"The degree gave me a different perspective on technology. Rather than just seeing what current technology does, the training and research I have undertaken enables me to look laterally at other ways to use it creatively."Lionel Ko Hon Chok, student
Imaginative, original and full of ideas - the MA/MSc in Creative Technology is open to students from any background interested in combining technical and creative skills to create the technologies of the future. We'll give you the opportunity to learn about and experiment with different types of technology and use them to design and develop your own inventions.
Technology is becoming increasingly important to art, design and culture and the skills associated with the once-separate creative and technical worlds overlap more and more. We welcome students from any background onto this course– it's an unusual opportunity for students with diverse skills to work together, and it's this variety that gives it so much character.
This is a highly practical course, assessed entirely through project work, with an emphasis on collaboration and experimentation. We want you to benefit from our creative, academic and technical expertise, and we like nothing more than to see you step out of your comfort zone and tackle something new. You'll work with your peers on group projects – recent students have made an interactive cushion, explored Kinect hacking, created apps and designed an interactive breakfast table that showed the news.
Never mind thinking outside the box – you'll be inventing 1,001 new things to do with it.
You'll study seven different areas of creative technology: music, radio and design; film and video; social media; haptics and interactive design; games; mobile apps; and locative technology and media. The course consists of three modules: directions in creative technology and digital media, working with creative industries, and collaborative projects and creative technical practice, as well as a final project.
You'll explore a range of different types of creative technology and digital media, their creative possibilities and their technical challenges, and will learn computer programming.You'll look at the impact of creative technology on culture, analyse real-life creative projects and learn about different ways of doing research. You'll also consider the relationship between creative technology and the needs and constraints of industry, looking at the drivers of developments in creative technology and covering topics including business models, understanding users and audiences, pitching, financing, ethics, copyright, intellectual property, licensing, and organising and planning projects.
After completing all three modules, you'll work on your final creative technology project. You'll come up with the idea, plan and carry out the work, which will involve both doing research of your own and using existing research, either individually, in groups of up to four, or with a company – we may be able to help you find a placement if you want to do this.
At a fundamental level, this module aims to give students practical insight into and an informed understanding of the reasons why creative technical projects succeed or fail. More specifically, it aims to provide students with the means to orientate and situate their work in relation to a range of industry practices, organisational structures and business processes. Students develop an informed, practical understanding of key business and/or organisational aspects of creative technology. The module helps you understand, work and negotiate productively with the different needs and constraints of creative technical work and industry/business practice to cultivate an appreciation of the economic and organisational implications of the dynamic of rapid change in the creative industries.
This module aims to give students a grounding in and practical understanding of the skills required and the tools used to work collaboratively on creative technical projects. It will help students to develop, extend and refine their creative and technical skills in the realisation of a project and their competencies in the use of specific technologies. Students will also be provided with the opportunity to develop a practical exploration of the opportunities and challenges presented by working with creative technologies, and prepare for their final self-directed project module.
The Final Project module enables students to integrate, refine, deepen and extend the skills
and knowledge acquired in previous modules on the programme. It will promote and facilitate the development of innovative and experimental project work with creative technologies, and foster the development of an informed, organised and analytical approach to the challenges of creative technical practice.
As well as working on your projects and attending practical workshops, you'll attend lectures, seminars and presentations by visiting speakers. This is a very collaborative course and you'll be in constant discussion with staff and other students about your work, whether that's in class or through the university intranet, which is one of the main methods staff will use to support you and oversee your work. You may also have the opportunity to go on industry visits. In your spare time you'll be able to do your own independent study, reading and online learning.
There are no exams: you'll be assessed entirely through coursework. This will include your practical projects, both individual and group, but also written analyses of real-life projects or products, business plans, project proposals, presentations and pitches. Some of this assessed work will be done in groups – if you do your final project in a group, each student will write an individual report, and you'll be marked both individually and as a group.
