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THE BRIEF* Project synopsis This module enables you to develop the integrated design methodologies required to work in a dynamic, professional, creative and commercial environment. The introduction of more demanding projects support and generate a greater in-depth knowledge and understanding of aesthetic, environmental, marketing and technical requirements of design for the creative industries. Emphasis is placed upon the ability to develop high-level flexible thinking approaches in the pursuit of creative solutions. Project/Assessment requirements: The assignments will incorporate a range of stringent professional requirements, involving personal time management, detailed research, creativity and originality, as well as a high level of technical expertise. Project/Assessment Task: Brief: A Conversation Take time to develop ideas and experiment with different media, materials and technologies. Play with instructions, reinterpret, disrupt, reinvent... What’s the most important conversation for today? What’s the most important conversation for the future? Who will you speak to? What is the message? Through the application of your chosen practice you are asked to research and develop a visual outcome that centres around the idea of ‘A Conversation’. Basic examples or starting points you may want to explore could include: Consider the conversation between yourself and technology, the internet, phone apps. Look at current social behavior, group activities, communities, lifestyles, conventions, business, leisure, play. An external, political or social conversation that you may support or contest. Consider the conversation creative industry professionals have with the notion of communication, technology and society. We also want you to consider the most appropriate mediums for presenting this ‘Conversation’: Graphic Design Posters, Fanzines, Book, Magazine, E-zine, Manifesto, Marketing Strategy, Direct Mail, Advertising Campaign, Advertisements, Copy, Photography, Social Media (Facebook, Twitter, Instagram, You Tube, Vimeo, Vine, etc...). Animation Web application, Film, Animation, Video, Information Graphics, Motion Graphics, Generative Design and Strategies, Game, TV short, Animatics, Scripts and Storyboards, Fictional or Factual Documentary, Social Media (Facebook, Twitter, Instagram, You Tube, Vimeo, Vine, etc...). Considerations: Where is the most important place for the conversation to take place? How will the conversation be heard? Who will your audience be? What are your aims? Who will benefit? Aims: Undertake creative and ambitious research. Develop a brief through research and development. Examine the conceptual and aesthetic potential of “a conversation”. Innovate and explore technical parameters. Create a contemporary portfolio piece. Make your chosen audience pay attention to your work. Requirements: A portfolio of designs involving a high degree of creative and technical skill and also market justification, in which there is a clear reasoned and personal response to the requirements of the brief. Background material in the form of research and concept development will be of a high standard and will clearly support the final outcome. Each assignment will incorporate a high degree of finish and presentation, with all aspects of the brief taken into account. ‘A Conversation’
CONVERSATION As Digital Natives you inhabit a seamless, immersive existence with technology; negotiating relationships with the environment and with each other; in the pursuit of connectivity, discovery, creativity and innovation... This emerging programmable world has created a whole new division between the virtual and the physical; a designable environment, a playground for coders, requiring digital design disruption at all levels. We have to intervene and prioritise unprecedented environmental, social and cultural crisis if we are to become effective visual communicators and address real user experiences to provide meaningful design futures... “When Ken Garland published his First Things First manifesto in London thirty-five years ago, he threw down a challenge to visual communicators that refuses to go away. As the century ends, this brief message, dashed off in the heat of the moment, and signed by twenty-one of his colleagues, is more urgent than ever; the situation it lamented incalculably more extreme... ...It is no exaggeration to say that designers are engaged in nothing less than the manufacture of contemporary reality. Today, we live and breathe design. Few of the experiences we value at home, at leisure, in the city or the mall are free of its alchemical touch. We have absorbed design so deeply into ourselves that we no longer recognize the myriad ways in which it prompts, cajoles, disturbs, and excites us. It‘s completely natural. It‘s just the way things are.” – Rick Poyner. 2000 Nearly 16 years later...recognising the tremendous power of design and the modern imperative is the first step in addressing this real world issue. Leading designers of that time chose to discard the frills of an affluent society and consciously disrupt the status quo. Our currently saturated consumer society needs new design communicators willing to adopt a disruptive approach, to challenge the culture of commodification and discover alternative ways of creating meaningful and effective design experiences. “At root, it‘s about democracy. The escalating commercial take-over of everyday life makes democratic resistance more vital than ever.” – Rick Poyner Graphic Design & Animation Both Graphic Designers and Animators are modern day storytellers who communicate through technology - mobile devices and connected media are the tools of your trade. We would like you to utilise a selection of media to connect, engage and interact with a chosen audience and convey the message you feel is paramount in this converging reality we call modern life. As leading thinkers in the field of creativity it is your responsibility to define the digital and physical spaces we inhabit, dictate the topics for discussion and set meaningful and effective future trends. As a starting point for your research JWT Future 100 introduces us to some of the contemporary trends, topics and developments for 2015 – you are required to consider a selection of these topics and investigate them further - be mindful that you are the instigators and activists for ‘your’ and ‘our’ creative futures. Consider the areas outlined in the graph – Research contemporary issues involved in the four titles highlighted Investigate the core principles of each Analyse the interplay of themes Identify the implications of each Define your own brief Construct a communication strategy Create relevant designs and a narrative Convey to a chosen audience using a selection of appropriate media – maximising your particular skillset and specialism Resources: JWT 100 Future Trends – www.jwt.com/blog/jwt_intelligence/jwtintelligence-introduces-the-future-100-a-look-at-global-trendsin-2015 The Internet of Things – www.informationisbeautiful.net/visualizations/the-internet-of-things-a-primer John Maeda – How art, technology and design inform creative leaders – http://www.ted.com/talks/john_maeda_how_art_technology_and_design_inform_creative_leaders?language=en www.itsnicethat.com www.desgnmuseum.org www.designweek.co.uk www.formfiftyfive.com – Design Inspiration www.fastcompany.com – Why your brain loves storytelling www.wolffolins.com – Collaborative approaches to creativity www.idesigni.co.uk – Top 10 student Awards www.designcouncil.org.uk – Ethics of digital design Ken Garland – First Things First a Manifesto Adbusters – First Things First Revised
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Rick Poyner – First Things First Revisited Johanna Drucker – Graphesis: Visual forms of knowledge production Jonathan Gottschall – The Storytelling Animal Wired Magazine – A Programmable world, a new designable environment. Joseph Campbell – Hero with A 100 Faces Daniel Kahneman – Thinking Fast and Slow: How our minds work and how we make decisions Moises Niam – The End of Power: From boardrooms to battlefields ad churches to states, why being in charge isn’t what it used to be. Cennydd Bowles – Undercover User Experience IAC – Internet Advertising
Week 02 Tuesday 06th October Studio Meeting, Lecture, Idea Generation, Review, Q&A Studio Meeting and Outlining Studio Agenda 09:15 — 11:15 CEG/28, Canalside East Studio (Supervised) 11:15 — 12:15, 13:15 — 17:15 CAA2/01, CAA2/02, CAA2/04, Creative Arts Building, Level 2 Studios Analyse the interplay of themes Identify the implications of each This session will be used to review and discuss all work to date and how best to use the upcoming supervised studio session in order for staff to support both secondary and primary research techniques, output and the development your project.
Assessment Breakdown: 100% portfolio assessment Ethics: If a student has ethical concerns regarding teaching and learning, it is their responsibility to bring it to the attention of the module/course leader. University and school ethical guidelines are available from http:// goo.gl/RrH6ZH. The school of Art Design and Architecture has adopted an ethical framework involving a low and high risk approach to ethics. Students should ensure any activity associated with the assessment or module complies with the University and schools ethical guidelines. Please use the flowchart (http://goo.gl/6F5qf) to determine if you are required to complete the ethics approval forms (low risk approval form http://goo.gl/ gQPaH3; high risk approval form http://goo.gl/iCl8h). A copy of the signed approval form should be submitted with the associated assessment. Guidance regarding participant’s consent can be found at http://goo.gl/Ns7Mim and http://goo.gl/6o6aBq Reading List: http://library.hud.ac.uk/my/TID1421 Assessment Criteria: Refer to Feedback and Assessment Taxonomy Glossary of terms Methodology The science of method, or a body of methods, employed in a particular activity such as the research aspects of a project. Secondary Research Established or existing research already undertaken in the field and used to support the designer’s own research. Primary Research The raw materials, which a designer directly works with in relation to research. Primary research approaches might include audience interviews, direct testing of potential visual solutions.
Programme
Week 01 Tuesday 29th September Studio Meeting, Briefing, Research and Development Techniques, Q&A Studio Meeting, Briefing and Outlining Studio Agenda 09:15 — 11:15 CEG/28, Canalside East Studio (Supervised) 11:15 — 12:15, 13:15 — 17:15 CAA2/01, CAA2/02, CAA2/04, Creative Arts Building, Level 2 Studios Research contemporary issues involved in the four titles highlighted Investigate the core principles of each Staff are available to discuss individual and collective methodologies surrounding the ‘Conversation’. Staff and students will examine early stages of research and secondary research techniques. Use this session to explore and link concepts developed in the micro brief and the possibilities to advance / support early stages of development. No final outcomes should be reached at this point. Week 01 is purely about idea generation and advancing into primary research.
Week 03 Tuesday 13th October Studio Meeting, Lecture, Research & Development, Review, Q&A Studio Meeting and Outlining Studio Agenda 09:15 — 11:15 CEG/28, Canalside East Studio (Supervised) 11:15 — 12:15, 13:15 — 17:15 CAA2/01, CAA2/02, CAA2/04, Creative Arts Building, Level 2 Studios Define your own brief Construct a communication strategy This session will be used to review and discuss all work to date and how best to use the upcoming supervised studio session in order for staff to support your research and development techniques, output and the further development your project. Week 04 Tuesday 20th October Studio Meeting, Lecture, Concept Development, Review, Q&A Studio Meeting and Outlining Studio Agenda 09:15 — 11:15 CEG/28, Canalside East Studio (Supervised) 11:15 — 12:15, 13:15 — 17:15 CAA2/01, CAA2/02, CAA2/04, Creative Arts Building, Level 2 Studios Create relevant designs and a narrative Convey to a chosen audience using a selection of appropriate media – maximise your particular skillset and specialism This session will be used to review and discuss all work to date and how best to use the upcoming supervised studio session in order for staff to support the development of your project and prepare for final outputting. It is essential that you are willing to engage in open dialogue in order to further the development of your project. Week 05 Tuesday 27th October Studio Meeting, Final Output Review, and Presentation Preparation, Q&A Studio Meeting and Outlining Studio Agenda 09:15 — 11:15 CEG/28, Canalside East Studio (Supervised) 11:15 — 12:15, 13:15 — 17:15 CAA2/01, CAA2/02, CAA2/04, Creative Arts Building, Level 2 Studios Create relevant designs and a narrative Convey to a chosen audience using a selection of appropriate media – maximise your particular skillset and specialism This session will be used to review and discuss all work to date and how the total of your project links to your final outputs and methodologies. This session is also about preparing for presentation. It is essential that you are willing to engage in open dialogue in order to resolve the final stages of your project. Week 06 W/C 02nd November - FORMATIVE ASSESSMENT Presentation 09:15 — 12:15, 13:15 — 17:15 CAA2/01, CAA2/02, CAA2/04, Creative Arts Building, Level 2 Studios Rooms and Times — TBC You will be notified by email with full details and guided to all information available on UniLearn. Week 07 W/C 09th November - WORKSHOP WEEK Details to follow
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PRIMARY RESEARCH* I created a survey on survey monkey and these were the 38 responses I received for my three questions; What is a conversation to you? How many hours a week do you spend on social media? Which social media platforms do you use?
