Product Development--Của bác Phùng Tiến CôngTuấn Anh
The document provides guidance on developing a successful product, beginning with identifying target customers and their problems, creating prototypes and mockups, gathering feedback, developing and testing the product, and planning for scalability. Key steps include clearly defining customer benefits, estimating revenue sources, conducting market research and benchmarking competitors, developing an initial plan with developers, and testing versions with focus groups before presenting to investors.
The document outlines a design thinking process with the following key steps:
1. Empathize and define - Create an empathy map and problem statement to clearly define stakeholders and problems.
2. Ideate - Brainstorm multiple ideas and pick the most practical, disruptive, and favorite ideas.
3. Prototype - Create quick prototypes and test with prospective users, revising the prototypes based on testing feedback.
The process emphasizes empathizing with users, brainstorming many ideas, quick prototyping, and iterative user testing.
MEMSI January 2018: DE2- What can you do for your customer? + DE 5 - Hypothes...Elaine Chen
This document discusses product development and testing methodologies. It emphasizes defining hypotheses about customer needs and desires, then rapidly building minimum viable products to test those hypotheses. Several examples are provided of hypotheses that could be tested for a hypothetical frozen treat business, as well as examples of minimum viable products and experiments used to validate or invalidate hypotheses. The document stresses testing assumptions early and often through small, low-cost experiments.
This document provides guidance for a media studies evaluation assignment. Students are instructed to copy the PowerPoint into their area and add materials weekly. The evaluation consists of 7 questions relating to the student's media product and process. Students should demonstrate their digital media skills through visual and engaging responses. They are asked to submit at least 5 slides per question, which can include links, charts and embedded media. The document models how responses should be formatted and provides examples of the types of questions that will be asked, including about audience, representation, technologies used, conventions, distribution and lessons learned.
The evaluation is worth 20% of the student's overall grade. It requires watching the media product multiple times, getting feedback from an audience, and answering 7 questions that evaluate how the product uses or challenges conventions, represents social groups, would be distributed, targets audiences, and what the student has learned about technologies and the filmmaking process. The student must discuss conventions, social groups, target audiences, and technical skills and can further analyze representation, distribution channels, and improvements from preliminary work. Overall, the evaluation comprehensively assesses the film across production and post-production elements.
The student created a video as a minor project using iMovie. They found that creating a storyboard was the most useful planning tool as it provided a clear structure for the video. Technically, the student learned how to use iMovie to edit video clips, add text, transitions, and music, as well as how to export, upload to YouTube, and add annotations. Survey Monkey provided effective communication and feedback from audiences. The student's testing through Survey Monkey identified clear areas for improvement. The student learned they often base creative decisions on others' feedback and responses to increase confidence in creating a useful product.
White faegan as cw evaluation and overall feedback sheetf43g4n
Faegan WHITE received marks of 17/20 for planning, 54/60 for construction of their main task, and 17/20 for their evaluation. Their evaluation consisted of answering 7 questions using various digital tools like vodcasts, Prezi, PowerPoint, Photoshop, and PowToon. The evaluator praised Faegan's excellent use of examples, analysis, and digital skills to communicate throughout their evaluation. Faegan received an overall mark of 88/100 for their AS coursework.
Product Development--Của bác Phùng Tiến CôngTuấn Anh
The document provides guidance on developing a successful product, beginning with identifying target customers and their problems, creating prototypes and mockups, gathering feedback, developing and testing the product, and planning for scalability. Key steps include clearly defining customer benefits, estimating revenue sources, conducting market research and benchmarking competitors, developing an initial plan with developers, and testing versions with focus groups before presenting to investors.
The document outlines a design thinking process with the following key steps:
1. Empathize and define - Create an empathy map and problem statement to clearly define stakeholders and problems.
2. Ideate - Brainstorm multiple ideas and pick the most practical, disruptive, and favorite ideas.
3. Prototype - Create quick prototypes and test with prospective users, revising the prototypes based on testing feedback.
The process emphasizes empathizing with users, brainstorming many ideas, quick prototyping, and iterative user testing.
MEMSI January 2018: DE2- What can you do for your customer? + DE 5 - Hypothes...Elaine Chen
This document discusses product development and testing methodologies. It emphasizes defining hypotheses about customer needs and desires, then rapidly building minimum viable products to test those hypotheses. Several examples are provided of hypotheses that could be tested for a hypothetical frozen treat business, as well as examples of minimum viable products and experiments used to validate or invalidate hypotheses. The document stresses testing assumptions early and often through small, low-cost experiments.
