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Masters Degrees (User Centered Design)

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We are developing a revolutionary new form of transportation at the intersection of airplane design, robotics and human-centered design. Read more

The Project

We are developing a revolutionary new form of transportation at the intersection of airplane design, robotics and human-centered design. The goal of this project is to design the user experience of the whole process, starting from the user deciding to book a flight to walking away from the landing area. All aspects of the process need to be considered, including payment, instructions, communication with staff, friends, and family. You will be using a user-centered design process to go through several iterations of concept development, design and evaluation. The whole process needs to offer an extremely user friendly and attractive design while managing the complexity of flight. The project will start in mid February 2018 as part of the Masters in Human Interface Technology (MHIT) program.

The Candidate

The ideal candidate for this project would have a background in user experience design. Knowledge of scenario writing, personas and user evaluation would be desirable.

About the HIT Lab NZ

The HIT Lab NZ is a dynamic, international, multidisciplinary environment, bringing together people with varying viewpoints to design new ways of supporting people in their everyday lives, be it at work, play, or school. We take a human-centred approach, starting by looking at the people we are looking to support (e.g., young, old, skilled, unskilled), the tasks they need help with (e.g., repairing a device, visualizing a new house), and the environment they will be in (e.g., at work, in the home, visiting a museum), then designing solutions within these constraints using appropriate advanced technologies.

We hope to provide a welcoming space for people from a wide breadth of areas pertaining to the human condition, such as technical, design, artistic, and psychological. When in doubt, contact us! We're always looking for innovative thinkers!

Requirements

International applicants will be required to arrange for their NZ student visa after an offer of a place. Please check http://www.immigration.govt.nz for information about what type of visa might be most suitable and the process of acquiring it. The university has various types of accommodation available on campus. Please check http://www.canterbury.ac.nz/future-students/accommodation/ for information about the options and prices. International students should also consult the International Student website at http://www.canterbury.ac.nz/international/ to learn about the cost of living, fees, and insurances.

How to apply

Please upload your complete application as one PDF file to our website at http://www.hitlabnz.org/index.php/jobs/user-experience-design-for-airborne-transportation-device/ by October 1st, 2017. Your application should include your CV, academic records, a one page statement of interest, and three references.

Please contact Dr. Christoph Bartneck () for further questions.

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The Masters in Product Design Engineering, taught in collaboration with the School of Design, Glasgow School of Art will develop your ability to design products with significant engineering content, address user needs, and optimise solutions for specific markets. Read more
The Masters in Product Design Engineering, taught in collaboration with the School of Design, Glasgow School of Art will develop your ability to design products with significant engineering content, address user needs, and optimise solutions for specific markets.

Why this programme

◾This exciting programme will enable you to benefit from the combined resources and complementary expertise of staff of two top ranking Scottish institutions, University of Glasgow and Glasgow School of Art.
◾Studio-based, student-centered learning based around design project activities. Students have access to state-of-the-art product design engineering prototyping and manufacturing processes in the PDE workshops at GSA and University of Glasgow.
◾There are increasing pressures, from both existing and emerging world marketplaces, for products which not only respond to the needs of function, user and society, but which can be brought to market ever more rapidly through state-of-the-art development and manufacturing processes. Industries which develop, manufacture and market today's products need high-caliber graduates equipped to handle these processes with management skill and creative drive, and this programme develops graduates with these skills.
◾The studio programme explores cultural, management, perceptual, process and psychological issues, offering a curriculum relevant to the needs of industry and an understanding of the role of the design engineer in society.
◾The University of Glasgow’s School of Engineering has been delivering engineering education and research for more than 150 years and is the oldest School of Engineering in the UK.

Programme structure

You will attend lectures, seminars and tutorials and take part in lab, project, team and studio work, industrial visits, and workshops.

Core courses
◾Advanced manufacture
◾Core research skills for postgraduates
◾Human factors
◾Integrated engineering design
◾Micro-electronics in consumer products
◾Product design engineering introduction project
◾MSc project.

Optional courses
◾Instrumentation and data systems
◾Software engineering
◾The Glasgow School of Art elective (you will choose from a list of options).

