The modules on our Design Innovation MSc have been carefully put together to give you the most up-to-date and relevant set of skills and knowledge for progressing in your chosen career.

Compulsory modules

Grand Challenges (15 credits)

The aim of this module is to give students an opportunity to explore grand challenges facing our global society and to propose imaginative solutions to specific challenges in one or more country.

Students will critically reflect on the United Nations Sustainability Development Goals and think about how Loughborough University's Creating Better Futures. Together Strategy might contribute to them.

Students will engage with ideas and approaches to possible solutions from their own programme and gain diverse insights from Loughborough University London's interdisciplinary ecosystem. This will involve solution-oriented thinking and a balance between criticality and possibility, leading to a deep understanding of grand challenges and imagining creative responses to them.

Optional modules

Choose one of:

Design Innovation (15 credits)

The aim of this module is to enhance student's ability to use design approaches and tools for identifying and implementing human centered innovation opportunities.

Sustainable Innovation (15 credits)

The aims of the module are to develop students analytical and critical perspectives in the field of sustainable innovation, and to equip them with the knowledge, skills, and competences to be able to apply these within a professional work environment in enterprises and social innovation organisations. The module aims to provide you with an overview of the emerging field of sustainable innovation in a design and management context and on a strategic level involving innovation theories, models, approaches, contextualised in national and international policies and sustainable development.

Choose one of:

Branding & Identity (15 credits)

The module focuses on developing understanding of foundational concepts of branding, design and social identity. Key theoretical concepts of 'identity', 'socialisation' and 'representation' will be introduced through lectures and seminars in order to explore the complex interrelationships between identity, sociocultural contexts and strategic brand design.

Design Futures (15 credits)

The aim of this module is to equip you with knowledge of and competence with creative methods and practical skills for design as a future-making practice. We will develop your design skills to support critically conceptualisation and creative communication future scenarios relevant to contemporary sustainability discourses. The module will introduce you to different theories for thinking about the future including utopian and dystopian thought.

By familiarising you with practical design methods for creating immersive environments based on future narratives, and scenarios we will explore how design can be a strategic means of considering future sustainability issues.

By the end of this module you will have the skills and competences to engage in a range of professional contexts by using your design future-making skills.

Entrepreneurship (15 credits)

The aims of this module are to:

  • To introduce students to the field of entrepreneurship
  • To assess the roles entrepreneurship plays in modern societies and economies and in an international context.
  • To explore the different types of activity contained within the definition of entrepreneurship, and the main theoretical and analytical approaches used to understand the phenomenon.
  • To examine entrepreneurial and innovative activity at different stages of a business, from start-up to more mature firms, and relate this to wider contexts.

Digital Heritage, Museums and Cultural Industries (15 credits)

This module will consolidate knowledge on the global cultural and heritage industries and contemporary developments, with a focus on the integration and impacts of digital media. The module has the following key aims:

  • Introduce students to the cultural and heritage industries in the UK and across the world and explore their structure and operation alongside their sociocultural, economic and political impact;
  • Provide a critical, theoretically-informed analysis of how these industries are shaped and constrained in contemporary times by social and cultural policy and by technological change;
  • Introduce and consolidate knowledge on key concepts and theories in heritage and digital heritage studies, with applications in two areas: (1) GLAM institutions - Gallery, Libraries, Archives and Museums; and (2) community and indigenous heritage;
  • Offer theoretical and methodological tools for examining the integration and effects of digital media in the production of cultural experiences, cultural participation and cultural learning;
  • Develop understanding of and ability to use conceptual, analytical and methodological tools for engaging with key issues and debates in contemporary heritage and digital heritage studies, from an interdisciplinary perspective.

Choose one of:

Design in Organisations (15 credits)

The aim of this module is to develop students knowledge and skills to understand, analyse and evaluate how design for the service economy acts as a strategic tool to foster change and innovation in organisations.

Students will examine forensic case studies from an organisational perspective, from private, public and third sectors and across different domains of innovation (for ex. digital, sustainability and customer-centricity), to understand how and to what extent does design for the service economy get adopted to enable innovation?

Theories of organisational logics, institutional logics, organisational change, design for services, service -dominant logic, and theories of leadership will be utilised throughout the module and the students will engage in application of these theories and concepts.

 

Creative Producing in the Digital Economy (15 credits)

The module offers a unique opportunity to develop hands-on experience, skill-specific competencies, and industry-relevant knowledge to join the next generation of creative producers, innovators, entrepreneurs, content creators, and storytellers in the fast-growing digital experience economy. The module combines lectures, practice-led workshops, and seminars with leading industry experts that aim to provide insights into the craft and creative development, intellectual property (IP), business models and finance raising, team and event management of creative experiences across screen, live events and performance, immersive experiences, gaming and entertainment sectors.

Students will learn about and collaborate on real-world projects with leading creative organisations and companies (Sadlers Wells East, BBC Music Studios, 59Productions, ScreenSkills, etc.) fostering students career paths and prospects.

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.

Compulsory modules

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.