The document provides an evaluation of Louis Dowson's final project (FMP) which involved creating products like posters and magazines. For his research, Louis enjoyed looking at similar existing products and conducting surveys and interviews to understand his target audience. However, he did not research magazines enough. His planning involved mind maps and mood boards but did not focus on the magazine. His time management was poor as he fell ill and had to rush work, impacting the quality of his products. Technically, his magazine and posters looked professional with appropriate visual elements. However, he could have added more content to the magazine. The audience appeal analysis found the products suitable for his target demographic.
The document provides a summary and evaluation of a student's final production project. It discusses the student's research process, planning, time management, technical and aesthetic qualities of the products (a magazine and posters), audience appeal, and peer feedback. For the research, the student conducted surveys and interviews. Planning involved mind maps and mood boards, though magazine research was lacking. Time management was poor due to illness, limiting the products. The magazine and posters were well-designed overall based on technical and aesthetic feedback. However, the magazine could have included more content and information. The peer feedback agreed more content in the magazine was needed but disagreed that the poster required more visual effects. With more time, the student would have added more content to
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]
This evaluation summarizes a student's fanzine project where they created a football fanzine. Some good points included learning interview techniques, fanzine themes and conventions, and improving Photoshop skills. Challenges included struggling with page layouts, not being able to get their desired interview, and issues with backgrounds clashing. The student rated their project as "good" - they covered the topic well but felt some pages could be improved and were disappointed they couldn't interview their preferred people. They designed it to appeal to both younger and older audiences by discussing modern football topics in an old style format and providing both print and online versions.
The document analyzes research conducted to inform the creation of a gender fluid fashion magazine. This includes a target audience survey, interviews, and analysis of existing magazine covers, spreads, and elements. Key findings indicate that images and models are very important for attracting readers. Readers want to see discussions of gender fluid fashion history and stories from people in the community. Brands like Weekday and Boden are considered androgynous. Overall, the research provides valuable insights into audience expectations and preferences to guide the magazine's development.
Hannah McNeill evaluated her magazine project. She conducted research on food, fashion, and teen magazines to inform her design. Her research helped with inspiration, but she should have also researched nature magazines. While her planning included a mind map and mood board, her planning lacked detail. Her time management was generally good, but she struggled to complete her project in the allotted two weeks due to a lack of planning detail. Her magazine has an aesthetically pleasing color scheme and style appealing to teens, but could have been more sophisticated. She included professional-quality photos she took herself to make the magazine look authentic. The target audience was female teens and young adults, who she appealed to through topics, colors, and photos.
The document discusses the process of designing a magazine cover for an older women's fashion magazine. Key points:
- The target audience is women ages 40-50. Sarah Jessica Parker's image was chosen for the cover since she looks good for her age and would be inspiring to the target demographic.
- Sell lines like "How to feel young and look sexy again" were used to attract the audience. The language aims to directly involve readers.
- A pink and lilac color scheme with black font was chosen. Parker's image fills most of the cover with room left for text.
- While mostly happy with the result, the author notes some areas for improvement like addressing pixilation in the
The document provides an evaluation of the author's production process for creating a magazine. Some key points:
- The author researched magazine covers, contents pages, websites, and video lookbooks for inspiration on design. A strength was finding a magazine cover they liked from LOOK Magazine that informed their design.
- Surveys for audience research were a weakness as most responses came from teen males, not the intended female audience.
- Photos taken outside had lighting issues. Better photos could have been taken in a studio.
- More time was needed to complete all planned elements (magazine, website, lookbook). The magazine wasn't as polished as intended.
- Layout design and color scheme choices
The document provides a summary and evaluation of a student's final production project. It discusses the student's research process, planning, time management, technical and aesthetic qualities of the products (a magazine and posters), audience appeal, and peer feedback. For the research, the student conducted surveys and interviews. Planning involved mind maps and mood boards, though magazine research was lacking. Time management was poor due to illness, limiting the products. The magazine and posters were well-designed overall based on technical and aesthetic feedback. However, the magazine could have included more content and information. The peer feedback agreed more content in the magazine was needed but disagreed that the poster required more visual effects. With more time, the student would have added more content to
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]
This evaluation summarizes a student's fanzine project where they created a football fanzine. Some good points included learning interview techniques, fanzine themes and conventions, and improving Photoshop skills. Challenges included struggling with page layouts, not being able to get their desired interview, and issues with backgrounds clashing. The student rated their project as "good" - they covered the topic well but felt some pages could be improved and were disappointed they couldn't interview their preferred people. They designed it to appeal to both younger and older audiences by discussing modern football topics in an old style format and providing both print and online versions.
The document analyzes research conducted to inform the creation of a gender fluid fashion magazine. This includes a target audience survey, interviews, and analysis of existing magazine covers, spreads, and elements. Key findings indicate that images and models are very important for attracting readers. Readers want to see discussions of gender fluid fashion history and stories from people in the community. Brands like Weekday and Boden are considered androgynous. Overall, the research provides valuable insights into audience expectations and preferences to guide the magazine's development.
Hannah McNeill evaluated her magazine project. She conducted research on food, fashion, and teen magazines to inform her design. Her research helped with inspiration, but she should have also researched nature magazines. While her planning included a mind map and mood board, her planning lacked detail. Her time management was generally good, but she struggled to complete her project in the allotted two weeks due to a lack of planning detail. Her magazine has an aesthetically pleasing color scheme and style appealing to teens, but could have been more sophisticated. She included professional-quality photos she took herself to make the magazine look authentic. The target audience was female teens and young adults, who she appealed to through topics, colors, and photos.
The document discusses the process of designing a magazine cover for an older women's fashion magazine. Key points:
- The target audience is women ages 40-50. Sarah Jessica Parker's image was chosen for the cover since she looks good for her age and would be inspiring to the target demographic.
- Sell lines like "How to feel young and look sexy again" were used to attract the audience. The language aims to directly involve readers.
- A pink and lilac color scheme with black font was chosen. Parker's image fills most of the cover with room left for text.
- While mostly happy with the result, the author notes some areas for improvement like addressing pixilation in the
The document provides an evaluation of the author's production process for creating a magazine. Some key points:
- The author researched magazine covers, contents pages, websites, and video lookbooks for inspiration on design. A strength was finding a magazine cover they liked from LOOK Magazine that informed their design.
- Surveys for audience research were a weakness as most responses came from teen males, not the intended female audience.
- Photos taken outside had lighting issues. Better photos could have been taken in a studio.
- More time was needed to complete all planned elements (magazine, website, lookbook). The magazine wasn't as polished as intended.
