Tuesday, October 18, 2011

Unit 6 - 3D Environment - Audience Surveys

For our research into our 3D Environment, it was required that we do some audience research, using the technique's we learnt with Quantitative, Qualitative research, we was tasked with creating a questionnaire as a team. The questions I asked on my particular questionnaire were rather specific. Options that allowed me to drive the audience into creating the product that I wanted to do, this was a good way to gain postive feedback, and one that could be easily calculated and formatted into presentable data.

The team did well, and each of us came up with a different idea, however, I must say that due to Curtis's absence at the start his level of questionnaire work was short and not beneficial, he was asked to expand on it, and is something I as team leader will help him with in order to push him up and keep in with the rest of the team and not feel left behind. Joseph created a unique form and some aspects from his work where taken to add to mine, which was voted in the end by the team as the final form to use for the surveys.

After this was selected and the team was ready to begin surveys on our project, we printed off 30 copies, and set out. We hit a few problems, realising we had one hour to get the questinnaires completed, we decided that to cover more ground and save more time, we'd split up into two teams, I accompanied Micheal as we covered the library and surrounding areas we filled out our forms and got alot of good feedback from the student populance and tutor populance. In meeting Joseph and the team we were sad to realise some of the public where unsupportive, one even ripping up one of our questionnaires, which was a massive blow to our numbers, and some even ignored us completly, this was dissapointing as we would have assumed that most people in the local area would be up for helping out students with their projects, especially one that effects them and their surroundings profoundly.

However minus the hiccups, we managed to get a good 27 solid responses, and in returning the following week where able to tally up the results and present them in a format, that allows us to gain an insight into our results. Our first idea was to break all the questions down into columns and then input the responses for all 30 results, rather like a relational database. How ever we quickly realised how unefficient this method would have been, especially with the question size, and amount of input, it would have been a long and ugly process.

We later decided we would break it down, in a much more simplified way, using questions as headers and placing the results underneath, we also took onboard Stuart's idea, which was to seperate Male and Female, so we could get a much better understanding of our target audience and what the difference in detail between the two genders where, so we could later apply thus audience profiling to any future products.

The outcome was well, and we was able to see that the environment we are to make will be based on a futuristic environment, we would apply this in a 3D Walkthrough, rather like architectural building walkthroughs, which I think would be great, and a task worth particpating in with. We could also tell from our results that Classical Music was more favoured, I have to say we will likely mix music, which is posting over Modern Pop and Classical, to fit in with our more futuristic setting, but that is something to discuss with the team.





http://www.robinsondesigngroup.co.uk/
The business Robison Group, provides a great insight into the architect buildings, because we are building furturistic substainable buildings, we would like to look into the Hong-Kong arcitectural desings, and designs from Dubai which hold a great insight into the buildings and designs that are present. The Robison group provides a few design specifics that I would like to incorporate in the final design, which would benefit our final project, such as the Shanghai International Automobile City (http://www.robinsondesigngroup.co.uk/project_details.asp?ID=37) whioch can be related to Saltaire, as you can see this looks alot like a furutistic environment and I could imagine Saltaire representing something like this, especially with its history, maybe the river and canal could provide Saltaire of the future with a substainable environment.


It was also mentioned by Joe that we may want to look into Steam Punk, I agreed and so did the team, as well as a futuristic design, we looked into Steam Punk style games, such as BioShock, the style and design input here works perfectly, providing a furutistic environment, but set in the 1920s base, it provides a clear input and design interface into what we would like to aim for, taking the architectural designs from Robison and using the Steam Punk 1920s style of Bioshock we can meet in the middle and come to some unique, and powerful design.

(http://www.overclockersclub.com/reviews/intel_e8400/10.htm)
In the end I learnt alot about this process, not to mention how to deal with the public and how to set out a proper marketting survey, but to also build out and create a more detailed and worth while insight into the target audience, and the set backs with the uncooperative members of the community didn't set me back a bit, knowing that the majority of individuals where genuinely interested in our final design. This motivates me to continue.