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SECONDARY RESEARCH* I decided to research the subjects that were suggested to us from Tracy from this Graph;
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Culture
Gaming I personally don’t play any video games, however I did when I was younger. The main games I use to play was on Nintendo so games such as Mario Kart, Super Mario 64, Crash Bandicoot, Spyro and many others. I owned gaming equipment such as Nintendo 64, Nintendo Game Boy, Nintendo Game Boy Advance, Playstation One, Nintendo Ds and a Nintendo Wii. After I turned around 16 however thats when my gaming stopped I saw how it changed many of my friends and family and the lads in our friendship group. As well I started studying Media around the same time and I researched a lot on how video games were corrupting mainly teenage boys minds. For example; Boy, 8, shoots own grandmother dead after playing Grand Theft Auto An eight-year-old boy shot intentionally shot and killed his own grandmother after playing the violent video game Grand Theft Auto IV. Marie Smothers, 87, was shot in the back of the head as she watched television in her mobile home in the town of Slaughter, Louisiana. Smothers, who was helping to look after the boy, was pronounced dead at the scene at the Country Breeze Mobile Home Park. The child told investigators that he accidentally shot her while playing with a firearm, a .38 caliber handgun that belonged to Smothers. However, authorities believe that the shooting was intentional, but did not reveal a motive. They also pointed out that the child was playing Grand Theft Auto IV before the fatal shooting. The game is rated “M” for mature audiences, is recommended for ages 17 and above, and has been associated with encouraging violence. Neighbour Johnnie Scott said: “Where did she have the gun? Where did he see the gun, was it in his eyesight? That’s the thought that goes through my head.” Police said that, prior to the shooting, Smothers was close to her grandson. “The victim and the juvenile had a normal, loving, relationship and even shared the same bedroom.” Child psychologist Kristopher Kaliebe said access to a violent video game may encourage aggressive behaviour. He said: “From a behaviour therapy perspective, I would say that’s practising. “When you have a video game that is shooting at a human being, that is practising shooting at a human being.” The child is currently being looked after by his parents. Because the boy is under 10 years old, he cannot be charged for any criminal behaviour under Louisiana law. - http://www.mirror.co.uk/news/world-news/boy-8-shoots-grandmother-dead-2223955.
I then decided I didn’t want to look into all of the above and I only researched the following sections... * * * * * * * *
Gaming Social Media Mass Marketing Unbranded Wellbeing Internet of things Consumer Intelligence Cognitive Data
Noah Crooks: Boy, 13, ‘killed mum after attempting to rape her in row over Call of Duty’ A 13-year-old killed his own mother after a failed attempt to rape her in a row over a ban on the Call of Duty video game, a US court heard. The jury in the murder trial of Noah Crooks heard a disturbing 911 call during which the teenage accused, from Iowa, can be heard pouring his heart out about the killing. Crooks, now 14 , has been charged with first-degree murder and assault with intent to commit sexual abuse on March 24, 2012. The victim was his 37-year-old mother, Gretchen Crooks, who had taken away his “Call of Duty” video game because he got bad grades in school, it was said. The court heard Crooks admit that it was because of the game being taken away that he snapped. In the 911 recording made on the night of the murder at the family’s home in Osage, Iowa, Crooks can be heard telling the operator: “I’m not joking at all. She’s dead. I’m scared. I killed my mom with my .22. I don’t know why I did it.” Police responding to the call found the woman shot multiple times, according to Mitchell County Sheriff’s Office. During the conversation, which lasted about 10 minutes, the boy repeated his confession several times The Global Gazette reported. Crooks said: “I feel crazy and I know I’m not. I think I have some form of ADD.” “I tried to rape her. I tried to rape her but I couldn’t do it.” “Who tries to rape their own mom? My life is down the drain now.” He went on to say: “I just wish it was a dream so I could wake up and I could kiss her and hug her.” Noah rambled on about his mother making him homemade doughnuts earlier that night and expressed disbelief that he killed her after she did that for him. He then revealed that his mother had taken away his Call of Duty video game because he got bad grades in school, and that is when he snapped. He told the 911 operator: “Something just came over me.” The boy then spoke about having to move away and giving up on his dreams of getting into a good college and marrying his eighth-grade girlfriend. On the first day of Crooks’ trial on Wednesday, jurors also heard testimony from Mitchell County Sheriff’s Deputies Jeff Huftalin and Greg Halbach, who described the crime scene, WCF Courier reported. Gretchen’s bullet-riddled body was found stretched out on a coach. Her pyjama top was undone and she was naked from the waist down, Halbach said in court. The woman was not breathing. The deputies seized the murder weapon, a .22 caliber rifle, which was lying across a chair in the dining room. Halbach said that he slapped handcuffs on Noah’s wrists and placed him in the patrol car. He added that the teenage suspect was not crying and did not appear emotional. Noah Crooks’ attorney is not denying that his client killed his mother, but he claims that the boy suffered what he referred to as a “tumour of rage”, rendering him insane at the time of the slaying. Addressing the jury panel, the lawyer said that a child psychiatrist will testify that Crooks suffers from intermittent explosive disorder - a mental illness marked by repeated episodes of impulsive,
CONVERSATION aggressive or violent behaviour. Gretchen, who was listed with her husband William Crooks as the owners of the home where she was killed, had worked as a nurse at Mercy Medical Centre-North Iowa while also studying toward her master’s degree after accepted at the University of Iowa in 2009. On her Facebook page back in 2010, she praised her son, one of two sons according to Mrs Brahm, for his musical talents on the saxophone as well as his accomplishment in being accepted into a University of Iowa camp to learn Chinese. “So proud of him!” she wrote. She had also recently published an application on her page reading: “Click “like” if you love your son!” Her death comes as the first reported murder in the city of Osage since 1898, according to KAAL-TV. -http://www.mirror.co.uk/news/world-news/noah-crooks-boy-13-killed-1868899 The worst event to take place was the below article that happened in Littleton, America in 1999. This was based on two teens that were heavily into violent video games however it was never proven that the video games actually caused them to kill 13 people. Many theories do suggest that the video games, music and their social group did help to influence their minds. COLUMBINE HIGH SCHOOL SHOOTINGS On April 20, 1999, two teens went on a shooting spree at Columbine High School in Littleton, Colorado, killing 13 people and wounding more than 20 others before turning their guns on themselves and committing suicide. The crime was the worst high school shooting in U.S. history and prompted a national debate on gun control and school safety, as well as a major investigation to determine what motivated the gunmen, Eric Harris, 18, and Dylan Klebold, 17. There was speculation that the two committed the killings because they had been bullied, were members of a group of social outcasts that was fascinated by Goth culture, or had been influenced by violent video games and music; however none of these theories was ever proven. At approximately 11:19 a.m., Eric Harris and Dylan Klebold, dressed in trench coats, began shooting fellow students outside Columbine High School, located in a suburb south of Denver. The pair then moved inside the school, where they gunned down many of their victims in the library. By approximately 11:35 a.m., Klebold and Harris had killed 12 students and a teacher and wounded more than 20 other people. Shortly after 12 p.m., the two teens turned their guns on themselves. Investigators later learned Harris and Klebold had arrived in separate cars at Columbine around 11:10 on the morning of the massacre. The two then walked into the school cafeteria, where they placed two duffel bags each containing a 20-pound propane bomb set to explode at 11:17 a.m. The teens then went back outside to their cars to wait for the bombs to go off. When the bombs failed to detonate, Harris and Klebold began their shooting spree. In the days immediately following the shootings, it was speculated that Harris and Klebold purposely chose athletes, minorities and Christians as their victims. It initially was reported that one student, Cassie Bernall, was asked by one of the gunmen if she believed in God. When Bernall allegedly said, “Yes,” she was shot to death. Her parents later wrote a book titled “She Said Yes,” honouring their daughter. However, it later was determined the question was not posed to Bernall but to another student who already had been wounded by a gunshot. When that victim replied, “Yes,” the shooter walked away. Subsequent investigations determined Harris and Klebold chose their victims randomly, and the two teens originally had intended to bomb their school, potentially killing hundreds of people. There was speculation that Harris and Klebold committed the killings because they were members of a group of social outcasts called the Trench-coat Mafia that was fascinated by Goth culture. It also was speculated that Harris and Klebold had carried out the shootings as retaliation for being bullied. Additionally, violent video games and music were blamed for influencing the killers. However, none of these theories was ever proven. Through journals left behind by Harris and Klebold, investigators eventually discovered the teens had been planning for a year to bomb the school in an attack similar to the 1995 Oklahoma City bombings. Investigative journalist Dave Cullen, author of the 2009 book “Columbine,” described Harris as “the callously brutal mastermind,” while Klebold was a “quivering depressive who journaled obsessively about love and attended the Columbine prom three days before opening fire.” In the aftermath of the shootings, many schools across America enacted “zero tolerance” rules regarding disruptive behaviour and threats of violence from students. Columbine High School reopened in the fall of 1999, but the massacre left a scar on the Littleton community. Mark Manes, the man who sold a gun to Harris and bought him 100 rounds of ammunition the day before the murders, was sentenced to six years
CONVERSATION in prison. Another man, Philip Duran, who introduced Harris and Klebold to Manes, also was sentenced to prison time. Some victims and families of people killed or injured filed suit against the school and the police; most of these suits were later dismissed in court. - http://www.history.com/topics/columbine-high-school-shootings.
