MODULE LEARNING OUTCOMES
On successful completion of this module, you should be able to:
1. Comprehensively research into factors and influences that will shape and inform the design process, culminating in a definitive package of research materials (folders, mood boards, PowerPoint’s) leading to credible design / conceptual proposals. (MQF2, MQF6, MQF7) 2. Demonstrate 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. (MQF2, MQF3, MQF5, MQF6)
MQF Learning Outcome Area MQF1 - Innovation, Knowledge and critical thinking skills MQF2 - Practical skills MQF3 - Social skills & responsibilities MQF4 - Values, attitudes, professionalism and ethics MQF5 - Communications, leadership and team skills MQF6 - Problem solving & scientific skills MQF7 - Research, Information management and lifelong learning skills MQF8 - Managerial & entrepreneurial skills
MODULE LEARNING STRATEGIES
1. Supervised and self-managed reviews of appropriate media, with planned objectives 2. Assessment of discussion based upon factual data sources / resources Evaluation of 'published' themes / visions of 'the future' 3. Review / assessment of 'corporate' future visions (via concepts cars, products, fashions, environments or lifestyles) 4. Team brainstorming activities and project planning meetings. 5. 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 ADDITIONAL ASSESSMENT DETAILS
A COURSEWORK - ART & DESIGN weighted at 100%.
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 1)
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 2)
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) Innovation and strategy of online games / Jong H. Wi. ISBN: 9781848163560 (hbk.); 1848163568 (hbk.). 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