Alex Latham created a portfolio website to showcase his skills, interests, and hobbies. He went through an iterative design process, creating storyboards, mood boards, and mind maps to plan the site. While some elements like the color scheme and images changed from his original plans due to copyright or aesthetic issues, he believes the final site meets his goals of being professional, accessible, and properly representing himself while avoiding legal issues. Some areas he would improve include adding more animation, widening his target audience, and incorporating additional content like videos. Feedback was positive about the design and meeting his mission statement, though some suggested minor changes. While the production schedule was difficult to adhere to exactly due to unforeseen technical issues, he
This document summarizes the evolution of a digipak design created by Ewa Bryszkiewicz. It shows initial sketches focusing on portraying an ordinary band. Further designs focused on an invented artist "Anonymous X" in a graffiti style. The final design featured the artist trapped in an image on the front cover with track listing and copyright information on the back. The design was created and refined in Photoshop, incorporating downloaded fonts, logos, and images to develop a cohesive theme portraying the artist as hip hop.
The student created ancillary texts including a CD digipack and magazine advertisement to accompany their main music video production. They conducted research on conventions for print promotions while also incorporating their own ideas. Photos taken during filming were considered for use in the ancillary texts. Various designs were created and tested for the CD cover before deciding on a final version. Efforts were made to ensure consistency across the pieces in representing the pop genre and artist image through themes, motifs, and creative techniques. The combination of the main video and ancillary texts was deemed effective in portraying a continuous star persona for promotional purposes.
The student created ancillary texts including a CD digipack and magazine advert to accompany a main music video production. For the ancillary texts, the student conducted research on aspects like color schemes, fonts, and compositions for the pop genre. Photos taken during filming incorporated ideas for the ancillary texts. The student experimented with designs for the CD cover, narrowing options down based on creativity and ideas. Effects and image modifications were tested in Photoshop to portray the star's image for the CD and magazine advert. The final designs were meant to suit the pop genre while adding the student's creative flair. Overall, the main production and ancillary texts were meant to portray continuity and a consistent star image through themes, motifs,
This document describes the design process for three different packaging concepts for a new Irn-Bru 32 product. The first concept has a retro, classic design with a water droplet background image. The second concept uses a bold, futuristic font and features an energy-themed background image. The third concept is based on the slogan "Gets you out of the dark" and features overlapping background images of light beams. Across all three concepts, the designer sources images, adjusts colors and opacity, and experiments with font choices to develop cohesive and visually appealing packaging designs.
The document summarizes the student's research, planning, time management, and technical qualities for their infinity runner game project. Some key points:
- Research involved analyzing existing games to understand conventions and influence game design ideas. Experiments with puzzle and RPG games provided feedback.
- Planning documents considered multiple game ideas and included a mood board to inform colors, sounds, and art style.
- Production took the most time at 2 weeks to create character, environment, sounds, and editing. Additional time would improve these elements.
- The game includes common elements like loading screens but could be improved by making it longer and animations smoother. Audio design was a weakness due to challenges creating sounds.
Olivia Grayson-Kirk created various ancillary products to promote her fictional newspaper, including a front cover design, inside page layout, billboard poster, and radio advert. She conducted several questionnaires and focus groups to gather feedback from her target audience on their newspaper preferences. This informed the design of her ancillary products and final newspaper product. She used various design and multimedia software like Photoshop, Publisher, and PowerPoint to create her promotional materials and presentation. All of her finished products maintained consistent branding with the newspaper's logo and style.
The document describes the use of various media technologies at different stages of a film project. During construction, Adobe Photoshop and InDesign were used to design posters and experiment with image and text layouts. Templates were created in Photoshop and InDesign during the planning stage to help with composition. Adobe Premiere was used to edit film trailers and add transitions and titles, while After Effects was used to design titles and experiment with fonts and effects. Soundtracks were also researched to fit the theme of the film.
The document summarizes the various drafts of a double page magazine spread featuring two musicians. In the 1st draft, separate pictures of each musician are used with pull quotes. The 2nd draft also uses separate pictures but with different angles. The 3rd draft uses a single two-shot image to capture the musicians having fun and looking at the camera to better connect with readers. Feedback is also provided on trying different layouts and images.
This document summarizes the evolution of a digipak design created by Ewa Bryszkiewicz. It shows initial sketches focusing on portraying an ordinary band. Further designs focused on an invented artist "Anonymous X" in a graffiti style. The final design featured the artist trapped in an image on the front cover with track listing and copyright information on the back. The design was created and refined in Photoshop, incorporating downloaded fonts, logos, and images to develop a cohesive theme portraying the artist as hip hop.
The student created ancillary texts including a CD digipack and magazine advertisement to accompany their main music video production. They conducted research on conventions for print promotions while also incorporating their own ideas. Photos taken during filming were considered for use in the ancillary texts. Various designs were created and tested for the CD cover before deciding on a final version. Efforts were made to ensure consistency across the pieces in representing the pop genre and artist image through themes, motifs, and creative techniques. The combination of the main video and ancillary texts was deemed effective in portraying a continuous star persona for promotional purposes.
