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FMP Evaluation
Daniel Thompson
Production Process Evaluation
Research
Strengths:
• I was able to learn the terms of the different sections of the cover and what
goes well where.
• It gave me ideas such as making the main image stick out from the title to give
it a 3d effect
• The research helped my product by giving the basic layout and a base to start
from when laying out my plans.
Weaknesses:
• Some of the magazines I looked at were not gaming ones and therefor had a
different style or content to what I was looking to include. To improve my
product, I could have thought more about what kind of magazine I wanted to
create and used examples of just that specific type of magazine (Gaming).
• Changing this about my product research would have assured that I gathered
more accurate information and more useful info too. Using the better
research, I would have been able to add everything specifically needed into
my final product.
Planning
• The strengths of my planning were that I had many possible paths that I
could choose from and so there was no dead ends with possibilities.
Different ideas that I got, I made sure that I was able to merge them in any
combination to ensure a good quality product.
• The weaknesses were that I did not use my mood board to its full
potential. There were many ideas that I could have gained from it that I
didn’t and some of the pictures could have been changed with better ones
that relate more to the product I wanted to make. For example, I chose
more pictures of games than actual magazine cover examples so I had less
ideas of what to put onto the cover of my own.
• As a whole, I feel as if I could have used my plans to a more finer point but
I am still happy with how the product turned out.
Time Management
• As a whole, I believe that I did manage my time better than during the
other projects but there is definitely still room for improvements. I start
off the projects fast and efficiently until I get to the experiment in which I
feel as if I spend a little bit too much time on. My main project was
complete on time but I still had to finish off the sixth PowerPoint which I
was rather disappointed about. My product may have improved with
some more time but I didn’t have much extra to add in anyway.
• If I had more time to complete my work, I would have made sure the
information would have made more sense and had more of a theme to it
as I seemed to be rambling on. I would also have changed the stories to
actual news that relates to games of the recent days.
Technical Qualities
Technical Qualities
Technical Qualities
• Similarities in the covers:
Both of the products’ titles stand out well when compared to the rest
of the cover.
The main story of the magazine is featured as a big picture in the
middle of the cover with a story box nearby to it that features writing
that is short and to the point to grab the reader’s attention. Also, there
is layering used with the background and the writing to make the
pictures look as if they are hanging out.
Information boxes that have points that need to be conveyed feature
different coloured words on the important words that the reader can
read and still get the basic story from.
Both covers feature a sub-story box at the bottom left with a catchy
story featured.
Technical Qualities
• Differences in the covers:
A lot more stories and games in general are featured in the official magazine
than in mine, giving it more variety.
The official magazine has a ‘selling line’ that catches the reader’s eye and
draws people in whereas mine just features a title.
My magazine’s text boxes and writing are all on slants to make the cover have
more of a loose theme and to attempt to draw people in to reading it
whereas the official magazine seems to look more structured and more
professionally laid out.
The official magazine’s character on the front is bigger than the background
and sticks out of the top more giving the impression that he has been walking
out of the picture. In my magazine, the character is simply the same size and
doesn’t look as if he is going anywhere.
Technical Qualities
• Similarities in the Double Page Spread:
Pictures that are correlating and similar to one another and that also
link to what the text is talking about are featured around the pages.
The text on the pages are created in columns and are written from the
opinion of the creator of the article.
The font stands out from the background picture and the colours go
nicely together.
Both of the magazine’s story themes are deeper and darker than other
pages because of the game being covered.
Technical Qualities
• Differences in the Double Page Spreads:
My magazine seems to be more ‘interactive’ than the official one
featured on this PowerPoint.
The background as more to it and varies at different places on my
magazine and the official one is more plain.
The reader of my magazine is informed of a forum on the magazine’s
community website and people’s opinions on various subjects are
picked and put into the magazine to convey to the public.
The official magazine spread features a summarising/informative
quote from the text to grab the reader’s attention and make them
want to read to that point to see what the article author has written
about the subject. My magazine does not feature this.
Aesthetic Qualities
I think that my work looks
alright, but just not as
professional as it could have
turned out. Some of the
edges on the box at the
bottom left are a bit sharp
and look ragged as a result
of it. Some of the colours
look unprofessional with the
picture background and can
real the overall serious look
of the magazine.
The title of this
information box stands
out from the rest of the
writing to grab the
attention of the reader.
I like the 3d look of the title. It
sets it aside from the rest of
the fonts shown on the page
and is made bigger as to be
the first thing to catch the
reader’s eye when they pick
up the magazine.
Personally, I like the main story
boxes in which the different
‘important’ points made are
stated as a list in a translucent
fashion. It makes it obvious that
there is a box of info there
while also allowing the reader
to see through it and see some
of the detail of the background
picture.
