P1: Explain how the digital revolution will impact on your proposal for a new product
Within this unit I will be researching to create a unique media product within the constrains of a given brief. This units product will be an app, and as such will be affected and impacted heavily by technological history and advancements.
As a class we have carried out research into the history of technological development, and have created a basic timeline of key advancements:
As a class we have carried out research into the history of technological development, and have created a basic timeline of key advancements:
As you can see, digital technology and the way that we interact with it has been improving and changing at a rapid pace since the 60s, and this pace has only been increasing.
Since computers became widely available for personal and business use, applications have been created to make their use easy, efficient and entertaining. Apps begun as quite simple and practical affairs, including simple calculators, clocks, scheduling softwares, text writers, etc. As computers became more powerful and personal, app development possibilities expanded and developing media apps for multiple purposes became possible. Apps were created for entertainment purposes such as games and video streaming apps, as well as more advanced practical apps such as collaborative document creation.
As mobile phones also became more advanced and smartphones such as the Iphone grew in popularity, these platforms became the main focus in app development. Particularly with the introduction of apple's app store, which began a mobile app revolution. Nowadays app development for mobile platforms has become increasingly accessible, and there are thousands of apps for various purposes and interest groups. Popular areas for app development include social media, games, fitness, music, reading, etc
The digital revolution has impacted the world drastically, on both a large industry scale and on an individual scale. As use of personal technology has become more and more common, large app development companies have thrived and users have become more familiar with and reliant on app software.
Since computers became widely available for personal and business use, applications have been created to make their use easy, efficient and entertaining. Apps begun as quite simple and practical affairs, including simple calculators, clocks, scheduling softwares, text writers, etc. As computers became more powerful and personal, app development possibilities expanded and developing media apps for multiple purposes became possible. Apps were created for entertainment purposes such as games and video streaming apps, as well as more advanced practical apps such as collaborative document creation.
As mobile phones also became more advanced and smartphones such as the Iphone grew in popularity, these platforms became the main focus in app development. Particularly with the introduction of apple's app store, which began a mobile app revolution. Nowadays app development for mobile platforms has become increasingly accessible, and there are thousands of apps for various purposes and interest groups. Popular areas for app development include social media, games, fitness, music, reading, etc
The digital revolution has impacted the world drastically, on both a large industry scale and on an individual scale. As use of personal technology has become more and more common, large app development companies have thrived and users have become more familiar with and reliant on app software.
Brief
Out of the two briefs, this is the brief that I have chosen to follow:
I have chosen this brief as I believe health and wellbeing is a very open area and could lead to lots of potentially interesting ideas. I also think that there are not enough quality apps focused around health and wellbeing, specifically in the area of fitness, and as such this is a good gap in the market to capitalise on.
Fitness apps are also very popular app areas, with several examples I can look to and draw inspiration from, such as 'MyFitnessPal, Sworkit, Nike+ run club etc.'
Fitness specifically is a part of everyday life for many people, and apps that make tracking and improving health and fitness extremely popular. The marketing potential through social media in the area of fitness is also huge. There are many influencers with a lot of followers in the fitness area of social media such as Instagram and Youtube who we can reach out to for sponsorships which would reach our intended audience. Many people like to share their fitness with others through social media through workout pics or videos, or what their workout consisted of. I will have to do more research into this, but I believe that this impulse in many to "Share" their workouts could be incorporated with this app, allowing users to share information from the app directly to social media, giving more interactivity options as well as free marketing.
For these reasons I have chosen to follow the "Fitness" area of 'Health and Wellbeing' for this project.
Fitness apps are also very popular app areas, with several examples I can look to and draw inspiration from, such as 'MyFitnessPal, Sworkit, Nike+ run club etc.'
Fitness specifically is a part of everyday life for many people, and apps that make tracking and improving health and fitness extremely popular. The marketing potential through social media in the area of fitness is also huge. There are many influencers with a lot of followers in the fitness area of social media such as Instagram and Youtube who we can reach out to for sponsorships which would reach our intended audience. Many people like to share their fitness with others through social media through workout pics or videos, or what their workout consisted of. I will have to do more research into this, but I believe that this impulse in many to "Share" their workouts could be incorporated with this app, allowing users to share information from the app directly to social media, giving more interactivity options as well as free marketing.
For these reasons I have chosen to follow the "Fitness" area of 'Health and Wellbeing' for this project.