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1. Research
1. Research
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Research

  1. 1. Client Project Research Alfie Horwell
  2. 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with 21.2% of all visitors being within that age range but only 6.1% being 17-24 enforcing that York is largely an outdated city built mostly for a older range of people and tourists with little activates / facility's for the youth.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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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.
  14. 14. Existing Product Research
  15. 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. 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. 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.
  18. 18. Expressions, York
  19. 19. Bibliography
  20. 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)

Hinweis der Redaktion

  • 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.

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