- Layout design and color scheme choices
The document provides a summary of the evaluation research conducted for a project with the Yorkshire Wildlife Trust (YWT). In the first week, the researcher chose target audiences of Karen, a single mother living in Hull, and Phoebe based on profiles provided by YWT. Research was conducted on websites to understand the demographics and socioeconomic status of Karen. The second week involved planning ideas including magazines for kids and adults focusing on Askham Bog wildlife. Mood boards were created and fact files researched. The production weeks involved creating illustrations, articles, and designing the magazine template layout. Overall, the researcher felt their research was strong and they created a 24-page magazine on time with their illustrations being a strength but some could have been improved
The document provides information about pre-production tasks for different types of projects. It discusses that pre-production is important for organizing a project before production starts. It then lists common pre-production paperwork for print productions, moving image productions, video game productions, and audio productions. This includes items like risk assessments, schedules, budgets, equipment lists, etc. The document emphasizes that the specific pre-production tasks will depend on the individual project.
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 outlines a proposal for a gaming magazine called "The Gaming Guide". It will entertain readers by providing colorful designs, reviews of video games to inform if they are worth buying, and realistic portrayals of games. The target audience is 16+ of both genders who enjoy achieving skills and belonging to loyal communities. Content will include reviews of graphics, story, controls of a PS4 game. It will comply with ethical standards by avoiding offensive material and sufficiently differentiating from existing products to prevent legal issues.
Luke evaluated his FMP project which included a magazine and poster about video games. For his research, he surveyed people and looked at existing gaming magazines for inspiration. He knew games well so could include more detail. His planning went well since he knew his topic in advance. He managed his time efficiently, completing the magazine, badge, and poster on time using Photoshop. The magazine cover and double-page spread have appealing bright colors that match his target audience's preferences. The poster and magazine title are large and bold as his audience preferred.
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.
Jack created a magazine cover and spread about the video game "Murdered: Soul Suspect" for a class project. He found images online to use as backgrounds and edited them to fit on the pages. Jack added a title, barcode, price, and other design elements to make the magazine look professional. He used various design tools but found some like the text tool difficult to locate. Jack reviewed his work and felt the text styling could be improved and some elements did not fit well together. He wished he had more time to refine the design further. Overall, Jack was happy with how the background images represented the game but thought the magazine could attract more customers with tweaks to the text styling and layout.
The document describes the process of designing a magazine content page. Key points:
- The creator started by adding generic elements like a masthead and subheading. The masthead "Loving This Week" was positioned in the top left to imply importance while not drawing focus from the central content.
- A subheading with the magazine name was made smaller and less dominant to not take attention from the masthead.
- Transparency was added over the background to make text and features clearer.
- Sub-images were added and framed to draw focus to important topics. Captions were then added below to provide more information.
- Main articles were numbered for easy location. A content table with page
The student feels they have greatly improved in designing magazine covers and contents pages from their preliminary task to the final product. In the preliminary cover, there were many flaws like unaligned text, poor image cutting, and a lack of consideration for layout and style. However, in the final cover significant thought went into mimicking industry styles, using statement colors, professional fonts, and carefully selecting imagery. Similarly, the preliminary contents page showed a lack of research and conventions, while the final version had realistic sections, aligned elements, and consideration for aesthetics and emphasis on the cover. Overall, the student learned the importance of preparation, research, feedback, and refinement for creating a polished magazine.
Luke Ross reflects on the process of designing a magazine cover and double page spread about the video game Star Wars Battlefront. He discusses trying different background images and layouts before settling on ones featuring the Hoth landscape. On the cover, he includes characters like Boba Fett and titles it "Issue 1." For the double page spread, he outlines some pros and cons of the game in paragraphs with accompanying screenshots. While he aimed to include more content, time constraints prevented him from fully completing his vision. Overall, he is pleased with the final result and feels it will appeal to the target audience.
The document provides an evaluation by Ryan Goldsmith of a professional writing project where he created 3 media products: a broadsheet newspaper, tabloid newspaper, and fanzine. Ryan feels he managed his time well on the project, allocating more time to more complex tasks. He is pleased with how the products turned out and feels they effectively targeted different audiences. Ryan also reflects on skills and techniques he has improved, such as layout techniques using InDesign and time management.
The student created a music magazine for their production process evaluation. Their research strengths included using existing magazines for design inspiration, while weaknesses included difficulty determining target audiences from online research. Planning strengths were a mood board that helped finalize design elements, while mind maps took too long. Time management strengths included finishing ahead of schedule, while adding interviews or more content would have been weaknesses given time limits. Feedback praised the color scheme, inclusion of friends, and scandals page, while suggesting adding more stories, interviews, and clearer information on the front cover about the magazine's focus. The student agreed more content like scandals and interviews would improve the magazine, while disagreeing that removing the contents page would be better. They would change the magazine by including
The document provides an evaluation by Aasiyah Chopdat of her research, planning, time management, technical qualities, aesthetic qualities, and audience appeal for her magazine project. Some key points made include: her research lacked analysis of double page spreads which caused issues in layout; planning went smoothly but more attention to fonts was needed; photos were taken last minute without enough editing time; the magazine cover could have been improved with the model centered and use of cover lines; double page spreads and pull quotes may have been better designed; and the target audience of 16-25 year olds was effectively appealed to through creative, colorful design and relevant content.
The document provides an evaluation of a production process for an advertisement game (advergame). It summarizes the student's research, planning, time management, and the technical and aesthetic qualities of the final products. For research, surveys and interviews helped identify the target audience but more could have been done. Planning involved generating multiple game ideas but layout plans lacked detail. Time management was poor and rushing occurred at the end. The magazine cover and game title screen used large images and plain backgrounds to draw attention while providing just enough information to intrigue customers.
The document discusses how a student's media product challenges and develops conventions of real media.
The student kept some conventions like bold mastheads and cover photos showing the subject. However, the student challenged conventions by using a montage on the contents page instead of a group photo, and placing the masthead in the top right instead of left. The student also included a bar with the masthead and page number at the bottom of the contents page, which is not a convention in real media products.
On the double page spread, the student conformed to conventions like keeping each page separate around the fold and having an informal photo. But the student included more text than some pop magazines to engage older readers. The student developed
Jack Morton conducted experiments to design magazines appealing to different target audiences. He used various tools in Adobe InDesign, including the mouse pointer to position images, the lasso tool to crop images, and blending options to style text. The process was time-consuming as he edited every image and element. For a fishing magazine aimed at older audiences, he used an old-fashioned background and colorful text. For a sci-fi gaming magazine, he chose a sci-fi background and included an FPS character holding a gun to appeal to those genres. In his reflection, he plans to include elements like barcodes, attention-grabbing designs, and consistent styling and layouts in his final magazines.