This document provides guidance for a media studies evaluation assignment. Students are instructed to copy the PowerPoint into their area and add materials weekly. The evaluation consists of 7 questions relating to the student's media product and process. Students should demonstrate their digital media skills through visual and engaging responses. They are asked to submit at least 5 slides per question, which can include links, charts and embedded media. The document models how responses should be formatted and provides examples of the types of questions that will be asked, including about audience, representation, technologies used, conventions, distribution and lessons learned.
The evaluation is worth 20% of the student's overall grade. It requires watching the media product multiple times, getting feedback from an audience, and answering 7 questions that evaluate how the product uses or challenges conventions, represents social groups, would be distributed, targets audiences, and what the student has learned about technologies and the filmmaking process. The student must discuss conventions, social groups, target audiences, and technical skills and can further analyze representation, distribution channels, and improvements from preliminary work. Overall, the evaluation comprehensively assesses the film across production and post-production elements.
The student created a video as a minor project using iMovie. They found that creating a storyboard was the most useful planning tool as it provided a clear structure for the video. Technically, the student learned how to use iMovie to edit video clips, add text, transitions, and music, as well as how to export, upload to YouTube, and add annotations. Survey Monkey provided effective communication and feedback from audiences. The student's testing through Survey Monkey identified clear areas for improvement. The student learned they often base creative decisions on others' feedback and responses to increase confidence in creating a useful product.
White faegan as cw evaluation and overall feedback sheetf43g4n
Faegan WHITE received marks of 17/20 for planning, 54/60 for construction of their main task, and 17/20 for their evaluation. Their evaluation consisted of answering 7 questions using various digital tools like vodcasts, Prezi, PowerPoint, Photoshop, and PowToon. The evaluator praised Faegan's excellent use of examples, analysis, and digital skills to communicate throughout their evaluation. Faegan received an overall mark of 88/100 for their AS coursework.
The student felt their preliminary magazine task lacked polish since they only used Microsoft Word and Publisher. Through learning Photoshop and InDesign in the course, they have significantly improved their editing, design, and layout skills. Their knowledge of software like Photoshop and InDesign was very limited before, but now they feel confident using these programs to create more complex magazines that better meet their target audience's needs and preferences.
The document presents two prototypes to help a fashion design student with career planning: a personal coaching program and a technological platform for collaboration. Feedback from testing found that the student preferred the technological solution but had concerns about complexity, costs, and implementation. The designer learned they need to enhance prototypes, get additional stakeholder input, and may be able to implement parts of the solutions despite limitations of time, skills, and resources.
6. [pro forma] project pro-forma james horburyjames horbury
The document summarizes a photography student's project involving two photo shoots and editing the resulting images. For the first shoot, the morning session was successful but the afternoon produced more tourist photos. Two images from the morning, IMG_0204.JPG and IMG_9821.JPG, were selected for the final set. Minimal editing is planned for IMG_9821.JPG while lighting will be adjusted for IMG_0204.JPG. The document goes on to describe editing various individual images, discussing techniques like color balancing. Composition, audience, influences, and an evaluation of the project are also reviewed.
BIR ( benefit, issue, risk) product focused on consumers (Евгений Цветухин, R...PCampRussia
This document discusses a method called BIR (Benefits, Issues, Risks) for focusing product development on consumers. The key steps of the BIR method are:
1. Identify specific consumer groups or individuals.
2. For each consumer, identify the benefits they seek, issues they face, and risks they need to mitigate.
3. Prioritize the identified benefits, issues, and risks.
4. The development team discusses how product features and solutions address the highest priority items.
The goal of BIR is to help product teams fully understand consumers in order to build products that meet consumer needs and encourage ongoing use.
Introduction to Usability Testing for Survey ResearchCaroline Jarrett
This document provides guidance on planning and preparing for usability testing of surveys. It discusses determining what aspects of a survey to test, who to recruit as participants, and where to conduct the testing. Key recommendations include deciding what to test at least a month before testing, recruiting 5-10 participants to represent intended users, and conducting testing in rounds with revisions between rounds rather than one large test. Locations for testing can either be at the organization conducting the test or in participants' natural environments.
