The document discusses Instagram and its target audience. It notes that Instagram primarily targets a younger audience, as shown in the left chart. The platform allows users to post photos and videos in different ways, such as standard posts, reels (Instagram's version of TikTok), and stories (taken from Snapchat). Over time, Instagram has added new features to stay relevant to its target audience and trends. The simple and clear icons and layout make Instagram easy to navigate and create posts on. Hashtags help users filter content by their preferences. The colorful gradient logo represents the artistic nature of the content users can post on the platform. Overall, Instagram provides a personalized experience for users across different interests.
The survey results showed that the target audience values honesty and loyalty the most in personal values. Their main interests are music, movies, gaming, technology, food/cooking, and travel. When asked about their most passionate interests, gaming was the top response followed by music and movies. The results indicated that gaming appeals more to males while music, movies, and travel were equally popular among both males and females. This provides insight into designing a platform that promotes honesty and transparency while featuring content in broadly popular categories like gaming, music, and movies.
The document summarizes several popular social media platforms and their usage demographics. YouTube is the most widely used and has the highest daily usage rates across generations. It is commonly used for entertainment, education, and skills development among Gen Z users. Facebook also has high daily usage but among older generations. Instagram is most popular among teens and young adults for sharing photos and messaging friends. Snapchat's core users are under 25 and focus on sharing photos and videos with friends. Twitter skews slightly male and is used more for news and current events. TikTok sees high engagement from teens and young adults through its short music videos.
This document provides information from interviews with two potential audience members for a magazine about the video game Escape from Tarkov.
Person 1 is a 21-year-old Polish player with over 1000 hours of experience in the game, putting him in the target experienced player demographic. He would be interested in a magazine that covers unknown tips, tricks, and knowledge. He suggests topics like tactics for player vs AI scav interactions and guides for making money in-game.
Person 2 is a 17-year-old Finnish player with 1050 hours played over six months. He believes a magazine should cover basics for new players or updates/news for experienced players. He would also like to see screenshots illustrating the articles.
The document discusses targeting audiences for a digital fanzine about the game Escape from Tarkov. It analyzes the audience based on age (16-22 who value time over money and spend a lot of time on phones/computers), gender (males ages 14-17 who spend more time on screens than females), and psychographic traits (achievers who seek success online and emulators who want to improve themselves). The target geographic region is English-speaking countries like the US, UK, and Australia. Secondary audiences could include those interested in the game's realism and mechanics, and younger people wanting to be internet-famous who may play mainstream games.
The document provides information from interviews with two potential readers of a fanzine about the video game Escape from Tarkov.
Person 1 is a 21-year-old Polish player with over 1000 hours of experience in the game. He would be interested in reading about tips, tricks, and knowledge not already known. He suggests covering topics like interactions between AI scavs and player scavs.
Person 2 is a 17-year-old Finnish player who has played for half a year totaling 1050 hours. He believes a magazine should cover basics for new players or news/updates for experienced players. He wants to see screenshots related to the content.
Both interviewees fall within the targeted age
The document describes the design of a proposed sports betting application for Facebook. It would allow users aged 18+ to access sports information and place bets directly through the Facebook platform. Key deliverables for the project include a homepage design, storyboard demonstrating app usage, flow chart of the payment process, mobile app designs, the app logo, and backup research. The goal is to create an engaging app that fits seamlessly into users' busy lifestyles and encourages ongoing participation through opportunities to earn rewards.
This document discusses different types of media for advertising in 2014, including paid media, owned media, and earned media. It provides definitions and examples of earned media, highlighting how social viral media can help influence consumer purchasing decisions. The document also examines how brands are leveraging social media in India and some common challenges faced by social media marketers, such as taking a tactical rather than strategic approach and lack of focus on the right opportunities on social platforms.
Sneaker Bar Detroit is an online news source that provides information on upcoming sneaker releases and sneaker culture. It focuses on streetwear trends and collects sneakers. The site provides news by brand with images and brief descriptions of new sneakers. It links to resell sites but does not have its own shopping functionality. While the site has been established for many years, it has significantly fewer social media followers and YouTube subscribers than its main competitor, Sneaker News. Some of SBD's content is not unique and is copied from other sites. Based on traffic analytics, Sneaker News attracts almost twice as many monthly unique visitors as SBD.
The survey results showed that the target audience values honesty and loyalty the most in personal values. Their main interests are music, movies, gaming, technology, food/cooking, and travel. When asked about their most passionate interests, gaming was the top response followed by music and movies. The results indicated that gaming appeals more to males while music, movies, and travel were equally popular among both males and females. This provides insight into designing a platform that promotes honesty and transparency while featuring content in broadly popular categories like gaming, music, and movies.
The document summarizes several popular social media platforms and their usage demographics. YouTube is the most widely used and has the highest daily usage rates across generations. It is commonly used for entertainment, education, and skills development among Gen Z users. Facebook also has high daily usage but among older generations. Instagram is most popular among teens and young adults for sharing photos and messaging friends. Snapchat's core users are under 25 and focus on sharing photos and videos with friends. Twitter skews slightly male and is used more for news and current events. TikTok sees high engagement from teens and young adults through its short music videos.
This document provides information from interviews with two potential audience members for a magazine about the video game Escape from Tarkov.
Person 1 is a 21-year-old Polish player with over 1000 hours of experience in the game, putting him in the target experienced player demographic. He would be interested in a magazine that covers unknown tips, tricks, and knowledge. He suggests topics like tactics for player vs AI scav interactions and guides for making money in-game.
Person 2 is a 17-year-old Finnish player with 1050 hours played over six months. He believes a magazine should cover basics for new players or updates/news for experienced players. He would also like to see screenshots illustrating the articles.
The document discusses targeting audiences for a digital fanzine about the game Escape from Tarkov. It analyzes the audience based on age (16-22 who value time over money and spend a lot of time on phones/computers), gender (males ages 14-17 who spend more time on screens than females), and psychographic traits (achievers who seek success online and emulators who want to improve themselves). The target geographic region is English-speaking countries like the US, UK, and Australia. Secondary audiences could include those interested in the game's realism and mechanics, and younger people wanting to be internet-famous who may play mainstream games.
