The document provides research on the target audience for a client project in York, England. It analyzes demographic data which shows that York's population is primarily white (94%) and older (21.2% of visitors are aged 45-55). There are limited activities for youth in York, which is seen as catering more to older tourists who visit historic sites. Research includes surveys that find the target audience of 16-24 year olds have interest in fashion and are influenced by social media. Existing youth activities in York are examined, finding that those providing exploration of varied locations and opportunities for engagement attract audiences best.
The document discusses research conducted for a York visitor guide targeted towards 16-24 year olds. A survey was administered and found that food, socializing, and nightlife were top priorities for the target demographic. Existing visitor resources like VisitYork were reviewed and found to lack focus on this age group. Social media accounts advertising York were also analyzed. The research indicates a visitor guide and accompanying social media presence highlighting food, attractions, and discounts could attract more 16-24 year old visitors to York.
The document discusses research conducted for a York visitor guide targeted towards 16-24 year olds. A survey was administered and found that most respondents were female, lived in York, and enjoyed going out for food and drinks. Existing tourism resources like VisitYork were analyzed and found to lack offerings targeted to late teens/young adults. Social media accounts promoting York provided inspiration. The research supports creating a social media campaign and tour focused on food, nightlife, and experiences of interest to younger audiences.
The document provides research on the target demographics for a social media marketing campaign promoting restaurants in York, England. A survey found that most 16-24 year olds feel pressure to find good restaurants and things to do in York. The research indicates developing an Instagram account highlighting affordable cuisine options could help address the needs and interests of the target demographic.
The document provides research on the target demographics for a social media marketing campaign promoting restaurants in York, England. It analyzes census data on York's population, survey results from visitors to York on their experiences, and social media usage statistics. This research is being used to develop an Instagram marketing scheme that will target 16-24 year olds in York and visiting York by advertising local cuisine through video advertisements and guided tours.
Research presented includes census data on York's population, visitor statistics, social media usage trends in the UK, and psychographic information on 16-24 year olds. Primary research through Instagram polls found that this age group struggles to find affordable restaurants and feels York can get boring. This informs
This document provides information for a potential social media marketing campaign to promote restaurants in York, England. It begins with research on York's demographics and visitor statistics. Then, it analyzes the target audience of 16-24 year olds and their social media usage. Various ideas are proposed, including an online walking tour guide app and an Instagram marketing scheme. The Instagram scheme is selected for further development. Details are given on creating advertisement videos for specific restaurants that highlight their food, atmosphere and appeal to younger audiences. Market research and testing of initial advertisement designs is discussed. Finally, a mood board is presented to plan the visual style of the campaign.
The document provides demographic information about York's population as well as visitor statistics. It finds that as of 2022, York's population is 215,536, with 51.9% being female and 48.1% being male. In 2021, 49% of visitors to York were day trippers and 51% stayed overnight. The average social media user in the UK has 6.3 accounts and spends 1 hour and 48 minutes per day on social media. The target audience for the project is 16-24 year olds in York who are residents or visitors. A social media advertising scheme using Instagram is proposed, featuring short video advertisements of restaurants in York.
The document provides demographic information about York's population as well as visitor statistics. It finds that as of 2022, York's population is 215,536, with 51.9% being female and 48.1% being male. In 2021, 49% of visitors to York were day trippers and 51% stayed overnight. The average social media user in the UK has 6.3 accounts and spends 1 hour and 48 minutes per day on social media. The target audience for the project is 16-24 year olds in York who are residents or visitors. A social media advertising scheme using Instagram is proposed, featuring short video advertisements of restaurants in York.
The document discusses research conducted for a York visitor guide targeted towards 16-24 year olds. A survey was administered and found that food, socializing, and nightlife were top priorities for the target demographic. Existing visitor resources like VisitYork were reviewed and found to lack focus on this age group. Social media accounts advertising York were also analyzed. The research indicates a visitor guide and accompanying social media presence highlighting food, attractions, and discounts could attract more 16-24 year old visitors to York.
The document discusses research conducted for a York visitor guide targeted towards 16-24 year olds. A survey was administered and found that most respondents were female, lived in York, and enjoyed going out for food and drinks. Existing tourism resources like VisitYork were analyzed and found to lack offerings targeted to late teens/young adults. Social media accounts promoting York provided inspiration. The research supports creating a social media campaign and tour focused on food, nightlife, and experiences of interest to younger audiences.
The document provides research on the target demographics for a social media marketing campaign promoting restaurants in York, England. A survey found that most 16-24 year olds feel pressure to find good restaurants and things to do in York. The research indicates developing an Instagram account highlighting affordable cuisine options could help address the needs and interests of the target demographic.
The document provides research on the target demographics for a social media marketing campaign promoting restaurants in York, England. It analyzes census data on York's population, survey results from visitors to York on their experiences, and social media usage statistics. This research is being used to develop an Instagram marketing scheme that will target 16-24 year olds in York and visiting York by advertising local cuisine through video advertisements and guided tours.
