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7. evaluation
7. evaluation
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7. evaluation

  1. 1. Evaluation Daniel Thompson
  2. 2. Production Process Evaluation
  3. 3. Research • The strengths of my research in my opinion was the analysis of other existing products and what features they each held. I had to research four other magazine brands in the same subject area of print as my own product and break their production down bit by bit to understand what information and techniques went into the design of each magazine cover. I looked at aspects such as colour schemes used, fonts used, the structure of the information and how the information was conveyed. For example, was the text persuasive to lure the reader into buying the magazine or was it more factual and modest to attempt to get the reader interested with general information about the contents. Another couple things I looked at in these magazines were the layout of the content and the imagery used both for the backgrounds and the cover lines. I even looked at the design techniques such as layering and outer glow effects being added to certain parts of the page. All of this information I managed to gather from the magazines helped me in designing my product by not only showing me what kind of content the public wanted and where the best places to place them were, but also what effects and tricks were good to use in the production phase. The research analysis section I had to fill in after the magazine analysis helped me summarize what I had learnt and been inspired by in brief detail to be used to open me up to new ideas more quickly in the future. I was also able to jot down the key aspects of the magazines that I analysed that I thought would be useful in my own design. • The weakest section(s) of my research phase were I think the survey analysis and the interviews. Firstly, I feel that the survey did not give me the answers I necessarily needed. This is unusual considering I created the questions myself however while making it, I found myself struggling to come up with enough questions to help me. This goes the same with the interview too. Furthermore, I did not like the results I got from the survey and interview as the people who answered were not necessarily gaming fans, let alone fans of the games I planned on featuring. This lead me to rely on my analysis of the existing products section more than the survey and interviews. • To improve my survey answers and questions, I would have given more time to the creation of the survey and the thought that went into the questions. I would also have distributed my survey to more gamer minded people that I know rather than just choosing the easy option and asking local people (classmates). I feel that all of these differences would have improved my product by giving me even more information and inspiration for my ideas in the final project.
  4. 4. Planning • Strengths: The strength of my planning in my opinion was the mind maps and the mood board. The mind map was an easy and efficient way of gathering my own thoughts and ideas into one structured page. I was able to think about the different aspects of the product(s) I wanted to create and also what possible subjects and content would be good enough to include in the final piece. This would help me create my product by giving me a base idea to work off of and a reference to look at if I feel myself going off course. It also gave me plenty of aspects and features to research in the next section of the PowerPoint collection. The mood board was also a vey good contribute to my work as it allowed me to look at other pieces of work containing the features and tools that I was thinking of including in my own designs and gather them together to again point me in the direction I want to work off of. • Weaknesses: the weakness of my planning was mostly in my initial reaction slide and the mind map. The initial reaction slide was good for summarizing my thoughts on the project objective and recording down what aspects of planning, researching and creating I am good and bad at but it never really served as much help in any part of my work. There was no information that would necessarily help me create my product to any higher standard than I would do without it. The weakness of the mind map in my opinion is that it only covers my own thoughts and knowledge. There is no influence or ideas from another mind except my own and at this point in production I had little idea as to what kind of product I actually wanted to make. This meant that I could not exactly expand too much on any specific product type due to lack of knowledge on the product and also little experience actually making that type of product. • If I could do my Initial Plans PowerPoint again, I would spend less time filling in the initial reactions slide as I feel it was not as important as the rest of the PowerPoint. I would instead put that extra time into the mind map, thinking about each aspect of the product(s) I want to create and what features I would add to make it look as professional as possible. I would also add in more detail about what tools and software I would use and what for. This would help my product by already planning out what tools would be best to use for what aspect of the product, shortening the time needed to experiment with effects, etc as much in the future during production.
  5. 5. Time Management • My time management in the final major project I feel has improved quite nicely in comparison to the other rotations. It may not still be perfect but I managed to stay on time for the majority of the weeks available. The biggest set back to my time management was the fact that I still had work due from my previous rotation meaning that I had to finish off extra work at the same time as working through my current project. • My product was finished on time as I had planned and I did not feel the need to rush any part of it which means I was able to put all my acquired skills and knowledge into it. I also feel that I don't get as distracted much as I used to do – this means that I spent more time actually getting work done rather than messing around in most lessons. As would any piece of my work, I feel that had I been given even more time I would be able to upgrade my project and add things that I have been unable to with the time I've had. I would not necessarily spend the extra time improving the products I have created but instead I would create more products to accompany the current ones. I would either create another double page spread for my magazine or a totally new media such as audio for more diversity.
  6. 6. Technical Qualities Similarities i tried to follow the formula of the existing product shown below as closely as i could. To do this, I used many tools and effects - the most obvious being the use of layering to emphasise the most important aspects of the cover such as the main character of the feature game and the cover lines. The colour scheme is another similarity between the two covers. Both designs follow the colours of Spyro the dragon and the environment he is in. This will create a nostalgic vibe for any readers who used to play the orignal game(s). Both of the covers feature a puff which is advertising something to the reader, giving them more reasons to buy the magazine and also informing the reader of what is featured inside the magazine. Differences The main difference in the design of the covers is the masthead being layered. In my design, I had to assure the masthead was in front of any other layer as the magazine would not be as recognisable as the example mag. Due to the example magazine being more popular and one of the original ones, it can afford to hide more of its masthead behind the main image. Another difference in the design of the two covers is that my design's main drive is nostalgic vibes. It uses a similar feature image to the example with the same colour scheme. Anyone who loved PlayStation and Spyro back in its heyday would love to see the new remaster covered with the same layout as the original. To further the nostalgia, the new design is using the same font as the original Spyro games. The original did not do this but fans would recognise it and appreciate its use.
  7. 7. Technical Qualities Similarities Similarly to the magazine covers in the last slide, the colour schemes in the double page spreads is there to give the reader a nostalgic feel. They represent the colours of Spyro himself and the many lands that her travels to. Both of the dps screenshots use images as backgrounds. This way, the same amount of information can be displayed clearly while also showing off the game better than with small screenshots. The layout of the pages themselves are structured well and easy to read, however my design is all grouped into one large section whereas the example is split into aspects of the review. Differences My dps focuses on the articles more than the other dps, using less imagery and instead filling more space with text. This gets more information across at the expense of making the product look more boring to younger audiences. My dps looks more structured than the example dps and uses quotes from the game developers and also past reviews of Spyro. The only downside to this is that my layout will not look as fun as there are no small images dotted around to look at. My dps uses a scoreboard to show clearly to my audience what aspects of the game are lacking, which parts excel and also how replayable the game is. This gives the reader a simple and easy understanding of how the game is when summed up if they are just skimming through and not really reading the full articles.