The document provides information from interviews with two potential readers of a fanzine about the video game Escape from Tarkov.
Person 1 is a 21-year-old Polish player with over 1000 hours of experience in the game. He would be interested in reading about tips, tricks, and knowledge not already known. He suggests covering topics like interactions between AI scavs and player scavs.
Person 2 is a 17-year-old Finnish player who has played for half a year totaling 1050 hours. He believes a magazine should cover basics for new players or news/updates for experienced players. He wants to see screenshots related to the content.
Both interviewees fall within the targeted age
The document describes the design of a proposed sports betting application for Facebook. It would allow users aged 18+ to access sports information and place bets directly through the Facebook platform. Key deliverables for the project include a homepage design, storyboard demonstrating app usage, flow chart of the payment process, mobile app designs, the app logo, and backup research. The goal is to create an engaging app that fits seamlessly into users' busy lifestyles and encourages ongoing participation through opportunities to earn rewards.
This document discusses different types of media for advertising in 2014, including paid media, owned media, and earned media. It provides definitions and examples of earned media, highlighting how social viral media can help influence consumer purchasing decisions. The document also examines how brands are leveraging social media in India and some common challenges faced by social media marketers, such as taking a tactical rather than strategic approach and lack of focus on the right opportunities on social platforms.
Sneaker Bar Detroit is an online news source that provides information on upcoming sneaker releases and sneaker culture. It focuses on streetwear trends and collects sneakers. The site provides news by brand with images and brief descriptions of new sneakers. It links to resell sites but does not have its own shopping functionality. While the site has been established for many years, it has significantly fewer social media followers and YouTube subscribers than its main competitor, Sneaker News. Some of SBD's content is not unique and is copied from other sites. Based on traffic analytics, Sneaker News attracts almost twice as many monthly unique visitors as SBD.
This document provides information about investigating and profiling an audience of 16-24 year olds for a creative media project. It discusses the demographic, noting that this age group has significant spending power and is focused on developing their identity. Existing social media platforms like Instagram and their evolution towards simpler logos to appeal to younger users are examined. Interests of the target demographic like films, music and social media are identified through surveys. The document outlines the branding concept for "The Grid", describing it as a social media platform for music content that will have a simple, symbolic logo and focus on being modern and relevant to its young audience.
This document provides information about investigating and profiling an audience of 16-24 year olds for a creative media project. It discusses the demographic, noting that this age group has significant spending power and is focused on developing their identity. Existing social media platforms like Instagram and their evolution towards simpler logos to appeal to younger users are examined. Interests of 16-24 year olds are outlined, including film, music, social media and gaming. A survey found that music was a major interest. The document proposes branding a new platform called "The Grid" as modern and relevant to connect with this demographic through a recognizable yet abstract logo and simple colors.
This document provides information about investigating and profiling a target audience of 16-24 year olds. It discusses demographic trends showing this age group has significant spending power and is developing their identity. Existing social media platforms like Instagram have simplified their logos over time to appeal to younger users as the target demographic shifted. Interests of 16-24 year olds identified through surveys include music, film/TV, social life, plans/goals, and other interests like sports. The document outlines branding concepts for "The Grid" focusing on relevance, modern design, and simplicity to connect with this demographic.
The document provides research on audience interests and existing products that appeal to the target demographic of 16-24 year olds. Research was conducted on various social media platforms to determine popular topics, including games, news, video, shopping, etc. Twitter data found the majority of users are aged 25-34, while TikTok users are predominantly female aged 16-24. Existing products analyzed include the TV show Squid Game and dating show Love Island, both of which appeal to 16-24 year olds. Other sections explore audience profiles, advertisements targeting this age range, logo and website design experiments. The document aims to inform the creation of a new product for 16-24 year olds.
The document provides research on audience interests and existing social media platforms and products that are popular among the 16-24 age demographic. It analyzes the audiences, content and features of Twitter, TikTok, Instagram, and existing TV shows and movies like Squid Game, Love Island and Spiderman: Homecoming. It also includes examples of advertisements and posters targeted at 16-24 year olds. Potential colors, fonts and logo designs are explored based on the research. A proof-of-concept Instagram profile is created to demonstrate what the final product might look like.
The document provides research on audience interests and existing social media platforms and products that are popular among the 16-24 age demographic. It analyzes the audiences, content topics, and design features of Twitter, TikTok, Instagram, Squid Game, Love Island, and Spider-Man to understand what resonates with the target age group. Colour schemes, fonts, logos, and a proof of concept Instagram profile are developed based on the research. A mood board is also created with ideas for including social media links, events calendar, and forum discussions on the planned website.
The document provides research on audience interests and existing social media platforms and products that are popular among the 16-24 age demographic. It analyzes the audiences, content and features of Twitter, TikTok, Instagram, and existing TV shows and movies like Squid Game, Love Island and Spiderman: Homecoming. It also includes examples of advertisements and posters targeted at 16-24 year olds. Potential colors, fonts and logo designs are explored based on the research. A proof-of-concept Instagram profile is created to demonstrate what the final product might look like.
The document outlines plans for three proposed social media products - Peoples Politics, The Gamers Community, and Our News.
Peoples Politics is intended as a forum for younger people to discuss UK politics and current affairs. The Gamers Community is focused on gaming news, game development updates, and user discussions.
Our News is envisioned as a platform where people can report on and discuss world news and events in real time, and share their opinions. Sketches of prototype home, signup, and profile pages are presented for Our News and The Gamers Community.
Details are provided on inspiration sources, target audiences, features, color schemes, slogans, and logos for each proposed site. Copyright information and
The document provides an overview of slides for two social media app concepts called "Hype" and "Harmony". For Hype, slides cover the purpose as a video chatting and social networking app, target audience of ages 14 to 34 of both genders, logo featuring a rainbow gradient over male and female icons, and mockups of the sign up and homepage layouts. For Harmony, slides cover the target audience in more depth using socioeconomic and psychographic classifications, and competitors including Facebook, Instagram, and Musical.ly.