Research presented includes census data on York's population, visitor statistics, social media usage trends in the UK, and psychographic information on 16-24 year olds. Primary research through Instagram polls found that this age group struggles to find affordable restaurants and feels York can get boring. This informs
This document provides information for a potential social media marketing campaign to promote restaurants in York, England. It begins with research on York's demographics and visitor statistics. Then, it analyzes the target audience of 16-24 year olds and their social media usage. Various ideas are proposed, including an online walking tour guide app and an Instagram marketing scheme. The Instagram scheme is selected for further development. Details are given on creating advertisement videos for specific restaurants that highlight their food, atmosphere and appeal to younger audiences. Market research and testing of initial advertisement designs is discussed. Finally, a mood board is presented to plan the visual style of the campaign.
The document provides demographic information about York's population as well as visitor statistics. It finds that as of 2022, York's population is 215,536, with 51.9% being female and 48.1% being male. In 2021, 49% of visitors to York were day trippers and 51% stayed overnight. The average social media user in the UK has 6.3 accounts and spends 1 hour and 48 minutes per day on social media. The target audience for the project is 16-24 year olds in York who are residents or visitors. A social media advertising scheme using Instagram is proposed, featuring short video advertisements of restaurants in York.
The document provides demographic information about York's population as well as visitor statistics. It finds that as of 2022, York's population is 215,536, with 51.9% being female and 48.1% being male. In 2021, 49% of visitors to York were day trippers and 51% stayed overnight. The average social media user in the UK has 6.3 accounts and spends 1 hour and 48 minutes per day on social media. The target audience for the project is 16-24 year olds in York who are residents or visitors. A social media advertising scheme using Instagram is proposed, featuring short video advertisements of restaurants in York.
The document discusses research into attracting different audience demographics to York, England. It profiles the 18-24 age group ("Gen Z") that values honesty, equality and inclusivity in brands. It also profiles visitors aged 45-64 who travel from northern England and the first computer generation aged 55-64. Research into existing York tourism finds visitors enjoy attractions, scenery and markets. The Harry Potter franchise is discussed as attracting younger visitors. The Harry Potter: Hogwarts Mystery mobile game and Pokémon Go are examined as interactive experiences incorporating real locations that could attract audiences.
The document outlines a proposal to create a photo mosaic made up of photographs of models wearing clothing from sustainable brands, arranged to depict a natural landscape and promote environmental sustainability. The proposal includes plans to take photos at different nature locations in York featuring people in various shades of green clothing. Research into photo mosaics, the target audience, and York demographics will inform the planning and creation of the final project.
The documents discuss research into potential audiences for a new online platform focused on topics like reality, consciousness, and the future. The research examines demographics and interests of younger people on social media like Instagram and TikTok, as well as trends in consumption among those aged 16-24 like fashion app Asos. Specific subcultures that may be interested, such as those interested in witchcraft, Wicca and crystals, are also analyzed.
The document provides research on existing food tour products to help inform the client's tour project for 18-24 year olds in York. It summarizes two existing food tours: 1) A Soho food bar trail that provides clues between stops to keep groups engaged and seems tailored to a similar audience but for a broader age range. 2) A London East End food tour that seems aimed at middle-aged tourists rather than focusing on independent shops and street food like the client's intended tour. The client analyzes similarities and differences to their planned tour.
This document provides a report on developing a social media viral marketing campaign to increase museum patronage among young adults aged 18-25. It analyzes reasons for declining museum attendance in this demographic and influences on their purchasing decisions. Successful social media campaigns by other museums like the Guggenheim and Tate Modern are examined. Recommendations include engaging young adults through social networks, movies, concerts and apps to make museums more interactive, popular and socially relevant.
The document provides information about conducting an audience analysis for a media arts project in York, England. It details the population demographics of York, including age and employment statistics. It also describes several existing media events in York that are relevant to the target audience of 16-25 year olds. Research was conducted through primary interviews and secondary sources to understand how to best appeal to and engage this audience. Existing magazines are analyzed to identify successful design techniques for the project's intended magazine format. Production methods like Photoshop and online content are discussed.
The document provides information about conducting an audience analysis for a media arts project in York, England. It details the population demographics of York, including age and employment statistics. It also describes several existing media events in York that are relevant to the target audience of 16-25 year olds. Research was conducted through primary interviews and secondary sources to understand how to best appeal to and engage this audience. Existing magazines are analyzed to identify successful design techniques for the project's intended magazine format. Production methods like Photoshop and online/print distribution are discussed.
This survey was conducted to learn more about the target audience for a documentary. The responses showed that most of the target audience is 18 years old, spends 5-9 hours on mobile phones daily, and believes technology has a large impact on daily life. While the audience has a generally positive view of social media and technology, many think reliance on it has grown too much. Most watch crime and educational documentaries and shows like Peaky Blinders on BBC platforms. The survey provided useful insights into the demographics, interests, and views of the target documentary audience.
Future Shoppers Report es una investigación elaborada por Samsung UK que hace hincapié en consumidores de 16-24 años, tendencias, preferencias, gustos, ¿qué es lo que buscan?
The video must be between 1-3 minutes and appropriate for 12-18 year olds. It should explore youth culture through interviews, reports, dramatizations or other relevant content.
The target audience for the documentary is 16-24 year olds who are likely still in education. This age group frequently uses mobile phones and computers, and can be easily distracted by their phones. The documentary will show how schools used to ban cell phones and explain how social media platforms actually operate in order to educate younger generations who may overuse technology without fully understanding its effects. Other demographics like religion, income, family size, and gender are not major factors for the target audience. Instead, the focus is on how technology has impacted the current younger generation's culture.
