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Ravensbourne, Full Time Masters Degrees

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This course takes advantage of Ravensbourne's advanced technical resources and strong industry connections to enable you to work collaboratively across disciplines in 3D stereoscopic applied research and work with cutting-edge media technologies to develop and deliver immersive 3D media to new platforms. Read more
This course takes advantage of Ravensbourne's advanced technical resources and strong industry connections to enable you to work collaboratively across disciplines in 3D stereoscopic applied research and work with cutting-edge media technologies to develop and deliver immersive 3D media to new platforms.

The MA/MSc 3D Stereoscopic Media cuts through much of the hype and media glamour associated with 3D Stereoscopic to provide you with a grounded and deep exploration of the area. Working with industry professionals and specialist S3D technology and platform providers, the course encourages the examination of all sides of the Stereoscopic 3D story. This includes an examination of the perceptual science and human vision theory as well capture and display technologies looking at the biology, psychology and the technologies behind the current wave of innovation.

You will combine forces with students from a wide variety of creative and technical backgrounds through a series of collaborative projects to design and build rich 3D content, applying a core understanding of the nature of stereo perception in 3D output. Content will be repurposed for multiple platforms, from point-of-sale lenticular screens, 3D mobile devices, to 3D cinema, exploring how narrative and storytelling can be enhanced through stereoscopic production and delivery.

The digital production and post-production tools will enable you to deliver 3D projects through a full professional stereo pipeline, from capture to delivery. This course will share some technical delivery with the MA/MSc Broadcast Futures pathway, encouraging a collaboration of ideas to exploit these exciting new technologies.

The course covers the history of Stereoscopic 3D through to the roles played by modern content and technology companies. You will engage with production processes and workflows for multiple platforms including specialist content management, production and post-production techniques.

Study units

- Technology Issues
- Business and Innovation
- Research Process
- Concept and Prototyping
- Major project

You will acquire the research and development skills in the Research Process unit needed for building your understanding of stereoscopic media.

Within the Technology Issues unit, you will engage with three project cycles that allows you to explore emerging 3D technology first as a discipline group, then in collaboration with another discipline, and finally in an individual project, often in collaboration with industry, for example through a live brief, or using high end donated equipment.

In the Business and Innovation unit, you will develop an understanding of business and innovative practices in the creative industries to bring an entrepreneurial perspective.

The Major Project represents the culmination of your investigation and the final stage of the research strategy when you will conduct a 15-week project to build a prototype, test an emerging technology or generate a concept. This is a substantial piece of self-managed work that embodies the integration of theory and practice and is underpinned by advanced practice-based methodologies and processes.

Learning

You will receive regular support from tutors, peers and subject-specific group tutorials as part of an ongoing critical dialogue to help create a professional and critical understanding of your creative process.

Programme Aims

All postgraduate courses at Ravensbourne provide students with the opportunity to develop advanced skills in the conceptualisation and practical realisation of innovative creative projects in their discipline area and provide them with the entrepreneurial skills to realise their commercial potential. These courses share the following common aims:

- to develop advanced creative practitioners with the potential to originate, innovate or influence practice in their discipline area;

- to equip students with a comprehensive understanding of the core principles and technology underpinning their creative project and the theoretical frameworks within which to locate it;

- to underpin students’ creative practice with the entrepreneurial skills and business awareness necessary to turn concepts into commercially viable realities;

- to develop students’ skills in independent learning, self-reflection and research skills necessary to sustain advanced creative practice and scholarship;

- to offer a stimulating environment for postgraduate students which is both supportive and flexible in relation to their learning needs and a creative space in which to incubate their ideas.

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Applied Technologies. Rapid Prototyping and Digital Technologies is a cross-disciplinary programme for creative practitioners interested in research into digital-making and manufacturing. Read more
Applied Technologies: Rapid Prototyping and Digital Technologies is a cross-disciplinary programme for creative practitioners interested in research into digital-making and manufacturing.

The aim of the course is to allow you to evaluate and engage with how emerging technologies such as rapid prototyping, generative design, 3d scanning and multi axis machining are changing creative industries and could help you evolve your personal practice. You will benefit from access to Ravensbourne’s state of the art digital prototyping facilities as well as tuition in computer aided design and manufacture and how these skills can be integrated with traditional making methods.

As well as practical techniques, students will have the opportunity to explore:

- Social impacts of increasingly decentralised & automated manufacturing
- New form and aesthetics
- Material innovation and sustainability
- Intellectual property and authorship
- Potential for new industries or businesses
- Automation of design and making
- Development of new manufacturing platforms
- Future technological scenarios

The course offers the opportunity to develop and manage an individual area of enquiry and creative development in digital manufacturing, culminating in the realisation of a final major project fully informed by professional and industrial contexts and multi-disciplinary perspectives.

You will receive regular support from tutors, peers and subject-specific group tutorials as part of a constant dialogue to help create a professional and critical understanding of your individual creative process.

The course is suitable for those from a range of fields wishing to diversify and deepen their practice’s relationship with technology, including but not limited to; product designers, engineers, model makers, artists and architects. You will benefit from being an integral part of an intellectually supportive and creative postgraduate community, with whom you can interact and collaborate across multiple disciplines.

Course structure

1. Technology Issues – Within the technology issues unit, students will engage in 3-5 week project cycles that will allow them to explore 3d printing, 3d scanning and other rapid prototyping. These units are structured to encourage students to engage collaboratively with other students of the same and different disciplines.

2. Business and Innovation – Taught during the term prior to the major project unit this unit helps students develop an understanding of business and innovative practises in creative industries. It supports Applied Technologies students in turning their ideas into viable market propositions and long term business plans.

3. Research Process – This unit provides the grounding for the research and development skills needed for students’ individual projects.

4. Concept and Prototyping – Allows students to further develop their skills. To identify a specialist area related to digital manufacturing and to pursue a single line of enquiry, idea or theory and develop, investigate, challenge and test that concept.

