Study programme 2nd year

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.