Compulsory modules

Design Research (15 credits)

The aim of Design Research module is to help students to gain a broad understanding of design research history and methodologies and equip them with skills and competencies to undertake research in their chosen topic of enquiry. Underpinned by reflective mindset, this module sets out to support students in four key ways: position design research in relation to historical context, identify the key issues and methodologies appropriate for design research, understand ways to evaluate these resources in relation to theory and self, develop and practice applying design research resources in a pilot study.

Collaborative Project (15 credits)

The aims of this module are to:

  • Provide students with an opportunity to be exposed to project-based teamwork in diverse settings (understood in this context as involving a range of multidisciplinary, multicultural and demographic elements in differing configurations), aiming to strengthen their cooperative and collaborative working skills and competence, while raising awareness and appreciation of diversity itself.
  • Provide students with hands on experience of identifying, framing and resolving practice oriented and real-world based challenges and problems, using creativity, critical enquiry and appropriate tools to achieve valuable and relevant solutions.
  • Support the development of students' ability to engage in critical enquiry and individual reflection, as well as to apply individual strengths and skills, building on their own educational backgrounds.
  • Provide students with opportunities for networking with stakeholders, organisations and corporations, aiming to enhance the competence and skills needed to connect to relevant parties and build up future professional opportunities.

Dissertation (60 credits)

The aims of this module are to give the student the opportunity to study a subject, business problem or research question in depth and to research the issues surrounding the subject or background to the problem.

The module will equip the student with the relevant skills, knowledge and understanding to embark on their individual research project and they will be guided through the three options available to them to complete their dissertation:

  • A desk based research project that could be set by an organisation or could be a subject of the student's choice
  • A project that involves collection of primary data from within an organisation or based on lab and/or field experiments
  • A full professional placement within an organisation during which time they will complete a project as part of their role in agreement with the organisation (subject to a suitable placement position being obtained)

Students will achieve a high level of understanding in the subject area and produce a written thesis or project report which will discuss this research in depth and with rigour.

Optional modules

Choose one of:

Design for Experiences (15 credits)

The module aim is to prepare students to understand the key concepts and complexities of designing for user experience. The course focuses on innovation management and the creation of value in use as a means of customer acquisition and retention.

Students will be introduced the foundational concepts of human experience relevant to design innovation, building on interdisciplinary knowledge and principles from sociology, psychology, cognitive science and human-centred design. Theoretical concepts on cognition, perception, aesthetics and interaction will be presented through lectures and seminars to explore the complex interrelationships between usability, usefulness and desirability as experiential dimensions for value creation and decision-making, and understand their role in the development of meaningful innovation and quality user experiences.

Through research, analysis, visualisation students will engage with illustrative case studies to reflect upon how theories and concepts apply in practice, and understand how experience ecosystems function.

Creative Industries: Contexts and Practices (15 credits)

This module introduces the structures, features and professional practices of the UK and global Creative Industries. The module aims to explore a range of different media and creative industries from both professional and academic perspectives. Students will hear from and engage with practitioners and policy makers and consider different disciplinary and theoretical approaches to better understanding current developments in the Creative Industries.

Work, Employment Relations, and Society (15 credits)

The aims of this module are to:

  • Familiarise students with key concepts in sociology and the sociological study of work and employment.
  • Provide a historical and comparative perspective on the development of work and labour markets since the industrial revolution.
  • Explore the various economic, political and cultural forces shaping the organisation of work and labour markets.
  • Understand the factors contributing to job quality.

Choose one of:

Service Design Strategy (15 credits)

The Service Design Strategy module aims to provide students with professional skills for working in service design innovation teams. It aims to allow students to gain experience in managing complex service innovation processes and working successfully within the area of Service Design Strategy.

Design Ecologies (15 credits)

The relationship between humans and our changing environments presents one of the most pressing questions of our time. In this course, we will approach ecologies from a design standpoint, taking it as the study of the interdependent relationships between living and non-living entities, as well as their social, cultural, political, and environmental contexts.

The aim of the course is to equip students with knowledge and understanding of the relationship between design and ecology, the varied ways in which this is conceptualised, and what this means for social design practices in pursuit of ecological value systems. Taking the latest developments in ecological debates as our points of departure, we will explore the systems of thought underpinning this relationship. This will include exploring recently popularised design concepts and practices spanning `planetary design', and `pluriversal design', to less prominent ideas of `design for ecological democracy', `designing the commons', and more.

By developing creative outcomes informed by critical thinking, the intention is to bring a strong evaluative and interdisciplinary approach to the formulation of design responses to some of today's most urgent challenges, including climate change and biodiversity loss.

Immersive Experiences and Creative Technologies (15 credits)

Creative immersive experiences have revolutionised the global experience economy in recent years as cultural organisations, entertainment and performance companies, digital marketing and architectural venues have rapidly adopted the use of advanced creative technologies eXtended Reality (XR), Augmented Reality (AR), Virtual Reality (VR), real-time game engines, AI into new formats of immersive storytelling and building of hybrid and virtual 3D worlds.

By bringing together critical perspectives in new media studies, creative industries policy, digital technologies and user-centred design, this module explores industry-relevant and socio-cultural implications of using immersive technologies in the production of cultural and creative experiences.

By exploring cutting-edge case studies and critical debates on immersive experiences in a wide range of creative industries screen, museums and heritage, live events and theatre, games and entertainment, design, fashion, architecture, and advertising students will acquire in-depth understanding and critical reflections on recent developments in the immersive sector.

Artificial Intelligence and Society: Learning to Live with Machines (15 credits)

Advances in machine learning, deep learning, and natural language processing are forging new responses to global challenges from climate change to the creation of resilient supply chains. A.I. is also changing how creative industries innovate and transforming performance analytics and injury prediction in sport.

Despite its extraordinary potential, A.I. raises profound concerns about the displacement of jobs, the respect for privacy and intellectual property and the risks of algorithmic discrimination. The growing possibility of general A.I. also poses fundamental questions about the future of humanity in a world of super intelligence.

The aim of this module is to examine the evolving societal consequences of A.I. and to explore how governments, international organisations and civil society groups are trying to create safe, secure, and trustworthy artificial intelligence systems.