Social Media Facebook
Mark Zuckerberg founded Facebook whilst at college in 2004. In 2015, the quarter year rate of active users were just under 1.5 billion accounts. The website does allow you to publicise your life in which some of the information can be seen only by your friends; some is available to friends of friends; some is available to anyone. Facebook’s privacy policies are confusing to many people, and the company has changed them frequently, to simplify the layout and understanding of the website. The latest Facebook facts and statistics Here are some fascinating numbers on a range of Facebook facts and metrics from mobile, revenue and a host of other facts to share in your presentations and wow your next dinner party guests. Every second there are 20,000 people on Facebook. This means in just 18 minutes there are 11 million users on Facebook On average there are 486,183 users a minute accessing Facebook from their mobile 79% of all users are accessing Facebook from their mobile. There are 745 million daily mobile users Facebook is adding 7,246 people every 15 minutes or 8 per second Every minute there are 150,000 messages sent Every 15 minutes there are over 49 million posts. To be precise 49,433,000 or 3 million posts per minute There are 100,000 friend requests every 10 minutes There are 500,000 Facebook “likes” every minute Facebook generates $1.4 million in revenue every hour Nearly 73% of Facebook’s ad revenue comes from mobile advertising Facebook earns $2.5 billion a quarter from mobile advertising People share 1.3 million pieces of content on Facebook every minute of every day In November of 2014the number of video uploads to Facebook exceeded YouTube video uploads according to Social Bakers Facebook generated $12.47 billion in sales in 2014 (a rise of 58% year on year) Photo uploads are 350 million per day Users spend 21 minutes per day on average on Facebook 31% of US senior citizens are on Facebook 66% of all millennials (15-34 year olds) use Facebook People spend 927 million hours a month playing Facebook games There are 1 billion mobile app links enabled on Facebook - http://www.jeffbullas.com/2015/04/17/21-awesome-facebook-facts-and-statistics-you-need-tocheck-out/ I personally love using Facebook to keep in touch with family that is spread across the UK and to keep up to date with friends whilst at uni. I personally changed my profile to private so then only my friends on my account can access my page as it creates anxiety for me if people are searching through my pictures or through my friends list. Recently it was announced that Facebook will be adding a dislike button to it’s users. Even though I have always wanted the dislike button through growing up as I have weighed up the pro’s and con’s of the button being added, I have come to the understanding that it will be a negative thing to have this button. I feel like it will be used in an inappropriate manor for example, I feel someone could put up a photo before a night out and feel they look good in themselves and one person could dislike it and it could knock their confidence. Social media has now got its own brand of anxiety ‘social anxiety’ as people are now suffering with what is being said online about themselves. ‘Social anxiety disorder (social phobia) is a persistent and overwhelming fear of social situations. It’s one of the most common anxiety disorders. Social anxiety disorder is much more than “shyness”. It can be intense fear and anxiety over simple everyday activities, such as shopping or speaking on the phone. Many people sometimes worry about certain social situations, but someone with social anxiety disorder will worry excessively about them before, during and afterwards. They fear doing or saying something they think will be embarrassing or humiliating, such as blushing, sweating or appearing incompetent. Social anxiety disorder is a type of complex phobia. This type of phobia has a disruptive or disabling impact on a person’s life. It can severely affect a person’s confidence and self-esteem, interfere with relationships and impair performance at work or school.’ - http://www.nhs.uk/conditions/social-anxiety/pages/social-anxiety.aspx Another negative around Facebook is Paedophile’s have been creating fake accounts to lure young genera-
CONVERSATION tions. Many cases of this happened in 2010 and became a world wide issue on internet safety for children. The below article was published on the 30th December 2010 by the daily mail online. A suspected Paedophile is attempting to groom schoolchildren on Facebook by posing as their new classmate. Hundreds of warning letters have been sent to worried parents in Cambridgeshire after police discovered the predator was contacting pupils. The man created a series of fake Facebook profiles to issue ‘friend requests’ to children from two secondary schools in Cambridgeshire. He has also encouraged his victims to use their webcams while emailing him. Headteacher Catherine Jenkinson-Dix, of City of Ely Community College, has written a warning letter to parents urging them to take ‘extra precautions’. She wrote: ‘We have been informed by the police that a man has been posing as a child on social networking sites such as Facebook. ‘The man has targeted children from two local secondary schools, trying to befriend them by saying that he is starting at the school in January and is looking to make new friends. ‘He has tried to gain personal information and has got some children to use their webcams. ‘So far, the police have traced three bogus names. However, they may be more. ‘I am sure that you will discuss with your child the dangers of using the internet and ensure that they do not put themselves in a vulnerable position, and that they take extra precautions now that they are home over the festive season.’ It is not known if pupils at the college have been targeted. Detectives investigating the suspected Facebook Paedophile believe he has used profile names Harry Clark, Mike Smith and Elton Steinbeck, but fear he has other aliases. Inspector Andy Bartlett, of East Cambridgeshire Sector, refused to confirm how many children have been targeted at the two secondary schools. A Cambridgeshire Constabulary spokesman yesterday warned children not to accept ‘friend requests’ from strangers. The spokesman said: ‘We have received several reports regarding concerns over adults purporting to be children on social networking websites. ‘We are investigating these incidents. I would urge people to be vigilant when using such sites and parents should monitor their children’s internet usage. ‘You should not disclose personal information to strangers and not agree to a friend request unless you are confident you know who it is from.’ Facebook users are advised to download a Panic Button application which allows them to contact the Child Exploitation and Online Protection Centre (CEOP). - http://www.dailymail.co.uk/news/article-1342756/Facebook-paedophile-grooms-schoolchildren-posing-new-classmate.html#ixzz3nDRBTuPf Twitter Twitter is another form of social media I use everyday now with this social media it is a lot different to Facebook however with some similarities. On twitter you don’t acknowledge or put onto your profile your family members, partners or job description, your twitter profile can be fun to play around with and to contact with people all around the world including celebrities. You are able to favourite a tweet, or retweet a tweet. You only have to see the things you wish to see as well which is similar to Facebook by the fact you are able to ‘follow’ the accounts you wish to for example I follow music artists such as Taylor Swift, Ed Sheeran, Tom Fletcher, Danny Jones and many others. You can also follow local news stations, radio stations and even the police! Offers are given out from many business if you recognise them through social media and many deals are given out on a weekly basis through the company. Twitter was launched on March 31st 2006. Since Twitter was launched many facts and figures were created for the website/app these are the top 15 from 2014. 1. A mind blowing 300 billion tweets have been sent since inception 2. Tweets with image links have 5 times the engagement rate 3. Over 20 million fake Twitter users 4. Over 241 million monthly active Twitter users 5. 184 million monthly active users using mobile 6. The cost of a 24 hour promoted trend runs about $200 thousand 7. China is the country with the most users with over 35 million 8. Katy Perry is the queen of Twitter over 51 million followers surpassing Justin 9, Number of employees at Twitter has increased to 2000+ 10. 170 minutes – The average time per month spent by users on Twitter 11. 63% of brands have multiple Twitter accounts 12. YouTube is the most followed brand with over 40 million followers 13. Twitter has a market cap of about 27 billion 14. Average number of followers per twitter user is 208 15. Ellen’s photo of Hollywood stars at Oscars with an incredible 3.4 million retweets - http://www.jeffbullas.com/2014/04/16/15-twitter-facts-and-figures-for-2014-you-need-to-know/ #IlvVMeGbGzrMRbhY.99
Some highlights of twitter recently are based on how quickly news can be passed on through the many
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Caitlyn Jenner after having a gender change. Caitlyn’s twitter account gained 1 million followers in just over four hours, which became a world record prior to this was Barack Obama; the current American President who reached 1 million followers in just under 5 hours. The power of social media is becoming overwhelming. Youtube Youtube was created by google in February 2005, and the first video was uploaded on April 23rd 2005, however the official launch of youtube wasn’t until December 2005, when 8 million videos were being watched a day. By July 2006 over 100 million videos were being watched a day. To this date over 2 billion videos are being watched per day. YouTube Traffic 60 hours of video are uploaded every minute, or one hour of video is uploaded to YouTube every second. Over 4 billion videos are viewed a day. Over 800 million unique users visit YouTube each month. Over 3 billion hours of video are watched each month on YouTube. More video is uploaded to YouTube in one month than the 3 major US networks created in 60 years. 70% of YouTube traffic comes from outside the US. YouTube is localised in 39 countries and across 54 languages. In 2011, YouTube had more than 1 trillion views. In 2011 there were almost 140 views for every person on Earth. YouTube Partner Program Created in 2007, the YouTube partner program now has 30,000+ partners from 27 countries around the world. YouTube pays out millions of dollars a year to partners. Hundreds of partners are making six figures a year. Partner revenue has more than doubled for four years in a row. Making Money from YouTube YouTube is monetising over 3 billion video views per week globally. 98 of AdAge’s Top 100 advertisers have run campaigns on YouTube and the Google Display Network. Hundreds of advertisers are using TrueView in-stream and 60% of our in-stream ads are now skippable. YouTube Product Metrics YouTube has more HD content than any other online video site. There are thousands of full-length movies on YouTube. 10% of YouTube’s videos are available in HD. YouTube mobile gets over 600 million views a day. Traffic from mobile devices tripled in 2011. The YouTube player is embedded across tens of millions of websites. Content ID
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YouTube created the technology to detect uploaded videos that infringe copyright in 2007. Content ID technology creates a ID File for copyrighted audio and video material, and stores it in a database. When a video is uploaded, it is checked against the database, and flags the video as a copyright violation if a match is found. When this occurs, the content owner has the choice of blocking the video to make it unviewable, tracking the viewing statistics of the video, or adding advertisements to the video. Content ID scans over 100 years of video every day. More than 3,000 partners use Content ID, including every major US network broadcaster, movie studio and record label. There are more than eight million reference files (over 500,000 hours of material) in YouTube’s Content ID database. That number has doubled in the last year. Over a third of YouTube’s total monetised views come from Content ID. More than 120 million videos have been claimed by Content ID.
world’s wealthiest and most developed consumer markets, including Sweden, France, Australia, Norway, Canada, and the U.S. and U.K.
Social The rise of Facebook, Twitter and other social networks has accelerated the growth of YouTube as it enables discovery and sharing of online video. 500 years of YouTube video are watched every day on Facebook. Over 700 YouTube videos are shared on Twitter each minute. 100 million people take a social action on YouTube (likes, shares, comments, etc) every week. An auto-shared tweet results in 6 new youtube.com sessions on average. There are 500 tweets per minute containing a YouTube link. Millions of subscriptions to YouTube happen each day. (Subscriptions allow you to connect with someone you’re interested in — whether it’s a friend, or the NBA — and keep up on their activity on the site). More than 50% of videos on YouTube have been rated or include comments from the community. Millions of videos are favourited every day.
Brands are increasingly active on Snapchat. We also look at what major brands including Audi, Taco Bell, Grub Hub, Audi, Mashable, McDonald’s and streetwear retailer Karmaloop are doing on Snapchat. Also notes usage by publishers like Mashable and institutions like the University Of Michigan.
- http://www.jeffbullas.com/2012/05/23/35-mind-numbing-youtube-facts-figures-and-statistics-infographic/#zF3xcbVqPLWwEcYd.99 I personally can not go a day without watching youtube this is because there are many famous ‘youtubers’ who have managed to create a career from uploading videos of themselves either with beauty videos, their daily lives, their family, pranks and many other forms of footage. The most subscribed youtubers in the world is gentlemen from Brighton under the Username ‘PewDiePie’ who has close to 40,000,000 subscribers, he is ranked fourth in the world with the most subscribers. Snapchat Snapchat was launched in September 2011 and has over 100 million users per day. Snapchat announced that every second over 8,796 photos are sent; thats 527,760 pictures per minute!! in total on average there are over 400 million snaps sent per day. According to their reports the most photos sent are from Ireland. Snapchat has over 71% of it’s users that are under the age of 25. A negative about snapchat is that 11% of its users have admitted to operating a vehicle whilst checking snapchat, which is causing many hazards on the road. In a new report from BI Intelligence, we provide an exclusive estimate of Snapchat’s monthly active users, and break down the app’s demographics — dominated by older teens and millennials — to help brands and businesses decide whether they need to be on Snapchat. The app is definitely emerging as a key medium for targeted marketing and messaging for certain audiences. The report also spotlights the opportunities ahead, as users embrace new features like “Stories,” collections of videos and photos that don’t self-destruct, and can be viewed and re-viewed in a 24-hour window.
Visual sharing on Snapchat is exploding. Sharing of Snapchat Stories increased 100% in the last two months. Stories are now getting 1 billion views daily, while 760 million disappearing photos and videos are sent daily. Snapchat is much more than disappearing photos. It has introduced several marketer-friendly features in the last eight months, including videos known as “Snapchat Stories.” The app’s millions of users can weave together collections of photos and video into stories. Brands, too, have been quick to adopt stories. Like with TV ads, brands can make their stories 30- or 60-seconds long, a comfortable and familiar format for advertisers. Also, Stories don’t disappear after a few seconds. They can be watched again and again in a 24-hour period.
Snapchat does pose certain disadvantages. It is difficult, though not impossible, to build a large audience on Snapchat. To do so usually requires heavy cross-promotion on other social networks. - http://www.businessinsider.com/a-primer-on-snapchat-and-its-demographics-2014-7?IR=T Mass Marketing I was unsure what mass marketing was when I first heard of it I then researched it and found I had to answer these questions about my recent purchases. The last product I purchased was a pair of shoes, they were converse trainers, I purchased them because I needed some comfortable trainers to walk around in whilst at university, I had seen on social media and through other friends that they wore Converse, many of my friends had told me about how they were easy to get on and off and just overall a better trainer than others they had worn. This is a form of marketing alongside adverts. A decent branding can always make an advert that stays on your mind for example we were shown an advert at our induction regarding the company Sony Bravia, the advert took three years to actually create as it began in 2002 and didn’t air until 2005, it featured 250,000 colourful bouncy balls falling down a main road in San Francisco. It had 23 camera men working on the advert and featured real peoples responses to the advert. The advert was created by Danish photographer Nicolai Fuglsig. There are also many other adverts such as Nike, which simply features the shoes or their logo featured on clothing accompanied by dancing, music, partying and many other aspects of life. The logo which is usually zoomed into on the advert would show the Nike tick, in the background to make it stay on your brain. This is heavily used by many other shoe companies or clothing companies.
Brand
Unbranded Unbranding is common in Graphic Design mainly in Artists own work, this is because the work isn’t signed off like on regular art. The only way to find out who designed the adverts you see daily is to research the advert in which the artist is stated with links to their websites. The ‘Tetley Tea’ advert has always been a firm favourite within my family as we love the characters who my Dad would of grown up with on the adverts through to me growing up with them these were originally created by Peter Rigby and then went on to be animated by Wyatt Cattaneo; where we saw Gaffer and Sidney come to life.
