Module Descriptors
STUDIO SPECIALISM 02: FUTURE AND EMERGING TECHNOLOGY FOR ILLUSTRATION
CCIF50853
Key Facts
Digital, Technology, Innovation and Business
Level 5
40 credits
Contact
Leader: Paul O'Leary
Hours of Study
Scheduled Learning and Teaching Activities: 96
Independent Study Hours: 304
Total Learning Hours: 400
Pattern of Delivery
  • Occurrence A, British University Vietnam, UG Semester 1
  • Occurrence B, British University Vietnam, UG Semester 2
Sites
  • British University Vietnam
Assessment
  • SPECIALIST PORTFOLIO 02: FUTURE AND EMERGING TECHNOLOGY weighted at 80%
  • PRPROJECT REPORT weighted at 20%
Module Details
LEARNING OUTCOMES
RESEARCH AND GATHER INFORMATION TO SUPPORT AND DEVELOP SOLUTION S TO A DESIGN BRIEF.

Enquiry


USE CRITICAL ANALYSIS TO REVIEW, RESEARCH, AND IDENTIFY AUDIENCE EXPECTATIONS.

Analysis, Visual Analysis


CONVEY INFORMATION AND MEANING EFFECTIVELY USING A RANGE OF SPECIALIST MEDIA, TECHNIQUES AND APPROACHES.

Communication


EVALUATE THE APPROPRIATENESS OF SPECIALIST MEDIA, TECHNIQUES AND APPROACHES TO PROPOSE SOLUTIONS TO A DESIGN BRIEF.

Reflection


APPLY THE KNOWLEDGE AND SKILLS GAINED FROM RESEARCH AND SPECIALIST EXPERIMENTATION TO PRODUCE RESOLVED SPECIALIST OUTCOMES.

Application

Working with others

ADDITIONAL ASSESSMENT DETAILS
You will present for assessment a body of work as outlined in the module information pack, this will include:

PORTFOLIO investigating the use of digital media for specialised communication purposes. Weighted 80%. (LO1, LO2, LO3, LO4)

PROJECT REPORT (2000 words or equivalent) evaluating of the project outcomes and design solutions. Weighted 20%. (LO2, LO4, LO5)


The portfolio should contain:

Executed design outcomes showcasing a variety of digital techniques and approaches

Digital prototypes that highlight diverse research and development methods

Detailed research activities analysing the projects, target audiences, and proposed solutions

Visual documentation of decision-making processes, research, visual experiments, and proposal options



The report should contain:

A rationale and evaluation of the project, in relation to it’s intended communication objectives, target audience, and relevant industry strategies.

Reflections on the project's development, management, and its links to current digital technologies.

Evidence of the projects engagement with key concepts: digital ethics, technology, and society, etc.



The report should be presented in an appropriately ‘designed’ format.



KEY INFORMATION SETS
100% Coursework
INDICATIVE CONTENT
This module explores the relationship between Digital Emerging Technology and contemporary methods of visual communication. Students will tackle visual problems from different perspectives, using research, experimenting with creative visual ideas and a variety of digital tools to identify visual solutions. The module will cover all aspects of the design process to explore effective communication to different audiences, assisting students in solving design problems and situating their work within a professional context.


This module builds upon the ideation experiences students gained at level 4, introducing skills in digital tools and emerging technologies. These skills are vital in today's professional landscape, equipping students to meet industry demands and anticipate future trends.


Thematic briefs, provided by lecturers or initiated by students, prompt module themes and design problems. Evidence of a critical and iterative process of development, production, and delivery is required for all approaches. Possible themes could include; understanding the complex issues surrounding environment, society, cultures and the positive impact students' work as designers may have when addressing these issues. Within the context of a specialism stream, students will be introduced to themes such as digital design ethics and creativity for a regenerative world.


The objective of the module is to empower students with the skills needed to leverage the use of emerging digital technologies within communication problems and their own creative practice. Participation in mid-module critiques and production meetings will afford students with opportunities to present and discuss the development of these concepts within their own practice.


The modules outcomes could manifest in a variety of forms, whether it be digital art, design for digital platforms, interactive design, or multimedia storytelling. This approach not only bolsters technical prowess but also fosters creativity, hones problem-solving skills, and enhances communication effectiveness. These outcomes outcomes, including animation projects, must be audience-oriented and informed. They should strategically progress towards meeting professional expectations, quality and standards.



As part of the final assessment students will be asked to pitch or present ideas informally and respond to questions from b lecturers and peers further enhancing their presentation skills in real world scenarios.



Students pursuing the Illustration specialist route; will receive additional instruction and guidance within their technical field, enabling them to delve deeper into the core topics of this module.

Specialist content for this module may include; an exploration of digital tools usage for creating compelling visuals, research and development for informed designs, audience-oriented outcomes for effective communication, keeping pace with future trends to remain innovative, and themes of sustainability and regeneration to contribute to environmental responsibility.
WEB DESCRIPTOR
Studio Specialism 02: Future and Emerging Technologies; focuses on blending digital emerging technology with visual communication. Students experiment with digital tools to create solutions for visual problems, resulting in a portfolio and project report. The module covers digital design ethics and anticipates future trends.
LEARNING STRATEGIES
This studio module enhances technical skills and fosters creativity. Notably, it encourages the use of emerging digital technologies in creative practice.


You will be required to participate in:

Introduction to module

Introductory lectures

Practical and technical workshops –¿covering elements designing for audience and users, design for screen, and designing for society and culture.

Specialist workshops and guidance –¿covering the use and application of emerging technologies with the graphic design, illustration, photography and animation industries.

Formative assessment –¿group review meetings, and mid-module presentations

Group tutorials and discussion

Individual tutorials and specialist guidance

Action planning and target setting

Independent study in support of your practical work



KEY INFORMATION SETS
24% scheduled Learning & Teaching activities
76% guided independent learning
TEXTS
In collaboration with specialist staff, students will develop a personal reading list and acquire professional texts related to their chosen specialist route (graphic design, illustration, photography, or animation). They are expected to utilise the library facilities within the University, ensuring they keep abreast of current trends and developments through relevant design, communication, illustration and animation-related industry periodicals.
RESOURCES
Digital Suites

Specialist teaching spaces and resources; including studios, photographic studio, motion capture, Etc.
Lecture theatre and teaching rooms
Design collection
Library
IT facilities and digital suites.


The canvas virtual learning environment will be available (where relevant) to support this module. Details will be supplied in the module handbook.


Additional resources may be shared by the teaching team through the following digital platforms; MS Teams, Notion, OneDrive or Padlet