Semester 1 & 2
Compulsory modules
Design Communication
This module aims to support students in extending and enhancing key communication and presentation techniques for the creation of an outward facing professional design identity.
Semester 1
Compulsory modules
Digital Modelling Tools 1
This module aims to develop students' expertise in software and digital tools commonly used in the design of physical products. Students will use digital surfacing tools and produce outputs from software that enables the construction, evaluation, visualisation, and communication of design proposals, advancing and augmenting the software skills introduced in the Part A modules: Design at SDCA, Understanding People, Prototyping for Design.
Design for Rapid Manufacture
This module provides students with knowledge around design for Injection Moulding, but more specifically, design for rapid tooling using Additive Manufacturing technologies. The module intends to shift the perception that injection moulding is just for mass production; with the use of rapid tooling, Injection Moulding is increasingly becoming viable for batch production. Furthermore, lead times are reduced not just for mould tool development but also for the delivery of high value end-use parts with reduced carbon footprint. Students will gain an appreciation of the typical usage of Injection Moulding, the design rules surrounding Injection Moulding, but also the opportunities presented with Additive Manufacturing to make mould tool components with faster lead times, reduced costs, and with sustainability in mind.
New Product Development
The aim of this design practice-focused module is to develop skills and knowledge in the distinctive (unique) contribution that industrial design makes to new product development. This is achieved through project-based learning for a mass manufactured product requiring the following activities:
- Identification of market opportunity/user need to create a sub-brief
- Creation of a compelling user experience that includes direct interaction with the designed product
- Manipulation of functional and technical requirements to generate an optimised configuration of components with an appropriate aesthetic
- User evaluation
- Manual and digital modelling techniques (2D/3D) to generate, manipulate and present design ideas
- Time management and effective working practice for independent learning
- Professionalism to support placement/graduate employment
Semester 2
Compulsory modules
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.
Digital Modelling Tools 2
This module aims to further advance student expertise in software and digital tools commonly used in the development and visual communication of products. Students will use software and digital tools to produce outputs that enable the communication and evaluation of design proposals, advancing and augmenting the software skills introduced in the Part A modules: Design at SDCA, Understanding People, Prototyping for Design, and the Part B module: Digital Modelling Tools 1.
Studio Product Design
The aim of this module is for students to practice the development of a product proposal in response to a top-level brief suitable for presentation within the initial phases of a consultancy project.
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.