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Creative Technology MA/MSc

Learn about the course below
Code
MA: PGW280
MSc: PGW281
Start
September 2023
Duration
1 year full-time
Attendance
Full-time
Fees
£10,500 (UK) *
£15,700 (EU/INT) *
Course leader
Magnus Moar

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 through doing, experimenting with different types of technology to design and build your own inventions.

Why study MA/MSc Creative Technology at Middlesex University?

Technology has become fundamentally important to art, design and culture. We increasingly engage with creative technology in our daily lives through print and broadcast, virtual and augmented experiences, games, film and music. We recognise the importance of combining the skills associated with the once-separate creative and technical worlds and have designed this masters course to ensure that you benefit from cross-faculty teaching between the Arts and Creative Industry and Science and Technology faculties. Our multi-disciplinary approach to teaching will equip you with the skills required to work as a professional within creative tech industries, as you’ll learn by experimenting with technologies and exploring creative and innovative solutions.

The course has a practical focus with an emphasis on collaboration and experimentation. You’ll be encouraged to step out of your comfort zone and tackle something new, benefitting from support and guidance from our practice-based staff who are active in research and constantly seeking new and creative ways to ensure that the course meets the needs of industry and employers.

You'll collaborate with your peers on group projects undertaking live briefs from Industry to get a feel of the professional world. In  the past students have created immersive VR and AR environments, Hololens environments, 360° videos, projection mapping projects, locative mobile apps, novel gaming environments, wearable tech and an interactive cushion.

Working within the current public distancing guidelines, we will be enhancing our online teaching with access to our cutting-edge facilities such as TV, radio and sound studios, 3D workshops and workshops for high-end digital work, green screens and gaming and video editing computers. You’ll have plenty of opportunities to delve into your creative projects and take advantage of our award-winning facilities throughout your degree.

We welcome students with a range of skills, knowledge and from any background on this course.  If you don’t have programming skills, we can help you to learn what is needed in order to realise your ideas.  We encourage students to work collaboratively on projects to develop transferable skills such as team-building, networking and ideation. Past students have included 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 our course so much character.

Course highlights

  • You’ll gain a wide breadth of knowledge learning from our highly experienced staff with combined areas of expertise in AR and VR research, the use of novel interfaces, textiles and product design, fine art. installation skills, music and sound technology, social media, interactive technologies, visual and digital imagery, gaming, creative software and managing creative projects. Our staff are active in research and industry so you’ll graduate well versed to meet the needs of industry and employers
  • You'll have the opportunity to work on real industry briefs. In the past, students have worked with various games companies, Sony, The London Bridge Experience, Troika, Imogen Heap and designer and engineer, Moritz Waldemeyer (whose work you can see in the banner at the top of this page)
  • You’ll have plenty of opportunities to learn outside of the classroom. Past students have demonstrated their work in World Skills, New Scientist and Thorpe Park
  • You’ll benefit from learning in a diverse classroom where you’ll have the unique opportunity to develop your skills and knowledge in new and different areas. Our courses are designed to ensure that you are exposed to an array of technical and creative elements, enabling you to broaden your skill set and enhance your employability prospects. Our staff have a network of industry contacts that support and shape the future direction of the programme.
  • You’ll get to choose, via negotiation with course tutors, the nature of your final project.  This will determine whether you exit with an MA or MSc qualification.

Find out more

Sign up now to receive more information about studying at Middlesex University London.

What will you study on the MA/MSc Creative Technology?

The focus of the programme is making projects. You will be building, testing, entering hackathons, interacting, brainstorming, prototyping, working with clients on at least one live project per year, entering competitions – and having fun. We are always looking for ways of getting students involved in exciting, current projects, including, if possible, placements.

What will you gain?

In addition to an in-depth knowledge of creative technologies, you will also become competent in computer programming, the various methods of completing research, and organising and planning projects. You’ll work with students from a range of academic backgrounds where you’ll gain team building and ideation skills as part of group work.

There are plenty of opportunities to enter competitions such as the Hackathon Awards where you’ll have the chance to win cash prizes. Past students have won the Richard Branson Entrepreneur Prize. 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.

Modules

  • Modules

    • Working with the Creative Industries (30 credits) - Compulsory

      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.

    • Collaborative Projects and Creative Technical Practice (60 credits) - Compulsory

      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.

    • Final Project (60 credits) - Compulsory

      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.

    • Directions in Creative Technology and Digital Media (30 credits) - Compulsory

      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.

More information about this course

See the course specification for more information:

Optional modules are usually available at levels 5 and 6, although optional modules are not offered on every course. Where optional modules are available, you will be asked to make your choice during the previous academic year. If we have insufficient numbers of students interested in an optional module,  or there are staffing changes which affect the teaching, it may not be offered. If an optional module will not run, we will advise you after the module selection period when numbers are confirmed, or at the earliest time that the programme team make the decision not to run the module, and help you choose an alternative module.

We are regularly reviewing and updating our programmes to ensure you have the best learning experience. We are taking what we have learnt during the pandemic and enhancing our teaching methods with new and innovative ways of learning.