This document provides an overview of two proposed social media apps - "Hype" and "Harmony". For Hype, the summary describes its purpose as allowing video chatting and interacting through shared feeds to reduce separation for long-distance relationships. Key aspects of Hype covered include the target audience of ages 14-34 of both genders, a red and white color scheme, the slogan "Like Skype but with an H", and competitors like Facebook, Instagram, and Skype. For Harmony, the summary discusses its inspiration from Musical.ly and its purpose to build confidence through sharing music, comedy and skills. Harmony's target audience is described as all ages of both genders to encourage continuous connection. Features like photo
The document discusses social media and app preferences of young adults aged 16-24. It finds that 40% play sports due to accessibility and stress relief. Shopping is also popular as it stimulates dopamine release through feelings of reward. Social media like Instagram is popular, with 59% of 18-29 year olds using it. The document recommends focusing marketing of a new game on Instagram since it is widely used among target demographics. Snapchat and BeReal are growing in popularity for their unique features that encourage regular engagement. Research shows more curious people use more social media features and follow friends/family.
The document provides research on the target audience for a new social media platform. It includes surveys that find most 16-24 year olds use Instagram and Spotify. The research also examines differences between how males and females use social media. Focus groups find that many teens use social media to connect with friends and stay up to date, but it can also lead to risks like bullying or reduced self-esteem. The research provides insights into colors, fonts, logos and idents that could be used for the new platform's branding.
The document provides research on the target audience for a new social media platform called "The Grid." It includes surveys conducted with 16-24 year olds to understand their social media usage and preferences. Key findings indicate that Instagram is the most popular platform for sharing content. Research also examined the benefits and risks of social media usage for teens. Color scheme and font options were explored to develop the branding identity for The Grid. The branding aims to be unisex and appeal to both male and female 16-24 year olds. Blue, green, and red were selected for the color scheme based on surveys of favorite colors in this age group.
The document provides research on the target audience for a new social media platform called "The Grid." It includes surveys that find most 16-24 year olds use Instagram and Spotify. The research also examines differences between how males and females use social media. Snapchat is used more for communication while Instagram allows easier sharing of photos and comments. The document then proposes a brand identity for The Grid, including a warm color scheme of blue, green, and red based on the target audience's preferences. A sans serif font called "Squarley" is suggested to match the grid theme. Sample logos and idents are displayed that could animate the logo across different backgrounds.
This document describes a design project that aims to make London seem like a more friendly city to visitors and non-natives. Initial user research found that London is often perceived as unfriendly, as people do not interact much in public. The project developed ideas for an interactive installation at bus stops to encourage social interaction. Prototypes included screens providing information, a forum for discussion, and a game where users collaboratively colorize a black and white photo by touching the screen or laughing. The prototypes received positive feedback but also identified technical challenges around voice transcription and ensuring usability.
This document provides research on audiences aged 16-24 for a grid project. It includes logo ideas featuring the letter 'G' in a grid pattern. Research found that this age group contributes £20 billion to the UK economy and prefers advertising that is short, simple, and features real people. Social media research showed 41% feel judged online and 45% feel their profile is inaccurate. Popular music genres are rock, pop, EDM, rap, and hip hop. Additional research through surveys provided information on social media usage, interests, and living in York that can help shape the grid project.
This presentation was made for Indie Revolution Expo 2016. I go over various ways you can conduct market research and create buyer personas for your game.
This document provides information about audience research and logo development for a project called "Grid".
It includes survey results from 16-24 year olds that found Snapchat and Instagram to be the most popular social media platforms. Popular interests included football, films, games and music.
Logo experiments tested different fonts for the word "GRID" with one using a black line through the text. The third logo was viewed as the best as it looked futuristic and bold while still being readable.
Potential themes for the project were identified such as futuristic fashion, social media trends, gaming, sports or focusing on a particular era for its music and fashion.
This document discusses research for a Grid Project targeting 16-24 year olds. It explores logo ideas, existing ident styles, audience profiles and logo experiments. The logo idea is a letter 'G' with a grid pattern. Research finds teens prefer convenience and simplicity. Snapchat and Instagram are most popular social media. Common interests include food, football and films. Four logo experiments try different fonts for the word 'grid', with the third seen as most futuristic and bold. Further themes for the project are discussed.
Snapchat, Instagram, and Twitter are popular social media platforms. Snapchat's main purpose is private communication between users, while Instagram focuses on photo and video sharing. Twitter allows users to share opinions, photos, videos and engage in conversations. All three platforms primarily generate revenue through advertisements. Snapchat shows ads on its Discover page and sponsored Snaps. Instagram displays ads between Stories and promotes partner posts. Twitter sells promoted tweets and uses an algorithm to target relevant ads to users. Each platform has a simple color scheme and layout for easy navigation.
The document describes the author's experience being diagnosed with Type 1 Diabetes at age 12, including symptoms leading to diagnosis, initial treatment in the hospital learning how to manage their condition, and subsequent struggles with insulin injections that required regular visits from a psychologist and nurse to help overcome. After diagnosis, the author faced challenges adjusting to life with Type 1 Diabetes and learning how to properly manage their condition through insulin therapy.
Mahi Iftikhar has directed episodes of shows like 24 Hours in A&E. The document analyzes an episode they directed called "Never Let Me Go" which uses techniques like shallow focus interviews and personal stories that make the serious topics feel more light-hearted. These techniques may be useful for the student's own production.
Jess Stevenson directed photography for an episode of "Stacey Dooley's Back on the Psych Ward" which used shallow focus interviews in natural environments to feel realistic. It included a variety of shot types of interviews and existing patient footage to feel comforting and realistic. These techniques increased production quality and may be useful for the student's project.
The student plans to create an informative
This document provides information about investigating and profiling an audience of 16-24 year olds for a creative media project. It discusses the demographic, noting that this age group has significant spending power and is focused on developing their identity. Existing social media platforms like Instagram and their evolution towards simpler logos to appeal to younger users are examined. Interests of the target demographic like films, music and social media are identified through surveys. The document outlines the branding concept for "The Grid", describing it as a social media platform for music content that will have a simple, symbolic logo and focus on being modern and relevant to its young audience.
This document provides information about investigating and profiling an audience of 16-24 year olds for a creative media project. It discusses the demographic, noting that this age group has significant spending power and is focused on developing their identity. Existing social media platforms like Instagram and their evolution towards simpler logos to appeal to younger users are examined. Interests of 16-24 year olds are outlined, including film, music, social media and gaming. A survey found that music was a major interest. The document proposes branding a new platform called "The Grid" as modern and relevant to connect with this demographic through a recognizable yet abstract logo and simple colors.