This document provides details on research conducted for a filmmaking project (FMP) documentary on Yorkshire, England. Primary and secondary research sources were used, including audience surveys and interviews, market research on existing products, and research on documentary styles and the tourism industry. The documentary aims to promote tourism to Yorkshire by advertising locations and activities. Younger adults aged 23-38 are identified as the primary target audience based on research showing they spend the most time and money on holidays. Additional surveys will be used to further profile the target audience and gather information on documentary production.
The document discusses creating an online magazine article about charities in York that help young people ages 16-25. It analyzes the target audience and considers topics that would interest them, such as educating, entertaining, or informing. Two potential case studies are identified: SNAPPY, a charity for children with disabilities that also offers programs for young adults; and SASH, a charity preventing youth homelessness. Initial plans are made to create an online magazine page highlighting these and other local charities to bring them more attention and inform young people of volunteering opportunities.
The target audience for the documentary is 16-24 year olds who are likely still in education. Mobile phones and computers will be targeted as these are popular among teenagers for both school and leisure. Younger people within this age range, who are more frequent users of social media and technology, will be the main focus. Other demographics like religion, income, family size, and gender are not significant factors as the documentary aims to inform younger generations about how social media platforms truly operate. Psychographic groups like "Explorers" who like discovering new trends, and "Aspires" seeking status, will be targeted as they are more open to new information and likely to spread it.
Audience research for short docuemtnaryBaileyFurman
This document analyzes the target audience for a short documentary about fame. The primary audience is 16-24 year olds, who are likely still pursuing their goals and have high smartphone usage. Research found this age group earns under £200 per week, so the documentary will be free. It will be accessible on smartphones and the internet, like YouTube, which research showed is highly used by this demographic. A survey of the target age range provided insights into their common device usage, ambitions, and preferences for internet and video content, which will inform how the documentary is designed to appeal to this audience.
How Chinese Teens Use Digital: Getting to Know Your Customers of TomorrowLabbrand
Chinese teenagers are avid users of digital technology and the internet. They perceive themselves as more reliant on the internet than older generations. They use mobile devices constantly throughout the day to consume content, communicate socially, and express themselves. The most popular social media platforms for Chinese teens are QQ, Weixin, RenRen, and Sina Weibo, which they use to stay connected with close friends and learn about new topics. However, their social media time is fragmented across multiple platforms, so brands need to research each platform to effectively engage this demographic. Overall, digital gives Chinese teens new avenues for self-expression and building their identity online.
This document discusses a study on how social media influences people's entertainment consumption habits. A survey of 50 people found that most use Facebook daily to connect with others about entertainment and search for information about entertainment products weekly. Many check what brands their friends follow and ask friends for recommendations before purchases. The results indicate that social media makes discovering, researching, and shopping for entertainment easier and more fun for many consumers.
The document provides research on the target audience for a new tour guide being developed in York, England. Key points include:
- The research shows there is a market for tours in York as many visitors return regularly, indicating they enjoy the city.
- Over half of York's visitors stay overnight, showing potential for multiple tours per visit.
- The target age group of 18-24 currently makes up one of the lowest percentages of York visitors, requiring tailored marketing.
- Cinema interests a large percentage of potential audiences, suggesting a film-themed tour could appeal to younger visitors.
- Mainstream films shot in York should be featured to attract broader audiences that discuss the tour with others.
Brandon Lambert is targeting 18-24 year olds in York, England for a new creative project. This age group is heavily involved in social media like Instagram and enjoys listening to music. They also prefer evenings over daytime. Lambert plans to incorporate these interests by making social media and music central parts of the project and holding activities at night. Two existing York attractions - a ghost walk and historic theater - provide examples of entertaining and educating audiences in ways that interest Lambert's target demographic.
The document provides information about creating a film project in York, England that aims to inform, educate, and entertain about mental health issues among 16-25 year olds. Research found that over half of York's population is female, most residents are white, and the lowest percentage of visitors to York are in the target 16-25 age range. Primary research through surveys found most respondents would watch a video about mental health and had known someone with mental issues. Interviews revealed stories about causes of mental health disorders. Existing videos on the topic use documentary or personal storytelling styles. Production techniques like lighting and location scouting will need to be considered.
The document discusses the context for the author's final major project (FMP) in which they plan to make a short film. They have experience with various types of video production and want to take on the new challenge of creating a short narrative film. The film will focus on the mental struggles of a failing model dealing with feelings of inferiority compared to others on social media. It will feature an imaginary hallucinated character that only the main character and audience can see. The author has chosen two friends to help with acting and filming the scenes they won't be in. Shooting will take place at local indoor locations over the Easter holiday break when everyone has free time.
Alfie Horwell proposes a film project titled "Judas Kiss" based on inspiration from the movie Fight Club. The project will involve filming, acting in, and editing the movie. Research will focus on Fight Club, David Fincher's films, and psychology related to alternate personalities. Evaluation will consist of reflection after each section is created to improve lighting, composition, acting and identify areas for improvement. The project tasks will include pre-production research, planning, production, reflections, evaluation and presentation over 15 weeks.
The document discusses research into attracting different audience demographics to York, England. It profiles the 18-24 age group ("Gen Z") that values honesty, equality and inclusivity in brands. It also profiles visitors aged 45-64 who travel from northern England and the first computer generation aged 55-64. Research into existing York tourism finds visitors enjoy attractions, scenery and markets. The Harry Potter franchise is discussed as attracting younger visitors. The Harry Potter: Hogwarts Mystery mobile game and Pokémon Go are examined as interactive experiences incorporating real locations that could attract audiences.