Platt olivia as cw evaluation and overall feedback sheetoliviaplatt
Olivia Platt received marks of 16/20 for planning, 49/60 for the main construction task, and 15/20 for the evaluation portion of an AS coursework. Across seven evaluation questions, Olivia provided proficient to excellent answers using various digital tools like PowerPoint, Prezi, and video. The evaluator praised Olivia's proficient use of conventions, representation of social groups, analysis, and reflection. Overall, Olivia's work was deemed a high proficient body that earned a total mark of 80/100.
FA102C Motion Graphics and Sound Designstephbuscemi
The document discusses a proposed app called Tellegent that aims to reduce student phone distractions in class. It was observed that students focus too much on social media and texting rather than learning. The app would lock a student's phone when they enter a classroom, and automatically notify friends they are unavailable, to encourage better learning behaviors. A logo and branding process was presented combining words for "smart," "technology," and "behavior" into the name Tellegent.
Charlie Thompson reflects on improvements in their media skills since a preliminary task. Their use of color schemes, image selection, cover lines, and Photoshop skills like image cutting have notably progressed. The final piece demonstrates stronger composition and balance compared to earlier work.
The document discusses a proposed app called Tellegent that aims to reduce student phone distractions in class. It was observed that students focus too much on social media and texting rather than learning. The app would lock a student's phone when they enter a classroom, and automatically notify friends they are unavailable, to encourage better learning behaviors. A logo and branding process was presented combining words for "smart," "technology," and "behavior" into the name Tellegent.
The student found social media creators' young ages to be the most interesting aspect of communications discovered so far. Learning new software was the most valuable skill, as technology demands proficiency. Managing group work for an early Prezi assignment was challenging initially, but efficiency improved once working styles were established. The student hopes upcoming units will address digital photography, animation, and broadcasting. Current performance is on track to achieve the goal grade set initially, which can be maintained by completing all work and fixing mistakes when possible.
The document discusses various Advertising Standards Authority (ASA) codes for advertising communications. It outlines 6 specific codes: 1) compliance, 2) recognition as marketing, 3) avoiding misleading claims, 4) preventing harm or offense, 5) suitability for children, and 6) privacy issues related to using people's images. It also mentions code 13 related to food, supplements and health claims. The mind maps and other documents discuss various creative methods - mind maps, mood boards, style sheets, layout plans, and brainstorming - used to develop an advertisement for Coca-Cola. Feedback on the strengths and weaknesses of each method is provided.
This document provides guidance for students on evaluating a media production project. It discusses evaluating the target audience in more detail and ensuring content is appropriate for the time slot. Students should analyze the strengths and weaknesses of their production and demonstrate understanding of relevant media concepts. They will be assigned an evaluation question to answer, gathering necessary evidence such as audience feedback. Students must choose at least two methods of obtaining objective audience feedback on their work and design a "teaser print campaign" to promote their project on a third media platform.
Evaluation 3 - What have you learned from your audience feedback?sbiscoe21
The student learned the importance of feedback from their audience through creating two drafts of a music video and receiving feedback on each. Feedback on the first draft revealed issues with fluency, narrative, and length. This prompted re-editing with improved footage and audio. Feedback from classmates and teachers on the second draft was more constructive and highlighted needed timing and quality improvements. Through this iterative process incorporating audience feedback, the student was better able to meet the needs of their target demographic and produce a higher quality final product.
The student used several media technologies for constructing, researching, planning, and evaluating their documentary project. Blogger was used to document their progress through dated posts including feedback and references. iPhoto allowed organizing and basic editing of videos and images. iMovie was used for editing the documentary, utilizing cuts, fades, and noise cancellation. After Effects added specialized effects. Google Forms facilitated surveys and feedback. Twitter engaged the target audience. A wide range of technologies were learned and applied at different stages of the project.
Meeting my aims objectives - survey resultsHayley Ip
The document outlines Hayley Ip's aims for several projects related to expanding the Rubik's cube community and making resources for cubers. The aims include:
1) Creating Rubik's cube tutorials to widen the community and surveying viewers to see if they found it helpful.
2) Developing a timer application for cubers to time solves offline and surveying users about the timer's functionality and ease of download.
