The MA/PgDip Creative Technology is a practice based course focusing on the creative employment of technology. The course’s innovative feature is to explore the dissolving boundaries between new media, sound and visual arts, industry, design and computer technology as a result of digital technology. The course aims to bring together a broad range of graduates from a variety of different backgrounds. The philosophy of this course in Creative Technology is expressed through the following features: Understanding the various approaches, methods, and issues related to digital technology and industrial and creative practice. Gaining specific skills in a number of areas including creative thinking, research methods, computer systems, visualization, multi-media, interactivity, and telematics. Developing the ability to think dynamically and creatively. Gaining the expertise to focus on a specific avenue of interest, carry out enquiries and experiment, and produce pioneering projects or realize innovative working prototypes and solutions.
Creative Technology - MA/PgDip
Duration: 1 year full-time; 2 years part-time
STRUCTURE | Semester 1 invites the students to interrogate technology and its effects through theoretical and practical means and to explore notions of creativity and practice by studying and employing various research techniques and methods. Realization is carried out through a series of short projects built around mainly individual based activities and some team projects. Emphasis is placed on developing: (1) the ability to manage, develop and present ideas; (2) the ability to integrate research findings & issues within a practice based project; (3) the ability to analyse projects and project outcomes.
The focus of semester 2 is on developing the ability to propose, manage and develop a project grounded in thorough research techniques which combines a theoretical enquiry within a practical outcome. The emphasis is placed on students managing & co-ordinating their own learning & encouraging the students to experience & explore technology at first hand, by developing appropriate skills which enable the student to construct & realize concepts. They are also encouraged to make contact with practitioners and/or industry in order to gain support & experience of professional practice.
Semester 3 is purely self directed. Each student will undertake a practical project which will require the student to initiate & self manage their studio, workshop and research time. Students will interact with each other at regular work-in-progress reviews & will also be supported by a regular series of personal tutorials from their project supervisor & module co-ordinator.
SPEAKERS & LIVE BRIEFS | Guest artists and researchers demonstrate their projects and investigations, and students receive an insight into state-of-the-art techniques, artistic strategies and creative methodologies. The guests on one hand demonstrate their work and on the other hand discuss the students' work in progress.
MODES OF DELIVERY | The programme is offered as a one-year fulltime or two year part-time Masters. While it is considered a taught programme, the curriculum is increasingly self-directed as the year progresses enabling students to explore a range of diverse interests, culminating in the development of a unique topic of study in their final term. The first semester is aimed at developing new skills (PG Certificate), the second at exploring and refining those skills in a personally-defined project (PG Diploma) and the third in developing reasoned connections to realise a coherent creative piece which is at or defines the cutting edge of creative expression with emerging technologies (MA). The programme seeks to engender in students a grounded understanding of various approaches, methods and technology issues related to industrial and creative practice. The pursuit of such knowledge is recognised as central to appreciating the dissolving boundaries between industry, design, visual arts and new media as a result of converging technologies.
The programme’s key themes of arts, science and technology have been complemented by a renewed emphasis on creative and professional practice. As such, the programme addresses brings together a broad spectrum of graduates from fine art, design, computer science and engineering backgrounds. The programme places emphasis on technology and visual arts, and links new media arts to both the creative industries and arts practice.
COURSE STAFF | The staff on the course include not only the full time staff from within the School of Art and Design but also a range of lecturers from other faculties and the art and design community who bring their own perspective on technology to the course. In addition, there is a rich and wide ranging programme of visiting practitioners who provide particular emphases, specialist knowledge or experience in specific areas of practice. We believe this provides a rich and varied educational experience. The course is built around the team of module co-ordinators and members of module teaching teams. There have also been a number of new appointments since the course was developed and there will be other new staff appointed during your time on course.
Staff involved in the delivery of Creative Technology:
-Dr. Jo Heeley
-Prof. Paul Sermon
The Academic staff are supported by a highly skilled Technical Support team: Mark Zurawski: Computer Manager, Information and Digital Technology, Centenary Building, Adelphi Campus Michael Clements,: Information and Digital Technology, Centenary Building, Adelphi Campus (Digital Video) Giles Marshall: Information and Digital Technology, Centenary Building, Adelphi Campus (Graphics) Matt Bell: Part-time (3D modeling/Digital video).
APPLICANT PROFILE & PORTFOLIO ADVICE | Creative Technology has always attracted graduates from a diversity of backgrounds including visual arts, design, computing, engineering, marketing, music, multimedia, sociology, media studies and many more. The open boundaries of the course draw from an ever increasing amount of creative technology sectors and disciplines. Students are challenged to work on technically complex and artistically demanding projects which are aimed at developing new approaches to non-standard problems. A high degree of cooperation amongst students on the one hand and between course members and external specialists on the other is required.
A website presents ongoing events, discussions and theoretical considerations to a wider public. Additionally, selected print media distributes information about the course and its participants to relevant festival sites, partner universities and project supporters.