SM6P07 - Digital Media Project (2022/23)
|Module specification||Module approved to run in 2022/23|
|Module title||Digital Media Project|
|Module level||Honours (06)|
|Credit rating for module||30|
|School||School of Computing and Digital Media|
|Total study hours||300|
|Running in 2022/23||
In this digital media project module, students will work under supervision and independently to develop creative ideas into a practice- based project that relates concretely to research proposed. This is a final year project module, where students design and develop a digital media creative brief around a topic of interest. The idea is that whatever you design and develop in this module will be linked to the research question you are trying to find out. The sessions will also include exercises to help you develop your skills in key areas of academic study, prototyping and human computer interaction, user experience design methodologies and methods. Students will demonstrate technological competences, organising project work around a self- defined brief. Key skills include how to manage time and resources effectively by drawing on planning, organisational, and project management skills learnt in Year 2.
Students produce work, which demonstrates an understanding of media forms and structures, audiences and specific communication approaches and contextualised within relevant theoretical issues and debates. Students are encouraged to experiment, as appropriate, with forms, conventions, techniques and practices and employ design and production skills and practices to challenge existing forms and conventions and to innovate. Also, be adaptable, creative and self-reflexive in producing output for a variety of audiences.
This module aims to:
● Support and develop skills and knowledge in design, research towards and production of a digital project
● Support and develop skills in the critical evaluation of own and others’ projects in digital media
● Support problem-based learning and employability skills in relation to digital media applications
● Support students applications of models and theories of communication
● To apply these models to visual and computer‐mediated communication
● To develop student’s skills in written, oral and visual communications in digital media
Developing practice based project work using creative ideas, concepts and research methodologies:
● Developing project briefs and production plans
● Developing portfolio work for wider audiences (employers, public, press etc.)
● Consideration of usability and accessibility
● Independent development of practice- based skills with technical support and guest lectures
● Theories of human-computer interaction
● Project cycles and planning
● Design methods
● User research methods
● User-centred design methods
● Design stakeholder and audience requirements
● Personas and scenarios in design
● Proto-typing techniques
● Iterative design
● Interface design
● Design evaluation methods
● Usability and accessibility
● Media platforms and distribution
● Multimedia content creation and asset management
● Narrative and online story-telling
● Participatory practice
● Content management systems
Learning Outcomes LO1 - LO3
Balance of independent study and scheduled teaching activity
The balance of independent study and scheduled teaching activity is slightly different in this module to allow for project supervision process.
Weeks 1 - 12 Workshops
Weeks 13 - 30 Supervisor Contact
WORKSHOP sessions: are student-led sessions which enable you to actively engage with the learning programme. You should prepare in advance for these sessions and be willing to participate and be open to discussion. Discussing research topics and sharing ideas with other students is an essential part of the learning process. The sessions will also include exercises to help you develop your skills in key areas of academic study, prototyping and user experience design methodologies and methods.
In this module, students will work under supervision and independently to develop creative ideas into a practice- based project (50% of the mark) that relates concretely to research proposed. Students develop a proposal, which they set for themselves. The idea is that whatever you design and develop in this module will be linked to the research question you are trying to find out. Students will demonstrate technological competences, organising project work around a self- defined brief. Key skills include how to manage time and resources effectively by drawing on planning, organisational, and project management skills learnt in previous levels. Students produce work, which demonstrates an understanding of emergent technologies, digital media forms and structures, audiences and specific communication technologies, contextualised within relevant theoretical issues and debates. Students are encouraged to experiment with these forms, conventions, techniques and practices, employing production skills and practices to challenge existing forms and conventions and to innovate.
On successful completion of this module students will be able to:
● Propose and research a digital media project, demonstrating an understanding of new and emergent media forms and their relation both to their social context and to earlier forms. (LO1)
● Understand the nature, constraints, opportunities and parameters of the media platforms and technologies you are planning to work with to create your digital artefact. (LO2)
● Be able to evaluate different technologies, tools, formats, and creative or technical approaches with regard to their advantages, disadvantages and implications. (LO3)
Coursework 1: Research Proposal: 2500 words
Coursework 2: Individual Presentation of project
Coursework 3: A Digital Media Artefact
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