Background/Aims

The MSc in Product Design Engineering aims to:
◾Offer each individual student the opportunity to critically develop his or her own work in the context of a rigorous but supportive intellectual climate;
◾Acquire key skills in the areas of user-centred design, product design, mechanical engineering, and electronic and electrical engineering;
◾Encourage students to identify and explore key contextual issues relevant to their practice;
◾Develop students' awareness and knowledge base in design philosophy, theory, practice and research in the context of innovative forms of design;
◾Enable students to achieve the highest possible standards in their work, so that graduates have the confidence, maturity and intellectual and interpersonal skills necessary to function successfully in the design engineering field;
◾Equip students with the highly developed intellectual, practical and interpersonal skills deemed necessary for their career.

Graduates destinations should expect to follow a similar pattern to our integrated masters programme which include Apple Computers (USA), BAESystems, Cambridge Consultants, Dyson, Hoover-Candy, JCB, Nokia, Philips, Polaroid, Schlumberger and Terex. Graduates could also establish their own companies.

Career prospects

Career opportunities include product research and development, system design, product manufacture and engineering design. The programme aims to provide opportunities to work on live projects with industry: this can lead to employment opportunities. Examples of companies that employ our Product Design Engineering graduates are Apple, DELL, Dyson, Jaguar-Land Rover, TomTom and Smart.

Accreditation

The MSc Product Design Engineering is accredited by the Institution of Mechanical Engineering. An accredited degree will provide you with some or all of the underpinning knowledge, understanding and skills for eventual registration as an Incorporated (IEng) or Chartered Engineer (CEng). Some employers recruit preferentially from accredited degrees, and an accredited degree is likely to be recognised by other countries that are signatories to international accords.

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See the department website - http://cias.rit.edu/schools/design/graduate-visual-communication-design. The changing landscape of people’s everyday interactions has blurred the lines between respected design fields giving designers new responsibilities to shape experiences. Read more
See the department website - http://cias.rit.edu/schools/design/graduate-visual-communication-design

The changing landscape of people’s everyday interactions has blurred the lines between respected design fields giving designers new responsibilities to shape experiences. Designers must increase their knowledge in all areas of design, including print media, human-computer interaction design, motion graphics, and 3D digital graphics.

Plan of study

The MFA in visual communication design provides a learning environment for advancement in innovative research, user-centered design, and professional practice focusing on the creative potentials of visual communication through a full spectrum of media. Students may advance their design knowledge and technical skills by choosing one of three options: communication design, interaction design, or motion and 3D digital design.

The cross-disciplinary nature of the program offers a greater potential to foster innovation and creativity in visual communication design. The program reflects the current views and changes occurring in the professional design field. The skill sets required of graphic, interactive, and digital design have now crossed over and are interrelated.

Admission requirements

- Portfolio

A portfolio, along with written records of achievements and recommendations, serves to inform the faculty of the applicant’s readiness for advanced graduate study. It provides a visual statement of the applicant’s performance to date of a candidate's design skills, aesthetic development, and maturity.

The portfolio must demonstrate a strong understanding of design principles and visual computer skills using Adobe products, including Photoshop, Illustrator, and InDesign. A portfolio of 10-15 examples representing a cohesive body or bodies of recent work should be uploaded to rit.slideroom.com, the college's portfolio website, or via a personal website.

Examples must demonstrate a good sense of design, typography, and digital illustration in addition to the applicant's interests in and aptitudes for advanced study and, specifically, potential for success at RIT. Applicants are encouraged to submit only their best original work. Applicants should not submit work copies from film, television, photographs, magazine/book illustrations, or other sources.

- Application deadline

The application deadline is February 15th. Admission selection for the fall semester is made in the spring from among all portfolios and completed applications submitted. Acceptance after February 15th is based upon available space and accepted applicants may be placed on a waiting list.

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Wearable Futures is a cross-disciplinary umbrella programme for designers who are interested in the cluster of technologies and experiences that have the human body and its covering as their centre of focus. Read more
Wearable Futures is a cross-disciplinary umbrella programme for designers who are interested in the cluster of technologies and experiences that have the human body and its covering as their centre of focus.

The course offers a holistic environment based on the integration of creative computing, digital craftsmanship and material cultures, while also incorporating the technologies and advances in hardware that are impacting on manufacturing techniques and associated applications. Wearable futures has come about as part of Ravensbourne’s current commitment to become creative leader in the field of wearable applications and body-centric design. Ravensbourne's digital research culture is contributing significantly in this context.

