Tommy analyzed his time management throughout the project. He admits that he did not manage his time well and lost focus due to distractions like friends and phone. Specifically, he fell behind on daily development diaries which negatively impacted his work. While his time management was better early on with research PowerPoints, it became poor during production. To improve, he should have stuck more closely to a schedule and reported back daily to keep on track.
Tommy Lister conducted research for his evaluation project on media theories and influential figures. While the PowerPoint on this topic did not prove useful, creating a bibliography provided familiarity that helped later. Lister analyzed existing similar products and websites to inform his own work. Audience research via surveys and statistics reinforced what was already known about the large demographic but did not significantly impact the production. Planning involved considering practical problems and solutions, though some preparations proved unnecessary as the projects changed. Experimental logos and articles provided practice but did not directly influence the final products.
Day 6: The student analyzed the website LFCTransferRoom, noting both positive and negative aspects to potentially incorporate or avoid in their own work. Positives included a live banner displaying the latest news in bold, clear text to grab attention. Negatives were the low placement of the navigation menu and poor font color/contrast making it hard to see, highlighting the importance of clear navigation. Overall the analysis of existing websites is helping the student understand effective design techniques to apply and pitfalls to avoid in their own products.
The document provides a self-evaluation of a student's final project. It identifies several strengths, such as the initial concept idea and planning phases, but notes many weaknesses in the research, production, and visual elements of the project. Overall, the student felt the project had value as a learning experience but was not very successful due to weaknesses in time management, organization, and losing interest over time.
This evaluation summarizes the key aspects of Tegan Arthur's final major project for their course. It discusses the contextual research, planning, production, and evaluation stages. Some highlights include conducting audience research through surveys to inform the project, completing the fanzine on time despite some technical issues, and reflecting on improvements to time management skills over the course of the project. Feedback received praised the overall style and composition but suggested improving readability on some pages where patterns overlapped text. Overall, Tegan felt they achieved their goal of a merit grade and demonstrated growth in skills like planning and time management.
Daniel Thompson created a fake photography business for his final major project. He conducted primary and secondary research to inform his concept. For production, he created a business card, photography portfolio, and website. Some technical problems arose, such as his Adobe subscription lapsing and car issues preventing planned photoshoots, but he was able to adapt his portfolio focus to nature photography. Overall his planning and research supported a cohesive multi-product concept, though some goals had to be modified due to unforeseen difficulties.
Daniel Thompson created a fake photography business for his final major project. He conducted thorough primary and secondary research to inform his concept and planning. For his business card production, Daniel experimented with 4 mock designs before settling on a final design featuring neon lights and a gritty background on the front, and contact information on the back. His research and planning helped him successfully produce high quality mock products for his fake photography business.
The document provides guidance for planning a practical project, including stages of planning, types of documents to assemble, and sections to cover. It outlines tasks for idea generation, research, pre-production assessment, creative planning, and shot listing. The template is not exhaustive and can be modified depending on the project. It is intended to help track the planning process through the pre-production phase.
In this 15-week project diary, the student documents their progress on their FMP project creating a car enthusiast fanzine. In weeks 1-8, the student conducts research, creates proposals and presentations. They receive feedback to improve their work. In weeks 9-13, the student begins production, creating templates, covers and pages. They experience some computer issues. In weeks 14-15, the student makes adjustments to pages and starts their evaluation early to allow for improvements before the deadline. The student's goal is to earn a merit grade to qualify for university acceptance.
Tommy Lister conducted research for his evaluation project on media theories and influential figures. While the PowerPoint on this topic did not prove useful, creating a bibliography provided familiarity that helped later. Lister analyzed existing similar products and websites to inform his own work. Audience research via surveys and statistics reinforced what was already known about the large demographic but did not significantly impact the production. Planning involved considering practical problems and solutions, though some preparations proved unnecessary as the projects changed. Experimental logos and articles provided practice but did not directly influence the final products.
Day 6: The student analyzed the website LFCTransferRoom, noting both positive and negative aspects to potentially incorporate or avoid in their own work. Positives included a live banner displaying the latest news in bold, clear text to grab attention. Negatives were the low placement of the navigation menu and poor font color/contrast making it hard to see, highlighting the importance of clear navigation. Overall the analysis of existing websites is helping the student understand effective design techniques to apply and pitfalls to avoid in their own products.
The document provides a self-evaluation of a student's final project. It identifies several strengths, such as the initial concept idea and planning phases, but notes many weaknesses in the research, production, and visual elements of the project. Overall, the student felt the project had value as a learning experience but was not very successful due to weaknesses in time management, organization, and losing interest over time.
This evaluation summarizes the key aspects of Tegan Arthur's final major project for their course. It discusses the contextual research, planning, production, and evaluation stages. Some highlights include conducting audience research through surveys to inform the project, completing the fanzine on time despite some technical issues, and reflecting on improvements to time management skills over the course of the project. Feedback received praised the overall style and composition but suggested improving readability on some pages where patterns overlapped text. Overall, Tegan felt they achieved their goal of a merit grade and demonstrated growth in skills like planning and time management.
Daniel Thompson created a fake photography business for his final major project. He conducted primary and secondary research to inform his concept. For production, he created a business card, photography portfolio, and website. Some technical problems arose, such as his Adobe subscription lapsing and car issues preventing planned photoshoots, but he was able to adapt his portfolio focus to nature photography. Overall his planning and research supported a cohesive multi-product concept, though some goals had to be modified due to unforeseen difficulties.
Daniel Thompson created a fake photography business for his final major project. He conducted thorough primary and secondary research to inform his concept and planning. For his business card production, Daniel experimented with 4 mock designs before settling on a final design featuring neon lights and a gritty background on the front, and contact information on the back. His research and planning helped him successfully produce high quality mock products for his fake photography business.
The document provides guidance for planning a practical project, including stages of planning, types of documents to assemble, and sections to cover. It outlines tasks for idea generation, research, pre-production assessment, creative planning, and shot listing. The template is not exhaustive and can be modified depending on the project. It is intended to help track the planning process through the pre-production phase.
In this 15-week project diary, the student documents their progress on their FMP project creating a car enthusiast fanzine. In weeks 1-8, the student conducts research, creates proposals and presentations. They receive feedback to improve their work. In weeks 9-13, the student begins production, creating templates, covers and pages. They experience some computer issues. In weeks 14-15, the student makes adjustments to pages and starts their evaluation early to allow for improvements before the deadline. The student's goal is to earn a merit grade to qualify for university acceptance.
The document provides an evaluation of the student's Final Major Project (FMP) process. It summarizes the key stages:
1) Ideation - The student came up with 3 project ideas, ultimately deciding on creating video game cover art and additional promotional products.
2) Research - The student researched game art design techniques and 6 designers, focusing on those in similar genres to their project.
3) Pre-Proposal - This outlined the project at a high level before the full proposal.
4) Proposal - The student provided more details on their concept, previous work, evaluation plans, bibliography, and production schedule. The proposal helped solidify and plan their project.
- The student has been experimenting with different graphic design techniques like neon effects and 3D elements to influence their magazine production. They completed tutorials on neon glasses, adding shapes to images, and 3D flowers.
- The experiments helped the student learn what effects they enjoy making and will include in their project. It also helped them identify any problems to address before production.
- While the experiments are influencing their work, the student wants to further study magazine cover designs to create an attractive, unique cover that draws in their target audience for their graphic design magazine.
The student reflects on their research process for their FMP project. They struggled with secondary research which delayed their project. Their primary research through surveys could have been improved by reviewing existing surveys. However, their research of existing products and annotations was helpful. For planning, their mood board with colors and images was useful, but discussing key influences could have been improved. Their time management was an area to improve, as some tasks ran late. However, their experiments and planning document were completed on time. Overall, they felt their production time was managed well despite being ill for part of the allotted time.
This document is a reflective journal from a student documenting their progress on their Fashion Marketing Project (FMP).
In Week 1, the student completed their pre-proposal which outlined their clothing brand idea of creating a magazine, website, and two-page spread. They identified initial influences and felt this helped solidify their project idea.