The student created ancillary texts including a CD digipack and magazine advert to accompany a main music video production. For the ancillary texts, the student conducted research on aspects like color schemes, fonts, and compositions for the pop genre. Photos taken during filming incorporated ideas for the ancillary texts. The student experimented with designs for the CD cover, narrowing options down based on creativity and ideas. Effects and image modifications were tested in Photoshop to portray the star's image for the CD and magazine advert. The final designs were meant to suit the pop genre while adding the student's creative flair. Overall, the main production and ancillary texts were meant to portray continuity and a consistent star image through themes, motifs,
This document describes the design process for three different packaging concepts for a new Irn-Bru 32 product. The first concept has a retro, classic design with a water droplet background image. The second concept uses a bold, futuristic font and features an energy-themed background image. The third concept is based on the slogan "Gets you out of the dark" and features overlapping background images of light beams. Across all three concepts, the designer sources images, adjusts colors and opacity, and experiments with font choices to develop cohesive and visually appealing packaging designs.
The document summarizes the student's research, planning, time management, and technical qualities for their infinity runner game project. Some key points:
- Research involved analyzing existing games to understand conventions and influence game design ideas. Experiments with puzzle and RPG games provided feedback.
- Planning documents considered multiple game ideas and included a mood board to inform colors, sounds, and art style.
- Production took the most time at 2 weeks to create character, environment, sounds, and editing. Additional time would improve these elements.
- The game includes common elements like loading screens but could be improved by making it longer and animations smoother. Audio design was a weakness due to challenges creating sounds.
Olivia Grayson-Kirk created various ancillary products to promote her fictional newspaper, including a front cover design, inside page layout, billboard poster, and radio advert. She conducted several questionnaires and focus groups to gather feedback from her target audience on their newspaper preferences. This informed the design of her ancillary products and final newspaper product. She used various design and multimedia software like Photoshop, Publisher, and PowerPoint to create her promotional materials and presentation. All of her finished products maintained consistent branding with the newspaper's logo and style.
The document describes the use of various media technologies at different stages of a film project. During construction, Adobe Photoshop and InDesign were used to design posters and experiment with image and text layouts. Templates were created in Photoshop and InDesign during the planning stage to help with composition. Adobe Premiere was used to edit film trailers and add transitions and titles, while After Effects was used to design titles and experiment with fonts and effects. Soundtracks were also researched to fit the theme of the film.
The document summarizes the various drafts of a double page magazine spread featuring two musicians. In the 1st draft, separate pictures of each musician are used with pull quotes. The 2nd draft also uses separate pictures but with different angles. The 3rd draft uses a single two-shot image to capture the musicians having fun and looking at the camera to better connect with readers. Feedback is also provided on trying different layouts and images.
Olivia Grayson-Kirk created various ancillary products to promote her newspaper, including a front cover design, inside page layout, billboard poster, and radio advert. She conducted several questionnaires and focus groups with her target audience to gather feedback on newspapers and ideas for her product. Using software like Photoshop, Publisher, and PowerPoint, she designed her newspaper and ancillary products. She uploaded her work to a blog and used technologies like cameras, voice recorders, and presentation platforms to complete her media project.
This document outlines the tasks and planning for an adventure project involving creating a video game. It describes developing ideas and storylines, researching existing products, planning layouts and designs, creating a demo level of the game with background streets and a character, designing menu screens and cut scenes, and integrating audio. The planning includes style sheets, advertisements, scripts, sounds, and contingencies. It shows progress on designing game elements in Photoshop and editing them together in Premiere Pro, while refining the design and adding power-ups to break up gameplay.
The document discusses the process of designing magazine layout templates in QuarkXPress. The author describes some initial problems but finding the software easy to use for laying out pages and positioning text and image boxes. They saved the Quark files as PDFs in order to use the templates for a presentation and blog.
This document provides details about the pre-production process for a concept video game, including gameplay mechanics, characters, story, and marketing. The game will be an 8-bit turn-based post-apocalyptic RPG with a focus on story and characters. Target audiences are mature gamers ages 15+, as younger audiences may not appreciate the mechanics and story-driven focus. Advertising will target dedicated gamer websites rather than more general audiences. Details are also provided about sound effects, music, color schemes, and font styles being considered to set the retro-futuristic tone. Concepts for character designs, combat mechanics on a grid system, and overworld movement are outlined.
This document summarizes the progress of drafting a double-page magazine spread across 5 iterations. In the 1st draft, the author experimented with layout, fonts, and color scheme. The 2nd draft featured full-page pictures but lacked readable text. The 3rd draft used a conventional layout but was deemed too simple. The 4th draft addressed readability but was still crowded. The 5th draft aimed to appeal to teenage girls but lacked professionalism. Feedback indicated the final draft needed a complete layout redesign.
This is a fully blueprinted information architecture / user experience design project for a personal website, from concept to wireframe and everything in between (personas, scenarios, site map and more).
The document provides an evaluation of the strengths and weaknesses of the author's research, planning, time management, aesthetic qualities, technical qualities, aural qualities, and audience appeal for a game project. Some strengths identified include a wide range of researched ideas, experimentation to test ideas, planning based on past experience, and an appealing environment with depth and detail. Weaknesses include a lack of character and animation research and detail, basic music and sound effects, and room for more features and polish with additional time. The evaluation suggests areas where more focus and improvement could enhance the game and make it more professionally polished and appealing to the target audience.
The document outlines the planning and production process for a video game project called Neon Dash. It describes creating concept art and layouts, designing game levels and characters, developing sound effects and music, and integrating elements in Premiere Pro. It also discusses additional promotional products like a magazine cover, film poster, advertisements, and merchandise to create a cohesive experience. The planning process involved research, style guides, storyboarding, and risk assessments to develop the project from initial ideas to a playable demo level and integrated experience.