The main conceptual framework for the course will be provided by theories of digital craftsmanship, body-centric technologies and phenomenological readings and speculative philosophy. These will form an important research foundation for building Ravensbourne’s critical reach and will assist in helping you to sift and prioritise the current trends and thought relating to fashion and discussion around the body within data informed spaces. An interdisciplinary field of study will include interaction and experience design (UX), “making” and open source culture, design innovation and applied philosophy. You will be introduced to philosophical trends and these will tie in with your practice and help you to develop a critical view incorporating design fiction and other emerging theories. You will engage with research methods such as participatory, user study and user-centered design.

"One of the exciting things about the design industries today is that boundaries of former categories such as fashion, product or experience design have been broken down" - Alexa Pollman, Subject leader, MA Wearable Futures.

The course is a platform for investigation, dissemination and analysis around contemporary theory and practice in the wearable industries. The course’s core role will be to foster your understanding of this market and to identify latent demand within the commercial sphere and to highlight future applications and directions. The aim will be to help you to influence the decision makers so that wearable solutions will be accepted and meet the cultural and ethical expectations when designing for the human body and the garment-industry. You are expected to consider the cultural and social role inherent to fashion as a part of wearable futures.

Wearable futures students will focus their investigations on the key flashpoints of the body as an interface for what is a symbiotic, physical and digital exchange. As part of the design methodology of the course, you will be asked to develop future scenarios and narratives in order to help you and your clientele to understand the concomitant social, environmental or cultural challenges of designing for a matter as delicate as the human body.

"At the moment we’re still very much in the “task” piece of wearable computing, not in the symbolic “how do we make sense of it” piece. I think in the wearable space we are still bringing all the old metaphors of computation with us and still interpreting them in a somewhat literal way—that they are a smaller smartphone, or a little computer. It will become much more interesting when we let go of that and work out the promise that wearable computing will make to us." Genevieve Bell, Anthropologist at Intel

Get to know the subject leader: Alexa Pollman

- Tell us about yourself

For me, garments are social reactors and I like to challenge the current notion of ‘wear’. I have experienced the industry from different angles: my original profession was in fashion design, but I have also worked as a creative consultant and spent my fair share of time in showrooms, for both – big and small brands.

I completed the Design Interactions Programme at the Royal College of Art, and collaborating with various disciplines has enriched my perspective as a designer.

Luckily, I have been awarded different grants that have allowed me to pursue my own work - Peut-Porter is my design consultancy agency and platform which researches and provides forecasts on wear and fashion. Currently, I am Designer in Residence at the Design Museum London and will have new work on show from September 2015.

- What's your opinion on the current state of wearable futures?

We currently find a variety of opinions on wearables and truthfully spoken, I see a lot of problems occurring with their application. This is why it is important to train specialists who can engage with the topic in a much broader sense than is currently being done by the industry. Our wearable futures students will be asked to be highly innovative but at the same time engage with the cultural and social impacts of body-centric design. We need them to bridge the gap between artisans and material or textile specialists and the tech world.

The fashion system successfully uses technology in many experience-based ways and this seems like a very natural process to me as the narrative, experience-based aspect seems inherent to fashion. Wearable futures will not only produce gadgets and devices, it will help to define our relationship to technology when it enters our personal spheres, it will look at the moral and ethical side of data-capturing as well as its technological possibilities and ask students to research and design future aspects and needs of wear.

- Is this course right for me?

This course will focus on body-centric design – a topic which is currently being explored in a massive range of disciplines. We will ask for an extremely flexible mind, someone who is eager to work with various media and collaborate with science, engineers and artists to create their own definition of wearables.

Studying an MA should allow a student to find his or her very own position, strength and reason to design. Whether their work will have a technological, experiential , future or fashion focus will in the end be very much up to what they have decided to explore in the process. We want students to become ambassadors who understand not only the technological aspects and applications of wear but the medium that they will most closely be working with – the human body.

- Why are you so passionate about this course subject?

I think the course has potential to become a wake-up call – what are we doing to ourselves and our bodies? How much more obsessed with data capturing and monitoring will we become? We can’t ignore the trends and tendencies but we need to discuss and open up the field, get some creative minds together and talk about the cultural meaning of ‘wear’ and how that can work intriguingly when paired with technology.

