In Week 13 of Advanced 3D Computer Animation, Professor Nigel Mairs asked me to focus on developing research design strategies for the thesis proposal. I worked on how to move from a broad idea into a structured and testable research direction. The session focused on how research planning supports clarity, direction, and academic depth across the entire project.
Step 1: Compiling the Core Components
I started by breaking down my topic into core components, identifying what I want to investigate and why it matters within digital art and game environments. I refined the main research question so it connects directly to player generated avatars and ownership structures. I also looked at how a hypothesis or research aim should remain focused and measurable, avoiding overly broad or descriptive framing.
Step 2: Dividing the Research Sections
I defined who the research is for, including academic reviewers and practitioners in game and animation industries. I clarified what I want them to understand about platform control, intellectual property, and user generated content. This helped shape the direction of my writing and improved focus.
I also developed a structured breakdown of my thesis into main questions and sub questions. This helped me organise ideas into clear sections, including legal ownership, platform policies, and user creativity. I explored how each question connects back to the central research problem and supports a consistent argument throughout the study.
The session also covered planning methods for research execution. I created an initial outline of how I will gather information, how sources will be evaluated, and how findings will be structured into chapters. I focused on keeping a logical progression from introduction to conclusion.
By the end of the week, I had a clearer structure for my thesis direction. I understood how research design shapes the strength of the proposal and how early planning prevents gaps in later development.

