Year 2, 2015-2016

 

Module 5a:

Smart Technology

Module 5b:

New Media

Module 6:

Intelligent Interaction Design

Module 7:

Innovation and entrepreneurship

Module 8:

Data: from the source to the senses

 

Osiris

Osiris

Osiris

Osiris

Osiris

 

additional info

additional info

additional info

additional info

additional info

1

Self-managing (as a designer) a process of creation

 

New Media project : Graphics and Game Design

Project on design and evaluation of interactive (intelligent) systems

 

Hybrid World project

2

Understanding and use of technology;

Circuits and Electronics

Sensors

Telecommunication

Control Systems

Systems and Signals

Sound Engineering

Math for CreaTe

Programming

Statistics

Artificial Intelligence

Thinking Strategically

Web Services and Data-driven Applications

3

Designing for interaction, expression, impact and experience

 

Animated Narration

3D modelling

Man machine Interaction

 

Dynamic Data Visualization

4

Societal and economic value

 

 

 

Acting Responsibly

Bringing Ideas to the market

Innovation and Entrepreneurship

Business Game

Auction

 

5

Academic and professional skills

Individual scientific literature research project on ST

Portfolio

Individual scientific literature research project on NM

Portfolio

Research Methodology

Portfolio

Portfolio

Portfolio

The columns correspond to the four modules.

Each module has a study load of 15 EC. Each module is scheduled in a ten weeks period (a quartile)

Activities in each column are grouped according to their contribution to the five Creative Technology themes. More details are on the Year 2 descriptions page.

Modules 6, 7 and 8 have a CA: a “Creative Application” which means
to work in a group towards a concept and prototype, where the constraints on the result to be delivered are very general, and where finding a “starting point” is part of the designer’s creative process.

Module 5 contains an individual research project.