For me, one of the big pluses of Ravensbourne is the fact that it doesn’t have a ‘traditional’ fashion orientation but instead is very interested in the digital and technological aspects of education. I especially feel that our MA courses have a lot to offer in terms of a general interdisciplinary approach, more so because they take in a small amount of people. Designers need one another to work and explore their role and as the MA’s share the same space, we will surely see a lot of cross overs with the other courses. Also, we have had quite some interest from big industries and I think we will see some exciting collaborations happening here in the future.

Course structure

1. Technology Issues – will ask you to engage and experiment with technologies used in the body-centric design sector. The three provided project briefs will explore such fields as data-capturing, 3D Printing and alternative production methods or sensory technology. You will work with fellow students and develop quick mock-ups to understand the mediums at hand and create wear with a focus on experiences.

2. Business and Innovation – will help you understand the business and innovative practices used in the creative industries. Could your idea become a successful product and how can you find a niche to place yourself in? Wearable Technology is one of the quickest growing markets of the industry and your contribution to the field could have manifold impacts.

3. Concept & Prototyping – will allow you to develop your personal design method and introduce you to an holistic design-strategy. You will be asked to present your concepts employing various media and design speculative, narrative and plausible futures in order to challenge and understand the needs, hopes and dreams related to wearables.

4. The Research Process – will help you to investigate and strengthen your concepts and ideas by teaching you the skills and methods needed to ground you personal project in an academic context.

5. The Major Project – represents the culmination of the design work and the research you conducted in your studies. In this unit, you will forge a specialist project and work self-managed and practice-based, seek advise from specialists outside the college and present your personal take on the future of wearables.

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The Italian and international business models require practitioners able to tackle the project not only from a technical and productive perspective but, above all, from a strategic and structural point of view. Read more

The Italian and international business models require practitioners able to tackle the project not only from a technical and productive perspective but, above all, from a strategic and structural point of view. The Master in Design - Innovation, Strategy and Product aims to prepare a new generation of designers ready to consider any variable as a design problem, either through an analysis of the market and the needs of contemporary users, either imagining future scenarios, in favor of innovative solutions. Design has become an instrument capable of innovating the strategic objectives of companies. The traditional user-centered (UCD) approach modifies the concept from "designing for" to "designing with" people, adapting today's socio-economic and production system in evolution.

Career opportunities - The Master in Design - Innovation, Strategy and Product prepares practitioners with expertise in the fields of design and innovation, able to enter the role of Designer within the creative/design and strategic/managerial field, design agencies, companies, self-employment and self-production realities and institutions.

Degree title - The course is recognised by MIUR (Ministry for Education, University and Research) as an Academic Master Level I credit rated at 60 credits allowing students to progress further in their studies in Italy or abroad



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We are developing a revolutionary new form of transportation at the intersection of airplane design, robotics and human-centered design. Read more

The Project

We are developing a revolutionary new form of transportation at the intersection of airplane design, robotics and human-centered design. The goal of this project is to design an interactive dashboard touch screen for a new type of airplane. You will be using a user-centered design process to go through several iterations of concept development, design and evaluation. Your users will require special information before, during and after the flight and the interactive dashboard needs to offer an extremely user friendly and attractive design while managing the complexity of flight. The project will start in mid February 2018 as part of the Masters in Human Interface Technology (MHIT) program.

The Candidate

The ideal candidate would have a background in interaction design. Knowledge of the Adobe Product range, prototyping tools and usability evaluations would be essential.

About the HIT Lab NZ

The HIT Lab NZ is a dynamic, international, multidisciplinary environment, bringing together people with varying viewpoints to design new ways of supporting people in their everyday lives, be it at work, play, or school. We take a human-centred approach, starting by looking at the people we are looking to support (e.g., young, old, skilled, unskilled), the tasks they need help with (e.g., repairing a device, visualizing a new house), and the environment they will be in (e.g., at work, in the home, visiting a museum), then designing solutions within these constraints using appropriate advanced technologies.

We hope to provide a welcoming space for people from a wide breadth of areas pertaining to the human condition, such as technical, design, artistic, and psychological. When in doubt, contact us! We're always looking for innovative thinkers!

Requirements

International applicants will be required to arrange for their NZ student visa after an offer of a place. Please check http://www.immigration.govt.nz for information about what type of visa might be most suitable and the process of acquiring it. The university has various types of accommodation available on campus. Please check http://www.canterbury.ac.nz/future-students/accommodation/ for information about the options and prices. International students should also consult the International Student website at http://www.canterbury.ac.nz/international/ to learn about the cost of living, fees, and insurances.

