4/12/12
1/13/12
4 Keys to Poster Creation
One point to remember when creating a poster is that it needs to be readable and legible. The second, in relation to keeping the poster readable, is to have as few words as possible on the poster. Thirdly, if it isn't too expensive to do color, then go for it. However, do not over-color. Just enough to make your point and stand out should be enough. Lastly, yet one of the most important of these items is the creation of the concept of the poster: what you want the poster to say to the intended audience.
cool examples: http://www.behance.net/Gallery/Vote-Posters/84190 has enough color and shape to catch the attention.
http://www.designboom.com/weblog/cat/8/view/11860/shortlisted-poster-designs-iida-awards-2010.html
cool examples: http://www.behance.net/Gallery/Vote-Posters/84190 has enough color and shape to catch the attention.
http://www.designboom.com/weblog/cat/8/view/11860/shortlisted-poster-designs-iida-awards-2010.html
1/12/12
PSA Creation Summary
When creating videos for a class, I like to create nearly the entire thing with my own hands. Unfortunately, this project was cramped on time and I was not able to do what I originally planned. I am pleased with the fact I have a video to present, but disappointed in how it turned out for the time and resources I had available.
I started off by finalizing my rough draft idea and changing it to form into an idea that was easier to execute with the resources I had. I filmed the footage then found music (from http://freeplaymusic.com/ to avoid copyright) to match the background ambiance I wanted. I edited the video and added the text I could fit within the black areas due to my recording limitations. I saved it and published it on vimeo.
I started off by finalizing my rough draft idea and changing it to form into an idea that was easier to execute with the resources I had. I filmed the footage then found music (from http://freeplaymusic.com/ to avoid copyright) to match the background ambiance I wanted. I edited the video and added the text I could fit within the black areas due to my recording limitations. I saved it and published it on vimeo.
1/6/12
Learning about PSAs
I found this article to be extremely helpful on clearing up the blurred lines of our PSA project. I found that a PSA is really for 'selling' something, but the selling does not have to be in the way I imagined (like paid programing or the Oxyclean commercials).
I also found out that, instead of using 'commercial language' such as formal, academic diction you can use regular language to help relate to the audience and avoid the 'another commercial' factor. I also need to work on my clarity within my PSA; I need to have a clearer picture of my end product so the core message to the audience will be more precise.
link: http://ethemes.missouri.edu/themes/764 "How to Write a PSA"
I also found out that, instead of using 'commercial language' such as formal, academic diction you can use regular language to help relate to the audience and avoid the 'another commercial' factor. I also need to work on my clarity within my PSA; I need to have a clearer picture of my end product so the core message to the audience will be more precise.
link: http://ethemes.missouri.edu/themes/764 "How to Write a PSA"
1/5/12
Outline for PSA:Gaming Addiction
The type of PSA I plan to create is going to be a live-action with some panels with text later on in the video.
I plan to begin with a silent scene of people 'dealing' with the games, then have the music slowly start up while the dealing is going. Then the audience will see the person who received the bag of games return home to their room to play their games. There will be more footage of them playing showing how the games are taking over their everyday tasks in life.
A new, black screen will pop up with either statistics or a phrase saying something about the fact that addiction doesn't have to be just drugs and that anything can take over a person's life. At this point I will tag on my end product: the survey that will help the player or the people close to the player determine if they are addicted, almost addicted, or not addicted. Then the video will end. This is a super rough outline, but at least it's more a solid idea now than it was before.
I plan to begin with a silent scene of people 'dealing' with the games, then have the music slowly start up while the dealing is going. Then the audience will see the person who received the bag of games return home to their room to play their games. There will be more footage of them playing showing how the games are taking over their everyday tasks in life.
A new, black screen will pop up with either statistics or a phrase saying something about the fact that addiction doesn't have to be just drugs and that anything can take over a person's life. At this point I will tag on my end product: the survey that will help the player or the people close to the player determine if they are addicted, almost addicted, or not addicted. Then the video will end. This is a super rough outline, but at least it's more a solid idea now than it was before.
1/4/12
Final Presentation Brainstorming
1)I don't believe I will be purchasing any material other than perhaps a poster-board for my final product.