In Week 2, the student created initial plans including skills audits, mood boards, mind maps, and key influences. They felt creating mood boards and mind maps helped generate ideas for their final products.
In Weeks 3-4, the student conducted research including exploring existing similar products, conducting audience research through surveys and interviews, and subject research. They felt their audience research
This document is a reflective journal from a student documenting their progress on their Fashion Marketing Project (FMP).
In Week 1, the student completed their pre-proposal which outlined their clothing brand idea of creating a magazine, website, and two-page spread. They identified initial influences and felt they had a strong idea to move forward with.
In Week 2, the student created initial plans including skills audits, mood boards, mind maps, and key influences. They felt strengths were exploring mood boards and influences, while weaknesses included describing their FMP concept.
In Weeks 3-4, the student conducted research including existing products, secondary audience research, a survey for primary research, and subject research.
The document summarizes the student's work over 5 weeks on their Fashion Media Production (FMP) project. In week 1, they completed a pre-proposal outlining their idea for a clothing brand magazine and website. In week 2, they created initial plans including mood boards, sketches, and key influences. Their proposal in week 2 outlined their project concept and plans. Weeks 3-4 involved research on existing products, target audiences, and subject research. Their pre-production in week 5 included color schemes, fonts, layout sketches, and a production schedule. The student found strengths in their experience with proposals, research skills, and planning templates. Weaknesses included unclear descriptions, limited survey responses, and drawing ability.
This document is a reflective journal from a student documenting their progress on their Fashion Marketing Project (FMP) over 5 weeks.
In week 1, the student completed their pre-proposal which outlined their clothing brand idea of creating a magazine, website, and two-page spread. They identified influences and had success exploring initial ideas.
In week 2, the student created plans including skills audits, mood boards, mind maps, and key influences. They had strengths identifying visual inspirations but struggled naming brand influences.
In weeks 3-4, the student researched existing similar products, audiences, and practical techniques. They conducted primary research through surveys but had few responses, so also interviewed family.
The document provides a weekly summary of the production process for a final major project (FMP) involving creating music-related products. It describes research, experiments, and the initial creation of an album cover over the first few days, including selecting images, designing logos and layouts, and adjusting colors, levels, and filters. The student provides feedback on what aspects are going well and areas still needing improvement as work progresses on finalizing the album cover design.
The student conducted research on existing products to understand design choices and themes. They analyzed album covers, track lists, and merchandise. Their audience research through surveys helped narrow down appealing design options. Production experiments in Photoshop taught new skills. Planning included mind maps, mood boards, style sheets, and layout plans. Time management was better for final products than planning presentations. The album cover emulated a nature theme from an existing product but adjusted colors based on photos taken. Overall, the research and planning supported creating cohesive products, though some elements like the magazine cover could have benefited from more time and planning.
The document provides an evaluation of a student's production process for creating promotional materials for a rock band. It summarizes the student's research methods, including analyzing existing products, conducting surveys and interviews. It also discusses the strengths and weaknesses of the student's research, planning, time management, and the technical and aesthetic qualities of the final products. The document includes feedback from peers on what they liked and how the products could be improved, as well as the student's response to the feedback.
The document summarizes the strengths and weaknesses of the author's research and planning for an animation production project. Some key strengths included thorough research of existing games that provided inspiration, style sheets that guided the design process, and contingency planning that anticipated potential issues. Weaknesses consisted of overly ambitious goals that could not be achieved within time constraints, vague subject research, and an unrealistic production schedule. The author reflects on areas that could be improved such as focusing research more concisely, being more precise in planning sounds and music, and setting more realistic targets and guidelines.
Jessica created three fashion media products for her final major project. For her first outcome, she designed a magazine cover in Photoshop using various fonts and images. For her second outcome, she built a website using Wix to promote her fashion line "Glam Gal", adding images, text, and menu items. For her third outcome, she designed a two-page magazine spread in Photoshop with a photo, fonts, and text about a celebrity and their clothing to promote a brand. She used templates, stock images, and blending tools to design professional layouts within her time constraints for each project.
The document provides a self-evaluation by Ewan Wild of various aspects of their Filmmaking Project (FMP). Some key points:
- The proposal and rationale received praise, while audience classification needed improvement.
- Context and theory research was strongest, while theoretical research was less useful. A scripted video presentation went well.
- Survey research for the target audience was most useful, while subject research lacked depth.
- Planning elements like storyboards and shotlists were strong, while the weekly plan was redundant.
- The first poster design drew from horror film influences, while the second struggled with a black/white color scheme.
- Other works like a t-shirt design drew par
The document summarizes the student's reflections from weeks 1-4 of developing their film proposal project. In week 1, the student expresses initial nervousness about the scope of the project but believes researching genres and techniques will help. They need to research sci-fi conventions and the target audience. In weeks 2-3, the student learns from surveys that their ideas are appealing but need to simplify the plot. Technical research uncovered skills to learn. In week 4, the student identifies problems and proposes solutions, such as using existing equipment and software, but finance and scheduling remain unsolved issues requiring flexibility. The research process is ongoing to continuously improve planning.
The document provides an evaluation form for assessing projects. It includes sections for outlining the project, research undertaken, personal response, evaluating audience design and success, analyzing elements that worked and didn't work well, discussing skill development, feedback received, and an action plan. The respondent summarizes their film project on illusion, noting they were happy with the end result and able to experiment technically, but that group work did not go smoothly and they took on most of the work. They also discuss what they would do differently in the future, like planning better to use a cinema location and experimenting more with stop-motion animation.
This document summarizes Olivia Waller's evaluation of various PowerPoints and production work completed for her FMP project. It discusses evaluations of her Pre-Proposal, Proposal, Contextual Research, Research, and Production Experiments presentations. Some key points made include that researching additional books and tutorials could have provided more useful inspiration, and including more production experiments would have given more plans and inspiration to draw from. Overall the evaluations are meant to identify strengths and areas for improvement to reference throughout the remainder of the project.
The document provides a self-evaluation and reflection on the progression of the student's final major project (FMP). It discusses how the initial pre-proposal and research was too narrow in scope and did not allow for natural development. The student realized over time that their project shifted in unexpected ways as they gained more feedback and insights. Their contextual research and first experiments went well in establishing themes and inspiration. However, subsequent planning, production, photoshoots, and post-production improved as the student's ideas evolved and they incorporated additional feedback. The student encountered some time management and motivation challenges due to the pandemic but overcame these to produce a final product that exceeded their original expectations and was more creative and professional.
The student completed all stages of their extended project on creating a 2D animation, including:
1) Initial planning and idea generation in February.
2) Conducting research on animation styles and concepts in March.
3) Creating drafts of the animation and revising based on feedback.
4) Finalizing the animation and showcasing it at an exhibition in late March.
5) Reflecting on the process and organizing documentation in a blog in April.
The student evaluated their product design, branding, research, planning, time management, and social media/website for their chocolate company project. They found their product design and research were strong areas, but their time management and consistency of branding could be improved. Overall they were happy with most elements of their project but recognized ways they could strengthen it if given more time.
The document provides an evaluation template for a Year Two media production project. It prompts the student to evaluate various aspects of their project such as the aims, research undertaken, how ideas developed, outcomes, personal response, and analysis. The student is asked to comment on both the successes and challenges of the project, rate its quality, and analyze how well it applied conventions of the genre. The template aims to help the student provide an honest critical evaluation of their project's strengths and weaknesses.
This evaluation form provides guidance for evaluating projects completed as part of a creative media production course. It outlines sections for an evaluation overview, project overview, personal response, and evaluating the project. The document examines a student's project that created advertisements and a website for an educational and entertaining tour of York highlighting iconic locations. The student conducted audience and existing product research that informed project choices. Challenges included time management and confidence with design software. The student rates their work as satisfactory and aims to improve for future projects.
The document provides an evaluation of Tommy Lister's research process. It discusses his initial case study on a video game where he analyzed elements like gameplay modes, audio, graphics, and box art. It then discusses his product research PowerPoint where he analyzed similar games. It notes he conducted primary research through interviews that helped inform additional features. The document evaluates the strengths and weaknesses of various aspects of his planning, time management, technical qualities, aesthetic qualities, and audience appeal of his project. In summary, it provides a reflective evaluation of the different stages of Tommy Lister's research and game development project.