How to apply

Please upload your complete application as one PDF file to our website at http://www.hitlabnz.org/index.php/jobs/interactive-touch-screen-based-dashboard-for-airplane/ by October 1st, 2017. Your application should include your CV, academic records, a one page statement of interest, and three references.

Please contact Dr. Christoph Bartneck () for further questions.

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The master’s degree program grants 60 credits. The program strives to build specialist skills and to enable innovation and entrepreneurship, students will be able to. Read more
The master’s degree program grants 60 credits

The program strives to build specialist skills and to enable innovation and entrepreneurship, students will be able to:
- define systemic innovation models for services
- use theoretical and critical skills to identify design fields suited to orienting and defining the project’s prerequisites
- use observation and analysis of user experience to determine a user-centered vision of complex interaction processes
- use specialist service design tools and know how to manage their adaptation or redesign
- manage all the phases of conceiving, designing, developing, and implementing a service in an advanced perspective

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For Details see below. The deadline for Applicants who graduated outside of Europe allready expired. This international oriented 2-year master’s degree programme is based on the following pillars. Read more

Application for EU graduates until 30 September 2016

For Details see below. The deadline for Applicants who graduated outside of Europe allready expired.

About the Program

This international oriented 2-year master’s degree programme is based on the following pillars:
▪ The study of a range of topics within the field of human-computer interaction: usability, user-centred design and user interface testing and research, and innovative interface technologies such as virtual reality, mobile systems, adaptive systems, mixed reality, ubiquitous computing and graphic interfaces.
▪ Acquisition of key skills and competences through a project-based study approach.

In the English-language Human-Computer Interaction M.Sc. programme, students focus on theoretical and practical issues in current computer science research in the fields of user-centered design, interactive system development and evaluation. In addition, this technically-oriented HCI master offers the opportunity to participate in interdisciplinary projects and attend courses from Architecture and Urbanism, Art and Design, Media Studies and Media Management.

In general, our programme aims at people with a bachelor’s degree or minor in computer science. The medium of instruction for all mandatory courses is English. The program has received accreditation by Acquin until 30.09.2020 in April 2015.

More Information under https://www.uni-weimar.de/en/media/studies/computer-science-and-media-hci/human-computer-interaction-msc/

Program Structure

The programme comprises 120 ECTS, distributed into the following components:
▪ Four compulsory modules (Advanced HCI, Information Processing and Presentation, Virtual/Augmented Reality and Mobile HCI), each comprising 9 ECTS.
▪ Elective module (24 ECTS in total).
▪ Two research projects (15 ECTS each).
▪ The Master’s thesis module (30 ECTS).

In accordance with the Weimar Bauhaus model, research-oriented projects contribute towards a large proportion of the master’s programme. The elective modules allows students to incorporate courses from other degree programmes such as Media Studies, Media Management, Architecture and Urbanism, and Art and Design alongside the general Computer Science and Media course catalogue. Graded language courses up to 6 ECTS may also be included, or an additional HCI related project. The fourth and final semester is dedicated to the master’s thesis.

Further information on the curriculum : https://www.uni-weimar.de/en/media/studies/computer-science-and-media-hci/curriculum-master-hci/

Career Perspectives

The HCI Master was developed based upon our experiences with the long-standing Computer Science & Media Master program. CS&M graduates have all readily found employment in industry and academia, in R&D departments at large companies (e.g. Volkswagen, BMW), research institutes (e.g. Fraunhofer), as well as at universities, with many continuing into a PhD.

Usability is becoming more and more important for computer systems as computers are embedded in many aspects of everyday life. The ability to design complex systems and interfaces with regard to usability and appropriateness for the usage context increases in importance. HCI graduates can work both in software development, in particular in conception and development of novel interface technologies, and in the area of usability and user research, which both grow in demand on the job market. Our unique project-based study approach provides graduates with a skill set that qualifies them both for research and industry careers.

Studying in Weimar

The Bauhaus, the most influential design school in the 20th century, was founded in 1919 in our main building. A tie to this history was established in the renaming as Bauhaus-Universität Weimar in 1996. We are an international university in the unique, cultural city of Weimar. We are a vibrant institution, not a museum. Experimentation and excellence prevail throughout the 4 faculties where transdisciplinary projects and co-operations in research and education are conducted.

