Module Descriptors
FUTURE LIFESTYLES
FVFX50206
Key Facts
School of Digital, Technologies and Arts
Level 5
30 credits
Contact
Leader:
Email:
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 252
Total Learning Hours: 300
Assessment
  • CWK - A&D weighted at 100%
Module Details
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 and influences those visions are generally product design, transport design, engineering, technology, demographics, environment, resource depletion, lifestyles, trends, architecture and fashion. Without any of these as reference, it would be impossible for that audience to buy into the illusion / vision. This module may also cause you to 'step back' and reflect upon the impact we have upon our world, and the potential implications for the future.

This module aims to evaluate 'how accurate' previous portrayals have been, appraise current technologies available and ultimately 're-forecast' the future using this knowledge. Allied to this will be the referencing of key futurologists such as Ian Pearson and use of market intelligence Reports, such as MINTEL.

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 drawing and a 'white' models that will possibly be further developed as part of AM50361-5 Digital Presentation 2 module.
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 etc.)
Team brainstorming activities and project planning meetings.
Team discussions and 'design review' with award tutors on weekly basis

Key Information Set:
16% scheduled learning and teaching activities
84% guided independent study
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 and online market intelligence resources (MINTEL) 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 whilst engaged with the accumulation of knowledge and the application of such against the defined design brief.

The Blackboard virtual learning environment (VLE) will be available (where relevant) to support this module.

The module handbook will be available ONLINE, via Blackboard, listed under the appropriate module entry
Module Additional Assessment Details
[Learning Outcomes 1-5]

Component A - Research and Moodboards
Production of comprehensive research into agreed media area, documenting influences and references .that will shape and inform the design process, culminating in a definitive package of research materials (folders, mood boards, PowerPoint) leading to credible, informed design / conceptual proposals. Materials to be consolidated ordered appropriately and clearly titled.

Component B - Design Brief / Project Scope
The consolidation and synthesis of key research elements into a definitive design brief that clearly communicates how research has informed key design parameters and the overall scope of the project. This brief can be word processed / PowerPoint, with the final approval of project direction being negotiated with staff.

Component C - Design Proposals and Presentation
Communication of sources of influence / inspiration,Utilising the brief, factual research, informed predictions and visual inspiration materials, the team will originate concepts via appropriate visual media, to include sketch drawings and presentation media which address the future lifestyles brief as defined by Component B and acknowledge industry benchmarks for the presentation of concept media / artwork.

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

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. 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 / opportunities or project direction. To be demonstrated across course of module through engagement and participation, contact logs, forum and Blackboard usage.

Above 5 outcomes / criteria equally weighted, unless specified differently within the module pack
(refer to Blackboard to see which Learning Outcomes relate to specific review / assessment stages and weightings for each component)

Key Information Set:
100% Coursework
Module Texts
VFX Future Lifestyles - KEY texts will be housed in the Thompson Library, other texts are listed as further reading or useful sources of information. Staff will update these lists as newer titles appear.

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