groups. While existing product names will be discussed, logos cannot be used since it is a podcast. Original research will ensure no copyright issues by covering a unique topic not addressed by other similar podcasts.
The document discusses the process of adding sound effects to an audio file. The main tool used was the cut tool to extract and reattach sections of audio. The hardest part was cutting out sections accurately so words were not cut short. Finding suitable sound effects was easy and enjoyable. The added sound effects made the audio more interesting by making it less monotone. The re-stick tool helped fix mistakes. Placing the sound effects precisely was frustrating. For the final product, sound effects and brevity will be important elements carried over from this experiment.
- The document discusses the evaluation of a game magazine product for an intended target audience.
- Feedback was received that praised the color scheme and images but suggested adding more detail to empty spaces.
- The producer agreed improvements could be made by filling the middle section and making the double page spread more detailed and professional with better images and writing.
The student created a double-page magazine spread across multiple stages. In the first stage, they set up spacers and worked to fit the title at the top. They chose a standard white and orange color scheme that they felt contrasted well and would attract readers. In the second stage, they added another column discussing the PS4 and Xbox debate in an impartial way to appeal to both sides. In the final stage, they added photos at the bottom for more visual appeal and detail, leaving space for possible future additions. They were ultimately happy with their final product and use of a character image from BioShock to suit the double-page spread style.
The document discusses pre-production planning for a game magazine, including potential fonts, colors, and image styles to use. Specific fonts like Verdana, Viner Hand ITC, and Comic Sands are mentioned as representing different game styles. Potential props, locations, and contingencies are also outlined. A schedule is proposed to design the magazine over 8 days using Photoshop and PowerPoint. Health and safety issues around paper cuts, burns, and rubbish are considered along with solutions.
This proposal outlines a gaming magazine called "Gaming Times" targeted at ages 12-18 of both genders. The magazine will inform readers about new and upcoming video games, consoles, and the gaming community. It will provide recommendations on games to buy or avoid. While the magazine does not have a story, it may include stories from games. The creator aims to include content that entertains without restricting violence too much, but will avoid truly offensive material and edit any copyrighted characters, names or logos.
The document describes experiments conducted for the front cover of a fishing magazine. It discusses including:
1) A picture of a marlin to represent fishing that was enlarged to improve quality.
2) The magazine's title in dark red to stand out from the sea background, though the words could be closer.
3) "Marlin Masters" at the bottom to add more detail.
4) The price at the top so it is seen first to possibly influence purchasing.
5) A small promotional advert to combine with the price for selling power since readers may buy if there are deals.
Here is a potential audience profile based on the information provided:
The target audience for this magazine would be male teenagers between the ages of 14-20 from lower-middle socioeconomic backgrounds.
Psychographically, they are likely to identify as "belongers" - wanting to express their individual style and interests. They may be drawn to content that helps them feel part of a community.
In terms of interests, they would be engaged by content around video games (particularly action, racing and open-world genres), movies, music, technology and streetwear fashion. Affordability would also be a key consideration given their age and financial circumstances.
The tone of the magazine should be upbeat and entertaining to match their youthful
The document provides three potential ideas for magazines:
1) A video game magazine with colorful covers featuring heroic characters and explosions to attract viewers. Dark and bright colors would be used.
2) A movie magazine highlighting recent and classic films with attractive colors and factual information about each.
3) An entertainment magazine covering local events, music, movies, with both dark and bright colors to appeal to different tastes. Discount codes could also be included.
The document summarizes the student's evaluation of their FMP project. Some key points:
- Research was effective but took more time than planned, limiting improvements.
- Planning helped work efficiently but attention span was a weakness.
- Time management was inconsistent, impacting quality. Equal time per section is needed.
- Peer feedback noted good animation/colors but suggested more sound effects and action.
- The student agrees more sound effects and action are needed to make the game more interesting.
This presentation by Juraj Čorba, Chair of OECD Working Party on Artificial Intelligence Governance (AIGO), was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
This presentation by Yong Lim, Professor of Economic Law at Seoul National University School of Law, was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
This presentation by OECD, OECD Secretariat, was made during the discussion “Competition and Regulation in Professions and Occupations” held at the 77th meeting of the OECD Working Party No. 2 on Competition and Regulation on 10 June 2024. More papers and presentations on the topic can be found at oe.cd/crps.
This presentation was uploaded with the author’s consent.
Why Psychological Safety Matters for Software Teams - ACE 2024 - Ben Linders.pdfBen Linders
Psychological safety in teams is important; team members must feel safe and able to communicate and collaborate effectively to deliver value. It’s also necessary to build long-lasting teams since things will happen and relationships will be strained.
