Imaginative, original and full of ideas, Creative Technology combines technical and creative skills to create the technologies of the future. At Middlesex, you'll have the opportunity to learn about and experiment with different types of technology and use them to design and build your own inventions.
Technology has become fundamentally important to art, design and culture and the skills associated with the once-separate creative and technical worlds increasingly overlap. This is a highly practical course with an emphasis on collaboration and experimentation. You will benefit from your lecturers creative, academic and technical expertise, and you'll be encouraged to step out of your comfort zone and tackle something new.
You'll work with your peers on group projects and in the past students have made an interactive cushion, immersive VR and AR environments, Hololens environments, 360 videos, projection mapping projects, locative mobileapps, novel gaming environments and, wearable tech, that showed the news.
You'll benefit from the cutting-edge facilities in our £80 million Art, Design and Media building, which is equipped with TV, radio and sound studios, workshops for digital image processing and a digital publishing suite.
We welcome students from any background onto this course, in the past, for example, we have had journalists, artists, designers, programmers, marketing and TV executives, engineers biologists and teachers. It's an unusual opportunity for students with diverse skills to work together, and it's this variety that gives it so much character.
The focus of the programme is making projects. You will be, building, testing, entering hackathons, interacting, brainstorming, prototyping, working with clients on live projects, entering competitions – and having fun. We are always looking for ways of getting students involved in exciting, current projects, including, if possible placements.
In addition to an in-depth knowledge of this subject, you will also be competent in computer programming, the various methods of completing research, and organising and planning projects. You will also have an understanding of business models, users and audiences, ethics, copyright, intellectual property, and licensing. Students have graduated from the programme to become Creative Technologists, UX consultants, VR entrepreneurs, audio specialists, Lecturers and researchers – and movers and shakers in the Creative Industries.
This module will give you the practical insight and understanding of why creative technical projects succeed or fail. More specifically, it will provide the means to orientate and situate your work in relation to a range of industry practices, organisational structures and business processes. You will develop an informed, practical understanding of key business and/or organisational aspects of creative technology. You learn to understand, work and negotiate productively with the different needs and constraints of creative technical work and industry/business practice to gain an appreciation of the economic and organisational implications of rapid change in the creative industries.
This module aims to give you a theoretical and practical understanding of the skills and tools required to work collaboratively on creative technical projects. You will develop, extend and refine your creative and technical skills within a project and your competencies in the use of specific technologies. You will also be given the opportunity to develop a practical exploration of the advantages and challenges presented by working with creative technologies.
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.
This module provides an introduction to a range of novel techniques and technologies, such as AR, VR, EEG interfaces, eye tracking, locative media and other emerging technologies. You will develop skills in video documentation, presentation and ideation.
You can find more information about this course in the programme specification. Module and programme information is indicative and may be subject to change.
As well as working on your projects and attending practical workshops, you'll also be taught through 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 in class or through social media.
We encourage innovative ways of submitting work, including group blogs, content management systems and online environments, and your written assignments can include videos, animations, images, sketchbooks, spreadsheets, diagrams and flowcharts.
You may also have the opportunity to visit practising creative technologists and artists. As well as placement opportunities, when you are not at the University, you'll be expected to do your own independent study, reading and online learning.
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.
Dr Passmore has a background in psychology (BSc), and computer science (MSc, PhD), and conducted research in a range of areas from visual perception to visualisation and image processing. He set up the first European Net Yaroze Games programming laboratory sponsored by Sony.
Dr Moar's research interests focus on Constructionism and Vygotskian approaches to learning and play, non-conventional interfaces, and locative applications. He has worked on pioneering developments such as using GPS and mobile technology to progress a narrative.
Debbie 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. Her research interests and specialisms are creativity, innovation and trends.
PhD candidate and Founder, FIERY THINGS
What I enjoyed the most was that we were introduced to a wide variety of different technologies, but had a lot of freedom in terms of our own preferences. I also really enjoyed the project-focused nature, as it provided a steady flow of confined aims and deadlines, but gave us enough freedom in terms of implementation and content.
Examples of Daniel's work can be found in the Student Work strip above
Creative Technology MSc graduate
I enjoyed the ‘hands-on’ policy – learning by doing. My final project was VR and music on a mobile app that let you use 360 degree video with sound. There were great workshops and great teachers. Magnus was very knowledgeable about everything as course leader and the other tutors were great too.
The first thing the MSc prepared me for is the way of thinking – the problem-solving approach. Secondly, it was the entrepreneurship. We were pushed to go out and do hackathons whilst on the course so I got accepted into an accelerator injector start up (they only accept 3% of people) and I ended up getting a £10,000 in start-up costs to develop my idea. It’s now a shared partnership between Versus and SAE Institute as we needed more money to keep it going.
I would definitely recommend this course. By doing the Masters I got my first job, learnt a lot more than I expected to learn, and got introduced to the CT world/ Hackathons.
Examples of Gigi's work can be found in the Student Work strip above.