This document provides information about investigating and profiling a target audience of 16-24 year olds. It discusses demographic trends showing this age group has significant spending power and is developing their identity. Existing social media platforms like Instagram have simplified their logos over time to appeal to younger users as the target demographic shifted. Interests of 16-24 year olds identified through surveys include music, film/TV, social life, plans/goals, and other interests like sports. The document outlines branding concepts for "The Grid" focusing on relevance, modern design, and simplicity to connect with this demographic.
The document provides research on audience interests and existing products that appeal to the target demographic of 16-24 year olds. Research was conducted on various social media platforms to determine popular topics, including games, news, video, shopping, etc. Twitter data found the majority of users are aged 25-34, while TikTok users are predominantly female aged 16-24. Existing products analyzed include the TV show Squid Game and dating show Love Island, both of which appeal to 16-24 year olds. Other sections explore audience profiles, advertisements targeting this age range, logo and website design experiments. The document aims to inform the creation of a new product for 16-24 year olds.
The document provides research on audience interests and existing social media platforms and products that are popular among the 16-24 age demographic. It analyzes the audiences, content and features of Twitter, TikTok, Instagram, and existing TV shows and movies like Squid Game, Love Island and Spiderman: Homecoming. It also includes examples of advertisements and posters targeted at 16-24 year olds. Potential colors, fonts and logo designs are explored based on the research. A proof-of-concept Instagram profile is created to demonstrate what the final product might look like.
The document provides research on audience interests and existing social media platforms and products that are popular among the 16-24 age demographic. It analyzes the audiences, content topics, and design features of Twitter, TikTok, Instagram, Squid Game, Love Island, and Spider-Man to understand what resonates with the target age group. Colour schemes, fonts, logos, and a proof of concept Instagram profile are developed based on the research. A mood board is also created with ideas for including social media links, events calendar, and forum discussions on the planned website.
The document provides research on audience interests and existing social media platforms and products that are popular among the 16-24 age demographic. It analyzes the audiences, content and features of Twitter, TikTok, Instagram, and existing TV shows and movies like Squid Game, Love Island and Spiderman: Homecoming. It also includes examples of advertisements and posters targeted at 16-24 year olds. Potential colors, fonts and logo designs are explored based on the research. A proof-of-concept Instagram profile is created to demonstrate what the final product might look like.
The document outlines plans for three proposed social media products - Peoples Politics, The Gamers Community, and Our News.
Peoples Politics is intended as a forum for younger people to discuss UK politics and current affairs. The Gamers Community is focused on gaming news, game development updates, and user discussions.
Our News is envisioned as a platform where people can report on and discuss world news and events in real time, and share their opinions. Sketches of prototype home, signup, and profile pages are presented for Our News and The Gamers Community.
Details are provided on inspiration sources, target audiences, features, color schemes, slogans, and logos for each proposed site. Copyright information and
The document provides an overview of slides for two social media app concepts called "Hype" and "Harmony". For Hype, slides cover the purpose as a video chatting and social networking app, target audience of ages 14 to 34 of both genders, logo featuring a rainbow gradient over male and female icons, and mockups of the sign up and homepage layouts. For Harmony, slides cover the target audience in more depth using socioeconomic and psychographic classifications, and competitors including Facebook, Instagram, and Musical.ly.
This document provides an overview of two proposed social media apps - "Hype" and "Harmony". For Hype, the summary describes its purpose as allowing video chatting and interacting through shared feeds to reduce separation for long-distance relationships. Key aspects of Hype covered include the target audience of ages 14-34 of both genders, a red and white color scheme, the slogan "Like Skype but with an H", and competitors like Facebook, Instagram, and Skype. For Harmony, the summary discusses its inspiration from Musical.ly and its purpose to build confidence through sharing music, comedy and skills. Harmony's target audience is described as all ages of both genders to encourage continuous connection. Features like photo
The document discusses social media and app preferences of young adults aged 16-24. It finds that 40% play sports due to accessibility and stress relief. Shopping is also popular as it stimulates dopamine release through feelings of reward. Social media like Instagram is popular, with 59% of 18-29 year olds using it. The document recommends focusing marketing of a new game on Instagram since it is widely used among target demographics. Snapchat and BeReal are growing in popularity for their unique features that encourage regular engagement. Research shows more curious people use more social media features and follow friends/family.
The document provides research on the target audience for a new social media platform. It includes surveys that find most 16-24 year olds use Instagram and Spotify. The research also examines differences between how males and females use social media. Focus groups find that many teens use social media to connect with friends and stay up to date, but it can also lead to risks like bullying or reduced self-esteem. The research provides insights into colors, fonts, logos and idents that could be used for the new platform's branding.
The document provides research on the target audience for a new social media platform called "The Grid." It includes surveys conducted with 16-24 year olds to understand their social media usage and preferences. Key findings indicate that Instagram is the most popular platform for sharing content. Research also examined the benefits and risks of social media usage for teens. Color scheme and font options were explored to develop the branding identity for The Grid. The branding aims to be unisex and appeal to both male and female 16-24 year olds. Blue, green, and red were selected for the color scheme based on surveys of favorite colors in this age group.
The document provides research on the target audience for a new social media platform called "The Grid." It includes surveys that find most 16-24 year olds use Instagram and Spotify. The research also examines differences between how males and females use social media. Snapchat is used more for communication while Instagram allows easier sharing of photos and comments. The document then proposes a brand identity for The Grid, including a warm color scheme of blue, green, and red based on the target audience's preferences. A sans serif font called "Squarley" is suggested to match the grid theme. Sample logos and idents are displayed that could animate the logo across different backgrounds.
This document describes a design project that aims to make London seem like a more friendly city to visitors and non-natives. Initial user research found that London is often perceived as unfriendly, as people do not interact much in public. The project developed ideas for an interactive installation at bus stops to encourage social interaction. Prototypes included screens providing information, a forum for discussion, and a game where users collaboratively colorize a black and white photo by touching the screen or laughing. The prototypes received positive feedback but also identified technical challenges around voice transcription and ensuring usability.