Written assignments don't have to be entirely written – you can include videos, animations, images, spreadsheets, diagrams and flowcharts. We encourage innovative ways of submitting work, including group blogs, content management systems and online environments such as Second Life.
As well as receiving regular feedback and support from your tutors, students will assess and give feedback on each other's work. You'll also keep a record of your own progress, aims and areas for development, which will form part of your assessment.
UK/EU and international students are eligible to apply for this course.
If you have relevant qualifications or work experience, academic credit may be awarded towards your Middlesex University programme of study. For further information please visit our Accreditation of Prior Learning page.
We accept the equivalent of the above qualifications from a recognised overseas qualification. To find out more about the qualifications we accept from your country please visit the relevant Support in your country page.
If you are unsure about the suitability of your qualifications or would like help with your application, please contact your nearest Regional office for support.
You will not need a visa to study in the UK if you are a citizen of the European Union, Iceland, Liechtenstein, Norway or Switzerland. If you are a national of any other country you may need a visa to study in the UK. Please see our Visas and immigration page for further information.
You must have competence in English language to study with us. The most commonly accepted evidence of English language ability is IELTS 6.5 (with minimum 6.0 in all components). We also normally require Grade C GCSE or an equivalent qualification. Visit our English language requirements page for a full list of accepted tests and qualifications.
If you don't meet our minimum English language requirements, we offer an intensive Pre-sessional English course.
Entry onto this course does not require an interview, portfolio or audition.
Applications for postgraduate study should be made directly to the university. Please visit our Postgraduate application page for further information and to apply.
This course has such a wide scope that the variety of careers which will be open to you is almost endless. Music producer, games developer, application designer or developer, website producer, digital platforms engineer or social and locative media engineer are just some of the many, many roles you could do. You could work for a wide range of employers in the private, public and not-for-profit sectors, or even start your own business.
As well as in-depth knowledge of your subject, our course will provide you with many transferable skills. It will improve your research, data collection and interpretation and presentation skills, as well as your confidence and your ability to work under your own initiative and manage your own time. The strong focus on principles and concepts will help you develop the capacity for lifelong independent study.
PhD candidate and Founder, FIERY THINGS
Daniel Wiedemann was working as an art director in Hamburg, Germany, before moving to London to study MSc Creative Technology at Middlesex. While a student he founded his own games design studio FIERY THINGS and he is now a doctoral candidate supervised by Dr Peter Passmore and Dr Magnus Moar.
"I’d been programming for several years but I wanted to do a master’s degree and the MSc Creative Technology degree was broad enough in its content base – you can do things as varied as develop games, record movies and create interactive installations – so it was really attractive and why I ended up at Middlesex.
"The master’s was important to my professional development. I had been working in art direction but I wanted to work in game development and the MSc gave me the space and time to fulfil that dream."
Dr Peter Passmore
Senior Lecturer, School of Science and Technology
Has a background in psychology (BSc), and computer science (MSc, PhD). This has been reflected in the range of areas he has researched that range from visual perception to visualization and image processing. On the more cognitive side Passmore has worked on the psychophysical investigation of perception of three dimensional shape; and visual aspects of virtual reality surgical simulation. He has also worked on cognitive task analysis of keyhole surgery.
On the more computational side he has worked on models of cell assembly decay; application of neural algorithms and adaptable class specific representation to segmentation in medical imaging; and application of Self Organising Maps to classification in Geographical Information Systems. More recently he has been researching segmentation and visualisation of 5D brain Electrical Impedance Tomography images and has begun work in the area of visual analytics.
Dr Passmore is a co-investigator in the €3.5mil FP7 CRISIS project, lead by Middlesex, which is applying games technology in the training of crisis managers. He teaches in the area of computer graphics and games and set up the first European Net Yaroze Games programming laboratory sponsored by Sony.
Dr Magnus Moar
Senior Lecturer, School of Media and Performing Arts
My research interests focus on Constructionism and Vygotskian approaches to learning and play; Children's use of new media, particularly the creation of computer based 3D models and sounds; Non-conventional interfaces, locative applications.
