The Design BA course offers a selection of carefully crafted compulsory and optional modules. Years 1 and 2 focus on developing fundamental design skills and knowledge via practical and skills-based modules. During the Final Year, students apply this learning to a year-long, self-directed showcase project alongside broadening their learning with further elective modules.

Compulsory modules

Prototyping for Design

The aims of this module are for students to:

A1. Practice key methods for prototyping the aesthetic and functional attributes of a design concept.
A2. Familiarise themselves with the decision-making processes needed to plan and communicate appropriate prototyping strategies and intent.
A3. Extend and enhance students understanding of prototyping introduced in the Part A module, Understanding People (DSA303).

Design at SDCA

This module aims to assist students with the transition into university design education - becoming familiar with the process of Design at Loughborough. Both individually and in teams, students will be encouraged to develop and foster imaginative and creative capabilities across the core design practice competencies of sketching, model-making, and CAD.

Design Contexts

The aim of this module is to provide the student with an understanding of design history and its impact on individuals, society, and the environment. Whilst completing the module students will explore their perceptions of design and how this might influence their own design processes. In addition, students will learn how to source reference material, develop their academic writing, and discuss design themes in group seminars.

Understanding People

The aims of this module are for students to To further develop a fundamental understanding of design practice skills by extending and enhancing the design development and concepting skills introduced in module DSA301: Design at SDCA. Students will also become familiar with user research as the basis to design compelling product experiences.

Signs and Meanings

The aim of this module is to provide students with a basic understanding of semiotics, semantics, and branding in relation to human-centred design. Whilst completing the module students will develop appreciation of form, colour, and other designed features as signifiers of desired branded product qualities alongside the ability to conduct, analyse, and present visual research information.

Interactions and Experiences

The aim of this module is for students to develop an understanding of the distinct nature of designing for physical and digital interactions and its relationship to shaping experiences. Students will gain an appreciation of typical principles and practices used within these areas, extending, and enhancing the design development and conceptualisation skills introduced in the Part A modules: Design at SDCA, and Understanding People.

Applied Storytelling for Sustainability

The aim of this module is for students to

  • Appreciate the narrative arc as a device for the planning and development of compelling stories.
  • Introduce a range of participatory Storytelling techniques.
  • Practice the planning, filming and editing of video, using post-production and animation techniques as appropriate.

Experiential Futures

The aims of this module are for the student to bring together, extend and enhance the design and development skills introduced in the preceding Part A modules. Through exploring and anticipating future contexts, scenarios, experiences and narratives, students will anticipate future user needs and design and represent innovative future solutions.

Compulsory modules

Digital Skills for Design

This module aims to develop students expertise in software and digital tools commonly used to design, develop, prototype, visualise, and communicate digital user interfaces, three-dimensional objects and products, and three-dimensional environments and spaces. Students will use digital tools and produce outputs from software, advancing and augmenting the design skills introduced in the Part A module: Interactions & Experiences; Design at SDCA; Understanding People; Signs & Meanings.

Shaping Materials for Products, Experiences, & Environments

The aim of this module is for students to develop an understanding of the distinct and inter-related nature of design practice. Students will gain an appreciation of typical materials and processes used within these areas, extending, and enhancing the design development and conceptualisation skills introduced in the Part A modules: Design at SDCA, Understanding People, Signs & Meanings, Interactions & Experiences.

Understanding People 2

The aim of this module is for the student to extend and enhance their knowledge and application of user research methods in the context of the products, experiences and environments. Students will collect primary data, identify insights, and develop an opportunity statement from the data and ideate initial responses from a user perspective. Students will develop and apply skills introduced in Part A, in particular Understanding People 1.

Shaping Technologies in Society

This module aims to expose students to the notion that technologies are entities that are shapeable by design and designers, and in doing so can lead more meaningful products, experiences, and environments. Students will understand the position of technology in society now and in the future, and propose new future facing products, experiences, and environments. Students will extend and enhance the design development and concepting skills introduced in the Part A modules: Interactions & Experiences, and the Part B modules: Shaping Materials, Understanding People 2.

Speculative Futures

The aims of this module are to:

  • Discuss the notions of a critical art/design studio based on a future-facing and/or speculative design or art practice.
  • Identify and interpret a range of roles and functions for artists and designers in the future, including in post-capitalist or non-human-centred community, based on historical context and existing frameworks.
  • Conceptualise artistic/creative practices in a future scenario and apply relevant processes and tools to convey their ideas within their chosen scenario.

Optional modules

Arts Management

The aims of this module are to:

  • Give students an awareness and understanding of arts management as a discipline, in the context of arts organisations and the creative industries.
  • Provide students with a context in which to explore ideas and practices related to professional environments they may wish to progress to post-graduation.
  • Present students with the opportunity to evaluate and apply information, resources and ideas to a scenario relevant to their career futures.

Responsible Practice: Making your Manifesto

The aim of this module is to equip students with both the skills and mindset to uphold and reflect on the values of Responsible Design, namely design that is ethical, pluriversal, planet-centric, decolonial, transdisciplinary, and optimistic, in both the processes and outcome of the creative agenda.

Creative Dissent: Protest, Activism and Art

This module highlights the social production of art. It explores the extent to which art and cultural production contributes to protest movements and activates social and political transformation. Addressing historical and contemporary connections between art and activist practices, it will provide students with an understanding of the complex relationship between art, politics and wider social movements.

