Research Paper on "Digital Media Technology Research and Design"

Research Paper 11 pages (3063 words) Sources: 20

[EXCERPT] . . . .

Digital Media Technology Research and Design

The hospitality industry has become increasingly competitive in recent years as major hotel chains vie for erratic occupancy levels during uncertain economic periods. Therefore, identifying opportunities to gain a competitive advantage in this environment represents a timely and valuable enterprise, and this is the focus of this report on digital media technology research and design. This report provides a description of a proposed digital media product, three personas for the proposed digital media product, and two use cases based on these personas concerning the use of the proposed app. Finally, a storyboard depiction of the operation of the proposed digital media product and its intended use is followed by a description concerning how the product will be evaluated for effectiveness using the DECIDE framework. A summary of the research and important findings are presented in the report's conclusion.

Review and Discussion

Current existing digital media technologies

Although interfaces and devices differ, most existing digital media technologies ultimately rely on the Internet and World Wide Web. In this regard, Cusick (2009) reports that, "The technological connection to companies and others is represented these days through the Web. The Web is no longer limited to traditional websites. Mobile 'apps' (applications that can be used anywhere through a cell phone, such as online banking or account management) are exploding in certain industries" (p.120). The digital media technology that is envisioned herein consists of an app that will work with a smartphone and other mobile digital devi
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ces to access current and archived enterprise resource data.

The target market for this app will be hotels in general and budget-level hotel chains in particular. The customers for the proposed digital media product will be the business owner and individual hotel managers. The hotel industry is a highly suitable market for these products because they facilitate interaction with the hotel's enterprise resource management system through a far simpler interface than trying to accomplish the same thing by interfacing a Web site or through manual efforts (Mathieson 2010). Further, more and more people are becoming familiar and comfortable with using mobile apps with their smartphones and i-pads and are even willing to pay premium prices to use them as part of their daily lives (Mathieson 2010). According to one industry analyst, "By 2020, mobile apps alone will be as big or bigger than the Internet, peaking at 10 million apps before leveling off" (Matheison 2010, p. 196).

In reality, though, even 10 million may seem a modest projection if current trends are fueled by unexpected innovations in existing technologies. These trends, though, do suggest that in the near future, more and more people in all walks of life will be using mobile apps in the future, and vendors continue to take advantage of these trends in a "build it and they will come" fashion. Nevertheless, it is also apparent that not all digital media products will offer the same advantages for users, and many mobile apps are highly specialized in their applications (Weinstock 2010). One specialized application that has become especially pronounced in recent years has been the use of mobile apps by the hospitality industry to improve consumer interface and promote brand awareness (Cusick 2010). In some cases, mobile apps for the hotel industry in particular have become available for this purpose, but to date, there remains a dearth of specialized mobile apps that can be used by small- to medium-sized enterprise competing in the budget hotel sector (pers. obs.).

Three personas for the proposed digital media product

Personas are useful ways to help marketers better understand the perceptions of actual read-world consumers regarding their products or services. This approach is congruent with the guidance provided by Mathieson (2010) who advises that there are basically two models of behavioral targeting available to help marketers in this fashion:

1. Network targeting: Data is collected across the various sites a consumer visits in a specific network to build a basic profile, persona, or segment; and,

2. on-site targeting: Data is culled from user behavior at a specific site, very typical in e-commerce, and is used to enhance the user experience (p. 235).

Although there is nothing particularly mysterious or difficult about the persona design process, there are some important issues that must be taken into account in formulating personas that are truly representative of the target market. In this regard, Guenther emphasizes that, "This design approach identifies prototypical users and looks at each as a unique entity. Each persona acts as a composite to represent a discrete set of users based on their shared attributes or characteristics" (2006, p. 49). This observation does not mean, though, that an accurate persona can be developed simply by adding up the number of instances of a given attribute or gender, but rather requires a careful analysis of a wide range of behavioral factors that are representative of the target market. According to Guenther, "Personas are based on the notion that current and future customers exhibit behaviors and share personal characteristics, experiences, and goals that can be collectively reflective of a user audience or group. Although a persona represents a fictitious narrative of a user, it is based on input from real users' behavior, preferences, and expectations" (2006, p. 50). Other salient guidance concerning the persona development process provided by Guenther (2010) include the following:

1. From a marketing perspective, personas provide benefits for both internal and external marketing efforts; internally, personas provide a tangible means to kick off the project for which they were written.