5. Major project - The Major project represents the culmination of the students’ 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.

Programme Aims

All postgraduate courses at Ravensbourne provide students with the opportunity to develop advanced skills in the conceptualisation and practical realisation of innovative creative projects in their discipline area and provide them with the entrepreneurial skills to realise their commercial potential. These courses share the following common aims:

- to develop advanced creative practitioners with the potential to originate, innovate or influence practice in their discipline area;

- to equip students with a comprehensive understanding of the core principles and technology underpinning their creative project and the theoretical frameworks within which to locate it;

- to underpin students’ creative practice with the entrepreneurial skills and business awareness necessary to turn concepts into commercially viable realities;

- to develop students’ skills in independent learning, self-reflection and research skills necessary to sustain advanced creative practice and scholarship;

- to offer a stimulating environment for postgraduate students which is both supportive and flexible in relation to their learning needs and a creative space in which to incubate their ideas.

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MA/MSc Broadcast Futures aims to provide you with the advanced knowledge and skills to operate at a high level and innovate in new and emerging areas of the broadcasting industry. Read more
MA/MSc Broadcast Futures aims to provide you with the advanced knowledge and skills to operate at a high level and innovate in new and emerging areas of the broadcasting industry. Digital broadcast media lie at the heart of the course that aims to investigate, to understand and test contemporary theory and practice in the media industry.

The Ravensbourne MA/MSc Broadcast Futures pathway is a unique course that seeks out cutting-edge broadcast technology and innovation - collaborating with leading media technology companies and broadcasters – and defines broadcasting in its widest industrial, creative, cultural and commercial sense. The course will explore the application of new technologies, new platforms, new methodologies, and new business models and the opportunities that they offer the broadcast professional.

You will develop and challenge your understanding of key processes and will expand and push at the extreme edges of current knowledge in analogue and digital media, linear and non-linear broadcast, media content, production and intellectual property. You will also explore the impact of emerging technologies such as: S3D; ultra high definition (UHD) 4K; super high definition (SHD) 8K; pre-production; production and post-production workflows; global distribution; media acquisition; storage and archiving; meta-data, and changing broadcast paradigms.

You will be able to individualise your learning and develop, manage and realise an individual project, which will have a professional and industrial rationale, developed in your chosen area of study.

You will develop, through practice, strong management/project management skills, a range of key business skills (business planning, high level budgeting, schedule development, marketing, audience development, etc.) and how to implement them, and an understanding of the issues of entrepreneurship.

Course structure

- Technology Issues
- Business and Innovation
- Research Process
- Concept and Prototyping
- Major project

Within the Technology Issues unit, you will engage with three project cycles that will allow you to explore the technologies most relevant to your discipline area. Typical past projects have included an industry collaboration project with a camera technology support company (such as digital motion capture in a ‘live’ 3D environment); an individual project in which each student explained a ‘digital broadcast’ model (such as a short film or media-share environment); and a cross- disciplinary project with visual effects students.

In the Business Innovation unit, you will develop an understanding of business and innovative practices in the creative industries.

The Research Process unit will provide the grounding for research and development skills needed for your individual project.

The Concept and Prototyping unit allows you to further develop your skills to take a single line of inquiry, idea or theory embedded in broadcast futures and research and develop (investigate, challenge and test) the concept.

The Major Project represents the culmination of your 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.

Programme Aims

All postgraduate courses at Ravensbourne provide students with the opportunity to develop advanced skills in the conceptualisation and practical realisation of innovative creative projects in their discipline area and provide them with the entrepreneurial skills to realise their commercial potential. These courses share the following common aims:

- to develop advanced creative practitioners with the potential to originate, innovate or influence practice in their discipline area;

- to equip students with a comprehensive understanding of the core principles and technology underpinning their creative project and the theoretical frameworks within which to locate it;

- to underpin students’ creative practice with the entrepreneurial skills and business awareness necessary to turn concepts into commercially viable realities;

- to develop students’ skills in independent learning, self-reflection and research skills necessary to sustain advanced creative practice and scholarship;

- to offer a stimulating environment for postgraduate students which is both supportive and flexible in relation to their learning needs and a creative space in which to incubate their ideas.

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Explore skills in creativity, problem-solving, strategic thinking, design research and technology to offer innovative communication solutions. Read more
Explore skills in creativity, problem-solving, strategic thinking, design research and technology to offer innovative communication solutions.

The Ravensbourne MA Communication Design pathway explores skills in creativity and problem-solving using technology to offer innovative communication solutions. Analytical skills, strategic and conceptual thinking are developed to achieve successfully targeted messages to the recipient.

This broad-ranging discipline is concerned not only with developing the message and its aesthetic, but also with creating new media channels to ensure the message reaches its target audience effectively.

The pathway has been developed in response to industry demand for creative professionals with specialist design skills and in-depth understanding of emerging technologies within the digital media and design industries. Communication designers commonly work across a wide range of areas, invariably offering a 360° approach to design delivery that requires collaboration with specialists for aspects of a project.

As technology has become more prevalent, design has assumed more importance and therefore communication designers need to be able to continuously offer new creative ideas to meet client needs.

You will also develop your own specialism, as well as collaborating with students on other postgraduate pathways, through rigorous analysis, experimentation and the practical testing and implementation of ideas.

Ravensbourne is the ideal place for you to develop your own design practice through collaboration and prepare for high level professional practice. You will benefit from the input and insights of professional designers working within the strategic and future-thinking communication design business.

Course structure

1. Technology Issues – Within the Technology Issues unit, students will engage with 3 5-week project cycles that will allow them to explore ways of communicating and visualising concepts for data and information through appropriate media channels in order to reach a designated audience. These units are structured to encourage students to engage collaboratively with fellow students.

2. Business and Innovation – Taught during the term prior to the Major Project Unit this unit helps students develop and understanding of business and innovative practices in the creative industries. It supports communication design students in turning their ideas and skills into viable market propositions and long term business plans.

