The document provides a summary and evaluation of Joseph Sam Fulton's final major project (FMP). It discusses the strengths and weaknesses of his research, planning, time management, technical qualities, aesthetic qualities, audience appeal, and feedback received. Some key strengths included his research allowing him to better understand similar products and get feedback from potential users. However, weaknesses included struggling to find additional questions for his survey and the planning process feeling unnecessary. Overall, the evaluation suggests the project met deadlines but could have benefited from additional time.
The student evaluated their product design, branding, research, planning, time management, and social media/website for their chocolate company project. They found their product design and research were strong areas, but their time management and consistency of branding could be improved. Overall they were happy with most elements of their project but recognized ways they could strengthen it if given more time.
Louis Dowson evaluated their final project for an FMP course. Their research included looking at existing posters and magazines to inform their product design. They conducted a survey and interviews that showed their target audience of 12-20 year olds preferred gaming and anime posters and magazines. However, Louis realized they did not adequately research or plan for the magazine aspect of the project. They created strong posters but felt their magazine was rushed due to poor time management. In the future, Louis plans to improve their research, planning, and time management to create higher quality, more polished products.
Louis Dowson evaluated their final major project (FMP) for a production process course. Their research included analyzing existing posters and magazines to inform their product design. Strengths included comprehensive research that helped determine an anime poster and gaming magazine would appeal to their target audience of 12-20 year olds. Weaknesses included insufficient research on magazines. Planning was strengthened by mind maps and mood boards focusing on posters, but lacked planning for the magazine. Time management challenges led to rushed work. The anime poster features Naruto looking sad with faded images of loved ones behind him on a grassy background. The gaming magazine cover features Skyrim's main character with information about interior articles. Both pieces effectively target their intended anime and gaming fan audiences
The peer feedback summary acknowledges areas for improvement identified in the peer reviews, including making the front cover more detailed, clarifying that the game is a PlayStation exclusive, and explaining how the different images on the front and back covers are linked. The reviewer agrees with these points of feedback and provides suggestions for addressing them, such as adding a PlayStation exclusive sticker and using a more consistent futuristic theme across the images to tie them together, though recognizes this could be misleading given the time travel element of the game. The reviewer concludes that leaving the images inconsistent is preferable to providing a misleading representation of the game.
The document provides an evaluation of Imogen Minto's research, planning, time management, technical qualities, aesthetic qualities, and audience appeal for a magazine product. Some strengths highlighted include thorough research on magazine layouts and themes, detailed planning through mind maps and mood boards, and a schedule to manage time. Weaknesses discussed are not considering alternative themes and not having enough time to create the perfect product. Overall, Imogen is happy with how her colorful, duplicated-image magazine turned out and feels it will appeal to her target audience of teenagers interested in rap music.
The document provides an evaluation of Joseph Sam Fulton's work on a gaming magazine cover for an FMP project. It includes sections on research, planning, time management, technical qualities, aesthetic qualities, audience appeal, and peer feedback. The research section notes strengths like understanding what makes a good gaming magazine, and weaknesses like only researching Xbox magazines. Planning strengths included creating a preview, but weaknesses included taking too much time and focusing on the creator's interests rather than the audience. Time management was an issue as some deadlines were missed. Peer feedback suggested improvements like removing some images and cleaning up the barcode. [/SUMMARY]
Joseph Sam Fulton conducted research, planning, and production for an FMP evaluation project. His strengths included thorough magazine research that helped define his theme and format. However, his research took longer than expected. For planning, he explored multiple ideas before selecting a final design, but he didn't plan the magazine adequately. He managed his time well initially but some slides took longer than expected. His magazine and logo matched his intended mature audience well but his website design was inconsistent and lacked focus. With more time, he could have improved the planning and website to create a more cohesive product.
This document provides a template for evaluating creative media projects at the L3 level. It includes sections for outlining the project aim and activities, research undertaken, development of ideas, outcomes, personal response, evaluation of good and bad points, analysis, and an action plan for future projects. The template guides the user to critically evaluate their work while focusing on key points and making judgements about effectiveness.
The student evaluated their product design, branding, research, planning, time management, and social media/website for their chocolate company project. They found their product design and research were strong areas, but their time management and consistency of branding could be improved. Overall they were happy with most elements of their project but recognized ways they could strengthen it if given more time.
Louis Dowson evaluated their final project for an FMP course. Their research included looking at existing posters and magazines to inform their product design. They conducted a survey and interviews that showed their target audience of 12-20 year olds preferred gaming and anime posters and magazines. However, Louis realized they did not adequately research or plan for the magazine aspect of the project. They created strong posters but felt their magazine was rushed due to poor time management. In the future, Louis plans to improve their research, planning, and time management to create higher quality, more polished products.
Louis Dowson evaluated their final major project (FMP) for a production process course. Their research included analyzing existing posters and magazines to inform their product design. Strengths included comprehensive research that helped determine an anime poster and gaming magazine would appeal to their target audience of 12-20 year olds. Weaknesses included insufficient research on magazines. Planning was strengthened by mind maps and mood boards focusing on posters, but lacked planning for the magazine. Time management challenges led to rushed work. The anime poster features Naruto looking sad with faded images of loved ones behind him on a grassy background. The gaming magazine cover features Skyrim's main character with information about interior articles. Both pieces effectively target their intended anime and gaming fan audiences
The peer feedback summary acknowledges areas for improvement identified in the peer reviews, including making the front cover more detailed, clarifying that the game is a PlayStation exclusive, and explaining how the different images on the front and back covers are linked. The reviewer agrees with these points of feedback and provides suggestions for addressing them, such as adding a PlayStation exclusive sticker and using a more consistent futuristic theme across the images to tie them together, though recognizes this could be misleading given the time travel element of the game. The reviewer concludes that leaving the images inconsistent is preferable to providing a misleading representation of the game.
The document provides an evaluation of Imogen Minto's research, planning, time management, technical qualities, aesthetic qualities, and audience appeal for a magazine product. Some strengths highlighted include thorough research on magazine layouts and themes, detailed planning through mind maps and mood boards, and a schedule to manage time. Weaknesses discussed are not considering alternative themes and not having enough time to create the perfect product. Overall, Imogen is happy with how her colorful, duplicated-image magazine turned out and feels it will appeal to her target audience of teenagers interested in rap music.
