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FMP Evaluation
Daniel Thompson
Production Process Evaluation
Research
– I was able to take a look at existing products and evaluate all of the choices made at different points.
I could see what was included in each media related to my own and look at the aspects that I would
like to add to my own project. The audience research I conducted helped me to decide what to put in
my work and what not to.
– Looking at existing products showed me what tools and features successful company’s and brands
use to draw in their audience and expand them.
– Interviews and questionnaires that I conducted gave me specific answers that I needed. From them I
was able to gather information about what aspects the audience would prefer that I worked on the
most compared to other aspects such as subjects of the videos and what the video actually shows
about the product shown.
– The interviews and questionnaires were limited however by the small amount of people available to
ask questions to and get answers from. I would have a smaller audience to look at and the answers
they give could all possibly have been similar due to the subjects all being from the same place and
hanging out together.
– My research helped my product by helping me shape the future of my product. instead of just
thinking of things on pen and paper, i was able to look at literal aspects of other projects.
– I could expand on what i had already thought of in my planning.
– I was unfortunately unable to mix some of the aspects together due to them being extremely
incompatable with one another.
– I was limited in the amount of products i was able to look at at once.
• 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?
Planning
Strengths: I could put down all of my ideas that i had gathered for my project in one place
and experiment with how compatable different ideas and aspects could fit together if at all.
My mood board inspired many of my ideas and supplied me with a source of thoughts from
more than just my own mind. I was able to gather plenty of ideas for games to use, camera
angles for recording and also how my logo could look for my own brand. from these
products on my mood board, i could stem out my own thoughts and ideas. My planning
helped my product by giving my production more structure instead of forcing myself to
make things up as i went. I d to give my product a contrasting colour scheme. the colours I
ended up going for were yellow and black. The yellow would symbolise victory and valor in
battle while the balck would symbolise nothingness, loss of life and defeat. The fact that the
two colours 'clash' would also represent the clash of two armies in the game.
the font i used in the magazine was a modern, defined looking font which looks futurustic.It
helped to show the audience that my magazine would be covering only the freshest news
and games and the newest tech.
weaknesses: There was the risk of using too much of other people's ideas instead of my
own and therefore planning out a product with no originality or freshness to it.
Time Management
• As a whole, I feel that I managed my time quite well and managed to get a great deal of my work finished
and handed in on time. As anything would, my product would have definitely benefited from more time
but i still feel it came out with enough detail. The PowerPoints were the easiest to get done and send in as
the deadlines were more structured but the projects themselves were a little bit confusing to me as we
had no specific time to finish them by due to our class all creating different types of medias. If i had more
time to improve my work, I would re-edit the video that i made as one of the products. I had some
problems with the sound on it and didn't have the time needed to rectify most of it which i found really
disappointing. i would also have cut the video up to show only the best action parts instead of using just
one long video. Out of everything, the gameplay video the longest to make, it was certainly longer than
expected. This is mainly because it took a lot of time to find a good quality recording software without
paying too much and also because I needed to solve a big problem - Fps. the frames per second while
recording my game would drop significantly and render the video unwatchable. I countered this by
downloading a software that disables all other tasks on the PC and use all the possible power on the
game. Out of the whole project, the T-shirt design was the quickest to create and finish. This is because I
already had an idea of what sort of design I would want even before the project had begun. I wanted my
logo design (which is also the T-shirt design) to be rather simple but also very informative. I feel that I
managed to make it just that by using simple, layered shapes and the colour scheme discussed above. Due
to all of this being finished earlier than expected, I was able to move on sooner and start the rest of the
project earlier.
Technical Qualities
Both the design on the right and my own are logo
based and are plain. No complex patterns or
colours, just the logo representing the brand or
company.
Both products are sold to belongers meaning
their purpose is to make the fans feel as if they
are part of a group or community which is what
my product was hoping to achieve. the example product has a lighter, more
youthful, vibrant colour scheme which
could be representative of the vibe of
the group it shows off.
My own product has more of a
serious look to it due to the more
full on colour scheme and desing in
general.
My video product has
got a hub around the
main focus of the
video actively getting
the audience's
attention and offering
them a subscription to
my brand's channel.
Both of these video products have close up views
and angles of their battles and show the cool, action
packed areas with a clear indication of who's side
which unit is from.
The example video has had more time put into the editing
meaning that it looks more polished and professional than
mine. There is no need for it to have a hub around the outside
as the video has that at the end so that it doesn't get in the
way of the battle.
Both the magazines are full of information and
stories to pull in the reader. They are more full on
rather than simplistic and minimal. this makes the
audience believe that the magazines have more to
show.
