Jack Humpherson created a media studies magazine as a coursework project. He analyzed conventions of existing music magazines and incorporated some conventions into his magazine while also making it unique. His intended audience was teenagers and young adults who enjoy rock and metal music. He represented this audience through images and articles that featured styles and topics relevant to subcultures like goths and punks. Jack determined that Bauer Media would be a suitable publisher as they already publish similar magazines that target the same demographic.
The document discusses the author's media product, a magazine called "The Full Grind". It summarizes how the magazine attracts and addresses its target audience of teenagers interested in skateboarding and punk/grunge music. Key elements included a unique title, rebellious cover image, informal language, and articles on up-and-coming bands. Feedback confirmed the magazine appealed to its intended genres. The author also learned valuable skills using design software and the importance of managing time for such projects.
The document provides an evaluation of a media product created by Elizabeth Brady. It summarizes how the product uses conventions from real magazines in its design, such as a consistent color palette and direct address of the audience in images. It also discusses how the product represents indie/alternative music fans through the artists and design featured. The target audience is identified as fans of this genre aged 13-29. Overall, the evaluation demonstrates how the product applies real-world magazine conventions while appealing to its intended readership.
The document provides an evaluation of a media product created by Elizabeth Brady. It summarizes how the product uses conventions from real magazines in its design, such as a consistent color palette, direct eye contact on covers, and sectioning the contents page. It represents its target audience of indie/rock fans aged 13-29 through the artists featured and distorted masthead design. The product would be well suited to distribution by Bauer Media Group, the same company that distributes similar magazines like Q and Kerrang.
The document discusses how the author's media product uses and develops conventions from real magazines.
It summarizes how the masthead, color scheme, and photography style were developed from Rolling Stone, Vibe, Q, and Base magazines. Fonts and page numbers were also adapted from these magazines.
The document then evaluates how the media product represents social groups through its portrayal of gender, age, class, ethnicity, and intended audience. Finally, it discusses how publishing companies InterMedia Partners and Harrison Producers may distribute the magazine due to their experience with similar genres.
The document discusses how the creator of a magazine took inspiration from existing magazines like Kerrang! and NME to design conventions like the masthead, front cover layout, and double page spread for their own magazine covering alternative metal music. Elements were borrowed and adapted, like the banner across the bottom and masthead fonts with outline colors. The creator analyzed how these conventions attracted audiences and addressed readers to apply similar techniques to their own magazine.
This document contains an evaluation of a student's media production project. It provides feedback on how the student's magazine used and developed conventions of real magazines. It notes that the student followed conventions from music magazines like NME in layout, design elements, and use of convergence. The evaluation praises how the student modeled aspects of their magazine after NME to effectively target their audience of 16-27 year olds. It also comments on technologies the student learned in constructing the magazine project.
My media product represents the rock music genre and targets a niche audience of serious rock fans. It uses unconventional design elements like unusual colors and angled text to make the magazine stand out. The image on the cover of a serious-looking male musician establishes that this magazine is aimed at male rock fans while still potentially attracting female readers. Through these design choices, my media product addresses its target audience of people interested in serious rock music.
The document discusses the process of creating a magazine cover, contents page, and center spread for an alternative rock magazine. The creator looked to MOJO magazine for inspiration on conventions and forms to emulate, such as using a large bold heading, placing cover lines and images prominently, and including pull quotes and photos on the contents page. The creator learned Photoshop and InDesign skills like removing backgrounds from images and laying out pages. Comparing the preliminary and final products, the creator felt they learned to make the magazine more professional through additional research and an audience focus.
The document discusses the author's media product, a magazine called "The Full Grind". It summarizes how the magazine attracts and addresses its target audience of teenagers interested in skateboarding and punk/grunge music. Key elements included a unique title, rebellious cover image, informal language, and articles on up-and-coming bands. Feedback confirmed the magazine appealed to its intended genres. The author also learned valuable skills using design software and the importance of managing time for such projects.
The document provides an evaluation of a media product created by Elizabeth Brady. It summarizes how the product uses conventions from real magazines in its design, such as a consistent color palette and direct address of the audience in images. It also discusses how the product represents indie/alternative music fans through the artists and design featured. The target audience is identified as fans of this genre aged 13-29. Overall, the evaluation demonstrates how the product applies real-world magazine conventions while appealing to its intended readership.
The document provides an evaluation of a media product created by Elizabeth Brady. It summarizes how the product uses conventions from real magazines in its design, such as a consistent color palette, direct eye contact on covers, and sectioning the contents page. It represents its target audience of indie/rock fans aged 13-29 through the artists featured and distorted masthead design. The product would be well suited to distribution by Bauer Media Group, the same company that distributes similar magazines like Q and Kerrang.
The document discusses how the author's media product uses and develops conventions from real magazines.
It summarizes how the masthead, color scheme, and photography style were developed from Rolling Stone, Vibe, Q, and Base magazines. Fonts and page numbers were also adapted from these magazines.
The document then evaluates how the media product represents social groups through its portrayal of gender, age, class, ethnicity, and intended audience. Finally, it discusses how publishing companies InterMedia Partners and Harrison Producers may distribute the magazine due to their experience with similar genres.
The document discusses how the creator of a magazine took inspiration from existing magazines like Kerrang! and NME to design conventions like the masthead, front cover layout, and double page spread for their own magazine covering alternative metal music. Elements were borrowed and adapted, like the banner across the bottom and masthead fonts with outline colors. The creator analyzed how these conventions attracted audiences and addressed readers to apply similar techniques to their own magazine.
This document contains an evaluation of a student's media production project. It provides feedback on how the student's magazine used and developed conventions of real magazines. It notes that the student followed conventions from music magazines like NME in layout, design elements, and use of convergence. The evaluation praises how the student modeled aspects of their magazine after NME to effectively target their audience of 16-27 year olds. It also comments on technologies the student learned in constructing the magazine project.
My media product represents the rock music genre and targets a niche audience of serious rock fans. It uses unconventional design elements like unusual colors and angled text to make the magazine stand out. The image on the cover of a serious-looking male musician establishes that this magazine is aimed at male rock fans while still potentially attracting female readers. Through these design choices, my media product addresses its target audience of people interested in serious rock music.
The document discusses the process of creating a magazine cover, contents page, and center spread for an alternative rock magazine. The creator looked to MOJO magazine for inspiration on conventions and forms to emulate, such as using a large bold heading, placing cover lines and images prominently, and including pull quotes and photos on the contents page. The creator learned Photoshop and InDesign skills like removing backgrounds from images and laying out pages. Comparing the preliminary and final products, the creator felt they learned to make the magazine more professional through additional research and an audience focus.
My magazine "threshold" uses conventions from other successful metal magazines to appeal to its target audience. It takes inspiration from magazines like "Decibel" in using a large central image on the cover with direct eye contact. Unlike some magazines, the title lays over the image to be memorable. The magazine follows conventions like the rule of thirds layout and uses two primary colors. The target audience is 16-24 year old males interested in death metal. The cover image aims to represent this audience's aggression and individuality.
The document provides an evaluation of Chloe Bonner's media magazine product. Chloe used conventions from the real media magazine "Q Magazine" in constructing her magazine "ZONE", such as using a black and white front cover image and similar headline styles. However, her magazine also challenges some conventions by using more subtle colors. In layout and design, she replicated elements like the contents page banner and double page interview format. Through this process, Chloe learned how to use tools in Photoshop like hue/saturation, shapes, pen tool, and layers duplication to construct the magazine pages professionally.