The document outlines a proposal to create a photo mosaic made up of photographs of models wearing clothing from sustainable brands, arranged to depict a natural landscape and promote environmental sustainability. The proposal includes plans to take photos at different nature locations in York featuring people in various shades of green clothing. Research into photo mosaics, the target audience, and York demographics will inform the planning and creation of the final project.
The documents discuss research into potential audiences for a new online platform focused on topics like reality, consciousness, and the future. The research examines demographics and interests of younger people on social media like Instagram and TikTok, as well as trends in consumption among those aged 16-24 like fashion app Asos. Specific subcultures that may be interested, such as those interested in witchcraft, Wicca and crystals, are also analyzed.
The document provides research on existing food tour products to help inform the client's tour project for 18-24 year olds in York. It summarizes two existing food tours: 1) A Soho food bar trail that provides clues between stops to keep groups engaged and seems tailored to a similar audience but for a broader age range. 2) A London East End food tour that seems aimed at middle-aged tourists rather than focusing on independent shops and street food like the client's intended tour. The client analyzes similarities and differences to their planned tour.
This document provides a report on developing a social media viral marketing campaign to increase museum patronage among young adults aged 18-25. It analyzes reasons for declining museum attendance in this demographic and influences on their purchasing decisions. Successful social media campaigns by other museums like the Guggenheim and Tate Modern are examined. Recommendations include engaging young adults through social networks, movies, concerts and apps to make museums more interactive, popular and socially relevant.
The document provides information about conducting an audience analysis for a media arts project in York, England. It details the population demographics of York, including age and employment statistics. It also describes several existing media events in York that are relevant to the target audience of 16-25 year olds. Research was conducted through primary interviews and secondary sources to understand how to best appeal to and engage this audience. Existing magazines are analyzed to identify successful design techniques for the project's intended magazine format. Production methods like Photoshop and online content are discussed.
The document provides information about conducting an audience analysis for a media arts project in York, England. It details the population demographics of York, including age and employment statistics. It also describes several existing media events in York that are relevant to the target audience of 16-25 year olds. Research was conducted through primary interviews and secondary sources to understand how to best appeal to and engage this audience. Existing magazines are analyzed to identify successful design techniques for the project's intended magazine format. Production methods like Photoshop and online/print distribution are discussed.
This survey was conducted to learn more about the target audience for a documentary. The responses showed that most of the target audience is 18 years old, spends 5-9 hours on mobile phones daily, and believes technology has a large impact on daily life. While the audience has a generally positive view of social media and technology, many think reliance on it has grown too much. Most watch crime and educational documentaries and shows like Peaky Blinders on BBC platforms. The survey provided useful insights into the demographics, interests, and views of the target documentary audience.
Future Shoppers Report es una investigación elaborada por Samsung UK que hace hincapié en consumidores de 16-24 años, tendencias, preferencias, gustos, ¿qué es lo que buscan?
The video must be between 1-3 minutes and appropriate for 12-18 year olds. It should explore youth culture through interviews, reports, dramatizations or other relevant content.
The target audience for the documentary is 16-24 year olds who are likely still in education. This age group frequently uses mobile phones and computers, and can be easily distracted by their phones. The documentary will show how schools used to ban cell phones and explain how social media platforms actually operate in order to educate younger generations who may overuse technology without fully understanding its effects. Other demographics like religion, income, family size, and gender are not major factors for the target audience. Instead, the focus is on how technology has impacted the current younger generation's culture.
This document provides details on research conducted for a filmmaking project (FMP) documentary on Yorkshire, England. Primary and secondary research sources were used, including audience surveys and interviews, market research on existing products, and research on documentary styles and the tourism industry. The documentary aims to promote tourism to Yorkshire by advertising locations and activities. Younger adults aged 23-38 are identified as the primary target audience based on research showing they spend the most time and money on holidays. Additional surveys will be used to further profile the target audience and gather information on documentary production.
The document discusses creating an online magazine article about charities in York that help young people ages 16-25. It analyzes the target audience and considers topics that would interest them, such as educating, entertaining, or informing. Two potential case studies are identified: SNAPPY, a charity for children with disabilities that also offers programs for young adults; and SASH, a charity preventing youth homelessness. Initial plans are made to create an online magazine page highlighting these and other local charities to bring them more attention and inform young people of volunteering opportunities.
The target audience for the documentary is 16-24 year olds who are likely still in education. Mobile phones and computers will be targeted as these are popular among teenagers for both school and leisure. Younger people within this age range, who are more frequent users of social media and technology, will be the main focus. Other demographics like religion, income, family size, and gender are not significant factors as the documentary aims to inform younger generations about how social media platforms truly operate. Psychographic groups like "Explorers" who like discovering new trends, and "Aspires" seeking status, will be targeted as they are more open to new information and likely to spread it.
Audience research for short docuemtnaryBaileyFurman
This document analyzes the target audience for a short documentary about fame. The primary audience is 16-24 year olds, who are likely still pursuing their goals and have high smartphone usage. Research found this age group earns under £200 per week, so the documentary will be free. It will be accessible on smartphones and the internet, like YouTube, which research showed is highly used by this demographic. A survey of the target age range provided insights into their common device usage, ambitions, and preferences for internet and video content, which will inform how the documentary is designed to appeal to this audience.