Weimar is a medium-sized city with UNESCO World Cultural Heritage sites. It is known for its connection to literature, the arts and music and also has a music university. The affordable living costs in this area of Germany and the rich cultural program of Weimar make it a very attractive location for students.

Application Process

Applicants who graduated outside of Europe apply online at: http://www.uni-assist.de.
Applicants who graduated in Europe and do not require a visa apply online at: Online-Application.

For details see http://www.uni-weimar.de/en/media/studies/computer-science-and-media-hci/application-master-hci/

Many typical questions about the program, application process and requirements are answered in our FAQ http://www.uni-weimar.de/en/media/studies/computer-science-and-media-hci/faq-application-hci/

Requirements

Higher Education Entrance Qualification:

Students need a school leaving certificate for studies completed at secondary education level. The formal entrance qualifications for international students are checked by uni-assist (see application process).

Academic Background in Computer Science (CS):

You need some academic background in CS, such as a bachelor's degree in CS, business informatics, HCI or related areas with a focus on CS and HCI. Students with a minor in computer science (at least 60 European Credit Points) may apply, here, decisions are on a case-by-case-base.

Only diplomas of international accredited universities will be accepted. Non-academic, practical experience in computer science alone does not suffice to qualify you.

Sufficient Marks from previous studies:

If the converted credit-weighted average grade of your Bachelor's degree is between 1.0 and 2.0 in the German system, your chances of acceptance are very good. Uni-assist does the conversion into the German system.

Language Requirements:

See http://www.uni-weimar.de/en/media/studies/computer-science-and-media-hci/application-master-hci/

The medium of instruction is English, some electives can be taken in German. B2 level (CEFR) of English proficiency is needed. We require a standardised language certificate (unless your bachelor degree was done in a native-English speaking country). We accept three types of language proficiency certificates:

TOEFL (80 internet-based, 550 paper-based at minimum)
IELTS (6.0 minimum)
ESOL Cambridge First Certificate in English

To be admitted, international students have to provide proof of German proficiency at level A1 (CEFR). This is required for registration to the program. You can apply before having the A1 certificate, but might need to show you are registered for the exam for your visum.


Motivational Letter and CV:

We highly recommend a detailed CV and motivation letter. Please do not send lengthy standard letters. Make clear you know our curriculum and point out why you chose our programme, and describe your specific interest in HCI i and why you want to specialize in this area.

Further information

Please check our FAQ
http://www.uni-weimar.de/en/media/studies/computer-science-and-media-hci/faq-application-hci/


link to Video by an international Master student (from the sibling program) talking about her experiences: https://vimeo.com/77485926

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MA Interaction Design Communication is a practice-led design course that prepares students to design for an increasingly technologically informed and interdisciplinary design world with skills in the following areas. Read more

Introduction

MA Interaction Design Communication is a practice-led design course that prepares students to design for an increasingly technologically informed and interdisciplinary design world with skills in the following areas: interaction design, design prototyping, physical computing, user centered design, open source digital platforms, design research, foresight and insight, experience design, communication design, speculative and critical design, interactive design and digital arts.

Content

MA Interaction Design Communication provides an opportunity for experimental practice in an area of design that increasingly explores the intersection of the physical and digital domains. With a focus on synthesising thought through rigorous design prototyping (making), digital processes and user perspectives, the course is highly reflective of interdisciplinary practice within the contemporary design, media and communications industries.

The integrated approach of the course to critical thinking provides you with the opportunity to work with critical ideas in an applied design context – for example psycho-geographic practice as empirical research or engaging with other critical theories of space to generate user perspectives. This ensures that ideation processes take on both the macro as well as micro opportunities for innovation and speculation crucial to building a portfolio of highly engaged work.

As well as placing you in a position to work across the board spectrum of interaction, design and communication the course is just as interested in design questions as design answers. This means that the course also prepares you for progression to further design research at MPhil/PhD level as well as to advanced self-directed experimental practice.

LCC has an outstanding team of practitioners and published researchers and enjoys a powerful programme of visiting speakers. The course also benefits from a cross-European collaboration with design industry professionals and higher education institutions and there is an opportunity to visit at least one other centre in Europe during the course.