3. Research Process – This unit provides the grounding for research and development skills needed for students’ individual projects.

4. Concept and Prototyping – allows students to further develop their skills, to identify a specialist area related to communication design and to pursue a single line of inquiry, idea or theory embedded in communication design and research and develop (investigate, challenge and test) the concept.

5. Major project - The Major Project represents the culmination of students’ 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.

Programme Aims

All postgraduate courses at Ravensbourne provide students with the opportunity to develop advanced skills in the conceptualisation and practical realisation of innovative creative projects in their discipline area and provide them with the entrepreneurial skills to realise their commercial potential. These courses share the following common aims:

- to develop advanced creative practitioners with the potential to originate, innovate or influence practice in their discipline area;

- to equip students with a comprehensive understanding of the core principles and technology underpinning their creative project and the theoretical frameworks within which to locate it;

- to underpin students’ creative practice with the entrepreneurial skills and business awareness necessary to turn concepts into commercially viable realities;

- to develop students’ skills in independent learning, self-reflection and research skills necessary to sustain advanced creative practice and scholarship;

- to offer a stimulating environment for postgraduate students which is both supportive and flexible in relation to their learning needs and a creative space in which to incubate their ideas.

Read less
The MA/MSc Computational Design opens up for the possibilities of computer programming within a research lead context for the creative industries. Read more
The MA/MSc Computational Design opens up for the possibilities of computer programming within a research lead context for the creative industries.

This postgraduate degree course is positioned and seeks to assist you to engage with the huge wave of interest in the open source communities surrounding the coding developments such as openFrameworks, Arduino, Processing and Cinder. These freely available libraries of code and hardware bring the power of computing and interaction to a much wider base of creative users and you will immediately see the imaginative potential that they offer. Instruction in visual programming with Max/Msp, Pure Data and VVV may also be offered.

You will be shown examples of projects that make use of such devices such as the Kinect, Leap Motion and motion capture. Project work will offer opportunities to put this knowledge into practice in order to propose inventive solutions that respond to the movement of the human figure. The combination of data drawn from the position of the figure and a three dimensional virtual environment has opened up a fascinating discussion about the nature of human choreographic gesture and the way it can have a simultaneous effect both in the digital and real world domains. Quadrocopters, robotics and the control of kinetic movements will come within the research focus of the course offering you a wide variety of possible outcomes.

Ravensbourne has a very well resourced rapid prototyping facility and students on the MA/MSC Computational Design will have the opportunity to combine programming, three dimensional design and electronics to as a basis for proposing innovative, responsive and exciting projects.

You will begin to work with user response and feedback and place your project work in exciting venues such as the Kinetica Art Fair and Level39 Canary Wharf. This will give you great ways to prove your concepts in response to user testing and feedback. The course will cover a variety of approaches to programming and encourage exploration into the nature of code as a medium in its own right. You will become familiar with generative, recursive and algorithmic concepts in problem solving and gain an understanding of the history of coding and its influence and scope.

With this kind of experience behind you, when you leave the course, you will be in a position to take responsible roles such as production supervisor, technical director, lead or assistant programmer, user experience designer, producer or freelance consultant.

Key study topics

1. Technology Issues - The Technology Issues Unit provides an opportunity to work collaboratively to solve problems, establish viable work patterns and look at the methodologies for utilising creative contributions from many sources.

2. Business and Innovation - this Unit helps students to become more adept at dealing with the issues that will ensure they can reach an intended market or publicly available outcome.

3. Research Process - this Unit helps students to develop the kind of research methodologies that will ensure that their practice can be related to an informed and multi layered knowledge of relevant contemporary and historical practice.

4. Concept and Prototyping - the key focus of this Unit is its emphasis on testing and proving an idea by creating a viable "first stage" - the results are used to develop the modified "second stage" in the Major Project Unit.

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

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The Design Management course provides the opportunity for you to develop an advanced understanding of the practical application of design thinking and design strategy applied within an organisational, business and global context. Read more
The Design Management course provides the opportunity for you to develop an advanced understanding of the practical application of design thinking and design strategy applied within an organisational, business and global context.

In the corporate world design managers oversee the development of products and services and manage the innovation process workflow. However, they also have a significant strategic role in managing the articulation of a business strategy, product and service values, requiring continuous improvement of the customer experience and often involving the management of external specialists. Additionally, they may be engaged in broader organisational development issues.

Students studying Design Management Innovation will focus on design thinking, research methods and the development of management, leadership and change management skills. In addition to operational management they will also focus on design thinking approaches to organisational change, behavioural change and transformation programmes.

The MDes Design Management Innovation draws on current Ravensbourne research. This includes rapid prototyping (an increasingly important operational aspect of the design process); business start up; team building and team dynamics; and the more strategic area of new business model development.

You will work regularly with peers from different disciplines to develop interdisciplinary skills and develop your own approach to design leadership, management and innovation. Major emphasis is placed on developing your own specialist subject in order to create original solutions to social challenges, consumer behaviour, organisational and leadership issues. You will be encouraged to engage proactively in the wide range of activities and events and in the opportunities for cross-disciplinary learning offered at Ravensbourne. Of particular importance is industry engagement through live project briefs and work placements.

Course aims

- To understand the role of design management as a business discipline balancing both leadership roles in terms of innovation, the creation of vision and future directions and management roles in terms of using specific tools, methods and techniques.
- To approach leadership, organisational and enterprise development from the perspective of design thinking and creative innovation.

Study units

Stage One: developing a knowledge base and new reference points - introduces you to a range of theories and practices in the strategic use of design and innovation, with a particular focus on the method of design thinking in the global context and how it relates to design management.