How Chinese Teens Use Digital: Getting to Know Your Customers of TomorrowLabbrand
Chinese teenagers are avid users of digital technology and the internet. They perceive themselves as more reliant on the internet than older generations. They use mobile devices constantly throughout the day to consume content, communicate socially, and express themselves. The most popular social media platforms for Chinese teens are QQ, Weixin, RenRen, and Sina Weibo, which they use to stay connected with close friends and learn about new topics. However, their social media time is fragmented across multiple platforms, so brands need to research each platform to effectively engage this demographic. Overall, digital gives Chinese teens new avenues for self-expression and building their identity online.
This document discusses a study on how social media influences people's entertainment consumption habits. A survey of 50 people found that most use Facebook daily to connect with others about entertainment and search for information about entertainment products weekly. Many check what brands their friends follow and ask friends for recommendations before purchases. The results indicate that social media makes discovering, researching, and shopping for entertainment easier and more fun for many consumers.
The document provides research on the target audience for a new tour guide being developed in York, England. Key points include:
- The research shows there is a market for tours in York as many visitors return regularly, indicating they enjoy the city.
- Over half of York's visitors stay overnight, showing potential for multiple tours per visit.
- The target age group of 18-24 currently makes up one of the lowest percentages of York visitors, requiring tailored marketing.
- Cinema interests a large percentage of potential audiences, suggesting a film-themed tour could appeal to younger visitors.
- Mainstream films shot in York should be featured to attract broader audiences that discuss the tour with others.
Brandon Lambert is targeting 18-24 year olds in York, England for a new creative project. This age group is heavily involved in social media like Instagram and enjoys listening to music. They also prefer evenings over daytime. Lambert plans to incorporate these interests by making social media and music central parts of the project and holding activities at night. Two existing York attractions - a ghost walk and historic theater - provide examples of entertaining and educating audiences in ways that interest Lambert's target demographic.
The document provides information about creating a film project in York, England that aims to inform, educate, and entertain about mental health issues among 16-25 year olds. Research found that over half of York's population is female, most residents are white, and the lowest percentage of visitors to York are in the target 16-25 age range. Primary research through surveys found most respondents would watch a video about mental health and had known someone with mental issues. Interviews revealed stories about causes of mental health disorders. Existing videos on the topic use documentary or personal storytelling styles. Production techniques like lighting and location scouting will need to be considered.
The document discusses the context for the author's final major project (FMP) in which they plan to make a short film. They have experience with various types of video production and want to take on the new challenge of creating a short narrative film. The film will focus on the mental struggles of a failing model dealing with feelings of inferiority compared to others on social media. It will feature an imaginary hallucinated character that only the main character and audience can see. The author has chosen two friends to help with acting and filming the scenes they won't be in. Shooting will take place at local indoor locations over the Easter holiday break when everyone has free time.
Alfie Horwell proposes a film project titled "Judas Kiss" based on inspiration from the movie Fight Club. The project will involve filming, acting in, and editing the movie. Research will focus on Fight Club, David Fincher's films, and psychology related to alternate personalities. Evaluation will consist of reflection after each section is created to improve lighting, composition, acting and identify areas for improvement. The project tasks will include pre-production research, planning, production, reflections, evaluation and presentation over 15 weeks.
The document provides details about Alfie Horwell's initial reaction and plans for making a short film. Some key points:
- Alfie wants to make a short film focusing on his strengths in filmmaking and editing. He has experience acting and intends to star alongside his friend Alex.
- The film will follow a character who suffers from insomnia and creates another persona to deal with his mundane life consumed by consumerism, inspired by Fight Club.
- Alfie's mood board includes films like Taxi Driver and Donnie Darko to influence the dark tone and explore concepts of duality. He cites directors like David Fincher, Richard Kelly, and Martin Scorsese as inspirations
The document provides an opportunity for the student to reflect on what they have learned in their course so far and how it has influenced their choice of final major project (FMP). The student's FMP idea is to make a film inspired by the themes and mental aspects of Fight Club, with their own twist. They chose this project to test their filming skills on a full story, express personal experiences, and explore mental health themes more deeply. Key influences are Fight Club for sparking the dual personality idea, and films like American Psycho and Nightcrawler that also deal with altered mental states. The student aims to impact and confuse audiences with a psychological thriller approach and will employ a dark, atmospheric tone and style similar to Fight Club,
This document summarizes the production diary for a podcast factual project over 5 weeks. In week 1, planning and testing of equipment was done which revealed issues with camera SD cards filling up. Week 2 focused on editing skills using old footage. Week 3 was spent filming the main interview but technical difficulties arose. Week 4 was meant for finishing but issues caused delays. Week 5 was spent editing the interview and evaluation, but multiple reuploads of footage pushed the schedule back significantly.
The document outlines the planning for a podcast interview project, including:
- Developing a loose script and schedule to film the interview and a live performance.
- Choosing Finley Dickenson as the interview subject due to his extensive experience making music locally.
- Setting up the interview at a workspace with a podcast room, using multiple cameras to capture different angles.
- Creating a production schedule over 4 weeks for filming, editing, and evaluating the final work.
- Considering risks and contingency plans in case of issues with equipment, the interview subject, or filming location.