But, how safe is a team? How can we determine if there are any factors that make the team unsafe or have an impact on the team’s culture?
In this mini-workshop, we’ll play games for psychological safety and team culture utilizing a deck of coaching cards, The Psychological Safety Cards. We will learn how to use gamification to gain a better understanding of what’s going on in teams. Individuals share what they have learned from working in teams, what has impacted the team’s safety and culture, and what has led to positive change.
Different game formats will be played in groups in parallel. Examples are an ice-breaker to get people talking about psychological safety, a constellation where people take positions about aspects of psychological safety in their team or organization, and collaborative card games where people work together to create an environment that fosters psychological safety.
Collapsing Narratives: Exploring Non-Linearity • a micro report by Rosie WellsRosie Wells
Insight: In a landscape where traditional narrative structures are giving way to fragmented and non-linear forms of storytelling, there lies immense potential for creativity and exploration.
'Collapsing Narratives: Exploring Non-Linearity' is a micro report from Rosie Wells.
Rosie Wells is an Arts & Cultural Strategist uniquely positioned at the intersection of grassroots and mainstream storytelling.
Their work is focused on developing meaningful and lasting connections that can drive social change.
Please download this presentation to enjoy the hyperlinks!
This presentation by Professor Alex Robson, Deputy Chair of Australia’s Productivity Commission, was made during the discussion “Competition and Regulation in Professions and Occupations” held at the 77th meeting of the OECD Working Party No. 2 on Competition and Regulation on 10 June 2024. More papers and presentations on the topic can be found at oe.cd/crps.
This presentation was uploaded with the author’s consent.
Carrer goals.pptx and their importance in real lifeartemacademy2
Career goals serve as a roadmap for individuals, guiding them toward achieving long-term professional aspirations and personal fulfillment. Establishing clear career goals enables professionals to focus their efforts on developing specific skills, gaining relevant experience, and making strategic decisions that align with their desired career trajectory. By setting both short-term and long-term objectives, individuals can systematically track their progress, make necessary adjustments, and stay motivated. Short-term goals often include acquiring new qualifications, mastering particular competencies, or securing a specific role, while long-term goals might encompass reaching executive positions, becoming industry experts, or launching entrepreneurial ventures.
Moreover, having well-defined career goals fosters a sense of purpose and direction, enhancing job satisfaction and overall productivity. It encourages continuous learning and adaptation, as professionals remain attuned to industry trends and evolving job market demands. Career goals also facilitate better time management and resource allocation, as individuals prioritize tasks and opportunities that advance their professional growth. In addition, articulating career goals can aid in networking and mentorship, as it allows individuals to communicate their aspirations clearly to potential mentors, colleagues, and employers, thereby opening doors to valuable guidance and support. Ultimately, career goals are integral to personal and professional development, driving individuals toward sustained success and fulfillment in their chosen fields.
XP 2024 presentation: A New Look to Leadershipsamililja
Presentation slides from XP2024 conference, Bolzano IT. The slides describe a new view to leadership and combines it with anthro-complexity (aka cynefin).
Suzanne Lagerweij - Influence Without Power - Why Empathy is Your Best Friend...Suzanne Lagerweij
This is a workshop about communication and collaboration. We will experience how we can analyze the reasons for resistance to change (exercise 1) and practice how to improve our conversation style and be more in control and effective in the way we communicate (exercise 2).
This session will use Dave Gray’s Empathy Mapping, Argyris’ Ladder of Inference and The Four Rs from Agile Conversations (Squirrel and Fredrick).
Abstract:
Let’s talk about powerful conversations! We all know how to lead a constructive conversation, right? Then why is it so difficult to have those conversations with people at work, especially those in powerful positions that show resistance to change?
Learning to control and direct conversations takes understanding and practice.
We can combine our innate empathy with our analytical skills to gain a deeper understanding of complex situations at work. Join this session to learn how to prepare for difficult conversations and how to improve our agile conversations in order to be more influential without power. We will use Dave Gray’s Empathy Mapping, Argyris’ Ladder of Inference and The Four Rs from Agile Conversations (Squirrel and Fredrick).
In the session you will experience how preparing and reflecting on your conversation can help you be more influential at work. You will learn how to communicate more effectively with the people needed to achieve positive change. You will leave with a self-revised version of a difficult conversation and a practical model to use when you get back to work.
Come learn more on how to become a real influencer!
This presentation by Thibault Schrepel, Associate Professor of Law at Vrije Universiteit Amsterdam University, was made during the discussion “Artificial Intelligence, Data and Competition” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/aicomp.
This presentation was uploaded with the author’s consent.
This presentation by Nathaniel Lane, Associate Professor in Economics at Oxford University, was made during the discussion “Pro-competitive Industrial Policy” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/pcip.