- Unit 1: Cultural and Contextual Design Studies
- Unit 2: Practical Application of Design Thinking in Design Management
- Unit 3: Managing Design in a Global Society and Economy

Stage Two: putting new learning into a professional context – develops the practical application of design thinking with a focus on innovation and industry-oriented professional practice based on design management. It also extends your innovation and leadership toolkit.

- Unit 4: Professional Practice in Management and Consulting
- Unit 5: Strategic Design and Innovation
- Unit 6: Studio Practice

Stage Three: evaluating and advancing existing knowledge

Unit 7: Major Project.

Programme Aims of the Master of Design

The Master of Design programme aims to provide the opportunity for you to develop creative thinking and innovative strategies through an advanced understanding of the practical application of design thinking and design strategy to management and organisational leadership, in order to equip you with the knowledge and skills to apply your learning in a global context. In particular, this programme aims:

- To equip you with an advanced knowledge and understanding of the contextual background to, and developments in design thinking and to reflect on that learning in order to advance your own practice and subject area and to innovate.

- To develop effective managers and leaders with effective design management skills who through creativity and global awareness are able to influence and create positive change in their organisations whether at an operational or a strategic level.

- To equip you with independent study skills that support research, practice and professional development and allow you to continue developing as life-long learners throughout their professional lives maintaining contact with emerging practice from a variety of fields.

- To provide a stimulating environment, which is supportive, flexible and collaborative and allows you to develop your potential.

- To develop a high level of professionalism and confidence to initiate and lead complex design projects involving diverse disciplines and business functions.

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The Ravensbourne MA Environment Design investigates spatial design in its real-virtual, and macro-micro scales. Read more
The Ravensbourne MA Environment Design investigates spatial design in its real-virtual, and macro-micro scales. Encompassing interior, architecture, cities and natural environments the programme analyzes a series of different perspectives of theory and practice from art, science, and technology towards an understanding of a cultural sustainability.

Systems - Every year the course aims to produce new research that takes forward questions inherent in Modernity. Currently focused on natural ecological systems (earthquakes, tectonic plates, deltas and shorelines), (re)contruction and war, cosmographies and cultures of outerspace, and bio-tech materials ; the course encourages you to explore your own field of research and practice.

Technologies - The Environment Design operates with a multidisciplinary team where knowledge exchange is one of the core points to focus. From: applied technologies, visual effects, interactive digital media, moving image, communication design and fashion, the programme aims to deploy students with methods and techniques from different perspectives embracing new possibilities offered by new technology and the creative processes involved in designing.

Modeling and simulation - with a hands on training in the use of the scientific instruments and computational tools, Ravensbourne offers you with full access to digital facilities for digital imaging and prototyping; where you will be able to experiment and innovate through technical, user and interaction workshops based upon strategies deployed by leading practitioners within the field.

You will be encouraged to engage with advanced practice within a global context and explore the similarities and key differences and emphases of different centres across the world and to put your learning and design solutions into context.

Here you will expand your own research and practice, by developing and managing an individual programme of enquiry and creative development in environment design culminating in the realisation of a final major project fully informed by professional and industrial contexts and multi disciplinary perspectives.

Study units

- Technology Issues
- Business and Innovation
- Research Process
- Concept and Prototyping
- Major project

The Research Process unit supports you in gaining the research skills needed for the development of your individual projects.

Three five-week workshops in the Technology Issues unit will enable you to explore interdisciplinary, cross-disciplinary and individually negotiated projects.

In the Business Innovation unit, you are helped to develop an understanding of business and innovative practices in the creative industries.

The Concept and Prototyping unit allows you to further develop the skills you have learnt; for example: using hybrid bottom-up strategies and to take a single line of inquiry, idea or theory embedded in environment design and research and develop the concept.

The Major Project represents the culmination of the your investigation and the final stage of the research strategy.

Learning

You will receive regular support from tutors, peers and subject-specific group tutorials as part of a constant critical dialogue to help create a professional and critical understanding of your individual creative process.

You will benefit from working alongside students on other MA pathways in a multi-disciplinary environment, creating opportunities to widen and expand approaches to your own research and practice giving the opportunity to adapt and adopt new and innovative methods and solutions.

The course benefits from its positioning and relationship to allied creative disciplines, such as the Applied Technologies, Fashion, and Interactive Digital Media pathways, affording opportunities for collaboration, cross-fertilisations and synergies. You are also expected to engage with the architectural design profession and to make full use of the resources and opportunities available in London.

Programme Aims

All postgraduate courses at Ravensbourne provide students with the opportunity to develop advanced skills in the conceptualisation and practical realisation of innovative creative projects in their discipline area and provide them with the entrepreneurial skills to realise their commercial potential. These courses share the following common aims:

- to develop advanced creative practitioners with the potential to originate, innovate or influence practice in their discipline area;

- to equip students with a comprehensive understanding of the core principles and technology underpinning their creative project and the theoretical frameworks within which to locate it;

- to underpin students’ creative practice with the entrepreneurial skills and business awareness necessary to turn concepts into commercially viable realities;

- to develop students’ skills in independent learning, self-reflection and research skills necessary to sustain advanced creative practice and scholarship;

- to offer a stimulating environment for postgraduate students which is both supportive and flexible in relation to their learning needs and a creative space in which to incubate their ideas.

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Ravensbourne’s MA Fashion has innovation at its heart, challenging the boundaries of traditional fashion design, practice and manufacture; and has been developed in response to market forces shaping the fashion industry today, where cutting-edge design practice is balanced with sophisticated commercial strategy. Read more
Ravensbourne’s MA Fashion has innovation at its heart, challenging the boundaries of traditional fashion design, practice and manufacture; and has been developed in response to market forces shaping the fashion industry today, where cutting-edge design practice is balanced with sophisticated commercial strategy.

This is a creative, project-based course focusing on the dynamic between creativity, technology and business awareness. The course develops the critical and creative, and technical and professional skills necessary to advance practice and stimulate innovation in the fashion industry.