2. Some companies have gone so far as to introduce the fictional character to spark enthusiasm among employees and align project work to customer needs in a very visual and meaningful way.

3. Personas also provide a foundation from which the external marketing campaign can be developed and targeted; in this case targeting the campaign directly to those for whom the product was built.

4. Personas do not necessarily align directly to market segments, but they support direct conversations about target audiences, their needs, and how the product fulfills those needs (p. 50).

Therefore, the personas described in Table 1 below were gleaned from actual Facebook pages and personal acquaintances (the illustrative photographs used are representative only and are not actual) according to their respective ages, education levels, experience and cultural backgrounds and how these personas might view the proposed digital media product envisioned herein.

Table 1

Personas for Proposed Digital Media Product

Name/Picture

Age

Education

Experience/Goals

Cultural Background and Mobile App Take-Up

Jill

34

Bachelor's degree in business administration from a midwestern university; currently working towards advanced degree in hotel and resort administration.

Jill has 2 years in entry- level front desk operations; 5 years as assistant hotel manager for housekeeping operations and 2 years in her current position as hotel manager for a budget-level hotel chain. Jill has the short-term goal of becoming a hotel franchise owner and a long-term goal of ultimately owning a series of franchises specializing in Latin- themed units.

Single Hispanic, no children. Proficient with hotel's enterprise resource system. This persona would readily embrace the proposed digital media product. May require brief training in app's features and use.

Bill

65

High school diploma; several workshops, seminars and several other continuing education experiences in the service and afterwards over the years, but no college.

Retired with 30 years service in the U.S. Army infantry; two combat tours of duty in Vietnam. With his wife, Bill currently operates a bread-and-breakfast facility with five small cabins and a main lodge aside a lake in rural Oklahoma. No marina facilities are provided, but there is a rowboat for guests. Bill has one full-time housekeeper, one part-time chef. Bill's main goal is to maximize the efficiency of his current operations and reduce the workload on himself and his wife.

Married WASP; two children, three grandchildren who visit as guests from time to time. Dubious of computers and has never been on the "InterWeb" (as he calls it). Although wife owns a "Jitterbug" cell phone, Bill still relies on his landline and refuses to use a cell phone because "it doesn't have a dial tone and the buttons are too small." This persona would probably dislike the app unless its attributes were clearly demonstrated and carefully explained.

Will

52

Bachelor's degree in organizational leadership and a master's degree in hotel administration.

Five years in hotel management and administration training program; 5 years as hotel manager; currently owner of five franchise operations. Will's short-term goal is to improve the efficiency of all five hotel's operations and to grow his chain as much as possible in the future.

African-American, no children. Expert with computers. This persona would be delighted by the proposed digital media product and would require no specialized training.

Two use cases based on the personas for the proposed digital media product

Based on the personas for Jill and Will outlined above, two use cases for the proposed digital media product are presented in Table 2 and 3, respectively,… READ MORE

Quoted Instructions for "Digital Media Technology Research and Design" Assignment:

Digital Media Technology

Assessment 1

A report on digital media technology research and design (20%)

Deliverables

Each student has to submit a report on his/her digital media technology research, design and evaluation. The report should include the following five main elements:

- To research current existing digital media technologies, and provide analysis on one type of digital media technology that you would like to work on as part of your design project, and propose to include in the group*****s product;

- to show understanding of developing personas ��*****" create three personas for the proposed digital media product;

- to show understanding of developing use cases ��*****" create two use cases based on the personas for the proposed digital media product;

- to show understanding of developing storyboard - create one storyboard based on the two use cases for the proposed digital media product;

- to show understanding of how to evaluate the effectiveness of a system ��*****" develop an evaluation plan for your product based on DECIDE framework.

Marking Scheme

Your report will be graded with reference to the following marking scheme:

Grade points G [0] ��*****" E [4] D- [5] ��*****" C+ [10] B- [11] ��*****" A+ [16]

Areas Fail Illustrative grade E [4] Pass Illustrative grade C [9] Good pass Illustrative grade A- [14]

Overall report and presentation

15% Poor quality of presentation with errors in text. Clarity of expression poor with inappropriate academic style. Poor structure. Lack of coherence between sections. Poor references and reference style used. In most areas presentation clear with limited errors, and with appropriate communication and style. Reasonable structure. Reasonable coherence between sections. Reasonable references and reference style used. Clear and logical in all areas of presentation. Appropriate academic Communication and style. Well structured. Good coherence between sections. Good references and reference style used.