The document discusses the creation of a rap magazine by the author. They analyzed several existing rap and music magazines to inform the design of their magazine, including the covers, double page spreads, and contents pages. They identified codes and conventions used in magazine design and sought to both utilize standard forms while also challenging conventions. The author produced a rap magazine that drew from the researched magazines but adapted elements to suit their target audience and brand.
This document analyzes a student's print media product evaluation. It discusses how the student's product uses and develops conventions of real magazines. It describes how magazines typically feature mastheads partially covered by images, give away free items to attract buyers, use sell lines to grab attention, include exclusive interviews, and more. The student aims to challenge gender stereotypes on the cover. The document also discusses the contents page layout, double page spreads, representation of social groups, potential distributors like Bauer Media, the target audience, and technologies learned through the process.
This document contains questions for evaluating a media product along with the creator's responses. The questions address how the product uses or develops conventions from real media, how it represents social groups, what institution might distribute it, who the audience is, how the audience was attracted, what technologies were learned, and how successful the final product was. The creator indicates their magazine was influenced by Q magazine in its design and targeted at males aged 20-24 listening to EDM music. Color, masthead, skyline, and anchoring text were used to attract this audience. PagePlus and other programs were used to construct the magazine, and lessons were learned around photo choices and using Blogger to organize work.
The document describes the process the author went through to create their media product. They had to do extensive research and planning before constructing the product. Now that it is finished, the author feels it is appropriate to analyze the process they took to reach this stage.
The document discusses the process of creating a music magazine cover and evaluating conventions of real music magazines. Key points include:
1) Researching covers of magazines like Kerrang, Mixmag and Q to understand styles and target audiences.
2) Choosing a main image that represents indie/rock themes and using techniques like saturation and contrast to create effects.
3) The intended audience is 18-29 year olds interested in rock/indie music. Colors like black, white, purple and blue are used to represent this genre.
4) Potential publishers mentioned are Hearst Magazines UK due to their experience in similar magazines, or a music magazine publisher given the niche focus of the product.
Jack Kay has created a hybrid music/skateboarding magazine called "Manchester Scene Mag". The target audience is primarily males aged 15-25 who are interested in indie music and skateboarding, especially around the Manchester, UK area. Key elements that address this audience include male-oriented colors, images of skateboarding and music venues/events, and cover stars that represent the target demographics. The magazine would be distributed monthly through IPC Media to compete with similar magazines like NME. It challenges conventions through original design elements while also conforming to standard magazine formats and layouts.
The document discusses the process of creating a magazine and what was learned. Key points include:
- Researching conventions of existing magazines helped in challenging conventions, such as using a non-sexualized female image and positioning the barcode.
- Technologies like Photoshop, InDesign, digital cameras and the internet were used and taught skills like photo lighting and combining programs.
- Research is important before creating a magazine to understand the audience, representation, institutions and conventions to make a professional product.
- Learning new software programs and the importance of research has helped improve skills and create a higher quality magazine compared to the preliminary version.
The document summarizes the design elements used on the cover and inside pages of a rap music magazine to attract its target audience. Key elements include:
1) A bold red masthead with a graffiti-style font that instantly conveys the rap genre.
2) Striking layouts using red, black, and white fonts of varying sizes to draw attention to main features.
3) A cover model that directly addresses the reader with a serious yet calming look to intrigue and inspire them.
4) Consistent use of red, black, and white throughout to give the magazine a professional, stylish look appealing to its audience.
The document discusses how the student's music magazine product uses and challenges conventions of real music magazines. It uses typical elements like mastheads, images, taglines, and puffs, but challenges other R&B magazines by being a physical rather than online publication. The color scheme, layout, and inclusion of online links also develop conventions. The front cover copies an existing magazine's layout for balance. Features like the background and model's outfit were modified to tie into the theme of wealth suggested by gold. The contents page similarly develops conventions through large images and titles but changes the color scheme and image angle/outfit to suit the genre. The magazine represents its target audience of young men through images of athleticism and graffiti, and
The document discusses the development of the student's media magazine product. It describes how the student used questionnaires to gather audience feedback on aspects like magazine name and color scheme. This informed decisions like using both "black white yellow and red" as the color scheme. The student also learned new skills in Photoshop for editing photos and creating graphics, allowing the final magazine to look more polished compared to their earlier college magazine project. Feedback was incorporated and the double page spread was reworked based on comments. The student believes their new skills will help with future media projects and careers.
The document discusses how the media product, a music magazine called "Breakdown", uses and develops conventions of real music magazines. It conducted a questionnaire to determine what the target 14-21 audience wanted from the magazine. Based on the results, it chose the magazine's name, color scheme, and content. The magazine is similar in style to Kerrang magazine but with some adaptations, such as keeping the color scheme consistent throughout. The process of creating the magazine helped the author learn skills with Photoshop that will be useful for future media products and career opportunities.
My media product uses conventions of real rock magazines by including social media logos, using common color schemes, and distinctive fonts. It represents the target audience of 16-24 year olds by featuring people in that age range and topics relevant to rock music fans. An appropriate media institution to distribute the product would be IPC Media due to their experience with rock magazines. The intended audience is identified as 16-24 year old males interested in indie rock music. The product aims to attract this audience through its visual design incorporating rock magazine tropes and by including a competition with music festival prizes. The creator learned valuable skills in using Adobe Photoshop, Microsoft Office, SlideShare, and blogger to construct the convergent digital magazine
Here are 4 annotations of my contents page with red arrows and appropriate media language:
1. Contents Listing: This lists the articles and features contained within the magazine issue. It allows readers to navigate to sections that interest them.
2. Page Numbers: The page numbers help readers locate each article or feature easily.
3. Feature Image: A large eye-catching image promotes and entices readers to turn to the double page interview feature.
4. Magazine Name/Issue: The masthead and issue details identify the magazine and lets readers know they have the correct publication.
The document describes the process of creating a music magazine media product. It discusses learning about codes and conventions through research and a preliminary task. The biggest challenges were developing the masthead and cover images. Research into similar magazines like NME helped with layout elements. Technologies like Publisher, Page Plus and Paint.NET were used, each with strengths and weaknesses. Blogger was used to document the planning and drafting process. Overall, the producer feels the final product successfully uses conventions and fits the brief of creating an indie/rock music magazine.
The document discusses ways in which the author's media product (a magazine called FeedBack) uses, develops, or challenges conventions of real media products. Specifically, the magazine goes against conventions used by other magazines in its coloring on the front cover and layout of the contents page. It also challenges conventions by varying coloring between pages rather than keeping a consistent scheme. The author aims to connect more with audiences and have a more unique identity compared to magazines like NME that are strongly associated with their branding colors. The double-page spread follows some conventions like including an image, text, and titles but challenges conventions through its faded text box and limited paragraphs. Overall, the author seeks to both follow and develop new conventions to make the magazine stand
The document provides an evaluation of Chloe Bonner's media magazine product. Chloe used conventions from the real media magazine "Q Magazine" in constructing her magazine, including using a black and white front cover image, replicating headline styles, and setting out the contents page similarly. However, her magazine also challenges some conventions through using subtle colors instead of bright ones and including an editor's letter. Chloe further discusses how she employed techniques like desaturating images and using shape tools in Adobe Photoshop to construct the magazine. She also explains shooting decisions for photos used on the cover and contents page.
