Thursday, 11 May 2017

14:53

Update May 2017

This week was a final week, in which we had our final board room session at the Park Inn Hotel in the center of York. 

We were given the opportunity to pitch our Brand, App Idea, and Re-brand to other brands working within the same sector as ourselves. 

Our pitch went well, and we were able to communicate our ideas effectively to our audience and answer any questions they had about the research and development of both our app and our re-brand. We also enjoyed watching the other pitches and seeing the other companies works come together in one place. 

After our day at the hotel, we worked to complete our portfolio which showcased all of our work together in once place, explaining our journey from our first session to today. We are very proud of our work as a team, and feel like we have gained knowledge and developed many skills through this process: problem solving, teamwork, resilience, and presentation skills - just to name a few!

We have enjoyed taking this journey together as a brand and we are very proud of the work we have completed and showcased during this last week of our project. 

- Edge.   

Thursday, 27 April 2017

14:19

Target Audience

After doing user research we wanted to define our audience a little further, and decided to create personas for the types of people who may use our app to gain a better insight to our audiences needs and wants and what they would gain from using our app.



Our first persona is named Eduardo and is a 19 year old 1st year student at York St John University, and is living in University halls. Eduardo is outgoing and has a lot of friends, enjoys going out and is part of the university football team and enjoys spending with the team, going to their weekly socials and can spend a lot of money while on a night out. He's also very active on social media and has accounts on most sites including Facebook, Twitter and Instagram.

Our next persona is Alice, a 20 year old second year student who is studying Primary Education in Leeds. She drives to and from her placement, which is at a Primary School in York. She has recently moved into a shared house with a few of her university friends, has a part time job and enjoys going to the cinema and going out to nice restaurants. Like Eduardo, she has accounts on most social medias, has accounts on Facebook and Instagram to keep up with her friends, and her family back home.

Our final persona is Viktor, a 21 year old creative writing student from Sweden, studying in York for a semester. He is living in University halls with a few other international students and with his flatmates, wants to learn about and experience the English culture. He likes going out to town at night and visiting bars and clubs, has recently joined the hockey team and is enjoying their socials and events. He is also an active user of facebook, using it to keep in contact with his family and friends back home.

Tuesday, 28 March 2017

14:06

Social Media

Within our brand research we found that digital technology is a key part of branding and helps with building recognition, as it allows social media to play a key art in establishing a brand identity, assisting in bringing success to a brand.

To maintain our brand identity we created social media accounts for our brand, building a platform to communicate with consumers. Evans (2012) states that 'social media sits at the pinnacle of the current trends in consumer-to-consumer conversation and marketing amplification', so naturally we felt if important to create a social media presence.

We created both Twitter and Facebook accounts to gain online presence and be able to communicate with a range of audiences. Facebook has the most active social media site, according to LifeWire (2017) with Twitter following close behind. Having a Twitter account also allows us to communicate with other brands, gaining inspiration for our own and improving our own brand, whether it be through communication or getting feedback from others.

Creating an online presence is key for the branding process, as it establishes is a brand image, so we used our logo and colour scheme throughout to become recognisable and familiar with consumers.








Evans, D. (2012) Social Media Marketing: An Hour a Day. New Jersey, Wiley.

LifeWire (2017) The Top Social Media Sites People Are Using. [Internet] Available from https://www.lifewire.com/top-social-networking-sites-people-are-using-3486554 [Accessed 27th March 2017]
04:22

Week 9 (20th-26th, March, 2017)


This week's session was on PR, public relations, and it's function within the industry. PR is generally the main "in between" factor with the company and whatever audience it might have. For example a company may set up a PR department and that department would deal with customers, local authorities, media (like the press) and shareholders, just to name a few examples. One way PR might communicate is with a press release. PR has changed over the years, the old saying; "sex sells" is found to be exactly that; old. It's not sex that sells these days it's activism, from TV adverts to a company tweeting their support for the ape currently in the White House, activism and politics has a bigger impact then sex. One prime example is the Lyft vs. Uber "event" wherein Uber denounces protesters protesting against the travel ban, people delete the Uber  their phones as a moral gesture, their competitor, Lyft, announce that they're giving money to a civil rights foundation, Lyft surpasses Uber downloads for the first time.

