Module Texts
Glukhovsky D: METRO 2033
The works of Philip K Dick, Arthur C Clarke, William Gibson, Iain M Banks (Sci Fi)
Stephenson N. (1998): The Diamond Age: Or, Young Lady's Illustrated Primer (Penguin)
Wachowski L. (2000): The Art of 'The Matrix' (Titan Books)
Filmography / Gameography - Blade Runner, Minority Report, Johnny Mnemonic, 2001, Mad Max, Dune, Futurama, Star Trek, Terminator, The Animatrix, The Matrix, AVATAR, Inception, Tron:Legacy, Batman Begins, Batman : Dark Knight, METRO 2033, Mass Effect 2 and 3, Fallout etc.
Module Learning Strategies
Supervised and self managed reviews of appropriate media, with planned objectives
Assessment of discussion based upon factual data sources / resources
Evaluation of 'published' themes / visions of 'the future'
Review / assessment of 'corporate' future visions (via concepts cars, products, fashions, environments or lifestyles)
Team brainstorming activities and project planning meetings.
Team discussions with award tutors on weekly basis
Module Indicative Content
Film, gaming and animation allow speculative glances of what the future may hold for the human race. Producers, writers and manufacturers may fantasise about society, cultures and demographics, what underpins those visions are generally product design, architecture and fashion. Without any of these as reference, it would be impossible for that audience to buy into the illusion / vision.
This module aims to evaluate 'how accurate' previous portrayals have been, appraise current technologies available and ultimately 're-forecast' the future using this knowledge.
The culmination of this module will be an extensive research package, leading to a focused design brief which allows each designated team to produce a well informed team proposal for the agreed idea. In practical terms, this will be realised as an extensive collection of detailed concept drawings that will possibly be developed as part of AM50361-5 Digital Presentation 2 module.
Module Resources
Lecture/Seminar space
DVD player / viewing facilities (for group viewing)
OHP, slide projectors, data projector, video facilities
Appropriate studio/workshop facilities
Students are expected to take advantage of the extensive library facilities available within the University, keeping abreast of current developments through appropriate periodicals, journals, literature, CD_ROMs and online resources. Students will also be expected to complement 'lecture' based reviews of media with self managed reviews and discussion groups.
The Blackboard virtual learning environment will be available (where relevant) to support this module. Details will be supplied in the module handbook.
Module Additional Assessment Details
Production of comprehensive research into agreed media area, documenting influences and references. (LO 1)
Communication of sources of influence / inspiration, ideas and concepts via appropriate visual media, to include sketch drawings and presentation media which address the future lifestyles brief (LO's 2 & 3)
Clearly defined analysis / critique of agreed media being tackled, with specific references to the portrayal of product, fashion, environments (commercial and domestic) and user lifestyles (LO 4)
Comprehensive research into factors and influences that will shape and inform the design process, culminating in a definitive package of research materials (folders, mood boards, PowerPoints) leading to credible design / conceptual proposals. Materials to be consolidated, ordered appropriately and clearly titled. (LO 5)
Demonstration of effective team working, planning and task allocation across the course of the module, to include regular weekly discussions with staff to provide commentary upon both progress and inform forthcoming activities / opportunites or project direction. To be demonstrated across course of module through engagement and participation, contact logs, forum and Blackboard usage. (LO 6)
Above SIX outcomes / criteria equally weighted, unless specified differently within the module pack.