The document provides an evaluation of the student's Final Major Project (FMP) process. It summarizes the key stages:
1) Ideation - The student came up with 3 project ideas, ultimately deciding on creating video game cover art and additional promotional products.
2) Research - The student researched game art design techniques and 6 designers, focusing on those in similar genres to their project.
3) Pre-Proposal - This outlined the project at a high level before the full proposal.
4) Proposal - The student provided more details on their concept, previous work, evaluation plans, bibliography, and production schedule. The proposal helped solidify and plan their project.
- The student has been experimenting with different graphic design techniques like neon effects and 3D elements to influence their magazine production. They completed tutorials on neon glasses, adding shapes to images, and 3D flowers.
- The experiments helped the student learn what effects they enjoy making and will include in their project. It also helped them identify any problems to address before production.
- While the experiments are influencing their work, the student wants to further study magazine cover designs to create an attractive, unique cover that draws in their target audience for their graphic design magazine.
The student reflects on their research process for their FMP project. They struggled with secondary research which delayed their project. Their primary research through surveys could have been improved by reviewing existing surveys. However, their research of existing products and annotations was helpful. For planning, their mood board with colors and images was useful, but discussing key influences could have been improved. Their time management was an area to improve, as some tasks ran late. However, their experiments and planning document were completed on time. Overall, they felt their production time was managed well despite being ill for part of the allotted time.
This document is a reflective journal from a student documenting their progress on their Fashion Marketing Project (FMP).
In Week 1, the student completed their pre-proposal which outlined their clothing brand idea of creating a magazine, website, and two-page spread. They identified initial influences and felt this helped solidify their project idea.
In Week 2, the student created initial plans including skills audits, mood boards, mind maps, and key influences. They felt creating mood boards and mind maps helped generate ideas for their final products.
In Weeks 3-4, the student conducted research including exploring existing similar products, conducting audience research through surveys and interviews, and subject research. They felt their audience research
This document is a reflective journal from a student documenting their progress on their Fashion Marketing Project (FMP).
In Week 1, the student completed their pre-proposal which outlined their clothing brand idea of creating a magazine, website, and two-page spread. They identified initial influences and felt they had a strong idea to move forward with.
In Week 2, the student created initial plans including skills audits, mood boards, mind maps, and key influences. They felt strengths were exploring mood boards and influences, while weaknesses included describing their FMP concept.
In Weeks 3-4, the student conducted research including existing products, secondary audience research, a survey for primary research, and subject research.
The document summarizes the student's work over 5 weeks on their Fashion Media Production (FMP) project. In week 1, they completed a pre-proposal outlining their idea for a clothing brand magazine and website. In week 2, they created initial plans including mood boards, sketches, and key influences. Their proposal in week 2 outlined their project concept and plans. Weeks 3-4 involved research on existing products, target audiences, and subject research. Their pre-production in week 5 included color schemes, fonts, layout sketches, and a production schedule. The student found strengths in their experience with proposals, research skills, and planning templates. Weaknesses included unclear descriptions, limited survey responses, and drawing ability.
This document is a reflective journal from a student documenting their progress on their Fashion Marketing Project (FMP) over 5 weeks.
In week 1, the student completed their pre-proposal which outlined their clothing brand idea of creating a magazine, website, and two-page spread. They identified influences and had success exploring initial ideas.
In week 2, the student created plans including skills audits, mood boards, mind maps, and key influences. They had strengths identifying visual inspirations but struggled naming brand influences.
In weeks 3-4, the student researched existing similar products, audiences, and practical techniques. They conducted primary research through surveys but had few responses, so also interviewed family.
The document provides a weekly summary of the production process for a final major project (FMP) involving creating music-related products. It describes research, experiments, and the initial creation of an album cover over the first few days, including selecting images, designing logos and layouts, and adjusting colors, levels, and filters. The student provides feedback on what aspects are going well and areas still needing improvement as work progresses on finalizing the album cover design.
The student conducted research on existing products to understand design choices and themes. They analyzed album covers, track lists, and merchandise. Their audience research through surveys helped narrow down appealing design options. Production experiments in Photoshop taught new skills. Planning included mind maps, mood boards, style sheets, and layout plans. Time management was better for final products than planning presentations. The album cover emulated a nature theme from an existing product but adjusted colors based on photos taken. Overall, the research and planning supported creating cohesive products, though some elements like the magazine cover could have benefited from more time and planning.
The document provides an evaluation of a student's production process for creating promotional materials for a rock band. It summarizes the student's research methods, including analyzing existing products, conducting surveys and interviews. It also discusses the strengths and weaknesses of the student's research, planning, time management, and the technical and aesthetic qualities of the final products. The document includes feedback from peers on what they liked and how the products could be improved, as well as the student's response to the feedback.
The document summarizes the strengths and weaknesses of the author's research and planning for an animation production project. Some key strengths included thorough research of existing games that provided inspiration, style sheets that guided the design process, and contingency planning that anticipated potential issues. Weaknesses consisted of overly ambitious goals that could not be achieved within time constraints, vague subject research, and an unrealistic production schedule. The author reflects on areas that could be improved such as focusing research more concisely, being more precise in planning sounds and music, and setting more realistic targets and guidelines.
Jessica created three fashion media products for her final major project. For her first outcome, she designed a magazine cover in Photoshop using various fonts and images. For her second outcome, she built a website using Wix to promote her fashion line "Glam Gal", adding images, text, and menu items. For her third outcome, she designed a two-page magazine spread in Photoshop with a photo, fonts, and text about a celebrity and their clothing to promote a brand. She used templates, stock images, and blending tools to design professional layouts within her time constraints for each project.
The document provides a self-evaluation by Ewan Wild of various aspects of their Filmmaking Project (FMP). Some key points:
- The proposal and rationale received praise, while audience classification needed improvement.
- Context and theory research was strongest, while theoretical research was less useful. A scripted video presentation went well.
- Survey research for the target audience was most useful, while subject research lacked depth.
- Planning elements like storyboards and shotlists were strong, while the weekly plan was redundant.
- The first poster design drew from horror film influences, while the second struggled with a black/white color scheme.
- Other works like a t-shirt design drew par
The document summarizes the student's reflections from weeks 1-4 of developing their film proposal project. In week 1, the student expresses initial nervousness about the scope of the project but believes researching genres and techniques will help. They need to research sci-fi conventions and the target audience. In weeks 2-3, the student learns from surveys that their ideas are appealing but need to simplify the plot. Technical research uncovered skills to learn. In week 4, the student identifies problems and proposes solutions, such as using existing equipment and software, but finance and scheduling remain unsolved issues requiring flexibility. The research process is ongoing to continuously improve planning.
The document provides an evaluation form for assessing projects. It includes sections for outlining the project, research undertaken, personal response, evaluating audience design and success, analyzing elements that worked and didn't work well, discussing skill development, feedback received, and an action plan. The respondent summarizes their film project on illusion, noting they were happy with the end result and able to experiment technically, but that group work did not go smoothly and they took on most of the work. They also discuss what they would do differently in the future, like planning better to use a cinema location and experimenting more with stop-motion animation.
This document summarizes Olivia Waller's evaluation of various PowerPoints and production work completed for her FMP project. It discusses evaluations of her Pre-Proposal, Proposal, Contextual Research, Research, and Production Experiments presentations. Some key points made include that researching additional books and tutorials could have provided more useful inspiration, and including more production experiments would have given more plans and inspiration to draw from. Overall the evaluations are meant to identify strengths and areas for improvement to reference throughout the remainder of the project.
The document provides a self-evaluation and reflection on the progression of the student's final major project (FMP). It discusses how the initial pre-proposal and research was too narrow in scope and did not allow for natural development. The student realized over time that their project shifted in unexpected ways as they gained more feedback and insights. Their contextual research and first experiments went well in establishing themes and inspiration. However, subsequent planning, production, photoshoots, and post-production improved as the student's ideas evolved and they incorporated additional feedback. The student encountered some time management and motivation challenges due to the pandemic but overcame these to produce a final product that exceeded their original expectations and was more creative and professional.