This document outlines the diary entries for a student's adventure project. It describes the process taken to plan and develop a video game, including: selecting a film to analyze, coming up with initial ideas and storyboards, researching existing products, planning colors, layouts, scripts, sounds, and more. Key parts of development included designing background streets and animating a character for a demo level, creating menu screens, cut scenes, and recording/editing sound effects and music to bring all elements together in the final video game sequence.
This document outlines the diary entries for a student's adventure project. It describes the process taken to plan and develop a video game, including choosing a story idea, researching existing products, planning elements like character designs, backgrounds, and gameplay, creating demo levels in Photoshop, and adding audio/visual elements in Premiere Pro. The student developed a running video game set in Tokyo featuring neon colors and minimal designs, with the goal of the game being to navigate streets and collect trophies before falling into a hole.
The document outlines plans for an adventure film project, including creating a video game demo level, cut scenes, soundtrack, and promotional materials like a magazine cover, posters, and advertisements. Backgrounds and characters were drawn in Photoshop to visualize levels and cut scenes for an endless runner video game. Promotional materials were designed keeping a consistent neon theme across the magazine cover, film poster, bus advert, and billboard. Sound effects and music were recorded and edited to accompany the game sequences.
The document summarizes the process of designing a CD cover for the song "My Immortal" by Evanescence. Key elements included adding a template, erasing parts to add a dying rose image from the music video, adding film strips with scenes from the video, and writing the song/artist names around the strips. Reviews and the song list were also included following the house colors/styles to complete the cover.
This document outlines the planning and development process for a video game project. It describes the key tasks completed, including researching existing products, planning game mechanics like character movement and level design, creating concept art and layouts, and developing the game demo level in Photoshop. Details are provided on designing street backgrounds, buildings, and a character sprite, then animating them. Additional elements like menus, cut scenes, soundtracks and sound effects are also planned and produced to bring the game together. Changes made during the process like adding power-ups and more text frames are noted.
This document outlines the diary entries for a student's adventure project. It describes the process of selecting a film to analyze, developing initial ideas for new film concepts, researching existing related products, planning various elements of the project like color schemes and layouts, creating a demo level for a video game including character and building designs, additional screens for the game like the menu and cut scene, integrating all the game elements, and writing a synopsis for the new film idea. The student worked through each section systematically, researching, brainstorming, designing, testing, and refining their ideas.
The double page spread uses visual elements like a title, image, and quotes to draw the reader into the article. The title and large image on the first page provide context and attract the target audience. However, the second page could be improved with additional images rather than just text. Quotes from the article help encourage the reader to explore the content further. Overall, the use of visuals and limited text allows the double page spread to effectively engage readers on the topic.
1. The document discusses 4 drafts of a magazine cover design. The 1st draft uses gold branding with a pink background and a curled "V" logo. Headers are placed following the rule of thirds.
2. Feedback on the 2nd draft notes a change to a peach background to complement the costume colors and create warmth.
3. The 3rd draft adds a chrome/silver effect because the peach color was difficult to work with for fonts, and made the magazine seem too feminine rather than about music.
4. The 4th draft simplifies the background by removing a distracting water effect, keeping just a tint of silver. Feedback recommends moving the barcode lower and changing the layout,
This document summarizes an experimental photography project. The student created three images exploring ideas of urban environments and reflections. For the first image, they superimposed two photos of skateboards onto a building to symbolize skateboarders' freedom. They were happy with realizing this initial idea. The second image showed a building reflection in water turned upside down to portray reflections as a colorful other world. Weak points included tree branches hard to select. The student felt the images fulfilled the brief of being experimental and having an urban theme.
This document summarizes Oliver Georgiou's experimental photography project. It includes annotations and evaluations of three images: one featuring a skateboard blended into a building's architecture, one showing a building reflection with one half in color and the other in black and white, and one depicting stars and clouds on a building and path at night titled "Bring an Umbrella." Oliver aimed to portray different levels of urbanization through these images and utilized techniques like multiple exposures and color/brightness adjustments. He analyzes how well each image fulfills his intentions and how they could be improved, discussing formal elements and technical qualities.
This document provides a self-evaluation by Rebecca Edwards of her research, planning, time management, and technical skills for a game production project. Some strengths identified include thorough research focused on target audiences and extensive planning detailing game elements. However, areas for improvement are spending more time on secondary research, expanding primary research, and focusing planning on additional aspects beyond characters. Time management was generally good but some tasks overlapped weeks. Overall the project was completed on time but could have benefited from a longer timeline. Technical skills for some elements like banners and animations were lower quality than the main game and could be improved in the future.
- The document reviews several existing products including architectural photography portfolios and magazines.
- Key aspects that are noted include layout, use of images, inclusion of photographer bios, and techniques like adding location details.
- Elements from the existing products that the author intends to incorporate into their own portfolio and booklet project are identified, such as simple layouts, use of color themes, and specific editing techniques.
This document contains student evaluations of a chemistry course taught by Professor John Kinyanjui at UNLV. Overall, students gave the course and professor very positive reviews. Specifically:
- Students overwhelmingly agreed that the professor was well-prepared, explanations were clear, he was available to help students, and he ensured they understood the material before moving on.
- The majority of students felt the course objectives and expectations were clear, their grades accurately reflected their performance, and assessments covered material from the course.
- Some students commented that the lab could be better integrated with lectures and suggested more office hours, but most said there was nothing that needed improving about the course.
