The document provides background information on existing fashion and youth culture magazines including i-D, Dazed, and Mitchell Bradshaw's photobook. It discusses the target audiences, styles, and content of these publications. Research findings note that many successful magazines utilize minimalist designs, impactful photography over long-form articles, and feature trends and subjects relevant to their young audiences. This information will influence the design and content of the student's own magazine to effectively engage their target readership.
This document provides an overview of the initial ideas for a factual project creating a magazine about the negative effects of social media. The magazine will address topics like cyberbullying, revenge porn, catfishing, and doxing. Potential people to interview include social media influencers, police, and helplines. Advantages of the project include gaining knowledge and raising awareness, while disadvantages could include difficulty finding interviews. Research will include breaking down fanzines and examining existing fanzines and magazines for layout inspiration.
This document provides details for planning a graffiti fanzine magazine to be produced in and around York. It outlines the following:
- The magazine will document graffiti in York through photos taken on film and will include the street name and tag text.
- It will include one anonymous interview and have a 'scrapbook' style layout.
- Different graffiti styles in York will be discussed like tags, throwies, pieces.
- The risks of graffiti like police and public reaction will also be mentioned.
- Inspiration will be taken from other publications that use a scrapbook aesthetic and film photography.
- The magazine aims to showcase and celebrate graffiti culture in York while
The student evaluated their production process for a 1990s fashion magazine FMP. Their strengths included thorough research of existing magazine covers and a rave flyer, which helped them understand conventions and informed their own designs. Their planning was detailed and helped ensure they could adapt to any issues. Weaknesses included neglecting research of other magazine elements beyond covers. Their time management was good for production but poor for research, limiting detail. Overall the experience helped them learn to better balance research across elements and manage time more efficiently.
This document provides research on the existing product i-D magazine. It summarizes that i-D is a British magazine dedicated to fashion, music, art and youth culture. The target reader is mixed in age but originally appealed to 15-24 year old females interested in fashion. Over the years it has become more mature while keeping a street style inspiration. The layout is minimalistic with bold colors and text to grab attention. Photographs appeal to younger music and fashion consumers. The fashion styling is individual and inspiring compared to other magazines.
The document provides an evaluation template for a second-year student at L3 Creative Media to evaluate their projects. The template guides the student to provide an overview of their project theme and research, describe how their ideas developed, discuss their personal feelings and collaboration, evaluate the project's good and bad points, analyze their intended messages and audience feedback, and create an action plan. The student then provides a sample response evaluating their fanzine project on the dangers of social media, noting they could have added more informative content and developed their Photoshop skills for future projects.
The document reflects on various digital media experiments including making magazines, pixel art and animation, music production, and Foley sound effects. For the magazine experiments, feedback helped improve the second magazine which had a darker color scheme and single focal point compared to the first magazine. Creating pixel art and animation in Photoshop was found to be surprisingly easy but room for improvement in drawing skills. Basic music was made using BeepBox but copyrighted music will likely be used instead. The film poster experiment demonstrated that a simpler design with a clear focal point was most effective. Creating sound effects at home helped realize the ability to make custom sounds for games. Overall, the experiments provided valuable lessons that will inform future digital media projects.
This evaluation form provides guidance for evaluating creative media projects at Level 3. It recommends using appropriate terminology, staying concise and focusing on key points, evaluating statements, and focusing on work judgements rather than process. The document outlines sections for project overview, research, development, outcomes, personal response, evaluation, and analysis. It provides a framework to critically reflect on successes and challenges, and rate the overall quality of the completed project.
This proposal outlines a project for a video game called "Location Change: On An Island" targeted towards teenagers ages 13-17. The project will include creating a film synopsis, logo, magazine cover, advertisements, menu screen, character design, cut scene, and sound design for the game. Production will utilize Adobe Photoshop and recording sounds with a phone. The schedule allocates 1-2 weeks for planning, research, and initial work, followed by 4-5 weeks for production tasks like creating posters, the menu screen, and level design. Work will be evaluated through peer and self-review to identify strengths and areas for improvement.
This document provides an overview of the initial ideas for a factual project creating a magazine about the negative effects of social media. The magazine will address topics like cyberbullying, revenge porn, catfishing, and doxing. Potential people to interview include social media influencers, police, and helplines. Advantages of the project include gaining knowledge and raising awareness, while disadvantages could include difficulty finding interviews. Research will include breaking down fanzines and examining existing fanzines and magazines for layout inspiration.
This document provides details for planning a graffiti fanzine magazine to be produced in and around York. It outlines the following:
- The magazine will document graffiti in York through photos taken on film and will include the street name and tag text.
- It will include one anonymous interview and have a 'scrapbook' style layout.
- Different graffiti styles in York will be discussed like tags, throwies, pieces.
- The risks of graffiti like police and public reaction will also be mentioned.
- Inspiration will be taken from other publications that use a scrapbook aesthetic and film photography.
- The magazine aims to showcase and celebrate graffiti culture in York while
The student evaluated their production process for a 1990s fashion magazine FMP. Their strengths included thorough research of existing magazine covers and a rave flyer, which helped them understand conventions and informed their own designs. Their planning was detailed and helped ensure they could adapt to any issues. Weaknesses included neglecting research of other magazine elements beyond covers. Their time management was good for production but poor for research, limiting detail. Overall the experience helped them learn to better balance research across elements and manage time more efficiently.
This document provides research on the existing product i-D magazine. It summarizes that i-D is a British magazine dedicated to fashion, music, art and youth culture. The target reader is mixed in age but originally appealed to 15-24 year old females interested in fashion. Over the years it has become more mature while keeping a street style inspiration. The layout is minimalistic with bold colors and text to grab attention. Photographs appeal to younger music and fashion consumers. The fashion styling is individual and inspiring compared to other magazines.
The document provides an evaluation template for a second-year student at L3 Creative Media to evaluate their projects. The template guides the student to provide an overview of their project theme and research, describe how their ideas developed, discuss their personal feelings and collaboration, evaluate the project's good and bad points, analyze their intended messages and audience feedback, and create an action plan. The student then provides a sample response evaluating their fanzine project on the dangers of social media, noting they could have added more informative content and developed their Photoshop skills for future projects.
The document reflects on various digital media experiments including making magazines, pixel art and animation, music production, and Foley sound effects. For the magazine experiments, feedback helped improve the second magazine which had a darker color scheme and single focal point compared to the first magazine. Creating pixel art and animation in Photoshop was found to be surprisingly easy but room for improvement in drawing skills. Basic music was made using BeepBox but copyrighted music will likely be used instead. The film poster experiment demonstrated that a simpler design with a clear focal point was most effective. Creating sound effects at home helped realize the ability to make custom sounds for games. Overall, the experiments provided valuable lessons that will inform future digital media projects.
This evaluation form provides guidance for evaluating creative media projects at Level 3. It recommends using appropriate terminology, staying concise and focusing on key points, evaluating statements, and focusing on work judgements rather than process. The document outlines sections for project overview, research, development, outcomes, personal response, evaluation, and analysis. It provides a framework to critically reflect on successes and challenges, and rate the overall quality of the completed project.