The document provides an evaluation of Joseph Sam Fulton's work on a gaming magazine cover for an FMP project. It includes sections on research, planning, time management, technical qualities, aesthetic qualities, audience appeal, and peer feedback. The research section notes strengths like understanding what makes a good gaming magazine, and weaknesses like only researching Xbox magazines. Planning strengths included creating a preview, but weaknesses included taking too much time and focusing on the creator's interests rather than the audience. Time management was an issue as some deadlines were missed. Peer feedback suggested improvements like removing some images and cleaning up the barcode. [/SUMMARY]
Joseph Sam Fulton conducted research, planning, and production for an FMP evaluation project. His strengths included thorough magazine research that helped define his theme and format. However, his research took longer than expected. For planning, he explored multiple ideas before selecting a final design, but he didn't plan the magazine adequately. He managed his time well initially but some slides took longer than expected. His magazine and logo matched his intended mature audience well but his website design was inconsistent and lacked focus. With more time, he could have improved the planning and website to create a more cohesive product.
This document provides a template for evaluating creative media projects at the L3 level. It includes sections for outlining the project aim and activities, research undertaken, development of ideas, outcomes, personal response, evaluation of good and bad points, analysis, and an action plan for future projects. The template guides the user to critically evaluate their work while focusing on key points and making judgements about effectiveness.
The document provides guidance for a student to evaluate their year two projects. It includes sections for an evaluation overview, project overview, personal response, evaluating the project, analysis, and action plan. The student is asked to summarize the key points of their projects, how research helped develop their ideas, how feedback was received, both positive and negative elements, and what they would do differently in the future.
Tom initially felt worried about the project but became more confident after reading through it. He considered creating a magazine cover for a music artist or band, drawing on his passion for music. Alternatively, he thought of designing a mobile video game, an area he has general knowledge in.
Tom believes his strengths lie in designing ideas and researching to further develop his concepts. He is happy to specialize in an area he enjoys and sees the timeframe as sufficient to create good work. Some pros of his ideas are that he generated variety and ideas to expand on. However, some ideas like an advanced video game would be too difficult given his experience level and resources.
The document provides an overview of the progress made over 6 weeks in developing an interior design product. In week 1, the author decided to create an interior design book and focused on researching influences. They were worried about having enough interesting content. In week 2, they researched target audiences and created a survey to inform their content. Planning and pre-production occurred in weeks 3-5, including developing style guides. In week 6, the author created a schedule and made progress on a scale model for the book, while adjusting plans due to COVID-19 restrictions.
This document provides a template for evaluating creative media projects at the L3 level. It includes sections for an evaluation overview, project overview, personal response, evaluating the project, analysis, and action plan. The template guides the user to focus on key points, analyze statements, and make judgements about the work rather than just describing how it was made. It also includes a link to the grading matrix to help assess if the work is at the appropriate L3 level.
The document provides a self-evaluation and reflection on a student's final production project. The student discusses strengths and weaknesses in their research, planning, time management, and final products. For their research, the student notes they didn't ask the right questions in surveys to get desired responses. Their planning didn't properly consider their younger target audience. For time management, the student wishes they allocated more time for production. They also reflect on peer feedback and agree their color schemes were effective but disagree the magazine title needed changing.
This document provides a weekly summary of the development of a student's final major project creating a feminist fanzine. In week one, the student conducted research on role models Caitlin Moran and the magazine Fem. They realized they need to widen their research to 3 topics. In week two, the student continued researching feminist theories and existing feminist fanzines and magazines. They created a survey to gather audience feedback. In week three, the student identified potential problems like software or funding issues and explored solutions through practice with recording equipment and graphics to prepare for production challenges.
This document provides a weekly development diary for a student's final major project creating a feminist fanzine. Over the course of 7 weeks, the student focuses on research, planning, and experiments to prepare for production of the fanzine. In week 1, the student prioritizes initial context and proposal work and identifies areas for further research. Weeks 2-3 involve in-depth analysis of existing feminist magazines and fanzines as well as beginning audience research. Week 4 consists of production experiments. Weeks 5-6 are dedicated to planning, including pagination, style sheets, interviews, and copy writing. Week 7 focuses on completing final planning tasks, with production to begin the following week.
This document provides a weekly development diary for a final major project creating a feminist fanzine. In week one, the student focused on researching potential role models like Caitlin Moran and the magazine Fem. They realized they need to conduct more thorough research. In week two, the student continued their research, analyzing existing feminist fanzines and magazines. They created a survey to gather audience feedback. In week three, the student identified potential problems and conducted experiments to solve problems, such as practicing with recording equipment for planned interviews. They reflected on being skilled at problem solving from past projects.
This document provides a weekly development diary for a final major project creating a feminist fanzine. In week one, the student focused on researching potential role models like Caitlin Moran and the magazine Fem. In week two, the student continued research, analyzing existing feminist fanzines and magazines. Primary research in the form of a survey was also conducted. In week three, the student identified potential problems and experiments to conduct to prepare for production, such as practicing interviews.
This document provides a weekly development diary for a student's final major project creating a feminist fanzine. Over five weeks, the student focused on research, problem solving, experiments, and planning. In week one, the student researched role models and existing fanzines. Week two involved further analyzing existing products and conducting a survey. Week three was spent identifying potential problems and solutions. Experimenting with techniques like photography and graphics occurred in week four. The final week will involve planning interviews and the fanzine format before production begins.
This document provides a weekly summary of the development of a student's final major project creating a feminist fanzine. In week one, the student conducted research on role models Caitlin Moran and the magazine Fem. They realized they need to conduct more research and prioritize tasks. In week two, the student continued researching feminist theories and existing feminist fanzines and magazines. They created a survey to gather audience feedback. In week three, the student identified potential problems and conducted experiments to solve problems, such as practicing with recording equipment for interviews.
This document provides a weekly development diary for a student's final major project creating a feminist fanzine. Over the course of 7 weeks, the student focuses on research, planning, and experiments to prepare for production of the fanzine. In week 1, the student prioritizes initial context and proposal work and identifies areas for further research. Weeks 2-3 involve analyzing existing feminist magazines and fanzines, as well as conducting a survey for audience research. Week 4 consists of experiments with different production techniques. Weeks 5-6 are dedicated to planning layout, interviews, and developing ideas for the fanzine's content and design. The final week focuses on completing all planning tasks in preparation for starting production the following
This document is a weekly log by Leticia Lopes for her interior design product project. In week 1, she decides her product will be a magazine or book for young adults interested in interior design. She worries about having enough interesting content. In week 2, she researches influences and audiences to develop her ideas. She creates a survey to learn about her target audience. In week 3, she analyzes the survey results but realizes she needs more specific audience research. She will focus on tutorials to create a scale model for the project.
Fintan Sedgwick evaluates their client work for a bakery over four weeks. Their research focused on understanding the audience, which they discovered was older customers aged 40+. This helped them create suitable content and designs. Their planning included mind maps and developing design ideas, though one idea they pursued did not end up being used. Time management was an issue as deadlines were met but additional work could have been done with better planning. The designs created included menus, posters, bags, and stamps with simple, legible styles to appeal to older customers. Overall feedback was positive but some designs could be improved, such as increasing font sizes for readability.
