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ALM101DC – ASSESSMENT 2 PORTFOLIO OUTPUT 1

#ALM101DC

We all use social media nowadays; it is an integral part of our daily lives. Social media is understood as a place where everyone can easy interact with each other as well as they are allowed to express their opinion, share information and create ideas in virtual communities and networks (Rice et al. 2016).

Figure 1. Social Media Colours by TT Marketing (CC BY 2.0)

Like everyone, I use social media not only to keep in touch with my family and friends, but I also share my memorable moments to them or let them know my new experiences. I have started to use Instagram for two years because my friend asked me to use social media just for fun. Then, I pretty enjoyed using it and spent more times to contribute a good-looking feed for my Instagram. There came a day, I realized that I am not really into building a perfect side of myself anymore. I just wanted to be myself, to show the real me as well as conveying everything which is truly meaningful and worthy to remember. In this paper, I will show you how I present my online identity on social media, particularly, what I do for my Instagram account. First of all, I decide to choose myself image for profile picture, because basically this is my account and at least, I need to let users know who I am. I figure out that it will be better to use a delightful picture to create the first good impression. Second, I am a kind of person who likes privacy; I do not want to publish all my information so that I provide some my simple information on bio. Third, the most important thing is user name which helps other users easily find out me. When I studied Korean, my teacher called me “Bang Bi” – that is the name I use for Instagram account. I choose this name because it is quite adorable and distinctive. 

Figure 2. Screenshot my Instagram account. Retrieved 13 December 2019.

I do not try to construct a specific persona on social media because almost people who follow me are my family and friends. They already know me in real life; hence, I do not have any difficulties to show them my real aspects. According to Bullingham & Vasconcelos (2013, p. 9), there are users who want to maintain their online identities as close as their offline personalities instead of new persona adoption. Therefore, I always feel free and comfortable whenever I post anything in online because I’m just me.  I mostly update photos about places I have been, people I have stayed together. I think when time passed, the most beautiful things which stay are people and places and memories. All those things will be kept alive in a photograph. They make me appreciate every each moment and people I meet in my life. I do not care too much about captions; I write them with my feeling and I am satisfied to become a storyteller. On the other hand, I am keen on photography and editing, then, I pay more attention on editing pictures.

Figure 3. Screenshot my Instagram account. Retrieved 13 December 2019.

As you know that there are several ways to communicate with other users, but individually, I think the best way to maintain the relationships or even networks online is to display your realistic status. Every story I share to my family and friends is actually my activities and experiences. It is simple for them to access to my life and know how I am going. Obviously, we can talk more to each other because we understand how their life goes on.

Figure 4. Talking by Ignacio Ferre Perez (CC BY-NC-ND 2.0)

Recently, I have learnt to use Twitter in order to practice some skills which aim at improving my academic unit. The first tweet is used for introduce my blog post when I wrote a brief discussion about digital divide in indigenous young people and how social media influence on someone’s online identity. And the second one, I essentially reveal a stunning picture of tulip which I took when I had chance to go to Tesselaar Tulip Festival.

In fact, there are three levels in which the private self is demonstrated on online networking (Marshall 2010, p. 44). Personally, I describe my presentation as the public private self, which means, individual people build up their versions of what sections of their lives they feel free to express to a virtual public (Marshall 2010, p. 45). Although I am pleased to let my family and friends access to my private stories, I do not want to share my negative situation. The bad things will be better soon and I do not think post something bad on social media that can help me to solve the problem. Therefore, I choose to share only positive things and cheerful moments in online media.

Reference list

Bullingham, L & Vasconcelos, AC 2013, ‘‘The presentation of self in the online world’: Goffman and the study of online identities’, Journal of Information Science, vol. 39, no. 1, p. 9, retrieved 13 December 2019, <http://eprints.whiterose.ac.uk/77277/5/WRRO_77277.pdf>.

Huynh, TPV 2019, ‘I wrote a blogpost to discuss ‘digital divide’ existing in indigenous young people and how social media impact one’s online identity’, Eatingholic1, Twitter, 7 December 2019, retrieved 13 December 2019, <https://twitter.com/Eatingholic1/status/1203156032949608449>.

Huynh, TPV 2019, ‘Screenshot figure 2’, _bangbi_, Instagram, retrieved 13 December 2019.

Huynh, TPV 2019, ‘Tulip picture’, Eatingholic1, Twitter, 13 December 2019, retrieved 13 December 2019, <https://twitter.com/Eatingholic1/status/1205310074941390849>.