This proposal outlines a project for a video game called "Location Change: On An Island" targeted towards teenagers ages 13-17. The project will include creating a film synopsis, logo, magazine cover, advertisements, menu screen, character design, cut scene, and sound design for the game. Production will utilize Adobe Photoshop and recording sounds with a phone. The schedule allocates 1-2 weeks for planning, research, and initial work, followed by 4-5 weeks for production tasks like creating posters, the menu screen, and level design. Work will be evaluated through peer and self-review to identify strengths and areas for improvement.
This document provides a treatment for a factual production project in the form of a fanzine about the downsides of social media normalization and its negative effects on young people's mental health. The purpose is to raise awareness of the less positive aspects of social media use and how to stay safe online. Intended contributors include former social media influencer managers and small creators. Visual materials will include edited photos from social media platforms to demonstrate editing skills. The fanzine will have sections on the good and bad of social media, interviews, and dangers like catfishing, cyberbullying, and doxing. Creating the fanzine will help develop the author's graphic design and Photoshop skills as their specialism.
This evaluation summarizes a student's music industry fanzine project for a college course. The student conducted research on fanzines and music magazines to plan their fanzine. They created articles on topics like major labels vs independent artists and interviewed an independent artist. While the project faced challenges like losing work, the student learned from mistakes. In the end, the fanzine achieved the goal of informing others about the music industry and was deemed a satisfactory success due to its consistent theme and layout. The student provided critical feedback on areas for improvement in managing time and adding more creative elements.
This document outlines the unit introduction to professional practice and the tasks involved. Students will research career opportunities and skills needed in the creative media industry. They will create an illustrated sector guide, practitioner research file, and five-year plan. Additionally, students will complete a music video process log and end of year review reflecting on their skills, teamwork, and goals for further development. The tasks aim to help students investigate options and progress in their chosen field.
This document contains a proposal for a wrestling magazine final media project. The proposal outlines the student's skills and equipment for print media production. It describes the concept of creating a magazine with a front cover interview, additional interview pages, and merchandise pages. Photography and an acting role will be done by the student. Research will involve analyzing existing wrestling and sports magazines. Progress will be evaluated daily by reviewing screenshots of work completed.
Here are three potential courses I could take after college to further my career in photography:
1. BA (Hons) Photography at University of South Wales. This course covers documentary, fashion and studio photography as well as video. It has a strong emphasis on developing a professional portfolio. The entry requirements are 112 UCAS points plus a photography portfolio. This course would help me gain the technical skills and experience needed to become a professional photographer.
2. Foundation Diploma in Art and Design at Leeds Arts University. This one-year course develops skills across art and design disciplines through projects and workshops. It does not have set entry requirements but looks for motivation and potential. The multi-disciplinary approach and focus on developing a portfolio would help
The document summarizes a student's 36-page feminist fanzine project focused on role models, targeted at females aged 16-26. Through a survey of 11 respondents and examining popular feminist magazines, the student identified design elements to include - plain backgrounds for text/images to stand out, bold colorful front covers. Peer and target audience feedback prompted layout revisions. While wanting to include more features/interviews, time constraints prevented this. The student is pleased with the personal, professionally printed final product and is pursuing display and distribution opportunities.
This unit introduces students to career opportunities and professional practices in the creative media industry. Students will research roles, complete assignments to develop skills, and maintain a production journal and end-of-year review to track their progress. The unit focuses on understanding career progression, evaluating working methods, and developing organizational skills needed for professional practice. Assessment involves sector guides, practitioner profiles, production logs, and self-evaluations to demonstrate knowledge of the industry and growth over the academic year.
The student conducted research on existing magazines, photography styles, and target audiences to inform their own magazine concept. They tested out different techniques like shooting on film and with a fisheye lens. Feedback on their magazine praised the photography and style, but suggested adding more written content and depth to interviews. The student agreed more text was needed on some pages but felt their interviews were already engaging. Overall the research and experimentation helped guide their design choices, while feedback provided opportunities for further development.
The document discusses the conventions used in the student's media product and how it compares to real magazines. The student aimed to have a bold masthead and central cover image like real magazines. However, they positioned the cover lines on the sides rather than bottom for simplicity. Throughout the magazine, they maintained a consistent orange and red color scheme and bold text for visibility. The layout of sections in the contents page and double page spread were also designed for clear reading like conventions in magazines but with some modifications for ease of use.
This document provides a summary of the student's progress through their course and plans for their final major project (FMP). The student plans to create a fanzine focused on female role models in sport to bring recognition to the lack of representation and equality for women. They chose this topic because they feel it is an important issue that needs more exposure. Their influences and research plans include magazines about role models, feminist figures worldwide, and interviewing people in their community about influential women. Through their descriptive writing style and use of various production techniques in the fanzine, the student aims to convey the seriousness of ongoing gender inequality and motivate their audience to recognize there is still work left to be done.
- The document discusses a music magazine product the author created, evaluating how it uses and develops conventions from real music magazines.
- The author researched magazines like NME, Q, VIBE and Rolling Stone to inspire design elements like the masthead, layout, and photo styles.
- Feedback from a focus group of the target audience, ages 15-25, was positive and provided suggestions for improvement.
- The author learned skills with technologies like Photoshop, Microsoft Word, and Blogger through the process of researching, designing, and presenting their magazine product.
The document is a reflection by a student on their final media studies project creating a magazine. It discusses how the magazine used conventions of real magazines while also trying to be unique. It targeted teenagers and young adults interested in indie music. The student believes music stores and festivals would be most likely to distribute the magazine to its target audience. Through images and style, the student aimed to attract and address this target audience. The process taught the student new skills with software like Photoshop and helped improve planning from the preliminary project.
Hannah Flowers conducted research on existing fanzines about feminism, coffee, and fashion. She was most inspired by a feminism fanzine that explored relevant topics and used appealing colors and layout. For her own fanzine, she planned to include illustrations and cover topics like feminism in the 1900s through interviews and articles. Hannah created a detailed planning process including idea development, pagination, and article drafts. She felt she managed her time well to complete 36 pages for her fanzine while balancing design elements, illustrations, and articles.
Hype Williams is a renowned music video and film director known for shaping hip-hop visuals. He started in graffiti and worked his way up in the industry, directing videos for major artists like Jay-Z, Missy Elliot, and Tupac. Williams won several awards for his innovative videos in the 1990s-2000s and is credited with establishing the stylish aesthetic of hip-hop videos today. He has since expanded to films while continuing to direct iconic music videos for artists like Kanye West.
This unit introduces students to various career roles and opportunities within the creative media production industry. Students will research options and plan their own career development. Assessment involves assignments documenting their process and progress over the year. Tasks include creating an illustrated guide to their chosen media sector, researching a notable practitioner, and developing a five-year career plan. Students will also log their process for a music video project and provide an end-of-year review reflecting on their work and growth, creating goals for next year.