The document discusses a student's completed magazine product for an assignment. It includes sections that compare the student's magazine cover and content pages to real magazines in terms of similarities and differences in layout, design and conventions used. It also addresses how the magazine represents its target audience of hip hop fans, how it would be distributed, its intended audience and how the student attracted or addressed this audience. Feedback from peers on the magazine cover and contents pages is also summarized.
The document discusses the process of creating a music magazine and what was learned throughout the process. It began by researching existing magazines to identify common conventions like color schemes. The creator aimed to follow conventions while developing a loyal subscriber base. Throughout production, skills with Photoshop and InDesign improved which helped create a more professional layout. Distribution through Bauer Media was considered ideal due to their expertise and potential for cross-promotion. The intended audience was music fans aged 18-30. Overall, the creator learned about the competitive nature of the industry and importance of developing a dedicated fan base.
The document discusses the student's media product, which is a magazine. It describes how the student followed conventions of real magazines in their design, such as using similar colors and front cover models. It also discusses how the student challenged some conventions, such as having the title be a different color. The student describes the design elements and conventions used on different pages of the magazine, such as the contents page, double page spread, and more. It also addresses how the magazine represents particular social groups and what type of media institution might distribute it.
My magazine "threshold" uses conventions from other successful metal magazines to appeal to its target audience. It takes inspiration from magazines like "Decibel" in using a large central image on the cover with direct eye contact. Unlike some magazines, the title lays over the image to be memorable. The magazine follows conventions like the rule of thirds layout and uses two primary colors. The target audience is 16-24 year old males interested in death metal. The cover image aims to represent this audience's aggression and individuality.
The document provides an evaluation of Chloe Bonner's media magazine product. Chloe used conventions from the real media magazine "Q Magazine" in constructing her magazine "ZONE", such as using a black and white front cover image and similar headline styles. However, her magazine also challenges some conventions by using more subtle colors. In layout and design, she replicated elements like the contents page banner and double page interview format. Through this process, Chloe learned how to use tools in Photoshop like hue/saturation, shapes, pen tool, and layers duplication to construct the magazine pages professionally.
The document discusses the creation of a rap magazine by the author. They analyzed several existing rap and music magazines to inform the design of their magazine, including the covers, double page spreads, and contents pages. They identified codes and conventions used in magazine design and sought to both utilize standard forms while also challenging conventions. The author produced a rap magazine that drew from the researched magazines but adapted elements to suit their target audience and brand.
This document analyzes a student's print media product evaluation. It discusses how the student's product uses and develops conventions of real magazines. It describes how magazines typically feature mastheads partially covered by images, give away free items to attract buyers, use sell lines to grab attention, include exclusive interviews, and more. The student aims to challenge gender stereotypes on the cover. The document also discusses the contents page layout, double page spreads, representation of social groups, potential distributors like Bauer Media, the target audience, and technologies learned through the process.
This document contains questions for evaluating a media product along with the creator's responses. The questions address how the product uses or develops conventions from real media, how it represents social groups, what institution might distribute it, who the audience is, how the audience was attracted, what technologies were learned, and how successful the final product was. The creator indicates their magazine was influenced by Q magazine in its design and targeted at males aged 20-24 listening to EDM music. Color, masthead, skyline, and anchoring text were used to attract this audience. PagePlus and other programs were used to construct the magazine, and lessons were learned around photo choices and using Blogger to organize work.
The document describes the process the author went through to create their media product. They had to do extensive research and planning before constructing the product. Now that it is finished, the author feels it is appropriate to analyze the process they took to reach this stage.
The document discusses the process of creating a music magazine cover and evaluating conventions of real music magazines. Key points include:
1) Researching covers of magazines like Kerrang, Mixmag and Q to understand styles and target audiences.
2) Choosing a main image that represents indie/rock themes and using techniques like saturation and contrast to create effects.
3) The intended audience is 18-29 year olds interested in rock/indie music. Colors like black, white, purple and blue are used to represent this genre.
4) Potential publishers mentioned are Hearst Magazines UK due to their experience in similar magazines, or a music magazine publisher given the niche focus of the product.
Jack Kay has created a hybrid music/skateboarding magazine called "Manchester Scene Mag". The target audience is primarily males aged 15-25 who are interested in indie music and skateboarding, especially around the Manchester, UK area. Key elements that address this audience include male-oriented colors, images of skateboarding and music venues/events, and cover stars that represent the target demographics. The magazine would be distributed monthly through IPC Media to compete with similar magazines like NME. It challenges conventions through original design elements while also conforming to standard magazine formats and layouts.
The document discusses the process of creating a magazine and what was learned. Key points include:
- Researching conventions of existing magazines helped in challenging conventions, such as using a non-sexualized female image and positioning the barcode.
- Technologies like Photoshop, InDesign, digital cameras and the internet were used and taught skills like photo lighting and combining programs.
- Research is important before creating a magazine to understand the audience, representation, institutions and conventions to make a professional product.
- Learning new software programs and the importance of research has helped improve skills and create a higher quality magazine compared to the preliminary version.
The document summarizes the design elements used on the cover and inside pages of a rap music magazine to attract its target audience. Key elements include:
1) A bold red masthead with a graffiti-style font that instantly conveys the rap genre.
2) Striking layouts using red, black, and white fonts of varying sizes to draw attention to main features.
3) A cover model that directly addresses the reader with a serious yet calming look to intrigue and inspire them.
4) Consistent use of red, black, and white throughout to give the magazine a professional, stylish look appealing to its audience.
The document discusses how the student's music magazine product uses and challenges conventions of real music magazines. It uses typical elements like mastheads, images, taglines, and puffs, but challenges other R&B magazines by being a physical rather than online publication. The color scheme, layout, and inclusion of online links also develop conventions. The front cover copies an existing magazine's layout for balance. Features like the background and model's outfit were modified to tie into the theme of wealth suggested by gold. The contents page similarly develops conventions through large images and titles but changes the color scheme and image angle/outfit to suit the genre. The magazine represents its target audience of young men through images of athleticism and graffiti, and
The document discusses the development of the student's media magazine product. It describes how the student used questionnaires to gather audience feedback on aspects like magazine name and color scheme. This informed decisions like using both "black white yellow and red" as the color scheme. The student also learned new skills in Photoshop for editing photos and creating graphics, allowing the final magazine to look more polished compared to their earlier college magazine project. Feedback was incorporated and the double page spread was reworked based on comments. The student believes their new skills will help with future media projects and careers.
The document discusses how the media product, a music magazine called "Breakdown", uses and develops conventions of real music magazines. It conducted a questionnaire to determine what the target 14-21 audience wanted from the magazine. Based on the results, it chose the magazine's name, color scheme, and content. The magazine is similar in style to Kerrang magazine but with some adaptations, such as keeping the color scheme consistent throughout. The process of creating the magazine helped the author learn skills with Photoshop that will be useful for future media products and career opportunities.