The document provides an evaluation of Nathan Mead's final major project (FMP) in photography. Some key points:
- Nathan's research was thorough but some aspects were not relevant to his project. His planning helped narrow his focus but his initial ideas lacked clarity.
- Nathan managed his time well but some delays occurred due to weather and personal issues. He completed tasks on schedule.
- Peer feedback noted the detailed editing and theme but suggested taking more photos to add more content.
- Nathan agrees more photos would have improved the portfolio by providing more raw material to work with. He is pleased with the editing quality noted in positive feedback.
The student reflects on what they learned from creating a preliminary magazine cover task compared to their final music magazine cover. For the preliminary task, they learned about magazine conventions, photography, Photoshop skills, and the research process. However, looking back, they realize the preliminary cover lacked professionalism and realism. Key areas for improvement included the cover lines, main image background, and color scheme. Creating the music magazine cover helped them apply these lessons to design a more realistic and polished final product that better followed industry conventions.
The student analyzes the strengths and weaknesses of an existing magazine project. They note several issues with the front cover including that it is too crowded with multiple colors, irrelevant headline, and misplaced issue number. They provide suggestions for improvements like using fewer colors and a plainer design. For the contents page, they praise the use of "regulars" and "features" sections but think the backgrounds are too busy. They also criticize the lack of purpose for the social media icons. For the double page spread, the student observes it is messy and disorganized with small hard to read text and a lack of large engaging image. They determine the page looks thrown together without care.
The document discusses the author's process for researching and planning the production of two magazines - a college magazine and a music magazine - for a coursework assignment. The author conducted extensive online and print research to analyze magazine styles, layouts, target audiences and more. Planning involved forming initial layouts, grouping ideas, and finding example poses. The author found the process time-consuming but insightful. They felt their skills and knowledge improved between the two magazines. Areas for improvement included better time management, blog organization, and learning Photoshop skills in advance. Overall the author was pleased with the magazines but felt they could have enhanced them with additional photo shoots and applying lessons learned.
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 document provides a summary of the evaluation research conducted for a project with the Yorkshire Wildlife Trust (YWT). In the first week, the researcher chose target audiences of Karen, a single mother living in Hull, and Phoebe based on profiles provided by YWT. Research was conducted on websites to understand the demographics and socioeconomic status of Karen. The second week involved planning ideas including magazines for kids and adults focusing on Askham Bog wildlife. Mood boards were created and fact files researched. The production weeks involved creating illustrations, articles, and designing the magazine template layout. Overall, the researcher felt their research was strong and they created a 24-page magazine on time with their illustrations being a strength but some could have been improved
The document provides information about pre-production tasks for different types of projects. It discusses that pre-production is important for organizing a project before production starts. It then lists common pre-production paperwork for print productions, moving image productions, video game productions, and audio productions. This includes items like risk assessments, schedules, budgets, equipment lists, etc. The document emphasizes that the specific pre-production tasks will depend on the individual project.
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 outlines a proposal for a gaming magazine called "The Gaming Guide". It will entertain readers by providing colorful designs, reviews of video games to inform if they are worth buying, and realistic portrayals of games. The target audience is 16+ of both genders who enjoy achieving skills and belonging to loyal communities. Content will include reviews of graphics, story, controls of a PS4 game. It will comply with ethical standards by avoiding offensive material and sufficiently differentiating from existing products to prevent legal issues.
Luke evaluated his FMP project which included a magazine and poster about video games. For his research, he surveyed people and looked at existing gaming magazines for inspiration. He knew games well so could include more detail. His planning went well since he knew his topic in advance. He managed his time efficiently, completing the magazine, badge, and poster on time using Photoshop. The magazine cover and double-page spread have appealing bright colors that match his target audience's preferences. The poster and magazine title are large and bold as his audience preferred.
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.
Jack created a magazine cover and spread about the video game "Murdered: Soul Suspect" for a class project. He found images online to use as backgrounds and edited them to fit on the pages. Jack added a title, barcode, price, and other design elements to make the magazine look professional. He used various design tools but found some like the text tool difficult to locate. Jack reviewed his work and felt the text styling could be improved and some elements did not fit well together. He wished he had more time to refine the design further. Overall, Jack was happy with how the background images represented the game but thought the magazine could attract more customers with tweaks to the text styling and layout.
The document describes the process of designing a magazine content page. Key points:
- The creator started by adding generic elements like a masthead and subheading. The masthead "Loving This Week" was positioned in the top left to imply importance while not drawing focus from the central content.
- A subheading with the magazine name was made smaller and less dominant to not take attention from the masthead.
- Transparency was added over the background to make text and features clearer.
- Sub-images were added and framed to draw focus to important topics. Captions were then added below to provide more information.
- Main articles were numbered for easy location. A content table with page
The student feels they have greatly improved in designing magazine covers and contents pages from their preliminary task to the final product. In the preliminary cover, there were many flaws like unaligned text, poor image cutting, and a lack of consideration for layout and style. However, in the final cover significant thought went into mimicking industry styles, using statement colors, professional fonts, and carefully selecting imagery. Similarly, the preliminary contents page showed a lack of research and conventions, while the final version had realistic sections, aligned elements, and consideration for aesthetics and emphasis on the cover. Overall, the student learned the importance of preparation, research, feedback, and refinement for creating a polished magazine.
Luke Ross reflects on the process of designing a magazine cover and double page spread about the video game Star Wars Battlefront. He discusses trying different background images and layouts before settling on ones featuring the Hoth landscape. On the cover, he includes characters like Boba Fett and titles it "Issue 1." For the double page spread, he outlines some pros and cons of the game in paragraphs with accompanying screenshots. While he aimed to include more content, time constraints prevented him from fully completing his vision. Overall, he is pleased with the final result and feels it will appeal to the target audience.
The document provides an evaluation by Ryan Goldsmith of a professional writing project where he created 3 media products: a broadsheet newspaper, tabloid newspaper, and fanzine. Ryan feels he managed his time well on the project, allocating more time to more complex tasks. He is pleased with how the products turned out and feels they effectively targeted different audiences. Ryan also reflects on skills and techniques he has improved, such as layout techniques using InDesign and time management.