The student completed all stages of their extended project on creating a 2D animation, including:
1) Initial planning and idea generation in February.
2) Conducting research on animation styles and concepts in March.
3) Creating drafts of the animation and revising based on feedback.
4) Finalizing the animation and showcasing it at an exhibition in late March.
5) Reflecting on the process and organizing documentation in a blog in April.
The student evaluated their product design, branding, research, planning, time management, and social media/website for their chocolate company project. They found their product design and research were strong areas, but their time management and consistency of branding could be improved. Overall they were happy with most elements of their project but recognized ways they could strengthen it if given more time.
The document provides an evaluation template for a Year Two media production project. It prompts the student to evaluate various aspects of their project such as the aims, research undertaken, how ideas developed, outcomes, personal response, and analysis. The student is asked to comment on both the successes and challenges of the project, rate its quality, and analyze how well it applied conventions of the genre. The template aims to help the student provide an honest critical evaluation of their project's strengths and weaknesses.
This evaluation form provides guidance for evaluating projects completed as part of a creative media production course. It outlines sections for an evaluation overview, project overview, personal response, and evaluating the project. The document examines a student's project that created advertisements and a website for an educational and entertaining tour of York highlighting iconic locations. The student conducted audience and existing product research that informed project choices. Challenges included time management and confidence with design software. The student rates their work as satisfactory and aims to improve for future projects.
The document provides an evaluation of Tommy Lister's research process. It discusses his initial case study on a video game where he analyzed elements like gameplay modes, audio, graphics, and box art. It then discusses his product research PowerPoint where he analyzed similar games. It notes he conducted primary research through interviews that helped inform additional features. The document evaluates the strengths and weaknesses of various aspects of his planning, time management, technical qualities, aesthetic qualities, and audience appeal of his project. In summary, it provides a reflective evaluation of the different stages of Tommy Lister's research and game development project.
The document provides an evaluation of Charlie Atkin's fanzine project on Edgar Wright's film Hot Fuzz. It discusses what went well and what could be improved in the areas of research, methods, concept, planning, production, post-production, technical problems, management problems, and emotional problems. Overall, Charlie feels the product met its intentions to provide a visual representation and look through the entire film, though acknowledges it wasn't exactly what was originally intended.
Charlie Atkin evaluated the effectiveness of their research for an FMP project on a fanzine about the film Hot Fuzz. Their survey of the audience helped them understand which elements would be most appealing. Contextual research on film directors and posters also provided inspiration. For the fanzine, they experimented with different techniques in Photoshop but initially drawing over stills took too much time. Layout and formatting went well in post-production. Time management was an issue, as was balancing work and school. Stress was also a challenge but the experience taught valuable lessons about using time effectively.
The overall project had some strengths and weaknesses. The initial concept idea was a strength as it centered on the creator's interests to help maintain focus. However, the research lacked depth. The planning phase, including the copy and flat plans, helped structure production. Production had mixed results - the written pieces and magazine were strengths but illustrations and other works did not meet expectations due to time constraints and loss of interest in the concept.
Stefan evaluated his production process for creating a new clothing brand. He conducted primary and secondary research on existing brands to inform his product design and website development. While his secondary research provided useful insights, he realized he could have included more product-specific research. Stefan planned his project through experiments, mockups, and a pre-production presentation, though felt his pre-production could have been more detailed. He managed his time well but would have benefited from more time to refine certain areas. Stefan compared his final website and lookbook to examples from Stone Island and Palace, noting strengths and areas for improvement in aesthetics, technical qualities, and audience appeal.
The student conducted research to help develop their film proposal. They surveyed potential audiences about plot elements and themes, finding the response was overwhelmingly positive. This increased their confidence and provided guidance on tailoring the project. Market research revealed how similar content is consumed, influencing the format choice. Technical research covered cinematography, editing, and new skills. While some problems were identified, solutions were proposed for many, such as equipment access and storage. Further research is still needed and some issues may require project changes later, but overall research supported the proposal development.
This document provides an evaluation template for a Year Two creative media production project. It includes sections for an overview of the project, what attracted the student to the theme, research conducted and how it informed the project, the project outcome, personal reflections on the experience, collaboration, feelings upon completion, evaluation of good and bad points, challenges faced, rating the final piece, successful elements, and how it appeals to the target audience.
Daniel Thompson evaluated his production process for a magazine cover design project. His research strengths included analyzing existing magazine designs and identifying key features. However, his survey and interviews yielded unsatisfying results as respondents were not the target audience. For planning, his mind maps and mood board were most helpful, but his initial reaction lacked useful information. His time management improved over rotations, allowing him to finish on schedule. Peer feedback praised the cover's colors and branding but noted the tagline could be larger and top text more spaced.
The document provides an evaluation of the author's production process for a project creating a new clothing brand. It summarizes the primary and secondary research conducted, including surveys and interviews. It also discusses planning activities like logo design experiments, and pre-production documents created. The author evaluates their time management, technical and aesthetic qualities of the finished website and lookbook, and believes they successfully appealed to their target audience based on their market research. However, they identify several areas for improvement if they were to redo the project, such as conducting more specialized market research, practicing more clothing designs, and creating more detailed pre-production plans and concepts.
This evaluation template guides students to evaluate their projects in a structured way. It prompts students to provide an overview of their project, describe their research, ideas, and outcomes. It also has them reflect on how they felt during the process, challenges they faced, and what they learned. Feedback from peers is discussed. Areas for improvement are identified, such as using more concise interviews. Skills development and next steps are considered, such as searching online for skills tutorials.
The document provides guidance for critically evaluating a completed work project in the context of professional practice. It lists several areas for self-evaluation, including whether intentions were realized, the appropriateness for the audience, content, style, skills used, skill development, and areas for improvement. Sources for evaluation should include self-evaluation and feedback from others such as the audience, peers, or tutors.
This document provides a self-evaluation by Ellie Marsh of a factual writing project. Ellie discusses her planning process, time management, reviewing work in progress, technical skills used, and areas for improvement. For planning, Ellie created a production schedule and sample booklet. She mostly stuck to her schedule but underestimated some tasks. Ellie reviewed pages as she worked and made minor changes. She learned new software like InDesign and Photoshop. Areas for improvement include shortening sentences in her article and choosing a color scheme more appealing to her target female audience.
The document summarizes Grace Gilbert's evaluation of a project on decision making. Some key points:
1) Grace faced challenges when her interview subjects could no longer meet in person due to Covid, forcing her to improvise with filler shots and graphics.
2) Developing a script and storyboard helped refine her ideas, but she had to create new versions when her footage plans changed.
3) Grace learned new skills like using motion graphics and feels the project was overall "good" despite the challenges, though recognizes it lacked some continuity compared to past work.
4) For future projects, Grace plans to have backup plans and narrow her topics more to allow deeper exploration.
This evaluation template guides students to evaluate their year two projects at an advanced diploma program in creative media production and technology. It prompts students to concisely analyze their projects, including outlining their goals and themes, research process, development of ideas, collaboration, outcomes, challenges faced, and reception from peers. Students are also asked to critically evaluate the strengths and weaknesses of their projects and identify skills and areas for future development.
This evaluation form provides guidance for evaluating student projects at L3 Creative Media. It outlines key areas of focus including using appropriate terminology, focusing on key points, evaluating statements, and focusing on work rather than process. The document details sections for outlining the project aim and activities, research, idea development, outcomes, and personal reflection. It emphasizes providing an honest evaluation of both strengths and weaknesses, including at least three of each, and judgments about effectiveness.
This document provides an evaluation template for a second-year creative media production student to evaluate their projects. The template guides the student through an overview of their project, research conducted, development of ideas, outcomes, personal response, evaluation of successes and challenges, analysis of skills developed, and an action plan for future improvements. It emphasizes focusing on key points, analyzing statements, and making judgements about the work rather than just describing the process.