There is a lot of detail in the main images and background pictures.
This is essential to show off the theme of the magazine and to
possibly show the readers what genre of games the magazine will
cover.
The colours used on the magazines can be symbolic of the games they are
representing. For example, the example magazine shows ‘No Man’s Sky’, a
game in which the player flies around the skies and space. The colour scheme
used is mainly blue – that could literally symbolise something along the lines
of that the sky is the limit. In my own magazine, the colour yellow could
possibly be linked to the victory of the armies in the game and the triumph of
winning. There could also be links to the golden age of the British Empire
which is featured in the Total War game that I have in the cover.
My magazine is more focused on one particular game with details on the whole
series whereas the example magazine is more focused on a broad spectrum of
games. This means that my audience will be a more specific, filtered type that
know what they want out of their magazines and the other magazine would be
more suited to the type of audience that likes to find out more about all the new
information on games and the news of what is to come.
A e s t h e t i c Qualities
Personally, I feel that my magazine cover and double page spread looked very nice and is rather professional
looking when ignoring a couple aspects of it. I attempted to make the layout of it as close to other gaming
magazines as possible while also slightly using my older magazine cover as a template to begin with. I believe
that my cover and double page spread were both creative as there were many aspects from different parts of
the game series ‘Total War’ taken and merged into one such as characters and sceneries and sometimes even
themes. This helped me create the whole vibe of War throughout the ages.
Personally, I like the way the colour scheme is kept all of the way through the magazine and not lost like
many other amateur magazine designs could do. The magazine’s colour could be used as symbolism too as
the yellow could be represented by victory, leadership and riches – all things to do with the game series
that my magazine covers – Total War.
To improve my work on the magazine cover, I would use less of the outer glow tool on the cover. I feel that
when used too much and in bulk, it can degrade the professionalism of it and leave it looking rather
amateur. I would also edit my header of the cover to try and give it a more realistic look and a more
distinguishable title overall.
Audience Appeal
My magazine has appealed to my target audience by referring to the questionnaires and research that I
have done on my project. There is a perfect balance between pictures and information which can cater
to both audiences willing to read a lot and audiences wanting to take a look at what the articles are
about. I feel that my cover helps appeal to my audience by simply showing off the information through
little emoji pictures along side the writing, making it easier for younger readers to understand everything
that the articles would be about. The colour scheme being bright and contrasting with the darker colours
shows a new, fresh look and represents the new, youthful side of gaming – the next generation if you
will. As my questionnaire showed me, I gathered that the majority of the people were male as opposed
to female, due to this, I made sure to make all my products either stereotypically male or gender neutral.
(a gender neutral yellow for the magazine and more male colours for the T-shirt design). From my
questionnaire, I was also able to gather that the audience would most likely want to see the features and
battles from the Game I covered so I made it the main theme of the video product. This would be the
most important aspect of my research for the video. I decided to make the t-shirt designs plain with just
the logo of my brand on the front as my questionnaire also showed that at least 65% of the people
questioned preferred plain T-shirts than patterned. Due to a small fraction (about 10% of the people)
still liking patterned designs, I made sure that a ‘graphical T-shirt’ option was still available to buy.
Favourite colours also seemed to be extremely divided with each colour gaining at least 10% of the votes
so the plain T-shirts can be changed to any colour, giving the designs more diversity.
When making my video product, I had to make sure that my audience would stay interested for long
amounts of time. By looking at my questionnaire, I could clearly see that 55% of my audience would stay
interested in a normal YouTube video for anywhere between 5-8 minutes with the other 45% saying that
they could watch a video for more than 12 minutes. Due to this clear divide, I made the choice to keep
my video longer than the average YouTube video while trying my best to keep things exciting and
showing the best possible angles and sequences as often as I could.
My gaming video product needed music to keep things lively. To remedy this, I referred back to my
questionnaire once more to find out what kind of music the audience would prefer to hear when
watching such a video. Using the answers – which seemed to be very ranging – I was able to merge them
all and make my own answer up from using everybody’s individual answers. In the end, I managed to
come to the conclusion that I would use instrumental music from the game itself that was rather chilled
and not too distracting from the gameplay.
Audience Appeal Continued
Peer
Feedback
Feedback 1
• What did you like about the product?
The front cover is very attractive. It will definitely draw attention to the
audience. The colour scheme is fitting. The t-shirt model is very tanned. He
would definitely get the attention from gamers to ask what it is about. For,
the gaming video, it is still very good, as you have the ‘Subscribe, like and
share!’ so you are advertising. The double page spread, shows clear
advertisement of the merchandise.