Digital media technology research

25% Poor wide range of digital media technology research. Poor related work analysis on the chosen technology. The author*****s own product is not proposed based on the research and analysis. Reasonable wide range of digital media technology research. Provide sufficient examples and analysis of related work on the chosen technology. Reasonable proposal based on the research and analysis. Thorough wide range of digital media technology research. Good examples and analysis of related work on the chosen technology. Well proposed product in relation to the research and analysis.

Personas

15% Personas***** status and their goals are not clearly presented. Not clear why the personas will like or dislike the proposed product. Personas***** status and their goals are reasonably presented. Sufficient explanation on why the personas will like/dislike the proposed product. Personas***** status and their goals are clearly presented. Very clearly an*****d why the personas will like/dislike the proposed product.

Use cases

15% Use cases are not clearly presented in a chosen form. No idea what the personas would like to see from the proposed product. Use cases are reasonably presented in a chosen form. Have a rough idea what the personas would like to see from the proposed product. Use cases are clearly presented in a chosen form. Very clearly described what the personas would like to see from the proposed product.

Storyboards

15% Poor storyboard. Do not connect to the use cases of the personas. Not possible to identify the key functions from the storyboards. Reasonable storyboard. Developed based on the use cases of the personas. Can identify key functions from the storyboards. Very good storyboard. Provide clear visual stories for the use cases of the personas. Can clearly identify key functions from the storyboards.

Evaluation plan

15% No clear views on evaluation aim, objectives and chosen evaluation type and techniques. Evaluation plan is not developed based on the DECIDE framework. Have reasonable clear views on evaluation aim, objectives and chosen evaluation type and techniques. Evaluation plan is partially developed based on the DECIDE framework. Very clear views on evaluation aim, objectives and chosen evaluation type and techniques.

Evaluation plan is fully developed based on the DECIDE framework.

FAQs

1. What is the relationship between this assessment 1 and assessment 2?

Assessment 1 focuses on the research and design perspective of digital media technology, whilst Assessment 2 focuses on the development of a digital media technology project.

For assessment 1, every student has to submit an individual report on his/her research, idea and design in digital media technology, which will be a scaffold for your assessment 2 when you need to develop a digital media product within a group, because everybody*****s research and idea will be considered for implementation in the final group product.

2. Do I need to implement the product that I propose and design based on my research?

No. The assessment 1 is trying to build up your research and design skills. Therefore, you just need to propose a product to design based on your research. Of course, it is fine by me if your group likes your design idea and decide to implement it for assessment 2.

3. Why do I need to develop three personas?

I would like you to think about three types of users. Two of the users will like your digital media technology in different ways and for different purpose and the other user will not like your digital media technology at all.

4. Why do I need to develop two use cases, not three?

You only need to develop use case for the persona who will like your product. You need two use cases because you have two out three personas who will like your product.

5. Why do I only need to develop one storyboard?

You need to develop a storyboard considering the two use cases on how the personas will use your product for different purposes and in different ways.

6. Do I need to carry out the evaluation based on my plan, e.g. questionnaire design, data collection, data analysis, etc.?

No. You just need to develop an evaluation plan (evaluation methodology) for this assessment based on DECIED framework.

*****

*****

*****

How to Reference "Digital Media Technology Research and Design" Research Paper in a Bibliography

Digital Media Technology Research and Design.” A1-TermPaper.com, 2012, https://www.a1-termpaper.com/topics/essay/digital-media-technology-research/37886. Accessed 5 Oct 2024.

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A1-TermPaper.com. (2012). Digital Media Technology Research and Design. [online] Available at: https://www.a1-termpaper.com/topics/essay/digital-media-technology-research/37886 [Accessed 5 Oct, 2024].
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[1] ”Digital Media Technology Research and Design”, A1-TermPaper.com, 2012. [Online]. Available: https://www.a1-termpaper.com/topics/essay/digital-media-technology-research/37886. [Accessed: 5-Oct-2024].
1. Digital Media Technology Research and Design [Internet]. A1-TermPaper.com. 2012 [cited 5 October 2024]. Available from: https://www.a1-termpaper.com/topics/essay/digital-media-technology-research/37886
1. Digital Media Technology Research and Design. A1-TermPaper.com. https://www.a1-termpaper.com/topics/essay/digital-media-technology-research/37886. Published 2012. Accessed October 5, 2024.

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