We aim to model a wide range of teaching strategies and approaches on the course which you can adapt to your own setting.

How is the MA/MSc Creative Technology taught?

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.

In addition to placement opportunities, you may also have the opportunity to visit and learn from practicing creative technologists. When you are not at the University, you'll be expected to do your own independent study, reading and online learning.

Assessment

Although there are no exams you will be assessed via coursework. This will include practical projects, both individual and group, written analyses of real-life projects or products, business plans, project proposals, presentations, pitches and annotated videos. Some of this assessed work will be done in groups. As well as being a means of documenting your work, the videos are a valuable part of your portfolio.

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 overall assessment.

For your final creative technology project, you'll develop and conduct a piece of original research, with reference to existing research, either individually or in groups of up to four. You will also have the option to complete the project with an external company - you will receive support to help find a placement if you wish to do this. You will be assessed through a written report, annotated video and practical project. If you do your final project in a group, each student will write an individual report, and you'll be assessed both individually and as a group.

Teaching and learning from 2023

We are regularly reviewing and updating our programmes to ensure you have the best learning experience. We are taking what we have learnt during the pandemic and enhancing our teaching methods with new and innovative ways of learning.

We are currently reviewing our approach to teaching and learning for 2023 entry and beyond. We've learned a lot about how to give you a quality education - we aim to combine the best of our pre-pandemic teaching and learning with access to online learning and digital resources which put you more in charge of when and how you study. We will keep you updated on this throughout the application process.

Your timetable will be built around on campus sessions using our professional facilities, with online sessions for some activities where we know being virtual will add value. We’ll use technology to enhance all of your learning and give you access to online resources to use in your own time.

The table below gives you an idea of what learning looks like across a typical week. Some weeks are different due to how we schedule classes and arrange on campus sessions.

This information is likely to change slightly for 2023 entry as our plans evolve. You'll receive full information on your teaching before you start your course.

Learning structure: typical hourly breakdown in 2022/23

Live in-person on campus learning

Contact hours per week, per level:

12 hours

Live online learning

Average hours per week, per level:

2 hours

This information is likely to change slightly for 2023 entry as our plans evolve. You'll receive full information on your teaching before you start your course.

Definitions of terms

  • Live in-person on campus learning – This will focus on active and experiential sessions that are both:
    • Led by your tutors including seminars, lab sessions and demonstrations We'll schedule all of this for you
    • Student-led by you and other students, like small group work and presentations.
  • Live online learning – This will include lectures, tutorials and supervision sessions led by your tutor and timetabled by us. It also includes student-led group work that takes place online.
  • Tutor set learning activities – This covers activities which will be set for you by your tutor, but which you will undertake in your own time. Examples of this include watching online materials, participating in an online discussion forum, completing a virtual laboratory or reading specific texts. You may be doing this by yourself of with your course mates depending on your course and assignments. Outside of these hours, you’ll also be expected to do further independent study where you’ll be expected to learn, prepare, revise and reflect in your own time.

Support

You have a strong support network available to you to make sure you develop all the necessary academic skills you need to do well on your course.

Our support services will be delivered online and on campus and you have access to a range of different resources so you can get the help you need, whether you’re studying at home or have the opportunity to come to campus.

You have access to one to one and group sessions for personal learning and academic support from our library and IT teams, and our network of learning experts. Our teams will also be here to offer financial advice, and personal wellbeing, mental health and disability support.

  1. Standard entry requirements
  2. International (inc. EU)
  3. How to apply
  1. UK
  2. EU/International
  3. Additional costs
  4. Scholarships and bursaries

Our students produce a wide variety of inspiring and innovative creative content.

Student videos

Watch some student produced videos below and make sure to check out our dedicated YouTube Playlist for more student work and inspiration.

How can the MA/MSc Creative Technology support your career?

This course has such a wide scope that the variety of careers which will be open to you is almost endless: Creative Technologist, music producer, games developer, application designer or developer, website producer, digital platforms engineer or social and locative media engineer / designer 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. Graduates have also gone on to study for a PhD and begin an academic career.

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 Passmore
Senior Lecturer, School of Science and Technology

Dr Passmore has a background in psychology (BSc), and computer science (MSc, PhD), and conducted research in a range of areas including visual perception, image processing, neural networks, visualisation, visual analytics, and 360 video. He set up the first European Net Yaroze Games programming laboratory sponsored by Sony.

Dr Magnus Moar
Senior Lecturer, Faculty of Arts & Creative Industries

Dr Moar's research interests focus on new approaches to learning and play, non-conventional interfaces, VR, AR and locative applications. He has worked on pioneering developments such as using GPS and mobile technology to progress narrative.

Debbie (Debora) Jedwab
Senior Associate Lecturer, School of Science and Technology

Debbie’s work on the Creative Technology course centres on creativity, lateral thinking,  ideation, presentation and collaborative projects.  She has over 30 years’ experience as a Product Designer and has designed for many worldwide companies.  She has recently branched out into Textiles, both as one-off pieces and also as designs for fashion / furnishings.  Her personal interests are in mixed-media textiles, upcycling, innovation, astronomy and social responsibility.

