|Origin of Symmetry|
Something that we needed to put a lot of consideration into for our project was our Primary Target Audience and our Secondary Target Audience. Our idea pretty much from the outset
was to rebrand the product for a predominantly male, youth audience, with the specific age range being 15-24. The reason for this was because the song, accompanied by a video, was originally released in 2001 on the Origin of Symmetry album. With that album now being ten years old it seemed an appropriate time to try and re-brand the video with the digipak and magazine ad for a youth audience. There is also the idea that as Muse became more and more popular, their music moved further and further towards mainstream music (leading to them being branded "sell outs") and therefore appealing more to a youthful audience.
|Game Footage in our video|
How we recieved feedback...
There were a number of different ways in which we looked to recieve feedback on our work throughout the project. These ways were quite varied, with each one having different possibilities as to who we may recieve the feedback from.
Classmates - Arguably best and most influential feedback we recieved was from fellow people in our class. At regular intervals through the course we have had the opportunity to screen sample scenes and rough cuts to people in our class. This has been helpful for a number of reasons, not least the fact that they are all aged seventeen or eighteen and are therefore within our Primary Target Audience age range. It has also been very helpful as they are all creating music videos of their own meaning they understand the difficulties associated with the filming and editing phases, and have an understanding of what is possible and what is unrealistic for their suggestions.
Twitter - Like Facebook, we have created a Swillob Productions Twitter page. From here we have had the chance to post our work and recieve feedback from people who "Follow" the page. Anybody who follows the page is likely to have some interest in our video and are therefore likely to suggest improvements for us to work with.
In the real world, the design and particularly the cover would be very influential on the number of sales that a product such as this would receive. For this reason we knew we had to create an eye-catching, professional looking and interesting product. We also knew that it needed to be appealing to our target audience and that they would immediately be able to recognise the product.
To help with this we asked people within our target audience to feedback on our products as we went along in the course. Below I will outline the main points from feedback received for our second draft of the Digipak (Front/Back Panels and Inside Panels) :
|Front Panel of our Digipak (before changes)|
|Back Panel of our Digipak (before changes)|
|Inside Panels of our Digipak|
Feedback for our magazine advert was again very encouraging, with certain things attracting attention that needed to be changed.
We began the construction of our magazine ad by designing and planning ideas on paper. We created a number of outlines and very basic design ideas for our magazine ad to get a really rough idea of what we wanted to put where on the final idea. Our decisions at this point, such as what to include and where to position them, were based on the examples of real world products that we had looked at. We could then show people within our target audience these designs to get an early opinion on whether they thought these ideas included everything they would want to know from a magazine advert. Following this stage we experimented with effects and ideas on photoshop. We then managed to create a magazine advert by using the information we had gathered and a screenshot from the game mass effect; the main talking point about feedback we received.
The majority of the feedback was very good for our magazine ad with only one real issue surrounding it. Because the background image was an unedited screenshot, it wasn't really our image and therefore wasn't acceptable for us to use for our advert. This was the main change that we were forced into making, with the rest of the advert working effectively.
Is the final version simply our version?
The answer to this question is the same for each product and is quite simply, no. Audience feedback has been hugely influential at all times in the project with a number of ideas being directly influenced and taken from the great feedback we received. From suggestions on videos to watch, to things we should alter in each of our products, the audience feedback has been behind most of the decisions that we have made through the whole product. Without the feedback we may have kept to an idea similar to the one we started with which is massively different from our final idea. For these reasons I would say that this video is not simply ours, but a reflection on our target audience and the ideas which they saw in the rough cuts and samples of works that we showed them, as well as the ideas they had simply from life experiences of their own. This is something that you would expect to see even in real world media products, with the audience and the preferred readings being vital influences in the final products released.