In general, evaluations showed students were
The document discusses various health issues and healthcare systems. It focuses on obesity rates in the UK and debates around public vs private healthcare. Key points include:
- The NHS in the UK provides free healthcare funded by taxes, while private healthcare is also available but costs money.
- Over 1 in 3 children in the UK are overweight or obese by age 9, and about 25% of adults are obese.
- Celebrities like Jamie Oliver and Steven Gerrard advocate for better cooking education in schools to tackle obesity.
- The document raises questions about different approaches to healthcare and maintaining health.
Olivia Grayson-Kirk created various ancillary products to promote her newspaper, including a front cover design, inside page layout, billboard poster, and radio advert. She conducted several questionnaires and focus groups with her target audience to gather feedback on newspapers and ideas for her product. Using software like Photoshop, Publisher, and PowerPoint, she designed her newspaper and ancillary products. She uploaded her work to a blog and used technologies like cameras, voice recorders, and presentation platforms to complete her media project.
This document outlines the tasks and planning for an adventure project involving creating a video game. It describes developing ideas and storylines, researching existing products, planning layouts and designs, creating a demo level of the game with background streets and a character, designing menu screens and cut scenes, and integrating audio. The planning includes style sheets, advertisements, scripts, sounds, and contingencies. It shows progress on designing game elements in Photoshop and editing them together in Premiere Pro, while refining the design and adding power-ups to break up gameplay.
The document discusses the process of designing magazine layout templates in QuarkXPress. The author describes some initial problems but finding the software easy to use for laying out pages and positioning text and image boxes. They saved the Quark files as PDFs in order to use the templates for a presentation and blog.
This document provides details about the pre-production process for a concept video game, including gameplay mechanics, characters, story, and marketing. The game will be an 8-bit turn-based post-apocalyptic RPG with a focus on story and characters. Target audiences are mature gamers ages 15+, as younger audiences may not appreciate the mechanics and story-driven focus. Advertising will target dedicated gamer websites rather than more general audiences. Details are also provided about sound effects, music, color schemes, and font styles being considered to set the retro-futuristic tone. Concepts for character designs, combat mechanics on a grid system, and overworld movement are outlined.
This document summarizes the progress of drafting a double-page magazine spread across 5 iterations. In the 1st draft, the author experimented with layout, fonts, and color scheme. The 2nd draft featured full-page pictures but lacked readable text. The 3rd draft used a conventional layout but was deemed too simple. The 4th draft addressed readability but was still crowded. The 5th draft aimed to appeal to teenage girls but lacked professionalism. Feedback indicated the final draft needed a complete layout redesign.
This is a fully blueprinted information architecture / user experience design project for a personal website, from concept to wireframe and everything in between (personas, scenarios, site map and more).
The document provides an evaluation of the strengths and weaknesses of the author's research, planning, time management, aesthetic qualities, technical qualities, aural qualities, and audience appeal for a game project. Some strengths identified include a wide range of researched ideas, experimentation to test ideas, planning based on past experience, and an appealing environment with depth and detail. Weaknesses include a lack of character and animation research and detail, basic music and sound effects, and room for more features and polish with additional time. The evaluation suggests areas where more focus and improvement could enhance the game and make it more professionally polished and appealing to the target audience.
The document outlines the planning and production process for a video game project called Neon Dash. It describes creating concept art and layouts, designing game levels and characters, developing sound effects and music, and integrating elements in Premiere Pro. It also discusses additional promotional products like a magazine cover, film poster, advertisements, and merchandise to create a cohesive experience. The planning process involved research, style guides, storyboarding, and risk assessments to develop the project from initial ideas to a playable demo level and integrated experience.
This document outlines the diary entries for a student's adventure project. It describes the process taken to plan and develop a video game, including: selecting a film to analyze, coming up with initial ideas and storyboards, researching existing products, planning colors, layouts, scripts, sounds, and more. Key parts of development included designing background streets and animating a character for a demo level, creating menu screens, cut scenes, and recording/editing sound effects and music to bring all elements together in the final video game sequence.
This document outlines the diary entries for a student's adventure project. It describes the process taken to plan and develop a video game, including choosing a story idea, researching existing products, planning elements like character designs, backgrounds, and gameplay, creating demo levels in Photoshop, and adding audio/visual elements in Premiere Pro. The student developed a running video game set in Tokyo featuring neon colors and minimal designs, with the goal of the game being to navigate streets and collect trophies before falling into a hole.
The document outlines plans for an adventure film project, including creating a video game demo level, cut scenes, soundtrack, and promotional materials like a magazine cover, posters, and advertisements. Backgrounds and characters were drawn in Photoshop to visualize levels and cut scenes for an endless runner video game. Promotional materials were designed keeping a consistent neon theme across the magazine cover, film poster, bus advert, and billboard. Sound effects and music were recorded and edited to accompany the game sequences.
The document summarizes the process of designing a CD cover for the song "My Immortal" by Evanescence. Key elements included adding a template, erasing parts to add a dying rose image from the music video, adding film strips with scenes from the video, and writing the song/artist names around the strips. Reviews and the song list were also included following the house colors/styles to complete the cover.
This document outlines the planning and development process for a video game project. It describes the key tasks completed, including researching existing products, planning game mechanics like character movement and level design, creating concept art and layouts, and developing the game demo level in Photoshop. Details are provided on designing street backgrounds, buildings, and a character sprite, then animating them. Additional elements like menus, cut scenes, soundtracks and sound effects are also planned and produced to bring the game together. Changes made during the process like adding power-ups and more text frames are noted.