This document contains an evaluation of a media product created by Caitlyn Williams. It includes 8 questions about how the product used conventions of real media, represented social groups, its target audience, how the audience was attracted, what was learned about technologies, and how successful the final product was. The document also includes images of the front cover, contents page, and double page spread created for the media product, as well as links to the creator's blog where the product was documented and planned.
This unit introduces students to career opportunities and professional practices in the creative media industry. Students will research job roles, complete assignments exploring sectors of interest and practitioners, and create a five year career plan. Assessments include a sector guide, research file, process log, and end of year review reflecting on skills and goals. The review will include an action plan for further development.
My proposed photography magazine titled "Silhouette" aims to appeal to both male and female audiences as the photography industry has become nearly 50/50 in terms of gender participation. The magazine will have a monochrome aesthetic with soft pops of color and focus on being both visually pleasing and informative. To ensure the magazine meets audience interests, I will conduct surveys and interviews with photographers and non-photographers to understand what content is desired. The target audience is predicted to be middle class achievers living in large cities who are interested in photography for professional or hobby purposes. Feedback will be gathered throughout the production process and a final self-evaluation will assess the project's strengths and weaknesses.
1. The document discusses the progression of the candidate's skills and understanding in designing a music magazine from their preliminary task to the full product. In the preliminary task, the candidate showed a lack of knowledge about audience preferences and conventions of real magazines. However, through research and taking feedback, the candidate learned effective design techniques like those used in Q Magazine for layout, colors, and image placement.
2. Key skills learned were using Photoshop tools like layers, rasterizing shapes, and the magic wand tool. Following conventions from Q Magazine helped the candidate create a magazine with a sense of style that would appeal to audiences.
3. Taking audience feedback through research was crucial for the candidate to understand what makes the "
The document summarizes research conducted on existing magazines and products that will inform the development of a new youth culture magazine. It discusses magazines such as i-D, Dazed, and a photobook by Mitchell Bradshaw. Key aspects these products share are a minimalist style, focus on imagery over text, and portrayals of youth fashion and culture. Audience research found that potential readers prefer visuals to text and take inspiration from Instagram. This research will help make the new magazine visually striking and relevant to its target audience.
Here are some key points from the interview:
- The person cares about dressing appropriately for the occasion and weather. This shows they put thought into their outfits.
- They would give honest feedback to a friend about an unflattering outfit, indicating they are looking out for others.
- TV/film is a source of style inspiration, suggesting visual media influences their fashion choices.
Your magazine could appeal to this audience by including outfit inspiration galleries from current shows/movies, as well as tips on dressing for different events and seasons. Providing honest yet tactful fashion advice may also resonate given their willingness to give feedback to friends.
The document discusses how the media product uses and develops conventions of real media. It examines how conventions from magazines like Rolling Stone and Billboard influenced the design of the magazine, such as placing the masthead behind the cover image. While initial plans were influenced by other magazines, the final product developed as new ideas emerged during the process. For example, color schemes were altered to complement the cover model's outfit. The document also discusses how conventions like a three-column contents page were incorporated but the skyline text was developed to promote magazine features rather than sales claims. Overall, the media product challenges conventions of "busy" pop magazines by having a simpler, mature design.
This document provides a treatment for a factual production project in the form of a fanzine about the downsides of social media normalization and its negative effects on young people's mental health. The purpose is to raise awareness of the less positive aspects of social media use and how to stay safe online. Intended contributors include former social media influencer managers and small creators. Visual materials will include edited photos from social media platforms to demonstrate editing skills. The fanzine will have sections on the good and bad of social media, interviews, and dangers like catfishing, cyberbullying, and doxing. Creating the fanzine will help develop the author's graphic design and Photoshop skills as their specialism.
This evaluation summarizes a student's music industry fanzine project for a college course. The student conducted research on fanzines and music magazines to plan their fanzine. They created articles on topics like major labels vs independent artists and interviewed an independent artist. While the project faced challenges like losing work, the student learned from mistakes. In the end, the fanzine achieved the goal of informing others about the music industry and was deemed a satisfactory success due to its consistent theme and layout. The student provided critical feedback on areas for improvement in managing time and adding more creative elements.
This document outlines the unit introduction to professional practice and the tasks involved. Students will research career opportunities and skills needed in the creative media industry. They will create an illustrated sector guide, practitioner research file, and five-year plan. Additionally, students will complete a music video process log and end of year review reflecting on their skills, teamwork, and goals for further development. The tasks aim to help students investigate options and progress in their chosen field.
This document contains a proposal for a wrestling magazine final media project. The proposal outlines the student's skills and equipment for print media production. It describes the concept of creating a magazine with a front cover interview, additional interview pages, and merchandise pages. Photography and an acting role will be done by the student. Research will involve analyzing existing wrestling and sports magazines. Progress will be evaluated daily by reviewing screenshots of work completed.
Here are three potential courses I could take after college to further my career in photography:
1. BA (Hons) Photography at University of South Wales. This course covers documentary, fashion and studio photography as well as video. It has a strong emphasis on developing a professional portfolio. The entry requirements are 112 UCAS points plus a photography portfolio. This course would help me gain the technical skills and experience needed to become a professional photographer.
2. Foundation Diploma in Art and Design at Leeds Arts University. This one-year course develops skills across art and design disciplines through projects and workshops. It does not have set entry requirements but looks for motivation and potential. The multi-disciplinary approach and focus on developing a portfolio would help
The document summarizes a student's 36-page feminist fanzine project focused on role models, targeted at females aged 16-26. Through a survey of 11 respondents and examining popular feminist magazines, the student identified design elements to include - plain backgrounds for text/images to stand out, bold colorful front covers. Peer and target audience feedback prompted layout revisions. While wanting to include more features/interviews, time constraints prevented this. The student is pleased with the personal, professionally printed final product and is pursuing display and distribution opportunities.
This unit introduces students to career opportunities and professional practices in the creative media industry. Students will research roles, complete assignments to develop skills, and maintain a production journal and end-of-year review to track their progress. The unit focuses on understanding career progression, evaluating working methods, and developing organizational skills needed for professional practice. Assessment involves sector guides, practitioner profiles, production logs, and self-evaluations to demonstrate knowledge of the industry and growth over the academic year.
The student conducted research on existing magazines, photography styles, and target audiences to inform their own magazine concept. They tested out different techniques like shooting on film and with a fisheye lens. Feedback on their magazine praised the photography and style, but suggested adding more written content and depth to interviews. The student agreed more text was needed on some pages but felt their interviews were already engaging. Overall the research and experimentation helped guide their design choices, while feedback provided opportunities for further development.
The document discusses the conventions used in the student's media product and how it compares to real magazines. The student aimed to have a bold masthead and central cover image like real magazines. However, they positioned the cover lines on the sides rather than bottom for simplicity. Throughout the magazine, they maintained a consistent orange and red color scheme and bold text for visibility. The layout of sections in the contents page and double page spread were also designed for clear reading like conventions in magazines but with some modifications for ease of use.