  8. 8. Aesthetic Qualities Strengths Weaknesses The colour scheme works well together and was made in paletton.com. The skybox was made from scratch by myself and edited in and I feel it works well with the rest of the background. The information is clearly displayed and important facts are highlighted in a contrasting colour. Layering is used to create a professional 3d vibe and gives the work some depth. Due to the magazine being new, it is not covered by anything as to help people identify the growing brand. The text on the cover is equally spaced and therefore adds to the professionalism of the product. The masthead could do with some readjustments downwards to give it more room. The sticker needs to be moved to be alligned with the masthead and Spyro logo. The sticker is too big for the space it is in and it does not comply with the structured and well laid out aesthetic I was hoping to achieve. Improvements The sticker will also need to be shrunk.
  9. 9. Aesthetic Qualities Strengths Weaknesses The image imported into the left page blends in perfectly with the border colour and looks natural in placement. There is plenty of content to look at including screenshots, quotes and ratings for the game. The font used is the same as in the game creating a sense of familiarity and a nice theme for the review. The image used as a background on the right side of the dps uses similar colours that go well with the colour scheme used. The rating section clearly indicates which sections of the game are good and bad and how they hold up in a simple detail. The dps is not as interactive as I feel it really could have been. The text had to be cut off due to the lack of space on the page and due to limited time I was unable to make a second dps. Improvements More interactivity should be added by adding more features such as social network links and forum questions and answers, etc. A further improvement would be to work closer to my planned schedule next time so that I can assure myself that I will have time to create extra work if needed or maybe even to condense the part of the product that I need to.
  10. 10. Audience Appeal The layout of my magazine is structured and matured rather than using scattered text and shapes. I have done this because the majority of my audience is above 18 as proven by my survey. The game being covered will appeal mostly to the now older generation who played the original game as children. I have also tried appealing to my audience in the survey by balancing out the ratio of images and text due to my survey showing me people prefer a balanced mix of the two. I decided to create a magazine due to my survey's demand for an article based review as opposed to a video review or community based. The colour scheme was also created with my audience in mind as they would feel nostalgic over the colours of their favourite childhood game(s).
  11. 11. Peer Feedback
  12. 12. Feedback 1 • What did you like about the product? • I like the 3D design of some of the products and the way they are integrated into professional interfaces well, (for example the app store interface) I also like the use of corresponding colour scheme to the subject in question and the font used resembles that of a nostalgic video game. • What improvements could have been made to the product? • On the front cover to the magazine the bar code is out of place, I also think on the title card of Spyro reignited the flames could’ve been integrated into the background better (grasping at straws here XD)
  13. 13. Feedback 2 • What did you like about the product? 1. I love the colour scheme of the front cover because it matches the main asset which is Spyro. The use of the spacing has been used well as there are loads of assets but its not too crowded. With the poster I like the background and how it merges with the logo of the game. The double page spread has a unique design. It goes well with the concept of the magazine and would appeal to a wide range of gamers. The use of the layout is good and the images are of a good size. I like how the text is layered over the images so now space is left. I also like how the app store design looks realistic to what an app store looks like. • What improvements could have been made to the product? 1. I would of liked to see more assets put onto the spyro poster such as a release date or an image from the game. With the double page spread, the text is a bit small and a bit hard to read. I would increase the size by a couple of sizes or I would choose a different font. The logo of the magazine app could be improved and could link in with the spyro theme to go with the main concept of the magazine. xoxo
  14. 14. Feedback 3 • What did you like about the product? 1. I really like the colour scheme with the purple borders that match the colour of the purple dragon thing (lol) the font is very fitting with the style of the magazine and the sticker effect looks really good. • What improvements could have been made to the product? 1. The spacing of the font at the top (issue number) and bottom need more spacing between the letters as it looks quite squished and is quite hard to read.
  15. 15. Feedback 4 • What did you like about the product? 1. I personally love the creativity of the colour scheme throughout the front cover and will certainly grab the target audiences attention. 2. I liked the use of the banner bellow the dragon as this made the cover look very professional. 3. I liked how the red sticker looked 3D and really completes the front cover and again adds professionalism. 4. My favourite element of the cover is of course the purple dragon. Really conveys the genre of your magazine. (love it) • What improvements could have been made to the product? 1. The only improvement I could think of is potentially increasing the size of the tagline bellow the title, so the audience could read it slightly better. But everything else is sick.
  16. 16. Peer Feedback Summary • What do you agree with from your peer feedback? – I agree that the tag line from my cover of my magazine is rather hard to see and read properly and therefore it would benefit from being resized. – The font at the top displaying the issue number and date could do with being spaced apart more to make it easier to read for the audience. – I think that the Spyro poster would benefit from showing some links to social media pages of the game for people who are new to the game and who want to find out what the product is. • What do you disagree with from your peer feedback? – While I agree that the app store logo could do with some improvements, I don't think it should be more Spyro themed as it is not the main concept of the magazine and therefore wouldn’t fit the rest of the magazine designs. – I do not think that the dps article needs its font increasing in size or its font changing as it would ruin the Spyro theme and also I would not be able to fit anywhere near as much content as I planned to. – I disagree that the Spyro poster would benefit from images of the game and a release date. Less is more in this poster as the fans of the game will see it and speculate about it and get excited. It would also make the curious audience search for information online. – I do not think that the Spyro title featured on my magazine cover should be integrated into the background better as it is one of the important parts of the product that the reader will see before many other things. It acts as an informant and therefore needs to be standing out as it is.
  17. 17. Peer Feedback Summary – The biggest improvements I would make if I could would mainly be the text both in my magazine cover and my dps. In the cover, I would resize the tag line to be a little bit larger and space out the letters in each word. This would create an easier experience when read by the reader and make the product look more attractive by being accessible. – The same improvement would also be made on the issue number and date text as in the final product it is too close together to read. – The Spyro poster needs a tiny bit more information on at least how to find its presence on social media for updates. I would create a small bar at the centre bottom of the poster that still follows the colour scheme and then add in the appropriate logos for the social medias that I believe the product would be/is on.

