This programme bridges the complex network that is the construction industry, and trains a new breed of experts to exploit opportunities afforded by new and emerging manufacturing technologies. Graduates can expect to lead the paradigm shift that is taking place in building design and procurement.
This programme is built around design, fabrication and testing. Students will learn to locate their work in the historical and theoretical context of design for manufacture, will select from a range of analogue and digital skills that they wish to develop and will progress to undertaking advanced design, research and fabrication projects with support from leading academics and professionals.
Students undertake modules to the value of 180 credits.
The programme consists of theory and preparatory modules (30 credits), a skills module (30 credits), and two design thesis projects and a design thesis dissertation (120 credits).
There are no optional modules. for this programme.
Research project/design project
All students undertake a major design project, the 'Design Thesis Portfolio, Final Project' in combination with an individual research project, culminating in the 'Design Thesis Written Dissertation'.
Teaching and learning
The programme is delivered through design and fabrication tutorials, skills workshops, seminars, lectures, site visits, group working and (optional) field trip. Assessment is via design and skills portfolios, written coursework submissions and verbal presentations.
There is a field trip as an optional part of the programme.
The maximum cost to the student is £500.
No placement is offered as a part of the programme.
Further information on modules and degree structure is available on the department website: Design for Manufacture MArch
Graduates are likely to progress to further study and teaching, or roles in design and the built environment with some of the world's leading architecture, engineering and construction companies.
The combination of networks, knowledge and technical expertise makes graduates of The Bartlett some of the most sought after in the world. Graduates of this programme will leave with the skills and expertise relevant to a rapidly expanding and evolving sector in industry.
The programme will be primarily located at the new UCL Here East facility in London's Olympic Park, with a design studio focus and outstanding CNC fabrication and robotics facilities. It will also benefit from a base on the UCL main campus in Bloomsbury and benefit from The Bartlett's unparalleled industry network and London location.
Graduates will be well placed to take leading roles in industry or academia, exploiting emerging technologies and approaches to change the nature of design and construction.
The programme has been developed in liaison with industry partners including Arup, Foster and Partners, Laing O'Rouke and Price and Myers, who all have a longstanding relationship with The Bartlett.
The Research Excellence Framework, or REF, is the system for assessing the quality of research in UK higher education institutions. The 2014 REF was carried out by the UK's higher education funding bodies, and the results used to allocate research funding from 2015/16.
The following REF score was awarded to the department: Bartlett School of Architecture
81% rated 4* (‘world-leading’) or 3* (‘internationally excellent’)
Learn more about the scope of UCL's research, and browse case studies, on our Research Impact website.
This exciting new programme is intended to foster a new breed of designer for the 21st century. As the world undergoes massive, accelerated change, communities, cultures and societies face various complex circumstances and systems, including disruptive technologies, aging populations, economic instability, conflict and displacement, and environmental degradation. This programme will address the complex, real world challenges these communities face through design-led interventions driven by tactical, critical, strategic and creative approaches. It places an expanded notion of design at the heart of the enterprise of social, technical and environmental change and nurtures an interdisciplinary approach to these complex circumstances.
Our approach understands designers as researchers. We combine traditional design practices with a sense of curiosity regarding uncertainty and instability and try to understand the diverse sociocultural perspectives and practices within these global challenges. The programme is ideal if you wish to broaden your existing specialist approaches with 21st century design skills that can be applied across intellectual and creative contexts including sociology, engineering, business, anthropology, geography, and design itself.
You will be taught through a series of Design Labs, which provide thematic focus to open project briefs, encouraging independent interpretation in the design studio. The labs aim to develop your skills, encouraging innovative use of analytical design research methods, application of contemporary synthetic approaches to producing and prototyping design-led insights and bleeding edge forms of communication, presentation and dissemination of design knowledge and future propositions for design-led interventions. You will choose option courses in design or from a range available across ECA and the College of Arts, Humanities & Social Sciences. Finally, your independent dissertation will embrace student-led, situated and practical interventions and tackle real world contexts. It may be possible to undertake a work-based dissertation and apply your new skills in real world applications.
The programme will prepare you for a rewarding career as a designer, strategist, or consultant in a variety of private sector organisations, including design studios, and government or non-governmental organisations (NGOs). You may also consider a career in academia leading to new and exciting careers in emerging fields of inquiry including digital humanities, developmental studies, and emergent forms of design study and practice.
Digital has changed the game for sports business forever. Teams, leagues and federations no longer compete with each other; the new competitors are digitally-based activities such as social media, video streaming and gaming. Some analysts have even observed sport to be the most disrupted of all industries.
Digital is more about aligning strategy and the organization to behaviours and expectations of modern fans than it is about technology.
Ultimately, digital is about growth and therefore 'Managing Digital Transformation in Sports' has been purposely developed for football and sport organisations to explain the digital challenge to sports leaders, managers and professionals in a way that will enable organization and career growth.
It is a modern reality that whilst business models in sports are still adjusting to the new data and fan-ﬁrst reality of the digital era, a new breed of technologies such as virtual and augmented reality have arrived to push the economy further into competition for personalized and immersive experiences.
Through all of this volatility, the principles that are needed to navigate digital disruption in our own roles and organizations are now understood. 'Managing Digital Transformation in Sports' takes lessons from all industries in the digital economy and combines them with football and sports business best practices to deliver a master class for career and business transformation.
You can download the program prospectus here.