Fight Club utilizes reception theory through its mysterious and hard to follow plotlines that require viewers to come up with their own interpretations. Reception theory emphasizes the individual interpretations and meanings that each viewer takes from a text based on their own experiences. Fight Club contains encoded messages from the director that are open to different decodings by audiences - from agreeing with the dominant messages to a total oppositional reading. Certain ambiguous scenes are open to multiple interpretations, exemplifying how reception theory is a key driving factor behind the film's design and analysis.
Figma is a design tool that allows users to collaborate in real-time on interface designs and prototypes. It offers vector graphics and prototyping capabilities that enable designers and developers to work together on projects from concept to handoff. With features like comments, annotations and version control, Figma streamlines design workflows and brings structure to the design process.
Alfie plans to create a 1-minute tutorial/trailer video for a fashion challenge game. He will use his Sony hi8 camcorder and a Canon 800D to mix "old meets new" footage styles. The video will demonstrate how the game works and include shots of people participating to make it more engaging than a typical tutorial.
Fashion Challenge - A Short Look
I want to create a short look/tutorial video that showcases a fashion challenge app I have designed. The video will demonstrate how the app and challenge works through following contestants as they participate. It will mix footage from old and new cameras to represent how fashion can blend old and new styles. The goal is to create something visually interesting that explains the challenge clearly and entertainingly.
This podcast will focus on the local music scene in York, England, a traditionally-oriented city with few opportunities for musicians. It will feature interviews with up-and-coming artists about their music creation process, challenges of working in York, and how they pursue their creative passions. The goal is to shine a light on York's musical talent, inspire others, and show that non-traditional careers are possible even in a traditional place. Interviews will be filmed and may include live performance clips. The podcast aims to appeal to music fans while profiling new artists from the region.
The document discusses potential topics and formats for a factual PowerPoint presentation, including music, fashion, and podcasts. It outlines the opportunities and limitations of each topic. Music is analyzed in the most depth. Podcasts are identified as having pros such as an engaging format with room for additional footage, but potential cons such as availability issues and oversaturation. Ultimately, a music podcast is selected as the best fit due to the presenter's experience with the format and ability to showcase various genres and artists in an organic way through both audio and video. Next steps are identified as researching other podcasts, setting up equipment, and developing a unique style.
This document provides instructions for a personal study project on creative media production. It outlines the requirements, which include producing a research document with collected quotes and summarized information from various sources on the chosen topic. An alphabetized bibliography is also required. Deadlines are provided for choosing a topic, conducting research from different sources, analyzing a specific product or scene, and uploading the final project. The chosen topic for this student's project is film. Several film theories are then outlined - auteur theory, reception theory, the hypodermic needle model, and the male gaze. Details and quotes are provided about each theory.
Here is a proposed production schedule for the 4-week period:
Week 1:
- Finalize game mode and UI designs by Friday
- Create mood boards and style guides
- Set up Instagram page
Week 2:
- Develop prototype of app
- Get feedback from client on designs by Wednesday
- Incorporate feedback and continue development
Week 3:
- Complete development of app
- Test app and fix any bugs
- Launch Instagram page
Week 4:
- Get feedback from testing and make any final changes
- Package app for delivery to client by Friday
- Hand over project and get sign off from client
This allows for interim deadlines, time for
The document discusses research on the target audience for a new client project in York, England. It finds that York's population is primarily white and older, with few activities for youth. While there are some entertainment options like go-karting and bowling, they are separated and can be costly. Most visitors to York are aged 45-55, showing the city caters more to older tourists. Social media could help promote new options for youth. Research also showed many youth prefer passive entertainment like music and TV over activities requiring active engagement. The existing York Dungeon attraction offers an engaging experience exploring York's history through interactive sets, appealing to both thrill-seekers and history lovers.
This document provides instructions for a personal study project on creative media production. It outlines requirements to produce a research document with collected quotes and summarized information from various sources on the chosen topic. The chosen topic is film and the document provides research on several film theories - auteur theory, reception theory, the hypodermic needle model, and the male gaze. It then provides three sources summarizing information about reception theory and analyzes a scene from the film Fight Club in relation to reception theory. Finally, it provides guidance on structuring an essay exploring how one of the theories relates to analyzing a specific director, product, or genre related to the student's planned media production project.
Here is a proposed production schedule for the 4-week period:
Week 1:
- Finalize game mode and UI designs by Friday
- Create mood boards and style guides
- Develop initial UI mockups in Figma
Week 2:
- Present initial designs to client for feedback by Wednesday
- Refine designs based on feedback
- Begin development of Instagram page
Week 3:
- Complete first iteration of Instagram page
- Begin development of app prototype in Unity
- Schedule feedback session with client for Week 4
Week 4:
- Present app prototype and Instagram page for final feedback
- Implement any final changes based on feedback
- Submit final project for
Alfie Horwell proposes a short film project titled "Future Fashion York" that will explore York's growing fashion scene and promote lesser known clothing stores. The film will be inspired by Fight Club and feature an alternate version of the main character to represent different desires. It will be evaluated through weekly reflection on lighting, composition, acting and areas for improvement. The project aims to push people out of their comfort zone with fashion in York.
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2. Audience
16-24 year olds
The demographic of people isn’t hugely varied with gender range being fairly equal in
York but with age and ethnicity its significantly varied as 94% of residents within York
identified as “white” leaving only 6% of people to be of a different ethnicity or skin
colour. York is also seen as more of tourist city with the main attractions being “the York
minster, the bar walls and the museum gardens. This leaves very little for the youth of
York to do as it largely caters toward a older audience of people.