This document outlines the diary entries for a student's adventure project. It describes the process of selecting a film to analyze, developing initial ideas for new film concepts, researching existing related products, planning various elements of the project like color schemes and layouts, creating a demo level for a video game including character and building designs, additional screens for the game like the menu and cut scene, integrating all the game elements, and writing a synopsis for the new film idea. The student worked through each section systematically, researching, brainstorming, designing, testing, and refining their ideas.
The double page spread uses visual elements like a title, image, and quotes to draw the reader into the article. The title and large image on the first page provide context and attract the target audience. However, the second page could be improved with additional images rather than just text. Quotes from the article help encourage the reader to explore the content further. Overall, the use of visuals and limited text allows the double page spread to effectively engage readers on the topic.
1. The document discusses 4 drafts of a magazine cover design. The 1st draft uses gold branding with a pink background and a curled "V" logo. Headers are placed following the rule of thirds.
2. Feedback on the 2nd draft notes a change to a peach background to complement the costume colors and create warmth.
3. The 3rd draft adds a chrome/silver effect because the peach color was difficult to work with for fonts, and made the magazine seem too feminine rather than about music.
4. The 4th draft simplifies the background by removing a distracting water effect, keeping just a tint of silver. Feedback recommends moving the barcode lower and changing the layout,
This document summarizes an experimental photography project. The student created three images exploring ideas of urban environments and reflections. For the first image, they superimposed two photos of skateboards onto a building to symbolize skateboarders' freedom. They were happy with realizing this initial idea. The second image showed a building reflection in water turned upside down to portray reflections as a colorful other world. Weak points included tree branches hard to select. The student felt the images fulfilled the brief of being experimental and having an urban theme.
This document summarizes Oliver Georgiou's experimental photography project. It includes annotations and evaluations of three images: one featuring a skateboard blended into a building's architecture, one showing a building reflection with one half in color and the other in black and white, and one depicting stars and clouds on a building and path at night titled "Bring an Umbrella." Oliver aimed to portray different levels of urbanization through these images and utilized techniques like multiple exposures and color/brightness adjustments. He analyzes how well each image fulfills his intentions and how they could be improved, discussing formal elements and technical qualities.
This document provides a self-evaluation by Rebecca Edwards of her research, planning, time management, and technical skills for a game production project. Some strengths identified include thorough research focused on target audiences and extensive planning detailing game elements. However, areas for improvement are spending more time on secondary research, expanding primary research, and focusing planning on additional aspects beyond characters. Time management was generally good but some tasks overlapped weeks. Overall the project was completed on time but could have benefited from a longer timeline. Technical skills for some elements like banners and animations were lower quality than the main game and could be improved in the future.
- The document reviews several existing products including architectural photography portfolios and magazines.
- Key aspects that are noted include layout, use of images, inclusion of photographer bios, and techniques like adding location details.
- Elements from the existing products that the author intends to incorporate into their own portfolio and booklet project are identified, such as simple layouts, use of color themes, and specific editing techniques.
This document contains student evaluations of a chemistry course taught by Professor John Kinyanjui at UNLV. Overall, students gave the course and professor very positive reviews. Specifically:
- Students overwhelmingly agreed that the professor was well-prepared, explanations were clear, he was available to help students, and he ensured they understood the material before moving on.
- The majority of students felt the course objectives and expectations were clear, their grades accurately reflected their performance, and assessments covered material from the course.
- Some students commented that the lab could be better integrated with lectures and suggested more office hours, but most said there was nothing that needed improving about the course.
In general, evaluations showed students were
The document discusses various health issues and healthcare systems. It focuses on obesity rates in the UK and debates around public vs private healthcare. Key points include:
- The NHS in the UK provides free healthcare funded by taxes, while private healthcare is also available but costs money.
- Over 1 in 3 children in the UK are overweight or obese by age 9, and about 25% of adults are obese.
- Celebrities like Jamie Oliver and Steven Gerrard advocate for better cooking education in schools to tackle obesity.
- The document raises questions about different approaches to healthcare and maintaining health.
La Unión Europea ha acordado un paquete de sanciones contra Rusia por su invasión de Ucrania. Las sanciones incluyen restricciones a las transacciones con bancos rusos clave y la prohibición de la venta de aviones y equipos a Rusia. Los líderes de la UE esperan que las sanciones aumenten la presión económica sobre Rusia y la disuadan de continuar su agresión contra Ucrania.
The document discusses the conventions, house styles, navigation, and structure of various portfolio websites.
It analyzes the conventions and house styles of websites like The Toke, Magnetic North, and 13 Creative and finds that while they have non-conventional designs, they still maintain consistent house styles and key conventions like logos, navigation bars, and organized content layouts.
It also evaluates the navigation and structure of the websites, praising ones like Magnetic North and 13 Creative for their easy, clear navigation despite unconventional designs. In contrast, it criticizes the old Student English site for having poor structure, navigation, and inconsistent house style, even for a 2004 site.
Alex Latham is creating a portfolio website to showcase his skills, interests, and hobbies. The target audience is people aged 16-24 interested in football. The site will be accessible on Google Chrome and Mozilla Firefox at a screen resolution of 1366x768 using XHTML and CSS. It will have a home page and pages for skills, interests, hobbies, and feedback. The interests page will link to subpages about Stoke City FC, stadium galleries, science, media, and gaming. Photos and content will change throughout the site, and the home button will be on the sidebar for consistency.