• What improvements could have been made to the product?
There was no sound or any music in the gaming video. The exclamation mark
is very big on the gaming video. The t-shirt model is very clearly photo
shopped. On the double page spread, you have abbreviated ‘very’ to ‘vry’. You
on the double page spread, looks edited.
Feedback 2
• What did you like about the product?
– the front cover has many different aspects which
clearly get the story across
– The video was fun to watch
• What improvements could have been made to
the product?
– The sound seemed to have broken on the video
Feedback 3
• What did you like about the product?
– The double page spread is very inventive and is
representative of what the content will be talking about.
– The front cover looks similar to the modern magazines
that we see often nowadays.
• What improvements could have been made to the
product?
– you could try to blend the photoshopped model into the
picture better on the picture showing off the logo
design.
Peer Feedback Summary
• What do you agree with from your peer
feedback?
– I agree that my video should have been sorted out
and should have sound for it to feel complete.
– The model with the logo design could be
photoshopped into the picture better.
• What do you disagree with from your peer
feedback?
– I believe that my photoshopped picture on the double
page spread is perfectly fine and should not be edited
anymore.
Peer Feedback Summary
• I would double check the final video recording to make sure there is sound and also export it
in the correct format as it has caused some annoyances.
• I would attempt to edit my photoshopped logo design picture to make the situation look
more natural as the current state is clearly edited and you can only faintly but surely see that
the background is a little bit smudged.
• Personally, I believe my best achievement was the magazine's cover and double page spread.
I used my last magazine project design to inspire me in creating it and I feel it helped a lot in
creating the layered effect and depth of characters used both in the back and foreground.
• I feel that the gameplay video let me down the most out of all the products. This is because
of a mistake I had made towards the end of it's production. I was unaware of the fact that the
program needed to constantly know the whereabouts of the files in it's projects so I had not
thought about transferring all of the files to my usb to open the project properly later on.
This meant that once i had extracted the project, some of the sounds did not load and
therefore the finished product felt too bare for my liking.
• Il tha my technical skills have developed, especially in my software using. there were many
mistakes I made in production of my video and magazine such as the file loss and not using
my tools effectively enough at times with the cover.
• Personally, I would not have made any other products to accompany the ones I have done. I
feel that if I could have perfected the media I had covered in this project, it would have been
more than enough quality and quantity.

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7. fmp evaluation

  • 3. Research – I was able to take a look at existing products and evaluate all of the choices made at different points. I could see what was included in each media related to my own and look at the aspects that I would like to add to my own project. The audience research I conducted helped me to decide what to put in my work and what not to. – Looking at existing products showed me what tools and features successful company’s and brands use to draw in their audience and expand them. – Interviews and questionnaires that I conducted gave me specific answers that I needed. From them I was able to gather information about what aspects the audience would prefer that I worked on the most compared to other aspects such as subjects of the videos and what the video actually shows about the product shown. – The interviews and questionnaires were limited however by the small amount of people available to ask questions to and get answers from. I would have a smaller audience to look at and the answers they give could all possibly have been similar due to the subjects all being from the same place and hanging out together. – My research helped my product by helping me shape the future of my product. instead of just thinking of things on pen and paper, i was able to look at literal aspects of other projects. – I could expand on what i had already thought of in my planning. – I was unfortunately unable to mix some of the aspects together due to them being extremely incompatable with one another. – I was limited in the amount of products i was able to look at at once. • 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?
  • 4. Planning Strengths: I could put down all of my ideas that i had gathered for my project in one place and experiment with how compatable different ideas and aspects could fit together if at all. My mood board inspired many of my ideas and supplied me with a source of thoughts from more than just my own mind. I was able to gather plenty of ideas for games to use, camera angles for recording and also how my logo could look for my own brand. from these products on my mood board, i could stem out my own thoughts and ideas. My planning helped my product by giving my production more structure instead of forcing myself to make things up as i went. I d to give my product a contrasting colour scheme. the colours I ended up going for were yellow and black. The yellow would symbolise victory and valor in battle while the balck would symbolise nothingness, loss of life and defeat. The fact that the two colours 'clash' would also represent the clash of two armies in the game. the font i used in the magazine was a modern, defined looking font which looks futurustic.It helped to show the audience that my magazine would be covering only the freshest news and games and the newest tech. weaknesses: There was the risk of using too much of other people's ideas instead of my own and therefore planning out a product with no originality or freshness to it.
