Semester 1

Compulsory modules

Social Design

The aims of this module are to:

  • provide a practical and theoretical introduction to social design
  • equip students with the skills, methods and understanding required to undertake social design projects
  • interrogate responsible approaches to practicing graphic design.

Visualisation

The aims of this module are to:

  • introduce a variety of visualisation techniques, methods and rationales
  • develop conceptual and experiential knowledge of the various tasks performed by different types of visualisation techniques including data visualisation, knowledge visualisation, network visualisation, system mapping and information graphics
  • develop technical knowledge and confidence in the production of different visualisation types across multiple practical applications.

Narrative and Sequence

The aims of this module are to:

  • critically examine how graphic design practices utilise narrative and sequence to achieve intended goals
  • provide students with technical, practical and conceptual skills for undertaking narrative and sequential graphic design practices.

Collaboration

The aims of this module are to:

  • introduce a variety of collaborative and participatory design processes
  • develop a practical and reflexive understanding of the role of the designer within a variety of professional scenarios
  • promote innovation through co-design, stakeholder engagement and consultation.

Semester 2

Compulsory modules

Audience and Environment

The aims of this module are to:

  • enable students to develop targeted understanding of audiences and environments using analytical design methods
  • facilitate the production of imaginative and distinctive creative responses to complex challenges that draw upon analytical and exploratory processes
  • empower students to negotiate and manage unbounded design briefs.

Design Research Methods

The aims of this module are to:

  • introduce students to a variety of design research methods and their applications
  • provide the opportunity to undertake a short, guided research study
  • prepare students for undertaking a dissertation.

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.