Print & Digital Media Project

Learn Graphic Design Skills
Print and Digital Media Design
Print and Digital Media Development
Human Computer Interaction

About

Explore the exciting world of print and digital media! From the ink-stained pages of timeless magazines to the digital age of infinite possibilities, discover how print and digital media shape our world. 

Learn to create captivating visuals and your own content to make your mark in the media space. Whether you're flipping through glossy pages or scrolling through screens, this journey will empower you to navigate, create, and innovate in a rapidly changing landscape. 

Tradional print media is the likes of business cards, flyers, brochures, magazine features, newspaper adverts, billboards, print media campaigns and so much more, basically anything that’s printed!

Just as much as print media is still being implemented worldwide today, digital media is the here and now of marketing. Digital media encompasses all things digital. Any news or adverts you may see online on devices, such as your phone, tablet or computer are all classed as digital media as well as social media posts, web pages, blog feeds, apps and so on. 

Given the scale and breadth of online activity, digital media can be used to reach a much wider audience, elevating brands on an international level. A staggering 4.70 billion people around the world now use social media, which equates to more than half the global population. 

Want to do both print and digital...... there are some awesome examples of campaigns that implement tactics from both the print and digital areas and these delivers some outstanding results in the process. 

~~~ Big Ideas in Print & Digital Media ~~~

The discipline of Digital Technologies embodies whanaungatanga. Outcomes are made by people, for people, within cultural, social, and environmental contexts

It's all about forging connections and relationships. In the realm of Print & Digital Media, this concept is paramount. Publications and digital content are crafted by people, such as writers, designers, and creators, for individuals like you, within diverse cultural, social, and environmental landscapes. The articles, graphics, and layouts in print and digital media reflect the ingenuity, beliefs, and viewpoints of their makers. When you engage with media, you're establishing connections with the creative minds and diverse cultures that shape it. 

Digital outcomes are created for a purpose by following established processes

This aligns with the notion that outcomes in Print & Digital Media are crafted with intent by adhering to established processes. Content creators, be it in print or digital, meticulously follow a sequence of steps to give shape to their ideas. They strategise, design, write, and refine their work to guarantee its effectiveness. These processes play a crucial role in ensuring that the media serves a purpose, whether it's to entertain, inform, or convey a compelling narrative. 

The discipline of Digital Technologies embodies auahatanga. Outcomes solve problems and enhance and expand human possibilities.

The realm of Print & Digital Media embodies creativity and innovation. Media outcomes go beyond mere content—they address problems, enrich creativity, and open up new possibilities for human expression. Print and digital media, whether through articles, graphics, or interactive experiences, serve as powerful tools. They engage you in narratives that stimulate problem-solving, foster creativity, and transport you to captivating worlds and adventures not always accessible in reality. Media is an interactive canvas, empowering you to make choices, tackle challenges, and explore the vast realm of your potential.

All digital technologies are underpinned by algorithms and computer science principles

These are the hidden keys that drive the pulse of the digital and media landscape. In Print & Digital Media, algorithms play a crucial role in shaping how content is presented, how designs come to life, and how users interact with the media. The hex codes of colors and image compression algorithms, for instance, are the wizards behind the visual magic. They determine the precise shades that paint a scene and the efficient ways images are stored and transmitted. Whether in the vibrant hues of a magazine layout or the compressed brilliance of an online graphic, these algorithms silently weave the tapestry of the visual experience. Grasping these principles can open the door to limitless possibilities in crafting and experiencing diverse forms of media. 

OVERVIEW OF COURSE

The course starts with ten weeks of learning graphic design skills through Inkscape or Adobe Illustrator to create your own vector graphics along with touching on a little bit of photo editing in Gimp or Abobe Photoshop. This is an opportunity to develop all the skills that you'll need without any assessment or risk and have some fun

After you have an idea of your own capabalities and the capablities of the software, you'll decide on what you'll make for your project and then design it. This will help you create your Design Portfolio that you must can use to help you answer the question in the Design DCAT, AS92007,  that will be held at the end of the year.

After you finish the design you get to create what you have deisgned. This will be around 12 weeks of work where you will plan and develop what you designed, testing and getting feedbck along the way to make it better. This will be assessed by your teacher in AS92005 - Develop a digital technologies outcome, for 5 credits.

By the middle of term 3 you'll have your outcome finished. You will then have two weeks to put together a compelling presentation that tells a story of developing your outcome and covers some of the key aspects you entailed. This presentation is a nice way to pull all the knowledge, understanding and skills you have learnt in this course and showcase your project. 

At the end of Term 3 you will move on to study for your two DCAT Exams. As mentioned above, one of the DCATS will be AS92007- Deisgn a digital technologies outcome and the other will be AS92006- Demonstrate understanding of usability in human computer interfaces. Instead of AS92006 you could always work though the other internal AS92004 - Create a Computer Program. The content and knowledge for this is all contained in the unit shown below or on the . This computer science concept is seen throughout all digital technologies and will help you get a much better understanding of interfaces as you move on to further study in digital technologies in following years. Each of the DCATs are worth 5 credits.

~~~ TIMELINE ~~~

~~~ COURSE MATERIAL ~~~

Learn Graphic Design Skills

(approximately 10 weeks)

Learn the basics Inkscape/Illustrator, Gimp/Photoshop

Print and Digital Media Design

(approximately 4 weeks)

Work out what you will make.

You'll use research, ideation and the principles of Kaitiankitanga and Manaakitaga to create a design that will wow your audience.

Print and Digital Media Development

(approximately 12 weeks)

Now its time to develop your project. You'll need to use planning and project management to make sure you deliver on time. And you'll need to test and deliver and various points along the way.

Project Presentation

(approximately 2 weeks)

Now its time to develop your project. You'll need to use planning and project management to make sure you deliver on time. And you'll need to test and deliver and various points along the way.

Design Revision for DCAT

(approximately 1 weeks)

Now its time to develop your project. You'll need to use planning and project management to make sure you deliver on time. And you'll need to test and deliver and various points along the way.

HCI OR PROGRAMMING 

(approximately 4 weeks)

Understand Human Computer Interaction through Neilsens Heuristics and be able to identify good and bad interfaces in a variety of applications. This will assist in helping you design good webpages and applications in the future. 

NZ CURRICULUM

Digital Technologies Progress Outcomes

In authentic contexts, students investigate and consider possible solutions for a given context or issue. With support, they use an iterative process to design, develop, store and test digital outcomes, identifying and evaluating relevant social, ethical and end-user considerations. They use information from testing and apply appropriate tools, techniques, procedures and protocols to improve the quality of the outcomes and to ensure they are fit-for-purpose and meet end-user requirements.