The place where media, new technology and creativity meet is an enormously fertile one for research and practice. For example on this course we draw together expertise from different disciplines to encourage innovation and advanced scholarship.
I have also worked on pioneering developments in locative media which expands the use of augmented reality beyond its static and predominantly visual use. Principal researcher Helen Bendon and I have worked with the BBC on the 'Scratch Project', an interactive media collaboration for an audio drama that uses GPS and mobile technology to progress a narrative. When an individual moves into a programmed location, an audio dialogue is triggered and the story unfolds. This type of exploration of interactivity has been embraced by our postgraduate students working on symbiotic projects between artists and technology developers to discover new ways to engage with new forms of artwork with technological application at its core.
Senior Associate Lecturer, School of Science and Technology
In addition she runs her own successful Product Design consultancy in 3D design specialising in design-led giftware for international clients and also works as a freelance journalist for Xymara.com, an online design magazine owned by BASF. Her research interests and specialisms are creativity, innovation and trends.
Debbie previously worked as a Set Designer for the BBC and a number of film companies, for Imagination in event design and for Madame Tussauds Design Group (working on the design of Alton Towers).
She runs live design projects within the University and is responsible for bringing in practicing designers, so that students gain an insight into realistic working practices and can work on exciting live projects whilst still studying. She organises guest lecturers to come in and explain their motivations and special skills to students.
Lecturer & module leader, School of Art and Design
Nic Sandiland is a multimedia artist working with installation, performance and film. He originally trained as an electronics engineer before moving on to studying dance and performance in the late 80s.
He has made work in London, Europe and South Asia and has presented at theatres, art galleries, and unusual venues. Much of his work has been site specific. His film work has been shown worldwide and has been regularly broadcast on UK TV (Channel 4).
As well as teaching performance, installation and electronics at Middlesex he also lectures in video production on the MA in dance film at London Contemporary Dance School.
Senior Lecturer, School of Art and Design
Nye Parry is a composer and sound artist working in installation, multimedia and contemporary dance. He has made work for numerous museums including the British Museum, the Science Museum, the National Maritime Museum, the Heineken Experience and Kew Bridge Steam Museum.
His multichannel work Boomtown (Oldham Art Gallery 1998), commissioned for Oldham borough's 150th anniversary celebrations, spawned an interest in the use of Oral history in composition, which led to The Memory Machine, a collaboration with Cathy Lane (CRiSAP). Originally developed for Cybersonica 2002, this interactive installation collects reminiscences of members of the public and was used by over 8,000 gallery visitors during a six month exhibition at the British Museum in 2003.
Teaching, studying and doing research on the Masters Programme will involve full use of the broad range of facilities available at our Hendon Campus. Core elements of the course will be delivered in the state of the art facilities in our new £80 million Art, Design and Media Building. Having access to the full range of facilities in Phase 3 increases the scope for what you can do on the programme – we have fully equipped television, radio and sound studios, state of the art workshops for digital image processing, a comprehensive digital publishing suite.
The digital media workshops, like the digital publishing studio, have their own dedicated servers that are designed to cope with high bandwidth data traffic, to ensure that resource-intensive projects don't suffer from contention issues.
We also have a range of specialist facilities, including some state of the art haptic robotics technologies, for example, and a dedicated, twenty seat specialist graphics and games programming laboratory, which we currently use for work using Microsoft's XNA games studio and will be using to develop Unity games.
The programme is designed to help you explore the creative possibilities of online collaboration in the development of your project work. Creative technical work in the future is likely to involve more and more co-operation in online, virtual spaces, so we will be encouraging you to think in an informed and organised way about the best ways of developing your practical projects.
You will use a range of technologies in developing, documenting and disseminating your work – from the humble blog to more sophisticated content management systems and fully-fledged online environments such as Second Life.
We take the position that the students of today will define the creative technologies of the future. Our academic, creative and technical expertise on this programme is applied to helping you find the best ways of engaging with the technologies of today to produce the experiences of tomorrow.