Huynh, TVP 2019, ‘Screenshot figure 3’, _bangbi_, Instagram, retrieved 13 December 2019.

Marketing, TT 2018, Social Media Colours, photograph, retrieved 13 December 2019, <https://www.flickr.com/photos/145116468@N05/45577924614/in/photolist-2cryM5s-8xPvkD-y56vX8-8bspPD-gSX4v3-8epX9S-9NJsN7-gSX4qd-bGW3hX-9k7Ayc-gSX5XS-ohd3kj-ohmijQ-y56xJV-bGW2Pn-fiFCow-8epCEj-8emn8a-8emJZx-8emgVz-8eq3Am-8epAEU-7Ly5e5-8epAsm-8em5cD-8emJVP-7FRWjA-8em8R2-7FRWpd-8epDw3-8o2UHU-8eq7wy-8em5vP-8epCLC-8epANG-8eq3Ld-8emjMV-8epmk9-8emmSH-8emBJx-8em8rX-8emnxX-8emkDB-8epnyf-8embhV-8emnPc-8em9QX-8emdZ8-8epuEj-8emHda>.

Marshall, PD 2010, ‘The promotion and presentation of the self: celebrity as marker of presentational media’, Celebrity Studies, vol. 1, no. 1, p. 44-45, retrieved 13 December 2019, <https://www.tandfonline.com/doi/pdf/10.1080/19392390903519057?needAccess=true>.

Perez, IF 2019, Talking, photograph, retrieved 13 December 2019, <https://www.flickr.com/photos/104656857@N06/48889857502/>.

Rice, ES, Haynes, E, Royce, P & Thompson, SC 2016, ‘Social media and digital technology use among Indigenous young people in Australia: a literature review’, International Journal for Equity in Health, vol. 15, no. 1, <https://equityhealthj.biomedcentral.com/articles/10.1186/s12939-016-0366-0>.

HAPPIFY – Gamify parts of your life to find happiness

I have recently read a book The Art of Happiness, and for a moment, I question myself – What true happiness is?

Pile of Rock Near Lake by Pixabay (CC0)

In an utterly inadvertent timing, I discovered an app offering a variety of practices and techniques that could be applied to our lives to help us become happier, healthier, perhaps less anxious and stressed. If you wonder how to find happiness in small moments, keep reading to the end. In this blog, I will share with you an emotional health tracking app called Happify and explore how this gamified app can benefit your mental health and wellbeing.

According to Deterding et al. (2011), gamification is the application of game-based elements for non-gaming contexts. Gamification encourage people to accomplish rough tasks in an engaging way and achieve their goal. Likewise, gamification is implemented in healthcare-related applications with the purpose of driving better clinical outcomes for participants.

I initially was sceptical about the benefit of Happify when it is promoted that it can help users improve happiness and develop positive habits while playing games. I still gave it a try because Johnson et al. (2016) state that “engaging with gamified applications can directly contribute to wellbeing by generating positive experiences of basic psychological need satisfaction such as relationships, status” and “gamified app also reduces anxiety and attrition rates” (Litvin et al. 2020).

The app consists of four main features:

  1. My Track – displays progress, statistics, and a personality assessment test.
  2. Instant Play – offers a wide range of activities, such as games, quizzes, meditations that help strengthen 6 basic skills including savour, thank, aspire, empathise, give and revive. For example, if you want to enhance the skills Aspire, the app will offer you the game Uplift which asks users to click on air balloons with positive affirmations to train their mind to accept positive thoughts only.
  3. Happy Daily – motivates readers by sharing educational articles about mental health, positive life changes, life hacks and inspiring stories.
  4. Community – encourages users to express their gratitude by taking photos and writing short journals about what they are grateful for and share it to the discussion forum.
Illustration of Uplift game made by Vy Huynh (Canva).

Cheng et al. (2019) observe that progress bar, points, theme, and personalisation are the most common gamification elements used in mental health apps to build engagement with users. Accordingly, this app manifests itself in similar ways:

  • Progress bar: measures how far users have built their skills which are known to help users become happier. Filling it will give users a rewarding feeling and motivation.
  • Shareable progress results: encourage users to empower each other and give them a sense of belonging to the community.
  • Points: give users a sense of achievement and drive user’s motivation to keep moving forward.
  • Personalisation: gives users a sense of control by letting them set goals and decide which activities they will conduct throughout the day.