  • 5. Time Management • As a whole, I feel that I managed my time quite well and managed to get a great deal of my work finished and handed in on time. As anything would, my product would have definitely benefited from more time but i still feel it came out with enough detail. The PowerPoints were the easiest to get done and send in as the deadlines were more structured but the projects themselves were a little bit confusing to me as we had no specific time to finish them by due to our class all creating different types of medias. If i had more time to improve my work, I would re-edit the video that i made as one of the products. I had some problems with the sound on it and didn't have the time needed to rectify most of it which i found really disappointing. i would also have cut the video up to show only the best action parts instead of using just one long video. Out of everything, the gameplay video the longest to make, it was certainly longer than expected. This is mainly because it took a lot of time to find a good quality recording software without paying too much and also because I needed to solve a big problem - Fps. the frames per second while recording my game would drop significantly and render the video unwatchable. I countered this by downloading a software that disables all other tasks on the PC and use all the possible power on the game. Out of the whole project, the T-shirt design was the quickest to create and finish. This is because I already had an idea of what sort of design I would want even before the project had begun. I wanted my logo design (which is also the T-shirt design) to be rather simple but also very informative. I feel that I managed to make it just that by using simple, layered shapes and the colour scheme discussed above. Due to all of this being finished earlier than expected, I was able to move on sooner and start the rest of the project earlier.
  • 6. Technical Qualities Both the design on the right and my own are logo based and are plain. No complex patterns or colours, just the logo representing the brand or company. Both products are sold to belongers meaning their purpose is to make the fans feel as if they are part of a group or community which is what my product was hoping to achieve. the example product has a lighter, more youthful, vibrant colour scheme which could be representative of the vibe of the group it shows off. My own product has more of a serious look to it due to the more full on colour scheme and desing in general. My video product has got a hub around the main focus of the video actively getting the audience's attention and offering them a subscription to my brand's channel. Both of these video products have close up views and angles of their battles and show the cool, action packed areas with a clear indication of who's side which unit is from. The example video has had more time put into the editing meaning that it looks more polished and professional than mine. There is no need for it to have a hub around the outside as the video has that at the end so that it doesn't get in the way of the battle.
  • 7. Both the magazines are full of information and stories to pull in the reader. They are more full on rather than simplistic and minimal. this makes the audience believe that the magazines have more to show. There is a lot of detail in the main images and background pictures. This is essential to show off the theme of the magazine and to possibly show the readers what genre of games the magazine will cover. The colours used on the magazines can be symbolic of the games they are representing. For example, the example magazine shows ‘No Man’s Sky’, a game in which the player flies around the skies and space. The colour scheme used is mainly blue – that could literally symbolise something along the lines of that the sky is the limit. In my own magazine, the colour yellow could possibly be linked to the victory of the armies in the game and the triumph of winning. There could also be links to the golden age of the British Empire which is featured in the Total War game that I have in the cover. My magazine is more focused on one particular game with details on the whole series whereas the example magazine is more focused on a broad spectrum of games. This means that my audience will be a more specific, filtered type that know what they want out of their magazines and the other magazine would be more suited to the type of audience that likes to find out more about all the new information on games and the news of what is to come.
  • 8. A e s t h e t i c Qualities Personally, I feel that my magazine cover and double page spread looked very nice and is rather professional looking when ignoring a couple aspects of it. I attempted to make the layout of it as close to other gaming magazines as possible while also slightly using my older magazine cover as a template to begin with. I believe that my cover and double page spread were both creative as there were many aspects from different parts of the game series ‘Total War’ taken and merged into one such as characters and sceneries and sometimes even themes. This helped me create the whole vibe of War throughout the ages. Personally, I like the way the colour scheme is kept all of the way through the magazine and not lost like many other amateur magazine designs could do. The magazine’s colour could be used as symbolism too as the yellow could be represented by victory, leadership and riches – all things to do with the game series that my magazine covers – Total War. To improve my work on the magazine cover, I would use less of the outer glow tool on the cover. I feel that when used too much and in bulk, it can degrade the professionalism of it and leave it looking rather amateur. I would also edit my header of the cover to try and give it a more realistic look and a more distinguishable title overall.