My media product uses conventions of real rock magazines by including social media logos, using common color schemes, and distinctive fonts. It represents the target audience of 16-24 year olds by featuring people in that age range and topics relevant to rock music fans. An appropriate media institution to distribute the product would be IPC Media due to their experience with rock magazines. The intended audience is identified as 16-24 year old males interested in indie rock music. The product aims to attract this audience through its visual design incorporating rock magazine tropes and by including a competition with music festival prizes. The creator learned valuable skills in using Adobe Photoshop, Microsoft Office, SlideShare, and blogger to construct the convergent digital magazine
Here are 4 annotations of my contents page with red arrows and appropriate media language:
1. Contents Listing: This lists the articles and features contained within the magazine issue. It allows readers to navigate to sections that interest them.
2. Page Numbers: The page numbers help readers locate each article or feature easily.
3. Feature Image: A large eye-catching image promotes and entices readers to turn to the double page interview feature.
4. Magazine Name/Issue: The masthead and issue details identify the magazine and lets readers know they have the correct publication.
The document describes the process of creating a music magazine media product. It discusses learning about codes and conventions through research and a preliminary task. The biggest challenges were developing the masthead and cover images. Research into similar magazines like NME helped with layout elements. Technologies like Publisher, Page Plus and Paint.NET were used, each with strengths and weaknesses. Blogger was used to document the planning and drafting process. Overall, the producer feels the final product successfully uses conventions and fits the brief of creating an indie/rock music magazine.
The document discusses ways in which the author's media product (a magazine called FeedBack) uses, develops, or challenges conventions of real media products. Specifically, the magazine goes against conventions used by other magazines in its coloring on the front cover and layout of the contents page. It also challenges conventions by varying coloring between pages rather than keeping a consistent scheme. The author aims to connect more with audiences and have a more unique identity compared to magazines like NME that are strongly associated with their branding colors. The double-page spread follows some conventions like including an image, text, and titles but challenges conventions through its faded text box and limited paragraphs. Overall, the author seeks to both follow and develop new conventions to make the magazine stand
The document provides an evaluation of Chloe Bonner's media magazine product. Chloe used conventions from the real media magazine "Q Magazine" in constructing her magazine, including using a black and white front cover image, replicating headline styles, and setting out the contents page similarly. However, her magazine also challenges some conventions through using subtle colors instead of bright ones and including an editor's letter. Chloe further discusses how she employed techniques like desaturating images and using shape tools in Adobe Photoshop to construct the magazine. She also explains shooting decisions for photos used on the cover and contents page.
The document discusses a student's completed magazine product for an assignment. It includes sections that compare the student's magazine cover and content pages to real magazines in terms of similarities and differences in layout, design and conventions used. It also addresses how the magazine represents its target audience of hip hop fans, how it would be distributed, its intended audience and how the student attracted or addressed this audience. Feedback from peers on the magazine cover and contents pages is also summarized.
The document discusses the process of creating a music magazine and what was learned throughout the process. It began by researching existing magazines to identify common conventions like color schemes. The creator aimed to follow conventions while developing a loyal subscriber base. Throughout production, skills with Photoshop and InDesign improved which helped create a more professional layout. Distribution through Bauer Media was considered ideal due to their expertise and potential for cross-promotion. The intended audience was music fans aged 18-30. Overall, the creator learned about the competitive nature of the industry and importance of developing a dedicated fan base.
The document discusses the student's media product, which is a magazine. It describes how the student followed conventions of real magazines in their design, such as using similar colors and front cover models. It also discusses how the student challenged some conventions, such as having the title be a different color. The student describes the design elements and conventions used on different pages of the magazine, such as the contents page, double page spread, and more. It also addresses how the magazine represents particular social groups and what type of media institution might distribute it.
The document discusses how the media product uses and challenges conventions of real-life magazines. It follows some conventions like having a main article heading and positioning of articles, but challenges others like having the title in the middle. The product represents social groups like young men interested in rap/hip hop music through images and articles that would appeal to them. It also uses trendy fonts that would appeal to younger target audiences.
The document evaluates the media products created by Chris Bossons for a magazine targeting alternative teenagers. The front cover features a brightly colored single person to stand out. The contents page design has evolved over time to balance eye-catching graphics with readable text. A double page spread shows band members in similar uniforms to portray equality. The magazine combines aspects of different genres like indie and rock to appeal to a niche audience in an unconventional way through its layout, colors and target marketing.
The document summarizes the student's media product, which is a magazine aimed at teenagers interested in rock music. Some key points:
1) The student aimed to use conventions of real magazines like logos/mastheads and layouts while also challenging conventions with aspects like diverse models.
2) The magazine represents groups like ethnic minorities and women by featuring them prominently.
3) The target audience is 13-18 year olds interested in various rock genres.
4) The student learned skills in Photoshop and other technologies to construct the magazine pages and enhance/edit images.
This document discusses the print media project that the author completed, which involved creating a magazine cover, contents page, and double page spread using Photoshop. The author explains that they chose to do the print task over film because they gained knowledge of what makes a magazine successful during their preliminary work. The document then discusses how the author's magazine uses, develops, and challenges conventions of real magazines through elements like cover lines, mastheads, headlines, and unconventional design choices. It also explains how the magazine represents teenagers in an aspirational way rather than using stereotypes. Finally, it proposes that IPC Media would be a suitable institution to distribute the magazine due to their target audiences and brands.
This document is an evaluation of a student's media magazine project. It summarizes the key ways the student's magazine uses and develops conventions of real media products, such as including the magazine title, issue date, and barcode on the front cover. It also represents particular social groups by featuring a young female model holding a guitar to appeal to music fans aged 17-20. The student analyzes how Bauer Media could be a suitable distributor for the magazine due to its experience with similar music magazines and multiple media platforms. The student learned important Photoshop and layout skills from constructing the magazine project.
The document describes the process of creating a magazine called M&M. The creator took inspiration from the magazine NYLON and incorporated its styles and conventions into their own designs. Some similarities between M&M and NYLON include the use of bright colors, overall layout, and style of text blocks. The creator aimed to attract a teenage audience aged 17+ by including themes of independence and following dreams.
The document is a student's evaluation of their work on a music magazine production project. It begins by outlining the criteria that must be addressed in the evaluation, including answering 7 questions about the pre-production and production tasks completed. It emphasizes utilizing a variety of technologies to evaluate the work.
The bulk of the document consists of the student's responses to the 7 required questions. They discuss how their magazine uses conventions from real music magazines as inspiration. They analyze how it represents particular social groups through imagery and content. They argue that Bauer Media might distribute it due to similarities with Bauer's magazine Kerrang. The intended audience is identified as teenagers and young adults, especially males, based on theories of audience and uses and gratifications
The student learned a lot from completing the preliminary task to the full product. They gained experience with the demands of the production process. There is evidence of progression, such as applying feedback to better meet the target audience's needs and preferences. The student incorporated appropriate codes, conventions, and technical skills to create a polished media product.
The student learned several things from creating their media magazine project. They learned how to use publishing software like Microsoft Publisher to lay out magazine pages professionally. They also gained experience taking photos, editing images, and designing an eye-catching logo. In comparing their preliminary and final magazines, the student improved the front page design, made the contents page more engaging, and created a more cohesive layout that feels like a real magazine. Through the process, the student felt they better understood technologies like blogs, presentations, and how to transport files between devices.
The document summarizes a student's media project creating an indie music magazine. The student copied the layout, images, and style of Kerrang magazine. For the front cover, the student used a group photo that fit the magazine's intended style. Brightness and contrast were adjusted on the photos to make them stand out while maintaining focus on the writing. The contents page and spreads also copied Kerrang's style. Throughout the project, the student developed skills in adjusting photo brightness, contrast, and vibrance to suit the magazine's theme and attract readers.