If you want to have more insights about Happify, watch my video below to understand how this app functions to help you bring the happiest of yourself to life and improve mental wellness.

This video looks way better on smartphone. You can try and see the difference! 😉

I personally enjoy using the app because it somehow makes me discover more ways to reduce stress, reframe negative thoughts, and broaden my horizon with educational articles in Tracks section.

The app content is fun and doable, so it is appropriate for people who want to add positive habits to their routine but do not want to take much of their time. however, because its activities are easy and entertaining, I consider that sometimes they bring nothing but fun. Therefore, Happify might not be a “serious” mental health app for people who struggle with depression or mental disorders.

In short, is it beneficial to use this app? The answer is yes. If you want to find happiness in your life but do not know where to start, jump on board because this app could be a good kickstart to your quest.

But whether this app is enough for you to stay happy and live a wellbeing life in the long run?

Feel free to leave a comment because I love to hear more from your side 😊

Reference list

Cheng VWS, Davenport T, Johnson D, Vella K and Hickie IB (2019) ‘Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review’, JMIR Publications: Advancing Digital health & Open Science, 6(6), https://doi.org/10.2196/13717.

Deterding S, Dixon D, Khaled R and Nacke L (September 2011) ‘From Game Design Elements to Gamefulness: Defining “Gamification”’, Research Gate, accessed 19 April 2022. https://www.researchgate.net/profile/Rilla-Khaled/publication/230854710_From_Game_Design_Elements_to_Gamefulness_Defining_Gamification/links/00b7d5315ab1be3c37000000/From-Game-Design-Elements-to-Gamefulness-Defining-Gamification.pdf.

Johnson D, Deterding S, Kuhn Kerri-Ann, Staneva A, Stoyanov S and Hides L (2016) ‘Gamification for health and wellbeing: A systematic review of the literature’, Science Direct, 6(28):89-106, https://doi.org/10.1016/j.invent.2016.10.002.

Pixabay (20 March 2017) Pile of Rock Near Lake [photo], Pexels, accessed 21 April 2022. Available under Creative Commons Zero (CC0). Pile of Rock Near Lake · Free Stock Photo (pexels.com).

Litvin S, Saunders R, Maier MA and Luttke S (2 September 2020) ‘Gamification as an approach to improve resilience and reduce attrition in mobile mental health interventions: A randomised controlled trial’, PLOS ONE, accessed 19 April 2022. Gamification as an approach to improve resilience and reduce attrition in mobile mental health interventions: A randomized controlled trial (plos.org).

Duolingo where you can learn best and have fun

I have never tried Duolingo until recently when I need to work on a campaign promoting Duolingo. To understand why Duolingo has been prevailing and widely used in the past few years, I need to have a hands-on experience of its service and find out what distinguishes it from other language-learning apps. Aside from the quality and easy-to-approach content, gamification elements also make a huge contribution to the reputation and success of this phenomenal app.

Simply put, gamification refers to the use of game-based elements such as mechanics and designs in non-game contests, with the aim of engaging with users, motivating action, driving better learning outcomes, and conquering problems.

Huynh, Zuo and Iida 2016

Gamification is predominant in education field because it can motivate and keep learners engaged during the learning process that make more and more learners access educational apps that ever before.

Duolingo offers free vocabulary practice in 38 languages making the app an accessible and affordable program for everyone. The main design is the so-called tree – which is the 6aggregation of mini-lessons, ranging from different levels for beginners to intermediate beginners. Each mini-lesson takes up to 5 minutes to finish. Once learners pass each of these lessons, they will reach the end of the tree and complete the language course.

Followings are the main elements that are used in the system to create the fascinating interaction with users and drive human motivation:

  • Reward: users can accumulate doze of lingots (aka rewards) by finishing their lessons.
  • Leader-board: ignite the competitive spirit of users when showing how excel they are compared to their friends.
  • Level-system: increase users’ motivation to climb higher up and indirectly encourage them to keep coming back to accomplish the lesson.
  • Badges: the app uses some tokens to demonstrate the skills a user has achieved and trigger users to invest in their study.
  • Progress bar: give users a sense of getting closer to their final goal.

However, like two sides of a coin, this app also has some pros and cons. “Duolingo is notorious for its constant notification bombardment” (Bilham 2021). This statement is strongly relatable to my experience. Although the original meaning of notification is to act as a friendly reminder to help users get back on track with learning, it does not feel right anymore when my phone is shrunk by tons of notifications.