Notas do Editor

  • What were the strengths of your research? How did your research help your product?
    What were the weaknesses of your research? What could you have done better/improve? What effect would this have had on your product?
  • What were the strengths of your planning? How did your planning help your product?
    What were the weaknesses of your planning? What could you have done better/improve? What effect would this have had on your product?
  • Did you manage your time well? Did you complete your project on time or would your products have improved with additional time?
    What would you have done if you had more time to produce your work?
  • Compare your work to similar existing products and discuss the similarities and differences
    Put your final piece(s) in the centre of a page alongside an existing product
    Use text boxes and arrows

    Lighting - 
    Grading – the colour temperature matching of scenes
    Sound
    Makeup and Wardrobe
  • Compare your work to similar existing products and discuss the similarities and differences
    Put your final piece(s) in the centre of a page alongside an existing product
    Use text boxes and arrows

    Lighting - 
    Grading – the colour temperature matching of scenes
    Sound
    Makeup and Wardrobe
  • Does your work look good? Was it creative? What aspects of your game’s visuals do you like? What would you improve? How would you improve it?
    Discuss the strengths and weaknesses
    Put your final piece(s) in the centre of a page and analyse them
    Use text boxes and arrows
  • How have you appealed to your target audience? What specific bits of content would appeal to your target audience.
    Refer to your findings from your questionnaire.
    Put your final piece(s) in the centre of a page and analyse them
    Use text boxes and arrows
  • What changes would you make to your product based upon your peer feedback and why?

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