Ravensbourne

MA Interactive Product Futures

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This is a creative, project-based course focusing on the practical and theoretical study of product design and its relationship to interaction. As an advanced product designer, this course supports your continued development and will refine your practice in interaction and user-centred product design.

Pat Earn

The course explores academic theories as well as industry practice within interactive media, digital arts, entertainment and product design; and is a combination of two separate fields: product design and interactive media.

In Interactive Product Futures you will focus on user-centred design processes and research and analyse “user interaction” as your primary focus. The emphasis is on technology-mediated communication between humans and objects or spaces, allowing you to apply design and apply technological solutions to people’s infinite needs. You will also examine how technology gives personality to objects, and thereby how to ensure technology and design are more empathetic to people and their behaviours.

In the early units of the course you will be given short project briefs in which to design, implement, test and evaluate solutions in the form of an interactive product. Each project brief may take the form of an online or offline product; for example: an online quiz, an e-commerce type application, a toy. This is also an opportunity to produce a series of creative works within the specialisation of rapid prototyping (3D printing), animation, game design, web design, installation art, projection mapping, creative coding, computation design and entertainment media. The aim is to provide you with the opportunity to develop a software solution to a given problem, or aspect of a larger problem.

You will be encouraged to experiment with new ways of working with objects/scenarios and their integration with technology both creatively and collaboratively, and to apply emerging and existing technological solutions through personal fabrication, research and the experimental application of technology.

The course promotes cross disciplinary thinking as an approach to product design, so that the relationship between interactivity, artefacts, environments and the systems and organisations in which they operate can be re-examined. 

By studying the course you will develop your creative design skills to innovate and influence product and interaction design practice and realise the commercial potential of your design proposals.

Collaborative project

'The Digital Gym' project, which allowed students to research how emerging technologies are applied and user behaviour enhanced to provide a distinct, immersive gym experience on the Greenwich Peninsula.

Course details

Type
Postgraduate

UCAS Code
N/A

Duration
1 year full time/ 2 years part time

Fees
See below

Validating body
Ravensbourne

Entry requirements

Home/EU
First or upper second class honours degree (or equivalent non-UK qualifications) in a relevant subject, or an equivalent professional qualification in a related subject area.

If you are applying directly from an undergraduate degree course without experience or professional practice you must be able to demonstrate a good knowledge of your chosen subject area.

International
In order to be eligible for a course, you will need to be a competent speaker and writer of English. This also applies if you are from the European Union, or if you're from a country outside the EU. You will need a level of IELTS 6.5, with a minimum of 6.0 in each section.

What your course will look like

Unit 1: Technology Issues

Technology Issues In the Technology Issues unit you will have the opportunity to prototype ideas and engage with industry standard processes, techniques and technology relevant to product.

Unit 2: Research Process

Research Process The Research Process unit will enable you to deepen your conceptual thinking and technical application through the development of your individual practice.

Unit 3: Business and Innovation

Business and Innovation The business context of new technologies has transformed the relationships between traditional film, video and digital formats.

Unit 4: Concept and Prototyping

Concept and Prototyping The Concept and Prototyping unit will develop your main concepts with reference to theoretical and business contexts.

Unit 5: Major Project

The Major Project unit represents the culmination of a student’s investigation and the final stage of the research strategy. This is a substantial piece of self-managed work that is underpinned by advanced practice-based methodologies and processes.

 

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