This evaluation form provides guidance for evaluating projects at Level 3 of the Extended Diploma. It outlines sections for an overview of the project, research conducted, development of ideas, outcomes, personal response, evaluation of challenges and successes, analysis of skills developed, and an action plan for future improvements. The evaluator used this template to provide a self-evaluation of their group project focused on creating an online platform appealing to their target demographic of 16-24 year olds interested in nature and the future.
Katie Torpey sought feedback on her designs from peers through a PowerPoint presentation. She received both positive and critical feedback on her broadsheets, tabloids, and fanzines. The feedback helped her identify strengths and areas for improvement. For example, peers noted that the font choices for her tabloids were appropriate but the margins could be clearer. Overall, the peer feedback process provided qualitative insights that Katie found useful for refining her designs.
This document provides a summary of feedback received on various design projects and an evaluation of time management and creative development throughout the projects. The key points are:
1) Peer feedback was received on broadsheet, tabloid, and fanzine designs which provided both positive and constructive criticism. This feedback helped identify improvements that could be made.
2) Time management was improved over the course of the projects, with better use of scheduling and target setting. Earlier projects showed less organized time management.
3) Creative abilities developed through tasks like typography and fanzine design that required non-traditional approaches. Further experimentation could continue to enhance the creative skills.
Emma Taylor produced various drafts of assignments for a project, seeking feedback from peers to improve her work. For a fanzine task, minor changes were needed, but feedback on other tasks, like an interview and press release, helped her rewrite questions, cut unnecessary information, and arrange the text better. Overall, getting feedback helped her create higher quality work. While most tasks were completed on time, a tabloid story took longer to rewrite after unfavorable feedback. In the future, she plans to seek feedback sooner and from a wider group of peers.
The student reflected on their progress in designing a graphic design product targeted at 15-25 year olds. They researched graphic design and photographers to inform their project ideas. Through experimenting with Photoshop tutorials, the student identified computer issues as a potential problem and the importance of regular saving. Later weeks involved collecting graphic design images for inspiration, considering survey feedback, and continuing experiments with different styles to make the final product interesting and engaging.
- The student has been experimenting with different graphic design techniques like neon effects and 3D elements to influence their magazine production. They completed tutorials on neon glasses, adding shapes to images, and 3D flowers.
- The experiments helped the student learn what effects they enjoy making and will include in their project. It also helped them identify any problems to address before production.
- While the experiments are influencing their work, the student wants to further study magazine cover designs to create an attractive, unique cover that draws in their target audience for their graphic design magazine.
The document provides an evaluation by Benjamin Lawrenson of the research, planning, time management, technical qualities, aesthetic qualities, and audience appeal of a video game project. Some key points:
- Secondary research of existing games provided inspiration for techniques, pixel art style, and how to make the game appealing. However, the research space was limited.
- Planning included mind maps of game ideas, focusing on audience, and mood boards for inspiration. More sources could have been gathered earlier.
- Time management was generally good but some tasks like audio took too long. Sticking closer to the timeline could have resulted in a more polished product.
- Technical qualities like detail, zoom level, and colors were
The document provides an evaluation of a student's FMP (Final Major Project) process. It discusses the strengths and weaknesses of the student's research, planning, and time management. For the research, surveys provided little useful data while interviews provided some insights. Planning was impacted by changing directions away from initial ideas like a video game. Time management suffered as the student couldn't work from home and faced technical issues. Improving questions, getting more perspectives, and allowing for flexibility in plans and projects are identified as areas for future improvement. The evaluation examines both what went well and where the process could be strengthened for similar future projects.
The document provides guidance for a student to evaluate their year two projects. It includes sections for an evaluation overview, project overview, personal response, evaluating the project, analysis, and action plan. The student is asked to summarize the key points of their projects, how research helped develop their ideas, how feedback was received, both positive and negative elements, and what they would do differently in the future.
Tom initially felt worried about the project but became more confident after reading through it. He considered creating a magazine cover for a music artist or band, drawing on his passion for music. Alternatively, he thought of designing a mobile video game, an area he has general knowledge in.
Tom believes his strengths lie in designing ideas and researching to further develop his concepts. He is happy to specialize in an area he enjoys and sees the timeframe as sufficient to create good work. Some pros of his ideas are that he generated variety and ideas to expand on. However, some ideas like an advanced video game would be too difficult given his experience level and resources.
The document provides an overview of the progress made over 6 weeks in developing an interior design product. In week 1, the author decided to create an interior design book and focused on researching influences. They were worried about having enough interesting content. In week 2, they researched target audiences and created a survey to inform their content. Planning and pre-production occurred in weeks 3-5, including developing style guides. In week 6, the author created a schedule and made progress on a scale model for the book, while adjusting plans due to COVID-19 restrictions.
This document provides a template for evaluating creative media projects at the L3 level. It includes sections for an evaluation overview, project overview, personal response, evaluating the project, analysis, and action plan. The template guides the user to focus on key points, analyze statements, and make judgements about the work rather than just describing how it was made. It also includes a link to the grading matrix to help assess if the work is at the appropriate L3 level.
The document provides a self-evaluation and reflection on a student's final production project. The student discusses strengths and weaknesses in their research, planning, time management, and final products. For their research, the student notes they didn't ask the right questions in surveys to get desired responses. Their planning didn't properly consider their younger target audience. For time management, the student wishes they allocated more time for production. They also reflect on peer feedback and agree their color schemes were effective but disagree the magazine title needed changing.
This document provides a weekly summary of the development of a student's final major project creating a feminist fanzine. In week one, the student conducted research on role models Caitlin Moran and the magazine Fem. They realized they need to widen their research to 3 topics. In week two, the student continued researching feminist theories and existing feminist fanzines and magazines. They created a survey to gather audience feedback. In week three, the student identified potential problems like software or funding issues and explored solutions through practice with recording equipment and graphics to prepare for production challenges.
This document provides a weekly development diary for a student's final major project creating a feminist fanzine. Over the course of 7 weeks, the student focuses on research, planning, and experiments to prepare for production of the fanzine. In week 1, the student prioritizes initial context and proposal work and identifies areas for further research. Weeks 2-3 involve in-depth analysis of existing feminist magazines and fanzines as well as beginning audience research. Week 4 consists of production experiments. Weeks 5-6 are dedicated to planning, including pagination, style sheets, interviews, and copy writing. Week 7 focuses on completing final planning tasks, with production to begin the following week.
This document provides a weekly development diary for a final major project creating a feminist fanzine. In week one, the student focused on researching potential role models like Caitlin Moran and the magazine Fem. They realized they need to conduct more thorough research. In week two, the student continued their research, analyzing existing feminist fanzines and magazines. They created a survey to gather audience feedback. In week three, the student identified potential problems and conducted experiments to solve problems, such as practicing with recording equipment for planned interviews. They reflected on being skilled at problem solving from past projects.