In addition to facilitating the development and contextualisation of their own socially-engaged studio or cultural practice, it will provide students with an opportunity to develop specialist interests for future study in Part C and to engage in the creation of a community of learners and researchers.

 

Creative Placemaking

The aims of this module are to:

  • Explore how creative interventions can transform how spaces function.
  • Develop theoretical and practical understanding of how creative practitioners can actively work to inform placemaking.

Drawing Characters: Representation and Identity

The aims of this module are to:

  • Raise student's awareness of identity and representation issues in character designs.
  • Equip students with transferrable character design skills that could be applied to a wide range of creative arts subject disciplines.

Story Design for Creative Industries

The aims of this module are to: learn basic elements of creating narratives for the story industry, to include film, TV, stage, animated film, and video games, and to provide a forum in which these skills can be practised. The module will enable students to analyse and explore their own creative practice. They will design and develop a short outline for their chosen medium, under the supervision of tutors.

Fashion to Function: Designing Clothing and Wearable Products

The aims of this module are to:

  • Understand the core principles of human-centred design and fashion design, and how they apply to clothing and wearable products.
  • Develop effective communication, collaboration, and problem-solving skills in multi-disciplinary teams for the successful execution of fashion design products for a specific consumer.
  • Compile a portfolio showcasing individual and team contributions to clothing/wearable product designs, highlighting the integration of human-centred design principles and fashion design processes.

The Ethics and Aesthetics of Generative AI in Design

The aim of this module is to imbue students with the capability to utilise generative artificial intelligence (GenAI) and an understanding of the ethical implications of GenAI tools in design practice. After completion of the module students will have gained: an appreciation for what GenAI tools are available and which are currently popular in their discipline of choice; foresight into how these tools are developing and what their future capabilities will be; and what the ethical implications are for the use of GenAI in their field of study.

Phantom Threads: Fashion, Costume and Culture in Film

The aims of this module are to:

  • Introduce a range of theories and concepts related to costume and clothing, pertaining to fashion in film.
  • Apply these concepts to a variety of relevant cinematic contexts including historical period, the wearing of uniform, the construction of fantasy, the function of specialist dress, fashion as symbols of community, ritual and identity.

Compulsory modules

BA Design Showcase Project

The aims of this module are for the student to:

  • Integrate and apply knowledge and understanding, cognitive and practical skills from modules studied throughout the programme.
  • Demonstrate core competencies in:
    • Conducting, analysing, and synthesising primary and secondary research.
    • Identifying a complex societal issue to respond to.
    • Crafting a project driving vision statement and design principles.
    • Generating multiple early design concepts and responses in line with project vision and design principles.
    • Prototyping design responses with users and other stakeholders to inform their iterative development.
  • Considering real world production constraints (materials, resources, funding, development) in the refinement and delivery of their design response.
  • Evaluating design responses with users and stakeholders; proposing and justifying improvements based on feedback.
  • Creating presentation material suitable for communicating the project to diverse audiences.

Live Projects

The module is designed to provide students with a design sprint experience that helps them develop the necessary skills to respond quickly to client briefs in a consultancy environment.

The module provides a selection of briefs from various industries, allowing students to engage in a fast-paced design process. Each student must choose one brief and create a design proposal, which is then submitted to the respective companies for feedback. This process is integrated with the University's assessment procedures.

A key aim of the module is to facilitate student interaction with industry and develop their professional skills.

Optional modules

Design for Impact: Team Design Project

The aims of this module are for the student:

  • To exploit and enhance design capabilities acquired in Parts A, B and I, through appropriate design team activity.
  • To utilise appropriate design research to enhance innovative design activity.
  • To have the opportunity to enter an international student design competition.
  • To generate high quality content for a personal design portfolio.

Inclusive Design

The aim of this module is to:

  • Develop and apply understanding of human variability, in particular ageing and disability.
  • Understand and apply standards, legislation and design(er) responsibility to the design of particular products, services or systems.
  • Explore the specialist requirements of inclusive design from the perspective of diverse user groups.
  • Explore and apply approaches to inclusion, as well as where bespoke, customised, exclusive design is appropriate.

Sustainable Design

This module aims to prepare design students with the knowledge and skills required to develop innovative sustainable design solutions.

Research for Design

The aims of this module are to develop research, project management and report writing capability by investigation which aims to further the development of a design topic.

Computer Aided Modelling and Manufacture

The aims of this module are for the student to gain a greater understanding of Computer Aided Design (CAD) and Manufacture (CAM), and what computer supported technologies bring to the design process. The module will allow the student to build on core CAD/CAM skills developed in Parts A and B of the programme through the theoretical and practical application of advanced CAD/CAM techniques, but with particular focus on 3D data acquisition and surface modelling for high quality production models.

Automated Design & Manufacturing

The module seeks to enhance students' understanding of modern advancements in automated design and manufacturing and how to leverage these in creating innovative design outcomes.

The information above is intended as an example only, featuring module details for the current year of study. Modules are reviewed on an annual basis and may be subject to future changes – revised details will be published through Programme Specifications ahead of each academic year. Please also see Terms and Conditions of Study for more information.