The student created a music magazine for their production process evaluation. Their research strengths included using existing magazines for design inspiration, while weaknesses included difficulty determining target audiences from online research. Planning strengths were a mood board that helped finalize design elements, while mind maps took too long. Time management strengths included finishing ahead of schedule, while adding interviews or more content would have been weaknesses given time limits. Feedback praised the color scheme, inclusion of friends, and scandals page, while suggesting adding more stories, interviews, and clearer information on the front cover about the magazine's focus. The student agreed more content like scandals and interviews would improve the magazine, while disagreeing that removing the contents page would be better. They would change the magazine by including
The document provides an evaluation by Aasiyah Chopdat of her research, planning, time management, technical qualities, aesthetic qualities, and audience appeal for her magazine project. Some key points made include: her research lacked analysis of double page spreads which caused issues in layout; planning went smoothly but more attention to fonts was needed; photos were taken last minute without enough editing time; the magazine cover could have been improved with the model centered and use of cover lines; double page spreads and pull quotes may have been better designed; and the target audience of 16-25 year olds was effectively appealed to through creative, colorful design and relevant content.
The document provides an evaluation of a production process for an advertisement game (advergame). It summarizes the student's research, planning, time management, and the technical and aesthetic qualities of the final products. For research, surveys and interviews helped identify the target audience but more could have been done. Planning involved generating multiple game ideas but layout plans lacked detail. Time management was poor and rushing occurred at the end. The magazine cover and game title screen used large images and plain backgrounds to draw attention while providing just enough information to intrigue customers.
The document discusses how a student's media product challenges and develops conventions of real media.
The student kept some conventions like bold mastheads and cover photos showing the subject. However, the student challenged conventions by using a montage on the contents page instead of a group photo, and placing the masthead in the top right instead of left. The student also included a bar with the masthead and page number at the bottom of the contents page, which is not a convention in real media products.
On the double page spread, the student conformed to conventions like keeping each page separate around the fold and having an informal photo. But the student included more text than some pop magazines to engage older readers. The student developed
Jack Morton conducted experiments to design magazines appealing to different target audiences. He used various tools in Adobe InDesign, including the mouse pointer to position images, the lasso tool to crop images, and blending options to style text. The process was time-consuming as he edited every image and element. For a fishing magazine aimed at older audiences, he used an old-fashioned background and colorful text. For a sci-fi gaming magazine, he chose a sci-fi background and included an FPS character holding a gun to appeal to those genres. In his reflection, he plans to include elements like barcodes, attention-grabbing designs, and consistent styling and layouts in his final magazines.
The document provides an evaluation of Nathan Mead's final major project (FMP) in photography. Some key points:
- Nathan's research was thorough but some aspects were not relevant to his project. His planning helped narrow his focus but his initial ideas lacked clarity.
- Nathan managed his time well but some delays occurred due to weather and personal issues. He completed tasks on schedule.
- Peer feedback noted the detailed editing and theme but suggested taking more photos to add more content.
- Nathan agrees more photos would have improved the portfolio by providing more raw material to work with. He is pleased with the editing quality noted in positive feedback.
The student reflects on what they learned from creating a preliminary magazine cover task compared to their final music magazine cover. For the preliminary task, they learned about magazine conventions, photography, Photoshop skills, and the research process. However, looking back, they realize the preliminary cover lacked professionalism and realism. Key areas for improvement included the cover lines, main image background, and color scheme. Creating the music magazine cover helped them apply these lessons to design a more realistic and polished final product that better followed industry conventions.
The student analyzes the strengths and weaknesses of an existing magazine project. They note several issues with the front cover including that it is too crowded with multiple colors, irrelevant headline, and misplaced issue number. They provide suggestions for improvements like using fewer colors and a plainer design. For the contents page, they praise the use of "regulars" and "features" sections but think the backgrounds are too busy. They also criticize the lack of purpose for the social media icons. For the double page spread, the student observes it is messy and disorganized with small hard to read text and a lack of large engaging image. They determine the page looks thrown together without care.
The document discusses the author's process for researching and planning the production of two magazines - a college magazine and a music magazine - for a coursework assignment. The author conducted extensive online and print research to analyze magazine styles, layouts, target audiences and more. Planning involved forming initial layouts, grouping ideas, and finding example poses. The author found the process time-consuming but insightful. They felt their skills and knowledge improved between the two magazines. Areas for improvement included better time management, blog organization, and learning Photoshop skills in advance. Overall the author was pleased with the magazines but felt they could have enhanced them with additional photo shoots and applying lessons learned.
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 document provides a summary of peer feedback on a magazine production project. The feedback noted positives such as the professional and consistent appearance with good color scheme and cover art placement. Suggested improvements included making the magazine stand out more uniquely, moving some titles to better showcase the cover art, and relocating the barcode to the left side at a larger size. The author agrees with feedback on consistency and cover art but disagrees that the colors lacked uniqueness. They would consider tweaking titles and barcode as suggested while avoiding overcomplicating the design with too many colors.
This document outlines Amy Foster's initial plans for an evolved photography project that allows students to create their own work. Amy's initial reaction was excitement that there was no set theme. Her initial idea was a fashion/clothing/celebrity magazine combining these themes. She thought a fashion magazine would be easier than celebrity. Amy created a mind map and mood board for inspiration. She worries about the timeframe but plans to balance her workload. Her schedule outlines research, experiments, production, and evaluation over 5 weeks using sources like interviews, magazines, and software.
The document summarizes the key aspects of a magazine project evaluation, including research, planning, time management, technical qualities, aesthetic qualities, and audience appeal. For research, the author analyzed successful and unsuccessful magazines. For planning, the author realized they did not plan well and merged research with planning. For time management, the author spent too much time on research and not enough on planning and production. The technical and aesthetic qualities of the author's magazine cover are also analyzed.
The document provides an evaluation of an FMP (Final Major Project) magazine product. It discusses the strengths and weaknesses of the planning, research, time management, technical qualities, aesthetic qualities, and audience appeal of the product. Peer feedback is also summarized. The planning was helpful but could have been improved with more details. Research was useful but annotations could have been better. Time management was inefficient. The overall quality is noted as needing more information, pictures, and design improvements to writing and fonts.
The student created a music magazine aimed at teenagers aged 15-18 who are interested in indie music. To attract their target audience, the student used a bold masthead in red, catchy strapline, large cover photo, and pull quotes. The main article profiled an indie band as role models who achieved their dreams. Feedback praised the magazine's professional layout, images, and font choices. In creating the magazine, the student learned how to make the design attractive and readable for the audience through techniques like large photos and pull quotes in key locations.
This document outlines a proposal for a music magazine targeted towards teenage males aged 15-24 from lower socioeconomic backgrounds. The magazine will focus on an unspecified genre of music to be chosen by the creator. Research will include exploring magazine layouts, lighting techniques for photography, and tutorials. The concept is for a relaxed, fun magazine with music-related photos, instruments, bands and articles. Evaluation will involve daily progress notes, a weekly diary with images, and a final self-evaluation to help improve future projects.