This document provides a summary of the student's progress through their course and plans for their final major project (FMP). The student plans to create a fanzine focused on female role models in sport to bring recognition to the lack of representation and equality for women. They chose this topic because they feel it is an important issue that needs more exposure. Their influences and research plans include magazines about role models, feminist figures worldwide, and interviewing people in their community about influential women. Through their descriptive writing style and use of various production techniques in the fanzine, the student aims to convey the seriousness of ongoing gender inequality and motivate their audience to recognize there is still work left to be done.
- The document discusses a music magazine product the author created, evaluating how it uses and develops conventions from real music magazines.
- The author researched magazines like NME, Q, VIBE and Rolling Stone to inspire design elements like the masthead, layout, and photo styles.
- Feedback from a focus group of the target audience, ages 15-25, was positive and provided suggestions for improvement.
- The author learned skills with technologies like Photoshop, Microsoft Word, and Blogger through the process of researching, designing, and presenting their magazine product.
The document is a reflection by a student on their final media studies project creating a magazine. It discusses how the magazine used conventions of real magazines while also trying to be unique. It targeted teenagers and young adults interested in indie music. The student believes music stores and festivals would be most likely to distribute the magazine to its target audience. Through images and style, the student aimed to attract and address this target audience. The process taught the student new skills with software like Photoshop and helped improve planning from the preliminary project.
Hannah Flowers conducted research on existing fanzines about feminism, coffee, and fashion. She was most inspired by a feminism fanzine that explored relevant topics and used appealing colors and layout. For her own fanzine, she planned to include illustrations and cover topics like feminism in the 1900s through interviews and articles. Hannah created a detailed planning process including idea development, pagination, and article drafts. She felt she managed her time well to complete 36 pages for her fanzine while balancing design elements, illustrations, and articles.
Hype Williams is a renowned music video and film director known for shaping hip-hop visuals. He started in graffiti and worked his way up in the industry, directing videos for major artists like Jay-Z, Missy Elliot, and Tupac. Williams won several awards for his innovative videos in the 1990s-2000s and is credited with establishing the stylish aesthetic of hip-hop videos today. He has since expanded to films while continuing to direct iconic music videos for artists like Kanye West.
This unit introduces students to various career roles and opportunities within the creative media production industry. Students will research options and plan their own career development. Assessment involves assignments documenting their process and progress over the year. Tasks include creating an illustrated guide to their chosen media sector, researching a notable practitioner, and developing a five-year career plan. Students will also log their process for a music video project and provide an end-of-year review reflecting on their work and growth, creating goals for next year.
This document contains an evaluation of a media product created by Caitlyn Williams. It includes 8 questions about how the product used conventions of real media, represented social groups, its target audience, how the audience was attracted, what was learned about technologies, and how successful the final product was. The document also includes images of the front cover, contents page, and double page spread created for the media product, as well as links to the creator's blog where the product was documented and planned.
This unit introduces students to career opportunities and professional practices in the creative media industry. Students will research job roles, complete assignments exploring sectors of interest and practitioners, and create a five year career plan. Assessments include a sector guide, research file, process log, and end of year review reflecting on skills and goals. The review will include an action plan for further development.
My proposed photography magazine titled "Silhouette" aims to appeal to both male and female audiences as the photography industry has become nearly 50/50 in terms of gender participation. The magazine will have a monochrome aesthetic with soft pops of color and focus on being both visually pleasing and informative. To ensure the magazine meets audience interests, I will conduct surveys and interviews with photographers and non-photographers to understand what content is desired. The target audience is predicted to be middle class achievers living in large cities who are interested in photography for professional or hobby purposes. Feedback will be gathered throughout the production process and a final self-evaluation will assess the project's strengths and weaknesses.
1. The document discusses the progression of the candidate's skills and understanding in designing a music magazine from their preliminary task to the full product. In the preliminary task, the candidate showed a lack of knowledge about audience preferences and conventions of real magazines. However, through research and taking feedback, the candidate learned effective design techniques like those used in Q Magazine for layout, colors, and image placement.
2. Key skills learned were using Photoshop tools like layers, rasterizing shapes, and the magic wand tool. Following conventions from Q Magazine helped the candidate create a magazine with a sense of style that would appeal to audiences.
3. Taking audience feedback through research was crucial for the candidate to understand what makes the "
The document summarizes research conducted on existing magazines and products that will inform the development of a new youth culture magazine. It discusses magazines such as i-D, Dazed, and a photobook by Mitchell Bradshaw. Key aspects these products share are a minimalist style, focus on imagery over text, and portrayals of youth fashion and culture. Audience research found that potential readers prefer visuals to text and take inspiration from Instagram. This research will help make the new magazine visually striking and relevant to its target audience.
Here are some key points from the interview:
- The person cares about dressing appropriately for the occasion and weather. This shows they put thought into their outfits.
- They would give honest feedback to a friend about an unflattering outfit, indicating they are looking out for others.
- TV/film is a source of style inspiration, suggesting visual media influences their fashion choices.
Your magazine could appeal to this audience by including outfit inspiration galleries from current shows/movies, as well as tips on dressing for different events and seasons. Providing honest yet tactful fashion advice may also resonate given their willingness to give feedback to friends.
The document discusses how the media product uses and develops conventions of real media. It examines how conventions from magazines like Rolling Stone and Billboard influenced the design of the magazine, such as placing the masthead behind the cover image. While initial plans were influenced by other magazines, the final product developed as new ideas emerged during the process. For example, color schemes were altered to complement the cover model's outfit. The document also discusses how conventions like a three-column contents page were incorporated but the skyline text was developed to promote magazine features rather than sales claims. Overall, the media product challenges conventions of "busy" pop magazines by having a simpler, mature design.
Katherine created a music magazine called "Dropout" to fulfill a media studies assessment. She drew inspiration from the layout and conventions of "Clash Magazine." Katherine represented the target demographic of 16-25 year olds and those in socioeconomic category E through affordable pricing and content. She incorporated codes like colored text and images to attract her intended audience. Producing preliminary tasks helped Katherine improve her Photoshop skills and create a professional final product that demonstrated her creative abilities.
The document describes the process of creating a magazine for a target audience of 16-25 year olds interested in grime/hip hop music. It discusses conventions used including manipulating artist images to appeal to readers, using eye contact on the front cover. Formats like the contents page are addressed, aiming to continue the theme and style. Representation of the target audience as "gangster" types through clothing and poses is covered. The language, colors and images are designed to attract this audience's attention.
This document is a media evaluation by Leo Baker of their music magazine project. Baker summarizes the conventions they used from influential magazines like Kerrang!, Q, and NME, such as a big masthead, black text, and cover lines. They also challenged conventions by using unconventional text like "American Captain" and different photography locations. Baker represents their target audience of teenagers positively by portraying celebrities as normal people. They would want their magazine published by a large institution like Time Inc. UK in order to reach a wide audience. Baker attracted their young audience through eye-catching photography, affordable pricing, and gossip content. They learned new technology skills like using Photoshop and survey tools in the process of creating their magazine
The document provides an evaluation of a media product created by Elizabeth Brady. It summarizes how the product uses conventions from real magazines in its design, such as a consistent color palette, direct eye contact on covers, and sectioning the contents page. It represents its target audience of indie/rock fans aged 13-29 through the artists featured and distorted masthead design. The product would be well suited to distribution by Bauer Media Group, the same company that distributes similar magazines like Q and Kerrang.