I am into the app when it comes the lessons. I am allowed to redo exercises that help me reinforce my knowledge. The exercise supports me to improve my listening, reading, and writing skills because I need to the audio, complete the sentence and read the context to make sure my that my sentence makes sense. Also, Duolingo offers recording exercises where I can improve my speaking skills by speaking out loudly phrases or vocabulary that I have learned. Whereas the hindrance of these lessons is that all the topic is allocated in fixed places on the tree. If I want to learn a specific topic, I cannot access it until I accomplish all the former lessons. I think it would be more convenient if Duolingo allowed us to customise the tree with our preferable topics and decide what we want to learn first.

In general, Duolingo proves that gamification can help learners learn best and have fun while achieving their goals and targets. I will recommend you use this app because it does not cost an arm and leg; it fits in your busy schedule; it is informative and entertaining at the same time.

Let me know in the comment if you also love Duolingo! 🙂

Reference list

Bilham J (2 July 2021) Case study: How Duolingo utilises gamification to increase user interest, Raw, accessed 20 April 2022. Case Study: How Duolingo Utilises Gamification To Increase User Interest – Raw.Studio.

Huynh D, Zuo L and Iida H (2016) ‘Analysing Gamification of “Duolingo” with Focus on Its Course Structure’, International Conference on Games and Learning Alliance, 1(1):268-277, DOI:10.1007/978-3-319-50182-6_24.


Swift T (22 February 2021) Crop faceless woman using on laptop and smartphone at home [photo], Pexels, accessed 20 April 2022. Available under Creative Commons Zero (CC0). Crop faceless woman using on laptop and smartphone at home · Free Stock Photo (pexels.com).

Fitbit – Fitness in a bit of time

Fit athlete during training on running track by Andrea Piacquadio (CC0)

We all know it is hard to keep up a good habit like walking every morning or drinking 2 litres of water a day when we live too busy with work and study. We need a little push to motivate and remind us to continuously maintain those positive habits. Therefore, the introduction of gamification breathed fresh air into the healthcare industry when it is able to boost behaviour change for health and wellbeing entertainingly. 

Gamification indicates the integration of game mechanics and designs into non-game environments. This process motivates the participation and engagement of audiences while making mundane tasks more fun and interactive. 

In this blog, I will take Fitbit as an example to analyse how a healthcare company uses gamification elements to engage us, keep us motivated, and helps us down the bumpy road of change. Fitbit is one of the early leaders in the wearables game. Fitbit is customized to measure heart rate, sleep quality, step counts, and food intake.

Fitbit Health & Fitness is the app aligning with the Fitbit watch. You can either connect your watch to track your daily habits, or you can sign up to just use the app only. This blog will only focus on how the app uses gamification elements to uplift the individual’s motivation and encourage users to engrain healthy habits toward better health-related outcomes. I am not owning a Fitbit smartwatch, so I cannot weigh up the pros and cons and help you decide whether it is the correct investment for you.

Crop woman with fitness bracelet using smartphone by Ketut Subiyanto (CC0)

The app displays several main gamification elements corresponding with four tabs: Today Tab, Discover Tab, Community Tab, and Premium Tab. 

  • Progress bar and Scores (in Today Tab): this allows you to set goals, tracks your daily habits, including exercise, food intake, step counts, water, and your mind, and rewards you with achievement badges and celebrates each milestone to give you a sense of achievement. 
  • Personalisation (in Discover Tab): give you a sense of control by offering a variety of activities referring to workouts, mindfulness, nutrition programs, health and fitness stats, etc. You can feel free to decide what to watch, read and do within a day as long as it benefits your physical activity and mental wellness. 
  • Shareability (in Community Tab): allows you to connect with your friends and interact with like-minded users. This feature is an excellent tool to help users stay on track because you find it is easier to do challenges, workouts, or yoga with your friends. Nothing is better if you can connect with someone going through the same struggles as you. Everyone can empower and motivate each other to keep up the fine work. 

Is it a good app? Yes, this app is good and makes the process of building healthy habits simpler. The app is an easy-to-use app, so even those who struggle with technology will be able to understand how this app functions. Fitbit app concentrates on providing users with straightforward techniques that help users engrain healthy habits into their lifestyle. The gamification elements used in this app are relatively simple because the app does not want to pressure users with a level-up system or make users feel obliged to accomplish the tasks. 