This document outlines a proposal for a music magazine targeted towards teenage males aged 15-24 from working-class backgrounds. The magazine will have a relaxed, fun tone and focus on a genre of music yet to be determined. Images will include instruments and bands/models in natural lighting. Research will include exploring magazine layouts and genres to determine what content and style will most appeal to the target audience. Progress and the final product will be evaluated through daily written reflections and a weekly diary with images to help improve future projects.
The document provides an evaluation of the student's FMP project involving the creation of a music magazine. In the research section, the student describes annotating magazines of different genres to inform their magazine design. Their weaknesses included only annotating two magazines rather than a wider range. For planning, their strengths were thoroughly exploring ideas before choosing to do a music magazine focusing on their passion and knowledge of music. Weaknesses included less developed planning for alternative ideas. Feedback praised the visual design and color scheme but suggested improvements like introducing context before the interview and coordinating fonts more consistently.
The document discusses the design and layout of a student magazine called "REVERSE". It aims to attract a young male and female audience interested in indie/punk music. The front cover features a photo of a band called "Wolves" to draw attention. The contents page stands out with diagonally arranged images and rotated text. Feedback from test surveys was positive, showing the magazine successfully conveyed the intended casual, eye-catching style while providing enough information.
This document provides an evaluation of Jay Birkin's magazine production project. It summarizes the research, planning, and time management that went into the project. It also discusses the technical and aesthetic qualities of the finished magazine products. Peer feedback was positive about the variety of images and coverage of the entertainment genre as a whole. Suggested improvements focused on adding more information to the double page spread and potentially making the front cover more eye-catching with brighter colors. The student agrees that the double page could be improved and would make those changes if given more time.
The document provides an evaluation by Aaron Acaster of the research, planning, time management, technical qualities, aesthetic qualities, audience appeal, and peer feedback aspects of an FMP project to design a magazine cover. For research, strengths included in-depth analysis of existing magazines, while weaknesses were unclear questionnaire wording and lack of diverse interview questions. Planning strengths were mock designs and exploring fonts/images, while more time on the double-page spread could have improved it. Time management was generally good but more efficiency could have allowed for improvements. The cover was inspired by an existing magazine's simple black-and-white color scheme with red accents. Peer feedback noted the cover looks professional but the blank left side could have been filled
The document provides an evaluation of the author's magazine cover project. It summarizes their research, planning, time management, technical qualities, aesthetic qualities, and audience appeal. For their research, they focused on magazine covers but not double page spreads, which impacted their final product. Their planning process went well and included idea generation, choosing a genre, and creating a mood board and schedule. However, their schedule lacked detail. They completed the project on time but felt they ran out of time to improve it. Key technical elements included banners, images, and stories lined up. Aspects like the title, cover lines, and colors worked well but the main image and layout could have been improved. The author believes their target audience would
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 peer feedback praised the magazine's use of bright pastel colors and hand-drawn phone illustrations. However, improvements could have been made to the front cover layout and some double page spreads. Overall the magazine conveyed information well but some text sections could be reformatted for easier reading.
[/SUMMARY]
- The document provides an evaluation of the author's front magazine cover project.
- Strengths included thorough research of existing magazines and audience research through questionnaires and interviews. This helped shape content decisions.
- Weaknesses included unclear questionnaire wording and some unhelpful anonymous responses.
- Planning was strengthened by exploring fonts, images, and mock designs before starting. More time on the double-page spread was wished for.
- Peer feedback praised the professional look but noted the blank left space could be filled. The author agrees this space could be improved upon.
The peer feedback provided both positive and constructive feedback on the magazine product. Positives included that the layout matched magazine conventions well, color schemes worked for the target audience, and the double page spread looked realistic. Constructive feedback addressed the front cover having too many varied colors that distracted from articles, hard to read text on the left page, and potential to add more buzz words to articles. The creator agreed with most feedback, only slightly disagreeing that designs clashed, but agreed colors could be used better. They would make suggested changes like simplifying colors on the front cover and adding more attention-grabbing words.
The peer feedback provided both positive and constructive feedback on the magazine product. Positives included that the layout matched magazine conventions well, images and graphics worked with the format, and the double page spread looked realistic. Constructive feedback addressed the front cover having varied colors that could distract, hard to read text on the left page, and potential to emphasize buzzwords more. The creator agreed with most feedback, only slightly disagreeing that designs clashed, but agreed colors could be used better. They would make text more readable and use buzzwords to grab attention based on the feedback.
The student created a music magazine aimed at teenagers aged 15-18 who are interested in indie music. To attract their target audience, the student used a bold masthead, colorful design, and featured a popular indie band as the cover story. Based on research of real music magazines, the student included conventions like large cover photos, pull quotes, and a reader Q&A with the featured band. Through the process, the student learned best practices for layout, photo editing, and how to represent their target demographic to appeal to indie music fans.
Here are the references in Harvard style:
1. Tolkien, J.R.R., 2001. Lord of the Rings: Fellowship of the Ring. USA: New Line Cinema.
2. Tolkien, J.R.R., 1954. Lord of the Rings: The Two Towers. USA: United Artists.
3. Tolkien, J.R.R., 1955. Lord of the Rings: The Return of The King. USA: United Artists. Available at: http://www.lordoftherings.net/ [Accessed Date].
4. Davis, E., 2010. Fellowship of the Ring. USA: Houghton Mifflin Harcourt.
This document discusses various concepts related to media analysis including theory, iconography, narrative structure, and stereotypes. It provides definitions and examples for key terms like denotation vs connotation, linear vs non-linear narratives, and common iconography in genres like westerns, sci-fi, and fantasy. It also examines stereotypes associated with gender, class, age and analyzes a film clip focusing on elements like costume, dialogue, lighting, and music.
This document provides audience profiles for three different movies/properties: Iron Man 3, The Lego Movie, and Love Actually.
For Iron Man 3, the primary audience is described as teenagers (16-24), mostly male, from middle to lower social classes who enjoy superhero content. The secondary audience is adults (25-40) who may have grown up with the comics.
The primary audience for The Lego Movie is described as children (6-12) of both genders from middle to lower classes who enjoy playing with Lego. The secondary audience is teenagers and adults (13-40) who likely grew up with Lego.