This document provides research on audiences aged 16-24 for a grid project. It includes logo ideas featuring the letter 'G' in a grid pattern. Research found that this age group contributes £20 billion to the UK economy and prefers advertising that is short, simple, and features real people. Social media research showed 41% feel judged online and 45% feel their profile is inaccurate. Popular music genres are rock, pop, EDM, rap, and hip hop. Additional research through surveys provided information on social media usage, interests, and living in York that can help shape the grid project.
This presentation was made for Indie Revolution Expo 2016. I go over various ways you can conduct market research and create buyer personas for your game.
This document provides information about audience research and logo development for a project called "Grid".
It includes survey results from 16-24 year olds that found Snapchat and Instagram to be the most popular social media platforms. Popular interests included football, films, games and music.
Logo experiments tested different fonts for the word "GRID" with one using a black line through the text. The third logo was viewed as the best as it looked futuristic and bold while still being readable.
Potential themes for the project were identified such as futuristic fashion, social media trends, gaming, sports or focusing on a particular era for its music and fashion.
This document discusses research for a Grid Project targeting 16-24 year olds. It explores logo ideas, existing ident styles, audience profiles and logo experiments. The logo idea is a letter 'G' with a grid pattern. Research finds teens prefer convenience and simplicity. Snapchat and Instagram are most popular social media. Common interests include food, football and films. Four logo experiments try different fonts for the word 'grid', with the third seen as most futuristic and bold. Further themes for the project are discussed.
Snapchat, Instagram, and Twitter are popular social media platforms. Snapchat's main purpose is private communication between users, while Instagram focuses on photo and video sharing. Twitter allows users to share opinions, photos, videos and engage in conversations. All three platforms primarily generate revenue through advertisements. Snapchat shows ads on its Discover page and sponsored Snaps. Instagram displays ads between Stories and promotes partner posts. Twitter sells promoted tweets and uses an algorithm to target relevant ads to users. Each platform has a simple color scheme and layout for easy navigation.
The document describes the author's experience being diagnosed with Type 1 Diabetes at age 12, including symptoms leading to diagnosis, initial treatment in the hospital learning how to manage their condition, and subsequent struggles with insulin injections that required regular visits from a psychologist and nurse to help overcome. After diagnosis, the author faced challenges adjusting to life with Type 1 Diabetes and learning how to properly manage their condition through insulin therapy.
Mahi Iftikhar has directed episodes of shows like 24 Hours in A&E. The document analyzes an episode they directed called "Never Let Me Go" which uses techniques like shallow focus interviews and personal stories that make the serious topics feel more light-hearted. These techniques may be useful for the student's own production.
Jess Stevenson directed photography for an episode of "Stacey Dooley's Back on the Psych Ward" which used shallow focus interviews in natural environments to feel realistic. It included a variety of shot types of interviews and existing patient footage to feel comforting and realistic. These techniques increased production quality and may be useful for the student's project.
The student plans to create an informative
The student created a social media website layout design and a travel video about York for a group project. For the website design, the student included common features like the logo, search bar, navigation bar, and individual posts. For the video, the student researched locations in York, created a shot list and editing plan, and produced a first draft which was then improved based on feedback. The student felt they gained experience with group work and video skills. Challenges included issues filming locations and technical problems, but the student solved these through alternative footage or adjustments. Overall, the student rated their work as "good" and felt it effectively targeted their intended 16-24 year old audience through its focus on travel and use of conventions for
The document provides details on a planned travel guide video for York, England. It includes initial thoughts on themes related to time, grouping of ideas, and potential locations in York related to history and nightlife. Production details are outlined such as equipment, personnel, shot lists, editing plans, scripts, and scheduling. Risks and contingencies are also considered, such as weather, equipment issues, and filming permissions. The goal is to create a 1-2 minute video appealing to 16-24 year olds through various shots of attractions, facts, and a focus on both daytime and nighttime activities in York.
The document discusses Instagram as a social media platform. It notes that Instagram primarily targets a younger audience and allows users to post photos and videos in different ways. It has added features like Reels and Stories over time to stay engaging. Instagram uses a simple and clear interface that makes it easy to navigate and post content. Users can post about any topic and use hashtags to filter content. The simple yet colorful gradient logo represents the platform's focus on creative content. Overall, the personalized experience makes Instagram suitable for all interests.
The document discusses Instagram and its target audience. It notes that Instagram primarily targets a younger audience, as shown in the left chart. The platform allows users to post photos and videos in different ways, such as standard posts, reels (Instagram's version of TikTok), and stories (taken from Snapchat). Over time, Instagram has added new features to stay relevant to its target audience and trends. The simple and clear icons and layout make Instagram easy to navigate and create posts on. Hashtags help users filter content by their preferences. The colorful gradient logo represents the artistic platform where users can freely post any content. Overall, Instagram provides a personalized experience for users across different interests.
Elisabeth Banks created a fanzine about musician Ariana Grande. She undertook research on fanzines, Ariana Grande, and her target audience. This helped develop her project and determine what content to include. Her development process included creating a style sheet, mood board, content outline, page layouts, and production schedule. The final fanzine consisted of 12 pages covering various aspects of Ariana Grande's life and career. While the writing process took the most time, Elisabeth was ultimately pleased with the final product and felt it effectively conveyed the information to her target audience.
This document outlines the production process for a book by Elisabeth Banks. It details the completion of interviews and the evolution of designs for the front and back covers as well as each page from pages 1 through 10 of the book.
Elisabeth Banks is creating a fanzine about singer Ariana Grande. She will cover Grande's childhood, music career including albums and tours, achievements, controversies, personal life including marriage, and her fragrance line. Banks will take her own photos, conduct fan interviews, and design the fanzine in Adobe software. She has outlined content, equipment needs, style guidelines, and a production schedule to complete the fanzine in three weeks.
The document provides information on several film and media theories:
- The auteur theory states that a film reflects the director's artistic vision through recurring themes and techniques.
- Reception theory suggests media texts are encoded by producers and decoded differently by audiences.
- The hypodermic needle model views audiences as passive recipients of media messages.
- The male gaze portrays women as sexual objects for the male audience.
