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RESEARCH

Project 01 - A REVIEW INTO AUSTRALIAN FEMALES ENTERING THE ICT AND DIGITAL GAMING PROFESSION


ABSTRACT
“49 percent of all digital gamers in the United Kingdom are female.” (Lewis, 2013)

This is an alarming statistic for the hyper-masculine and sexist world that has dominated the industry on a global scale for the better part of 40 years. The idea that these females will move from playing their games into a professional IT career is still a dream or at least a whole generation away from becoming an equalised industry, given the current status of participation rates in education and cultural differences within the IT sector. In May 2013, it was estimated that, of the 15.5 million people aged 15-64 years in Australia, 2.9 million, or 19%, were enrolled in formal study. The ABS reported recently that 1.2% females enrolled in an IT approved course but on the contrary there were 5.2 % males.

Through empirical data and research it has been proven that females can compete and excel in creating games and programming the next biggest thing on the app market, for example. With male domination in executive roles within IT, the need for a cultural gender change in psyche globally and the exclusive cultural nature of the ICT industry, how are females going to fit into the ICT or gaming industries in the distant future? Factors such as the decline in student numbers for ICT courses, the long hours of a working day in the industry and gender choices of careers, are all valid reasons for gender inequality within the Information and Technology industry.


Project 02 - BRAND PROPOSAL DESIGN - FITZROY LEGAL


KEY OBJECTIVES
Rebrand an old and tired logo and its four key components that make up the service. Create a logo that is based on the client’s needs that would lead to a modern version of their products.

SERVICE / BRANDNAME
Fitzroy Legal service is a group of 250 legal volunteers that offer their services for free.

BRAND ESSENCE
With such a variety of legal practitioner’s at its disposal, the essence of the service is the variety it can provide to the community.


Project 03 - DESIGN RESEARCH PROPOSAL - "I SHO U"


INTRODUCTION
Focused on the interactive, stereoscopic immersive environment of the AVIE exhibition at the Melbourne Museum, this design proposal looks at the application of design and new technologies to assist users to describe and evaluate their exhibition experience. With a focus on user-centred design this proposal looks at the abstract and hard-to-explain aspects of user experience, portraying user emotions at real time in correlation to specific events.

Emphasising the need to obtain accurate unbiased data the proposed solution will look at capturing data in the most unobtrusive ways possible. Eliminating the need for users to actively participate in the emotive evaluation process through producing their responses cognitively, a product will be developed through which user information will be measured passively. This passive involvement is hoped to eliminate bias and incorrect responses from the users.



Project 04 - Literature Review - OUTDOOR ADVERTISING: THE NUTS AND BOLTS OF THE INDUSTRY


ABSTRACT
Technology has touched upon almost every facet of our lives and has made it easy to inform buyers about the merits of goods and services. The Internet has revolutionised the process of information dissemination to pinpoint the buyer that is most likely to be receptive to a particular product or service given the time and place. The outdoor advertising industry is in the middle of a revolution. Outdoor advertising is evolving at a rapid pace in essentially three areas: measurement of effects; technology in construction and the broader array of options.

While the primary communication vehicle in business-to-business (BTB) marketing remains the salesperson, non-personal methods of communication including advertising, catalogs, the Internet, trade shows and other forms of promotions have a unique role in the communication process. Effective advertising can make personal selling more productive. Morril (1970) concluded that dollar sales per salesperson call were significantly higher when customers had been exposed to advertising. Evidence shows that advertising can open doors for an industrial salesperson and several studies have found that advertising generates awareness and favorable attitudes thereby supporting sales rather than directly causing them. Contemporary buyers get exposed to more than 3000 messages per day in one form or another (Kotler, 2003). For advertisers, the choices available have also increased dramatically. Almost every option is reaching saturation and getting a share of mind can be challenging. In fact, there has been a tremendous explosion in the use of advertising, to an extent that it has become a nuisance rather than a method of information dissemination. Enter the world of “Outdoor Advertising”.




SOCIAL

CONTACT

Mario Yannkakis
myannaka@bigpond.net.au
0400 580 721

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