The audience profile provided for Love Actually describes the primary audience as girls (16
This clip is from Star Wars Episode V: The Empire Strikes Back. It depicts a battle between the Rebel forces and the Galactic Empire on the ice planet Hoth. The costumes clearly distinguish the heroes in green and brown from the villains in black. There is little dialogue as the focus is on the battle between ships, walkers and soldiers. The lighting is dark and grim as befits the cold icy setting. The camera work focuses on the key characters and vehicles involved in the fight. The iconic Imperial March plays, reinforcing the villainy of Darth Vader and the Empire.
This document provides details for a proposed radio advertisement for Coca Cola. The ad would target English-speaking countries and feature radio as its platform and format. It describes a story where a man hears war sounds and is in pain, but is refreshed after drinking a Coke. The style is meant to be similar to Snickers ads where eating the product makes one feel better. The target audience is people aged 10-40 of various classes and genders who listen to radio and enjoy soft drinks. Legal considerations note the inclusion of war sounds could potentially be seen negatively.
This document proposes an advergame promoting Coca Cola targeted at teenagers aged 12-18 in North America and England. The game would be distributed online and on TV and draw inspiration from the art style of The Legend of Zelda games. It would tell a story about how drinking Coke instantly refreshes and rejuvenates the player character like the "you're not you when you're hungry" Snickers ads. The goal is to create a simple, visually appealing game that gets the Coke brand message across to its target teenage audience without any offensive or inappropriate content.
The document provides an evaluation of the production process for an animation created by the author. It discusses the research, planning, time management, technical qualities, aesthetic qualities, audience appeal, and peer feedback received on the animation. For research, the author notes they had to estimate details for one character due to lack of reference material. For planning, mood boards and character mockups helped but more planning could have improved realism. Time constraints prevented adding more details. Peer feedback praised the sword clashes and character designs but noted the animation needed improvements to be smoother and longer. The author agrees more polish was needed to better convey the story.
The document describes the process of creating a pixel animation depicting a duel scene between the characters Ned Stark and Jaime Lannister from Game of Thrones. The artist started by creating simple pixel models of the two characters using the paint tool. They then animated the duel sequence using the timeline tool, carefully positioning and moving the characters' swords and arms with the pencil tool to make the fighting look realistic and high speed. The goal was to create a professional-looking animation while keeping the tools simple.
The product research provided useful examples of existing medieval and fantasy works to help inform the design of the animated sword fight. Questionnaires helped identify what elements audiences enjoy in the genre, such as intense fight scenes, so those aspects could be incorporated. However, interviews revealed some people are not interested in fantasy or action, so the product may not appeal to all. Overall, the research methods helped gain audience insights but had limitations in only reaching a small sample.
This proposal is for a pixel animation called "Game of Pixels" that depicts a duel between Ned Stark and Jaime Lannister from Game of Thrones. The purpose is to entertain fans of the TV show and advertise both the show and a potential pixel video game. The animation will show a medieval sword fight between the two characters in a style reflecting the dark and conflictual tone of battles in Game of Thrones. The target audience is primarily male teenagers ages 14-19 who enjoy fantasy, medieval themes, and the Game of Thrones series. The animation will include some blood but no overly graphic or offensive content.
This document discusses pre-production for an animation project based on the TV show Game of Thrones. It focuses on creating pixelated characters for Ned Stark and Jaime Lannister. A mock-up of Ned Stark is shown, and the goal is to reach the quality of an example animation. A schedule is outlined over 8 days, beginning with pre-production and ending with adding music in Audition. Potential issues and solutions are addressed, such as running out of time, computer problems, or health and safety concerns.
This document summarizes an animation project the author created in Photoshop. It used tools like the paint brush to create a Minecraft-style sword and add color. The author placed around 100 slides in the animation timeline. Lightning effects were inspired by Star Wars. Fire effects were made to look fluid using the paint brush/pencil tool. The author notes this looks like Minecraft, which won't work for their planned Game of Thrones piece, so changes will be made. For the final project, the author will use the sword style and animation skills learned. Photoshop, pencil tool, and timeline tool will also be used to create the art and assemble the animation.
1. communication methods pro forma(1)-2Louis Dowson
This document provides a summary of advertising standards codes (ASA Codes) for the creation of marketing communications. It lists 13 codes with brief descriptions of each. Code 1 is about compliance with laws and decency. Code 2 ensures marketing communications are clearly labeled as advertisements. Code 3 prohibits misleading advertisements. Code 4 prohibits harmful or offensive content. Code 5 prohibits promoting dangerous behaviors to children. Code 6 requires permission to use people's images. Code 13 regulates health and nutrition claims about food and supplements.
This document discusses the production of a graphic design, radio, and video game advertisement assignments. For the graphic design assignment, the author created a poster advertising Coca-Cola Life that featured a can in a river with a green valley in the background. They found the simplicity and colors effective. For the radio assignment, the author created an advertisement featuring war sounds transitioning to a refreshed man after drinking Coke. They felt it would have worked better as a TV ad. For the video game assignment, the author animated Link from Zelda offering Ganon a Coke, which causes Ganon to transform into Princess Zelda, taking inspiration from Snickers ads.
Louis Dowson has created a mood board and initial plans for an animated pixel art project based on Game of Thrones. The mood board focuses exclusively on Game of Thrones imagery to inspire a fight scene from season one. Most images use darker colors and similar fonts to the show. The mood board will influence the pixel character designs, animations, colors, and fonts used in the final project to achieve a professional look similar to an official Game of Thrones product. The initial proposal is for an advertisement animating the Ned Stark and Jaime fight as a trailer for a new Game of Thrones pixel game, targeting 15-20 year old fans of the show. Graphic novel and poster ideas were discounted in favor of the more
The document proposes a podcast that will compare the games Battlefield 1 and Call of Duty: Infinite Warfare. The podcast will be aimed at gamers ages 14 and older and will discuss these popular games as well as critique game developers who produce lazy games. It will focus on big computer games and also possibly Dark Souls 3. The podcast aims to educate listeners about issues like game developers cloning games and using money grab tactics. It does not believe the content will offend any groups but may upset fans of games it critiques. It will use names of games but plans to be different enough from other products to avoid copyright issues.
This proposal outlines a game called "Dark Pixels" that aims to entertain players while evoking emotions like dread and hope through an atmospheric 8-bit fantasy horror genre. The game follows a chosen undead who must break a curse of hollowing by fighting bosses. Players face many difficult enemies throughout a world ravaged by the curse. The target audience is 15-25 year olds of any gender or social status who enjoy games. Most research and planning will focus on the game environment. The game avoids offensive material and names are borrowed from Dark Souls, but no direct copyright infringement is intended since there is no existing Dark Souls pixel game.