This document provides a weekly development diary for a final major project creating a feminist fanzine. In week one, the student focused on researching potential role models like Caitlin Moran and the magazine Fem. In week two, the student continued research, analyzing existing feminist fanzines and magazines. Primary research in the form of a survey was also conducted. In week three, the student identified potential problems and experiments to conduct to prepare for production, such as practicing interviews.
This document provides a weekly development diary for a student's final major project creating a feminist fanzine. Over five weeks, the student focused on research, problem solving, experiments, and planning. In week one, the student researched role models and existing fanzines. Week two involved further analyzing existing products and conducting a survey. Week three was spent identifying potential problems and solutions. Experimenting with techniques like photography and graphics occurred in week four. The final week will involve planning interviews and the fanzine format before production begins.
This document provides a weekly summary of the development of a student's final major project creating a feminist fanzine. In week one, the student conducted research on role models Caitlin Moran and the magazine Fem. They realized they need to conduct more research and prioritize tasks. In week two, the student continued researching feminist theories and existing feminist fanzines and magazines. They created a survey to gather audience feedback. In week three, the student identified potential problems and conducted experiments to solve problems, such as practicing with recording equipment for interviews.
This document provides a weekly development diary for a student's final major project creating a feminist fanzine. Over the course of 7 weeks, the student focuses on research, planning, and experiments to prepare for production of the fanzine. In week 1, the student prioritizes initial context and proposal work and identifies areas for further research. Weeks 2-3 involve analyzing existing feminist magazines and fanzines, as well as conducting a survey for audience research. Week 4 consists of experiments with different production techniques. Weeks 5-6 are dedicated to planning layout, interviews, and developing ideas for the fanzine's content and design. The final week focuses on completing all planning tasks in preparation for starting production the following
This document is a weekly log by Leticia Lopes for her interior design product project. In week 1, she decides her product will be a magazine or book for young adults interested in interior design. She worries about having enough interesting content. In week 2, she researches influences and audiences to develop her ideas. She creates a survey to learn about her target audience. In week 3, she analyzes the survey results but realizes she needs more specific audience research. She will focus on tutorials to create a scale model for the project.
Fintan Sedgwick evaluates their client work for a bakery over four weeks. Their research focused on understanding the audience, which they discovered was older customers aged 40+. This helped them create suitable content and designs. Their planning included mind maps and developing design ideas, though one idea they pursued did not end up being used. Time management was an issue as deadlines were met but additional work could have been done with better planning. The designs created included menus, posters, bags, and stamps with simple, legible styles to appeal to older customers. Overall feedback was positive but some designs could be improved, such as increasing font sizes for readability.
This evaluation form provides guidance for evaluating projects at Level 3 of the Extended Diploma. It outlines sections for an overview of the project, research conducted, development of ideas, outcomes, personal response, evaluation of challenges and successes, analysis of skills developed, and an action plan for future improvements. The evaluator used this template to provide a self-evaluation of their group project focused on creating an online platform appealing to their target demographic of 16-24 year olds interested in nature and the future.
Katie Torpey sought feedback on her designs from peers through a PowerPoint presentation. She received both positive and critical feedback on her broadsheets, tabloids, and fanzines. The feedback helped her identify strengths and areas for improvement. For example, peers noted that the font choices for her tabloids were appropriate but the margins could be clearer. Overall, the peer feedback process provided qualitative insights that Katie found useful for refining her designs.
This document provides a summary of feedback received on various design projects and an evaluation of time management and creative development throughout the projects. The key points are:
1) Peer feedback was received on broadsheet, tabloid, and fanzine designs which provided both positive and constructive criticism. This feedback helped identify improvements that could be made.
2) Time management was improved over the course of the projects, with better use of scheduling and target setting. Earlier projects showed less organized time management.
3) Creative abilities developed through tasks like typography and fanzine design that required non-traditional approaches. Further experimentation could continue to enhance the creative skills.
Emma Taylor produced various drafts of assignments for a project, seeking feedback from peers to improve her work. For a fanzine task, minor changes were needed, but feedback on other tasks, like an interview and press release, helped her rewrite questions, cut unnecessary information, and arrange the text better. Overall, getting feedback helped her create higher quality work. While most tasks were completed on time, a tabloid story took longer to rewrite after unfavorable feedback. In the future, she plans to seek feedback sooner and from a wider group of peers.
The student reflected on their progress in designing a graphic design product targeted at 15-25 year olds. They researched graphic design and photographers to inform their project ideas. Through experimenting with Photoshop tutorials, the student identified computer issues as a potential problem and the importance of regular saving. Later weeks involved collecting graphic design images for inspiration, considering survey feedback, and continuing experiments with different styles to make the final product interesting and engaging.
- The student has been experimenting with different graphic design techniques like neon effects and 3D elements to influence their magazine production. They completed tutorials on neon glasses, adding shapes to images, and 3D flowers.
- The experiments helped the student learn what effects they enjoy making and will include in their project. It also helped them identify any problems to address before production.
- While the experiments are influencing their work, the student wants to further study magazine cover designs to create an attractive, unique cover that draws in their target audience for their graphic design magazine.
The document provides an evaluation by Benjamin Lawrenson of the research, planning, time management, technical qualities, aesthetic qualities, and audience appeal of a video game project. Some key points:
- Secondary research of existing games provided inspiration for techniques, pixel art style, and how to make the game appealing. However, the research space was limited.
- Planning included mind maps of game ideas, focusing on audience, and mood boards for inspiration. More sources could have been gathered earlier.
- Time management was generally good but some tasks like audio took too long. Sticking closer to the timeline could have resulted in a more polished product.
- Technical qualities like detail, zoom level, and colors were
The document provides an evaluation of a student's FMP (Final Major Project) process. It discusses the strengths and weaknesses of the student's research, planning, and time management. For the research, surveys provided little useful data while interviews provided some insights. Planning was impacted by changing directions away from initial ideas like a video game. Time management suffered as the student couldn't work from home and faced technical issues. Improving questions, getting more perspectives, and allowing for flexibility in plans and projects are identified as areas for future improvement. The evaluation examines both what went well and where the process could be strengthened for similar future projects.
Jay Birkin completed a research project on developing a video game. Their research involved looking at existing games, conducting questionnaires, and determining their target audience. They analyzed existing games' strengths and weaknesses to inform their own design choices. For planning, Jay created mind maps and a mood board to generate game ideas. They developed style sheets exploring font and color options. Overall, Jay managed their time well and met all deadlines, though they had to rush to finish adding sounds to their game at the last second after files were corrupted.