The document also includes biographical information on renowned nature documentarian Sir David Attenborough.
Elisabeth Banks proposes creating a fanzine about singer Ariana Grande. The fanzine will cover Grande's life and career from childhood to future projects. It will also discuss controversies like backlash from the Manchester attack. Banks will interview Grande fans about meeting her and her music. The target audience is fans aged 16-24. Banks will use pink and purple colors associated with Grande in the layout. Research will include fanzines and information about Grande. Evaluation will include self-assessment and comparing the finished project to the initial proposal.
The document provides details for researching topics to include in a fanzine about Ariana Grande. It outlines information about Ariana's childhood, discography including albums and tours, major life events like the Manchester attack and Mac Miller's death, her relationship and marriage to Dalton Gomez, and her achievements. Research topics covered include Ariana's early interest in performing and horror, her albums and tours over the years, how she dealt with backlash after tragic events, and facts about her career accomplishments. The document aims to gather foundational information on these topics to determine what can be written about in more depth for the fanzine.
Elisabeth Banks is seeking experience in the film production industry and has intermediate skills in video editing, digital graphics, photo editing, and advertising design. She has worked as an events planner assistant for a tent rental company, which involved preparation, cleaning, and set up of rental items. She also worked as an after school club assistant, planning activities, supervising children, and ensuring safety procedures. She is currently studying for a Level 3 Extended Diploma in media after completing GCSEs.
- Elisabeth Banks is applying to study BSc (Hons) Film and Television Production at York University. She has achieved good GCSE grades including English Language, English Literature, Maths, Combined Science, Computer Science, and Religious Studies.
- Currently, she is studying an Extended Diploma in Creative Media Production and Technology at York College where she has gained experience producing music videos, album covers, video games, film trailers, shorts films, and advertisements.
- She is interested in working in film production at a multimedia company in the future and feels a university course will provide her with additional skills and experience needed for a career in the industry.
The document outlines Elisabeth Banks' plans for producing a music video and album cover during COVID-19 lockdown. The video will be filmed from a first-person perspective showing a day at the coast to create feelings of freedom and happiness. It will be uploaded to YouTube to share these feelings with others affected by lockdowns. Equipment needs, locations, personnel, and a production schedule are discussed to complete the project in one filming day and five editing days. Risks like equipment failure or unsafe filming conditions are considered along with contingencies.
The document provides an evaluation of a production process project completed by Elisabeth Banks. It summarizes her research, planning, issues that occurred, and technical qualities of her music video and album cover. For her research, she analyzed production techniques, existing music videos, and conducted a questionnaire. Her planning included storyboards, structural breakdowns, and album cover designs. Issues included emotional stress from timing issues and technical problems with footage and transitions. Her finished products had strong editing, aesthetics, and audience appeal but could have been improved by making footage colors match the retro style more closely. She received peer feedback that praised elements like transitions but noted some clips were too long and colors could better reflect the filter.
The document discusses research conducted for a music video and CD cover project, including analyzing existing music videos and CD covers to identify common successful techniques, conducting a questionnaire to understand audience preferences, and compiling sources in a bibliography. Key aspects that will be incorporated include filming in first person, matching clips to the music, using color grading, featuring the artist, and including preferred beach activities based on the questionnaire results.
This document outlines Elisabeth Banks' initial plans for a student production project. She lists some potential project ideas including a music video, marketing materials, documentary, or charity advertisement. Her personal strengths are noted as video and audio production, digital marketing creation, on-location filming, and planning. She wants to choose a project that showcases her skills and that she will enjoy and connect with personally. A music video is selected that represents gaining freedom from lockdown and associates with good memories at the beach. Research is also presented on why she connects with the chosen song and how she can bring more life to it through her video. Her mood board focuses on bright beach scenes from a first-person perspective to influence the look and feel
The document outlines Elisabeth Banks' pre-production process for a music video, CD cover, and teaser video. The music video will be filmed from a first-person perspective and uploaded to YouTube to bring feelings of freedom and happiness to those affected by COVID lockdowns. Elisabeth will film using an iPhone head mount at 3 locations - her house, in a car, and at the coast. She has storyboarded the video and provided a structural breakdown. Elisabeth has also outlined her equipment, personnel, risks, and production schedule.
Main Java[All of the Base Concepts}.docxadhitya5119
This is part 1 of my Java Learning Journey. This Contains Custom methods, classes, constructors, packages, multithreading , try- catch block, finally block and more.
A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
This Gasta posits a strategic approach to integrating AI into HEIs to prepare staff, students and the curriculum for an evolving world and workplace. We will highlight the advantages of working with these technologies beyond the realm of teaching, learning and assessment by considering prompt engineering skills, industry impact, curriculum changes, and the need for staff upskilling. In contrast, not engaging strategically with Generative AI poses risks, including falling behind peers, missed opportunities and failing to ensure our graduates remain employable. The rapid evolution of AI technologies necessitates a proactive and strategic approach if we are to remain relevant.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
Thinking of getting a dog? Be aware that breeds like Pit Bulls, Rottweilers, and German Shepherds can be loyal and dangerous. Proper training and socialization are crucial to preventing aggressive behaviors. Ensure safety by understanding their needs and always supervising interactions. Stay safe, and enjoy your furry friends!
A review of the growth of the Israel Genealogy Research Association Database Collection for the last 12 months. Our collection is now passed the 3 million mark and still growing. See which archives have contributed the most. See the different types of records we have, and which years have had records added. You can also see what we have for the future.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
हिंदी वर्णमाला पीपीटी, hindi alphabet PPT presentation, hindi varnamala PPT, Hindi Varnamala pdf, हिंदी स्वर, हिंदी व्यंजन, sikhiye hindi varnmala, dr. mulla adam ali, hindi language and literature, hindi alphabet with drawing, hindi alphabet pdf, hindi varnamala for childrens, hindi language, hindi varnamala practice for kids, https://www.drmullaadamali.com
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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Find out more about ISO training and certification services
Training: ISO/IEC 27001 Information Security Management System - EN | PECB
ISO/IEC 42001 Artificial Intelligence Management System - EN | PECB
General Data Protection Regulation (GDPR) - Training Courses - EN | PECB
Webinars: https://pecb.com/webinars
Article: https://pecb.com/article
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For more information about PECB:
Website: https://pecb.com/
LinkedIn: https://www.linkedin.com/company/pecb/
Facebook: https://www.facebook.com/PECBInternational/
Slideshare: http://www.slideshare.net/PECBCERTIFICATION
2. Audience Research: Existing Platforms - Instagram
Instagram is a social media platform targeted primarily at a younger
audience as the chart on the left shows. The platform features a range of
content allowing its users to post photos and videos in many different ways
through standard posts to your account, reels, which is Instagram's version
of TikTok, and through stories which they took from snapchat. The app has
changed overtime by adding these features to fit in with popular trends to
keep the apps attraction with their target audience.