Reference list

Piacquadio A (17 February 2020) Fit athlete during training on running track [photo], Pexels, accessed 21 April 2022. Available under Creative Commons Zero (CC0). Fit athlete during training on running track · Free Stock Photo (pexels.com).

Subiyanto K (18 May 2020) Crop woman with fitness bracelet using smartphone [photo], Pexels, accessed 21 April 2022. Available under Creative Commons Zero (CC0). Crop woman with fitness bracelet using smartphone · Free Stock Photo (pexels.com).

SOCIAL MEDIA AND ACTIVISM

#ALM101DC #IMadeMedia #Podcast

PODCAST ON SOUNDCLOUD

I decide to choose topic “What possibilities and risks does social media offer activists attempting to drive social change?”. Because I assume that both social media and activism are the most popular issues in contemporary society. There are several aspects of social media and activism that need to be discussed. First, to write and find information for this topic, I must analyze what is the core elements that really helpful and important to be mentioned in podcast. Then, I figure out that I need to divide my podcast into 5 parts which are definition of social media and activism as well, the possibilities of social media activism, the risks of social media influencing modern activism and the last one is brief conclusion.  I must define social media and activism to make sure everyone understanding clearly what content will be going on. After that, I will point out the answer of “the possibilities and risks of social media” as well as “how they impact activism”. Second, I start to find scholarly sources which help me describe what is social media and activism before I discuss further. Besides that, I have to read many newspapers to find information about activism or protest to understand how it runs as well as influencing on social changes. Third, after gathering all the prominent sources, I write a script including everything I need to talk and write reference list as well. However, making a podcast is not easy, it is a complicated process and I have to prepare some things for every each steps. Definition of social media and activism need to be reliable, hence, I choose Google Scholar to make sure all the sources are trustworthy and highly correct. I choose ‘The Conservation’ – one of the most reliable and popular online newspaper in Australia to search for activism and protest. The news on that page always updates continuously and update day-by-day. Therefore, it is easy for me to look for some news. Using information from newspaper is a good way for me to give example in podcast and contribute to explain my ideas and definitions. Moreover, I cannot write a script like an essay because this is podcast, what I talk must be informal and simple to understand but it still convey the content, alongside scholar content. I have to hear and learn from many podcast to know how they introduce, discuss and what phrase they frequently use to create my podcast in the most natural way. A good podcast is a podcast including clear voice, good music and attractive content. Therefore, I practice many times before recording as well as making sure that my pronunciation is well otherwise audience cannot understand. Music also is a necessary part in podcast, so that I find the music which is on Soundcloud applying Creative Commons to ensure that I am allowed to use it. I find the most difficult challenge is recording because it requires many skills. To solve that problem, I have to practice how to pronounce correctly, how to convey natural expression and how to speak fluently. Furthermore, the script might be quite long or short comparing to the limited time in podcast so that during time I write script, I also record to estimate how long is it and  fix it again. One more difficulty is editing, this is the first time I have used Audacity so that it takes me lot of time to use it proficiently. I finally solve problem by way of using Adobe Premier Pro which I get familiar with before to edit my audio and then export to MP3 version. After finishing, I consider that making podcast is a long complicated process which requires several skills, but it is worthy to do because I learn lots of new things from it.

Reference list:

Calderwood, I & Hitching-Hales, J 2017, ‘8 Massive Moments Hashtag Activism Really, Really, Worked’, Global Citizen, 23 August, retrieved 17 January 2020, < <https://www.globalcitizen.org/en/content/hashtag-activism-hashtag10-twitter-trends-dresslik/&gt;.

Cammaerts, B 2006, ‘Activism and media’, in Cammaerts, B & Carpentier N (eds), Reclaiming the Media: Communication Rights and Democratic Media Roles, Intellect, Bristol, UK, p. 217.

Cannon, SM 2019, ‘Climate strikes: Greta Thunberg calls for ‘system change not climate change’ – here’s what that could look like’, The Conservation, 15 March, retrieved 17 January 2020, < https://theconversation.com/climate-strikes-greta-thunberg-calls-for-system-change-not-climate-change-heres-what-that-could-look-like-112891&gt;.

Ghobadi, S 2018, ‘Going viral: what social media activists need to know’, The Conservation, 17 July, retrieved 17 January 2020, <https://theconversation.com/going-viral-what-social-media-activists-need-to-know-96043&gt;.