There are few activities that could include younger people such as the York dungeons,
go-karting, crazy golf, fashion shopping and bowling just to name a few but these are all
quite separated from one another and can cost to get there or engage in those activities.
Visitors to York usually fall under the 45-55 age bracket with 21.2% of all visitors being
within that age range but only 6.1% being 17-24 enforcing that York is largely an
outdated city built mostly for a older range of people and tourists with little activates /
facility's for the youth.
3. Audience
York's population has bigger women / white population but I have chosen my activity to
fully inclusive of everyone of all ethnicity's, genders, religious views, wealth etc. with most
people visiting York for its historical locations such as the shambles with 90% of all visitors
going there along with 43% to the minster. This causes a lot of overshadowing on other
aspects that could be more beneficial to the youth but also a older demographic such as
fashion shopping, games shops, music or even camera shops which have a lot of hidden
potential. with my product I intend on unlocking that potential for the youth of York and
giving them something to be engaged in as a rising problem of unsatisfaction in teens is
growing throughout the UK and are seeming the least satisfied in the western world as
researchers who conducted study's of children in 42 countries 15 year old girls are the most
unsatisfied and a risk of high stress and health issues.
4. Audience
To bring a larger audience into York social media is a huge way to push this and grab peoples
attention to York and its activates, sights, facility's and entertainment. There is huge marginal
difference between social media use from the 18-24 year old bracket to 35-44 meaning the
best way to communicate to the youth of the UK is social media with Instagram as an
example as its one of the worlds largest sharing social medias with people sharing pictures,
videos and story's about their day to day which gives you versatility and multiple way to grab
attention to your page. This will also give a wider audience grasp but by also expanding onto
other social medias such as YouTube, snapchat and possibly Facebook (even though it is
dated and holds a vastly older demographic of people) would give a even larger expansion to
how broad and accessible we can be for people and to grab their attention. This would be
even more so for people into fashion and clothing as I am going to focus on that aspect of
York to really try t diversify York's fashion scene as it has very little but to also bring attention
to those shops that may be overlooked or need more attention as they try to diversify them
selves from the rest.
5. Audience
• With younger peoples average minimum wage job giving them £24,375
annually and £2,031 monthly money might not seem to be a issue initially
but with these graphs being a average it doesn’t fully cover the wide range
of pay / ages as a 16 year old wont ear as much as a 18 year old but same
goes for the 18 year old next to a 20 year olds pay. As income is constantly
changing and can fluctuate I've decided to make my product to not need
money as it allows everyone to be involved making my audience
demographic larger and by it being free will naturally catch more peoples
attention not just for the local youth of York but outsiders from different
parts of the UK or possibly worldwide for the tourists.
6. audience : secondary evidence
Within this graph we can see which of the listed
hobbies and interests 18-24 year olds do the most
at home with music and TV being quite significantly
Infront of ay other with music being 64% and TV
being 56%. On the other hand things like astronomy,
model building and collecting being at 6%. This
could suggest that teens and young adults prefer to
consume media or easy to engage with activities as
watching TV requires very little active engagement
and the same with music as it is a passive
engagement which requires very little active
engagement, unlike model building or collecting as
they take time and patience but also active
engagement of the user and is more of a slow
overtime activity rather that a quick burst of passive
engagement with music or watching TV. Cooking
and baking which has a 47% of 18-24 years do as a
hobby shows that not all teens / young adults prefer
passive engagement activates along with video
games which is 43% which requires constant
engagement depending on the game.
7. Audience : secondary evidence
With these graphs it talks about how covid
effected sales of clothes in walk in stores and
how sustainable clothing is becoming more of
a normality. The question asked for the social
justice graph is how much would consumers
change their shopping behaviour if a brand
they frequent is not treating their suppliers
employees fair and safely with 80% saying
they would limit their usage with that brand
and out of 101 people 34 said they would stop
fully showing that people care about where
their clothes come from and would rather not
shop their than contribute to fuelling that
mistreatment of workers. The digital sprint
graph shows that online sales of fashion and
clothing skyrocketed the online industry and
years of progress was made in months of the
covid lockdown with brands even embracing
livestreaming, virtual customer service and
social shopping. This shows the importance
that the internet holds for such a huge
medium of our lives and may be more so for
others who care for fashion more.
8. Audience: survey
research
• In the first question I asked how
often the audience go iut into York
with a fairly large sum saying that
they don’t and other saying a few
times a week, only 1 said once a
week and the same goes for the
everyday option. This gives me a
look on how I need to adapt my
product to be more engaging and
exciting for people to give them a
reason to go into York and to
explore maybe even more than
they already have and giving them
a more in-depth view of York and
its clothing shops with sights of
interest on the way to each.
9. Audience: survey
research
• With the second question I
asked the audience about how
long they are usually out in
general. With it evenly falling
between 2 hours and 3 hours
plus and having 1 outlier of 1
hour or less. This gives me
valuable information about
how long people may be or
want my fashion game to be
by making it the right amount
of time without it feeling
restrictive or too lenient.