Instagram also appeals to their target audience by using simple and clear
icons and a simple layout that makes it super easy to navigate and create
posts. This creates a constant flow of content. It is a super broad platform
allowing users to post about anything you'd like, and the use of hashtags
helps to filter the content to the user's preference.
The logo is simple, yet it represents their platform well as it is arty with the
bright and colourful gradient, and the calligraphy style text. Art can be
anything you want it to be, just like the content users can post.
Overall, the platform gives the user a personalised experience making it
suitable for everyone no matter what their interests are.
3. Audience Research – Existing Platforms
Twitter- Twitter is an American social networking service founded in March of 2006 and is easily one of the most
popular social media apps to this date and is used by millions of people every day especially young teenagers
aged 16-24.
The app has constantly changed since its initial release and has evolved based on how modern media changes so
that it can stay relevant which has worked very well.
Most people that use twitter are on it too general news or to see what's trending.
The app has a bad stigma to cause problems with online arguments and the spreading of misinformation in
recent years the term 'cancelling' has become popular in the way of trying to force a person or celebrity out of
social media if they have been caught or accused of doing something the general public deems inappropriate
even without the need for law enforcement.
4. Audience Research – Existing Platforms
The audience that twitter appeals to is broad as it covers
anyone from young teenagers to over 55-year-olds as it
can be used for lots of different things like audiences
using it for seeing the latest news or some use it to keep
up with friends or celebrities.
This has led the app to develop into a way different
version from where it started in 2006 and it has a strong
voice in things that happen online especially with
businesses and people of power like politicians, actors
and celebrities that use the app.
The colour scheme is kept consistent throughout all its
app and its advertising with this classic light blue colour
usually paired with white borders or text I think the
theme is kept plain so that it appeals to a broad audience
as they wouldn't want to make it either too childish and
flashy but then not too boring so that a lot of ages will
find it pleasing to look at.
5. Audience Research – Twitch
Twitch is a live streaming platform targeted at a younger audience; it is
primarily for gaming content however this isn't the only kind of content
you'll find on twitch.
The logo clearly reflects this target audience as the colours are bold and
vibrant, the contrast creates an appealing and eye-catching brand for
twitch. Its simplistic yet stands out and remains iconic to the twitch brand
identity. The logo itself is a chat box with eyes, it's simple yet connotes a lot
about the platform. The 'blocky' style links directly to the gaming theme the
site has established, the font also follows this theme. Blocky/pixelated styles
have strong connotations/links with video games and an audience will often
perceive such fonts as such.
The logo says a lot about the service twitch provides, the almost 'life-like'
chat box refers to us as the viewer commenting on others streams and
interacting with the service. The eyes give this character to the logo, making
it more fun and intriguing to look at.
All of these aspects of the brands identity have a clear target demographic
in mind and the design choices made are to appeal to this target audience.
6. Audience Research – Twitch
The layout of twitch also matches the target demographic well. The dark site design is sleek and allows for a bolder contrast
with the prominent purple, this contrast leads towards an eye-catching layout. The icons for the main categories "Games",
"IRL" etc. are also designed to appeal to a younger audience. There are drawn icons to accompany each category with an
individual pop of colour for that eye-catching contrast. Also having a category named "IRL" which is short for "in real life"
appeals to a younger demographic who are familiar with the language. This more fun design, which isn't as sophisticated as
other streaming sites, is to appeal to Twitch's target demographic by being more laid back.
Another aspect of Twitch's layout is the suggested/popular categories section, yet again this targets a younger audience
well as it directly shows what is popular and most watched at the moment. Having this section allows for the site users to
browse through each popular category until they find a topic/game most appealing to them.
7. Audience Research – Twitch
This data details the twitch demographic, what age group and
gender mostly use Twitch. From the information provided it's
clear that the predominant audience is 16–24-year-old men. It
is clear
8. Website Research - Instagram
On the Instagram website the bar at the top includes the logo, a search
bar, and a navigation bar which are featured at the top of every page. The
navigation bar includes simple icons that clearly show what page they will
lead to. These are all features that are included on every website. The
posts are shown one at a time on the screen with the username at the
top, the post itself underneath, and the caption with comments showing
at the bottom. Other posts are viewable by simply scrolling on the page.
This layout is pretty common in terms of the placement of each feature.
The Instagram website also includes a recommended section on the right
side of the page which has a list of accounts you may want to follow.
These features all collectively create an easy website that includes
everything you want and need which means we need to consider included
these when designing our own website.
9. Idea Generation
• Gaming, a place to upload and view gaming content
• Travel, a social media platform to post photos and blog about different places
• Sports and fitness, a website with sports related information and fitness guides and tips.
• Social media platform
• Website
• Colourful but simple logo – not much imagery
• Make logo, ident, layout design
10. Audience Research Questionnaire
To discover more about our target audience, we created an audience research questionnaire. All together we gained feedback from 21 people which
consists of 7 females, 12 males, and 2 others. When asked about their age, the majority of people responded with 17 (11 people), next was 18 (7 people),
and the other 3 were over 18. When asked about what they value the most, out of the 10 options we gave, only 7 were chosen. In order of most to least
picked these are Honesty (7 people), Loyalty (4 people), Passion (3 people), Respect (3 people), Enthusiasm (2 responses), Efficiency (1 person),
Reliability (1 person). When asked about their interests, 17 said music, 17 said movies, 15 said gaming, 11 said technology, 9 said food/cooking/baking, 9
said travel/outdoors, 8 said reading, 7 said art/photography, 5 said writing, 5 said politics, 5 said fashion, 5 said sports/fitness, 4 said craft/DIY, and 1 said
beauty/makeup. Finally, when asked which of those they are most passionate about 8 said gaming, 4 said music, 3 said movies, 2 said travel/outdoors,
1 said technology, 1 said fashion, 1 said art/photography, and 1 said sports/fitness.