In addition, this week we spent time to bring all of our recent material together into a new presentation to be given on the 30th.

Monday, 20 March 2017

02:19

Week 8 - Branding Politics

During week eight of our project we discussed branding politics.

We began the session with a case study of Miss Kō, a restaurant with a very particular brand image.


We found that some commentators had argued that their brand identity relies on sexist imagery. Upon group discussing, we came to the conclusion that we did not, personally, agree with this statement. Firstly, the advertising campaign is not much different to others that show the female body. And some advertising campaigns that show the female body also, do it in a sexual way, but Miss Kō’s female subject is not being sexualised by a particular pose or background, and the focus is on the women’s tattoos. Also, similar imagery showing tattoos is used with male models also. We recognise and understand why people would think it is sexist, because it does draw attention to the female body, but personally we do not think so.
We also learnt that commentators have also suggested that it enforces racial stereotypes. We disagree because the advertisement is very modestly done. The typography on one advertisement is written in rice, which could be argued to be stereotyping their culture – but the typography connotes the restaurant’s food more than their culture and race.
Finally, we came to the conclusion that while some would find it problematic, we think it would be a stretch to truly categorise their brand identity as truly problematic.
We then looked in more detail at some other advertisements.


We started with the GB Paralympics advert, which we thought was very effective. The poster represents Unity, as all the subjects are in uniform, stood in line together, and the sponsors of the Paralympics are small at the bottom of the page to keep the subjects as the main focus. There is no reference to the actual games beside the logo, leading us to believe that the advertisement is more about the people in shot than the games themselves, promoting pride as the subjects’ faces are all above the logo, and your eyes are drawn to them, but there is no attention brought to their disabilities.
There is a strong call to action with the line ‘meet the superhumans’, encouraging the audience to tune in and watch these Paralympians in particular. The framing is effective as the light is on the subjects faces, bringing more attention to them as the main focus.

We then looked at this advertisement for ‘Elle Feminism’. The main objective of the poster is trying to take a stand against misogynistic stereotypes, listing all of the names that women have been called. We found that there seems to be an overload of text, so not many people are likely to read it all to get the full effect of the poster. While the text is bold, there is too much of it. We discussed that the hashtag for #ellefeminism is very small at the bottom of the page so it isn’t clear what the poster is for – anyone who does read it, would think it was just an anti-abuse or anti stereotype poster.

 The final advertisement we looked at was this Stone Pall Poster. This poster is very recognisable and carries the message well, making it very effective. The colours and text make it bold and concise, also quick to read so the message gets across to the audience. The simplicity allows the poster to be more effective, rather than poster with too much imagery that can be hard to decode. The text is very demanding with its use of full stops and explanation marks, telling the audience something rather than asking them. It demands attention and demands that the audience ‘Get over it!’

Overall, we found this session very useful, as we can consider branding politics when designing our own brand images. Discussing how we can avoid a problematic branding image helped us in deciding how we can brand our company effectively to get our message across to the audience without offending. 


Wednesday, 15 March 2017

09:03

Week 7 (6th-12th, March, 2017)



This week we had a session on project management from media industry professional, Marie Thouaille. During this we were introduced to several concepts and tools that are key to project management, such as; the project life cycle, S.W.O.T. analysis, scope management, stakeholder management and Gantt charts.

The project lifecycle is a broad plan that can be applied to most projects, in the session we focused only on two of the four stages in the project lifecycle: Define it and Design it. We moved on to S.W.O.T. analysis, S.W.O.T. analysis is a structured analysis of the strengths, weaknesses, opportunities and threats of anything from projects to products and brands.We were set to work on our own S.W.O.T. analysis chart and decided to use our rebranding task as the focus of it. 


The rebranding of Tesco was the focus of all the tasks set in this session. Next we defined the scope of our rebranding, it’s important to define scope clearly so you have a clear cut idea of what you have to do and to avoid “scope creep”, the constant adding of new ideas that will throw your project off balance.

Our scope for Tesco Rebrand: The project to create and develop a TV advertisement campaign for the brand Tesco, to make it more memorable and modern in todays market.

After that we went on to stakeholder management, stakeholder management is used to figure out exactly who has interest and/or influence over the project process or outcomes. To apply this to our Tesco rebranding task we created a chart, similar to the S.W.O.T. analysis chart, and mapped the influence and interest of the various types of people connected with our project.