You and your partner will take turns role playing a customer service complaint scenario with one person acting as the customer and the other as the representative from the business. Switch roles after a few minutes of discussion.
Study: The Future of VR, AR and Self-Driving CarsLinkedIn
We asked LinkedIn members worldwide about their levels of interest in the latest wave of technology: whether they’re using wearables, and whether they intend to buy self-driving cars and VR headsets as they become available. We asked them too about their attitudes to technology and to the growing role of Artificial Intelligence (AI) in the devices that they use. The answers were fascinating – and in many cases, surprising.
This SlideShare explores the full results of this study, including detailed market-by-market breakdowns of intention levels for each technology – and how attitudes change with age, location and seniority level. If you’re marketing a tech brand – or planning to use VR and wearables to reach a professional audience – then these are insights you won’t want to miss.
Skybuffer SAM4U tool for SAP license adoptionTatiana Kojar
Manage and optimize your license adoption and consumption with SAM4U, an SAP free customer software asset management tool.
SAM4U, an SAP complimentary software asset management tool for customers, delivers a detailed and well-structured overview of license inventory and usage with a user-friendly interface. We offer a hosted, cost-effective, and performance-optimized SAM4U setup in the Skybuffer Cloud environment. You retain ownership of the system and data, while we manage the ABAP 7.58 infrastructure, ensuring fixed Total Cost of Ownership (TCO) and exceptional services through the SAP Fiori interface.
Fueling AI with Great Data with Airbyte WebinarZilliz
This talk will focus on how to collect data from a variety of sources, leveraging this data for RAG and other GenAI use cases, and finally charting your course to productionalization.
The Microsoft 365 Migration Tutorial For Beginner.pptxoperationspcvita
This presentation will help you understand the power of Microsoft 365. However, we have mentioned every productivity app included in Office 365. Additionally, we have suggested the migration situation related to Office 365 and how we can help you.
You can also read: https://www.systoolsgroup.com/updates/office-365-tenant-to-tenant-migration-step-by-step-complete-guide/
"Frontline Battles with DDoS: Best practices and Lessons Learned", Igor IvaniukFwdays
At this talk we will discuss DDoS protection tools and best practices, discuss network architectures and what AWS has to offer. Also, we will look into one of the largest DDoS attacks on Ukrainian infrastructure that happened in February 2022. We'll see, what techniques helped to keep the web resources available for Ukrainians and how AWS improved DDoS protection for all customers based on Ukraine experience
Northern Engraving | Nameplate Manufacturing Process - 2024Northern Engraving
Manufacturing custom quality metal nameplates and badges involves several standard operations. Processes include sheet prep, lithography, screening, coating, punch press and inspection. All decoration is completed in the flat sheet with adhesive and tooling operations following. The possibilities for creating unique durable nameplates are endless. How will you create your brand identity? We can help!
"Choosing proper type of scaling", Olena SyrotaFwdays
Imagine an IoT processing system that is already quite mature and production-ready and for which client coverage is growing and scaling and performance aspects are life and death questions. The system has Redis, MongoDB, and stream processing based on ksqldb. In this talk, firstly, we will analyze scaling approaches and then select the proper ones for our system.
Monitoring and Managing Anomaly Detection on OpenShift.pdfTosin Akinosho
Monitoring and Managing Anomaly Detection on OpenShift
Overview
Dive into the world of anomaly detection on edge devices with our comprehensive hands-on tutorial. This SlideShare presentation will guide you through the entire process, from data collection and model training to edge deployment and real-time monitoring. Perfect for those looking to implement robust anomaly detection systems on resource-constrained IoT/edge devices.
Key Topics Covered
1. Introduction to Anomaly Detection
- Understand the fundamentals of anomaly detection and its importance in identifying unusual behavior or failures in systems.
2. Understanding Edge (IoT)
- Learn about edge computing and IoT, and how they enable real-time data processing and decision-making at the source.
3. What is ArgoCD?
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8. Monitoring Application Metrics with Prometheus
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9. What is Camel K?
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10. Configuring Camel K Integrations for Data Pipelines
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11. What is a Jupyter Notebook?
- Overview of Jupyter Notebooks, an open-source web application for creating and sharing documents with live code, equations, visualizations, and narrative text.
12. Jupyter Notebooks with Code Examples
- Hands-on examples and code snippets in Jupyter Notebooks to help you implement and test anomaly detection models.
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2. Did I achieve what I wanted to?
Story Board
Mission Statement:
To produce a professional portfolio website to illustrate the different skills, interests and hobbies of an individual. It
must have appropriate content, house style and layout and not violate any copyright law. The site must be accessible to
anyone regardless of age, culture or disability.
When first designing my website we came up with a story board for each page, this would show how we wanted each
page to be layout here is a before and after screen shot.
From this I can see that the main layout
of my website hasn't really changed that
much apart from the header and logo are
now part of the same banner together to
give it a more cleaner and professional
look that will attract a wide range of
viewers.
Overall my layout hasn't changed and
from my original design its been kept
almost exact meaning in terms of my
storyboard I have achieved what I
wanted to.
3. Did I achieve what I wanted to?
Mood Board – background
Originally for my background of my portfolio website I wanted to create a grass texture to make it less plain and reduce
the amount of red on the website as this could affect users eyes , but I would have also liked a natural background so
that it doesn't look stupid with the other pages e.g. science and media.
To get this I came up with 2 different designs for my background:
Comparing them both, the one on the left
(not original design) incorporates the red
colour that I wanted and also has a more
“funky” theme to it to illustrate my
personality.