As an MA Fashion student, you will explore the boundaries of creative fashion design and develop your digital skills utilising a range of prototyping technologies. The course will challenge you to re-examine the underpinning methodologies and ways of working that characterise creative practice in fashion. You will be encouraged to challenge the boundaries of traditional fashion design, practice and manufacture, and explore the creative opportunities offered by technology and new ways of working.

Innovation often emerges from meaningful collaboration with other disciplines and you will benefit from Ravensbourne’s unique postgraduate ethos where the course is not only positioned within a wide range of creative postgraduate courses but you will collaborate with practitioners in the other disciplines to gain a multi-disciplinary perspective.

The course will equip you with an in-depth knowledge and understanding of the international fashion business and marketing, enabling you to apply and integrate this into the creative design and making process.

Throughout the course, you will develop new experimental approaches to fashion and/or textile design, strengthening your own practice and developing new creative, technological and commercial skills.

Course structure

1. Technology issues – Within the technology issues unit students will engage with 3 to 5 week project cycles that will enable them to explore ideas and build on skills in interdisciplinary, cross disciplinary and individually negotiated projects. These units are structured to encourage students to engage collaboratively with fellow students.

2. Business and innovation – Taught during the term before the Final Major Project Unit, this unit helps students develop an understanding of business and innovative practices in the creative industries. It challenges and supports fashion design students in turning their ideas and skills into viable, innovative market propositions and business plans.

3. Research process – This unit supports students in gaining the research skills needed for the development of students' individual projects. Concept and prototyping – Allows students to further develop their skills, focusing on their chosen specialist area within fashion and pursue a single line of inquiry, idea or theory embedded in fashion and research and develop the concept.

4. Major project – For the Major Project, students will develop and manage an individual programme of enquiry and creative development in fashion culminating in the realisation of a final collection, fully informed by professional and industrial contexts and multi-disciplinary perspectives.

Programme Aims

All postgraduate courses at Ravensbourne provide students with the opportunity to develop advanced skills in the conceptualisation and practical realisation of innovative creative projects in their discipline area and provide them with the entrepreneurial skills to realise their commercial potential. These courses share the following common aims:

- to develop advanced creative practitioners with the potential to originate, innovate or influence practice in their discipline area;

- to equip students with a comprehensive understanding of the core principles and technology underpinning their creative project and the theoretical frameworks within which to locate it;

- to underpin students’ creative practice with the entrepreneurial skills and business awareness necessary to turn concepts into commercially viable realities;

- to develop students’ skills in independent learning, self-reflection and research skills necessary to sustain advanced creative practice and scholarship;

- to offer a stimulating environment for postgraduate students which is both supportive and flexible in relation to their learning needs and a creative space in which to incubate their ideas.

Read less
MA/MSc Interactive Digital Media is a vibrant, interdisciplinary, collaborative and challenging postgraduate pathway focusing on the practical and theoretical study of interactivity in digital media production; and strives to create designers with the potential to innovate and influence interaction design practice who can realise relevant and elegant design proposals with commercial potential. Read more
MA/MSc Interactive Digital Media is a vibrant, interdisciplinary, collaborative and challenging postgraduate pathway focusing on the practical and theoretical study of interactivity in digital media production; and strives to create designers with the potential to innovate and influence interaction design practice who can realise relevant and elegant design proposals with commercial potential.

This MA/MSc Interactive Digital Media is of particular relevance to you as a practitioner or designer who wishes to develop and refine your practice in interaction design, installation, projection mapping, digital games and user-centred product design.

You will be encouraged to work with technology experimentally, creatively and collaboratively, and to apply emerging and existing technology in new and novel ways through personal fabrication, research and the experimental application. You will also have hands-on experience creating for Android, BlackBerry, iPad, iPhone, iPod, Playstation 3, Xbox, and websites. The course will provide skills in the relevant multimedia software, 3D graphics software, game engines/modelling packages such as Unity, UdK, 3D Studio Max and Maya. You will understand code, create electronic and physical interfaces and the course encourages the use of low level C# and C++, JavaScript, HTML or Python.

We have a dedicated facility for analysing and evaluating console games, containing PS3, XBox 360, and Wii consoles, new games titles and 3D LCD screens.

The course focuses on interaction design and its application to objects, spaces and communication. The emphasis is on technology-mediated communication between humans and objects or spaces, both real and virtual. You will be able to experiment and innovate along side exploring how theory underpins multimedia practice allowing you to ultimately challenge and test theories of interactivity. Interaction can take many forms and you will be encouraged to use a range of tools and approaches, and because of the developing nature of the discipline, you will be experimenting with the latest forms of technology.

Study units

- Technology Issues
- Business and Innovation
- Research Process
- Concept and Prototyping
- Major project

In the Business and Innovation unit you will gain an overview of the industry and new approaches to innovation.

Through the Technology Issues unit, you will explore the potential of digital technology and its application in new services or products or to enhance the functions, usability and aesthetics of existing ones through both group and cross-disciplinary work.

In the Research Process unit you will explore and challenge contemporary themes through theory and practice. There is a strong engagement with game theories (how games are made and what makes a good game), play, multimodality, artificial intelligence, and transmedia storytelling, user experience and computational design.

The Concept and Prototyping unit allows you to conduct a more involved 15-week project to develop and build a prototype, test an emerging technology or generate a concept.

Hypotheses, concepts or project ideas emerging from previous units will provide starting points for the Major Project, which is the final culmination of your investigations and is a substantial piece of self-managed work that embodies the integration of theory and practice, is underpinned by advanced practice-based methodologies and processes.