Lastly we were told about Gantt charts; a chart, similar to a bar graph, that lays out the duration of the project and divides the time up among the different parts and actions needed to be completed. They’re typically used to make sure the time given to a project is used efficiently, so the project gets done in a timely fashion and doesn't run over the deadline.
09:00

Existing App Research

For some further research for our own app idea, we did some existing app research, looking into existing apps in our category to examine what features the other apps used, what was effective and what wasn’t.
BY looking at existing apps, we could develop more ideas for how we could make our app stand out from the other budgeting apps already out there.

Daily Budget  

The first app we analysed was ‘Daily Budget’, which we decided to look at as it has a very similar concept to our chosen app idea. The app is by C Ruttinger, who describes the app as fun to use, which makes the app more desirable to download as budgeting is not a fun concept.
Very similar to our app idea, the app allows the user to set a daily budget and make note of how much they have spent each day. The user can add their income, expense and savings, so they can keep track of their budget and money easily by keeping it all in one place where they can view it everyday to see where they are spending their money and how well they are sticking to their set daily budget.


 The above screenshots show the first screen the user sees when they open the app. There are many positive features and aspects to the app and the home screen is one of hem, the screen is blue if the user is sticking to the budget, while it turns orange if the user is low on money. This is one feature we enjoyed as it is very visual, and easy to see if you are not sticking to the
budget well. Along with the large numbers, it makes it easy to use.

Another positive is that the app was colorful, making it more fun, but it was still simple and easy to follow, allowing for ease of use. Even though the app is simple, it is still trustworthy and looks professionally made and designed.

One feature we also loved was that the user can note when they have spent money, how much they spent and what they spent it on, so they can keep track of where there money is going and when and where they spent it. The app allows them to note when they spent money on groceries, household, transportation and more. We liked this feature as it means people will be able to see what they are spending their money on, allowing them to budget further if they find they are spending more in one area.

Along with many positives, we also found some   negative features of the app.
one of the main ones we discussed was that the app didn’t have many features that could be used for free. without paying for a ‘Pro’ version of the app, the user could only use the basic features of the app.

As our audience is mainly students, this would be negative for our own app and would affect the success of it, as most students cannot afford to pay for an app, and would be more likely to continue to use one that had all features for free. The app was usable without paying, but to fully get the benefit of the app, the user would have to pay for the extended version. However, many of the reviews on the app store stated that   paying for the extra features was worth it, as they ended up saving money by using the extra features.
To look for more views from long time users, we read the reviews on the app store. The majority of the reviews were positive, with the app earning mostly 5 star ratings. A lot of comments state that they find the app easy to use, not too complicated, and many reviews state that the app would be suitable for students or people who have never budgeted before, which fits out target audience for our own app.

Some of comments explained that the app did not have notifications, so the app only worked if the user remembered to use it, which is another key negative point which we can use when developing our own app.



The second app that we decided to look at is called ‘Goodbudget’. The app is made by Dayspring         technologies. the app concept is also very similar to our app idea.Much like ‘Daily Budget’, the app allows the user to set up an account, add income and expenses to track their money and budget.

One positive that we foudn with the app, is that it is very visual. As seen in the above screenshots, the app uses bars and pie charts to show the user how much money they have spent on certain things, making it easy to use and easy for the user to see where their

money is being spent, and how much of their budget they have.
Another positive that the app shared with Daily Budget is its simplicity. The app uses simple colours, with a white background and green accents, making it easy on the eyes and easy to follow. Using simple backgrounds and colours has allowed the graphs to stand out on the page, meaning they aren’t confusing to follow and even users who are not used to graphs can make sense of them and use them effectively.

Another positive, and one it does not share with Daily Budget, is that you can use this app to set up a budget for a household, not just individuals. it allows the  people using the app to budget their finances as a household, keeping track of a household budget. This is a feature we may transfer into our app, as some    students have a household budget to work with.

Rather than just researching budgeting apps, aimed at everyone, we wanted to look into some apps for deals aimed at students. The most popular app like this is Unidays.

We liked the Unidays app because it allows students to find discounts local to them. It has an interactive home page, in which users can see the top new offers on offer instantly without having to search around too much. It has a search menu too, so if a user wants a deal for a specific place, they can search for it easily. 

