Module Indicative Content
This module builds on the experience of Introduction to Specialist Pathway: Graphics and Digital Design and helps students deepen their experience of the application of skills in a professional environment. They will be expected to gain a substantial part of the evidence for assessment from a work based project, using and developing skills explored on other level 1 modules such as Visual Studies and Professional and Contextual Studies.
With a foundation gained from Introduction to Specialist Pathway students will use their knowledge to address an identified need in the working environment, which may be part of a larger programme of work being undertaken in the work place, or experience associated with working freelance or in an entrepreneurial role. This may, for example be producing a graphics/digitally designed product for sale or exhibition, or creating an end product for a client or identified target audience.
Students should increasingly be working independently, and may identify and/or initiate a project in order to meet the outcomes of this module: such a project should be planned in consultation with the student's tutor and mentor.
It is important that if a project is identifed or initiated, it is considered in terms of scope for conceptual as well as technical exploration. An example of this may be that a client may ask for a business card design when in fact a re-branding and positioning would be more beneficial to their communication needs. Whilst not necessarily delivered in the end conceptual options such as multimedia promotion on TV, the internet or visual marketing could be considered.
This module is closely associated with Investigation, Reflection and Expression 2, which offers the opportunity to document and evaluate the student's experience whilst carrying out work related projects
Module Additional Assessment Details
Students must submit work for all assessments.
Assessment 1: One response to a brief individually negotiated with a tutor, demonstrating involvement in the research, creation and delivery of a graphics and digital design product. (80%) [Learning Outcomes 2, 3, 4]
Assessment 2: Reflective Learning Journal documenting the student's progress associated with the project (20%) [Learning Outcomes 1, 3]
Module Learning Strategies
An Introductory Briefing at Onset of Module: 1 Hour
Problem Solving Workshop: 5 Hours
The Production Process: 5 Hours
Research Workshops: 5 Hours
Practical Studio Workshops: 20 hours
Methods of Evaluation: 6 Hours
Group Tutorials/critiques with formative feedback: 10 hours
Individual Tutorials: 5 Hours
Total contact time per student: 57 Hours per student.
Work practice activities should comprise a minimum 45 hours, and include:
Identification of a client
Identification of a brief
Agreeing timescales and targets
Proposal of responses to brief
Adaptations in response to feedback
Presentation of product to client
Module Resources
Students will have access to a range of studios and studio resources, including digital technology, photographic studios, cameras and software packages. The colleges are committed to a continuous renewal and updating programme that reflects contemporary practice.
Module Texts
Carter D.E. The big book of corporate identity design (2001) Harper Collins Publishers
Chapman N. Digital Multimedia (2004) John Wiley and Sons Ltd
Clay A, Fishel C. & Knapp P. Identity design sourcebook: successful ID?s deconstructed and revealed (2004) Rockport
Curtis, H. MTIV: Process Inspiration and Practice for the New Media Designer (2002) New Riders Publishing
Knight, C. & Glaser, J. Create Impact with Type, Image and Colour. (2006) Rotovision
Knight, C. & Glaser, J. Layout/Making it Fit: Finding the Right Balance between Content and Space (2005) Quayside Pub Group
Kusters C & King E. Restart: New systems in Graphic Design (2001) Thames & Hudson
Leslie J. MagCulture: new magazine design (2003) Laurence King
MONO. Branding from brief to finished solution (2004) Rotovision
Creative Review, Centaur Communications
Design Week, Centaur Publications
Computer Arts, Future Publishing