3) Designing a logo for a website through user surveys about design qualities like being eye-catching and recognizable.
4) Building a website for customers to learn and buy cubes, researching site builders and surveying users on navigation and contact options.
5
The author learned several important lessons from their preliminary task to the full production. They improved their research skills and ability to analyze information. Time management was challenging as an individual project. The author also better understands genre conventions and techniques like mise-en-scene and lighting and how to apply them professionally. Evaluating their own work helped them recognize where they could improve and develop their skills further. The knowledge gained from the preliminary task greatly benefited the production and will continue to aid the author's success long-term.
UX Field Research Toolkit - A Workshop at Big Design - 2017Kelly Moran
Workshop Description:
Looking for practice with in-depth user-experience research methods? You may have read about techniques in the past, but methods must be practiced to be understood. projekt202 has been employing these methodologies with great success since 2003. This workshop is your opportunity to try these tools in a structured environment without pressing deadlines or looming stakeholders. Our experienced research and design professionals will share industry tips and tricks that will help you put theory to practice.
The workshop will be hands-on and interactive; instructional elements will be reinforced with stories of impact to real projects. We will not only cover methods of gathering user data, but the importance of spending time internalizing and analyzing the data through activities such as affinity diagramming. Participants will gain exposure to these important practices in a low-pressure atmosphere and with the guidance of experienced professionals.
Through creating a preliminary project and then a full product, the student learned several important lessons about creating magazines:
1) Time management is crucial, as certain tasks like layout take significant time and require planning interim deadlines.
2) Practicing photography skills is important for high quality images, as lighting and effects improve with experience.
3) Research is needed to understand magazine conventions like bold coverlines and multi-column contents pages.
4) Achieving professional standards is challenging but allows more creative experimentation in the final product.
In his pitch presentation, the presenter used various equipment like a slide changer and camera on a tripod to engage with the audience and be evaluated. He loaded his Prezi PowerPoint onto the main Mac connected to the projector so the audience could see it clearly.
Prior to the magazine production, he created pre-production materials like drafts and photo plans. He also re-took some photos for the magazine.
For the photoshoot, he used a Nikon D500 camera and iMac computers, which are easy to use with design software and secure from viruses.
After the pitch, he distributed a survey monkey to get feedback on how to improve. He analyzed the results, which
Through completing the preliminary task and progressing to the full product, the student learned about:
1) Effective time management and setting mini deadlines to complete tasks on schedule.
2) The importance of lighting and color schemes in achieving a sophisticated aesthetic.
3) Conventions of magazine design like bold coverlines in a neat layout and contents pages divided into columns.
This evaluation form provides guidance for students to evaluate their projects in a concise and focused manner. It outlines sections for an overview of the project, personal response, evaluation of strengths and weaknesses, analysis, and an action plan. The document emphasizes using appropriate terminology, focusing on key points, and making judgements about the work rather than just describing the process.
The student felt their preliminary magazine task lacked polish since they only used Microsoft Word and Publisher. Through learning Photoshop and InDesign in the course, they have significantly improved their editing, design, and layout skills. Their knowledge of software like Photoshop and InDesign was very limited before, but now they feel confident using these programs to create more complex magazines that better meet their target audience's needs and preferences.
The document presents two prototypes to help a fashion design student with career planning: a personal coaching program and a technological platform for collaboration. Feedback from testing found that the student preferred the technological solution but had concerns about complexity, costs, and implementation. The designer learned they need to enhance prototypes, get additional stakeholder input, and may be able to implement parts of the solutions despite limitations of time, skills, and resources.
6. [pro forma] project pro-forma james horburyjames horbury
The document summarizes a photography student's project involving two photo shoots and editing the resulting images. For the first shoot, the morning session was successful but the afternoon produced more tourist photos. Two images from the morning, IMG_0204.JPG and IMG_9821.JPG, were selected for the final set. Minimal editing is planned for IMG_9821.JPG while lighting will be adjusted for IMG_0204.JPG. The document goes on to describe editing various individual images, discussing techniques like color balancing. Composition, audience, influences, and an evaluation of the project are also reviewed.