Looking at both budgeting and a deals app, we found that both are effective and can be used to save money. So upon discussion, we decided that we could combine the two apps into one app, creating a Budgeting App for Students, which also offers deals. 
This means users won't have to download two apps, and if they are struggling to stick to their budget, the app can offer deals and strategies for saving money in shops and supermarkets local to them.



Friday, 10 March 2017

14:54

Habit Forming - Duolingo

After our session on Habit Forming Products, we were asked to look at Duolingo and discuss how it uses habit forming.

The website is simple and there is a trigger on the center of the page as soon as you enter the website, and it instantly catches the attention of the audience. The words state 'Learn a language for free. Forever' is a strong call to action for the user, drawing them in with its persuasive language and use of full stops, telling the user rather than asking or inviting them.


Within the app itself there are many app triggers, including create account and sign, which are common in most apps that require an account. The trigger of choosing a language to learn, however, is unique to the app because of it's purpose and offers a reward of knowledge and language. The concept of giving rewards from a trigger is something we can apply to our own app in some way, as it gives the user satisfaction and makes them more likely to use the app more. Triggers can be used in many ways, to get the user to come back to the app again and again, whether that be by physical rewards, the exchange of information or the ability to communicate or interact with the app and it's other users in some way, such as a 'like' button.

Our app will help students with budgeting and offer rewards  in the form of deals, satisfaction of saving money and knowledge of how to save money and budget in the future. Our app will solve the problems that many students face, especially when living away from home, including saving money, spending too much or not having enough money to live on. Our app will do this by teaching them how to budget effectively.

Wednesday, 8 March 2017

14:35

Audience Research

To understand target audience more we decided to hold a survey asking students about their opinions and emotions towards money, and to understand their needs and wants more.

We had twenty participants in our survey, which we sent to students using social media, and it asked questions about student finance and budgeting, as we wanted to learn about their attitudes and feelings about these topics to help us with our app development.

We had 20 students take part, answering questions about student finance and budgeting.

We first asked if they struggled living off their student loan and 55% said yes, proving that they struggle and would benefit from an app like ours, which would help them budget their money.

Next we asked if they have ever budgeted before, if they currently budget and if they manage to stick to their decided budget and found that of the 75%, only just over 50% of them manage to stick to their decided budget.

We asked more about their attitudes about money and found that 100% of our participants worry about money and the majority feel that their mental health and their studies suffer as a side effect of these worries.

This information further evidenced to use that a budgeting app would have an audience and be helpful for these students to calm their money worries and concerns.



We asked then what they spend the most of their money on and found that most students spend the most of their student loan on Bills, food, rent and travel, so we can use this information to adjust the deals and budgeting tips on our own app to help them with buying these products while still having money for other things.

finally we asked if they would download a budgeting app for students and found that 85% would at least download and try it. This proves to us that there is a valid window for a budgeting app and there is a market for it. This survey allows us to further understand our audience to build our app effectively for them in particular.








Tuesday, 7 March 2017

08:41

Week 6- Habit Forming Products

During week 6 we discussed habit forming products and applying this to our own app and brand development.
Eyal (2014) offers the Hook Model.
This model keeps consumers coming back to the product to receive the award that they crave and receive every time. External triggers can take the form of a call to action, such as a ‘like’ button, or ‘log in’ boxes that are commonly seen on social media and apps. Eyal (2014) speaks how these external triggers should be displayed using bright colours and bold fonts as the less thinking that is required, the morel likely it is that the user carries out the action.  

He goes on to describes the elements that make an action simple and easy to perform. The first one is Time. If an action is likely to take a long time, people are less likely to take action. Number 2 is Money. People are concerned with how much things cost, so if they think an action will cost money they are less likely to do it. Third is effort. Does the action take too much effort, such as physical effort, movement or travel? Mental Effort is another actor, which described how much mental effort is needed to partake in the action, Sociability is the acceptability of the action, and finally, Non-routine, which asks to what extend can the action fit in or disrupt the normal routine of the user?
People expect rewards from actions, which Eyal (2014) gives three different types of reward. The Tribe, the Hunt, and the Self. The tribe are rewards based on co-operation, networking and competition, The Hunt are rewards based on the desire to seek out and gather, such as gambling. And finally, the self, which satisfies desires for personal fulfillment, and gives rewards to acknowledge the user’s achievement.

