This module introduces the principles of information design for print and online publications. The module explores the history and theory of typography and the ways typography can be used to communicate meaning. Utilising a range of desktop publishing tools for the creation of visual information designs, the module offers technical skills in the processing of digital images for print and online and introduces methods for the visualisation of data sets. This module focuses on the design, presentation and communication of information for print and online publications. You will gain detailed understanding of the history and practices of information design for both print and online publications. You will be required to use this knowledge to gather, analyse and present information in order to create and communicate meaning effectively. The module focuses on design and layout principles and establishes a good understanding of desktop publishing rules and conventions. The module introduces both industry standard software as well as freeware software for the creation of layout designs online and in print.
This module presents key theoretical frameworks with which to examine past, current and emerging practices in digital media. You will review technological developments from the history and development of the internet to the rise of social media today and will be introduce key debates surrounding digital media practices and to examine contemporary examples of digital media cultures. The module takes special focus on theoretical tools and empirical methods for reflecting upon personal and everyday experience of digital cultures, and draws on a range of case studies from popular culture (cinema, video games, media art, social media platforms) in order to explore digital cultures and the role of digital technologies in the shaping of cultural production, popular culture and everyday communication. The module offers a good understanding of political, economic and ethical considerations pertaining to digital cultures.
The module is designed with 50% theoretical/50% practical that prepares you for the Independent Project in Year 3– whether that takes the form of a work placement, an extended essay or practice-based work. The module is specifically designed to teach you how to devise and develop independent research projects within the framework of digital media and to train you to use the latest tools and programmes to do research on digital media. The module will instruct you in the design of a research project, including budgeting, basic project planning and management skills, calculation of expenditures, and will guide you across the learning of the new and cutting edge techniques and methods for digital data analysis, such as data scraping and API extraction, data visualisation, basic social network analysis, digital ethnography, social media content analysis, big data analytics, and how these interface with more traditional media research methods such as interviews, questionnaires and focus groups. The module enables you to learn, evaluate and experiment contemporary techniques and approaches in digital media research and apply this knowledge to the design of a research proposal, the development, planning and execution of a research or practical project.
This module offers 100% media production skills. The module focuses on media production formats such as video production (DSLR cameras, lighting kits, two-camera interviews), sound recording and mixing, advanced image processing with Photoshop and InDesign Adobe, advanced post-production and video editing with Premier and Final Cut Pro (industry-standard editing software packages). Web design with HTML, live media campaigning, conceptualising and building smart phone applications will also be covered. This module requires to produce practice-based work that is creative and self-reflexive and adaptable to multiple platforms (on and off line).
Games have become a significant part of our lives. This module will explore some of the important cultural aspects that games have including such topics as ludology, ethnicity, gender, addiction, ethics, gamification and serious games. This module aims to introduce a range of theories, methods and concepts relating to games, animation and digital culture. Close reading of key theoretical texts introduce critical and methodological approaches to further develop an understanding of academic research methods and essay writing skills.
The independent project module requires you to engage in the development and execution of a sustained project (written or practical) that is relevant to the field of digital media and the study of digital humanities. The module offer skills in professional practice and research with an emphasis on self-directed and independent learning. The module requires to engage critically with theoretical discourses and debates, as well as practical applications of media and technologies - encountered in the course. The project takes one of two forms: a written dissertation project of 7,000 words or a creative, practical industry-standard project accompanied by a sustained critical reflection of 3,500-4,000 words (detailing the process of development and execution) and a business plans (including budget and promotion strategy).
This module prepares you for a professional career. The module requires the production of a 'live project' working with a client. This means that you must produce a live project in response to a real-client brief. Through the Media department's industry links, contacts and collaborations with companies from the industry will be encouraged. The module gives strong emphasis on employability skills and includes specialist workshops for CV writing, letter writing, interview training, as well as gives access to technical production resources such as the sound recording studio, post production suites and use of the TV studio. You will develop a professional portfolio including business cards, CV and professional profiles on online networking tools and platforms. You will be required to contact clients, agencies and work in close collaboration with professionals from the cultural and creative industries. This module will have the direct support of the University's Employability Support Office.
This module offers a balance between theoretical frameworks and practice-based applications of locative media. The module explores the notions of spatiality, temporality, mobility and urbanism through practical applications of locative-media tools and applications. The first half of the module will explore the analysis of theoretical frameworks concerning the changes in spatiotemporal perception brought about by ICTs. The second half will explore hands-on practical applications of contemporary location-based technologies, tools and applications.
The module will critically examine the role of new media in the shaping of identities off and online and critically interrogate the representation and understanding of gender by online cultures. The module will use contemporary case studies such as the recent 'gamergate' controversy. Gender, identity and new media is a growing research area in digital humanities. This module will include the most up-to-date critical discourses in this subject and draw from feminist theories in order to create a contemporary understanding of the constitution of gender and sexuality in contemporary society and digital cultures in particular.
You can find more information about this course in the programme specification. Module and programme information is indicative and may be subject to change.
Start: October 2018, EU/International induction: September 2018
Duration: 3 years full-time, Normally 5 years part-time
Start: October 2018, EU/International induction: September 2018
Duration: 3 years full-time, Usually 5 years part-time