Haydn Barry evaluation questions (incomplete)haydnbarry
The document discusses how the author's media product challenges conventions of real music magazines like Kerrang. While taking inspiration from Kerrang's layout and design, the author makes changes like leaving more blank space around primary images and using a consistent color scheme throughout. The contents page also arranges pictures differently for a more professional look. The target audience is music fans ages 14-17, and the magazine represents different music-inspired social groups through images and language. Bauer Media would be a suitable publisher since it already distributes similar magazines.
The presentation is about the student's process in creating their media product, which is a music magazine. They created multiple drafts of the front cover, contents page, and double page spreads. They compared existing magazines to help design their product. Bauer Media would be a suitable publisher as they have experience with music magazines. The target audience is teenagers aged 14-18 who are interested in metalcore music and culture. The magazine represents this social group through its language, images, and topics.
This document discusses how the author's music magazine both follows and challenges conventions of existing magazines. It notes how the author's magazine includes common elements like the masthead location and cover lines placement. However, it also discusses ways the author's magazine is different, such as using a black, white, and blue color scheme tailored to the genre of music. The author also included social media handles on the front cover to appeal to younger readers who frequently use social media. The document argues these changes help the magazine relate better to its target audience.
This document summarizes a student's media magazine project. The student created a music magazine called "Xisco" focusing on the indie rock genre. The magazine uses conventions of real music magazines, such as large mastheads, colorful strips, and advertisements. Images in the magazine represent the target audience through clothing styles like leather jackets and poses showing arrogance. The student believes the magazine would appeal to teenagers and young adults interested in rock music. Seymour Distribution would be a suitable distributor since they have experience with similar magazines like Kerrang and publications focusing on style like Vogue. The student conducted a questionnaire to identify the target audience.
This document summarizes the key things Hamza Shafi learned during the process of creating a magazine product from the preliminary task to the final product. Some of the main things learned include how to manipulate images to dominate pages, use text effects like drop shadows, include attitudes in images to represent genres, and lay out content pages with banners, fonts, and image placement similarly to real magazines in the chosen genre. Feedback from audiences on the cover, contents, and spreads was mostly positive, rating many areas as good or very good. The technology skills learned included using Adobe, InDesign, Photoshop, and platforms like Blogger and SlideShare.
This document summarizes the key things Hamza Shafi learned during the process of creating a magazine product from the preliminary task to the final product. Some of the main things learned include how to manipulate images to dominate pages, use text effects like drop shadows, include attitudes in images to represent genres, and lay out content pages with banners, fonts, and image placement similarly to real magazines in the chosen genre. Feedback from audiences on the cover, contents, and spreads was mostly positive, rating many areas as good or very good. The technology skills learned included using Adobe, InDesign, Photoshop, and platforms like Blogger and SlideShare.
This document provides an evaluation of Abbie Fowler's media product. It discusses how the product uses and develops conventions from real media products like Mixmag magazine. Specifically, it repeats conventions like masthead positioning and main image, puff promotion, and strapline placement from Mixmag. It also challenges conventions by making some elements like stories and sections clearer. Photoshop was used to help create effects and maintain a consistent color scheme. The document discusses how the product represents particular social groups that would be interested in club music. Overall, it reflects on the learning process of constructing the media product and meeting the demands of the production process.
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
LAND USE LAND COVER AND NDVI OF MIRZAPUR DISTRICT, UPRAHUL
This Dissertation explores the particular circumstances of Mirzapur, a region located in the
core of India. Mirzapur, with its varied terrains and abundant biodiversity, offers an optimal
environment for investigating the changes in vegetation cover dynamics. Our study utilizes
advanced technologies such as GIS (Geographic Information Systems) and Remote sensing to
analyze the transformations that have taken place over the course of a decade.
The complex relationship between human activities and the environment has been the focus
of extensive research and worry. As the global community grapples with swift urbanization,
population expansion, and economic progress, the effects on natural ecosystems are becoming
more evident. A crucial element of this impact is the alteration of vegetation cover, which plays a
significant role in maintaining the ecological equilibrium of our planet.Land serves as the foundation for all human activities and provides the necessary materials for
these activities. As the most crucial natural resource, its utilization by humans results in different
'Land uses,' which are determined by both human activities and the physical characteristics of the
land.
The utilization of land is impacted by human needs and environmental factors. In countries
like India, rapid population growth and the emphasis on extensive resource exploitation can lead
to significant land degradation, adversely affecting the region's land cover.
Therefore, human intervention has significantly influenced land use patterns over many
centuries, evolving its structure over time and space. In the present era, these changes have
accelerated due to factors such as agriculture and urbanization. Information regarding land use and
cover is essential for various planning and management tasks related to the Earth's surface,
providing crucial environmental data for scientific, resource management, policy purposes, and
diverse human activities.
Accurate understanding of land use and cover is imperative for the development planning
of any area. Consequently, a wide range of professionals, including earth system scientists, land
and water managers, and urban planners, are interested in obtaining data on land use and cover
changes, conversion trends, and other related patterns. The spatial dimensions of land use and
cover support policymakers and scientists in making well-informed decisions, as alterations in
these patterns indicate shifts in economic and social conditions. Monitoring such changes with the
help of Advanced technologies like Remote Sensing and Geographic Information Systems is
crucial for coordinated efforts across different administrative levels. Advanced technologies like
Remote Sensing and Geographic Information Systems
9
Changes in vegetation cover refer to variations in the distribution, composition, and overall
structure of plant communities across different temporal and spatial scales. These changes can
occur natural.
Leveraging Generative AI to Drive Nonprofit InnovationTechSoup
In this webinar, participants learned how to utilize Generative AI to streamline operations and elevate member engagement. Amazon Web Service experts provided a customer specific use cases and dived into low/no-code tools that are quick and easy to deploy through Amazon Web Service (AWS.)
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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2. IN WHAT WAY DOES YOUR
MEDIA PRODUCT USE,
DEVELOP OR CHALLENGE
FORMS AND CONVENTIONS
OF REAL MEDIA PRODUCTS?
3. In what way does your media product
use, develop or challenge forms and
conventions of real media products?
Here are the six Music
magazine covers I have
chosen to use as my
research for this task and
are acting as my ‘real
media products’. A you
can see all of these music
covers are different from
each other yet all share
some conventions.
4. In what way does your media product
use, develop or challenge forms and
conventions of real media products?
Examples of how the products
are similar are because of how
all of the magazine have their
mast head at the top of the page.
This is because the first place
peoples attention is drawn is the
top of the page due to the way
we read (top left to bottom right).
Though all of these mast heads
are all in the same place , they
are all in different styles. This is
so that people can recognise
their unique house style of their
brand from a glance. I wanted a
similar effect
5. In what way does your media product
use, develop or challenge forms and
conventions of real media products?
Another similarity between these
magazines is the way all of the
magazines have their main image
being a famous musician. Who is
(with the exception of one) looking
directly into the camera
This is because having a famous
musician on the cover will attract
fans of their music because they
are familiar with the musician. The
use of direct address (looking into
the camera) causes a connection
between the reader and the
magazine. I also wanted this in my
magazine.
6. In what way does your media product
use, develop or challenge forms and
conventions of real media products?