This presentation was uploaded with the author’s consent.
This presentation by OECD, OECD Secretariat, was made during the discussion “Pro-competitive Industrial Policy” held at the 143rd meeting of the OECD Competition Committee on 12 June 2024. More papers and presentations on the topic can be found at oe.cd/pcip.
This presentation was uploaded with the author’s consent.
2. Existing Product
At the bottom section of the
poster there is just word and
information these don’t really
suite with the poster so people
wont get confused by it, but it
does take away a certain feel
towards the poster and overall
mysteriousness about it.
This poster might make
people buy it because it is very
mysterious because it is very
dark, the lighting also might
make them buy it because it
doesn’t give a lot of meaning
or explanation. At this section
of the poster you can see that
there is just a blank tree this is
the only detailed section in
the middle and yet it is still
dark, but behind the tree is as
bright light this could be trying
to get a message across.
Effects used in this poster is that
there are a lot of smudging and
blurring, the angle used in this
poster is face on so its directly in
front of you with no angles
changing the picture. The main
side of this poster though would
be the right side this is because as
we read from left to right we see
more detail than at the start of the
sentence and this could be what is
happening here, you are looking
from a blank side to a detailed
design of a planet with a face in it.
3. Existing Product
Certain few cards have been
rotated to give it a better
effect when the picture is
taken. This also makes the
picture more attractive to the
viewers eyes. This could
generate more people getting
the cards.
The lighting used on this product
is very bright, this could be
because this Catches the viewers
eyes because its bright. The
patterns on the Buisness cards
also be very attractive this can yet
gain lure the costumers in. the
picture has a lot of the same
colour in it though which is a tree
brown colour.
This product will make people
look at it and take it because it
looks very nice and things that
look nice people want, this
product might also have useful
information on it so they should
take it anyway.
People might want to take this product because it
is very eye catching and looks like to could be of
some use to people. The colours used In this
product are very rustic. The pattern at the top of
the card looks very futuristic as well but keeps its
natural look. This looks like the business card has
been split up into sections, I think this because at
the top is a cool design, in the middle is the name
and logo and down at the bottom is more
information like contact details and names of
people.
4. Existing Product
main character on the front this could be
used as an marketing strategy to het more
people to look at it, there is also bold big
writing this also could be used as an
marketing strategy. This makes the
audience want to buy it because it makes
the game look good and very person who
plays video games wants to play a game
that looks really good. The colours used in
this are mainly dark so the likes of black and
grey but there one section that is really
bright and this catches your eye. The
magazine also have other advertisements
on it , this can lure a wider community to
buy it because there is more than one game
on there. On the right side of the magazine
cover there is the stronger advertising side
this lures people in because we read from
right to left.
5. Existing Product
The two main actors are on the front of the poster this
could be because they want the people to be able to
identify who is in the film or on the poster. The writing
is in big bold blue writing, this could yet again be so
people can see what it says from a distance, but this
writing also gives a nice calm vibe of because it
doesn’t stand out and it doesn’t blend in. the
background looks like there is a lot of action though
with fire, fire can represent action and mischief this
could be a hint to what the film is about. The fire can
also be linked to the heading WILD, this might make
the public buy it because it is a mystery and
everybody loves mysteries. It looks like they have
made this poster on a deserted road in the middle of
know here with no clouds. As you can see the poster
is split up into 3 sections again with a character to the
left middle and a car to the left, all this fills up the
page and makes it look more interesting than it
actually is. Also there is writing at the top and bottom
with the characters in the middle this makes the
poster look neat and professional.
6. Research Analysis
• What common features do the researched
products have? They all have simple text or information
telling people what it is.
• What aspects of the research will you include
within your on work? I will include what colour of text
and what size font will be best but also colour combinations
go best with each other.
8. Audience research
• observations: there is more female than male 66.67% male and 33.33% female
• What this says about my audience: this says that most of my audience are
male and not female
• How will your product appeal to this audience: this product
twill appeal to my audience because most men like to look at business cards and what they have to offer
but so do women that’s why there are a few women on the bar chart.
9. Audience research
• Observation: all my audiences age are 16 to 24 years old
• What this says about my audience: this says that young people or people
in there 20s this is because most young people are on the internet.
• How will your product appeal to this audience: this will appeal to my
audience because if I make a interactive one then they might get it
because young people like interactive objects.
10. Audience research
• Observation: I can see that most people like the colour blue but on par with that is non of the
above which means they don’t have a preference or there colour is not there
• What this says about my audience: this tell me that most boys like the colour blue if there was
more boys but I could be wrong because the other colours like orange and red both have one vote.