This evaluation form guides the assessment of projects. It emphasizes using appropriate terminology, concise analysis, and judging work rather than process. The student created a fashion and social media fanzine. Research of existing fanzines informed layouts and content. Ideas developed through mood boards, style sheets, and planning interviews. Outcomes met expectations. Challenges included choosing colors and improving illustrations. Time management and planning supported success. The student is proud but notes areas for more refinement.
The student researched existing sustainable brands like Nike and Adidas to inform their own brand. They created a survey to understand audience preferences and found most want eco-friendly materials. The student designed a minimalist logo and took product photos on campus and in a studio. Their website uses consistent colors and photos to clearly tell the brand story and appeal to audiences who care about sustainability.
Daniel Thompson evaluated his production process for a magazine focused on the Spyro video game franchise. His research strengths included analyzing existing magazines' features and techniques. Weaknesses included surveys and interviews that did not provide useful answers due to the wrong target audience. For planning, mind maps and mood boards were strengths while the initial reaction was a weakness. Time management improved over rotations. Technical qualities showed similarities like color schemes but differences like layered mastheads. Aesthetic qualities had strengths like structured layout but weaknesses like misaligned sticker placement. Audience appeal considered survey responses favoring balanced images and text for an older demographic. Peer feedback suggested improving readability of text and adding social media links.
Tommy Lister has experience working in retail sales roles at Vans and Argos where he assisted customers, stocked inventory, and worked well under pressure and in a team. He achieved strong GCSE results including grades A-C in English, Maths, Science, Spanish, History, and ICT. Currently, Tommy is studying Creative Media Production at college and possesses skills in determination, resilience, communication, organization, and confidence.
Tommy Lister is applying to study sports journalism. He has a passion for football and writing. He excelled in English at school and studied creative media production at college, gaining skills in design, photography, and factual writing. He created a fanzine about Liverpool FC and writes articles for a Liverpool Twitter page. He hopes to gain experience in sports journalism at university to pursue a career reporting on football.
This presentation discusses Tommy Lister's plans to launch an online store called Kop Online. It identifies the target audience as male and female adults located anywhere with no specified political beliefs. It provides links to promotional videos on YouTube and a podcast on SoundCloud to introduce the new online store before opening for questions.
The document describes the process of creating various digital products to promote a fitness brand on social media. Products include a Twitter account, YouTube video, PowerPoint presentation, website, and podcast. For the website, the presenter animated match reports using layered images and drop down menus. The podcast was edited down from a full recording into a trailer using Audition. Overall, the presenter was happy with the aesthetic quality and technical skills shown in the animations and feels they demonstrated the ability to create multiple promotional digital products.
The document provides feedback on a website concept, podcast logo, and brand logo. The feedback includes suggestions to make the website more visually appealing and consistent such as by improving the color scheme, changing the tabs and articles, and adding animations. The feedback also notes that the logos are difficult to differentiate and could be improved by adding minor distinguishing details. While the red color is attention-grabbing, it may be too bright on the website. Overall, the feedback aims to help refine and professionalize the visual design elements while maintaining brand consistency.
The document summarizes the first 4 days of an individual's production diary for creating a fan page website and related assets for Liverpool FC. On day 1, they created a logo using red as the primary color to represent the club, and added elements like stars, text, and the Liverpool crest. On day 2, minor adjustments were made to the logo and a banner image was created of Anfield stadium. A podcast logo was also designed using headphones and a mic overlayed on the existing logo design. On day 3, struggles were encountered setting up the website on WordPress, with difficulties customizing templates and positioning elements as desired. On day 4, a couple articles were written for the site, with challenges finding the right angle for
Tommy Lister discusses potential problems he may face in creating his first podcast. He considers technical issues like unfamiliarity with camera and lighting equipment, lost footage, and inexperience recording and editing audio. His proposed solutions include practice recordings, researching techniques used by other podcasts, and getting help from tutors. He recognizes that recording outside of college would reduce quality and equipment access, so plans to first create the podcast at college to learn professional techniques.
The document discusses several influential figures and theories related to graphic design, including Herbert Bayer and the Bauhaus movement, Laszlo Moholy-Nagy, Gestalt principles, and Ellen Lupton. It provides background on Bayer's work developing the Bauhaus typographic style and Moholy-Nagy's influences from modernist art movements. Gestalt principles of visual perception are explained. Ellen Lupton's work theorizing graphic design is cited, noting her view that designers engage politically and globally. Podcasting theory is discussed, highlighting how the medium has grown in popularity and respect.
The document analyzes the website designs of Liverpool Echo and LFCTransferRoom. For Liverpool Echo, it praises the use of the color red which appeals to Liverpool fans. It also likes the sans serif font and iconic liver bird logo. For LFCTransferRoom, it critiques the large empty space above the navigation menu and says the menu should be closer to the top. It praises the moving news banner but says the navigation menu colors could be improved. The analysis will inform the design of the author's own website project.
The document discusses layout plans and style sheets for a website and podcast called "Kop Online" dedicated to Liverpool FC. It considers logo designs, colour schemes, fonts, and layouts. For the main logo, it plans a circular design featuring red, gold, and 5 stars representing Liverpool's history. The podcast logo will be similar but include a microphone icon. Colour schemes will focus on red and gold to represent the club. Fonts will be bold and clear. Website layouts include a banner, menus, news articles and the league table. Article layouts discuss placement of images and text.
Tom proposes creating an online outlet called "Kop Online" focused on Liverpool FC, including a website, articles, and podcast. The website will be built using WordPress and kept running after completion. Research will cover graphic design, journalism, and podcast theory to understand conventions and make work successful. Experiments will test logos, articles, podcasts, and websites to analyze strengths/weaknesses. Production includes the logo, website, articles, and a podcast. Work will be evaluated through a diary and feedback to improve efficiency for Tom's journalism career.
Here are a few suggestions on how to improve your factual production analysis:
- Provide more context about the intended audience and purpose of your product. Who is it aimed at and why?
- Analyze specific design and content choices in more depth. For example, discuss why you chose a particular font, image, or layout and how it relates to conventions and expectations of the genre/audience.
- Compare and contrast your product to existing examples in a more structured way. You could have separate paragraphs or bullet points for similarities, differences, strengths, weaknesses, etc.
- Cite sources to back up any claims about audience preferences, conventions, or how your choices relate to the genre. For example, reference the research
The document discusses style sheets for a website and other products dedicated to Liverpool FC. It analyzes potential colour schemes, images, and fonts. For colours, red will be primary to represent the club, and yellow/gold will be secondary. Red elicits passion associated with fans. Potential greens and whites are also considered. Podcast logos and similar sites inspired the images, especially use of club colours and circular logos. Potential fonts focus on clear, bold sans serif for readability and masculinity appealing to the target audience. Headings and important text will use bold fonts.
The document discusses several influential figures and theories related to graphic design, including Herbert Bayer and the Bauhaus movement, Laszlo Moholy-Nagy, Gestalt principles, and Ellen Lupton. It provides background on Bayer's work developing the Bauhaus typographic style and Moholy-Nagy's influences from modernist art movements. Gestalt principles of visual perception like similarity, closure and figure/ground are explained. Ellen Lupton's influence on establishing graphic design as a respected field and encouraging designers to engage with social and political issues is noted.
The document discusses style sheets for a website and other products dedicated to Liverpool FC. It analyzes potential colour schemes, images, and fonts. For colours, red will be primary to represent the club, and yellow/gold will be secondary. Red elicits passion associated with fans. Potential greens and whites are also considered. Podcast logos and similar sites inspired the images, especially use of club colours and circular logos. Analyzed fonts will be bold, clear sans serifs for readability and masculinity appealing to the target audience. Headings and important text will use bold fonts to stand out.
Tommy Lister outlines several potential theoretical problems that could arise when creating his podcast, articles, and website. For the podcast, unwanted noise, a guest becoming unavailable, or profanity being used could disrupt production. For articles, missing deadlines or lacking internet access to write could be issues. For the website, WordPress inexperience or losing internet connection while designing could negatively impact the project. He provides solutions such as planning recordings during quiet times, preparing backup guests/questions, censoring mistakes, setting writing schedules, and practicing WordPress to mitigate these potential challenges.
