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 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. 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.
This is a highly practical course with an emphasis on collaboration and experimentation. You'll work with your peers on group projects and in the past 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 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. You will have access to cutting-edge haptic technology, a graphics, and a games programming laboratory, and you'll have the chance to use the Human Interactive Systems Laboratory, a centre of research into haptic technology, as well as the Lansdown Centre for Electronic Arts.
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 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.
You can find more information about this course in the programme specification. Module and programme information is indicative and may be subject to change.
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 Peter has a background in psychology (BSc), and computer science (MSc, PhD), and conducted research in a range of areas from visual perception to visualization and image processing. He set up the first European Net Yaroze Games programming laboratory sponsored by Sony.
Dr Magnus' 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.
Nic is an international 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. His film work has been shown worldwide and has been regularly broadcast on UK TV (Channel 4).
Nye 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.
PhD candidate and Founder, FIERY THINGS