2)If I use a poster-board, I will buy a science-fair type board that stands up on its own.
3)I will not be making a 3-D model, however, I will most likely have a test survey of my scale and questionnaire..
4)I plan to wear a formal type outfit that will show professionalism; I don't think any other 'outfit' will help emphasize my point.
5)I think the facts and studies performed on the effects of MMORPGs (Massively multiplayer online role playing games) will be important to present verbally. I will have my product on hand and will know everything about it, but I need information to back up my own study as well instead of just presenting my study. I also wish to emphasize that while gaming addiction is possible, many people play in moderation which is the key to balance.
6)At the moment, I do not plan to create a brochure for my end product. I suppose I could, but the brochure idea doesn't seem to fit with my topic. I feel if I give a brochure, I might as well give them the product instead of just a packet informing them of the issue.
7)I will include the presentation of my website and, if it turns out the way I hope, my PSA.
2)If I use a poster-board, I will buy a science-fair type board that stands up on its own.
3)I will not be making a 3-D model, however, I will most likely have a test survey of my scale and questionnaire..
4)I plan to wear a formal type outfit that will show professionalism; I don't think any other 'outfit' will help emphasize my point.
5)I think the facts and studies performed on the effects of MMORPGs (Massively multiplayer online role playing games) will be important to present verbally. I will have my product on hand and will know everything about it, but I need information to back up my own study as well instead of just presenting my study. I also wish to emphasize that while gaming addiction is possible, many people play in moderation which is the key to balance.
6)At the moment, I do not plan to create a brochure for my end product. I suppose I could, but the brochure idea doesn't seem to fit with my topic. I feel if I give a brochure, I might as well give them the product instead of just a packet informing them of the issue.
7)I will include the presentation of my website and, if it turns out the way I hope, my PSA.
The Continuation of PSA Brainstorming
A) My PSA will be more serious approach on the topic of addiction.
B)I don't think I'll put many statistics or photos in my PSA. I intend to make more of a raw, real life type of video that just shows a snap shot of a more serious approach to a different side of gaming addiction.
C)I plan to be persuasive in my 'real life simulation' type of approach to the video itself. It will lack all the 'boring material' that my intended audience might tune out. I feel that the real world situation will be more easy to relate to in the end because some people only see addiction as drugs or alcohol; they don't know that addiction can be anything, even games.
D) Once again, I think I'll make my point understood through the realness of the video. I plan to have bold text saying something along the lines of "don't let games take over your life", so that will emphasize my point of the argument.
E) I intend to create an online questionnaire that will allow internet users to be able to answer questions and receive a score of their 'addiction' based on the options they picked to each question. Although I do not know how or if I will include this in my video any longer.
B)I don't think I'll put many statistics or photos in my PSA. I intend to make more of a raw, real life type of video that just shows a snap shot of a more serious approach to a different side of gaming addiction.
C)I plan to be persuasive in my 'real life simulation' type of approach to the video itself. It will lack all the 'boring material' that my intended audience might tune out. I feel that the real world situation will be more easy to relate to in the end because some people only see addiction as drugs or alcohol; they don't know that addiction can be anything, even games.
D) Once again, I think I'll make my point understood through the realness of the video. I plan to have bold text saying something along the lines of "don't let games take over your life", so that will emphasize my point of the argument.
E) I intend to create an online questionnaire that will allow internet users to be able to answer questions and receive a score of their 'addiction' based on the options they picked to each question. Although I do not know how or if I will include this in my video any longer.
1/3/12
PSA: Thinking Ahead
1) The key points I plan to emphasize on my PSA is the importance of the topic of online gaming addiction and my end-product scale/questionnaire survey.
2) I'm toying with games videos and people playing games for the visuals, but I'm not sure what really to do for music yet. After looking over my options and available resources, I'll probably follow the 'drug scene' idea down below and have video of people rather than purely online gaming footage.