Carl James Reynolds
Associate Professor, School of Science and Technology

Carl is a University Teaching Fellow and his teaching and research encompasses the areas of sensors, interactive Genetic Algorithms and audio and video processing. He is particularly interested in synthesiser technology and interface design using a physical computing approach. He belongs to the AI and Smart Homes research groups and recently has been working with simple EEG systems and generative art to explore new ways of working and creating games.

  • Paulina Szewczyk

    Creative Technology MA graduate

    It was truly rewarding to have that opportunity to present the project to a real client. I boosted my adaptability, flexibility, and resilience skills while studying during lockdown.

    Creativity is often born in a crisis - the new limited conditions forced me to think in new ways and search for solutions where I have not looked for them before.

  • Middlesex University Daniel Wiedemann student

    Daniel Wiedemann

    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.

    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.

    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. It was a great help to get an overview of how project funding processes were structured and I met my new PhD supervisors.

    Examples of Daniel's work can be found in the Student Work strip above

  • Aleksandra Stawirej

    Creative Technology MA graduate and Creative Tech Graduate Academic Assistant

    During my masters I had the freedom to explore different topics and to collaborate with people from various backgrounds. The teaching style of the course was very dynamic, and the tutors gave us enough freedom to experiment along with a steady flux of guidance and inspiration related to our project ideas.

    The facilities at MDX are great as I had access to 3D printing, laser cutters and other equipment which allowed me to realise the full potential behind my projects.

    Although my class size was small, it was extremely varied, both in terms of professional and cultural background. Together, we explored different professional and academic perspectives, eventually forming a truly international group of friends.

    The Creative Technology course allowed me to form connections with several industry leaders in the field and to participate in numerous events that have helped me improve my social, creative, and technical skills.

  • Kelvin Yeung

    Creative Technology MA graduate

    The course is an excellent place to learn how to develop and document your creative process. You learn how to work on a project following a client’s requirements and present your ideas visually, making them easy to understand. We were taught to make quick prototypes and proof of concepts with the help of the instructors. The tutors’ extensive technical knowledge allowed them to offer great advice when working on technical proofs. They offered great amounts of support and guidance, both inside and outside of class.

  • Ela Przezdziak

    Creative Technology MA graduate

    Throughout the course of our study, we were involved in a variety of interesting and engaging projects that provided us with a hands-on experience and an insight into the newest technologies. Since we were a small group, the classes felt almost like private lessons, where lecturers had time for every student, should they have questions or encounter programming challenges.

    What I liked the most about the Creative Technology course is that we could always count on the support of the course leader and were guided to overcome any obstacles.

    I believe this course is an amazing choice for anyone with a creative mind.

  • Olayemı Efeovbokhan

    Creative Technology MA graduate

    This Creative Technology module unlocked my mind by giving it tools to not only design but understand the whole process of design and development.

    I was able to think both inside and outside the box at the same time, finding a balance.

  • Gigi Piscitelli

    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.

  • Student profile Andre

    Andre Thompson

    MSc Creative Technology student

    I chose this course because I want to start my own business; I knew I would need to build an app  and develop a website which, I could either save up to pay someone to produce, or I could learn how to build them myself. The course exposes you to a real wealth of knowledge, mixing core skills you will need to develop a product, with the creativity to disrupt the current technology market.

    Middlesex University has the latest technologies available: virtual reality, 360 cameras, motion capture and hollow lens technology. The experiences of academics within their fields and the success stories of student entrepreneurs who started their career on this course really inspired me to apply. It has been a great course overall: we often debate with academics who are extremely passionate, and who are willing to tailor the course to the outcomes the students are looking for. You can tell they put students first.

    For me, the main highlight of the course has been being able to create a product from start to finish and physically have something that works using the technical skills learnt on the course. Conversely, I found it a really challenging that you are taught a lot of technologies in such a short space of time. You have to be able to learn a lot of different skillsets very quickly and apply them at a master’s level.

    If you want to be exposed to technology of the future in the most innovative settings then this is the course for you. Not only will you learn about those technologies, but you will learn how to program and use them in order to create your product. The course also teaches you how to present a product, which was key to me winning the Barnet Entrepreneurship Competition last year where I was rewarded £2,500 towards my start-up, and making it to the semi-final of a national entrepreneurship competition this year.

    I will be finishing this course in October, by which point I hope to have launched my business ‘Student Light’ and monetised it effectively, so that I can begin working full-time for my business.


We’ll carefully manage any future changes to courses, or the support and other services available to you, if these are necessary because of things like changes to government health and safety advice, or any changes to the law.

Any decisions will be taken in line with both external advice and the University’s Regulations which include information on this.

Our priority will always be to maintain academic standards and quality so that your learning outcomes are not affected by any adjustments that we may have to make.

At all times we’ll aim to keep you well informed of how we may need to respond to changing circumstances, and about support that we’ll provide to you.

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