Structure

Phase 1

1.1 Theories and Technologies of Interaction Design (40 credits)
1.2 Research Practice and Human Centered Design (20 credits)

Phase 2

2.1 Interaction Futures and Speculative Design (40 credits)
2.2 Physical Computing and Design Prototyping (20 credits)

Phase 3

Unit 3.1 Final Major Research Project

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Human-computer interaction (HCI) addresses the design, evaluation, and implementation of interactive computing and computing-based systems for the benefit of human use. Read more

Program overview

Human-computer interaction (HCI) addresses the design, evaluation, and implementation of interactive computing and computing-based systems for the benefit of human use. HCI research is driven by technological advances and the increasing pervasiveness of computing devices in our society. With an emphasis on making computing technologies more user-friendly, HCI has emerged as a dynamic, multifaceted area of study that merges theory from science, engineering, and design––as well as concepts and methodologies from psychology, anthropology, sociology, and industrial design––with the technical concerns of computing.

The master of science degree in human-computer interaction provides the knowledge and skills necessary for conceptualizing, designing, implementing, and evaluating software applications and computing technologies for the benefit of the user, whether the user is an individual, a group, an organization, or a society. Human, technological, and organizational concerns are interwoven throughout the curriculum and addressed in team- and project-based learning experiences.

Plan of study

The program is comprised of four required core courses, up to three program electives (depending upon capstone option chosen), two application domain courses, and a capstone project or thesis.

Core courses

The core courses provide knowledge and skills in the conceptual and methodological frameworks of HCI and HCI research. Emphasis is on understanding human cognition as it applies to information systems plus interaction design, interface prototyping, and usability evaluation.

Electives

Student choose up to three electives, depending on which capstone option they choose to complete.

Program electives

Students will select two courses from the program electives list. In select cases, students can petition for approval to include a course complementray to the degree program as a program elective. See website for further details of available electives: https://www.rit.edu/programs/human-computer-interaction-ms

Application domain courses

To gain breadth in a technical area to which HCI concepts can be applied, students complete two courses in any of the following application domain areas. A special topics option is also available, with faculty approval, for individuals with interest in other HCI-related areas. See website for further details of available domain courses: https://www.rit.edu/programs/human-computer-interaction-ms

Thesis/Capstone project

Students may complete a thesis or capstone project. (Student who choose the capstone will complete one additional elective.) This experience is meant to be an empirical study of a HCI problem, which can be the development of a software product through user-centered design processes. The results are either published in a peer-reviewed journal or publicly disseminated in an appropriate professional venue.

Curriculum

Course sequence differs according to selected thesis/project option, see website for further details of a particular option's modules and electives: https://www.rit.edu/programs/human-computer-interaction-ms

Other admission requirements

-Have a minimum cumulative GPA of 3.0* (B average).
-Submit official transcripts (in English) of all previously completed undergraduate and graduate course work.
-Have prior study or professional experience in computing; however, study in other disciplines will be given consideration.
-Complete a graduate application.
-International applicants whose native language is not English must submit scores from the Test of English as a Foreign Language. Minimum scores of 570 (paper-based) or 88 (Internet-based) are required.
-Applicants with undergraduate degrees from foreign universities are required to submit GRE scores.

*Applicants with a GPA below 3.0 may be considered, but are required to submit standard Graduate Record Exam (GRE) scores.

Additional information

Prerequisites:
The program requires strong technical and social science skills. Knowledge of quantitative statistical methodologies is important since students review research studies as well as analyze the results of their own usability evaluations. Students are also expected to have a solid background in computer programming. These competencies may be demonstrated by previous course work, technical certifications, or comparable work experience. Bridge courses are available to fulfill any gaps in an applicant's qualifications. Applicants will be made aware of any areas where additional course work may be necessary.

Maximum time limit:
University policy requires that graduate programs be completed within seven years of the student's initial registration for courses in the program. Bridge courses are excluded.

Online option:
The program can be completed on campus or online.

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Visual Communication is an integral part of our increasing visual culture. Graphic designers, illustrators and advertisers play key roles in how the world around us is explained, dressed and garnished. Read more
Visual Communication is an integral part of our increasing visual culture. Graphic designers, illustrators and advertisers play key roles in how the world around us is explained, dressed and garnished.