My original design on the right was the type
of background I wanted originally but after
trying with different reds it looks
unprofessional.
4. Did I achieve what I wanted to?
Mood Board – Images
For my website I wanted to display pictures of different stadiums and stoke city players, after looking at the copyright
law I found this was not possible as I would need permission of the photographers to use their images. So with this in
mind I found several photos that I liked and emailed the photographers and with no luck had no emails back and was
forced to use other sources of images, I found these at different events I had done in the past that I had taken myself
and images from friends that they allowed me to use. Using these pictures also meant that I could show of myself a lot
more in terms of what I liked e.g. playing volleyball but also meant that I had to scrap the stadium gallery page as I
didn't have the copyright permissions to use them.
Here are some of the images I used on my website on Google images
Here are a set of images that play as an
embedded slide show on my website,
non of these violate any copyright law as
they were taken by me.
So this means that they can not violate
any copyright law as they were taken by
me.
‘Who owns the copyright on
photographs?
Under law, it is the photographer who
will own copyright on any photos he/she
has taken’
http://www.copyrightservice.co.uk/protect/p16_photograph
y_copyright
5. Did I achieve what I wanted to?
Mood Board – Font
“For my font I want to use comic sans MS, because it looks professional , is very easy to read for all target audiences this will be for my main body
text. For my navigation bar I want to use Berlin sans FB this is because it is bold and easy to read. And for my different heading s they need to
be big and easy to read so I decided to choose Calibri , this will be good for my audience because they will be able to tell the text from the
heading . All my fonts go together well and should help to create a professional portfolio website.”
I didn't achieve this and their is perfectly good reasoning for this, My headers, Navigation bar and banner I decided
should be the same, this was a good choice as if they were all different like I wanted them to be it wouldn't look
professional as first thought. But for the title “my portfolio” I changed it to italics which would make it stand out so the
audience would know the title of the website.
For my main body text I used standard Arial font, this was because after I wrote what I wanted to use for my font i
found most other websites use Arial as their main body font.
Screen shots showing different well known websites using Arial font.
BBC Sport Play.com
6. Did I achieve what I wanted to?
Mood Board – Font
As you can see from this screen shot it
shows my font style stays the same
throughout my banner and buttons, this
has created a professional looking website
with a good colour scheme.
I changed the “my portfolio” and “Follow
Me..” to italics to make them stand out
from the rest to look different.
7. Did I achieve what I wanted to?
Mood Board – Colour Scheme
My colour scheme was based on the different colours I wanted and when I tried to create the website
based on them it was either to blue and green or too red, this created a dilemma because red didn't go
well with green and green didn't go well with red.
The colour scheme I collected from a website that puts different colours together and ones that go
well together, and I wanted red to be my primary colour as it would symbolise my favourite sports
team, which is why I went with the design on the left.
I believe in the end I achieved a well
organised and professional looking
portfolio website with a good colour
scheme
8. Did I achieve what I wanted to?
Mock Ups – What the Audience said
The two designs underneath were the two i wanted to choose between, i asked around and asked
people to tell me what they preferred and which one looks better and why.
Kim said, The one on the right looks more professional and more fun, looks better laid out and the
colour scheme goes together better.
Friends said, The red one because the colours go better together then the one on the right plus they
felt the one on the right lacked professionalism
With this in mind and it was a clear
choice of which one I should have i
picked the red one and made it more
accessible to the user, this in turn
making my website more
professional.
9. Did I achieve what I wanted to?
Mood Board – Logo
For my logo I wanted to create something original, something that would
symbolise me and my creativity. I found this very difficult to do because there
was just so much to choose from and every idea I came up with seemed to not
look right.
After much thinking I thought of a design using the keys of the Keyboard
Al3)(
I believe that I have created a good logo
which is unique and goes well with the
colour scheme, also it looks like it is
embedded into the websites banner making
it look like the logo has been cut out of the
banner giving it a professional look.
10. Did I achieve what I wanted to?
Mission Statement
Mission Statement:
To produce a professional portfolio website to illustrate the different skills, interests and hobbies of an individual. It
must have appropriate content, house style and layout and not violate any copyright law. The site must be accessible to
anyone regardless of age, culture or disability.
Keeping to a mission statement that I wrote at the start of all the website making and designing was difficult, because
you have so much to consider and you don't think that much about what things would violate copyright law.
I did manage to do this though, I created a website that illustrated the different skills, interests and hobbies of myself
with it having appropriate content.
I also didn't violate any copyright law as all the
photos were taken myself, this mean that I own
all the rights to the photos.
Another big point was that it should be accessible
to anyone regardless of age, culture of disability. I
believe that I achieved this because I have a very
natural background based on my so it is suitable
for age and culture, this also meaning that there
is not to much writing for the younger generation
as they may get bored reading, there is also plenty
of videos to be watched. In terms of disability
there is the option to make videos full screen and
also make the font size bigger on all pages.
11. Did I achieve what I wanted to?
Mood Board – Mind map
A mind map is a document where people would
jot down all the ideas for what they are trying to
create so for me it was a portfolio website and
these were all the ideas that I wanted to
incorporate into my website, I believe that i have
used most of the ideas I came up with in my
mind map into my website, but some were not
possible e.g. the stadium gallery, this was due to
copyright issues.
12. Why did you change elements through
producing your site?