Programme Aims

All postgraduate courses at Ravensbourne provide students with the opportunity to develop advanced skills in the conceptualisation and practical realisation of innovative creative projects in their discipline area and provide them with the entrepreneurial skills to realise their commercial potential. These courses share the following common aims:

- to develop advanced creative practitioners with the potential to originate, innovate or influence practice in their discipline area;

- to equip students with a comprehensive understanding of the core principles and technology underpinning their creative project and the theoretical frameworks within which to locate it;

- to underpin students’ creative practice with the entrepreneurial skills and business awareness necessary to turn concepts into commercially viable realities;

- to develop students’ skills in independent learning, self-reflection and research skills necessary to sustain advanced creative practice and scholarship;

- to offer a stimulating environment for postgraduate students which is both supportive and flexible in relation to their learning needs and a creative space in which to incubate their ideas.

Read less
This is a creative, project-based course focusing on the practical and theoretical study of product design and its relationship to interaction. Read more
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.

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.

Study units

- Technology Issues
- Business and Innovation
- Research Process
- Concept and Prototyping
- Major project

Through the Business and Innovation unit you will have the opportunity to explore the generation of innovative new business models that will help to shape your emerging project concept.

The Technology Issues unit encourages you to engage and explore emerging new technologies as well as skills in scripting and coding, first within a group, then as a cross-disciplinary, and finally in an individual project.

Through the Research Process unit, you will explore academic theoretical frameworks and research methodologies and their application within industry practice.

In both the Technology Issues and Concept and Prototyping units, youwill explore the dialogue between product and user, the function, usability and forms, flow and creativity and user experiences.

The course will culminate in your final Major Project.

Programme Aims

All postgraduate courses at Ravensbourne provide students with the opportunity to develop advanced skills in the conceptualisation and practical realisation of innovative creative projects in their discipline area and provide them with the entrepreneurial skills to realise their commercial potential. These courses share the following common aims:

- to develop advanced creative practitioners with the potential to originate, innovate or influence practice in their discipline area;

- to equip students with a comprehensive understanding of the core principles and technology underpinning their creative project and the theoretical frameworks within which to locate it;

- to underpin students’ creative practice with the entrepreneurial skills and business awareness necessary to turn concepts into commercially viable realities;

- to develop students’ skills in independent learning, self-reflection and research skills necessary to sustain advanced creative practice and scholarship;

- to offer a stimulating environment for postgraduate students which is both supportive and flexible in relation to their learning needs and a creative space in which to incubate their ideas.

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Luxury Brand Management Innovation focuses on managing the relationship between luxury brands, high value services and consumer behaviour. Read more
Luxury Brand Management Innovation focuses on managing the relationship between luxury brands, high value services and consumer behaviour. To understand these complex relationships, you will gather and analyse customer and market data, to understand who the customers are, why they buy, and appreciate the value of brands and brand strategy.

Luxury Brand Management equip you to analyse new, sub-brands and established brands; and at a more strategic level, analyse issues around brand loyalty, equity and value.

Luxury Brand Management requires sensitivity to customer perceptions of established aesthetics and the potential for higher levels of engagement/participation and affinity-enabling services.

The course will take you through the various stages needed to turn a luxury brand into a ‘lived’ experience providing insightful thinking and practical strategies into what makes a luxury brand ‘high value’ in terms of meaningful interactions and diversified services with customers/markets.

Study units

Stage One: developing a knowledge base and new reference points - introduces you to a range of theories and practices in the strategic use of design and innovation, with a particular focus on the method of design thinking and how it relates to luxury brand management.

- Unit 1: Cultural and Contextual Design Studies
- Unit 2: Practical Application of Design Thinking in Luxury Brand Management
- Unit 3: Managing Design in a Global Society and Economy

Stage Two: putting new learning into a professional context – develops the practical application of design thinking with a focus on innovation and industry oriented professional practice.

- Unit 4: Professional Practice in Management and Consulting
- Unit 5: Strategic Design and Innovation
- Unit 6: Studio Practice

Stage Three: evaluating and advancing existing knowledge

- Unit 7: Major Project.

Course aims:

- To enable the development of high value services and luxury brands.
- To develop an understanding of personalised multi-platform experiences and interactions which can add value to, and build a brand on a global scale.

Programme Aims for the Master of Design

The Master of Design programme aims to provide the opportunity for you to develop creative thinking and innovative strategies through an advanced understanding of the practical application of design thinking and design strategy to management and organisational leadership, in order to equip you with the knowledge and skills to apply your learning in a global context. In particular, this programme aims:

- To equip you with an advanced knowledge and understanding of the contextual background to, and developments in design thinking and to reflect on that learning in order to advance your own practice and subject area and to innovate.

- To develop effective managers and leaders with effective design management skills who through creativity and global awareness are able to influence and create positive change in their organisations whether at an operational or a strategic level.

- To equip you with independent study skills that support research, practice and professional development and allow you to continue developing as life-long learners throughout their professional lives maintaining contact with emerging practice from a variety of fields.

- To provide a stimulating environment, which is supportive, flexible and collaborative and allows you to develop your potential.

- To develop a high level of professionalism and confidence to initiate and lead complex design projects involving diverse disciplines and business functions.

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MA Moving Image is designed to develop creative conceptual thinkers, who can deliver ideas across media using a variety of methods. Read more
MA Moving Image is designed to develop creative conceptual thinkers, who can deliver ideas across media using a variety of methods. The project work undertaken is underpinned with research, analysis and evidence of strategic thinking as well as self reflection.

On this course you will be able to devise new means of attracting audiences, whether in the areas of promotion and advertising or within the exhibition and corporate sector, moving image for mobile devices, the web, and in every area of motion design and the world of moving image.

The course has been designed for those looking for innovative, creative and critical learning, as you will engage with video, environmental, digital editing, sound and animation to develop your creative ideas and build a strong conceptual and technical basis for your development.

As well as providing opportunities to engage with more traditional areas of moving image such as short narrative film, promotions and branding, animation, motion graphics and broadcast design, the pathway also covers areas such as 3D projection and video mapping and CGI.