The document discusses the author's media studies foundation portfolio evaluation. It summarizes how the author's music magazine uses conventions from real music magazines in its design elements like the front cover, contents page, and double page spread. It discusses the use of masthead, headlines, images, page numbers, and more and how they conform to magazine conventions. It also discusses how the magazine represents its target audience of 16-25 year olds through the model, language, topics covered, and more.
The document summarizes the progression and development of a student's media magazine project from preliminary tasks to the final product. It reflects on how researching similar magazines helped the student understand conventions to make the magazine look professional. The student aimed to attract a teenage audience and represents the hip hop genre. Feedback on the final product is positive, noting it successfully uses conventions like mastheads and cover lines to fit the brief of creating a realistic magazine.
The target audience for the magazine would be males and females ages 16-25 who enjoy indie music and festivals. This demographic is active on social media and follows new and upcoming indie bands rather than mainstream artists. The magazine will focus on the indie scene through features on bands and individuals who dress and act differently from mainstream culture. Market research found that people in this group would be willing to pay around £3 for a new magazine in this genre.
This document outlines a student's initial ideas for creating a women's fashion magazine for their coursework. It discusses researching various fashion magazines for inspiration and ideas. An action plan was created to stay organized and on schedule. Common features noted in inspirational magazines included bright colors, mid-shot model covers, and selling lines to entice readers. The target audience is identified as 18-30 year old females interested in fashion, beauty, and appearance.
Within this document, the author discusses their media product which is a music magazine called "Throwback Thursday". They summarize how they used conventions from real music magazines in elements like the front cover, contents page, and double page spread. They also discuss how their magazine represents and targets a particular social group of 16-25 year old females interested in music news. Finally, they argue their magazine would be best distributed by IPC Media since they publish similar magazines like NME that also target younger audiences.
The document discusses the target audience and design choices for a female-focused music magazine. The target audience is identified as females aged 16-25. Focus groups provided feedback that informed the magazine's feminine color palette and lifestyle content. While initially aimed at both genders, research found no magazines uniquely targeting females. The simple, clean design appeals to both lower and upper classes. As a niche, urban magazine featuring smaller artists, it will not appeal to all music fans. Industry conventions like bold mastheads and full-page cover images were employed. Casual clothing styles depicted are currently trendy among teens/young adults. The elements are meant to suit and attract the target demographic.
The document discusses how the author's magazine "Lowdown" both develops and challenges conventions of music magazines. It conforms to typical conventions like layout, single cover image, and color scheme. However, it challenges conventions by using two large images on the contents page instead of full text. The target audience is identified as 16-25 year olds interested in indie/rock music. Seymour magazine distributor would be suitable due to its experience in similar magazines. The author has learned skills in Photoshop, InDesign, and magazine design conventions through creating this project.
The target audience for the magazine would be 15-25 year olds of both genders interested in small, unsigned bands. The magazine would focus on the alternative genre of grunge/punk featuring articles on lesser known artists and their style. It would have a messy, non-polished design to match the genre including black and white photos with jagged cutouts. Market research found potential readers would pay up to £5 and want to learn about the artists beyond just their music.
The document discusses pop music and media representation. It then provides details about how the author constructed their music magazine, including following conventions of real magazines, representing social groups, choosing a media institution for distribution, attracting their target audience of teenage girls and young women, and what they learned about technology from the process.
This document summarizes the design choices made for the front and back covers of a magazine. For the front cover, bright red letters were used with a white outline to catch attention while reflecting the St. George's cross. Two female models were featured to represent London in a powerful way rather than as objects. The masthead was placed in the typical upper left corner but went over the main image to show it is not an established magazine. An advertisement was included at the bottom to promote something inside and appeal to London's "greedy" culture. The contents page featured relevant images next to articles without numbers to avoid overwhelming readers. A conversational tone in the editor's note welcomed readers to the magazine's community. Typical conventions were followed to engage
2)how does your media product represent particular social groups?theresakuhn4
This document discusses how the author's media product represents a particular social group. Specifically, the author created an indie music magazine to represent indie hipsters and their genre of music. The author chose colors, images, bands, and fonts associated with the stereotypical view of this genre. To show they properly represented this target audience, the author compares their magazine to an existing indie magazine called INDIE and shows how they followed similar rules and impressions. Overall, the author feels their magazine accurately reflects the target social group of 16-21 year olds interested in indie music through their choices of cover model, photography style, and content.
The document provides an evaluation of the ways in which the media product uses, develops, or challenges conventions of real media products. It discusses several conventions that were followed, such as the use of a large masthead, pull quotes, and a consistent color scheme. It also discusses some conventions that were challenged, such as using similar studio photographs rather than more varied images and having a more information-dense contents page layout. The evaluation seeks feedback on how the media product represents particular social groups and what type of media institution might distribute it.
Factual development and planning pro forma (1)LloydGoddard3
The document outlines the planning and production schedule for creating a fanzine about graffiti artists in York. It includes gathering inspiration from mood boards and research. The fanzine will have interviews and messages from two local graffiti artists, along with photos edited to have a "cut and stick" scrapbook aesthetic. A four week production schedule is outlined, including shooting interviews and photos, laying out pages in Photoshop and InDesign, and printing and sharing the finished fanzine both physically and digitally.
Lloyd Goddard proposes creating a fanzine about the graffiti scene in York. The fanzine will be shot on film and edited in Photoshop. It will feature photos of graffiti around York with captions noting the locations. The center of the fanzine will include an interview with a prominent local writer about their work. Goddard will research existing graffiti fanzines and York's graffiti scene to plan content and layout. He will self-evaluate his work weekly and after completion to improve future projects.
This document outlines a series of photography experiments and activities to improve DSLR and photography skills. It includes taking photos that follow the rule of thirds composition, shadows, reflections, close-ups of everyday objects, one object from different angles, textures, specific colors, and negative space. Participants are instructed to take example photos for each activity and section.
- The document describes plans for a magazine about graffiti in York, including taking photos of graffiti tags on film, interviewing graffiti artists anonymously, and using a scrapbook style for the magazine.
- It discusses researching fanzines and existing fanzines like Analog Delinquents and Fatcap Fanzine that focus on underground photography, youth subcultures, and graffiti artists. These will provide inspiration for layout, content, and aesthetic.