BIR ( benefit, issue, risk) product focused on consumers (Евгений Цветухин, R...PCampRussia
This document discusses a method called BIR (Benefits, Issues, Risks) for focusing product development on consumers. The key steps of the BIR method are:
1. Identify specific consumer groups or individuals.
2. For each consumer, identify the benefits they seek, issues they face, and risks they need to mitigate.
3. Prioritize the identified benefits, issues, and risks.
4. The development team discusses how product features and solutions address the highest priority items.
The goal of BIR is to help product teams fully understand consumers in order to build products that meet consumer needs and encourage ongoing use.
Introduction to Usability Testing for Survey ResearchCaroline Jarrett
This document provides guidance on planning and preparing for usability testing of surveys. It discusses determining what aspects of a survey to test, who to recruit as participants, and where to conduct the testing. Key recommendations include deciding what to test at least a month before testing, recruiting 5-10 participants to represent intended users, and conducting testing in rounds with revisions between rounds rather than one large test. Locations for testing can either be at the organization conducting the test or in participants' natural environments.
Platt olivia as cw evaluation and overall feedback sheetoliviaplatt
Olivia Platt received marks of 16/20 for planning, 49/60 for the main construction task, and 15/20 for the evaluation portion of an AS coursework. Across seven evaluation questions, Olivia provided proficient to excellent answers using various digital tools like PowerPoint, Prezi, and video. The evaluator praised Olivia's proficient use of conventions, representation of social groups, analysis, and reflection. Overall, Olivia's work was deemed a high proficient body that earned a total mark of 80/100.
FA102C Motion Graphics and Sound Designstephbuscemi
The document discusses a proposed app called Tellegent that aims to reduce student phone distractions in class. It was observed that students focus too much on social media and texting rather than learning. The app would lock a student's phone when they enter a classroom, and automatically notify friends they are unavailable, to encourage better learning behaviors. A logo and branding process was presented combining words for "smart," "technology," and "behavior" into the name Tellegent.
Charlie Thompson reflects on improvements in their media skills since a preliminary task. Their use of color schemes, image selection, cover lines, and Photoshop skills like image cutting have notably progressed. The final piece demonstrates stronger composition and balance compared to earlier work.
The document discusses a proposed app called Tellegent that aims to reduce student phone distractions in class. It was observed that students focus too much on social media and texting rather than learning. The app would lock a student's phone when they enter a classroom, and automatically notify friends they are unavailable, to encourage better learning behaviors. A logo and branding process was presented combining words for "smart," "technology," and "behavior" into the name Tellegent.
The student found social media creators' young ages to be the most interesting aspect of communications discovered so far. Learning new software was the most valuable skill, as technology demands proficiency. Managing group work for an early Prezi assignment was challenging initially, but efficiency improved once working styles were established. The student hopes upcoming units will address digital photography, animation, and broadcasting. Current performance is on track to achieve the goal grade set initially, which can be maintained by completing all work and fixing mistakes when possible.
The document discusses various Advertising Standards Authority (ASA) codes for advertising communications. It outlines 6 specific codes: 1) compliance, 2) recognition as marketing, 3) avoiding misleading claims, 4) preventing harm or offense, 5) suitability for children, and 6) privacy issues related to using people's images. It also mentions code 13 related to food, supplements and health claims. The mind maps and other documents discuss various creative methods - mind maps, mood boards, style sheets, layout plans, and brainstorming - used to develop an advertisement for Coca-Cola. Feedback on the strengths and weaknesses of each method is provided.
This document provides guidance for students on evaluating a media production project. It discusses evaluating the target audience in more detail and ensuring content is appropriate for the time slot. Students should analyze the strengths and weaknesses of their production and demonstrate understanding of relevant media concepts. They will be assigned an evaluation question to answer, gathering necessary evidence such as audience feedback. Students must choose at least two methods of obtaining objective audience feedback on their work and design a "teaser print campaign" to promote their project on a third media platform.
Evaluation 3 - What have you learned from your audience feedback?sbiscoe21
The student learned the importance of feedback from their audience through creating two drafts of a music video and receiving feedback on each. Feedback on the first draft revealed issues with fluency, narrative, and length. This prompted re-editing with improved footage and audio. Feedback from classmates and teachers on the second draft was more constructive and highlighted needed timing and quality improvements. Through this iterative process incorporating audience feedback, the student was better able to meet the needs of their target demographic and produce a higher quality final product.