The reel at the bottom of the
page gives the magazine a news-
like feel as the newest stories in
are spread across there for
everyone to get a quick glimpse
of.
I made the key words in the
stories briefings stand out in
different colours to grab the
attention of the readers.
Audience Appeal
I personally think that I have adequately appealed to my target audience of young/mid age
gamers pretty well. I’ve made sure to include facts, stories and points that people of that
specification would find interesting and similar to what they might have thought on the
subject given.
Games featured that are
for 16/18+ people.
Fans of half life are
usually older due to the
release date of the game.
This means that older
gamers will recognise the
game and want to see it
whereas younger
generation players may
not be aware of the game
and not be particularly
bothered about it.
The younger gamers will
like the look of ‘new’
games and features
coming out whereas the
older generation of
gamers will prefer the
remakes – especially that
of Halo 3 because it used
to be a fan favourite.
Peer
Feedback
Feedback 1
• What did you like about the product?
– Use of colour with the important words to catch the
attention of the audience.
– I like how the writing isn’t just boring but actually
gives you a lot of information for the game.
• What improvements could have been made to
the product?
– Maybe more pictures on the double page spread but
apart from that I really enjoyed it
Feedback 2
• What did you like about the product?
The front cover magazine could stop traffic because
it draws so much attention to it. The double page
spread has a very historic look to it which is art
work from the game. The images stand out with the
yellow border.
• What improvements could have been made to
the product?
Maybe put the page numbers at the bottom. Also,
make them less bold as they stand out quite a bit.
Feedback 3
• What did you like about the product?
– Lots of detail and good pictures very appealing
– Good colour scheme
• What improvements could have been made to
the product?
– Lots going on
– Maybe too much writing
Peer Feedback Summary
• What do you agree with from your peer
feedback?
– I agree that I need to make the page numbers smaller
and move them to the bottom of the floor.
– I need to add more pictures to the articles to show off
the game.
• What do you disagree with from your peer
feedback?
– I disagree that I need to get rid of some of the writing
on the double page spread. If I did, there would not
be enough information for the readers to see and
therefor the point will not be as strong.
Peer Feedback Summary
Make this
stand out
Create my own forum
page that people I
know can answer my
questions and
subjects to.
Add an important or summarising
quote in to grab the attention of the
reader and to get them to read on.
Make this
smaller and
move it down to
the bottom left.
(same with the
other one on the
next page)
Make the pictures stand out more by moving
them to irregular positions or give them a
glow to help them become more
accompanying to the text box.

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7. evaluation(3)

  • 3. Research Strengths: • I was able to learn the terms of the different sections of the cover and what goes well where. • It gave me ideas such as making the main image stick out from the title to give it a 3d effect • The research helped my product by giving the basic layout and a base to start from when laying out my plans. Weaknesses: • Some of the magazines I looked at were not gaming ones and therefor had a different style or content to what I was looking to include. To improve my product, I could have thought more about what kind of magazine I wanted to create and used examples of just that specific type of magazine (Gaming). • Changing this about my product research would have assured that I gathered more accurate information and more useful info too. Using the better research, I would have been able to add everything specifically needed into my final product.
  • 4. Planning • The strengths of my planning were that I had many possible paths that I could choose from and so there was no dead ends with possibilities. Different ideas that I got, I made sure that I was able to merge them in any combination to ensure a good quality product. • The weaknesses were that I did not use my mood board to its full potential. There were many ideas that I could have gained from it that I didn’t and some of the pictures could have been changed with better ones that relate more to the product I wanted to make. For example, I chose more pictures of games than actual magazine cover examples so I had less ideas of what to put onto the cover of my own. • As a whole, I feel as if I could have used my plans to a more finer point but I am still happy with how the product turned out.
  • 5. Time Management • As a whole, I believe that I did manage my time better than during the other projects but there is definitely still room for improvements. I start off the projects fast and efficiently until I get to the experiment in which I feel as if I spend a little bit too much time on. My main project was complete on time but I still had to finish off the sixth PowerPoint which I was rather disappointed about. My product may have improved with some more time but I didn’t have much extra to add in anyway. • If I had more time to complete my work, I would have made sure the information would have made more sense and had more of a theme to it as I seemed to be rambling on. I would also have changed the stories to actual news that relates to games of the recent days.
  • 8. Technical Qualities • Similarities in the covers: Both of the products’ titles stand out well when compared to the rest of the cover. The main story of the magazine is featured as a big picture in the middle of the cover with a story box nearby to it that features writing that is short and to the point to grab the reader’s attention. Also, there is layering used with the background and the writing to make the pictures look as if they are hanging out. Information boxes that have points that need to be conveyed feature different coloured words on the important words that the reader can read and still get the basic story from. Both covers feature a sub-story box at the bottom left with a catchy story featured.