Snapchat has significant scale: In our exclusive estimate of Snapchat’s global user base, we synthesise data from app charts, smartphone penetration numbers, survey data, and Snapchat’s own limited announcements. Our estimate for Snapchat’s monthly active users or MAUs is the first of its kind. Snapchat is building the necessary scale to emerge as a powerful brand platform. Snapchat is powerful in part because of its unique demographics. Snapchat’s users are majority female, and most users are between the ages of 13 and 25, according to press reports, based on statements from Snapchat’s executives. We provide detailed estimates of Snapchat users’ demographic profile, using data from several sources. Young women are a difficult-to-reach and influential demographic. Engagement is high: Two-fifths of 18-year-olds in the U.S. use it “multiple times daily” to communicate with family and friends, according to a survey published earlier this year. That’s a higher proportion than those saying they use voice calls multiple times daily. It’s a global phenomenon. Snapchat has reached a top three rank in the iPhone app store in many of the
The original Tetley Tea Advert from 1973 when we first met Gaffer and the Gang. - http://www.dailymail.co.uk/news/article-1300403/Tetley-tea-folk-bling-N-Dubz-make--yearsbrewed-screens.html
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CONVERSATION up a big campaign to help get off smoking and now at every doctors / health centre their is a quit smoking specialist. The telegraph did a big article on this advert and the whole quit smoking campaign in 2009 here is a snippet from the campaign.
The 2015 Tetley Tea advert when Tetley make tea bags to help the immune system. - Image still taken from the advert found at https://www.youtube.com/watch?v=x-gQ4pzaTqg Wellbeing Well-being, welfare or wellness is a general term for the condition of an individual or group, for example their social, economic, psychological, spiritual or medical state; a high level of well-being means in some sense the individual or group’s experience is positive, while low well-being is associated with negative happenings. - https://en.wikipedia.org/wiki/Well-being Wellbeing is shown widely in Graphic Design many adverts are hard-hitting and show real people with real issues to get the message across.
‘ Stop smoking. Drink less. Learn new skills. Stop defrauding the benefit office. Claim tax credits. Wear a condom. Join the Army. Britons are being bombarded by more than 10,000 government advertisements every day, prompting accusations that Labour is creating the “ultimate nanny state”. Messages from the state were relayed to the population via television, radio, cinema, newspapers, magazines and billboards on more than 3.7 million occasions during 2008, according to new research by media analysts at The Nielsen Company. Current major campaigns include the Department of Health’s “Condom – Essential Wear” campaign to promote safe sex, a police initiative to publicise the Anti-Terrorist Hotline, and the Department for Transport’s “Think! Bike” campaign to encourage drivers to look out for motorcyclists. The government is now the biggest spender on advertising in the country. Its spending has increased by 20 per cent this year to more than £400 million at a time when the previous biggest spender, the corporate giant Procter & Gamble, has been cutting back. The Conservatives, who have set out plans to slash the government’s marketing budget by £250 million to help pay for a freeze in council tax, accused Labour of wasting money. Grant Shapps, a shadow minister, called the 3.7 million figure “outrageous”. He said: “It shows the government’s ad campaign has gone into overdrive. “If it is almost obsessively talking at you about what you can do, what you can’t do and what you shouldn’t do, there is a risk that the public will switch off.” “When you go to the cinema and watch an ad break, so many of the ads are now the government telling you what you can and cannot do. It really does feel like the ultimate nanny state.” Mr Shapps called for government advertising to be targeted more closely to the relevant audience. He singled out for criticism the ‘Shattered Lives’ campaign run by the Health and Safety Executive (HSE), saying: “It is kind of like saying to the public, ‘Don’t be stupid.’ “Telling people not to trip and fall – it’s the sort of thing your parents tell you when you are a baby.” However, he added: “I think there are times when government advertising has been shown to have a massive impact. The very successful HIV-Aids awareness campaign in the 1980s demonstrated you can make the country sit up and listen.”
Talk to frank advert which was created in October 2011 by the Home Office, although it isn’t stated who actually created the image itself. This poster doesn’t feature real people but it does give you a image created cleverly by the ruler linking into the words. The way it stated ‘how long is a line of coke?’ is a rhetorical question which makes you question how long is a line, because once your hooked that line will soon grow into meters of cocaine. - http://www.advertolog.com/home-office/billboard/talk-to-frank-coke-14819455/
The TaxPayers’ Alliance called the level of government advertising “staggering”. Susie Squire, its campaign manager, said: “There’s nothing wrong with telling people about services, but this has strayed well into the territory of propaganda. “We’re in the grip of a recession and advertising is simply not a priority when it comes to taxpayers’ money. The Government should stop heckling people and start providing decent public services at an affordable rate.” - http://www.telegraph.co.uk/news/politics/5066238/Government-advertisements-run-10000times-a-day.html
Innovation
Internet of things The internet of things is a proposed development of the Internet in which everyday objects have network connectivity, allowing them to send and receive data.
This advert was created by the Home Office, for the NHS in 2009, once again it isn’t stated who actually created the image. This poster has a hard hitting message of being hooked, the advert was created with both a male and a female representative. To me this image shows how your brain feels, that your brain can’t cope without nicotine and you don’t realise that you are hooked until you try to quit. The NHS set
“ The Internet of Things (IoT) is the network of physical objects or “things” embedded with electronics, software, sensors, and network connectivity, which enables these objects to collect and exchange data. The Internet of Things allows objects to be sensed and controlled remotely across existing network infrastructure, creating opportunities for more direct integration between the physical world and computer-based systems, and resulting in improved efficiency, accuracy and economic benefit. Each thing is uniquely identifiable through its embedded computing system but is able to interoperate within the existing Internet infrastructure. Experts estimate that the IoT will consist of almost 50 billion objects by 2020. The term “Internet of Things” was coined by British entrepreneur Kevin Ashton in 1999. Typically, IoT is expected to offer advanced connectivity of devices, systems, and services that goes beyond machine-to-machine communications (M2M) and covers a variety of protocols, domains, and applications.
CONVERSATION The interconnection of these embedded devices (including smart objects), is expected to usher in automation in nearly all fields, while also enabling advanced applications like a Smart Grid, and expanding to the areas such as smart cities.” - https://en.wikipedia.org/wiki/Internet_of_Things “ A thing, in the Internet of Things, can be a person with a heart monitor implant, a farm animal with a biochip transponder, an automobile that has built-in sensors to alert the driver when tire pressure is low -or any other natural or man-made object that can be assigned an IP address and provided with the ability to transfer data over a network. So far, the Internet of Things has been most closely associated with machine-to-machine (M2M) communication in manufacturing and power, oil and gas utilities. Products built with M2M communication capabilities are often referred to as being smart. (See: smart label, smart meter, smart grid sensor) IPv6’s huge increase in address space is an important factor in the development of the Internet of Things. According to Steve Leibson, who identifies himself as “occasional docent at the Computer History Museum,” the address space expansion means that we could “assign an IPV6 address to every atom on the surface of the earth, and still have enough addresses left to do another 100+ earths.” In other words, humans could easily assign an IP address to every “thing” on the planet. An increase in the number of smart nodes, as well as the amount of upstream data the nodes generate, is expected to raise new concerns about data privacy, data sovereignty and security. Kevin Ashton, cofounder and executive director of the Auto-ID Centre at MIT, first mentioned the Internet of Things in a presentation he made to Procter & Gamble in 1999. Here’s how Ashton explains the potential of the Internet of Things: “Today computers -- and, therefore, the Internet -- are almost wholly dependent on human beings for information. Nearly all of the roughly 50 petabytes (a petabyte is 1,024 terabytes) of data available on the Internet were first captured and created by human beings by typing, pressing a record button, taking a digital picture or scanning a bar code. The problem is, people have limited time, attention and accuracy -- all of which means they are not very good at capturing data about things in the real world. If we had computers that knew everything there was to know about things -- using data they gathered without any help from us -- we would be able to track and count everything and greatly reduce waste, loss and cost. We would know when things needed replacing, repairing or recalling and whether they were fresh or past their best.” Although the concept wasn’t named until 1999, the Internet of Things has been in development for decades. The first Internet appliance, for example, was a Coke machine at Carnegie Melon University in the early 1980s. The programmers could connect to the machine over the Internet, check the status of the machine and determine whether or not there would be a cold drink awaiting them, should they decide to make the trip down to the machine.” - http://whatis.techtarget.com/definition/Internet-of-Things Consumer intelligence It’s a paradox of the information age. The glut of information that bombards us daily too frequently obscures true insight. Intelligence should drive better innovation, but unless it is strategically collected and used, it functions like a summer beach novel — an engaging distraction. Thoughtful companies intertwine customer intelligence throughout the three phases that characterise most successful innovations. Innovation starts with discovery — where an innovator pinpoints an important problem to solve. Ground-level intelligence is critical to this part of the process. While companies are increasingly using detailed analytics to fine-tune pricing, packaging, and product performance, analytics have their limits when it comes to finding the next big idea. After all, data only exists about the past — discovering untapped opportunities typically requires a heavy dose of primary research to tease out what the customer needs but cannot easily articulate. Consumers don’t do a good job reporting what they currently want or do, let alone what they might want or will do in the future. Procter & Gamble is famous for its deep commitment to these kinds of anthropological approaches. For example, in the early 2000s, P&G investigated the cleaning habits of Indian consumers who washed garments by hand. At first glance that’s a counterintuitive place to look for new growth, because those consumers are unlikely to buy P&G detergents formulated for washing machines. But since hand washers constitute 80% of the home-based washing market in India, it was too big a market to ignore. P&G observed that many consumers were in fact hand washing garments using machine-oriented detergents to
CONVERSATION take advantage of their superior cleaning benefits. However, the chemical formulations weren’t intended for hand washing and could cause abrasions or burns. Insight in hand, innovators next blueprint a solution to address the identified problem. In the case of P&G in India, the idea the company ultimately commercialised was Tide Naturals, a special formulation that lets hand washers get the cleaning benefit of Tide without suffering the downsides of machine detergents. There are substantial opportunities to generate real-time intelligence by involving customers in the blueprinting process. For example, four years ago the Indian company Godrej & Boyce was working on an idea for a small, battery-powered refrigerator to reach the 80% of Indians without refrigerators. The team working on the idea brought an early prototype of the concept to a rural village and showed it to 600 women. Navroze Godrej, who leads the company’s disruptive growth efforts, describes how the event was a way to get “instant feedback” allowing Godrej to “co-create with these women. It was also here that the final colour we went with — ruby red — was decided pretty unanimously with 600 women.” P&G has a number of mechanisms to facilitate this kind of real-time customer input, such as a specially designed “Home of the Future” and “Store of the Future” 30 miles north of corporate headquarters in Cincinnati, online networks such as VocalPoint, where hundreds of thousands of mothers provide feedback on products, and the regular practice of bringing “real” consumers into its offices. The final stage in the process is to iteratively test an idea by executing smart experiments to test key assumptions. Does the product (or service) solve the consumer problem it was intended to in a way that generates repeat use and re-purchase? Will consumers purchase at the required price point? Can the idea be reliably delivered at scale? Do the economics work? Ideally, tests to answer these kinds of questions aren’t run in the laboratory, but with real customers in everyday settings. Presenting early ideas to customers to get their feedback provides vital intelligence that helps increase the success rate and sustainability of innovation. There are a number of ways to generate this kind of real-world input. Many consumer-facing companies use employees as “customers” to test new concepts inside their walls. For example, the headquarters of Unilever’s India operations contains a “street” with shops and kiosks selling Unilever products to glean insights from employee customers. Business to business companies can consider bringing rough ideas to customer councils, running pilots with select customers, or even using booths in industry conferences to gauge interest in new ideas. Since the goal is learning, companies should ensure they keep tests simple and focused. Affordable online tools such as LinkedIn, eLance.com, SurveyMonkey, Wix, Amazon’s Mechanical Turk, Appmkr.com, and Google SketchUp can complement live testing to accelerate effective, affordable experimentation. - https://hbr.org/2012/08/turning-customer-intelligence
Technology Cognitive data
Who hasn’t had the frustrating experience of trying to run the latest software on an outdated computer? Or asking a computer with a small processor or insufficient memory to handle several complex tasks at once? In order to handle information and tasks with ease, a computer needs the right hardware and underlying systems (think processor, RAM and hard drive). If these underlying systems aren’t up to speed, it doesn’t matter what cool programs or impressive data you load into the computer: Everything’s going to run slowly. Cognitive skills serve your brain in the very same way. Raise your hand if you need a faster, smarter brain. A simple way to define cognitive skills is to describe them as the underlying brain skills that make it possible for us to think, remember and learn. These are the skills that allow us to process the huge influx of information we receive each and every day at work, at school and in life. If your cognitive skills aren’t up to speed, no matter what kind of information you try to grasp—or how many times you try to grasp it—the process can feel sluggish and slow. This is why brain training and tutoring are so completely different. Tutoring re-teaches information you didn’t quite grasp the first time around. This is fine if the reason the information didn’t “stick” was because the information was presented poorly. But 80% of all learning struggles aren’t due to poorly taught information—they are the result of one or more cognitive skills weaknesses. If the reason you didn’t grasp the information the first time around is because of a processing weakness in your brain, you don’t need to be re-taught the information. You need to upgrade your brain. Brain training rewires the brain so that it can function faster and more efficiently than ever before. This makes thinking, learning, and processing information easier than ever before.