The student used several media technologies for constructing, researching, planning, and evaluating their documentary project. Blogger was used to document their progress through dated posts including feedback and references. iPhoto allowed organizing and basic editing of videos and images. iMovie was used for editing the documentary, utilizing cuts, fades, and noise cancellation. After Effects added specialized effects. Google Forms facilitated surveys and feedback. Twitter engaged the target audience. A wide range of technologies were learned and applied at different stages of the project.
Meeting my aims objectives - survey resultsHayley Ip
The document outlines Hayley Ip's aims for several projects related to expanding the Rubik's cube community and making resources for cubers. The aims include:
1) Creating Rubik's cube tutorials to widen the community and surveying viewers to see if they found it helpful.
2) Developing a timer application for cubers to time solves offline and surveying users about the timer's functionality and ease of download.
3) Designing a logo for a website through user surveys about design qualities like being eye-catching and recognizable.
4) Building a website for customers to learn and buy cubes, researching site builders and surveying users on navigation and contact options.
5
The author learned several important lessons from their preliminary task to the full production. They improved their research skills and ability to analyze information. Time management was challenging as an individual project. The author also better understands genre conventions and techniques like mise-en-scene and lighting and how to apply them professionally. Evaluating their own work helped them recognize where they could improve and develop their skills further. The knowledge gained from the preliminary task greatly benefited the production and will continue to aid the author's success long-term.
UX Field Research Toolkit - A Workshop at Big Design - 2017Kelly Moran
Workshop Description:
Looking for practice with in-depth user-experience research methods? You may have read about techniques in the past, but methods must be practiced to be understood. projekt202 has been employing these methodologies with great success since 2003. This workshop is your opportunity to try these tools in a structured environment without pressing deadlines or looming stakeholders. Our experienced research and design professionals will share industry tips and tricks that will help you put theory to practice.
The workshop will be hands-on and interactive; instructional elements will be reinforced with stories of impact to real projects. We will not only cover methods of gathering user data, but the importance of spending time internalizing and analyzing the data through activities such as affinity diagramming. Participants will gain exposure to these important practices in a low-pressure atmosphere and with the guidance of experienced professionals.
Through creating a preliminary project and then a full product, the student learned several important lessons about creating magazines:
1) Time management is crucial, as certain tasks like layout take significant time and require planning interim deadlines.
2) Practicing photography skills is important for high quality images, as lighting and effects improve with experience.
3) Research is needed to understand magazine conventions like bold coverlines and multi-column contents pages.
4) Achieving professional standards is challenging but allows more creative experimentation in the final product.
In his pitch presentation, the presenter used various equipment like a slide changer and camera on a tripod to engage with the audience and be evaluated. He loaded his Prezi PowerPoint onto the main Mac connected to the projector so the audience could see it clearly.
Prior to the magazine production, he created pre-production materials like drafts and photo plans. He also re-took some photos for the magazine.
For the photoshoot, he used a Nikon D500 camera and iMac computers, which are easy to use with design software and secure from viruses.
After the pitch, he distributed a survey monkey to get feedback on how to improve. He analyzed the results, which
Through completing the preliminary task and progressing to the full product, the student learned about:
1) Effective time management and setting mini deadlines to complete tasks on schedule.
2) The importance of lighting and color schemes in achieving a sophisticated aesthetic.
3) Conventions of magazine design like bold coverlines in a neat layout and contents pages divided into columns.
This evaluation form provides guidance for students to evaluate their projects in a concise and focused manner. It outlines sections for an overview of the project, personal response, evaluation of strengths and weaknesses, analysis, and an action plan. The document emphasizes using appropriate terminology, focusing on key points, and making judgements about the work rather than just describing the process.
Throughout the project, the student used various digital technologies for construction, research, planning, and evaluation. For construction, they used Blogger to share their work and link to their YouTube music video. For research, they used Prezi to display audience research and profiles. In planning, Prezi was used to share a storyboard. Evaluation questions were shared on Blogger, YouTube, Prezi, and PowerPoint. Photoshop and Illustrator were used for designs. Cameras, Final Cut Express, and YouTube were also important technologies used at different stages.