The program is aimed at professionals looking to improve their digital literacy so that they can more effectively lead and contribute to business transformation in a sports/football organization.
It is the first program focusing on the transformation and specialization of digital business in the sports industry.
KEY BENEFITS OF THE PROGRAM INCLUDE:
To ensure you are fully prepared for a wide range of professional challenges, the course curriculum covers all business areas across the sport industry.
The well-rounded curriculum is divided into four terms that cover the following areas:
TERM 1 - SPORTS BUSINESS IN DIGITAL
1. Introduction - why sport is most disrupted of all industries
2. The new consumer and fan
3. New sport business responsibilities
4. Digital technologies and their impact on sports business explained
- Internet of Things
- Cloud Computing
- Mobile Computing
- Digital and Social Media
- Data and Analytics
- New technologies: Virtual Reality, Augmented Reality & Artiﬁ cial Intelligence
TERM 2 - ACHIEVING DIGITAL MATURITY
1. What is Digital Maturity
2. Obstacles to achieving Digital Transformation
3. Digital Transformation Success Factors
- Leadership and Strategy
- Culture and Governance
- Business Model Innovation
- Fan-centered Design
- Corporate requirements - Finance, IT and Marketing
- Open Innovation (including special feature on Innovation best practice)
TERM 3 - BECOMING A SOCIAL BUSINESS
1. What is a Social Business
2. Social Leadership
3. Socially Inspired Trends
- Digital Marketing Models
- Digital Marketing Capabilities
- Digital Media and the changing broadcast landscape
- Crowd sourcing, Recruitment, Employee Ambassadors
- Social Media Platform Selection
- Social Media Best Practice
- Sponsorship and monetizing social media
- Mobile Apps
- Esports - industry analysis and opportunities for traditional sports
TERM 4 - DATA STRATEGY AND MARKETING WITH ANALYTICS
1. How Data is transforming business
2. Characteristics of Data high-performers
3. Planning for data mastery
- Developing a Data-driven culture
- Data and Analytics best practices and case studies
- Attracting and retaining Data and Analytics Talent
- Innovating with Data
- Sources of Fan Data and Customer Data Platforms
- How Big Data drives Marketing Success in Sport Organizations
You will benefit from the latest technology-enabled education and an interactive methodology that combines live web conferences led by top football industry professionals with an integral online platform through which the contents of the program are delivered.
The program brings together international industry executives from the top sports clubs, governing bodies and corporations across the world to provide candidates with the most relevant and up-todate information from the football industry through online guest speaker sessions.
This course is led by Stephen Bourke, Sports Business Strategist and Digital Analyst. Stephen is an internationally experienced sports business specialist from Australia presently working in Qatar. He is a global executive board member of Sport and Entertainment Alliance In Technology (SEAT) Conference in the USA. Stephen’s passion for understanding the impact that the digital economy is having on sports business has led to him becoming the ﬁ rst person to develop and deliver content online to inspire other sports professionals own transformation in our new digital-ﬁrst reality.
The Sports Business Institute have provided training to executives from across the football industry at a global level including clubs, federations, and media outlets such as FIFA, Club Wembley, Liverpool FC, Manchester United, Manchester City FC, West Ham United, PSG, Inter Milan, Juventus, Galatasaray, the Mexican Football Federation among numerous other top sports properties.
2. Click on the button "Secure your spot here"
3. Fill out online registration form on this page
4. Secure a spot in the program by paying a 50 Euro application fee. You must fill out the form on this page and click on the "Register" button.
5. Once the application fee has been paid a member of our team will contact you to confirm your registration.
6. You must then complete the balance of your course tuition fee of 2,950 Euros* by bank transfer.
This unique course offers critically-engaging themes and technologies, providing skills in immersive storytelling to reflect rapid changes in the games industry.
Whether you are looking to build retail or museum installations or you want to use games to tell cinematic stories, this program explores how to craft deeply compelling, critical games and interactive work both for clients and creative practice.
The MA in Independent Games and Playable Experience Design focuses on developing aesthetic awareness, creating compelling mechanics and the ability to craft innovative narratives in games and immersive experiences. Students will be given the skills needed to run a small business and produce quality design on a highly professional level.
Visiting guest lecturers, researchers and artists from around the world will stimulate your critical thinking while inspiring your creativity. Skills based workshops in the latest fabrication and production methodologies will empower you to build stunning installations.
This program will provide access to education and skills new creators will need to be successful in the marketplace.
Why this course?
As technologies have integrated into our everyday lives, elements from games have been woven into everything from the way museums educate the public to how scientists do cancer research. With the rise of mobile, console creators no longer hold a monopoly on gaming platforms. This new found freedom has resulted in an explosion of independent games creating new genres of play. From putting players in immersive augmented worlds to telling transformational personal narratives, these new experiences are redefining the rules of play. Games are now just part of everyday life. As a result, markets that were dominated by traditional media have begun to leverage the ability of games to tell stories, share the news, generate knowledge and educate the public. An explosion of games and apps has created a new breed of entrepreneur which uses small teams to create projects that are accessible to millions. This rising market has become a driving economic reality within the UK.
You will study the following modules:
Additionally, a selection of optional modules to the value of 15 and 30 credits will be provided from an annual list for each term and will be made available by the department.
The current list of optional proposed modules for 2017-2018 is:
Please note that due to staff research commitments not all of these modules may be available every year.