  • 9. Technical Qualities • Differences in the covers: A lot more stories and games in general are featured in the official magazine than in mine, giving it more variety. The official magazine has a ‘selling line’ that catches the reader’s eye and draws people in whereas mine just features a title. My magazine’s text boxes and writing are all on slants to make the cover have more of a loose theme and to attempt to draw people in to reading it whereas the official magazine seems to look more structured and more professionally laid out. The official magazine’s character on the front is bigger than the background and sticks out of the top more giving the impression that he has been walking out of the picture. In my magazine, the character is simply the same size and doesn’t look as if he is going anywhere.
  • 10. Technical Qualities • Similarities in the Double Page Spread: Pictures that are correlating and similar to one another and that also link to what the text is talking about are featured around the pages. The text on the pages are created in columns and are written from the opinion of the creator of the article. The font stands out from the background picture and the colours go nicely together. Both of the magazine’s story themes are deeper and darker than other pages because of the game being covered.
  • 11. Technical Qualities • Differences in the Double Page Spreads: My magazine seems to be more ‘interactive’ than the official one featured on this PowerPoint. The background as more to it and varies at different places on my magazine and the official one is more plain. The reader of my magazine is informed of a forum on the magazine’s community website and people’s opinions on various subjects are picked and put into the magazine to convey to the public. The official magazine spread features a summarising/informative quote from the text to grab the reader’s attention and make them want to read to that point to see what the article author has written about the subject. My magazine does not feature this.
  • 12. Aesthetic Qualities I think that my work looks alright, but just not as professional as it could have turned out. Some of the edges on the box at the bottom left are a bit sharp and look ragged as a result of it. Some of the colours look unprofessional with the picture background and can real the overall serious look of the magazine. The title of this information box stands out from the rest of the writing to grab the attention of the reader. I like the 3d look of the title. It sets it aside from the rest of the fonts shown on the page and is made bigger as to be the first thing to catch the reader’s eye when they pick up the magazine. Personally, I like the main story boxes in which the different ‘important’ points made are stated as a list in a translucent fashion. It makes it obvious that there is a box of info there while also allowing the reader to see through it and see some of the detail of the background picture. The reel at the bottom of the page gives the magazine a news- like feel as the newest stories in are spread across there for everyone to get a quick glimpse of. I made the key words in the stories briefings stand out in different colours to grab the attention of the readers.
  • 13. Audience Appeal I personally think that I have adequately appealed to my target audience of young/mid age gamers pretty well. I’ve made sure to include facts, stories and points that people of that specification would find interesting and similar to what they might have thought on the subject given. Games featured that are for 16/18+ people. Fans of half life are usually older due to the release date of the game. This means that older gamers will recognise the game and want to see it whereas younger generation players may not be aware of the game and not be particularly bothered about it. The younger gamers will like the look of ‘new’ games and features coming out whereas the older generation of gamers will prefer the remakes – especially that of Halo 3 because it used to be a fan favourite.
  • 15. Feedback 1 • What did you like about the product? – Use of colour with the important words to catch the attention of the audience. – I like how the writing isn’t just boring but actually gives you a lot of information for the game. • What improvements could have been made to the product? – Maybe more pictures on the double page spread but apart from that I really enjoyed it
  • 16. Feedback 2 • What did you like about the product? The front cover magazine could stop traffic because it draws so much attention to it. The double page spread has a very historic look to it which is art work from the game. The images stand out with the yellow border. • What improvements could have been made to the product? Maybe put the page numbers at the bottom. Also, make them less bold as they stand out quite a bit.
  • 17. Feedback 3 • What did you like about the product? – Lots of detail and good pictures very appealing – Good colour scheme • What improvements could have been made to the product? – Lots going on – Maybe too much writing
  • 18. Peer Feedback Summary • What do you agree with from your peer feedback? – I agree that I need to make the page numbers smaller and move them to the bottom of the floor. – I need to add more pictures to the articles to show off the game. • What do you disagree with from your peer feedback? – I disagree that I need to get rid of some of the writing on the double page spread. If I did, there would not be enough information for the readers to see and therefor the point will not be as strong.
  • 19. Peer Feedback Summary Make this stand out Create my own forum page that people I know can answer my questions and subjects to. Add an important or summarising quote in to grab the attention of the reader and to get them to read on. Make this smaller and move it down to the bottom left. (same with the other one on the next page) Make the pictures stand out more by moving them to irregular positions or give them a glow to help them become more accompanying to the text box.

Editor's Notes

  1. 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?
  2. 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?
  3. 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?
  4. 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
  5. 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
  6. 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
  7. What changes would you make to your product based upon your peer feedback and why?