Overall, the most popular answers we received Honesty, gaming, music, art/photography, and travel.
11. Gender
Looking more in depth at the answers from the survey, some answers
were compared to the gender. As you can discern from the following
graphs, there are specific areas that are more popular than others. For
the most part (as 57% of those who answered were male) the answers
were pretty balanced when considering which gender picked which
answer, however not completely so. I will look into and analyse the
results accordingly to gather information to help form a audience
profile.
12. This graph was made to easily show the percentages and number of what choices people chose on our question are this helped
us to easily see exactly what information we needed like how many people picked one subject. There's was one limitation with
this graph and it's that it didn’t show the gender of the people who chose the subject.
What we found out from this graph is that music, games and fashion are the big three on our list and are more popular than the
rest of the options by quite a few votes.
This shows that people between our age category have a combined liking for these hobbies.
This graph was very useful for finding out the specific interests of our audience.
13. Audience Profile
Key Demographic:
• Ages 16-24
• All genders
• York and local areas
• Full time student or
Key Psychographics:
• Values honesty
• Interested in fine art
and photography
• Likes to travel
14. Research: York
York is a walled city in the northeast of England. It is a city with a historical background which makes it a tourist attraction for
many. York has a lot of things to see and do including:
• York Minster
• Jorvik Viking Centre
• Clifford's Tower
• York City Walls
• The shambles
• York Castle Museum
• National Railway Museum
York also features many shops and places to eat from large main stream brands to smaller self-owned businesses for
everyone to enjoy.
15. Research:
Michelangelo di Lodovico Buonarroti Simoni
known simply as Michelangelo, was an Italian sculptor,
painter, architect and poet of the High Renaissance born in
the Republic of Florence whose work is some of the most
famous pieces of art and is easily recognizable from his
work.
Some of his most famous work is on the ceiling of the
Sistine chapel which almost anybody can recognize as its
one of the most famous paintings of all time.
His work is the perfect kind of art we would like to be
shared on our platform, so this is the kind of style we
welcome
born: 6 March 1475
Died: 18 February 1564,
16. Research: Aria Shahrokhshahi
Aria Shahrokhshahi is a British-Iranian photographer and filmmaker.
his work is documentary at its core, focusing on a variety
of diverse communities and the way people interact inside
them. Social structures - and more broadly, the human condition –
fascinate Shahrokhshahi, as do the relationships and power dynamics
that inform our existence. Photography offers him a window of
understanding into these communities and a way for him to explore
the world around him.
Aria's work is some of my favorite photographs
and this kind of meaningful media Is what I
would like to see shared on our platform instead
of just basic photos that people haven't put any
heart into.
17. Mood board
In this mood board I've included colours we plan on using and examples
of designs related to grids that I liked the look of plus some examples of
the kind of art that could be shown as our platform is meant for this kind
of content to be shared. There's also some examples of layouts for our
page as its important to have a good looking set up so the images can be
seen with text if needed.
18. Rationale
The reason we are making this product is because we feel there isn't any social media platforms out there that cater
specifically to the audience we are looking at and we would like a much more focused product to share these specific
hobbies and make a creative space to share their artwork or photographs and even places they’ve travelled and would
like to recommend.
Outline of branding concept:
We are creating a social media platform that focuses on photography, art, and travel content. It will be created in a similar
style to Instagram in terms of the layout of the posts. The platform will be a place to share anything travel related in many
forms – photography, art, blogging. The logo will incorporate travel to link to the platforms theme.
19. Logo Ideas
These are all of my logo concepts for
'The Grid'. I tried to take our audience
profile into account when designing
these concepts. I followed the colour
scheme our group picked out, and for
some logos, picked out accent
20. These are the main colours we have chosen to go with for designing
our products. We decided we wanted to keep it a nice neutral colour
pallet with no bright off-putting colours as these nice greens are
calming on the eyes and aren't too distracting from the subject
material.
These colours also go well with our project as it's a lot about travel
which you like to see lots of green grass and trees when you travel in
the nice scenery, so I thought that was a nice little link to have
between the theme and the colours.
21. Ident ideas
For the ident we plan on having an animated map where our texts will pop up in the
streets Assif you were walking down it with the camera. We also want to use the effect of
buildings being 3d almost like a pop-up book I was thinking. This will mostly all have to be
done in aftereffects once we have an idea and layout the design ready to make as I think
it will be best to make a flat map first to base our design off.
I think this could also use some of designs for the logos as inspiration as I like the idea of
having a similar style for all the text and words, we will be using which will give the whole
ident a nice style and keep it cohesive throughout the project
22. Website Layout
For the website layout I chose to create the home page. I placed the logo
at the top in the middle as this will make it visible on all pages and it can
act as an extra home button. To the left of this I placed a search bar,
these are featured on most websites especially social media-based
websites. To the right of the logo, I made a navigation bar which features
clear icons to move you to the home page, video upload page, blog
page, and photo upload page. I added two boxes which represent the
user's feed, this would be from accounts that the user follows, and you
would be able to scroll through these posts. On the right of the page, I
placed a trending box, this would be where the current most popular
trending places are shown and would allow users to click the places and
view all posts to do with the chosen place. Trending sections are
common on social media platforms so I thought this is something we
should include. I included a scroll wheel to show that you would scroll up
and down the page to view more posts.
23. App layouts
For my own little design test, I made two screenshots of what an app could look like for our product as if
they were screen shotted from an iPhone. I used photoshop for both.
I used the colour schemes we had decided on
earlier to make what I thought could be a style
idea for an app I used a similar design to
Instagram as it works well with what we want
to do but morphed it into more the style of our
product.
We used the logo that Millie designed as a nice
middle piece to show off the name of our
product and it fits well with the design.
I even added the top section to make it look
like the screenshot was taken on a phone with
the tie and battery power, so it adds more
detail and realism into the pictures.