Tommy Lister outlines several potential theoretical problems that could arise with creating his podcast and articles. For the podcast, unwanted noise, a guest becoming unavailable, or a guest using inappropriate language could be issues. He proposes solutions like planning recordings when it's quiet, having backup guests, and censoring any inappropriate language. Potential problems for articles include missing deadlines, lacking internet access to write, or experiencing fatigue while writing. Setting strict schedules, writing on a phone in offline situations, and taking regular breaks could help address these issues.
Tom Tufano-Lister proposes creating KopOnline, a Liverpool FC website and podcast. He will use WordPress for the website and Photoshop for graphics. The website will provide news and his articles. A Twitter account will promote it. The podcast will upload to YouTube. Research will cover design, journalism, and podcast theories to understand conventions and make work successful. He will create a development diary to evaluate strengths, weaknesses, and improvements throughout the process. The goal is to pursue a career in journalism using experience from this project.
This document discusses several theories related to graphic design, including the Bauhaus movement, Laszlo Moholy-Nagy, Gestalt principles, and Ellen Lupton's work. It provides background on the Bauhaus school in Germany and key innovations by Herbert Bayer. It also discusses Moholy-Nagy's influences from modernist movements and how his experience in World War I shaped his art. Gestalt principles of visual perception are explained. Ellen Lupton's influence on understanding the theory and discourse of graphic design is noted.
The document analyzes the website designs of Liverpool Echo and LFCTransferRoom. For Liverpool Echo, it praises the use of the color red which appeals to Liverpool fans. It also likes the sans serif font and iconic liver bird logo. For LFCTransferRoom, it critiques the large empty space above the navigation menu and says the menu should be closer to the top. It praises the moving news banner but says the navigation menu colors could be improved. The analysis will inform the design of the author's own website project.
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.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
How to Fix the Import Error in the Odoo 17Celine George
An import error occurs when a program fails to import a module or library, disrupting its execution. In languages like Python, this issue arises when the specified module cannot be found or accessed, hindering the program's functionality. Resolving import errors is crucial for maintaining smooth software operation and uninterrupted development processes.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
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Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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2. Research
• When conducting my research, I first started this by completing a PowerPoint on the theories
of media and researching famous people who have been influential or studied graphics and
media. In hindsight, this task didn’t help me at all and was not beneficial to me because if
anything it was unnecessarily time consuming, as I didn’t really learn anything from the
PowerPoint and I did not apply these theories to my work so ultimately I would rather not
have done this task. One of the small aspects of this task however, that did eventually
become useful for me was creating the bibliography and formatting it correctly. This gave me
some familiarity to it and made it a quicker process when I did a bibliography later on.
• I then moved on to my actual research PowerPoint, I had completed a similar pro forma in
previous rotations and when doing my FMP last year, so I knew what to expect when creating
this PowerPoint, and I also picked up on details from the previous year from my feedback,
which was a positive thing as it meant I was aware on how to boost my grade up and improve
on last year’s grade, as well as include details which contributed to the Merit my research got
last year. I started my research off with analysing existing products which were similar to
what I wanted to create. I thought this was a very beneficial activity to me and I gained a lot
from this, although some areas of it unfortunately didn’t help me, due to some slight
changes of plan. The website research was quite useful to me as it gave me a good
understanding of the conventions used in the layout designs of a website, and trying to
follow these styles to a small extent saved some time for me when designing my own
website. However, I had planned to create an actual website on Wix, but as I’ll discuss in
more detail later that did not go to plan at all, and instead I created a website concept on
Photoshop and animated the features on it.
3. Research
• I then chose to research existing products for articles that have been created on similar
subjects to mine, I looked at a variety of different styles and I think reading these articles
helped me out for various reasons. Firstly, one of the more complex and articulate articles
helped to strengthen my vocabulary and sentence structure in my opinion. I analysed the
content of the articles as well as the structure and types of sentences. One of the main things
I took from this was the way football related news outlets use the style of writing one
sentence per paragraph, and I used this technique in my own work. I feel like one of the
reasons this is used is for readability. I also researched an existing podcast, I analysed the logo
of the podcast and considered the shape of the logo and the creative meaning behind the
logo and why certain shapes/ fonts/ colours were used. Getting this knowledge allowed me
to gain an understanding of the conventions used in logo designs for a podcast and I actually
based my actual logo from this research. Many footballing podcast logos used either a shield
to represent a club badge, or a circle to represent a club badge and also a football, so I used
this as inspiration to also use a circle for my product. I also analysed the content of two
podcasts to try see what they have in common that works well so I could then include it in
my own work. While doing this, some of the things I learned that I thought needed to be
included were, a jingle as well as music used throughout spaces in he conversation to indicate
a change in subject. However, after recoding my podcasts, I actually ending up only creating it
as a trailer for a podcast.
4. Research
I also conducted audience reseach, both primary and secondary. For my primary research I used
surveymonkey, I asked a range of people who I know as well as putting the survey out on twitter
questions about themselves such as their age and gender etc as well. I also asked open questions
asking about their views in things related to my product. Looking back, I don’t think this research
was that helpful, mainly because of the wide range of the demographic of my audience, so it was
really hard to pinpoint one small group of people because Liverpool fans are such a global brand.
I don’t regret doing this task however as I did still gain some useful information and it would have
been fairly stupid to ignore audience research, especially primary research as that is more likely
to be more reliable, but again, despite this it didn’t end up being helpful and contributing to my
work.
I also did secondary audience research, this was also not too impactful on my end product I felt, I
looked at a media kit from an existing football outlet, but the statistics firstly didn't show a
majority in terms of % of ' X ' about the audience, and also there would be quite a wide gap
between things so it wasn't very specific, for example it would be like 51% of their audience are
aged 18- 34. Which I didn’t find very useful. I also looked at some political statistics, however
these just reinforced what I already knew, but it was good to have as evidence to back up any
points I made. Overall I don’t think any of the audience research made a massive difference on
my production because I knew going into it the large demographic I had, so it would be just
smaller obvious things that appeal to a large audience, such as the colour choices and images I
would use which represent the football club.
6. Planning
• The planning for my production had two main parts to it following the initial research, in the
forms of PowerPoints that I completed. The first of these was one for ' problem solving and
experiments' and basically planning ahead of any potential issues that could arise. First of all,
I considered practical problems which could occur when creating my podcast. As well as
considering problems, I also considered various solutions and alternatives in case these
issues did end up taking place. To an extent i think this part of my planning was beneficial,
however areas of it were not and they were also unnecessary, and there is a decent amount
of work there which did not need to be in there and I feel like it was there purely to add to
the quantity of work. For example, I would list potential problems which were not only
obvious issues but also issues that were not likely to take place like a lack of charger on a
camera. The most obvious area of this work which was not needed and unnecessary was the
preparing I did in the event of filming my work, however as i now know, I did not use a
camera to film the podcast and it was purely just audio, therefore I ended up wasting time
preparing for a potential issue which didn’t even have a chance of happening. However, one
of the areas of this particular part which I did consider and ended up being useful to me was
how I thought my lack of experience when it comes to creating a podcast could be an issue.
The solution to this was simple and it was to do an experiment one, which as I'll mention
more later did definitely help me for multiple reasons when it came to creating a podcast.
7. Planning
I then also considered practical problems concerning issues which could arise in terms of my
article and website. With the articles there are very few practical problems that could take place
that are not fairly obvious and stupid like ' forgetting to save my work' and again, with this part of
the planning I thought it was just adding content for the sake of it and probably, ultimately fairly
time consuming, although then again it has to be done to get the right grade. With my webstie it
was slightly different and I feel like the problems I considered were more reasonable and the task
was actually beneficial to me to an extent in some senses. However, as I have found out through
the actual production of my work, the website production faced a lot of difficulty and a lot of
problems that were quite unforeseen to the extent they were. Consequently, my website ending
up being a concept type thing on photoshop with an animation, the product actually turned out
really well and I was happy with it, however I couldn't plan it properly as it was a change that was
made half way through production so I just had to get on with it, although other areas of
planning which I'll mention later did still benefit me in terms of the website. After considering
practical problems which could occur, I then explored potential theoretical problems. I had the
same general thoughts on these problems too as it was just speaking hypothetically, and 90% of
these problems were obvious issues which would either be unavoidable, or easily solved
naturally, however doing this again was required, but I found it quite pointlessly time consuming,
and I think id have benefitted more from focusing on other areas of my planning.