This is the magazine I mostly used as a
reference. This is because it was the closest to
the type of magazine I was aiming to create
and probable the magazine of the same genre
as my own (Metal and rock) which I could
emulate effectively.
Let’s look at this example and it’s conventions
that I may have used in more detail….
7. In what way does your media product
use, develop or challenge forms and
conventions of real media products?
As you can see the magazine cover has a jagged and
‘cracked’ affect on it’s mast head making it seem angry
and rebellious fitting their demographic.
The house style (including colour and font)is bold and contain
the colours red and black (and white for contrast). These two
colours have association to darkness and anger as does the
social groups who are fans of this music (rock and metal).
The main image is using the direct address look into
camera and is dressed in the stereotypical fashion for
that genre and it’s audience.
8. In what way does your media product
use, develop or challenge forms and
conventions of real media products?
These are my finished three
pages of my magazine. Front
cover, contents page and double
page spread. As you can see I
have used a few of the
conventions from the KERRANG
example I have used but I there
also differences from the
magazine which make my
magazine distinctive.
Let’s look at some of the
Similarities and differences
between my own magazine and
the ones researched
9. In what way does your media product
use, develop or challenge forms and
conventions of real media products?
Here are the mastheads of the example magazine (KARRANG)
and my magazine's masthead (MUSIC MELTDOWN)
As you can see There is some definite similarities between the
mastheads. Both mastheads are jagged and uneven. This is
because the jagged and uneven style of the mast heads will give a
sense of rebellion which relates to the stereotypical audience of
this type of magazine.
My magazine masthead does differ from the examples however
because unlike KERRANG’s, my magazine has more of a splat
style rather than a cracked style not to mention that my mast head
includes two colours rather than just the one to make it stand out
from the background.
These similarities make my magazine similar to real media
products making it seem professional but also the differences
means that my magazine is unique and so will stand out from
other existing media products.
10. In what way does your media product
use, develop or challenge forms and
conventions of real media products?
Here are the two main images from the example magazine and my own.
There are some similarities between the KERRANG magazine’s main
image and the main image of the magazine I created. As you can see
both models are looking directly into the camera towards the audience. I
did this to make my magazine look more conventional. This direct
address from the image creates a bond between the reader and the
person in the image.
However there are some differences between mine and the example
magazine such as the age of the models. My model is obviously
younger. This is because of the limitation of people available to
photograph though this could be beneficial to the magazine because my
model will be in a similar age range to those in the target audience's age
range. Making the magazine more relatable and so more appealing to
the audience.
I think I have also challenged this convention because on almost all the
examples of magazine covers analysed who make their main image
cover a majority of their cover, I have made my cover lines fill just as
much space as the main image.
11. In what way does your media product
use, develop or challenge forms and
conventions of real media products?
Though I did use many conventions in order to make my
magazine look like real media products, I also had to
make some changes to my magazine in order to make it
look unique and diverse.
An example of how I have changed my magazine to
make it more diverse was the fact I did not include any
hooks advertising any free gifts such as the one from the
example KERRANG magazine I was using. I did
however use a pug to advertise a competition which
would be in the magazine I didn’t want to have
something like in the example because my magazine
works through the effects and gratifications method
meaning the magazine must be enjoyable to the reader
and I believe that putting advertisements into my
magazine would not be enjoyable for the reader meaning
they would be less likely to buy it.
12. HOW DOES YOUR MEDIA
PRODUCT REPRESENT
PARTICULAR SOCIAL
GROUPS?
13. How does your media product
represent particular social groups?
My magazine is based around the music genres of
metal and rock. Specifically genres such as heavy
rock, punk rock , heavy metal, alternative metal
and death metal. And so will be aimed towards the
people who enjoy and are fans of those types of
music.
I have associated these genres with two social
groups and have based my magazine upon their
stereotypes. The two social group I think are
associated with these genres of music are Punks
and Goths.
Lets look at these two stereotypes in more detail.
14. How does your media product
represent particular social groups?
Goths are one of the subcultures I have aimed my
magazine towards.
There are many stereotypes attached to this
subgroup such as that they always wear black, are
miserable and have connotations with many dark
subject. The fashion of Goth stereotype would be lots
of black clothing which include straps and belts,
black make-up (on men too) and jewellery which
often contain religious symbols. As you can see in
this image, the main model is brandishing a Celtic
seeming cross on their shirt.
I would say that the age that most Goths are in will
be within the range of late teen to early twenties with
some young adult. This is because this stereotype
also has associations with adolescent rebellion.
15. How does your media product
represent particular social groups?
Here is an example of how I
have tried to replicate the look
of the stereotypical Goth in the
contents page in my
magazine.
Personally I do not think that I
achieved the typical Goth look.
I wish now that I had gone
even further to better show the
social group possible by using
hair dyes or wearing clothes
even more strongly associated
with Goths which is a shame
because I most likely have
such things at my disposal.
16. How does your media product
represent particular social groups
If this image in my magazine were to be representing a
Goth or similar social group member I think it would show
them as aggressive and dark. This is because of the facial
expression and eye contact to the camera. The use of a
high angled shot also makes the person in the image
seem more moody.
I think that this type of image would attract members of the
group because they may relate to this image however, for
people outside of the group it may show the social group in
a negative way and people will associate more negative
stereotype meaning Goths will be affiliated with even
tropes such as being aggressive and hateful. I think this is
a shame because it would be good if this magazine could
change the opinion people have for this social group
17. How does your media product
represent particular social groups?
Punks are another subculture which I have aimed
my magazine towards.
Similar to the Goth social group there are many
stereotypes attached to punks, not all positive.
Some of the connotations attached to punks could
include being aggressive, angry and having a
disregard to thing and other people outside of the
subculture. The fashion associated with punks
would be ripped clothing, piercing, pins and
extreme hair style with will include dying hair.
I would guess that the average age of members of
the punk community would be aged teenager to
adults. Similar to Goths I think in younger
members of this group, it is fuelled by a sense of
adolescent rebellion.
18. How does your media product
represent particular social groups?
This is an example of the
type of music and a music
video I’d imagine these
groups to listen to.
I have tried to incorporate
aspects of this music video
into my magazine to appeal
to the two social groups.
An example of how I have
tried to mimic it is with the
use of low saturation colours
in the magazine.
19. How does your media product
represent particular social groups
Here’s an example of how I
have tried to create a punk
style look in magazine (this
particular image was not used
but very similar were).
I think I represented the punk
quite well for the most part. I
think the person I used fit the
image with her piercing and
dyed hair however I do not
think that the clothing of her is
particular ‘punk’ so takes
away from the image
somewhat. This could have
bee improved with some
darker and more ragged
clothing.
20. How does your media product
represent particular social groups
I think that if this magazine were to be
representing punks it would show them in a
similar light as it has shown Goths and for
similar reasons too.
The blank facial expression and intimidating
stance makes them look intimidating which
like the Goth image will appeal to members of
the social group but repel those not in the
group. I think Maybe there could have been a
way in which I could have appealed to my
target audience and give the social group a
better image to those outside the group.
I have given these group a better image in
later parts of the magazine, however.
21. How does your media product
represent particular social groups
The double page spread of my magazine
includes an interview with a member of a
fictional band I have crated for the magazine.
I believe this interview may represent the
social groups more positively than the
images.
