What have you learnt from your audience feedback? (5 marks)
Summary of work I have done on audience:
- Initial research into the audience of drum and bass: YouGov
- Research into 'Frictions' (our artist) audience - help us identify our own target audience based on similar artists and music: YouGov
- Audience feedback on each rough cut + final cut: Questionnaires, Interviews
- Audience feedback on my DigiPak: Questionnaires, Interviews
- Audience feedback on my Magazine Advert: Questionnaires, Interviews
To conduct my audience research I used YouGov which allowed me to analyse the audiences of different artists within the drum and bass genre. Unfortunately I could not directly use Friction himself as he's a relatively small artist and had little information on YouGov. Instead I used similar artists such as 'Chase and Status' and 'Netsky' as they had much more detailed information about their audience. By analysing similar artists, I was able to understand Frictions audience and gain more in depth general knowledge into the audience of drum and bass music.
Primary Target Audience:
My primary target audience is males aged 25-39.
I chose this based on the information YouGov provided me about the most common listeners of drum and bass music. I addressed this factor by making my central protagonist a young male.
Secondary Target Audience:
My Secondary target audience is females aged 18-24.
Despite the central protagonist being male, there is a female protagonist that is introduced further on within the music video which leads into a romantic scenario. Aspects of love commonly appeal to female audiences therefore I believed this demographic was appropriate. Our male central protagonist is a young male which may also appeal to a female audience within the age range of 18-24. Females may also be appealed to the emotional aspects within the storyline.
Audience Feedback:
I engaged with my audience in different ways to generate vital and helpful feedback:
- Questionnaires using survey monkey: they were embedded into my blog or displayed on social media.
- Interviews: recorded using iPad + iPhone cameras, notes then taken
The feedback I received was generally positive across the board with a couple constructive criticisms that lead to us editing or changing sections of our products.
Feedback is important as it prevents tunnelling ideas down the path of one persons opinions/knowledge. It not only allowed me to broaden my ideas of improvement, but created a more adaptable product that can reach out to a wider audience.
Suggestions from audience through feedback:
One suggestions came from an interview with my father about my rough cut 1. He acknowledged many different important and valid points but one in particular was the comment about the lighting throughout my music video - he believed the lighting didn't quite match amongst the different clips making my music video. I had not acknowledged this factor until he pointed it out which then lead to me analysing the suggestions and eventually making a change. The lighting was balanced using Final Cut Pro simply by highlighting the clips and selecting 'balance colour'. Furthermore; after editing in my yellow emoji images, both my teacher and the interviewee of rough cut 3 feedback acknowledged that the yellow emoji images stood out greatly in-front of slightly dark clips. This lead to the decision to put an effect over the entire of our music video using 'Premiere Pro' to create greater continuity throughout our music video. These suggestions became vital within the construction of our music video and had an immense effect on the aesthetic of our video. Another suggestion came again through Rough Cut 1 feedback interview with my father - he suggested the pace of editing matches the beat of the song as it reduced the levels of fluency throughout. This point is in fact a common convention of drum and bass music videos and therefore were going to incorporate this aspect in future rough cuts anyway. However it did suggest to us how important following some of these conventions really is in order to appeal to our audience.
However we didn't accept and take on board all of the suggestions proposed by our audience. One interviewee suggested we should include more obvious emotion within our storyline to make it slightly more obvious when he's happy and sad. We rejected this suggestions due to our lack of time and resources and we felt it was irrelevant based on the fact no one else had picked up on this point.
My audience feedback for my DigiPak also came with a few suggestions:
One suggestion came from my questionnaire on my DigiPak. The suggestion was that we included the spine of the DigiPak as part of the front cover as opposed to the back cover. We did experiment with this suggestion however we decided to reject the suggestion. We rejected it simply due to personal preference. Similarly we rejected the suggestion of putting who the music video stars on the front cover due it not being a common convention of DigiPaks.
Overall I would say that audience feedback has been greatly useful to me in improving, adapting and finalising my media products. It allowed me to both broaden my ideas within the construction of m products, and also improve/edit certain aspects to appeal to our audience. For any media product to be successful, the audience needs to be appealed by the product and want to purchase the product. Audience feedback is an essential factor allowing the creators to adapt and improve media products to match customer needs.


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