• How will your product appeal to this audience: if I find that there is a colour that most people like
then I will design the card of that colour this will attract more people to getting the product and
having a look.
11. Audience research
• Observation: most people like the shape rhombus more
• What this says about my audience: this tell my audience are very unique
and out of the box thinkers because a rhombus is not a usual shape to pick
• How will your product appeal to this audience: rhombus is a very cool
shape so this should lure people in to look at it along with the colours.
12. Audience research
• Observation: what I can see in this image is that most people will use a business card in there life.
• What this says about my audience: this tells me that most people are going to be working in a job
that works with other jobs and so business cards get passed around
• How will your product appeal to this audience: my product will appeal to the audience because it
will be a unique shape and colour this will stand out and make them want to take it again.
13. Audience research
• Observation: I can see that most people have selected the one that says they will
need one
• What this says about my audience: this tells me that they will be looking at in the
future of using a business so they will need information from a business card
• How will your product appeal to this audience: my product will make sure they get
the best possible and clearest card they get for information which is what they are
looking for as a client.
14. Audience research
• Observation: I can see that more people enjoy online shopping rather than going high-street
shopping
• What this says about my audience: this tells me that they could be lazy and just like to get stuff
online without going outside this means the best way to advertise my product Is through the
internet
• How will your product appeal to this audience: my product will appeal to this audience because if
they like buying things of the internet then surely they would like more information or new
information on new websites through digital business cards.
15. Audience research
• Observation: I can see people do not have anymore or no questions to ask me
• What this says about my audience: this tells me they are happy with the survey
• How will your product appeal to this audience: they will appeal to this audience
because they don’t like asking questions which they don’t have to when or if they
get a business card.
17. Interview 1
• What do you like most about business cards?
The importance of them and how they help people about there normal day.
• Do you feel that business cards help you in terms of finding out information?
Yes I find that when I get a business card it can help in later dates if I need this business help.
• Would you recommend to a friend to use business cards more often?
Yes I would recommend to friend to use a business card more often, they could benefit a lot from using them.
• Would you easily lose a business card,? How would you prevent this from happening?
I would easily use a business card because I end up forgetting about them, and I would prevent this from
happening by keeping it in a safe place like my wallet.
• Do you have any questions to ask me?
No
18. Interview 1
• Observation: from this interview I can see that this person would use
a business card for informational reasons.
• What this says about my audience: this that they
made need business cards in a later date
• How will your product appeal to this audience: my
product will appeal to this audience because if they
find that they are useful they will not care how it
looks they will just use so I will make them smaller so
they fit in wallets
19. Interview 2
• What do you like most about business cards?
I like how easy they are to use and get information from
• Do you feel that business cards help you in terms of finding out information?
Yes because if I like the look of this business then I can get a card and find out more
information
• Would you recommend to a friend to use business cards more often?
No because other people don’t have the same needs as me
• Would you easily lose a business card,? How would you prevent this from
happening?
Yes I would lose a business card easily and I would sore it in my wallet to prevent
loosing one
• Do you have any questions to ask me? No
20. Interview 2
• Observation: I can see that the person in the second interview like
business cards this is good because they can recommend them
• What this says about my audience: this says that
my audience are in to business cards and they need them for
information
• How will your product appeal to this
audience: my product might appeal to this audience
because they might be out and about which means there is a
possibility they might need a business card for future
reference.
21. Audience Profile
Category Demographic Content to appeal to this audience
Age Range
16-24 • Video games or movies
Gender
Male • Nice cars or sports cars
Psychographic
Busy lifestyle • Coffee
Social Status
Working class • Everything.
23. Research Evaluation
• Give an overview of how you conducted your research. Discuss the
strengths and weaknesses of each method
– Product Research – the way I conducted my product research was finding
similar products to my business card, I choose move posters to do because
they both hold important information and details. I analysed these posters
and found that most of them include bright colours to catch the eyes of
the consumer or public.
– Questionnaires – the way I conducted my research for my business card in
questionnaires was by putting questions down that I would benefit me in
many ways, so I aske them what there favourite shape was and what
colours they liked best. This example helped me design a business card
because I knew there preferences.
– Interviews
24. Research Evaluation
– What sort of a response did you get? I got a positive response which really
helps me design better quality products , this is good because the more
constructive feedback I get the better my overall work can be and my
feedback was really good,
– How did you distribute your survey? Give an advantage and a disadvantage
– One major advantage is that I could send it to multiple people at the same
time through email, this is good because I can get multiple completed surveys
back all at the same time.
– One major disadvantage is that not every bod completed the survey therefor I
didn’t get as much information back as I would of liked to , this is bad because
then not as many people have gave my feedback because they haven't done
the survey, overall I am happy with what people have put.
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/miseen 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