Course Overview

MA Visual Communication within the Contemporary Dialogues portfolio offers an exciting and innovative re-thinking of Postgraduate provision that reflects the strategic thinking of Swansea College of Art. The portfolio facilitates migration between diverse thematic disciplines, exploring new ideas and conceptual approaches to allow young artists and designers to confront the issues that face society today and into the future.

The portfolio’s ethos of collaborative dialogues through material practices provides an innovative model of design, fine and applied arts education. This development allows students from all pathways to experience and share creative practices and innovative mind-sets through inter-disciplinary and trans-disciplinary dialogues. This ethos is enhanced within each programme to stimulate ‘collaborative’ practices and experimentation across a broader spectrum of specialist fields, developing graduates with the contextual awareness, creative thinking and technical skills to operate at the forefront of their discipline.

During the course of your studies you will be supported by specialist staff, leading professionals and practicing artists through lectures, seminars, workshops and tutorials. We have exceptional traditional and digital facilities, housed in spacious purpose-build workshops. Through these, we encourage creative freedom within all of our students and support you in challenging conventional thinking and established practices and facilitate new technological advances across a broad range of disciplines. We have found that through collaborative experimentation and innovative design thinking our students are able to produce work that meets the challenges and respond to the demands of the 21st century.

Facilities include:
-Firing kilns for glass and ceramics
-Printmaking, Screen Printing and Digital Textile Technologies
-Traditional and Digital Stitch
-Wood, Metal, Clay
-Cutting Etching and Engraving Technologies - Waterjet, Laser, Plotter
-3D Printing and CNC
-Chemical and Digital Darkrooms
-Specialist computer facilities with commercial standard software

Modules

-Collaborative Dialogues (20 credits)
-Co-Existent Perspectives (20 credits)
-The Thought Experiment (20 credits)
-Explorative Research Praxis (60 credits)
-Confirmative Praxis (60 credits)

Key Features

The range of avenues available to the visual communicator is both vast and diverse and ranges from countless variations of print to the ever-expanding digital outputs. Almost everything that you interact with, consume, and see will communicate with you on some level. We help to get the message across and for you to understand it.

MA Visual Communication enables its students to explore two distinct spectrums of work. Firstly, there is the broadening process that is at the very heart of the contemporary dialogues portfolio of study. Students will be encouraged to develop their theoretical understanding as well as how they would normally approach a practical response to a user centered visual design problem. The process of expansive creative thinking and problem solving allows for the inclusion of a variety of experiences for the student to reflect upon in their work. The second spectrum gives the student the ability to develop a portfolio of practice led research that will build to an extensive major body of work within their specialist field of study which may span a diverse range of outputs across the fields of illustration, graphic, advertising and brand design.

Assessment

The main modes of assessment used on this programme are; studio projects, written assignments and seminar presentations.

Assessment at postgraduate level is reflected by your ability to reformulate and use relevant methodologies and approaches to address problematic situations that involve many interacting factors. It includes taking responsibility for planning and developing courses of action that initiate or underpin substantial change or development, as well as exercising broad autonomy and judgement. It should also reflect an understanding of the relevant theoretical and methodological perspectives and how they affect your area of study or work.

Career Opportunities

Visual Communication is such a vast area that there are many different skill sets that can be covered by the term. Our graduates have ample skills to be able to gain employment in most of the areas associated with the creative industries. Examples of employment opportunities where graduates have been successful are as follows:

Sky Creative, SapientNitro, Nike, Adidas, Lego, Apple, Stag & Hare, Waters Creative, Icon, Blue Stag Studio, Tigerprint, Oxford University Press, Enigma Creative Solutions, Aston Villa, Manchester United, Dirty Little Serifs, W12 Studios, Dr. Organic, Barclays Bank, Swansea City FC…and so many more

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This course is designed to be undertaken by those who need to apply the knowledge of the role of human factors/ergonomics in the design, evaluation and use of interactive systems. Read more
This course is designed to be undertaken by those who need to apply the knowledge of the role of human factors/ergonomics in the design, evaluation and use of interactive systems.

It will provide an understanding of the key issues related to the design, evaluation and use of user centered technologies and provide you with additional resources to facilitate the learning process.

The distance learning format means tht most of the material and background reading can be undertaken in your own time but with access to and support from University staff.

The course consists of two 30 credit modules, each studied over 6 months.

Information on distance learning can be found on the University's distance learning pages.

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