CONVERSATION Key categories of cognitive skills To define cognitive skills, it’s important to know that they include a wide variety of abilities. These abilities are necessary for analysing sounds and images, recalling information, making associations between different pieces of information, and maintaining focus on a given task. Here are the core areas of cognitive skills, all of which can be targeted and strengthened by LearningRx Brain Training programs: Processing Speed: This is the speed at which your brain processes information. Faster processing speed means more efficient thinking and learning. Auditory Processing: This is the ability to analyse, blend and segment sounds. It’s also known as phonemic awareness. Surprisingly, auditory processing is crucial not just for speaking, but also for reading and spelling. This is because when you read, you need to be able to identify the individual and blended sounds that make each word unique and recognisable. Visual Processing: This is the ability to perceive, analyse and think in visual images. Visual processing is imperative for reading, remembering, walking, driving, playing sports and literally thousands of other tasks you do every day. Long-Term Memory: This is the “library” of facts and knowledge you have accumulated in the past. Short-Term Memory: Also called working memory, this skill handles the dynamic job of keeping at the forefront of your mind the information you need to complete immediate and short-term tasks. Logic and Reasoning: This is the ability to reason, form concepts, and solve problems using unfamiliar information or new procedures. It enables you to create correlations, solve problems, plan ahead and draw conclusions. Attention Skills: There are three types of attention skills. Sustained Attention is the ability to stay focused and on-task for a period of time.Selective Attention is the ability to quickly sort through incoming information and stay focused on one thing in spite of distractions. Divided Attention is the ability to multi-task. Cognitive Weakness in Any of These Areas Can Make Life More Difficult Than it Needs to Be We ask our brains to read, think, remember and process information all day, every day, which is why functioning with any cognitive weakness at all can be exhausting. Whether your goal is to thrive in school, at work or in life, a faster, smarter brain simply makes life easier. No one needs to settle for the brain they believe they were born with. Because of the brain’s incredible abilities to adapt and grow, anyone can have a faster, smarter brain. Brain training rewires brains and changes lives. - http://www.learningrx.com/cognitive-definition-faq.htm I then went on to expand these ideas and used my secondary research to look into facts and figures of the social media’s listed using the most popular to be researched, and people’s own views on social media. I then went on to ask my friends and family on Facebook and face to face what their likes and dislikes are about social media. Carol Evans Pro’s; You can keep in touch with people you don’t get to see very often and you can share ideas. Con’s; The negativity that can occur. Kerry PatchettPro’s; You can keep in touch with friend’s and family, stalk my daughter and her friends and you can share ideas. Con’s; All the negativity and you know what is going on in people’s lives so you don’t make as much effort to phone people the same. Alice-Leigh BirtwhistlePro’s; You can keep in touch with people and being a ‘top stalker’. Con’s; All the negative viral videos of people trying to become ‘Facebook Friends’. Gabrielle Jayne CarruthersPro’s; You can see places you haven’t been before by other people’s photos, and you can can keep in contact. Con’s; The bullying I see and people always on their phones because social media is very accessible. Tom MurrayPro’s; Being able to connect with everyone anywhere in the world in an instant and also have ideas, pictures, video’s recognised! Con’s; The inevitable bullying which comes from what I’ve stated above! Body shaming, verbal and physical threats for example. PatPro’s; Being able to keep in touch with people miles away, making friends with like minded people (it broadens your knowledge)
CONVERSATION Con’s; The way people think they can not only say but also post pictures of awful things they wouldn’t dream of doing to your face. AnonymousPro’s; Connect with family, friends etc and see what’s going on in their lives, informed of local and world events/news, lots and lots of information and tips on interested subjects and interests. Con’s; People airing their dirty laundry, jumping into someone’s bandwagon uninvited and being rude/ignorant/nasty, communication via these mediums and not face to face it’s via telephones, indecent imagery/video’s posted every bloody minute and hackers. Michelle CorbettPro’s; You can keep in touch easily, save on the phone bill, make sure my son is still alive and see all the embarrassing photo’s he’d really rather you didn’t. Con’s; Finding out bad news before someone phones you, notifications binging up all the time, and people checking the phones when supposed to be socialising. Lynne NaylorPro’s; Quick and easy to stay in touch, find and get in touch easily with old friends. Excellent place to store photo’s which are then accessible from any web-interface. Make new friends with similar interests (you like a sit/ join a group and therefore meet friends through that site/group. Saves money, send invites out to family and friends through that medium. Con’s; You sometimes make less of an effort to visit/meet up with people because you feel you’ve ‘caught up’ via social media. This ,in turn, can encourage people to stay indoors and not interact with others like they previously would. If a person is not on social media then sometimes they can feel ‘left out’ as they are not kept ‘in the loop’. Parties/get togethers are arranged and they are forgotten about because they never saw the invite.
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IDEAS*
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After all my research I knew straight away I wanted my final outcome to be in video footage format. What I learnt after all my research was that Youtube is becoming the biggest social media platform, it has the most views and the most active users over other social media platforms, careers are created through Youtube and it is all over the news every single week; of teenagers/young adults that started just with a blog and then started creating video’s just in their bedrooms and now they have studio’s and offices, book deals, films, tours, tv programmes and beauty ranges!
*Filmed facing my computer*
Due to this I created a script to follow, for when I filmed, it showed the camera angles I would use and the way I would film the work. To create this script I followed these camera angles which I learnt whilst studing GCSE Media I wanted to use different angles when creating my video.
So, I wasn’t too sure how I was going to present this brief, this ‘conversation’ but after doing a lot of research I feel this is the best way. Graphic Designers are visual talkers, now some people will intemperate that to be through illustration, through animation and through drawings. I agree it is. But you don’t always get to hear the thoughts behind the work. You don’t get to see the work that is put into a brief. I’m going to change that today. *Screen automatically film dictionary words to explain conversation* *voice recording* What is a conversation? A conversation to me is a discussion, discussing your thoughts on the world or your everyday life with another person that can respond. This can be done face to face or by the power of social media. I decided to do a survey and asked my friends and family what they thought a conversation was. *Screen grabs of responses enter the screen with popping noises* *Film screen of survey monkey and me writing down responses* *voice recording* These were some of the responses. What I learnt from the people that did my survey was that everybody agreed it is a way of discussing a subject with more than one person, a few people expressed that this should be done face to face instead of via text messages. I also learnt that 34.21% of my responses are on social media for more than 16 hours a week which shows how much social media has taken over our lives, people did comment how this has been increased since smartphones. 100% of my responses are all users of Facebook, with the next biggest social media platform being instagram at 68.42%. This result shocked me as I thought twitter was the next biggest social platform after facebook, however only 47.37% of my responses were have a twitter URL. *ANALYSIS OF WEEK ONE- PICTURE.* Right, so week one was a tough one its the week to get all my research done and look into what i’m studying for this brief this was what we could look into and obviously I decided to research each individual section *Picture of the graph* *voice recording* So, we have four main sectors; culture which expands into Gaming, Social Media and Mass Marketing. Brand; which expands into Unbranded, Wellbeing, Me too vs ethics and Corporate Responsibility. Innovation; remote emotion, internet of things, consumer intelligence and connectivtity and communication. And finally Technology; Cognitive Data, Mortal Beings and Real Aspirations. So I decided to research certain elements of the four main points. I started with gaming. *Film me looking into gaming wide screen for 5 seconds, over the shoulder focused on screen for a further 5 seconds on the website http://www.theesa.com/wp-content/uploads/2014/11/Games_Economy-11-4-14.pdf* *voice recording* When researching Gaming I found both positive and negative results for example, gaming in general created In 2012, just over $6.2 billion to U.S. Gross Domestic Product. The computer and video game industry directly and indirectly employs more than 146,000 people.
In asterix around my script I could leave notes such as my camera angles and then if it would be voiceovered or if it would need an external mic for filming.
*Screen automatically filming looking at http://www.webdesignerdepot.com/2008/12/video-game-design-between-1990-2008/* *voice recording* Now I personally don’t play any video games, however I did when I was younger. The main games I use to play was on Nintendo so games such as Mario Kart, Super Mario 64, Crash Bandicoot, Spyro and many others *add pictures when spoken*. I owned gaming equipment such as Nintendo 64, Nintendo Game Boy, Nintendo Game Boy Advance, Playstation One, Nintendo Ds and a Nintendo Wii. After I turned around 16 however thats when my gaming stopped I saw how it changed many of my friends and family and the lads in our friendship group. As well I started studying Media around the same time and I re-
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searched a lot on how video games were corrupting mainly teenage boys minds. For example;
*Film facing my computer*
Film over the shoulder looking at article - http://www.mirror.co.uk/news/world-news/boy-8shoots-grandmother-dead-2223955.* *voice recording*
Once again, psychologist could never agree that a game influenced these young boys minds however they could agree it was heavily influenced by there hobbies and cultures, music and games. Overall, I feel that games can be good for some aspects of a childs life for example problem solving basic math and english skills to be increased and hand-eye coordination is increased however I do also agree there are negatives for example the articles I have read to you that show that not everything is good with video games and some games are violent. The next thing I went on to research was Social Media.
An eight-year-old boy shot intentionally shot and killed his own grandmother after playing the violent video game Grand Theft Auto IV. Marie Smothers, 87, was shot in the back of the head as she watched television in her mobile home in the town of Slaughter, Louisiana. Smothers, who was helping to look after the boy, was pronounced dead at the scene at the Country Breeze Mobile Home Park. The child told investigators that he accidentally shot her while playing with a firearm, a .38 caliber handgun that belonged to Smothers. However, authorities believe that the shooting was intentional, but did not reveal a motive. They also pointed out that the child was playing Grand Theft Auto IV before the fatal shooting. The game is rated “M” for mature audiences, is recommended for ages 17 and above, and has been associated with encouraging violence. Neighbour Johnnie Scott said: “Where did she have the gun? Where did he see the gun, was it in his eyesight? That’s the thought that goes through my head.” Police said that, prior to the shooting, Smothers was close to her grandson. “The victim and the juvenile had a normal, loving, relationship and even shared the same bedroom.” Child psychologist Kristopher Kaliebe said access to a violent video game may encourage aggressive behaviour. He said: “From a behaviour therapy perspective, I would say that’s practising. “When you have a video game that is shooting at a human being, that is practising shooting at a human being.” The child is currently being looked after by his parents. Because the boy is under 10 years old, he cannot be charged for any criminal behaviour under Louisiana law. *Film facing my computer* So this wasn’t fully ever agreed that this was due to the game which caused the fatality, however it was agreed it influenced the eight year olds mind. Film over the shoulder looking at article - http://www.history.com/topics/columbine-high-school-shootings. * *voice recording* On April 20, 1999, two teens went on a shooting spree at Columbine High School in Littleton, Colorado, killing 13 people and wounding more than 20 others before turning their guns on themselves and committing suicide. The crime was the worst high school shooting in U.S. history and prompted a national debate on gun control and school safety, as well as a major investigation to determine what motivated the gunmen, Eric Harris, 18, and Dylan Klebold, 17. There was speculation that the two committed the killings because they had been bullied, were members of a group of social outcasts that was fascinated by Goth culture, or had been influenced by violent video games and music; however none of these theories was ever proven. At approximately 11:19 a.m., Eric Harris and Dylan Klebold, dressed in trench coats, began shooting fellow students outside Columbine High School, located in a suburb south of Denver. The pair then moved inside the school, where they gunned down many of their victims in the library. By approximately 11:35 a.m., Klebold and Harris had killed 12 students and a teacher and wounded more than 20 other people. Shortly after 12 p.m., the two teens turned their guns on themselves. Investigators later learned Harris and Klebold had arrived in separate cars at Columbine around 11:10 on the morning of the massacre. The two then walked into the school cafeteria, where they placed two duffel bags each containing a 20-pound propane bomb set to explode at 11:17 a.m. The teens then went back outside to their cars to wait for the bombs to go off. When the bombs failed to detonate, Harris and Klebold began their shooting spree. There was speculation that Harris and Klebold committed the killings because they were members of a group of social outcasts called the Trench-coat Mafia that was fascinated by Goth culture. It also was speculated that Harris and Klebold had carried out the shootings as retaliation for being bullied. Additionally, violent video games and music were blamed for influencing the killers. However, none of these theories was ever proven. Through journals left behind by Harris and Klebold, investigators eventually discovered the teens had been planning for a year to bomb the school in an attack similar to the 1995 Oklahoma City bombings. Investigative journalist Dave Cullen, author of the 2009 book “Columbine,” described Harris as “the callously brutal mastermind,” while Klebold was a “quivering depressive who journaled obsessively about love and attended the Columbine prom three days before opening fire.”