8. Planning
Once I had finished my practical and theoretical problem work, I then moved on to creating
experiments similar to the products I was going to make, and then briefly analysed each experiment
after. I first of all experimented with creating similar logo designs to the type I intend on creating. I was
not happy with these logos as I didn't think they looked very aesthetically pleasing and you could tell
just from looking at them they are not technically good either, in terms of my photoshop ability. With
that being said, I was very happy with the logos I ended up creating for my actual production, and they
looked far better than the experiments I had created.
One of the reasons I think my actual logo ended up being quite good was because of how poor these
experiments were, as it meant I tried a different approach when creating my logo. From a technical
point of view, my actual logo wasn't far better, however aesthetically it looked much better in the end.
I also did an experiment for an article, At the time, I thought this article benefitted me, however with
hindsight I can see it didn't massively as I was quite experienced with articles and my writing skills are
fairly good, and there is very little difference in terms of the quality of my experiment article and my
actual article, also it didn't even matter the quality of my writing as it was just text that was there to fill
the content, so I probably could have focused my time elsewhere.
I also did an experiment for my podcast. This did not go well at all, however it benefitted me the most in
terms of creating my actual podcast. First of all I didn't think it went well at first in almost every aspect, I
think the content was quite poor and my confidence and hosting skills were also quite poor and I don’t
think I even filmed it at the right angle. However, with all these mistakes being considered, I think they
are the reason I am happy with the way my final podcast ( trailer) ended up.
9. Planning
My actual podcast was just audio and a trailer, firstly because a whole podcast is too long, and also
because when it came to presenting the podcast etc, I think the fact it was being filmed was a factor in
why my confidence was low for example and I was more confident when it came to just speaking into an
audio recorder as I found there was less pressure. Another area I think doing this experiment ultimately
benefitted me in was the editing process. During the experiment i feel like I struggled quite a lot in
terms of the actual editing and finding a software I was happy to edit on. However by the time It came
to editing the actual podcast, after a while I had realised Adobe Audition was the best for this, and after
having Josh, (my tutor) help me with it slightly, I grasped a good enough understanding of it to edit my
work how I needed to. With the experiment I also had major issues with uploading it and losing the
footage, but as I dealt with this once I found it easier to all do come the end of my actual podcast.
I also did an experiment for my website. Admittedly, this experiment did not have much effort put into it
and overall the planning in general for my website was very poor, hence the difficulty with production
and why I ended up having to change it half way through. One of the major flaws with this experiment
was the fact I used an entirely different place for for the experiment than I did for my actual website, as
I actually ended up using WordPress rather than Wix. This meant I wasn’t prepared for my website and
obviously the consequences of that were shown. Lastly on this powerpoint I prepared two schedules;
for health and safety issues and resources. I did this because I thought it had to be done, although
again, in all honesty i think it was a pointless task which was probably did not need to be done in reality
and was just wasting time which could have been used on something important.
10. Planning
I then moved on to my pre production powerpoint. I started this off with doing a style sheet for
potential colour schemes. I gathered a variety of different shades of colours, using similar shades
of the colours which represent LFC. As well as choosing the colours I then analysed them and
gave my rationale for my choices, this involved a fairly detailed insight into the connotations of
each colour. Following the theme of other areas of this planning, I think this analysis is quite
pointless and I don’t think it needs to be justified in so much detail as at the end of the day I'm
going to use those colours regardless of the subconscious connotations people get from them,
however it has to be done for the sake of getting a good grade potentially. I then also did a style
sheet for images as well as potential fonts, and it was the exact same as what I had said about the
style sheets for the colours in terms of what i had to do and also the level of justification for these
choices.
After the style sheets I then moved on to creating layout plans. I made a variety of alternative
layouts for each product, including my website, and different logo ideas for the brand in general
as well as the podcast logo. Parts of these logos did end up being useful as I took some elements
from these on to my actual products. For example the circle style logo, as well as the same colour
and also the stars which represent the club's history. On my website I also ended up using the
white rectangles which I considered using on a logo, so I think these layout plans did end up
benefitting me.
11. Planning
The similarities could also be seen from the layouts to the actual production when it came to the
podcast, as I used a podcast mic on the podcast logo like I planned to. Although I did base my logos off
these ideas, I think I had a pretty solid idea of what id do anyway, and a lot of the alternative ideas were
just there for the sake of it which they probably did not need to be, but overall I didn’t mind having to o
these rough layout plans and they didn’t really have any kind of negativ effect.
The next part of my pre production PowerPoint was doing a few slides of preparing for things, these
slides were; potential locations, potential finances, resources, health and safety, personnel/crew and
facilities. I thought these were very pointless and I was just doing these for the sake of the grade, but
they actually had absouletly no impact on anything I did which was important and I'd much rather have
not done these but I thought it was the type of thing that I had to include so I did do it anyway.
Overall I think this powerpoint was not as impactful as the other and it was largely just content for the
sake of it, but I was glad to get it out the way, and I think the content that I did do was quite good and
hopefully detailed enough as it was quite time consuming. With the benfit of hindsight I do now know it
didnt end up be needed, however at the time it was safe to prepare so im glad I prepared for potential
circumstances in case anything did go wrong or I needed alternative options.
12. Time Management
• Overall, throughout the project, I will admit that I don’t think I have managed my time very well at
all, I definitely could have controlled my use of time better and one of the ways I could have done
this is by actually sticking to a tighter schedule and ensuring I report back to a schedule on a daily
basis in order to have made sure I completed set task in set time limits. I think I began the project
fairly well in terms of time management and with my early PowerPoints I would get tasks done
quickly and I would be far more focused. I think the key thing to managing time successfully is
about focus and I think often I would lose focus and not be able to concentrate. I think the main
reason for this was my surroundings, such as my friends and my phone, despite this, ultimately the
main reason my concentration heavily dipped was probably because of a lack of motivation once I
received an unconditional offer from University. One of the main areas which was specifically poor
in regards to how I managed my time was my development diaries. At first I would complete these
on a daily basis at a set time every day and make sure I analysed my day in detail, however I would
get caught up in my work or forget and it would lead to the point where I would be behind on my
development diaries. This had a negative impact in various ways, firstly it would make me struggle
with other areas of my work because I would not be able to concentrate on that as much because
id have to spend time on work that I should have already completed. As I said, my time
management was much better at the start, for example, although generally it was quite poor, I felt
that before beginning production it was good. I conducted my research in quite a timely manner
and I also completed my experiment and problem solving PowerPoints rather quickly.
13. Time Management
• However, as it came to production, this is where my time management became poor. One of the
reasons for this was because I struggled a lot at first with creating the WordPress website. This lead
to poor time management skills as I did not stick to a schedule and I would continue working on it
because I felt I had to get a certain amount of work done on the website, however I did not have
the ability to work on the website which meant I would work on it for too long and then
consequently miss out on working on other areas of my production. I think I should definitely have
stuck to my schedule closely, however I also think that unforeseen complications, such as when
making the website, were part of the reason why I my time management became poor, and it
consequently had a knock on effect on my entire schedule to the point where I abandoned it and
just did whatever I could whenever I could completely unplanned. Despite all of this, and my
general poor time management, I feel like I have still got my work to a fairly high standard and that I
have done well to complete the amount of work I have considering some complications that I have
had. I also do expect to get all my work handed in on time which is positive. Lastly I would say,
another area which has had an impact on the poor time management in general, is editing the
podcast. This is because I originally had no familiarity with the editing software, and in general I
struggle with the editing process as a whole so it is not too simple for me to use, and editing the
podcast has been much harder than I expected, so much so to the point where I have had to
change my product to just being a podcast trailer. In order to improve my time management in the
future, I think I will be far more strict on myself, and I could even set alarms and timers to make
sure I have a visual thing next to me at all times to remind me to push on to do my work.