You will be expected to respond to new ideas, where the screen is not confined to the movie theatre or the living room. You will be encouraged to extend your knowledge of creative, interpretative and critical approaches to moving image practices. MA Moving Image provides an intensive arena for the discussion, development and production of high quality original audio-visual work. You will also be encouraged to engage with the wider context of moving image practice, for instance through submitting work to festivals and competitions.

There may be opportunities to work on 'live' industry briefs, as well as engage with tutors who are practitioners themselves or with ‘start-ups’ from the incubation area. You will be invited to attend guest lectures from industry professionals and participate in industry-focused projects, collaborations and study/industry visits. Taught sessions will include workshops covering areas of research methods, theoretical approaches and business and professional skills.

There may be opportunities to work on 'live' industry briefs, as well as engage with tutors who are practitioners themselves or with ‘start-ups’ from the incubation area. You will be invited to attend guest lectures from industry professionals and participate in industry-focused projects, collaborations and study/industry visits. Taught sessions will include workshops covering areas of research methods, theoretical approaches and business and professional skills.

Study units

- Technology Issues
- Business and Innovation
- Research Process
- Concept and Prototyping
- Major project

In the Technology Issues unit, and Concept and Prototyping unit, you will have the opportunity to engage with industry standard software (for example: After Effects, Cinema 4D, Final Cut Pro, Flash, Illustrator, Photoshop).

Supported in particular by the Research Process and Technology Issues units, the pathway will enable you to deepen your conceptual thinking and technical application through the development of your individual practice.

New technologies have transformed the relationships between traditional film, video and digital formats, offering new opportunities for experimentation and the business context of this is explored through the Business and Innovation unit.

In the Concept and Prototyping unit you will develop your main concepts with reference to theoretical and business contexts; and this work will culminate in the Major Project.

Programme Aims

All postgraduate courses at Ravensbourne provide students with the opportunity to develop advanced skills in the conceptualisation and practical realisation of innovative creative projects in their discipline area and provide them with the entrepreneurial skills to realise their commercial potential. These courses share the following common aims:

- to develop advanced creative practitioners with the potential to originate, innovate or influence practice in their discipline area;

- to equip students with a comprehensive understanding of the core principles and technology underpinning their creative project and the theoretical frameworks within which to locate it;

- to underpin students’ creative practice with the entrepreneurial skills and business awareness necessary to turn concepts into commercially viable realities;

- to develop students’ skills in independent learning, self-reflection and research skills necessary to sustain advanced creative practice and scholarship;

- to offer a stimulating environment for postgraduate students which is both supportive and flexible in relation to their learning needs and a creative space in which to incubate their ideas.

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The Master of Design programme provide the opportunity for you to develop creative thinking and innovative strategies through an advanced understanding of the practical application of design thinking and design strategy that can be applied in a global context. Read more
The Master of Design programme provide the opportunity for you to develop creative thinking and innovative strategies through an advanced understanding of the practical application of design thinking and design strategy that can be applied in a global context.

Service Design is a relatively new discipline that has emerged in the UK simultaneously with an increase in the service sector of the economy and the development of services which require innovative approaches to design, development and delivery in public, private and civil society organisations. Through the use of a specific set of methods and processes based on design thinking, Service Design aims to develop services that are useful and desirable for customers/stakeholders and profitable and efficient for the provider.

The course will provide you with the opportunity to develop and use design thinking as a device for modelling multi-faceted service experiences. In particular this requires the ability to design user research, to facilitate development workshops, and to project manage a process when initially outcomes are unknown. A detailed understanding of the management of design and innovation in service organisations is gained through case studies and project based learning. You are introduced to a range of concepts in Service Design such as co-design, user-driven innovation and social innovation. You are also encouraged to develop your own approaches and to respond to emerging industry practices.

You will benefit from staff research interests in methodology and in user experience design strategies. You may also have the opportunity to participate in one of Ravensbourne’s regular industry development projects with a strong service design dimension.

Study units

Stage One: developing a knowledge base and new reference points - introduces the learner to a range of theories and practices in the strategic use of design and innovation, with a particular focus on the method of design thinking in the global context and how it relates to Service Design. Emphasis is also placed on beginning to develop an innovation and leadership toolkit of skills and techniques.

- Unit 1: Cultural and Contextual Design Studies
- Unit 2: Practical Application of Design Thinking in Service Design
- Unit 3: Managing Design in a Global Society and Economy

Stage Two: putting new learning into a professional context - builds on the practical application of design thinking with a focus on innovation and industry oriented professional practice

Teaching and learning methods in this term are reflective of real world practices ensuring that participants are well versed in new service/product design methods, blueprinting, modelling, brand guardianship, consumer marketing and routes to market.

- Unit 4: Professional Practice in Management and Consulting
- Unit 5: Strategic Design and Innovation
- Unit 6: Studio Practice

Stage Three: evaluating and advancing existing knowledge

- Unit 7: Major Project.

Course aims:

- To encourage a human centred approach to design.
- To demonstrate that real innovation comes from gaining a deep understanding of the interaction between service providers and end users, their wants needs, participation and potential for co-creation.

Programme Aims of the Master of Design

The Master of Design programme aims to provide the opportunity for you to develop creative thinking and innovative strategies through an advanced understanding of the practical application of design thinking and design strategy to management and organisational leadership, in order to equip you with the knowledge and skills to apply your learning in a global context. In particular, this programme aims:

- To equip you with an advanced knowledge and understanding of the contextual background to, and developments in design thinking and to reflect on that learning in order to advance your own practice and subject area and to innovate.

- To develop effective managers and leaders with effective design management skills who through creativity and global awareness are able to influence and create positive change in their organisations whether at an operational or a strategic level.

- To equip you with independent study skills that support research, practice and professional development and allow you to continue developing as life-long learners throughout their professional lives maintaining contact with emerging practice from a variety of fields.

- To provide a stimulating environment, which is supportive, flexible and collaborative and allows you to develop your potential.

- To develop a high level of professionalism and confidence to initiate and lead complex design projects involving diverse disciplines and business functions.