  • 9. Audience Appeal My magazine has appealed to my target audience by referring to the questionnaires and research that I have done on my project. There is a perfect balance between pictures and information which can cater to both audiences willing to read a lot and audiences wanting to take a look at what the articles are about. I feel that my cover helps appeal to my audience by simply showing off the information through little emoji pictures along side the writing, making it easier for younger readers to understand everything that the articles would be about. The colour scheme being bright and contrasting with the darker colours shows a new, fresh look and represents the new, youthful side of gaming – the next generation if you will. As my questionnaire showed me, I gathered that the majority of the people were male as opposed to female, due to this, I made sure to make all my products either stereotypically male or gender neutral. (a gender neutral yellow for the magazine and more male colours for the T-shirt design). From my questionnaire, I was also able to gather that the audience would most likely want to see the features and battles from the Game I covered so I made it the main theme of the video product. This would be the most important aspect of my research for the video. I decided to make the t-shirt designs plain with just the logo of my brand on the front as my questionnaire also showed that at least 65% of the people questioned preferred plain T-shirts than patterned. Due to a small fraction (about 10% of the people) still liking patterned designs, I made sure that a ‘graphical T-shirt’ option was still available to buy. Favourite colours also seemed to be extremely divided with each colour gaining at least 10% of the votes so the plain T-shirts can be changed to any colour, giving the designs more diversity. When making my video product, I had to make sure that my audience would stay interested for long amounts of time. By looking at my questionnaire, I could clearly see that 55% of my audience would stay interested in a normal YouTube video for anywhere between 5-8 minutes with the other 45% saying that they could watch a video for more than 12 minutes. Due to this clear divide, I made the choice to keep my video longer than the average YouTube video while trying my best to keep things exciting and showing the best possible angles and sequences as often as I could.
  • 10. My gaming video product needed music to keep things lively. To remedy this, I referred back to my questionnaire once more to find out what kind of music the audience would prefer to hear when watching such a video. Using the answers – which seemed to be very ranging – I was able to merge them all and make my own answer up from using everybody’s individual answers. In the end, I managed to come to the conclusion that I would use instrumental music from the game itself that was rather chilled and not too distracting from the gameplay. Audience Appeal Continued
  • 12. Feedback 1 • What did you like about the product? The front cover is very attractive. It will definitely draw attention to the audience. The colour scheme is fitting. The t-shirt model is very tanned. He would definitely get the attention from gamers to ask what it is about. For, the gaming video, it is still very good, as you have the ‘Subscribe, like and share!’ so you are advertising. The double page spread, shows clear advertisement of the merchandise. • What improvements could have been made to the product? There was no sound or any music in the gaming video. The exclamation mark is very big on the gaming video. The t-shirt model is very clearly photo shopped. On the double page spread, you have abbreviated ‘very’ to ‘vry’. You on the double page spread, looks edited.
  • 13. Feedback 2 • What did you like about the product? – the front cover has many different aspects which clearly get the story across – The video was fun to watch • What improvements could have been made to the product? – The sound seemed to have broken on the video
  • 14. Feedback 3 • What did you like about the product? – The double page spread is very inventive and is representative of what the content will be talking about. – The front cover looks similar to the modern magazines that we see often nowadays. • What improvements could have been made to the product? – you could try to blend the photoshopped model into the picture better on the picture showing off the logo design.
  • 15. Peer Feedback Summary • What do you agree with from your peer feedback? – I agree that my video should have been sorted out and should have sound for it to feel complete. – The model with the logo design could be photoshopped into the picture better. • What do you disagree with from your peer feedback? – I believe that my photoshopped picture on the double page spread is perfectly fine and should not be edited anymore.
  • 16. Peer Feedback Summary • I would double check the final video recording to make sure there is sound and also export it in the correct format as it has caused some annoyances. • I would attempt to edit my photoshopped logo design picture to make the situation look more natural as the current state is clearly edited and you can only faintly but surely see that the background is a little bit smudged. • Personally, I believe my best achievement was the magazine's cover and double page spread. I used my last magazine project design to inspire me in creating it and I feel it helped a lot in creating the layered effect and depth of characters used both in the back and foreground. • I feel that the gameplay video let me down the most out of all the products. This is because of a mistake I had made towards the end of it's production. I was unaware of the fact that the program needed to constantly know the whereabouts of the files in it's projects so I had not thought about transferring all of the files to my usb to open the project properly later on. This meant that once i had extracted the project, some of the sounds did not load and therefore the finished product felt too bare for my liking. • Il tha my technical skills have developed, especially in my software using. there were many mistakes I made in production of my video and magazine such as the file loss and not using my tools effectively enough at times with the cover. • Personally, I would not have made any other products to accompany the ones I have done. I feel that if I could have perfected the media I had covered in this project, it would have been more than enough quality and quantity.

Editor's Notes

  1. 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?
  2. 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?
  3. 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?
  4. 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
  5. What changes would you make to your product based upon your peer feedback and why?