10. Audience: survey
research
• In my third question I asked
how often do the audience shop
for clothes in York with varying
answers but with the answer of
“semi-regularly” being the
highest voted and “regularly”
and “not at all” being even. This
gives me valuable knowledge on
how many people may
participate in my fashion game
as it is based around fashion
shopping in York which some
people may have little interest
but some may have high interest
which is evident with the graph.
11. Audience: survey
research
• With the fourth question being my
most important this result has
significantly helped me as it shows
that a larger sum of people are
interested in clothing / fashion and is
something they actively enjoy
interacting and engaging with. With
the question being “how interested
into fashion / clothing are you” 3
people selecting “very” 2 for
“somewhat” and only 1 for each on
“not really” and “not at all” this gives
me insight that people are likely to
enjoy my challenge game as it forces
them to experiment with fashion and
their options as they will be under a
time constraint and a budget.
12. Audience: survey
research
• Question 5 was yet again a
important question as it gave me
a view on how important people
hold fashion to them as some
people just see it as clothes but
some like to experiment and
discover new types of fashion
and actively choose to engage
within that community. Even
with the vast majority saying
that clothes have a somewhat
large impact on their life means
they take care into the thought
of an outfit based on what they
like and enjoy.
13. Audience: survey
research
• For the final question I asked
the audience if they are
influenced by outfits or clothing
they may see online this may be
for their next purchase of an
item or for a whole look. And
with the majority saying
“somewhat” shows that
inspiration can be taken from
other and that ideas can be
shared as a community, it also
may tie into a possible team
aspect for my fashion challenge
game just because it could make
it more challenging as some may
try to copy each other.
15. York dungeon
• York dungeon offers a thrilling experience to explore
and understand York's gruesome past. With 360 degree
sets it offers a gripping atmosphere for story telling of
York's 2000 years of history. Experience the Vikings
invade and conquer York, discover the famous gun-
powder plot and what really happened on that
November night. With all these features it offers a
multitude of exciting and engaging things to do for
visitors, whilst also being a thrill-seekers it also may be
for history lovers this covers more ground for visitor
engagement. From £17.95 per person for 75 minutes of
a truly unique experience it can be seen as a worth while
investment for that enjoyment.
• With this wide range of involvement for all types of
people it naturally attracts a larger audience which I am
achieving to do by making my game about fashion which
anyone and everyone can be involved with. As clothing
and fashion is a universal thing people actively engage
with I'm giving my audience multiple options of
engagement as not everyone has to wear the same
things and can be completely unique to ones self.
16. The Secret City
• The secret city is a secret trail game that you can play in York in which you
gather a team together, text start to the secret city number in which you
receive cryptic messages to uncover your trail which takes you to
pubs,cafes etc on your way to your final destination. It is also host to
historical and also mythological history within York as you try to solve
riddles to “save” the city. From £15 a person you start at 11am till 4pm
and explore lesser known places in York that are rich with history and
mythos for 2.5-3 hrs with a start location of the York minster and
eventually finishing near St Helens square
• from this I can see that having a wide exploration range of York seems to
pull attraction especially to lesser known or overlooked locations which I
am going to try keep prevalent throughout my fashion challenge and try to
bring some of those possibly more overlooked stores to light and give
them more attraction. I also want to bring more attraction to stores with
more diversity of clothes making it more accessible for everyone.
17. Fashion museum,
Bath
• The fashion museum in bath offers a wide array of
activities for people to be involved with such as t-
shirt refashioning, making a origami shirt, straw
weaving, lacing amongst lots of other activates to
engage in, with tickets coming in at around £7.75
–for 18 and under to £31 for 2 adults and 4
children there is plenty of activities for all to
enjoy. Opening at 10am – 5pm from tues – sun it
gives you plenty of time to explore, understand
and learn about the history of fashion all from all
the way back to the Victorians to modern day and
see how stylistic views and culture has changed
fashion since then.
• from this I want to take the involvement aspect
as everyone has their own style and fashion sense
meaning I want to put in stores that have a wide
variety of styles that allows everyone to feel
included with their style and own personal
expression of their self.
20. Bibliography
1. York dungeon The York Dungeon | Visit York
2. The secret city How Our Games Work | The Secret City
3. Fashion museum, bath The Fashion Museum is on the move. Visit us before we leave the Assembly Rooms
on 30 October 2022. | Fashion Museum Bath
4. expressions, York Home (expressionsclothing.co.uk)
Editor's Notes
Analyze your audience. Use info from the client and any other resources you can to build a picture of them.
Consider age, gender, socioeconomic status, geodemographics, psychographics and mainstream/niche.
There are a whole range of resources such as NRS, Acorn, YouGov, your client and a host of psychographic profiles.
You can also consider some primary research in to your audience as well.
Analyse your audience. Use info from the client and any other resources you can to build a picture of them.
Consider age, gender, socioeconomic status, geodemographics, psychographics and mainstram/niche.
There are a whole range of resources such as NRS, Acorn, YouGov, your client and a host of psychographic profiles.
You can also consider some primary research in to your audience as well.
Analyse your audience. Use info from the client and any other resources you can to build a picture of them.
Consider age, gender, socioeconomic status, geodemographics, psychographics and mainstram/niche.
There are a whole range of resources such as NRS, Acorn, YouGov, your client and a host of psychographic profiles.
You can also consider some primary research in to your audience as well.
List all products researched in previous sections. Include anything additional you have watched/read in preparation for production. Alphabetise your list.