The document outlines Hayley Ip's aims and objectives for a project involving Rubik's cubes. Her first aim was to widen the Rubik's cube community by making tutorials and posting them on YouTube. She evaluated this aim by noting a tutorial was viewed 211 times, showing they widened the community. Her second aim was to make an offline timer using Visual Basic. She created a survey to evaluate if the timer was downloadable and easy to use, which respondents answered positively. Her third aim was to make a logo for the website. A survey evaluated that the logo conveyed a positive feeling and was suitable and recognizable. Her fourth aim was to make a functional website, which she evaluated through a survey that found navigation and layout were
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.
This evaluation form provides guidance for students to evaluate their projects in a concise and focused manner. It prompts students to use appropriate terminology, stay brief while hitting key points, evaluate their own statements, and make judgements about the work rather than describing how it was made. The form then has sections for students to outline their project aims and themes, research process, development of ideas, outcomes, personal reflections, evaluation of strengths and weaknesses, analysis, and plans for future improvements.
The student learned several important lessons from their preliminary task to the full production:
They developed better research, analysis, and presentation skills. Time management was difficult working alone but the student learned to spread work out over time. The student also learned how to properly apply genre conventions and technical techniques like mise-en-scène and lighting to create a more polished video. Evaluating their own work helped the student learn to be more critical and identify areas for future improvement. Overall, the knowledge gained from the preliminary task greatly benefited the production and will aid the student's long-term success working in media.
The document discusses feedback received from an audience questionnaire about documentaries. Key findings include:
- Respondents preferred archive footage and interviews as codes/conventions. This informed including more interviews in the documentary.
- Genre preferences helped decide what genre the documentary would be.
- Asking about gender ensured the survey wasn't gender biased and allowed comparing male and female preferences.
Peer and family feedback on documentary drafts and ancillary tasks helped improve the products by highlighting ineffective areas and changes needed. The most useful feedback came from reviewing the documentary itself.
A04 - Review The Project - Extended Project Evaluation ash
Ashley Gunshorn completed an extended project evaluating their time management and research for a documentary promoting a Creative and Media diploma program. They experienced difficulties like changing their project idea and technical issues, but overcame them through perseverance and practice. Feedback on the final outcome was mixed, with comments on improving audio levels, including more classroom scenes, and using a more interview-style format. For future projects, Ashley would plan more thoroughly, research more in-depth using different sources, explore more locations for filming, and gather more feedback.
This document provides weekly reflections from a student on their work producing a music video over 5 weeks. In week 1, they generated initial ideas and chose a song. In week 2, they researched successful music videos and experimented with filming techniques. In week 3, they wrote a proposal and pre-production materials like a shot list and storyboard. Week 4 involved finalizing pre-production and filming. In the 5th week, they completed filming, did editing and effects, and began an evaluation. The reflections focused on planning, experimentation, and improving skills for future projects.
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.
Similar to Primary Research: Banner related questions on surveymonkey.com (20)
2. Questions on surveymonkey.com
• I mentioned the some of the advantages
with surveymonkey.com previously in
“Primary Research – Video related
questions on surveymonkey.com”
• However, I realized today that
surveymonkey.com also allows you to
upload images onto the websites so my
respondents could see the 3 banners.
This is very efficient as they are all
placed side-by-side therefore my
respondents will be able to compare
them clearly and easily.
• Once again, I will leave this for a day to
gather all my results.
• I will then analyze these results to see
which banner my respondents
liked/preferred most and why.
• From these results, I will move onto the
next stage of physically making the
banner using Photoshop software
3. Question 1 Results
• From my results, it is clear that
majority of the respondents liked
Banner 1, with 70% (7 out of 10
people chose this)
• The rest of the respondents chose
Banner 2, and no one whose Banner
3.
• This shows that the respondents
don‟t care whether of not there are
snapshots of the video tutorial on the
banner. It shows that they prefer
simple and professional over artistic
and creative.
4. Question 2 Results
• To support my point raised
previously when I said that the
results showed that respondents
liked simple and professional over
artistic and creative, this question
covers “why” they decided to choose
the banner they chose.
• Looking from the results, most of
the comments said it was because it
looked professional, clean and
simple – therefore my theory
mentioned in question 1 was correct!
5. Conclusion
• In conclusion to these results, I decided
that I will be making a banner using
my sketch for „Banner 1‟ as a
template/guide.
• I have to make it look simple, clean
and professional.
• The banner will be 750x150 pixels,
saved in a .jpg or jpeg or .gif file
• I have confirmed these results with my
client, Koharu, and she is completely
fine with it