During this interview the band member being
interviewed is polite, he may be passionate
about his music butt when he is talking he
speaks in correct English and never use any
bad language. The band member also is
respectful and appreciative to the band’s fans
by giving bonuses in their ‘new album’ as a
thanks for their fans’ support.
22. WHAT KIND OF MEDIA
INSTITUTION MIGHT
DISTRIBUTE YOUR MEDIA
PRODUCT AND WHY?
23. What kind of media institution might
distribute your media product and
why?
A publishing company is
responsible for allowing
the magazine to be sold
and become commercially
available.
An example of this type of
company is Bauer Media.
I believe that Bauer media
will be the best publishing
company for my
magazine. This is for
many reasons.
The Bauer media website can be visited through
this link:
http://www.bauermedia.co.uk/
24. What kind of media institution might
distribute your media product and
why?
Firstly I believe that my magazine will be best
published by Bauer media because Bauer media is
already a well established publishing company
meaning that it already has an established audience.
The fact that this publishing company already has a
well established audience means that my magazine
will be more likely to be purchased by someone who
is familiar with the brand of the publishing company
than someone who does not know the publishing
company. Not to mention that the company is
experience meaning my magazine will benefit from
skills they have develop over time. This basically
means that being published by Bauer media will
increase the chance that my magazine will become
successful.
25. What kind of media institution might
distribute your media product and
why?
This infographic from Bauer Media’s
webpage shows the type of
audiences that the similar magazine
KERRANG has.
All bits of this will benefit my
magazine. The fact the audiences
gender is about even means that my
own magazine’s target audience will
not be limited by gender, broadening
it’s audience. The table at the lower
section show that a large section of
their audience is between the age
range of 15-24. My target audience
of my magazine falls within this age
range meaning that my magazine
could have a similar success to
KERRANG
26. What kind of media institution might
distribute your media product and
why?
Another reason why my magazine would be best published
by Bauer Media would be because the publishing company
already publishes magazine s similar to my own.
As mentioned before my magazine is based on the
magazine KERANG as I have used similar colours hems
and conventions. This magazine is published by Bauer
Media and is one of their more popular magazines. This
shows that buyers of magazines published by Bauer media
clearly have an interest in a magazine based on rock and
metal genre music which is the focus of my own magazine.
If Bauer Media has an audience which is interested in that
style and topic of magazine then it means that fans of their
other magazines such as KERRANG will also be fans of
my own, and so increasing the chance of my magazine
being purchased.
27. What kind of media institution might
distribute your media product and
why?
A third reason as to why I would want my
magazine to be published by Bauer Media is
that their magazines are available through
variety of mediums. If my magazine were to
be published by Bauer Media it can be
accessed through physical copies bought in
any magazine selling shop, through Mobile
phones, and tablets. This means that it can
easily accessed by the public no matter what
which hopefully will cause purchases of my
magazine. If my magazine is available
digitally wit will mean that it can be sold
abroad in any English speaking country,
further broadening the magazine’s audience
and increasing the amount of possible sales.
28. WHO IS THE INTENDED
AUDIENCE FOR YOUR MEDIA
PRODUCT?
29. Who is the intended audience for your
media product?
Media – Demographic Questionnaire
Jack Humpherson
Question One: What Age Are You?
Less than 10 11-15 16-20 21-25 Older than 25
Question Two: What Gender Are You?
Male – Female – Other
Question Three: What Social Class Would You Best Describe
Yourself As?
A B C1 C2 D E
Question Four: What Genre Of Music Do You Enjoy The Most?
Rock – Electronic – County – Metal – Jazz – Classical – other
Please Specify ‘Other’ if selected:
Question Five: Why do you like the genre of Music you listen
too?
Question Six: Why Do You Read a Magazine?
Question Seven: What/Who is your favourite band/Music artist?
Question Eight: Why is it that they are your favourites?
Question Nine: Are you subscribes to any magazines Music or
otherwise?
Question ten: Why are you or why aren’t you subscribed to any
music magazine?
In order to find out which magazine
would be most popular and to find my
magazine’s target audience I created a
questionnaire.
The results from this questionnaire will
then allow me to know the age, gender
and enjoyments of a selection of the
public who read music magazines upon
which I can base my own magazine’s
design.
A majority of the results were expected
but some were a surprise. Let’s look at
some of the results and how I
incorporated it into my magazine and
how they affected my decisions.
30. Who is the intended audience for your
media product?
The result to the first question showed that the
age of the average person who would buy and
read a music magazine were between the ages
of 16 and 20 years old meaning they were
ranging from teenager to young adult.
I think this is one of the most important answers
from the questionnaire because people’s
interests and attitude can change dramatically
with age. Now that I know that this is the age
range of the average music magazine reading
audience member I will make changes to my
magazine by using colloquial language and
having less amounts of text from one which is
targeted for an older audience.
31. Who is the intended audience for your
media product?
Another important answer was to question two
which asked the person’s gender. From the
twelve copies of the questionnaire I handed out
that there was an equal amount of both men and
women who read rock and metal magazines.
This was not a surprise though I did not expect it
to be perfectly even.
I have incorporated this information into my
magazine by trying not to focus on one gender
because this mould mean there would not be
much to appeal to the other gender, cutting off a
section of the target audience. An example of
how I have tried to appeal to both genders is by
including images of both men and women.
32. Who is the intended audience for your
media product?
Another question which was vital to the design of the
magazine was question four. Question four asked
people which genre of music was their favourite. The
answer to this question was mostly that people were
unsure or did not have one. And for those who did
have answer, chose either metal or rock. This was a
surprise because I though that less would be
ambivalent towards music.
I di not take into account those who did not have a
favourite music genre and so only took into account
rock and metal as an answer. From this answer I have
obviously aimed my magazine towards metal and rock
fans and the social groups within as mentioned in
previous questions.
34. How Did You Attract/Address Your
Audience?
In order for my magazine to be appealing to my
audience I decided to follow the ‘Uses And
Gratification Theory.’ This is the theory that for any
piece of media to successfully convey information to
the audience, the media must be enjoyable as
oppose to purely informative. That alternative is
named the hypodermic needle theory which I don’t
believe would be as effective which is why I chose
to make my magazine enjoyable for the reader.
I did this in a number of ways. Lets look at some
example of how I attempted to make my magazine
enjoyable and appealing so that the information
would be conveyed to the audience.
35. How Did You Attract/Address Your
Audience?
One aspect of how I tried to make my magazine
more appealing to the audience is through It’s cover
lines.
I have made it so that all of the cover lines are
attention grabbing and interesting this way the
audience is more likely to find it appealing and
purchase it. For example; The cover line ‘Sex
Scandal With Project Jays?’ will grab the attention
of the audience because the rhetorical question will
create a sense of curiosity as the reader want the
question to be answered. Also the idea of a sex
scandal will intrigue the reader because as they say,
‘sex sells’.
36. How Did You Attract/Address Your
Audience?
Another way in which I have tried
to make my magazine more
appealing to my audience is
through the use of images.
Images attract the attention of the
audience because they are
aesthetically appealing plus the
pictures I have used try to match
style of the social groups who
would read this magazine. Images
don’t need much thought to enjoy
so can be used fro when people
relax adhering the uses and
gratification theory.
37. How Did You Attract/Address Your
Audience?
I have used the colours of the magazine
to make it more appealing to the
audience too. I have tried to use colours
which connotations would appeal to the
social groups who are in the audience to
this magazine.