Jay Birkin evaluated their production process for a video game project. Their research involved looking at existing games and determining audience and details for their own game. Planning included mind maps, mood boards, and style sheets to develop game ideas and aesthetics. Time management was mostly on schedule except for additional sounds needing to be added late. The visual and technical qualities of the backgrounds, text, and game case were analyzed against existing examples, with some aspects identified as strengths and some noted for potential future improvement.
The document provides a summary and evaluation of the author's FMP project. For their research, the author notes that researching magazines advertising games they were familiar with helped them understand color scheme and layout choices. However, they could have researched more products in more depth. For planning, focusing heavily on one idea provided depth but risked issues if that idea changed. The author felt they managed time well by leaving time for improvements. They would have tried more ideas with more time. Feedback praised the background images and color choices but noted the cover and spread could be more consistent and the spread less information-dense. The author agreed more variety on the spread was needed but disagreed that the cover and spread schemes should match given their different roles.
Jay Birkin completed a research and planning project for a video game. Their research involved examining existing games and products to gather inspiration. They created detailed existing products pages and conducted interviews and questionnaires. For planning, Jay generated ideas through mind maps and created a mood board and style sheets to help decide on their game concept. They developed layout plans and managed their time well according to a schedule. While the project took a lot of effort, Jay's research, planning and time management helped set them up for success in developing their video game.
The document provides a summary of the strengths and weaknesses of the author's research, planning, time management, and technical and aesthetic qualities of an FMP evaluation project. Some key strengths included researching magazines to help understand design, having a clear and organized research presentation. However, some weaknesses included spending too much time on some areas and not enough on others, resulting in lower marks. The author also lacked clear planning and organization which caused confusion.
This document contains a student's evaluation of a personal project focused on researching and designing products for a video game franchise. It includes strengths and weaknesses identified for different stages of the project process, including research, planning, time management, technical and aesthetic qualities, and audience appeal. The student also shares feedback received from peers on their products, agreeing with comments on bright colors and theme consistency, but disagreeing with removing images from a hoodie design. Areas for improvement identified are changing the hoodie color, adjusting images on the poster and hoodie, and providing more details about a competition mentioned in an article.
The document provides an evaluation of Harry Taylor's research, planning, production, and technical qualities for a video game project. Some key points:
- Research included a case study of Call of Duty WW2 to understand important game areas. Primary research through interviews helped generate ideas.
- Planning consisted of mind maps, mood boards, style sheets, and schedules. This provided foundations for the work but could have been more detailed.
- Production saw some changes from initial plans, like changing the background color. The game concept was simple but colors and menus could be improved.
- Technical qualities like audio were different than the similar game Dune, providing some originality, but Dune had smoother gameplay and
The document provides an evaluation of Harry Taylor's research, planning, production, and technical qualities for a video game project. Some key points:
- Research included a case study of Call of Duty WW2 to understand important game areas. Primary research through interviews helped generate ideas.
- Planning consisted of mind maps, mood boards, style sheets, and schedules. This provided foundations for the work but could have been more detailed.
- Production saw some changes from initial plans, like changing the background color. The game concept was simple but colors and menus could be improved.
- Technical qualities like audio were different than the similar game Dune, providing some originality, but Dune had smoother gameplay and
The document summarizes the student's process of creating a magazine for a survival video game. It includes sections on research, planning, time management, technical and aesthetic qualities, and feedback. For research, the student looked at existing magazine designs for inspiration but also researched unrelated products. The planning focused heavily on one design idea. Time management was identified as an issue, as the student was unable to complete all planned elements. Based on peer feedback, the student agrees their color scheme and layout could be improved and makes the magazine less appealing.
The peer feedback provided positive feedback on the character designs and upbeat tone of the trailer. Suggested improvements included lowering the volume of static in the trailer as it was overwhelming, changing the color or font of the red text on the pink magazine cover as it was difficult to read, and addressing a request for bugs that was not fulfilled based on prior feedback. Another reviewer liked the funky style targeted at teens but noted the background noise was unpleasant and flickering made them dizzy, and suggested changing the background color on the magazine cover for better readability of the red text.
The document provides an evaluation of the production process for planning an event. It discusses the strengths and weaknesses of the various research, planning, and production activities. For research, mind maps were found very useful but interviews could have been improved by asking more people. Layout plans were not detailed enough. The proposal helped finalize ideas. Contingency planning helped eliminate problems. Time management of the e-booklet could have been better. The pre-production PowerPoint helped ensure nothing was missed in planning. Feedback is provided on the poster, ticket, logo, and e-booklet designs and how they appeal to the target audience. Overall, it evaluates the entire process and identifies areas for improvement.
The document provides peer feedback and reflections on Joseph Sam Fulton's production process evaluation for an FMP project. The strengths highlighted in the feedback include the thought put into props and conveying the intended dark and disturbing theme through music. Areas for improvement mentioned are drawing skills and character designs. Fulton agrees with the feedback that drawings could have been improved with more time and that the story was the best element.
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.
The document provides an evaluation of a production process. It discusses the student's research, planning, time management, technical and aesthetic qualities of their work, audience appeal, and peer feedback. For research, the student notes it was difficult due to lack of similar works but they obtained useful information from questionnaires and interviews. Planning included detailed mind maps and mood boards but the proposal could have been more detailed. Time management was good at first but the student fell behind towards the end. The technical and aesthetic qualities of the works were analyzed, and the student aimed to appeal to target audiences identified through research. Peer feedback was positive about colors and accuracy but suggested improvements like lighter skin tones and backgrounds. The student agreed with most feedback and would use higher
The student conducted research on existing book and film products to inform their own fanzine product. They analyzed different genres and ensured their research covered a variety of sources and genres. The student also interviewed intended audience members to understand preferences. For planning, the student created ideas centered around adaptations differing from original works. They created an image board and considered audience appeal factors like colors and themes. However, they lacked similar existing products for inspiration. The student struggled with time management due to illness, and would have benefited from mock-ups and a schedule. Their Photoshop skills were basic due to software limitations. The final product used simple fonts and layouts inspired by other works but with their own color scheme. The student felt they could improve
The peer feedback for the art project was mostly positive. Feedback noted that the photos were well-edited and unique in style, and liked how different products had varying styles while still combining photos and graphics. Suggestions for improvement included linking all images together under a common theme or topic, and showing what the art exhibition layout would actually look like with examples of the work. The student agreed more criticism could have helped improvement and agreed their work did not link together enough. They felt showing a mock exhibition layout would be a creative way to demonstrate skills.
The document provides a reflection on the strengths and weaknesses of the student's research, planning, time management, technical qualities, and audience appeal for a magazine review project on the film Goodfellas. Some key strengths identified include thorough research on target audiences and source material, clear planning demonstrated in mind maps, and a cover design informed by the bleak tone of the film's posters. Weaknesses include a lack of time spent on planning alternatives and experiments being rushed. The student believes the extensive research improved their final product, but that time management was a challenge.