3) http://www.youtube.com/watch?v=U11nPbXi7F8&feature=related
This Mario video on game addiction is a good way to at least get the gamers' attention in video, however I do believe it might be too long and drawn out.
http://www.youtube.com/watch?v=TC9KGn6WJKM&feature=related
I like this PSA because of the informative type style with the 'example' it provides within the PSA instead of just showing footage of people playing games. It shows the effects more readily than showing a person at a computer I feel.
http://www.youtube.com/watch?v=TQBq6B4bw_4
I really like this video except for the end. Although it does not support my side of the argument, I really like the idea of the 'drug scene' for the addiction idea.
2) I'm toying with games videos and people playing games for the visuals, but I'm not sure what really to do for music yet. After looking over my options and available resources, I'll probably follow the 'drug scene' idea down below and have video of people rather than purely online gaming footage.
3) http://www.youtube.com/watch?v=U11nPbXi7F8&feature=related
This Mario video on game addiction is a good way to at least get the gamers' attention in video, however I do believe it might be too long and drawn out.
http://www.youtube.com/watch?v=TC9KGn6WJKM&feature=related
I like this PSA because of the informative type style with the 'example' it provides within the PSA instead of just showing footage of people playing games. It shows the effects more readily than showing a person at a computer I feel.
http://www.youtube.com/watch?v=TQBq6B4bw_4
I really like this video except for the end. Although it does not support my side of the argument, I really like the idea of the 'drug scene' for the addiction idea.
Capstone Project: Statement of Intent
1)The primary goal of this project is to address the issue of online gaming addiction among adolescents. I plan to do this by creating a survey-type questionnaire that adolescents will complete in order to receive an 'addiction' score based on the options they picked within the survey.
2) I know personally that gaming can affect not just the player, but those around the player as well. The amount of games is increasing and younger generations are being exposed to all sorts of game earlier in their lives. As proven by scientists, the way young people are thinking in today's time has changed from many generations ago because of the high use of technology. Although technology is a fantastic innovation that has helped mankind do many things, there is a limit to the amount of goodness one can do with the technology. Just like food can be good and nourishing, but too much can cause problems in the body.
3)My goals in this project definitely connect to my career path in either psychology in neurology. I'm essentially doing a study within the field itself trying to discover how gaming affects the minds of adolescents.
4)My project can give back to society by producing a way for parents to be able to easily see how affected their children are by gaming. With the knowledge the survey-questionnaire provides, the friends and family around the player will be able to become more knowledgeable about the status of the 'player', resulting in a higher ability to be able to help the 'player' should they need it.
5)This project directly affects people due to the psychology nature of the project. The data comes from people and the end product of the project will hopefully influence people to continue fighting against internet and gaming addiction.
This project can affect the economy by possibly cutting off some of the online gaming population. However, not all people play paid games due to either pirating or by playing free to play online games, which leaves the economic reaction to this project in question.
The project, in all reality, will probably have little affect on the environment. It is a goal to affect the well-being of people, and therefore does not have much other environmental use except for the paper or technology used within the making of the project and those who use it after completion.
2) I know personally that gaming can affect not just the player, but those around the player as well. The amount of games is increasing and younger generations are being exposed to all sorts of game earlier in their lives. As proven by scientists, the way young people are thinking in today's time has changed from many generations ago because of the high use of technology. Although technology is a fantastic innovation that has helped mankind do many things, there is a limit to the amount of goodness one can do with the technology. Just like food can be good and nourishing, but too much can cause problems in the body.
3)My goals in this project definitely connect to my career path in either psychology in neurology. I'm essentially doing a study within the field itself trying to discover how gaming affects the minds of adolescents.
4)My project can give back to society by producing a way for parents to be able to easily see how affected their children are by gaming. With the knowledge the survey-questionnaire provides, the friends and family around the player will be able to become more knowledgeable about the status of the 'player', resulting in a higher ability to be able to help the 'player' should they need it.
5)This project directly affects people due to the psychology nature of the project. The data comes from people and the end product of the project will hopefully influence people to continue fighting against internet and gaming addiction.
This project can affect the economy by possibly cutting off some of the online gaming population. However, not all people play paid games due to either pirating or by playing free to play online games, which leaves the economic reaction to this project in question.
The project, in all reality, will probably have little affect on the environment. It is a goal to affect the well-being of people, and therefore does not have much other environmental use except for the paper or technology used within the making of the project and those who use it after completion.
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