So as you can tell Social Media is getting bigger and bigger. When creating my survey these were my responses to my questions on social media, now although I do find Social Media so fun there are a lot of issues with it for example, In 2012 we had Riots throughout the UK, these were all organised through a form of Social Media called BBM (Blackberry Messenger) due to this security levels were heightened on social media platforms. Also it used a lot now as form of bullying. *Picture of the Facebook logo* *voice recording* Mark Zuckerberg founded Facebook whilst at college in 2004. In 2015, the quarter year rate of active users were just under 1.5 billion accounts. The website does allow you to publicise your life in which some of the information can be seen only by your friends; some is available to friends of friends; some is available to anyone. Facebook’s privacy policies are confusing to many people, and the company has changed them frequently, to simplify the layout and understanding of the website. *Screen automatically filming looking at - http://www.jeffbullas.com/2015/04/17/21-awesome-facebook-facts-and-statistics-you-need-to-check-out/* *voice recording* The latest Facebook facts and statistics Here are some fascinating numbers on a range of Facebook facts and metrics from mobile, revenue and a host of other facts to share in your presentations and wow your next dinner party guests. Every second there are 20,000 people on Facebook. This means in just 18 minutes there are 11 million users on Facebook On average there are 486,183 users a minute accessing Facebook from their mobile 79% of all users are accessing Facebook from their mobile. There are 745 million daily mobile users Facebook is adding 7,246 people every 15 minutes or 8 per second Every minute there are 150,000 messages sent Every 15 minutes there are over 49 million posts. To be precise 49,433,000 or 3 million posts per minute There are 100,000 friend requests every 10 minutes There are 500,000 Facebook “likes” every minute Facebook generates $1.4 million in revenue every hour Nearly 73% of Facebook’s ad revenue comes from mobile advertising Facebook earns $2.5 billion a quarter from mobile advertising People share 1.3 million pieces of content on Facebook every minute of every day In November of 2014the number of video uploads to Facebook exceeded YouTube video uploads according to Social Bakers Facebook generated $12.47 billion in sales in 2014 (a rise of 58% year on year) Photo uploads are 350 million per day Users spend 21 minutes per day on average on Facebook 31% of US senior citizens are on Facebook 66% of all millennials (15-34 year olds) use Facebook People spend 927 million hours a month playing Facebook games There are 1 billion mobile app links enabled on Facebook *Film over the shoulder on facebook* *voice recording* I personally love using Facebook to keep in touch with family that is spread across the UK and to keep up to date with friends whilst at uni. I personally changed my profile to private so then only my friends on my account can access my page as it creates anxiety for me if people are searching through my pictures or through my friends list. Recently it was announced that Facebook will be adding a dislike button to it’s users. Even though I have always wanted the dislike button through growing up as I have weighed up the pro’s and con’s of the button being added, I have come to the understanding that it will be a negative
CONVERSATION thing to have this button. I feel like it will be used in an inappropriate manor for example, I feel someone could put up a photo before a night out and feel they look good in themselves and one person could dislike it and it could knock their confidence. Social media has now got its own brand of anxiety ‘social anxiety’ as people are now suffering with what is being said online about themselves. *Screen automatically filming looking at - http://www.nhs.uk/conditions/social-anxiety/pages/social-anxiety.aspx* *voice recording* ‘Social anxiety disorder (social phobia) is a persistent and overwhelming fear of social situations. It’s one of the most common anxiety disorders. Social anxiety disorder is much more than “shyness”. It can be intense fear and anxiety over simple everyday activities, such as shopping or speaking on the phone. Many people sometimes worry about certain social situations, but someone with social anxiety disorder will worry excessively about them before, during and afterwards. They fear doing or saying something they think will be embarrassing or humiliating, such as blushing, sweating or appearing incompetent. Social anxiety disorder is a type of complex phobia. This type of phobia has a disruptive or disabling impact on a person’s life. It can severely affect a person’s confidence and self-esteem, interfere with relationships and impair performance at work or school.’ *Film facing my computer* Another negative around Facebook is Paedophile’s have been creating fake accounts to lure young generations. Many cases of this happened in 2010 and became a world wide issue on internet safety for children. The below article was published on the 30th December 2010 by the daily mail online. *Screen automatically filming looking at - http://www.dailymail.co.uk/news/article-1342756/Facebook-paedophile-grooms-schoolchildren-posing-new-classmate.html#ixzz3nDRBTuPf* *voice recording* A suspected Paedophile is attempting to groom schoolchildren on Facebook by posing as their new classmate. Hundreds of warning letters have been sent to worried parents in Cambridgeshire after police discovered the predator was contacting pupils. The man created a series of fake Facebook profiles to issue ‘friend requests’ to children from two secondary schools in Cambridgeshire. He has also encouraged his victims to use their webcams while emailing him. Headteacher Catherine Jenkinson-Dix, of City of Ely Community College, has written a warning letter to parents urging them to take ‘extra precautions’. She wrote: ‘We have been informed by the police that a man has been posing as a child on social networking sites such as Facebook. ‘The man has targeted children from two local secondary schools, trying to befriend them by saying that he is starting at the school in January and is looking to make new friends. ‘He has tried to gain personal information and has got some children to use their webcams. ‘So far, the police have traced three bogus names. However, they may be more. ‘I am sure that you will discuss with your child the dangers of using the internet and ensure that they do not put themselves in a vulnerable position, and that they take extra precautions now that they are home over the festive season.’ It is not known if pupils at the college have been targeted. Detectives investigating the suspected Facebook Paedophile believe he has used profile names Harry Clark, Mike Smith and Elton Steinbeck, but fear he has other aliases. Inspector Andy Bartlett, of East Cambridgeshire Sector, refused to confirm how many children have been targeted at the two secondary schools. A Cambridgeshire Constabulary spokesman yesterday warned children not to accept ‘friend requests’ from strangers. The spokesman said: ‘We have received several reports regarding concerns over adults purporting to be children on social networking websites. ‘We are investigating these incidents. I would urge people to be vigilant when using such sites and parents should monitor their children’s internet usage. ‘You should not disclose personal information to strangers and not agree to a friend request unless you are confident you know who it is from.’ Facebook users are advised to download a Panic Button application which allows them to contact the Child Exploitation and Online Protection Centre (CEOP). *Picture of the Twitter logo* *voice recording* Twitter is another form of social media I use everyday now with this social media it is a lot different to Facebook however with some similarities. On twitter you don’t acknowledge or put onto your profile your family members, partners or job description, your twitter profile can be fun to play around with and to contact with people all around the world including celebrities. You are able to favourite a tweet, or retweet a tweet. You only have to see the things you wish to see as well which is similar to Facebook by the fact you are able to ‘follow’ the accounts you wish to for example I follow music artists such as Taylor
CONVERSATION Swift, Ed Sheeran, Tom Fletcher, Danny Jones and many others. You can also follow local news stations, radio stations and even the police! Offers are given out from many business if you recognise them through social media and many deals are given out on a weekly basis through the company. Twitter was launched on March 31st 2006. Since Twitter was launched many facts and figures were created for the website/app these are the top 15 from 2014. Film over the shoulder looking at article - http://www.jeffbullas.com/2014/04/16/15-twitter-facts-and-figures-for-2014-you-need-to-know/#IlvVMeGbGzrMRbhY.99* *voice recording* 1. A mind blowing 300 billion tweets have been sent since inception 2. Tweets with image links have 5 times the engagement rate 3. Over 20 million fake Twitter users 4. Over 241 million monthly active Twitter users 5. 184 million monthly active users using mobile 6. The cost of a 24 hour promoted trend runs about $200 thousand 7. China is the country with the most users with over 35 million 8. Katy Perry is the queen of Twitter over 51 million followers surpassing Justin 9, Number of employees at Twitter has increased to 2000+ 10. 170 minutes – The average time per month spent by users on Twitter 11. 63% of brands have multiple Twitter accounts 12. YouTube is the most followed brand with over 40 million followers 13. Twitter has a market cap of about 27 billion 14. Average number of followers per twitter user is 208 15. Ellen’s photo of Hollywood stars at Oscars with an incredible 3.4 million retweets *film facing my computer* Some highlights of twitter recently are based on how quickly news can be passed on through the many users by simply pressing retweet for example in June 2015, Bruce Jenner finally came out as being called Caitlyn Jenner after having a gender change. Caitlyn’s twitter account gained 1 million followers in just over four hours, which became a world record prior to this was Barack Obama; the current American President who reached 1 million followers in just under 5 hours. *Picture of Caitlyn Jenner’s first ever tweet* *voice over* Tweet that sent twitter into a meltdown. *Picture of the Youtube logo* *voice recording* Youtube was created by google in February 2005, and the first video was uploaded on April 23rd 2005, however the official launch of youtube wasn’t until December 2005, when 8 million videos were being watched a day. By July 2006 over 100 million videos were being watched a day. To this date over 2 billion videos are being watched per day. Film over the shoulder looking at article - www.youtube.com and http://www.jeffbullas. com/2012/05/23/35-mind-numbing-youtube-facts-figures-and-statistics-infographic/#zF3xcbVqPLWwEcYd.99* voice recording* YouTube Traffic 60 hours of video are uploaded every minute, or one hour of video is uploaded to YouTube every second. Over 4 billion videos are viewed a day. Over 800 million unique users visit YouTube each month. Over 3 billion hours of video are watched each month on YouTube. More video is uploaded to YouTube in one month than the 3 major US networks created in 60 years. 70% of YouTube traffic comes from outside the US. YouTube is localised in 39 countries and across 54 languages. In 2011, YouTube had more than 1 trillion views. In 2011 there were almost 140 views for every person on Earth. YouTube Partner Program
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Created in 2007, the YouTube partner program now has 30,000+ partners from 27 countries around the world. YouTube pays out millions of dollars a year to partners. Hundreds of partners are making six figures a year. Partner revenue has more than doubled for four years in a row.
many hazards on the road.
Making Money from YouTube YouTube is monetising over 3 billion video views per week globally. 98 of AdAge’s Top 100 advertisers have run campaigns on YouTube and the Google Display Network. Hundreds of advertisers are using TrueView in-stream and 60% of our in-stream ads are now skippable.
In a new report from BI Intelligence, we provide an exclusive estimate of Snapchat’s monthly active users, and break down the app’s demographics — dominated by older teens and millennials — to help brands and businesses decide whether they need to be on Snapchat. The app is definitely emerging as a key medium for targeted marketing and messaging for certain audiences. The report also spotlights the opportunities ahead, as users embrace new features like “Stories,” collections of videos and photos that don’t self-destruct, and can be viewed and re-viewed in a 24-hour window.