14. Audience Appeal
I think my product would have appealed to my audience very well, however I also think that I would
have struggled not to, and with such a specific product, it did not take considerable effort in order to
appeal to my audience. First of all for context, my product was based off of Liverpool football club, a
globally recongised team and one of the biggest clubs in the entire world with a very large fanbase.
With this being considered, this meant that my audience, in terms of specific people are incredibly
different types of people, from different ages, genders, places of birth, religions and all sorts of varied
backgrounds. Therefore it would be hard to pin point appealing features to just one group of people
anyway. On top of that, as the products I made were a website and also a trailer for a podcast,
particularly with the website, it is quite hard to include features of it that would appeal to specific
demographics. I think with the age it can potentially be done as brighter colours appeal to younger
audiences for example, although going back to my initial point, with there being such a large group of
people in the audience it was very hard to add small features that would help to specifically appeal to a
small group of people.
Despite, this I still feel like I did appeal to the type of people who would view my product, but as it is
such a specific product it would be hard to do otherwise. I think the use of the red, is not only an eye
catching and aesthetically pleasing colour, but it also appeals to Liverpool fans. Aside from this, I think
the use of the word ' Kop' in the title which is also clear and bold, would catch Liverpool fans eyes, due
to it's iconic history within the club. (Kop refers to a stand inside of Anfield, the stadium)
I also think the image of the liverbird would massively appeal to fans due to how iconic it is and what it
represents in terms of the club. This is the same case also for the 5 stars, however that would now
need updating as we have won 6 European cups.
16. Logo evaluation
Aesthetically, I thought this logo was really strong and I was happy with the way it turned out,
one of my favourite qualities of this was the general design of it, specifically the shape and
colour, I really liked the small inner circle as I think it makes it look far better than just a plain
red circle. I also like the text and the way I made it look like there was a split in between it as it
made it look slightly less basic. That being said I think the simplistic style is what makes it look
good and it wouldn't look as good if it was over complicated. I also like the circle style logo, as it
is similar to some football badges and it will give connotations of a football club.
I think the liverbird image is also a really strong point of the logo and not only does it look
aesthetically pleasing and fit the colour schemes, but it also is really good for appealing to the
audience as it represents the club well, I think it was much better than using just the club
badge as it was quite small and fit the badge well. It was not technically difficult to create at all,
however I was very happy with the end product of this logo as it looked really good and it
represented the brand well.
I feel the same way about my podcast logo and I am happy with how that turned out for the
same reasons. I think the podcast mic and headphones was a fairly clever addition and it easily
helped it differentiate between two different areas but from the same brand. I also liked the
reduced opacity version of the liverbird in the background and thought it gave it some added
detail.
18. Website animation evaluation
• I was very happening with the website animation I created, I think one of the reasons I
was so happy with it was because it had no planning and when I created it, other than
looking at the layouts of existing products, it was all done as I went along with it so it
was quite a gamble to make it look good. I thought it was aesthetically pleasing and I
think one of the key strengths of it was the boxes for the article headlines, there was a
lot of detail going into making them, but they were just a small part of the product
when you look at it as a whole, I think they were eye catching and looked really good
and complimented the rest of the theme well. One of the areas I also really liked was
the simplicity and how basic the navigation menu was. When researching existing
products one of the issues I had with a website was the navigation menu and I thought
it was quite hard to see and use, so I wanted mine to be really simple and easy to use as
I think that is very important in a website. I also liked the added feature of the
subscription button as that gave it extra authenticity. On the second website page
which was used for the animation, I thought it was really good and I liked the style of it
as I think it looked quite professional, similar to the articles on BBC Sport. I liked the
animation a lot, and as this was a fairly difficult procedure I think i pulled it off quite
well and it looked really smooth.
https://soundcloud.com/tommyylist
err7/podcast-trailer-fmp
19. Website animation evaluation
• I was really happy with this overall because I managed to demonstrate technical
ability while it also looked aesthetically pleasing. One of the weaknesses of the
animation which i didn't like was the music in the background. I didn’t like this as I
feel it doesn’t suit it too well but I needed it there so it wasn’t completely silent in
the background. I also didn't like too much the end of the animation as there is at
least 30 seconds of just scrolling down for people to read and it may get boring.
Aside from this though I was very happy with my product and I think it went really
well and there is not a lot i would change from it.
21. Auditory qualities - Podcast
I was really happy with the podcast that I made and I thought it turned out a lot better than
what i had expected, despite the initial difficulties that I faced. At first I planned on having a
full podcast, however I was informed I could not do that as it would be too long and it
wouldn't be fully listened to, so I decided to just make it a trailer. I had never previously
used Adobe Audition before and I struggled with it at first however once I got to grips with
it I made good progress with my work. I think it was a good idea to create a trailer instead
as it meant I could focus on improving the technical quality more, as a basic podcast would
just have the intro music and then small cuts occasionally, however a trailer allowed me to
demonstrate more skill on Audition, as I had to create an atmosphere to an extent, by
doing this I used more features as I edited the sound levels for example, I also had to
balance having a background track the whole time as well as adding in sound effects to
create tension. Despite this, it still turned out really well in my opinion. Another area of this
that I really liked was the intro of ' you're listening to the KopOnline podcast'. This added
much more authenticity to the podcast and gave it an extra bit of professionalism and
sounded really good. I did really like the podcast, however one thing I would change which
is the main bit of criticism I recievd from small amounts of feedback so far is that the
starting intro music is too loud, and I would say that is the main flaw of the podcast, but
other than that I was really happy with it and there is very little I would change.
Editor's Notes
What were the strengths of your research? How did your research help your product?
What were the weaknesses of your research? What could you have done better/improve? What effect would this have had on your product?
What were the strengths of your research? How did your research help your product?
What were the weaknesses of your research? What could you have done better/improve? What effect would this have had on your product?
What were the strengths of your research? How did your research help your product?
What were the weaknesses of your research? What could you have done better/improve? What effect would this have had on your product?
What were the strengths of your research? How did your research help your product?
What were the weaknesses of your research? What could you have done better/improve? What effect would this have had on your product?
What were the strengths of your planning? How did your planning help your product?
What were the weaknesses of your planning? What could you have done better/improve? What effect would this have had on your product?
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?
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?
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?
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?
What were the strengths of your planning? How did your planning help your product?
What were the weaknesses of your planning? What could you have done better/improve? What effect would this have had on your product?
Did you manage your time well? Did you complete your project on time or would your products have improved with additional time?
What would you have done if you had more time to produce your work?
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?
How have you appealed to your target audience? What specific bits of content would appeal to your target audience.
Refer to your findings from your questionnaire.
Put your final piece(s) in the centre of a page and analyse them
Use text boxes and arrows
Does your work look good? Was it creative? What aspects of your game’s visuals do you like? What would you improve? How would you improve it?
Discuss the strengths and weaknesses
Put your final piece(s) in the centre of a page and analyse them
Use text boxes and arrows
Does your work look good? Was it creative? What aspects of your game’s visuals do you like? What would you improve? How would you improve it?
Discuss the strengths and weaknesses
Put your final piece(s) in the centre of a page and analyse them
Use text boxes and arrows
Does your work look good? Was it creative? What aspects of your game’s visuals do you like? What would you improve? How would you improve it?
Discuss the strengths and weaknesses
Put your final piece(s) in the centre of a page and analyse them
Use text boxes and arrows
Does your work look good? Was it creative? What aspects of your game’s visuals do you like? What would you improve? How would you improve it?
Discuss the strengths and weaknesses
Put your final piece(s) in the centre of a page and analyse them
Use text boxes and arrows
Does your work look good? Was it creative? What aspects of your game’s visuals do you like? What would you improve? How would you improve it?
Discuss the strengths and weaknesses
Put your final piece(s) in the centre of a page and analyse them
Use text boxes and arrows