The three main colours of this magazine
are red and black (with white for
contrast). I have used the colour red
because it has connotations of anger
which the punks with their rebellious
lifestyle would enjoy. I have used black
because it will appeal to Goth social
groups because as mentioned before,
Goths are fond of black.
38. How Did You Attract/Address Your
Audience?
The interview on the magazine’s
double page spread will also appeal to
the target audience too because I tried
to make it relatable to the target
audience.
For example, I tried to make the
fictional band member in the interview
passionate about the music. This way
readers who share this passion for
this genre of music will relate to and
find the interview interesting.
39. WHAT HAVE YOU LEARNT
ABOUT TECHNOLOGIES
FROM THE PROCESS OF
CONSTRUCTING THE
PRODUCT?
40. WHAT HAVE YOU LEARNT ABOUT
TECHNOLOGIES FROM THE PROCESS OF
CONSTRUCTING THE PRODUCT?
Throughout the construction of my
three pages I have to learn new
skills when using a variety of
software's and improve on already
existing software's.
Lets look of examples of how skills
have been gained and improved
during the making of this
magazine.
41. WHAT HAVE YOU LEARNT ABOUT
TECHNOLOGIES FROM THE PROCESS OF
CONSTRUCTING THE PRODUCT?
The main software that I have created my magazine pages on are on the publishing
software, Microsoft Publisher. I used it because it allowed me to easily move part of the
magazine so that making new drafts was easy. Publisher also allowed me to have the
same word processing style as in Microsoft Word meaning writing the articles and
cover lines was also easy. One new skill I have learnt while using this software is how
to change the brightness and contrast of the images in the software allowing me to
easily change the look of the image in order to better suit the page.
42. WHAT HAVE YOU LEARNT ABOUT
TECHNOLOGIES FROM THE PROCESS OF
CONSTRUCTING THE PRODUCT?
Another technology used during the creation of the magazine was the use of a blog. The blog I used
was named; Google Blogger. The Google blog allowed me to keep a portfolio of all work and research
done for this task from the preliminary task to the final versions of the three pages. I had never used a
blog before let alone one using Google Blog meaning I had to learn all of the skills needed to create a
digital portfolio. The kind of skills I learnt we how to create a blog account, how to edit images so that
they can be posted onto a blog and how to create post for the blog. Personal I would have preferred
the blog to be using another software because at times posting documents is difficult and unintuitive
43. WHAT HAVE YOU LEARNT ABOUT
TECHNOLOGIES FROM THE PROCESS OF
CONSTRUCTING THE PRODUCT?
A third technology I had to use during the creation of my magazine was the graphics software named
Serif Draw Plus X3. I used this software to create the logo for the magazine and it’s variants during
the planning for the magazines logo’s design. I used this software because it was easy to draw and
create the shapes needed for the design and easy to change the colours involved in the logo which
would allow me to see which colours suit the magazine better. Though I have used serif and many of
it’s tools for a long time I am not familiar with all of it’s tools. In order to create this magazine I have to
look online to find out how to save the logo as a PDF so that the logo could look more professional.
44. WHAT HAVE YOU LEARNT ABOUT
TECHNOLOGIES FROM THE PROCESS OF
CONSTRUCTING THE PRODUCT?
Another software that I am familiar with is the image manipulating software named
GIMP (GNU Image manipulating software). I used this software instead of more
professionally used software's such as Photoshop because I am simply far more
familiar with GIMP. I used this software to remove the background of the images I had
taken in order to make them look more professional when used on my cover or double
page spread. I order to do this I had to learn in my own time how to remove
backgrounds from images using this software in order to do this I had to take
advantage of the threshold editor and the colour select tool.
45. LOOKING BACK AT YOUR
PRELIMINARY TASK, WHAT
DO YOU FEEL YOU HAVE
LEARNT IN THE
PROGRESSION FROM IT TO
THE FULL PRODUCT?
46. LOOKING BACK AT YOUR PRELIMINARY TASK,
WHAT DO YOU FEEL YOU HAVE LEARNT IN THE
PROGRESSION FROM IT TO THE FULL PRODUCT?
Before we were given the task of creating a
music magazine, the first task was to create
a magazine based on the Bramcote College.
My magazine was named BCM (Bramcote
College Magazine) and was aimed at
students of he college and discussed thing
such as gossip.
From this Preliminary task I believe that I
learnt I learnt many skills which were used in
the creation of my final piece. Lets have a
look at how this task may have affected my
final piece.
47. LOOKING BACK AT YOUR PRELIMINARY TASK,
WHAT DO YOU FEEL YOU HAVE LEARNT IN THE
PROGRESSION FROM IT TO THE FULL PRODUCT?
Immediately simply by comparing the two magazines there is a striking similarity in layout. This
is because that I though that the layout and design of my preliminary task could easily be
applied to my music magazine. An example of how these two magazines are similar is the
position and style of the cover lines with them being on the right half of the cover and having
coloured headlines and white descriptions. I think that this show that I have learnt from the
preliminary task how conventional magazines are structured. I have mimicked this layout
making my magazine look like a decently convincing product.
48. LOOKING BACK AT YOUR PRELIMINARY TASK,
WHAT DO YOU FEEL YOU HAVE LEARNT IN THE
PROGRESSION FROM IT TO THE FULL PRODUCT?
Here is an example of I have
learned from my mistakes. On the
cover of my preliminary college
magazine, the model in the main
image is not looking into the
camera whereas in the main music
magazine she is looking directly
into the camera.
I have made this change because
from the preliminary task I learnt
that when the model is looking
directly into the camera , the direct
address crates a bond to the
audience causing them to become
interested in the magazine.
49. LOOKING BACK AT YOUR PRELIMINARY TASK,
WHAT DO YOU FEEL YOU HAVE LEARNT IN THE
PROGRESSION FROM IT TO THE FULL PRODUCT?
Another improvement I have made form the
preliminary task to the main music magazine
is the use of ears on the magazine. On the
first magazine the ear is an advertisement for
a free offer with each magazine whereas on
the second it is an alert to an interview in the
magazine.
I decided to make this change because I felt
that the audience would respond better to an
interview than an advertisement and since
my magazine needs to be enjoyable to the
audience (because of the uses and
gratification theory) I thought it would be
more appealing. I also changed it because
this is obviously aimed t a different audience
with a different theme so the offer of a Panini
would not be relevant
50. LOOKING BACK AT YOUR PRELIMINARY TASK,
WHAT DO YOU FEEL YOU HAVE LEARNT IN THE
PROGRESSION FROM IT TO THE FULL PRODUCT?
Another clear difference between to two magazines is who the target audience is. For the
preliminary task the target audience was students of the college whereas for the main task the
target audience was people who were fans of rock and metal music . This means that my style
would have to be changed to only focus on a certain area of those people. To do this I tried to
attract social groups who would be fans on this music though colour connotations and images
mimicking the social group’s style.
51. In what way does your media product
use, develop or challenge forms and
conventions of real media products?
In conclusion I believe that my magazine is a
good final piece which could make a
convincing magazine.
I think that this magazine convincing because
it follows the convention of published
magazines and follows the ways in which sold
magazines use them. For example, the layout
of my magazine follows the layouts used by
similar magazines and my magazine attracts
the target audience of metal ands rock fan by
making relatable and appealing images and
colour schemes as well as using cover lines
which attract the indented audience.