YouTube Product Metrics YouTube has more HD content than any other online video site. There are thousands of full-length movies on YouTube. 10% of YouTube’s videos are available in HD. YouTube mobile gets over 600 million views a day. Traffic from mobile devices tripled in 2011. The YouTube player is embedded across tens of millions of websites. Content ID YouTube created the technology to detect uploaded videos that infringe copyright in 2007. Content ID technology creates a ID File for copyrighted audio and video material, and stores it in a database. When a video is uploaded, it is checked against the database, and flags the video as a copyright violation if a match is found. When this occurs, the content owner has the choice of blocking the video to make it unviewable, tracking the viewing statistics of the video, or adding advertisements to the video. Content ID scans over 100 years of video every day. More than 3,000 partners use Content ID, including every major US network broadcaster, movie studio and record label. There are more than eight million reference files (over 500,000 hours of material) in YouTube’s Content ID database. That number has doubled in the last year. Over a third of YouTube’s total monetised views come from Content ID. More than 120 million videos have been claimed by Content ID. Social The rise of Facebook, Twitter and other social networks has accelerated the growth of YouTube as it enables discovery and sharing of online video. 500 years of YouTube video are watched every day on Facebook. Over 700 YouTube videos are shared on Twitter each minute. 100 million people take a social action on YouTube (likes, shares, comments, etc) every week. An auto-shared tweet results in 6 new youtube.com sessions on average. There are 500 tweets per minute containing a YouTube link. Millions of subscriptions to YouTube happen each day. (Subscriptions allow you to connect with someone you’re interested in — whether it’s a friend, or the NBA — and keep up on their activity on the site). More than 50% of videos on YouTube have been rated or include comments from the community. Millions of videos are favourited every day. *film facing my computer* I personally can not go a day without watching youtube this is because there are many famous ‘youtubers’ who have managed to create a career from uploading videos of themselves either with beauty videos, their daily lives, their family, pranks and many other forms of footage. The most subscribed youtubers in the world is gentlemen from Brighton under the Username ‘PewDiePie’ who has close to 40,000,000 subscribers, he is ranked fourth in the world with the most subscribers. *Picture of the Snapchat logo* *voice recording* Snapchat was launched in September 2011 and has over 100 million users per day. Snapchat announced that every second over 8,796 photos are sent; thats 527,760 pictures per minute!! in total on average there are over 400 million snaps sent per day. According to their reports the most photos sent are from Ireland. Snapchat has over 71% of it’s users that are under the age of 25. A negative about snapchat is that 11% of its users have admitted to operating a vehicle whilst checking snapchat, which is causing
*Film over the shoulder looking at - http://www.businessinsider.com/a-primer-on-snapchatand-its-demographics-2014-7?IR=T * *voice recording*
Snapchat has significant scale: In our exclusive estimate of Snapchat’s global user base, we synthesise data from app charts, smartphone penetration numbers, survey data, and Snapchat’s own limited announcements. Our estimate for Snapchat’s monthly active users or MAUs is the first of its kind. Snapchat is building the necessary scale to emerge as a powerful brand platform. Snapchat is powerful in part because of its unique demographics. Snapchat’s users are majority female, and most users are between the ages of 13 and 25, according to press reports, based on statements from Snapchat’s executives. We provide detailed estimates of Snapchat users’ demographic profile, using data from several sources. Young women are a difficult-to-reach and influential demographic. Engagement is high: Two-fifths of 18-year-olds in the U.S. use it “multiple times daily” to communicate with family and friends, according to a survey published earlier this year. That’s a higher proportion than those saying they use voice calls multiple times daily. It’s a global phenomenon. Snapchat has reached a top three rank in the iPhone app store in many of the world’s wealthiest and most developed consumer markets, including Sweden, France, Australia, Norway, Canada, and the U.S. and U.K. *film over the the shoulder looking at other snapchats for 1 minute* Visual sharing on Snapchat is exploding. Sharing of Snapchat Stories increased 100% in the last two months. Stories are now getting 1 billion views daily, while 760 million disappearing photos and videos are sent daily. Snapchat is much more than disappearing photos. It has introduced several marketer-friendly features in the last eight months, including videos known as “Snapchat Stories.” The app’s millions of users can weave together collections of photos and video into stories. Brands, too, have been quick to adopt stories. Like with TV ads, brands can make their stories 30- or 60-seconds long, a comfortable and familiar format for advertisers. Also, Stories don’t disappear after a few seconds. They can be watched again and again in a 24-hour period. Brands are increasingly active on Snapchat. We also look at what major brands including Audi, Taco Bell, Grub Hub, Audi, Mashable, McDonald’s and streetwear retailer Karmaloop are doing on Snapchat. Also notes usage by publishers like Mashable and institutions like the University Of Michigan. Snapchat does pose certain disadvantages. It is difficult, though not impossible, to build a large audience on Snapchat. To do so usually requires heavy cross-promotion on other social networks. Mass marketing- picture* *film facing computer* I was unsure what mass marketing was when I first heard of it I then researched it and found I had to answer these questions about my recent purchases. The last product I purchased was a pair of shoes, they were converse trainers. * show trainers on screen gif?* voice over* I purchased them because I needed some comfortable trainers to walk around in whilst at university, I had seen on social media and through other friends that they wore Converse, many of my friends had told me about how they were easy to get on and off and just overall a better trainer than others they had worn. This is a form of marketing alongside adverts.
CONVERSATION film facing my computer* A decent branding can always make an advert that stays on your mind for example we were shown an advert at our induction regarding the company Sony Bravia, the advert took three years to actually create as it began in 2002 and didn’t air until 2005, it featured 250,000 colourful bouncy balls falling down a main road in San Francisco. It had 23 camera men working on the advert and featured real peoples responses to the advert. The advert was created by Danish photographer Nicolai Fuglsig. There are also many other adverts such as Nike, which simply features the shoes or their logo featured on clothing accompanied by dancing, music, partying and many other aspects of life. The logo which is usually zoomed into on the advert would show the Nike tick, in the background to make it stay on your brain. This is heavily used by many other shoe companies or clothing companies. *Brand-picture* *voiceover* Unbranding is common in Graphic Design mainly in Artists own work, this is because the work isn’t signed off like on regular art. The only way to find out who designed the adverts you see daily is to research the advert in which the artist is stated with links to their websites. The ‘Tetley Tea’ advert has always been a firm favourite within my family as we love the characters who my Dad would of grown up with on the adverts through to me growing up with them these were originally created by Peter Rigby and then went on to be animated by Wyatt Cattaneo; where we saw Gaffer and Sidney come to life. *film facing computer* *Picture from - http://www.dailymail.co.uk/news/article-1300403/Tetley-tea-folk-bling-NDubz-make--years-brewed-screens.html in top left corner* The original Tetley Tea Advert from 1973 when we first met Gaffer and the Gang. The Daily mail stated They haven’t brewed up for nine years. But the Tetley Tea folk, who were retired from the brand’s advertising after almost three decades, are back on the boil. However, at first sight, you might struggle to recognise them. The animated characters based in a tea factory, whose gentle Northern humour charmed a generation, have been updated for a modern audience. *Show picture of updated gaffer and gang* And although the faces are still the same, the image makeover may be a little too much for those who loved them as they were, white coats and all. The dopey assistant Sydney has undergone the biggest change, becoming something of a rapper - he bears a large resemblance to Dappy from London outfit N-Dubz with his distinct taste for bling accessories. Tina, the friendly tea taster with a great line in chocolate cake, has turned into a WAG-tastic shopper, complete with bags, high heels and shades. Tetley bosses are not saying when the new characters will be unveiled on screen. But an insider said: ‘They have a modern-day feel but are still quite obviously the characters viewers loved so much.’ The Tea Folk vanished from our screens in 2001 after 28 years delighting the nation with their antics. Here, we reveal some of the new-style characters under consideration. Bosses at Tetley will not be drawn on the upcoming TV ads, saying only they have ‘nothing to announce at present’. Brits drink around 165 million cups of tea a day - easily making it the UK’s favourite drink. Tetley meanwhile was started in 1837 by Joseph and Edward Tetley and launched the first tea bag in 1953. It now employs more than 1,000 people in the UK and abroad and is known for its catchy phrases like ‘That’s Better. That’s Tetley’ and ‘Tetley make tea bags make tea’. *Put image into the top left corner from the https://www.youtube.com/watch?v=x-gQ4pzaTqg* Tetley tea then went on to create a full new advert in 2015 for their brand new tea bags with boosts in them to help your immune system here is the picture of just how animated the gang have become since 1973. *Wellbeing- Picture* *film over shoulder looking at - https://en.wikipedia.org/wiki/Well-being* Well-being, welfare or wellness is a general term for the condition of an individual or group, for example their social, economic, psychological, spiritual or medical state; a high level of well-being means in some
CONVERSATION sense the individual or group’s experience is positive, while low well-being is associated with negative happenings. Wellbeing is shown widely in Graphic Design many adverts are hard-hitting and show real people with real issues to get the message across. *film facing computer* *Picture top left corner from - http://www.advertolog.com/home-office/billboard/talk-tofrank-coke-14819455/* Talk to frank advert which was created in October 2011 by the Home Office, although it isn’t stated who actually created the image itself. This poster doesn’t feature real people but it does give you a image created cleverly by the ruler linking into the words. The way it stated ‘how long is a line of coke?’ is a rhetorical question which makes you question how long is a line, because once your hooked that line will soon grow into meters of cocaine. *Picture top left corner from - http://www.telegraph.co.uk/news/politics/5066238/Government-advertisements-run-10000-times-a-day.html * This advert was created by the Home Office, for the NHS in 2009, once again it isn’t stated who actually created the image. This poster has a hard hitting message of being hooked, the advert was created with both a male and a female representative. To me this image shows how your brain feels, that your brain can’t cope without nicotine and you don’t realise that you are hooked until you try to quit. The NHS set up a big campaign to help get off smoking and now at every doctors / health centre their is a quit smoking specialist. The telegraph did a big article on this advert and the whole quit smoking campaign in 2009 here is a snippet from the campaign. *Film over the shoulder looking at - http://www.telegraph.co.uk/news/politics/5066238/ Government-advertisements-run-10000-times-a-day.html * ‘ Stop smoking. Drink less. Learn new skills. Stop defrauding the benefit office. Claim tax credits. Wear a condom. Join the Army. Britons are being bombarded by more than 10,000 government advertisements every day, prompting accusations that Labour is creating the “ultimate nanny state”. Messages from the state were relayed to the population via television, radio, cinema, newspapers, magazines and billboards on more than 3.7 million occasions during 2008, according to new research by media analysts at The Nielsen Company. Current major campaigns include the Department of Health’s “Condom – Essential Wear” campaign to promote safe sex, a police initiative to publicise the Anti-Terrorist Hotline, and the Department for Transport’s “Think! Bike” campaign to encourage drivers to look out for motorcyclists. The government is now the biggest spender on advertising in the country. Its spending has increased by 20 per cent this year to more than £400 million at a time when the previous biggest spender, the corporate giant Procter & Gamble, has been cutting back. The Conservatives, who have set out plans to slash the government’s marketing budget by £250 million to help pay for a freeze in council tax, accused Labour of wasting money. Grant Shapps, a shadow minister, called the 3.7 million figure “outrageous”. He said: “It shows the government’s ad campaign has gone into overdrive. “If it is almost obsessively talking at you about what you can do, what you can’t do and what you shouldn’t do, there is a risk that the public will switch off.” “When you go to the cinema and watch an ad break, so many of the ads are now the government telling you what you can and cannot do. It really does feel like the ultimate nanny state.” Mr Shapps called for government advertising to be targeted more closely to the relevant audience. He singled out for criticism the ‘Shattered Lives’ campaign run by the Health and Safety Executive (HSE), saying: “It is kind of like saying to the public, ‘Don’t be stupid.’ “Telling people not to trip and fall – it’s the sort of thing your parents tell you when you are a baby.” However, he added: “I think there are times when government advertising has been shown to have a massive impact. The very successful HIV-Aids awareness campaign in the 1980s demonstrated you can make the country sit up and listen.” The TaxPayers’ Alliance called the level of government advertising “staggering”. Susie Squire, its campaign manager, said: “There’s nothing wrong with telling people about services, but this has strayed well into the territory of propaganda. “We’re in the grip of a recession and advertising is simply not a priority when it comes to taxpayers’ mon-
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ey. The Government should stop heckling people and start providing decent public services at an affordable rate.” *Innovation- Picture* *internet of things -picture* *voiceover*
*voiceover* It’s a paradox of the information age. The glut of information that bombards us daily too frequently obscures true insight. Intelligence should drive better innovation, but unless it is strategically collected and used, it functions like a summer beach novel — an engaging distraction. Thoughtful companies intertwine customer intelligence throughout the three phases that characterise most successful innovations. Innovation starts with discovery — where an innovator pinpoints an important problem to solve. Ground-level intelligence is critical to this part of the process.