Amy Foster evaluated her research, planning, time management, technical qualities, aural qualities, aesthetic qualities, and audience appeal for her game design project. She identified strengths such as researching different game styles and exploring planning options, but also weaknesses such as only focusing on one game genre and rushing the editing. Amy recognized areas for improvement like spending more time on animation and audio to make the game look more polished and appealing to her target audience.
This document summarizes Joseph Sam Fulton's process for creating a final project poster. It describes how he:
1) Cut out individual letters from game logos and arranged them to spell words on a black background.
2) Added faded game images into the background for visual interest.
3) Colored some letters dark grey and bolded letters using Photoshop tools to make them stand out.
4) Made minor tweaks like adjusting image transparency and colors before merging layers to finalize the poster.
The document describes a student's process for creating a draft poster advertising Bethesda games. The student replaced letters in the word "Bethesda" with logos from games like Doom, Brink, and Rage. In reflections, the student notes which elements will carry over to the final poster, including the large Bethesda logo, game images, and overall layout. The student also plans improvements like using the magic wand tool instead of pen to cut out images, replacing some game images, and adjusting the background color and logo placement.
This proposal is for a poster called "A Bethesda's players dream" that aims to entertain and provide nostalgia for fans of Bethesda games. The poster will feature eye-catching images from Bethesda action/adventure games photoshopped into the letters of the word "Bethesda" on a dark background. The target audience is males and females aged 16+ who enjoy gaming, as the poster celebrates Bethesda's games. To avoid legal and ethical issues, care will be taken to not include offensive content and ensure all game content is used within copyright law.
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
This document discusses various film analysis terms including:
- Denotation and connotation of symbols like snakes, flags, and guns.
- Analysis of posters for films like "Goal: The Dream Begins" and "Any Given Sunday" discussing elements like colors, props, costumes, lighting, location, framing, and actors.
- Definition of terms like soundtrack, stereotypes of different groups, iconography of genres like western and sci-fi, and linear vs. non-linear narratives.
- It provides examples to illustrate narrative structures and promises clip analysis, touching on many key concepts for analyzing films.
Joseph created a logo for his magazine products incorporating an L and P from online sources along with additional custom elements. He then began designing the magazine cover, adding the logo, title, image and other details. By the next screenshot, the cover was nearing completion. Joseph continued designing interior pages like the contents page and several game reviews. He found images online and wrote custom text for reviews. Joseph refined the layout over multiple iterations. The final magazine included a cover, contents, and several game reviews with images, ratings and Joseph's thoughts. He was pleased with the professional appearance and timing of completing the project.
This proposal outlines a multi-platform gaming product that will include a magazine, website, and audio interview. The magazine will feature reviews of upcoming games in genres that the audience prefers, as well as facts about games. The website will host the magazine content digitally and include additional reviews and information on highly rated and upcoming games. An audio interview will feature the creator asking questions to both avid and casual gamers about their opinions on games. The target audience is teenagers to young adults aged 15-35, predominantly male, and appealing to their interest in games. Legal and ethical considerations around offensive content, younger audiences, and avoiding copyright infringement will need to be addressed.
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 provides information about job vacancies, apprenticeship courses, and case studies of two technology executives. It lists three job postings for an estate agent, games programmer, and marketing manager. It then discusses the qualifications and experience typically needed to apply for jobs. It also outlines three apprenticeship course opportunities and their entry requirements. Finally, it gives brief biographies of Larry Page, the co-founder of Google, and Tim Cook, the CEO of Apple, highlighting their backgrounds and accomplishments.
Sam Fulton provides a personal statement and resume. They describe themselves as determined, focused, and hard-working. Their biggest passion is marketing as they find advertising and benefiting companies exciting. They are creative and experienced with programs like Word, Excel, PowerPoint, Photoshop, and Premiere.
They attended Ashville College from 2004-2016 where they earned 5 GCSEs and was captain of the rugby team for two years. At York College from 2016-2017 they earned a distinction in Creative Media. Their skills include punctuality, computer proficiency, friendliness, and a willingness to learn. They present and write in a mature manner and are able to create intriguing and professional materials.
Joseph Sam Fulton is a determined, focused, and hard-working individual passionate about marketing. He finds advertising and creating benefits for companies exciting and satisfying. His previous work demonstrates his creativity and marketing ideas. He is proficient in common programs like Word, Excel, PowerPoint, Photoshop, and Premiere to create high quality work. Fulton received 5 GCSEs from Ashville College and a distinction in creative media from York College, where he also served as rugby team captain for two years. His skills include punctuality, computer proficiency, friendliness, and a willingness to learn. He presents and writes in a mature manner and is able to create intriguing and professional materials through his creativity.
This document outlines Joseph Sam Fulton's pre-production plans for creating a gaming magazine and website. It includes descriptions of the style and layouts he intends to use, as well as the software and resources needed such as Photoshop, Premiere, and images from the internet. A schedule is provided that breaks the work into daily tasks over 8 days, including recording an audio interview, drafting the magazine in Photoshop, creating a logo, and taking screenshots for an evaluation presentation. Contingency plans are also discussed for potential issues like computer or internet problems.
This document summarizes and evaluates several existing game magazine covers and products that could provide inspiration for the creator's own magazine. It analyzes the design elements, color schemes, layouts, and themes of the covers. Key points that are called out include the use of dark colors to match franchises, large prominent title text, diagonal layouts of information, and creative lighting effects. Advertisements and additional information are also noted. The document considers what design aspects are effective at attracting audiences and communicating the content and tone of the magazines.
This document summarizes and evaluates several existing game magazine covers and products that could provide inspiration for the creator's own magazine. It analyzes the design elements, color schemes, layouts, and themes of the covers. Key points that are called out include the use of dark colors to match franchises, large prominent title text, diagonal layouts of information, and creative lighting effects. Advertisements and additional information are also noted. The document considers how these magazines appeal to audiences and what design aspects the creator may want to emulate or improve upon for their own publication.
The document describes the process of creating a horror game. It discusses each stage of production, including adding a floor, character, title, and house. Later stages involve changing settings, adding text for dialogue and thoughts, and including elements like a chandelier, red eyes, and a torch to increase fear. The final stage presents a "game over" screen to complete the game experience. Overall, the creator felt their drawing skills could improve but was pleased with realizing their creative plan.
This document outlines the pre-production work for a horror-themed video game. It includes experimenting with fonts, colors, and visual elements like trees, factories, and ghosts to set the dark, creepy atmosphere. Location and prop ideas are listed. Potential issues like not finishing on time, poor design quality, illness, and distraction are addressed along with solutions. An 8-day schedule is provided to complete photoshop artwork and animations for characters.