- Conducting a test interview provided lessons about preparing questions, making questions clear, asking follow-ups, and recording interviews for better responses. Experiments with page design aim to achieve a scrapbook style using ripped edges and polaroid photos to feature photographs promin
The document outlines plans for a second issue of a youth culture magazine called AF Archive. The first issue did not achieve the intended outcome, so the second issue will be more thoroughly planned and will feature more articles. Photographs from the creator's activities with friends will be included to make the project more personal. Influences for the photography include Instagram accounts that capture skating, fashion, and parties. The tone will feature elements of youth culture like skating and graffiti. Photographs and videos will be shot on film and older cameras to keep the project feeling authentic and relatable to its target youth audience.
This document provides a treatment for a fanzine focused on graffiti in York. The fanzine will feature photos of graffiti in York taken by the creator on film. It will also include an interview with a local graffiti writer from York. The purpose is to showcase York graffiti artists, as the creator feels much of it goes unnoticed. The intended audience is graffiti writers and those with a slight interest in graffiti. To appeal to this audience, it will have a "scrapbook style" presentation. Pages will include photos of graffiti, an interview, and graffiti-inspired advertisements. Shooting and editing the images and assembling the fanzine in Photoshop ties the project to the creator
This document outlines a series of photography experiments to improve DSLR and photography skills. The experiments include taking photos that demonstrate the rule of thirds composition technique, shadows, reflections, close-ups, a single object from different angles, textures, specific colors, and negative space. Learners are instructed to take example photos for each experiment and concept.
Lloyd Goddard is applying to university through UCAS to study media-related degrees. He has a passion for photography and creative subjects that stemmed from his art and photography GCSEs. Currently, he is studying a level 3 creative media production course where he realized his enjoyment of photography and photo editing. For the future, Lloyd aims to stay in the media/photography industry and possibly branch into fashion photography. Outside of college, he enjoys photographing his skateboarding hobby. He believes attending university will help him further develop the necessary skills to pursue a career in media and photography.
This document outlines Lloyd Goddard's initial plans for a photography project, including three mood boards and key influences. The mood boards provide inspiration for three planned photo shoots - one capturing student life on film inspired by i-d magazine, another experimenting with color manipulation and effects like David Hockney, and a third taking influence from 1990s fashion, music and culture. Key influences mentioned are the Instagram account @toughluckuk showcasing student photographers, fashion influencer Danny Lomas known for classic British styles, and the brand Cold Archive which promotes young creatives through social media.
The document provides details about the pre-production process for a youth culture magazine. It outlines that the magazine will have a front cover, contents page, 3 double page spreads, and a back cover. It will be published online and target those aged 16-24. Details are given about potential fonts, cover designs, photo shoots, and a production schedule. Reflections are provided on test fonts and colors as well as potential interior and back cover designs.
This document outlines initial plans for three photography projects and the key influences. The first project will involve interviewing and photographing two Leeds art students to capture aspects of student life. The second will be a portrait series experimenting with different lenses and post-production effects. The third will take inspiration from 1990s fashion, music, and culture. Key influences mentioned are the Instagram account @toughluckuk showcasing student photography, YouTuber Danny Lomas representing classic British style, and the brand Cold Archive which promotes young creatives through social media.
Here are some suggestions for how you could improve your work in the future:
- For research, focus more on the technical aspects of game development rather than just gameplay. Look into engines, programming, animation tools etc. This will better prepare you for the production stage.
- Do more contingency planning upfront. Consider backup plans if your original idea can't be executed. Also plan for potential technical issues.
- Leave more time for testing, polishing and refinement. Don't rush to finish - take the time to improve small details.
- Get feedback earlier from others. Showing work-in-progress can help identify weaknesses to address.
- Consider diversifying your promotion materials. Things like social media campaigns
Eddie and his friends go camping in the woods but have a frightening encounter. They split up to gather more firewood at night and come across a pack of wolves. The teens flee in fear through the dark forest. Eddie bravely runs back to help a friend who is injured. They almost make it back to the car, but realize the keys have been left at the camp. Eddie sprints back through the dangerous woods to retrieve the keys, but on his return a wolf attacks him as his friends drive to safety.
Here is a summary of the key points from your evaluation:
Strengths:
- Thorough research informed design choices
- Comprehensive pre-production planning allowed smooth production
- Strong technical execution of animation, sound design, and graphics
- Cohesive aesthetic achieved visual and tonal goals
- Engaging soundtrack enhanced gameplay experience
- Promotional materials effectively targeted intended audience
Weaknesses:
- Time management could be improved with tighter schedules
- Some elements like cutscenes were not fully realized due to time
- Further iteration could refine aesthetic and polish technical quality
Overall, you demonstrated strong creative vision and technical skills. With additional time and practice, you can further optimize your production process and polish finished work
The document describes the process of creating an animation in several steps. First, the creator drew a dark forest background. Then, layers were used to animate birds moving across the page by drawing them in slightly different positions on each layer. Next, shapes were drawn and colored balls were animated to bounce and change colors by turning layers on and off. Finally, all the skills were combined to animate a character running by creating a moving background and alternating layers of the character in different leg positions frame by frame.
Here is a summary of the key points from your evaluation:
Strengths:
- Strong research informed the planning and design choices
- Thorough pre-production planning allowed for efficient production
- Technical execution of the animation and game elements was well done
- Consistent aesthetic achieved across all promotional materials
- Sound design supported the mood and gameplay
Weaknesses:
- Time management could have been improved with tighter schedules
- Some elements like the cutscene lacked polish due to time constraints
- Audience appeal is aimed at a niche group and may not have wide appeal
Overall this was a comprehensive multimedia package that demonstrated solid planning, research and technical skills. The main area for improvement is time management to allow for more
Here is a summary of the key points from your evaluation:
Strengths:
- Thorough research informed creative decisions
- Comprehensive pre-production planning allowed for efficient production
- Strong technical execution of video game demo and animation
- Cohesive aesthetic achieved across all elements
- Carefully crafted soundtrack enhanced the experience
- Concept and presentation would appeal to target audience
Weaknesses:
- Time management could be improved with tighter schedules
- Some elements like magazine article could be more fully realized
- Continued iteration could refine aesthetic and storytelling qualities
Overall, you demonstrated solid creative skills through your concept, planning, and multi-media production. With further refinement of scheduling and development processes, your
Mv production assignment evaluation form 2020LloydGoddard3
The document summarizes the process of planning, filming, and editing a music video. It discusses researching different genres and techniques used in music videos. It outlines the planning process including creating mood boards and storyboards. Filming involved both indoor and outdoor shots, with outdoor shots filmed first when sunlight was best. Editing synced the video clips to the song lyrics and added effects like a VHS filter. Peer feedback suggested filming more varied shots and potentially some at night, though the creator felt darker shots were not necessary.
- The document provides guidance for a music video assignment, including sections for idea generation, research, visual planning, and organizational planning
- The student has selected the song "Born Slippy" by Underworld and plans a lyric video that shows actors by a chalkboard displaying lyrics and other shots edited to the music
- Potential challenges include weather affecting outdoor filming and needing backup equipment or locations
Mv process log form 2020 (lloyd goddard)LloydGoddard3
The document provides guidance for tracking the production process of a music video. It outlines sections for filming and editing. For filming, the document discusses technical, logistical, and personnel aspects. Some challenges included camera battery issues and changing locations due to rain. For editing, the document explains the process of importing clips, matching them to the song, adding effects like a VHS overlay, and fading out the audio. Problems during editing included software crashing, finding the right effect, and having to use a phone for backup filming. Next steps would include filming more clips and checking the weather forecast.