The internet of things is a proposed development of the Internet in which everyday objects have network connectivity, allowing them to send and receive data. “ The Internet of Things (IoT) is the network of physical objects or “things” embedded with electronics, software, sensors, and network connectivity, which enables these objects to collect and exchange data. The Internet of Things allows objects to be sensed and controlled remotely across existing network infrastructure, creating opportunities for more direct integration between the physical world and computer-based systems, and resulting in improved efficiency, accuracy and economic benefit. Each thing is uniquely identifiable through its embedded computing system but is able to interoperate within the existing Internet infrastructure. Experts estimate that the IoT will consist of almost 50 billion objects by 2020. The term “Internet of Things” was coined by British entrepreneur Kevin Ashton in 1999. Typically, IoT is expected to offer advanced connectivity of devices, systems, and services that goes beyond machine-to-machine communications (M2M) and covers a variety of protocols, domains, and applications. The interconnection of these embedded devices (including smart objects), is expected to usher in automation in nearly all fields, while also enabling advanced applications like a Smart Grid, and expanding to the areas such as smart cities.” *Automatically film the screen looking at http://whatis.techtarget.com/definition/Internet-of-Things * *voiceover* “ A thing, in the Internet of Things, can be a person with a heart monitor implant, a farm animal with a biochip transponder, an automobile that has built-in sensors to alert the driver when tire pressure is low -or any other natural or man-made object that can be assigned an IP address and provided with the ability to transfer data over a network. So far, the Internet of Things has been most closely associated with machine-to-machine (M2M) communication in manufacturing and power, oil and gas utilities. Products built with M2M communication capabilities are often referred to as being smart. (See: smart label, smart meter, smart grid sensor) IPv6’s huge increase in address space is an important factor in the development of the Internet of Things. According to Steve Leibson, who identifies himself as “occasional docent at the Computer History Museum,” the address space expansion means that we could “assign an IPV6 address to every atom on the surface of the earth, and still have enough addresses left to do another 100+ earths.” In other words, humans could easily assign an IP address to every “thing” on the planet. An increase in the number of smart nodes, as well as the amount of upstream data the nodes generate, is expected to raise new concerns about data privacy, data sovereignty and security. Kevin Ashton, cofounder and executive director of the Auto-ID Centre at MIT, first mentioned the Internet of Things in a presentation he made to Procter & Gamble in 1999. Here’s how Ashton explains the potential of the Internet of Things: “Today computers -- and, therefore, the Internet -- are almost wholly dependent on human beings for information. Nearly all of the roughly 50 petabytes (a petabyte is 1,024 terabytes) of data available on the Internet were first captured and created by human beings by typing, pressing a record button, taking a digital picture or scanning a bar code. The problem is, people have limited time, attention and accuracy -- all of which means they are not very good at capturing data about things in the real world. If we had computers that knew everything there was to know about things -- using data they gathered without any help from us -- we would be able to track and count everything and greatly reduce waste, loss and cost. We would know when things needed replacing, repairing or recalling and whether they were fresh or past their best.” Although the concept wasn’t named until 1999, the Internet of Things has been in development for decades. The first Internet appliance, for example, was a Coke machine at Carnegie Melon University in the early 1980s. The programmers could connect to the machine over the Internet, check the status of the machine and determine whether or not there would be a cold drink awaiting them, should they decide to make the trip down to the machine.” *Consumer intelligence- Picture*
*Film over the shoulder looking at https://hbr.org/2012/08/turning-customer-intelligence* *voiceover* While companies are increasingly using detailed analytics to fine-tune pricing, packaging, and product performance, analytics have their limits when it comes to finding the next big idea. After all, data only exists about the past — discovering untapped opportunities typically requires a heavy dose of primary research to tease out what the customer needs but cannot easily articulate. Consumers don’t do a good job reporting what they currently want or do, let alone what they might want or will do in the future.Procter & Gamble is famous for its deep commitment to these kinds of anthropological approaches. For example, in the early 2000s, P&G investigated the cleaning habits of Indian consumers who washed garments by hand. At first glance that’s a counterintuitive place to look for new growth, because those consumers are unlikely to buy P&G detergents formulated for washing machines. But since hand washers constitute 80% of the home-based washing market in India, it was too big a market to ignore. P&G observed that many consumers were in fact hand washing garments using machine-oriented detergents to take advantage of their superior cleaning benefits. However, the chemical formulations weren’t intended for hand washing and could cause abrasions or burns. Insight in hand, innovators next blueprint a solution to address the identified problem. In the case of P&G in India, the idea the company ultimately commercialised was Tide Naturals, a special formulation that lets hand washers get the cleaning benefit of Tide without suffering the downsides of machine detergents. There are substantial opportunities to generate real-time intelligence by involving customers in the blueprinting process. For example, four years ago the Indian company Godrej & Boyce was working on an idea for a small, battery-powered refrigerator to reach the 80% of Indians without refrigerators. The team working on the idea brought an early prototype of the concept to a rural village and showed it to 600 women. Navroze Godrej, who leads the company’s disruptive growth efforts, describes how the event was a way to get “instant feedback” allowing Godrej to “co-create with these women. It was also here that the final colour we went with — ruby red — was decided pretty unanimously with 600 women.” P&G has a number of mechanisms to facilitate this kind of real-time customer input, such as a specially designed “Home of the Future” and “Store of the Future” 30 miles north of corporate headquarters in Cincinnati, online networks such as VocalPoint, where hundreds of thousands of mothers provide feedback on products, and the regular practice of bringing “real” consumers into its offices. *Technology- picture* *Cognitive data- picture* *film facing my computer* Who hasn’t had the frustrating experience of trying to run the latest software on an outdated computer? Or asking a computer with a small processor or insufficient memory to handle several complex tasks at once? In order to handle information and tasks with ease, a computer needs the right hardware and underlying systems (think processor, RAM and hard drive). If these underlying systems aren’t up to speed, it doesn’t matter what cool programs or impressive data you load into the computer: Everything’s going to run slowly. Cognitive skills serve your brain in the very same way. *Film looking at - http://www.learningrx.com/cognitive-definition-faq.htm* A simple way to define cognitive skills is to describe them as the underlying brain skills that make it possible for us to think, remember and learn. These are the skills that allow us to process the huge influx of information we receive each and every day at work, at school and in life. If your cognitive skills aren’t up to speed, no matter what kind of information you try to grasp—or how many times you try to grasp it—the process can feel sluggish and slow. This is why brain training and tutoring are so completely different. Tutoring re-teaches information you didn’t quite grasp the first time around. This is fine if the reason the information didn’t “stick” was because the information was presented poorly. But 80% of all learning struggles aren’t due to poorly taught information—they are the result of one or more cognitive skills weaknesses. If the reason you didn’t grasp the information the first time around is because of a processing weakness in your brain, you don’t need to be re-taught the information. You need to upgrade
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STORYBOARD* I then went on to create a storyboard so it was easier to follow when doing my filming, how I feel is that it would be best to create a video on research, and then weekly video’s of my analysis to show my full creative process however for the final video i’ll create a shorter version of it complete with timelapse of me editing, timelapse of my research and then a final conclusion of what I learnt. However by creating the full length video’s my tutors, peers, friends and family can see my full process.
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CAMERA EQUIPMENT*
I tried using a Camulet Tripod to start with, now this is the one I ended up using in the end, I feel that this Tripod was light and easy to carry around yet sturdy and an excellent tripod, one of the best I have ever used, I was able to rent this from the University and I was very happy with the final outcome.
I then rented out the Nikon D90 camera, I rented this out to time-lapse with and then found out I was unable to actually do this, with this certain camera.
I then changed my camera to the Nikon D300S and the timelapse I created in the end I was extremley happy with and I will be using this camera to create my freelance work.
I wanted to try a Gorilla Tripod to film my forward facing shots however to buy was very expensive and I was unable to rent them and I didn’t know anyone that actually had one to borrow. I am wanting to try this in the future as there are a lot of good reviews about this product.
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WHAT WORKS WHAT DOESN’T WORK?*
I ended up using my own camera, to film with this is the Canon Compact DSLR from the EOS range. It is an 18mm-55mm lens and is extremley light I use this camera whilst i’m out and about so I never miss the perfect shot!
I rented out an external mic for whilst filming which was the Nikon ME-1 and I plugged this into my camera above and the voice recorder below, once I filmed half of my work I was unable to rent this for longer, but I’m now looking at purchasing this product.
I rented out this voice recorder by olympus with the microphone above, I was able to use this to record my voiceovers for above my work, for example the Over the Shoulder shots or when I automatically filmed my screen.
Due to not being able to rent out the voice recorder again, I had to get the zoom recorder to be able to do more voice recordings.
What I feel has worked well with my process is me experimenting every week with my weekly video’s with different lighting, different sounds and different camera equipment. The only way I was able to do this was by creating these short video’s so in the end I was able to edit my full research video, which has ended up being my longest video out of everything. What didn’t work was iMovie I tried to edit the video on this but it felt like GCSE level work, not University level work, however I do also agree that Adobe Premier Pro was not to my highest level of work but I would like to change my video into Adobe After Effects the more advanced I become in this subject.
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BIBLIOGRAPHY* - http://www.mirror.co.uk/news/world-news/boy-8-shoots-grandmother-dead-2223955. -http://www.mirror.co.uk/news/world-news/noah-crooks-boy-13-killed-1868899 - http://www.history.com/topics/columbine-high-school-shootings. - http://www.jeffbullas.com/2015/04/17/21-awesome-facebook-facts-and-statistics-you-need-to-checkout/ - http://www.nhs.uk/conditions/social-anxiety/pages/social-anxiety.aspx - http://www.dailymail.co.uk/news/article-1342756/Facebook-paedophile-grooms-schoolchildren-posing-new-classmate.html#ixzz3nDRBTuPf - http://www.jeffbullas.com/2014/04/16/15-twitter-facts-and-figures-for-2014-you-need-to-know/#IlvVMeGbGzrMRbhY.99 - http://www.jeffbullas.com/2012/05/23/35-mind-numbing-youtube-facts-figures-and-statistics-infographic/#zF3xcbVqPLWwEcYd.99 - http://www.businessinsider.com/a-primer-on-snapchat-and-its-demographics-2014-7?IR=T - http://whatis.techtarget.com/definition/Internet-of-Things - https://hbr.org/2012/08/turning-customer-intelligence - http://www.theesa.com/wp-content/uploads/2014/11/Games_Economy-11-4-14.pdf - http://www.webdesignerdepot.com/2008/12/video-game-design-between-1990-2008/ - http://www.dailymail.co.uk/news/article-1300403/Tetley-tea-folk-bling-N-Dubz-make--years-brewedscreens.html - https://www.youtube.com/watch?v=x-gQ4pzaTqg - https://en.wikipedia.org/wiki/Well-being - http://www.advertolog.com/home-office/billboard/talk-to-frank-coke-14819455/ - http://www.telegraph.co.uk/news/politics/5066238/Government-advertisements-run-10000-times-aday.html - http://www.telegraph.co.uk/news/politics/5066238/Government-advertisements-run-10000-times-aday.html - http://calumetrental.co.uk/manfrotto-161-400-tripod-and-geared-head - http://www.dpreview.com/reviews/NikonD90 - http://www.dpreview.com/reviews/nikond300s - http://www.bhphotovideo.com/c/product/470237-REG/Joby_GP3_A1EN_Gorillapod_SLR_Zoom_Flexible_Mini_Tripod.html - http://cpn.canon-europe.com/content/news/eos_m_announced.do - http://petapixel.com/2011/09/21/nikon-announces-j1-and-v1-mirrorless-cameras-and-new-lens-system/ - http://www.amazon.com/Olympus-WS-801-Voice-Recorder/dp/B006ZW4HWY - http://www.wired.com/2009/01/new-zoom-voice/ - http://www.adweek.com/news/technology/caitlyn-jenner-pace-break-president-obamas-twitter-follower-record-165099