My product is a horror game called Perdition that aims to scare and entertain audiences through its spooky and low-budget atmosphere. The game follows a character exploring a haunted house where he encounters a monster trying to kill him. I will include creepy lighting effects and details for the player to find. My audience is of all ages and genders since the content is only scary, not offensive. I will incorporate elements from my research like including a monster since they are fundamental to horror games. I will not include offensive material that could limit viewers. While it may scare some, younger players will not be restricted. Original characters and concepts will be used to avoid copyright issues.
This document summarizes Joseph Sam Fulton's practice experiment for a final design project of a ghost game. It describes the tools and processes used, which were mostly drawing with pen/brush tools, as well as text and shape tools. Specifically, rectangle and oval tools were used to create the car shape. Templates from the internet were used to draw the people and man. The reflection discusses taking forward the tools and drawing processes, as well as the game title created. Improvement is needed on drawing skills and using more templates. The background setting will not be included in the final design. The goal is referenced as designing a ghost game.
Here are a few key points about your target audience based on the information provided:
- The target age range is 9 years and older, as younger children may find some scary elements too frightening. However, it aims to appeal to all ages by avoiding overly offensive content.
- Both male and female gamers can enjoy this horror game, as the content is not specifically gendered in a way that would alienate either group.
- While aiming to excite and thrill most players, the developer acknowledges that some may find certain scary aspects inappropriate based on personal opinions and interests.
- Players of all social statuses and backgrounds can find something to enjoy, as the game avoids incorporating any elements related to class, religion, ethnicity or other
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
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Exploiting Artificial Intelligence for Empowering Researchers and Faculty, In...Dr. Vinod Kumar Kanvaria
Exploiting Artificial Intelligence for Empowering Researchers and Faculty,
International FDP on Fundamentals of Research in Social Sciences
at Integral University, Lucknow, 06.06.2024
By Dr. Vinod Kumar Kanvaria
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.
3. Research
• Strengths: The strengths of my research was that it allowed me to get a good idea of what I wanted
instead of going in blind. It also allowed me to get a good idea of what I wanted and research that and get
an even better idea from that. My research also helped my product because It gave me a clue about what
other games, like mine, looked like, as I wanted to broaden my understanding of the what a game like
mine was like. The image in the top right hand corner of the screen shows a good representation of what
research helped me with, a similar idea to mine but different, and gave me ideas in which I wouldn’t have
thought of including in my design but, I ended up doing so because of it. Another strength of my research
was that it gave me a opportunity to create a questionnaire and ask people willing to submit and answer
it. This gave me a chance to get feedback from my audience and what ideas I asked were good and what
weren’t. Which helped considerably as it allowed me to move these ideas forward and place them in my
poster. This is shown through the image on the top left hand corner of the screen, about me expressing my
thoughts and feelings on a certain question that my audience have answered.
• Weaknesses: The weaknesses of my research was that when doing my Questionnaire and my
similarities of existing products, I ran out of ideas of what to do e.g. questions, similar products as I just
couldn’t think of anything else to say or put in, so it wasted me a lot of time as I struggled finding suitable
questions and similar products. Another weakness was that the response I had to create for my survey
about my audience took way longer than I originally expected and it took me a good two lessons to fill
them all out thoroughly.
4. Planning
• Strengths: My strengths of my planning were that I was able to have a good idea of what my product
would look like before I started on my final product. Which was helpful to me as It gave me a chance to
change anything or get rid of anything I perhaps didn’t like. Another strength of my planning was that I
was able to perhaps create a new idea other than my original idea, In case I wanted a change. It allowed
me one last check just to see if everything looked really good. Another strength was that it helps arrange
the layout, saves time as I already know what to do, so I don’t have to make it up. It also allowed me to
look and place the letters of my poster accordingly, so I knew exactly where to place them in my final
product, instead of going in with no clue of where to place them, which would take up to much time.
• Weaknesses: My weaknesses of my planning was that I already knew what I wanted to do, so the
whole process for me was slightly pointless as I just copied what I knew I wanted to do. Another
weaknesses was that I found that by planning I didn’t really get a scope for individual freedom I found that
I was being guide lined by myself as I was being forced to do what I planned. Another weakness was that
this particular process was quite time consuming and I feel as if I spent too much time doing this when I
should have been cracking on with my final product, so I feel as though I wasted on a lot of time on
planning when I really shouldn’t have.
5. Time Management
• I believe I managed my time ok as I managed to meet all my deadlines on time but I feel as though some of
my power points were quite rushed in order for me to meet the deadline. I also think that since I usually
write quite a lot on for my work, that takes a considerable amount of time to do and that was a
considerable factor in managing my time, as I didn’t want to write too much in case I lost valuable time or
spent too much time on that particular section. I did complete my project on time, and as mentioned
above I handed my work in at the required deadlines. Although I did complete my work within the
designated time I believe that if I did have perhaps a couple more days I could make my product look a lot
better than it already does, and check for any faults that I didn’t pick up earlier on. I could also granted
additional time fill out a bit more of the power points that I didn't spend as much time on as I perhaps
should of done. I believe my products would have improved given more time obviously, as I wouldn’t have
rushed as I believe I did. They would have improved if added extra time because I would have been able to
check for any mistakes in my product, I would also be able to add more things perhaps: images, more
games and even another game image as I feel as though my product could of perhaps needed a extra
something. So to conclude I think my time management went alright but with a few extra days to
complete my product I believe I could have a done a better job.
6. Technical Qualities
The one on the right is my poster and the one on the left is the similar product that I was comparing my product to. I
think the products both have good similarities and they both have image typography included. I believe that the real
life poster on the left is a bit better than mine as it’s ordered better than mine and it delivers a more important
message than what I wanted to use at the start, but I just couldn’t quite fulfil in the end. Although I believe that mine
has a lot more going on than the one on the left as the poster on the left is more dedicated to one game whilst mine is
dedicated to a few. I think that mine is different because it’s a lot bolder and it stands out a lot more than the poster
on the left which I think is a great plus. Both posters look really good and I believe that mine could easily be a
legitimate poster. The colour scheme on both posters are different as one goes for only two colours that being green
and black and mine being a range of different colours, which I believe makes mine look a lot more likeable. The poster
similarities are that
7. Aesthetic Qualities
I think my work does look good and I think that anyone
viewing it can see that. I also believe the idea I have come
up with a creative idea, using the letters of the word to
make up more words, whilst advertising games, I think I
was clever to try and I feel as though my idea was unique
compared to any other poster advertising for games. I
think my game’s visuals are good as I like the faded
images incorporated in the background, although I do
believe that it can appear as though my poster is very dull
from just half- looking at it. I believe the letters of my
poster are unique and cool as they represent that of their
game style. I would improve the colour system of my
poster as I believe it would catch the eye of a lot more
people with just a bit of colour added to the poster.