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A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Article: https://pecb.com/article
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How to Add Chatter in the odoo 17 ERP ModuleCeline George
In Odoo, the chatter is like a chat tool that helps you work together on records. You can leave notes and track things, making it easier to talk with your team and partners. Inside chatter, all communication history, activity, and changes will be displayed.
Physiology and chemistry of skin and pigmentation, hairs, scalp, lips and nail, Cleansing cream, Lotions, Face powders, Face packs, Lipsticks, Bath products, soaps and baby product,
Preparation and standardization of the following : Tonic, Bleaches, Dentifrices and Mouth washes & Tooth Pastes, Cosmetics for Nails.
A workshop hosted by the South African Journal of Science aimed at postgraduate students and early career researchers with little or no experience in writing and publishing journal articles.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
2. Existing Product: i-d Magazine
i-D is a British magazine which is dedicated to fashion, music, art
and youth culture. The target reader for i-D magazine is quite
mixed as the simplicity and mature style of the magazine attracts
a much older crowd of people, although originally the core reader
that the magazine appeals to are 15-24 year old females who love
fashion and are of working class and capable to afford the
magazine which is priced at £3.50 and the lifestyle that i-D
magazine portrays; However because of the creative imagery and
artistic photographs art student of both female and male gender
would be interested in the magazine.
Over the years the magazine has transformed into a much more
mature magazine but has kept it’s street style and youth culture
inspiration. The layout of i-D magazine is very minimalistic and
professional. It has its own distinct look with the use of colour and
bold text in order to grab the readers attention. The iconic front
cover features its ‘wink posed’ model as a play on the name of the
magazine resembling the wink emoji. This consistency is key
through each publication as it ensures that magazine is familiar to
every reader. Images used in the magazine all appeal to the
younger, music and fashion consumer. The range of photography
styles used keeps the magazine interesting and reader engadged.
The fashion styling throughout the magazine is very individual and
inspiring for the reader compared to other, more mainstream
magazines.
3. Existing Product:
The content of i-d magazine consists
of articles based on fashion, music
and general lifestyle typically young
people. The articles contain exclusive
interviews from up and coming
artists, designers and photographers.
Each article features an inspiring
styled image of each individual which
really presents their unique
personality, while still keeping the
minimalistic look of their cover. While
still remaining informative the
magazine relies on the imagery and
pure creativeness to keep the reader
engaged.
4. Existing Product:
In this book is a collection of photos taken
over the course of 5 months by designer,
photographer and artist Mitchell
Bradshaw. These photos follow a group of
16-17 year-olds from South East London.
The purpose of these photos is to
document the activities of this group. All
photos were shot of a 35mm film camera
and then scanned and edited together to
create this photobook. I feel the creator
has This photobook separates itself from
the rest of them as Mitchell Bradshaw, the
creator, uses cut outs of objects and
certain items within the teens lives to
make the book feel as if it’s a scrapbook.
This unique twist entices the reader as it's
something they have never seen. This
photobook will inspire certain pages in my
magazine as they have the same aesthetic
qualities as I aim to shoot in a photoshoot
of my own.
5. Existing Product
Dazed, formerly known as Dazed & Confused is a
monthly British style magazine that covers music,
fashion, film, art and literature. Originally founded in
1991, by editors Jefferson Hack and fashion
photographer Rankin the magazine has evolved and
become one of the most influential magazines in
British culture today. The photography used is very
posed, usually with the subject looking straight into
the camera lens. There minimalist style is presented
on the cover with often only two main cover lines
featuring on the front cover. The balance of cover is
thought out effectively with emphasis on capturing
the minimalist style they like to portray. The cover
focuses more on grabbing the reader attention
through the use of photography rather than “catchy”
slogans. Men and women on the cover of this
magazine are shown posing in similar positions,
standing tall, head on to make them appear stronger.
6. Existing Product
The layout to Dazed is very similar to i-D with
the use of impactful images and columned on
the alternative page. A variety of fonts are used
throughout the articles in order to attract the
eye and help distinguish between each article.
The entirety of the magazine focusses on
fashion and culture, similar to that of i-D. With
a picture heavy publication it allows for easy
reading as well as offering the intellectual
audience a chance to read more about the
subjects featured. This magazine takes a more
artistic approach to fashion, featuring high end
designers rather than high street brands. As
well as fashion the magazine talks about
multiple music genres; jungle, hip-hop, d&b,
and rap, and a lot of these genres are reflective
to the art work, photography or even clothing
within the magazine.
7. Research Analysis
• What common features do the researched products
have?
• Many of the magazines featured a minimalistic look and
let the photography entice the reader rather than using
big, bold headlines.
• What aspects of the research will you include within
your own production work?
• As my magazine is all about promoting peoples work I
would like to keep a minimalistic look throughout and
evoke the reader to create their own opinion on the work
within.
9. Secondary Audience research
• The artist Mitchell Bradshaw
(@mitchell.bradshaw.design) has a small audience
mainly consisting of young people within the UK. He
focuses on subcultures in the UK, specifically the rave
and skate scene in the south.
• Mitchell Bradshaw captures the activities and culture of
the youth. To appeal to a similar audience I will be
featuring young people's interests within certain pages of
the magazine. For example, aim to feature recent or up
and coming fashion styles to interest the reader. This
allows me to understand that when making a magazine
of similar style I need to be relatable with the youth
audience and capture their interests and how life really
is.
10. Secondary Audience research
• The current fashion trends within the youth in the uk takes its
inspiration from late 90s DnB sub-genre; Jungle music and
early 2000s genre; Garage. Brands such as Moschino, Evisu
and Avirex have all made comebacks as part of a the latest
”y2k” trend.
• With these trends recently becoming a new style within the
youth I need to aim the outfits featured at this target
audience. This will make the photoshoots and pages within
the magazine appeal to the youth by featuring these newest
trends that take their inspiration from the late 90s/early
2000s.
11. Secondary Audience research
• The target reader for i-D magazine is quite mixed as the
simplicity and mature style of the magazine attracts a much
older crowd of people, although originally the core reader
that the magazine appeals to are 15-24 year olds who love
fashion and are of working class and capable to afford the
magazine which is priced at £3.50 and the lifestyle that i-D
magazine portrays.
• As my audience consists of 15-24 year olds I will keep the
price of the magazine relatively cheap, keeping it within the
£3-£5 price range so it is affordable for the younger audience
that may not have a lot of money.
12. Primary Audience research
• Observation: the majority of people that completed my
questionnaire said they prefer seeing photography in a
magazine.
• This tells me that my audience are more interested in the
photos captured rather than written, much longer informative
articles/pages. Similar to i-D I will try to build up my pages
with photos allowing them to tell the story.