This proposal outlines an animated pixel art video depicting a duel between Ned Stark and Jaime Lannister from Game of Thrones. The animation aims to entertain teenagers aged 14-19, especially male fans of medieval fantasy and violence in Game of Thrones. While the animation will feature some blood from the duel, it will not include gratuitous gore. Legal use of the Game of Thrones characters and setting is considered, with the goal of avoiding seriously offensive content while recognizing some may still take offense.
This proposal outlines a gaming magazine aimed at gamers ages 12-19. The magazine will provide news, reviews of classic and upcoming games, and tips/guides to help gamers progress in games. It will cover topics like DLC, Shadow of War, and why companies should remake classic games. The goal is to inform and entertain readers about gaming in an accessible and accurate manner. Legal considerations include using character/game names but avoiding offensive or controversial content that could upset readers or social groups. While some similarity to existing magazines is inevitable, the proposal aims to sufficiently differentiate this magazine to avoid copyright issues.
This proposal is for a Naruto poster meant to appeal to anime fans aged 12-20. The poster will feature Naruto prominently in the center performing his signature move, surrounded by friends Sakura and Sasuke. Other characters will be placed around them or in the background set against a Naruto landscape. Research including surveys and interviews informed poster design preferences. The poster will not include offensive content and solely feature characters and imagery from the Naruto anime/manga to promote the series for fans in a collector's poster format. Legal and ethical considerations were made to avoid copyright infringement by differentiating the proposed design from existing Naruto posters.
Prescriptive analytics BA4206 Anna University PPTFreelance
Business analysis - Prescriptive analytics Introduction to Prescriptive analytics
Prescriptive Modeling
Non Linear Optimization
Demonstrating Business Performance Improvement
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L'indice de performance des ports à conteneurs de l'année 2023SPATPortToamasina
Une évaluation comparable de la performance basée sur le temps d'escale des navires
L'objectif de l'ICPP est d'identifier les domaines d'amélioration qui peuvent en fin de compte bénéficier à toutes les parties concernées, des compagnies maritimes aux gouvernements nationaux en passant par les consommateurs. Il est conçu pour servir de point de référence aux principaux acteurs de l'économie mondiale, notamment les autorités et les opérateurs portuaires, les gouvernements nationaux, les organisations supranationales, les agences de développement, les divers intérêts maritimes et d'autres acteurs publics et privés du commerce, de la logistique et des services de la chaîne d'approvisionnement.
Le développement de l'ICPP repose sur le temps total passé par les porte-conteneurs dans les ports, de la manière expliquée dans les sections suivantes du rapport, et comme dans les itérations précédentes de l'ICPP. Cette quatrième itération utilise des données pour l'année civile complète 2023. Elle poursuit le changement introduit l'année dernière en n'incluant que les ports qui ont eu un minimum de 24 escales valides au cours de la période de 12 mois de l'étude. Le nombre de ports inclus dans l'ICPP 2023 est de 405.
Comme dans les éditions précédentes de l'ICPP, la production du classement fait appel à deux approches méthodologiques différentes : une approche administrative, ou technique, une méthodologie pragmatique reflétant les connaissances et le jugement des experts ; et une approche statistique, utilisant l'analyse factorielle (AF), ou plus précisément la factorisation matricielle. L'utilisation de ces deux approches vise à garantir que le classement des performances des ports à conteneurs reflète le plus fidèlement possible les performances réelles des ports, tout en étant statistiquement robuste.
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3. Research
• I really liked my research this final project because I enjoyed looking up similar products
to my own, this also really helped get a grasp of the kind of product I wanted to make,
looking at all these prexisting posters and magazines definitely helped my final product
as a whole, I the did a survey this helped incredibly as I was told what sort of audience I
was looking for and what they liked/didn’t like, with this I got great feedback and it
allowed me to be more sure of what I need to do for this product, I then did some
interviews and this had the same effect as the survey, I got some feedback from the
actual audience and so I knew what they wanted and what I needed to do to please
them, I think I would have broadened the people who I interviewed if I were to do it
again.
• The weakness of this research would be that I didn’t really research magazines at all, at
first I did not know that I was actually doing 3 products so I only researched posters,
this was a problem as later on I didn’t have too much to go on, so I researched
magazines while actually making mine, the survey I took was ok, however I would have
preferred to have more questions which were better thought out and had more context
to them, this would have yielded far greater results as a whole and so I would have had
a better product from this, my interviews were again ok, but similar to my survey I
would have preferred to of had more questions for the people I was interviewing and it
would have been much better if they had longer answers in return, this would have
given me more information for my product
4. Planning
• The strengths of my planning were many, I used Bubbl.us which is a very fun and easy to
use mind map maker, it allowed me to think of all the things I could include in a poster
or magazine and so I was able to get them down onto the website and branch off into
other sectors which were useful to my research, this helped my product as it made me
think of things I might not have before which in turn improved the product greatly, I
also did a mood board and filled it with many different posters which had already been
made, I also put fonts and other random pictures of games, anime, movies which
allowed me to think of ideas and to really get a grasp of what a poster should look like, I
believe my pre production was strong as it allowed me to know what I wanted to do for
my posters and so I went into making them strongly when I was making the actual
product, this made the product far better than it would have been.
• The weaknesses of this plan was clear, I did not focus on my magazine research enough,
the mood board featured no magazine pictures or anything related to a magazine and
when I was asked to do a final mind map there was no magazine mind map, only a
poster one, If I were to do this again I would definitely make a final mind map for a
poster, this would have given me much more information for my magazine as a whole
and would have allowed me to create a much stronger product, I would have also
added more pictures of magazines into my moodboard to really get a feeling of what
they should look like, my pre production didn’t feature anything of my magazine which
was definitely a weakness and didn’t really allow me to think about my magazine before
I went into doing it so I don’t think it was as strong as it could have been.
5. Time Management
• My time was not managed very well, all though I got everything in apart from
this evaluation, I was ill a lot, which made me have to complete a lot of work
from home, while this wasn’t incredibly difficult, it meant I had less time and
was working with great haste when I realised how much work I needed to
complete in such a short amount of time, if I had more time I would have done
more pages for my magazine and possibly a back cover for it, perhaps some
more posters but my products would have definitely been miles better, but
unfortunately I didn’t have a huge amount of time so I could not do this, I
could have made my magazine more full with content and I feel like this would
have been more appealing for the audience, most of my powerpoints were
not completed and handed in on their deadline, I handed in all of my
powerpoints in bulk nearing the end of the project, I feel like this wasn’t that
effective, however I did get the work in, I definitely have to admit that my time
wasn’t well managed at all, and if I were to do it again it would be different, I
would hand in all my powerpoints on time and I would have more time to
make the improvements I wanted.