Another improvement could well be that I should of
made all the writing apart from the main Bethesda bit
the same colour so that it all looks more organised and
presentable then I think it does now. I would improve
these two improvements by using the same colour
throughout for the writing, so that they would all be the
same. For the adding colour bit I probably would try find
the best place to add colour and evaluate if it looks better
there or not.
The strengths of my poster was the creativity and the
design of my poster, I also believe the background of my
poster is also a really big strength as for a gamer’s
perspective it’s a collage of memories. My weaknesses of
my poster is probably my writing like mentioned in my
other paragraph, another weakness was probably the
different sizing of each of my letters as each word seems to
be differently sized and looks slightly different to the next,
which is slightly annoying. Another strength is that the font
of each game, as I believe that they all suit the poster
greatly and I really like the look of each one.
8. Audience Appeal
I think that my product does appeal to its target audience, as my poster is very gaming orientated, which is the
category of my audience. My poster also appeals to the audience because it has all the qualities in which a poster
of my audience want to see, e.g. their favourite games, their favourite developer, a cinematic background, which
believe I have included. The specific bits of my poster that appeal to my audience would be the collage of games as
the background, the game developer logo in the centre would also be a big interest. Although I do believe with my
poster that I don’t really have a target audience as all people I feel would be interested in my poster and recognise
it for what it is.
I found out on my questionnaire that people were very open to my questions, and would answer them as honestly
as they could. The people who submitted my survey gave me great feedback on some much needed answers to my
questions and I’ve included all I could from my questionnaire as some responses I didn't think would look that good
included. Some of my findings from my questionnaire weren’t great as they were giving me answers to my
questions that I didn’t really want to see, as I had an idea in my head and by them putting their views and opinions
it was making me change the outlook of my idea and morphing it to fit there needs, turning my idea to suit them
rather than suit me which was a strange thing to do and was very frustrating.
This is a example of one of my questions for my
questionnaire to target my audience. I started
with a very obvious question of How old are
you? As I believe that this best starts off the
selecting target, as if most of my audience is
younger I will try make my poster around and
vice a versa. As you can see from the image
most off my audience are around the age of
16-18 which is great for me as I can add more
interesting things in my poster that I think
older guys would understand.
10. Feedback 1
• What did you like about the product?
– I really like the background of your product, I like how its faded, it would attract my attention if I saw
it on the high street or online, I also think it will attract your target audience because it has a lot of
new games in the background it also has I a lot of different colours in the background
• What improvements could have been made to
the product?
• Put the wording of the title in a different colour so it can stand out more
11. Feedback 2
• What did you like about the product?
– I liked how you incorporated all the different font styles from the various games produced by
Bethesda and how they interlink with each other in the centre.
• What improvements could have been made to
the product? I’d prefer if there was a thinner stroke line along side the text as it makes
the wording not look as appealing.
• Also maybe show a bit more colours throughout the design as the actual design seems very bland and
unappealing to look at, basically pretty dull.
12. Feedback 3
• What did you like about the product?
– I liked how the pictures blended together for the background and formed a college of pictures, I also
enjoyed how the letters correspond each other. I like how some words stick out and its very eye
catching.
• What improvements could have been made to
the product?
– I think a improvement would be to make the letters a bit bigger as some are unreadable. Another
improvement would be to make different words different colours as you can’t really see what your
meant to be reading.
13. Peer Feedback Summary
• What do you agree with from your peer feedback?
• I partially agree with my peers in what they said about what I can improve on as any improvement I will take as it
can help me in the future. I obviously liked the part where they were complimenting my work. I liked how they
complimented the fact that I used a good fading technique with the pictures, as I spent a decant amount of time
making them like that. I also agree with the way some people liked my choice of colours. I appreciated this as my
product wasn’t meant to be bright and colourful as it was meant to flow with the games I was showing. I also
agree and thankful that someone recognised the thought process for my background, just because it’s a darker
shade doesn’t mean that it won’t necessarily work.
• What do you disagree with from your peer feedback?I
have to disagree with one of the statements from the improvement sections. About “Making the letters
bigger”. As I couldn’t possible make my letters bigger as there wasn’t enough room to increase their size,
otherwise the letters would have overlapped each other. The colours problem kept coming up from
various people which is understandable, as to some people my product may look quite dull compared to
their lightly coloured projects, but I believe if I added bright colours to my project it wouldn’t have the
same effect and look as it does at the moment. As quoted from my survey more people wanted a more
cinematic look, and I believe that’s what I made my poster have, a cinematic feel. Another thing I slightly
disagreed with was the colour of the title, implying that I should change it because they couldn’t quite
read it, I personally believe that the colour for the title was good and suited the rest of the style of the
poster. I tried out different colours and they just didn’t suit like the grey I chose does.
14. Peer Feedback Summary
– I would like to perhaps try and make the letters bigger, as It was brought up quite a lot in
my feedback and I can understand the issue of why it was said. So I would definitely try
and increase and magnify the size of the letters if it meant my product looked better.
– I would also change the color of my letters as that was brought up a lot as well, so I’d
probably like to change them to all of the same color as like what was suggested by
someone who gave me feedback. I think this would perhaps be a change worth changing
as the poster may look the same and come together a bit more, then the mix and match
I did.
– I would also like to make the change to the amount of stroke I put on my lettering as I
think I made it too thick and it looked a bit unappealing and off putting as was picked by
someone giving me feedback. Making the stroke lighter I think it wouldn’t overwhelm as
much and would maybe attract more people towards it. It would perhaps allow me for
more space to increase the size of my letters like mentioned above.
– The biggest change I would probably like to make the most would be, a lot like the color
one but a bit different would be to color all my letters different colors to attract the
attention of people more as I think since my posters quite dark and the lettering is quite
dark its hard to shine out from other brightly colored posters.
Editor's Notes
What were the strengths of your research? How did your research help your product?
What were the weaknesses of your research? What could you have done better/improve? What effect would this have had on your product?
What were the strengths of your planning? How did your planning help your product?
What were the weaknesses of your planning? What could you have done better/improve? What effect would this have had on your product?
Did you manage your time well? Did you complete your project on time or would your products have improved with additional time?
What would you have done if you had more time to produce your work?
Compare your work to similar existing products and discuss the similarities and differences
Put your final piece(s) in the centre of a page alongside an existing product
Use text boxes and arrows
Does your work look good? Was it creative? What aspects of your game’s visuals do you like? What would you improve? How would you improve it?
Discuss the strengths and weaknesses
Put your final piece(s) in the centre of a page and analyse them
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How have you appealed to your target audience? What specific bits of content would appeal to your target audience.
Refer to your findings from your questionnaire.
Put your final piece(s) in the centre of a page and analyse them
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What changes would you make to your product based upon your peer feedback and why?