Colour Scheme – This was one of the biggest elements of my website that I changed from my original planning and
this was because whilst making my website I decided it just didn't look right, it didn't look professional and didn't
include the primary colour that I wanted which was red.
The new design (left) looks more professional and looks
superior to the first design in my opinion. I also decided to
scrap the use of to much blue and green in the website
because sticking to one colour and changing the shades
gives the website more of a warmer feel.
Images page – On my interests page I had a stadium gallery
that I wanted to put on but due to copyright issues this was
not possible so I decided to remove it all together.
Font – When choosing what font I wanted I didn't realise
how bad it would look, I wanted it too look professional so
keeping with the same font with my banner and buttons
made it look professional and keeping the main font style
the same also helped achieve this
13. If you were to produce it again, how
could you improve it, why?
Now I have my finished product, looking back there are certain things i
would like to either improve or add to improve my portfolio site, these
things are;
Research
If I was to produce my portfolio website again I would do a lot more
research then I did, this was because I don't think that my website has
the same spark as some others do, maybe that’s because of lack of
animation in my site or content.
I could have probably done more research into the CSS of a website so I
knew how to use it effectively through out my website.
14. If you were to produce it again, how
could you improve it, why?
Animations:
On a lot of portfolio websites that I have looked at many have included
some type of
animation.
I think that I could have made a good
animation for my logo in flash, where my
name would warp into my logo, this
would be an animation that would stay
consistent through out my site and also
keep my site looking professional.
Adding an animation to my website wouldn't only
make it look more professional but give it a better
feel to the website user, they may prefer the website
more and may make it more suitable to my main
target audience.
15. If you were to produce it again, how
could you improve it, why?
Audience:
If I was to produce my portfolio website again i think i would make the
audience range wider.
“The application of my website will have one distinctive target audience. This will be demographic
group 16 – 24 for both men and women that have a passion for football. There will be a secondary
audience that would consist of both older and younger age ranges that may be interested in football
and other sports.”
As you can see by looking at this I have based my target audience on a
younger generation, with people who have a general interest for sport,
to widen the target audience range I would change the age range so that
I could expand who I made the site for, I could also make it so the
website was split into sections so it would be about my whole life not
just based around my sporting side.
16. If you were to produce it again, how
could you improve it, why?
Content:
if I was creating my website again I would defiantly like to add more content to
my website, by this I don't mean more text, I mean more videos, images and
moving text, e.g. a scrolling marquee underneath my navigation bar, this would
add movement to my website so it wasn't so static.
Here is an example of a scrolling marquee on the BBC website it doesn't look static and
adds different dimensions to the site, this meaning different news and information about
the site that people can click on to get a more in depth knowledge about what its talking
about, this could be useful on my website as it could talk about my trip to Wembley or
one of my volleyball matches.
Adding images and more videos could be a good one, for example in my media course
last year I created documentary's, short films and adverts, with bigger disk space i could
have used these.
17. What do others think of your site?
To get the opinions of other people about my website had to create a
feedback form; I used a site called jot form to create this and here is
what my feedback form looks like:
18. What do others think of your site?
Looking at the feedback that I gained from my feedback form I found out that
my colour scheme worked very well, apart from one user did pick out that the
colour of the hyperlinks didn't look good with the background colour, but I
wasn't will to change the colour of hyperlinks because I wanted my site to stay
as conventional as possible.
I also found out that everyone thought that I achieved
and met my mission statement well which was very
good.
Another point some people picked up on was that the
embedding of the FA cup highlights, it doesn't play
with in my website because of copy right law and
directs you to YouTube, to sort this i could use a third
parties highlights of the match meaning it would play
directly inside my site and wouldn't violate any
copyright law. The video tends to work on some but
not others, but i would prefer to have it working on all
computers.
CLICK HERE – For evidence on jot
form (opens as Excel)
19. Production Schedule
Stage of Website Time it will take to complete each stage
Analysis 2 Hours
Mission statement ½ Hour
Target Audience ½ Hour
Technical Considerations 1 Hour
Design 4-6 Hours
Create page layouts and storyboards 2 Hours
Make a mock up of the website on flash or Photoshop 2 Hours
Site Map ¼ Hour
Mood Board ½ Hour
Mind Map ½ Hour
Implementation 8-10 Hours
Basics of Dreamweaver 1 Hour
Template 1 Hour
Coding (CSS) 2 Hours
Main Pages 3 Hours
Images 2 Hours
Links 1 Hour
Embedding ½ Hour
Testing 1 hour (2-4 depending on improvements)
W3C 1/3 Hour
SEO 1/3 Hour
Accessibility 1/3 Hour
Improvements 2-4 Hours
Development 1 Hour
20. Did I keep to my time schedule
Looking back at my production schedule, it was very hard to predict how long each one
would take, this was because I had not created a website before and the steps like testing
and sorting out the problems were un predictable.
In terms of keeping to the schedule I think I did the first half quite well and stuck to it.
On the other hand, when it came to the coding and the CSS and also making the pages
this became a problem as there were technical faults with Dreamweaver, the CSS
wouldn't load properly and there was an error that deleted my site twice so I had to start
again. This meant that I took and extra two hours on this part.
The testing and development stage went well, because there wasn't many problems in my
website just a few image errors that internet explorer didn't like but they were easily
sorted and time was made up.
The last part, writing the evaluation dragged on more than 1 hour because its just a lot to
say and I don't really like the screen shot explaining method of evaluating.
On the whole I think that my production schedule was quite accurate and I did well to
stick to it.