Maxwell, CJC 2002, Pro-Life Activists in America: Meaning, Motivation and Direct Action, Cambridge University Press, retrieved 17 January 2020, <https://books.google.com.au/books?hl=en&lr=&id=Ns6OaNy2YVoC&oi=fnd&pg=PR9&dq=MAXWELL+activism&ots=xHflnWzMnN&sig=pYLnwAzzPZ3_g9eMVgxbwpQgDqs#v=snippet&q=drew%20large%20numbers%20of%20people&f=false&gt;.

Tippett, EC 2019, ‘What Amazon, Walmart employees risk when they use the workplace for activism’, The Conservation, 25 September, retrieved 17 January 2020, <https://theconversation.com/what-amazon-walmart-employees-risk-when-they-use-the-workplace-for-activism-121920&gt;.

Whiting, A & Williams, D 2013, ‘Why people use social media: a uses and gratifications approach’, Qualitative Market Research: An International Journal, vol. 16, no. 4, p. 363, retrieved 17 January 2020, <https://pdfs.semanticscholar.org/c1f2/35b2e25c542e2983ed28e2e112eaca6ed4c5.pdf&gt;.

Music

Happy and Joyful Children – Positive and Upbeat Instrumental Background Music (FREE DOWNLOAD) by Free Music (CC BY 3.0)

Week 8 Workshop Challenge Part 2

#ALA102DC

Scene 1: A guy got lost in forest and he wanted to go poo as well. But he didn’t have toilet paper, so he had to use bamboo leaves after finishing going poo. He fell in love with leaves because of their softness and comfortability. Therefore, he hoped that there is a kind of toilet paper which is made from bamboo leaves.

Scene 2: When he turns back to city, he feels sad because he can’t find the similar feeling from using the toilet paper which compares to feeling when he use leaves.

Scene 3: He dreams of the forest as well as the toilet paper which will bring to him the same feeling with bamboo leaves.

Scene 4: He recevies a present that is toilet paper.

Scene 5: The toilet paper brand is “Who Gives A Crap” which is made from bamboo and eco-friendly. Bring to customer the feeling closes to nature. Finally, “Who Gives A Crap” wished everyone a merry christmas.

Week 8 Workshop Challenge Part 1

#ALA102DC

Step 1: Facebook outdoor advertisement

Headline: Fake news is not our friend.

Body copy: We’re absolutely committed to helping to reduce the spread of what is commonly described these days as fake news. We’re doing this by employing large numbers of expertly trained fact-checkers right across the world, seeking to improve the cutting-edge technology that identifies fake news, and giving you all the in-depth background information that you need on the articles that are in your News Feed.

  • Feel free and believable to find a job because there is no more fake news in your news feed.

Call to action: Find out how we’re addressing the spread of fake news by going to fb.me/fbchangesAU

Insert: Facebook logo

Step 2: Next level editing

  • We are unfriending fake news to give YOU a 100% honest news feed.
  • No more fake news. It’s time to enjoy your HONEST news feed.

Step 3: Texting and driving outdoor advertisement


  • Using famous person do not really reflect the message of the campaign. Because famous person has no relation to the problem which is needed to highlight.
  • The image of this artist is more attractive than the headline. Therefore, people across the road will only focus on him instead of the message.

Step 4: Making it better

Female car drivers aged 18 – 25

– Don’t let this text become your last one.

– Nothing is more important than your life.

– Text has a lot, but your life is only one.

– Don’t let yourself feel regret because of a text.

– No rush to text, your family is still waiting for you at home.

– You can text again, but can’t live again.

– You need texting, but your family need you more.

– No texting, drive safely, your family happy.

– Don’t text while driving, your sweet home wait for you.

– 1 second for texting, 1 life for regretting.

I choose “1 second for texting, 1 life for regretting” and “you can text again, but can’t live again” for the best outdoor advertisement. I assume that people who are around the age from 18 to 25 are quite young, and they probably don’t know how their life meaningful and values. Therefore, they are tend to drive fast and do not pay much attention on safety while driving. That is the reason why my headline forward to the regret because the young people don’t think deeply so that they are easy to make mistake. And the car accident won’t let them have chance to fix their mistake again.

Week 7 Workshop Challenge Part 2

#ALA102DC

Product: bamboo toilet paper, eco-friendly, recycled, without using trees.

Audience: Children and customer in Christmas time.

Trend spotting: Harry Potter – one of the most favorite of all time; drawing attention from customer through printing names or fun facts on toilet paper; creating chances for customer to draw or write something creatively or read something while they have some free time in toilet.

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