6. Technical Qualities
My magazine is fairly professional
in my opinion, the cover looks like
it could genuinely be from a
magazine that already exists, this
is why I like it, it has the main
character from Skyrim in the
centre of the page, along with
‘The Elder Scrolls’ in front of him,
behind this all is a background
from Skyrim, this really fits as the
whole thing is about the Elder
Scrolls, the reason why I went for
a yellow, black and red is fairly
simplistic, I like the colours and I
feel like they go well with each
other, I stick to these colour
schemes throughout the
magazine cover and so it works
nicely, I also have a title at the top
‘PC DAILY’ this is a fairly standard
gaming magazine name, I also
added some information about
whats inside the magazine dotted
around the front cover, this makes
it feel like a real magazine in my
opinion, then of course in the
bottom right corner I have the
barcode and the age rating on it.
This xbox 360 magazine is as
professional as magazines get,
the xbox magazine is probably
one of the most popular
magazines ever, right in the
middle is one of the characters
from the Elder scrolls online
trailer, this lets you know its
about Elder Scrolls Online
without even reading anything,
in front of the character is the
Elder Scrolls Online, this
reinforces that the main topic
of this magazine will be ESO,
behind the main character at
the top is the X360 title, the X
is in a green and the 360 is
white, they stick to this colour
scheme throughout the front of
the magazine, they also have
information about the contents
of the magazine dotted about
on the front cover, this allows
people to know whats inside,
then right at the bottom middle
is the barcode.
7. Technical Qualities
First of you can tell this is a
Naruto poster from the
large Naruto title in the
bottom, this is why I did it,
it’s large and doesn’t allow
people to get confused,
behind this is the main
character ‘Naruto’ looking
sad and defeated, this is
because of all the people
he’s lost, behind him are
faded pictures of loved ones
which have died, and then I
put a nice grassy anime field
background behind this,
this really made the whole
thing feel complete as what
is a poster with a bland
background, I really like this
poster as it just works well,
with Naruto looking sad and
the loved ones behind him,
it also looks like a
professional Naruto poster.
Again you can instantly tell
this is a Naruto poster as it
has the big Naruto title at the
bottom, I reckon they also did
it for the same reason as I,
that it allows people to know
this is about Naruto, behind
the title similar to mine is
Naruto but in this one he is
preparing for battle with a
hand sign, to the left and right
of Naruto are some of his
companions which appear
regularly in the show, this is
obviously done so people
know these characters are
important, the background is
a blue which I feel like goes
well with the rest of the
poster.
8. Aesthetic Qualities
I really think this front cover
looks great, it has
everything a magazine
needs to be a magazine, the
title a character in the
middle, information you
name it this cover has it, I
think this cover might not
have been as creative as I
liked but, it is a magazine
cover and most seem to
keep to one specific style or
scheme, which I did with
mine, I would possibly
improve this by adding
more information about the
magazine around the cover,
and add some more on the
bottom bar.
The strength of this piece is
that it looks like a gaming
magazine should, a character
on the front, the title of the
game they’re from in front of
them, at the top there’s a
title and around the
character is information, it’s
what you’d expect from a
magazine and that’s why I
like it, I’d say the only
downside is that there is that
there is no information on
the bottom bar, and there
possibly could be more
information around on it.
9. Audience Appeal
This appeals to the people who
answered my questionnaire as it’s a
gaming magazine, and this is what
people said the best type of
magazine was, so I think that the
whole of this magazine would
appeal to the target audience as
there is nothing in this magazine
which doesn’t focus on gaming, this
product would also be available
online and in stores which again
appeals to the target audience, the
audience which I have targeted for
this magazine are all into games and
this is a very important thing for this
product, they are all in-between 12-
21 years of age, and are mostly
male but of course I am targeting
females too, these people are
mostly middle class with some
lower class people included,
however the magazine is cheap and
so anyone can really afford it.
This appeals to most of the
audience who took my survey
as this is a poster which is
about Anime, it can be bought
from stores and online, and it
can be put up with a frame,
with blue tac or even tape, this
appeals to the target audience
as they all answered a
question about this, my
audience are mainly people
who enjoy anime, games or
films, they’re between 13-20
years of age and most of them
are male, however there are
some females, they are of any
social status but mostly middle
class, however the poster
would be cheap so it doesn’t
really matter which social class
you are from, I think that these
products appeal to this
audience and that is why I
have chosen them.
11. Feedback 1
• What did you like about the product?
– I really liked how the poster related to the
characters from the anime and really brought out
their emotions and feelings through the
background and other characters.
• What improvements could have been made to
the product?
– Perhaps the magazine should have had more
content, as that would have made the product a
lot better as a whole in my opinion,
12. Feedback 2
• What did you like about the product?
– I really liked how the magazine focused on the
Elder Scrolls, as I love that game series a lot, I also
loved the layout of the magazine cover.
• What improvements could have been made to
the product?
– I think maybe there could have been more
information around the magazine, and perhaps
more content inside it.
13. Feedback 3
• What did you like about the product?
– I really liked the whole layout of the Naruto poster
and how it looked and felt like a Naruto poster that
had been made professionally, this really made me
feel like I was looking at an actual Naruto poster.
• What improvements could have been made to
the product?
– I think there should have been more visual effects on
the poster to increase the quality maybe, this would
have definitely made it professional and better
looking, a poster is all about visual effects so that
aspect of it should be amazing.
14. Peer Feedback Summary
• What do you agree with from your peer
feedback?
– I agree that the information on the magazine could
have been better, I also agree that there could have
been more content inside the magazine, but I did not
have enough time for that, so unfortunately I did not
do more.
• What do you disagree with from your peer
feedback?
– I would disagree on me needing more visual effects in
the Naruto poster as there isn’t much else I could
have done without going over board and ruining the
whole thing completely.
15. Peer Feedback Summary
If I could change anything it would be adding more content to the
magazine, I would do an article for Morrowind, Daggerfall and
Arena too, this would make the whole magazine feel a lot more
professional and complete, but as I’ve said before, I did not have
enough time for this so I only did two articles inside on Oblivion
and Skyrim, I would also have added more information to the
front of my magazine, to make it feel more like an actual
magazine like the xbox magazine or others, I don’t really think
there’s much I’d change about my poster as I think it’s fairly
complete already, but definitely if I had more time I would have
done more posters, this would have broadened my product and
definitely would have allowed me to get a much greater mark, I
would do all these improvements for the better mark if I’d of had
time during the project.
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
Use text boxes and arrows
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
Use text boxes and arrows
What changes would you make to your product based upon your peer feedback and why?