We applied these to our own app idea, discussing how we can apply Eyal’s model of Habit Forming Products to our own app. We talked about how can include external triggers including a log in box, with some kind of image or bright colour alongside it to bring the user into it. For a reward, we thought that the user could receive notifications depending on how well they are sticking to their budget, or offering some kind of notification when there is a new deal available near to them. This would satisfy the self and gives rewards to acknowledge their achievement, if they have stuck to their budget throughout the week. These fit our sector as they offer deals to the user that are local to them, which would ultimately help them save money and will form a habit of visiting the app for more deals. As the app is a budgeting app, a notification letting the user know if they are running low on money would be effective at fulfilling the app’s purpose.

References:

Eyal, Nir. (2014) Hooked: How to Build Habit-Forming Products. London, Penguin. 

Monday, 6 March 2017

06:14

Week 5 (20th-26th, February, 2017)

This week we brought everything we'd done, all our progress, together in a presentation that we presented to the rest of the Media Enterprise group.

After the presentation we noticed as a group that we wanted to focus on our design element of our company by developing our app further and completing ideas within the company such as representation as a brand and marketing. Overall we are all pleased with our process so far and are excited about our progress.

Monday, 27 February 2017

04:48

Week 4 - Logo Types

As an introduction into logo design, we were tasked with creating 3 different logo ideas for a Scottish rock band based in Edinburgh named 'Jungle Confederacy'. The brief provided information such as their inspirations which were Lez Zeppelin, Biffy Clyro and David Bowie. Using this we looked into logos in a similar field for inspiration. After doing so we drew up drafts and then created them digitally. Here are the 3 designs we created, each 

Symbol:
Wordmark:


Abstract:


Monday, 20 February 2017

16:54

Week 3 (6th-12th, February, 2017)

Week 3 and headway was made with the logo and brand names. As mentioned in a previous post; we investigated the process that company goes through when choosing brand names. After a while brainstorming, individual thinking and reflection, considering existing names and reference books, we narrowed the list of potential names down to 9: Upal, Unipal, Edge, Fixer, Dentless, Sense, Fuse Media, Tone Media, Neon.

We in the group decided on the name "Edge" as it was a simple, single syllable, word that was both memorable and easy to say (taking non English speakers into consideration).

Development of a Logo was pursued this week by Emily and Philippa, a more detailed account of their process can be found in a separate blog post but the general thrust development of the logo was uniqueness. It was found in research that blue and red were common, recurring colours in most logos so a similarly bold colour that is seldom used was considered. Purple fell into this category nicely.




Sunday, 19 February 2017

04:08

Company Designs

In our first session with Craig Walton, we had to consider initial ideas for our company name and was introduced to the programme, InDesign, which is appropriate for many uses including designing a logo.

We all came up with one idea for a company name which we thought would link with our values as a company and our target audience of students. After designing a rough design of our chosen company name on InDesign we joined back as a group to discuss which was the most preferred between the group. We chose to develop Philippa's idea of 'Edge' further as we thought it would relate to our young demographic and would give us the opportunity to be creative with fonts, colours and overall design.

'EDGE' - As we decided on our company name, we then decided to split the tasks of designing the company logo and further research into our app. George and Alex continued to research and develop our app ideas and myself and Philippa began designing our company logo. I firstly looked at other company logos to get an idea of what is the dominant colours used as a company we wanted to be unique and did not want to go for popular colour schemes.

Google search results of Company Logos.
The colours red and blue are recurring colour in logos in which we wanted to differ from as a company ourselves. I decided to go for a vibrant purple and white as I thought those colours worked well together and would appeal to our target audience. By using the website http://www.dafont.com  we used that to get unique fonts to create a original logo and I used the font named Edge Caps. With an initial idea with what I wanted it to look like on screen I managed to get a this design below however I want to develop my own design further to make it look more professional and recognisable by maybe working more with the diamond shape.



I added the Multicoloured diamond shape to represent value and wealth, which links with our initial app idea that is focused on advising and helping manage finance for students. I was pleased with the colour choice of purple and white working together as I feel it makes the company name more eye-catching however I want to develop the arrangement and structure of the diamond as I feel it could look more professional. This is a process which may change and develop as we want to do further research into company names to see if we can think of any other names which may be more suitable, however we feel as a group that if we keep developing and designing alternate company logos we can manipulate them to create a logo which we feel can represent us a company.


