Explore fundamental concepts in researching, designing, and delivering coherent, innovative user experiences using creative, visual, and interactive technologies. This module works in parallel with Creative Practice 2 (Technologies Practice) to help you identify your learning aspirations and develop key technical and creative skills. You'll critically reflect on a range of user-centred design strategies, while applying evaluation and design methodologies such as user journeys, prototyping, whiteboarding, and process flows. Through this, you'll investigate how to design for emerging and ubiquitous technologies and visual media. Your learning will be supported through specialised lectures and workshops that explore interdisciplinary practices within creative technologies — alongside their commercial, societal, and ethical impacts.
Engage in an industry-focused, work-based project that deepens your understanding of your individual and key specialism. Your project will be shaped by current professional practices, and supported through case studies, practical work, critical analysis, and evaluation of your methodologies. As you reflect critically on the processes used to define and refine the scope of your work, you'll strengthen your learning and critical thinking within professional, workplace, and industry contexts.
Through guided supervision and a negotiated skills strategy, you'll identify the learning, tools, workflows and practices needed for your individual technologies project. You'll take the lead defining and developing your personal practice, supported by input from project and technical supervisors. By the end of the module, you'll have produced a project or artefact that demonstrates novel practice within your chosen field.
This module offers the opportunity to engage in a real-world innovative project – a stepping stone into the creative industries. Working in small teams, you'll focus on leadership, management, and collaborative skills as you to design, plan, and deliver an innovative, public-facing creative output. Projects could include a film, TV programme, theatre piece, exhibition, game output, or creative event. These may be self-initiated or developed in response to a live brief from a creative organisation. Your work will be designed to make real impact – whether by generating audiences or funding, or by extending the reach and value of an event or creative initiative.
Undertake a focused and practical exploration of a specific area within creative technology. Guided by a negotiated skills strategy, you'll apply your findings and/or novel practices to demonstrate individual skills development within a chosen field or industry sector. Taking a practice-based approach, and supported by supervisors, you'll produce portfolio content and build a body of artefacts or media. This work will critically evaluate the effectiveness of the techniques and approaches applied throughout your project.
In this module, you'll critically reflect on your development within your chosen programme of study, while gaining a deeper understanding of the methods and skills required for master's-level research. You'll explore a range of research approaches relevant to your discipline. This will support your preparation for a final project that demonstrates comprehensive knowledge of your field. Your work will also show critical awareness of current issues shaping your area of study. Your project will build on existing knowledge and techniques, while showcasing originality and independent thinking.
Engage in in-depth research or advanced scholarship in a subject area of particular interest to you. You'll produce a substantial research project, presented through an artefact and supported by a formal written dissertation. By the end of this module, you'll be able to create and defend a finished body of work appropriate for an academic audience. Your submission will meet with pre-agreed criteria and follow the Harvard referencing system.