• This product will appeal to the audience as I will aim to keep
the magazine a minimalistic style and have it mainly
constructed of photos and images so the audience can
interpret the art in their own way before reading and having a
greater understanding.
13. Primary Audience research
• 25 out of 41 people that did my questionnaire said they get
most of their inspiration from Instagram.
• This tells me that the majority of my research should come
from Instagram as when I create my product it will become
more relatable to the audience.
• Taking this knowledge on board will allow me to target my
audience directly by taking my inspiration from certain
creative projects on Instagram that I already know my
audience have an interest in. Therefore bringing more
attention from the audience to my magazine.
14. Primary Audience research
• 39 out of 40 people on my questionnaire say that the
clothing/fashion they see in magazines influences their own
fashion sense.
• My audience are mainly all influenced by items of clothing
they see on social media perhaps worn by celebrities or
influencers.
• How will your product appeal to this audience: To make my
magazine appeal to the audience in this aspect I will make
sure the photos I take of the models will all be wearing
something that others can be inspired by. This allows me to
promote more things within my magazine for my audience to
take inspiration from
15. Primary Audience research
• All 41 of the people that answered my questionnaire said they
had a creative mindset.
• If my target audience does contain people with creative
mindsets it means some of the work I include doesn’t
necessarily need an explicit meaning as the audience can
interpret themselves.
• If I aim to make my work more unique and different to
anything else out at the moment it will massively appeal to
my creative target audience as they will be viewing something
original
16. Primary Audience research
• Some of my audience have their own brands/projects ranging
from clothing brands, magazines, and bands.
• My audience that have these creative projects are all willing
to do interviews, photoshoots, adverts etc. meaning my
magazine will be full of all creative minded people with a goal
or passion.
• By using my target audience in my magazine it will bring in
more interest as they can now view it on more of a personal
level rather than reading it only because they have a slight
interest in it.
17. Subject Research – Youth fashion
• Fashion within the youth recently is very early 2000s/90s inspires
especially within the DnB and hip-hop scene; high fashion designer brands
such as Evisu, Ed Hardy and true Religion have all made comebacks within
recent years especially in the drum & bass as well as the grime/hip-hop
scene. Due to one of my articles being aimed at this scene I will aim to
feature these brands when out shooting my models. The outfits will play a
key role in grabbing the reader's attention as these brands will capture
their attention and make the article more relatable for them. The youth of
this generation are adding their own twist to these early 2000s brands. For
example, pairing their jeans with air max trainers, specifically air max 90
and TN. On the upper half of the outfit jumpers by brands such as Stone
Island and Moschino are worn underneath a jacket. Popular jacket brands
within this scene include, the outdoor clothing brand Arc'teryx and Nike
ACG. All these brands are prominent within the youth and are a heavy part
of younger generations culture.
19. Practical Research
All these photos were shot of a
Canon sure shot supreme 35mm
film camera which will also be
used on certain shoots of my
magazine. As this camera is new, I
wanted to test it out and develop
some film before using it on my
fmp. These photos have similar
aesthetic qualities to the shots I
aim to use in my magazine;
capturing the lives of the youth.
Some of them may even make the
final cut. I typically like shooting
on film as its easier to capture
candid moments while having a
timeless looking image.
20. Practical Research
These photos were all shot on an
iphone with an attachable fisheye
lens. After I had shot my photos, I
then imported the images into a
postproduction app and reduced the
hue creating the red filter effect. In
one of my final photoshoots I may
possibly use this technique as I feel
the red adds a unique touch to regular
fisheye photography.
22. Bibliography
Dazed (2014). What we wore: UK Garage. [online] Dazed. Available at:
https://www.dazeddigital.com/fashion/article/19438/1/what-we-wore-uk-garage.
Clark, C. (2016). ID Magazine History. [online] theurbancreative. Available at:
https://courtneyclark96.wixsite.com/theurbancreative/single-post/2016/03/04/id-
magazine-history.
www.youtube.com. (n.d.). Mitchell Bradshaw Design - An Introduction. [online]
Available at: https://www.youtube.com/watch?v=izNryMNKtmM [Accessed 26 Mar.
2021].
Clark, C. (2016). Dazed and Confused Magazine History. [online] theurbancreative.
Available at: https://courtneyclark96.wixsite.com/theurbancreative/single-
post/2016/03/04/Dazed-and-Confused-Magazine-
History#:~:text=Dazed%20which%20was%20formely%20known%20as%20 [Accessed
26 Mar. 2021].
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?
Why have you chosen to look at this? What have you learned that can help you in your project?
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?
Why have you chosen to look at this? What have you learned that can help you in your project?
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?
Why have you chosen to look at this? What have you learned that can help you in your project?
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?
Why have you chosen to look at this? What have you learned that can help you in your project?
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?
Why have you chosen to look at this? What have you learned that can help you in your project?
Use this space to record any secondary audience research you might do. This is finding out about the audience for existing products.
Use this space to record any secondary audience research you might do. This is finding out about the audience for existing products.
Use this space to record any secondary audience research you might do. This is finding out about the audience for existing products.
Use this for any primary audience research that you do. Questionnaires, interviews, vox pops, focus groups… whatever you did, record the responses here and note what you have learned and how it will influence your project.
Use this for any primary audience research that you do. Questionnaires, interviews, vox pops, focus groups… whatever you did, record the responses here and note what you have learned and how it will influence your project.
Use this for any primary audience research that you do. Questionnaires, interviews, vox pops, focus groups… whatever you did, record the responses here and note what you have learned and how it will influence your project.
Use this for any primary audience research that you do. Questionnaires, interviews, vox pops, focus groups… whatever you did, record the responses here and note what you have learned and how it will influence your project.
Use this for any primary audience research that you do. Questionnaires, interviews, vox pops, focus groups… whatever you did, record the responses here and note what you have learned and how it will influence your project.
If you do any additional subject research, record that here. This might be most relevant if you are producing a magazine or a documentary but even a fiction trailer might require some additional research in to a particular subject.
Getting some background information on your subject would be a really good idea.
Find some resources, log them, read them and write something about them.
Undertaking practical research is another great way to improve your project. Experimenting with techniques, equipment and processes you might want to use in you project will help you plan for the future.
Think about what you will research. It could be studio photography, or sound recording, or post-production techniques for video or animation techniques for a video game. Tutorials are useful here.
Make something similar but unrelated to your chosen idea.
Do not make it a version of your final product; it is an experiment
Provide a reflection of the processes you used and how it has been useful.
Undertaking practical research is another great way to improve your project. Experimenting with techniques, equipment and processes you might want to use in you project will help you plan for the future.
Think about what you will research. It could be studio photography, or sound recording, or post-production techniques for video or animation techniques for a video game. Tutorials are useful here.
Make something similar but unrelated to your chosen idea.
Do not make it a version of your final product; it is an experiment
Provide a reflection of the processes you used and how it has been useful.
Don’t do something that you already know how to do.
List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.