These are some other company logo designs











Thursday, 9 February 2017

12:54

Brand Names

After doing initial research about existing brand names and branding, we investigated the process that company goes through when choosing brand names. There are many factors that go into choosing a logo, including the consideration of desirable properties, including connotations, relevance and memorability. There are also branding objectives, including establishing a particular image, identifying a target market, fostering brand loyalty and market segmentation. We found that brands use a branding criteria when choosing their brand name, including compatibility with the product image, memorability and trademark availability, as brands cannot share the same name as another.

Kohli & LaBahn (1997) state that there are five stages of brand naming: 
1) Specifying the objectives of branding. 
2) Creation of candidate brand names.
3) Evaluation of candidate brand names.
4) Choice of brand name.
5) Trademark registration.

We found that some main resources for name creation are individual creative thinking, group brainstorming, considering existing names (competitors) and reference books (e.g. dictionary or thesaurus). 

With our research, we began to think about some brand names for our brand. We wanted something memorable that would not be too difficult to pronounce, relatively short and simple, but not simple enough that it would get lost within a web search. 

Some of the names that we thought of during our initial discussion include:
Upal, Unipal, Edge, Fixer, Dentless, Sense, Fuse Media, Tone Media, Neon. 

We liked that these names are short, catchy and memorable. Our main target audience for our company is young people who would be drawn in by an interesting, fun brand name, rather than a boring one, and would be put off by something too complicated and long. 

Upon discussion and further thought, we decided our top choice for a brand name is 'Edge'. We chose this name because it is short, simple but memorable. It isn't a complicated word to remember or pronounce, so people who speak other languages would not have trouble with reading the brand name, so it would be able to be used worldwide. Our company will be aimed at young people, particularly students, so we wanted a name that would be easy to read and pronounce as many University students in the UK are international students and may not speak English as their first language. We thought out of our initial ideas for a brand name, Edge was the simplest of list that would be easiest for those to pronounce and read as it is an English word but only one syllable and not too complicated. We also thought as it is short, young people would find it interesting and be curious about the brand, unlike a longer brand name which would not spark interest or curiosity in young people. 

References:
Kohli & LaBahn (1997) Observations: Creating Effective Brand Names: A Study of the Naming Process. Journal of Advertising Research. Vol. 37(1). P. 67.
12:30

Analysis of Disney as brand.

A well-known brand name is Disney. Disney is one of the most popular and well known international media enterprises, operating through Media Networks, Parks and Resorts, Studio entertainment, Consumer Products and Interactive Media.

Even though its headquarters are in the United states, it is a brand well known world-wide and was named as number 8 on the Forbes list of World’s Most Valuable Brands.

The brand name Disney came from the names of its founder brothers, Walt Disney and Roy O. Disney, who founded the company in October 16, 1923. The name is short and has meaning behind it, but it is also easy to pronounce. As the company is a worldwide company, it must be easy to pronounce in multiple languages, and the simplicity of the word Disney allows for this, and as it’s a brand aimed at families, appealing to children and adults alike, it must be pronounceable for children too. The name is memorable, as it is short and sweet, just two syllables long, and it’s not too complicated. Unlike some brand names that use initials and sound close to other brand names, Disney is unique sounding and doesn’t sound anything like any other worldwide brands, so it is easy to distinguish from other brands.

Disney has a lot of connotations, one of the main ones is the popular mouse Mickey who is featured in the parks and in many of Disney’s productions. Disney also brings up images of fairy tales and princesses, as most of their movies follow a fairy tale-like story and some feature princesses, who become idols for young children. Disney has obvious family values and the word family comes to mind when Disney is thought of as Disney sells themselves as a family brand, not just aiming their products at the children, but as a family product that they can all enjoy together. Disney theme park advertisements always feature families of all types, not just children having fun, and sell the parks as a way of making memories as a family.

With this analysis of the Disney brand, it is easy to see how important branding and advertising can be for companies. Just a brand name or logo can bring up many ideas and connotations about the company and their values, so it’s important that the brand name stands out and is memorable from all of the other brand names out there, so people recognise the brand.

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