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The Master of Design in Social Innovation applies the lens of design thinking to address some of society’s most intractable social, environmental and economic challenges. Read more
The Master of Design in Social Innovation applies the lens of design thinking to address some of society’s most intractable social, environmental and economic challenges.

In the face of the promise of untold growth we are now confronted by a harsh reality: that in the second decade of the 21st century the traditional model of ‘business as usual’ is no longer viable. In applying a range of approaches to designing and prototyping social ventures and models of organisation, the MDes in Social Innovation will equip you with a practice-based approach to embedding innovation in the area of sustainability, community resilience, corporate social responsibility, venture philanthropy and organisational agility. Working with a cross- disciplinary team of professionals, the course will allow you to learn about radical ideas, evolve these ideas and test them in a ‘lived’ organisational environment.

The MDes Social Innovation will demonstrate that many of the most successful designs, innovations and innovators have learned to operate across the boundaries between disciplines, sectors, organisations and traditional services.

The course will develop your ideas and skills in people-centred and organisational leadership as a way of transforming the way that public, private and not-for-profit services are shaped using design thinking methodologies.

At its heart lie three design principles:

1. an holistic approach - the need to approach innovation from a ‘holistic’ point of view, drawing on its potential impact in terms of people, technology, the environment, psychological and emotional meaning and long-term sustainability

2. a core intent - the potential to develop a ‘core intent’
and value proposition to organisational models to stimulate commercial and brand value through interaction, social value, collaboration and ideas generation

3. participatory and inclusive - the importance of developing social and environmental solutions ‘with’ and ‘by’ key stakeholders, customers/markets etc. and not simply ‘to’ and ‘for’ people.

Course aims

- To understand the role of social innovation as a business discipline balancing both leadership roles in terms of innovation, the creation of vision and future directions and management roles in terms of using specific tools, methods and techniques.
- To approach leadership, organisational and enterprise development from the perspective of design thinking and creative innovation.

Study units

- Stage One
Developing a knowledge base and new reference points - introduces you to a range of theories and practices in the strategic use of design and innovation, with a particular focus on the method of design thinking in the global context and how it relates to social and environmental change and sustainability.

- Stage Two
Putting new learning into a professional context – develops the practical application of design thinking with a focus on innovation and industry-oriented professional practice based on design management. It also extends your innovation and leadership toolkit. The Studio Practice unit gives you the opportunity to take on a work placement or design research project which will inform your major project.

• Unit 4 Professional Practice in Management and Consulting • Unit 5 Strategic Design and Innovation
• Unit 6 Studio Practice

- Stage Three
Evaluating and advancing existing knowledge

• Unit 7 Major Project

Programme Aims for the Master of Design

The Master of Design programme aims to provide the opportunity for you to develop creative thinking and innovative strategies through an advanced understanding of the practical application of design thinking and design strategy to management and organisational leadership, in order to equip you with the knowledge and skills to apply your learning in a global context. In particular, this programme aims:

- To equip you with an advanced knowledge and understanding of the contextual background to, and developments in design thinking and to reflect on that learning in order to advance your own practice and subject area and to innovate.

- To develop effective managers and leaders with effective design management skills who through creativity and global awareness are able to influence and create positive change in their organisations whether at an operational or a strategic level.

- To equip you with independent study skills that support research, practice and professional development and allow you to continue developing as life-long learners throughout their professional lives maintaining contact with emerging practice from a variety of fields.

- To provide a stimulating environment, which is supportive, flexible and collaborative and allows you to develop your potential.

- To develop a high level of professionalism and confidence to initiate and lead complex design projects involving diverse disciplines and business functions.

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The landscape of visual effects is changing at a lightning speed. Read more
The landscape of visual effects is changing at a lightning speed. The technological advances over the last decade have brought us fast communication links that are enabling global, cloud-based and remote workflow, opening the possibilities of a looser, more flexible network of artists based in different countries creatively collaborating on visual effects projects. This, combined with the ever increasing demand for both film and video content means that there is a growing need not just for VFX artists but also VFX producers, post-production coordinators and project managers that have a deep understanding of the whole workflow in the creation of visual effects and the post-production in general.

Ravensbourne’s course reflects these changes and follows Skillset guidance on the entry skills required to meet VFX industry’s needs that encompass not only specialised industry skills but also soft skills required for a successful career in the VFX and post-production industry be it in the creative or project management spectrum.

In addition six modules in the form of group tutorials are given on the whole process in the creation of VFX including pre-production meetings, VFX acquisition, scheduling, budgeting, organisation and shoot supervision. These modules also place VFX in the wider context of post-production and give an overview of the post-production workflow from brief to delivery that includes transcoding, editing and deliverables.

Ravensbourne gives students access to all the necessary equipment, including cameras, the use of green screen studios with complete lighting rigs and the relevant software.

Students will have the opportunity to visit a major post-production facility through Ravensbourne’s many industry partnerships. Entrants are likely to have previously studied arts, media, public relations, marketing, editing, post-production, motion graphics or 3D animation at undergraduate level.

Course structure

1. Technology Issues – Within the Technology Issues unit, students will engage with 3 5-week project cycles that will allow them to explore CG, compositing and finishing. These units are structured to encourage students to engage collaboratively with fellow students.

2. Business and Innovation – Taught during the term prior to the Major Project Unit this unit helps students develop and understanding of business and innovative practices in the creative industries. It supports visual effects students in turning their ideas and skills into viable market propositions and long term business plans.

3. Research Process – This unit provides the grounding for research and development skills needed for students’ individual projects.

4. Concept and Prototyping – allows students to further develop their skills, to identify a specialist area related to visual effects and to pursue a single line of inquiry, idea or theory embedded in visual effects and research and develop (investigate, challenge and test) the concept.

5. Major project - The Major Project represents the culmination of students’ 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.

Programme Aims

All postgraduate courses at Ravensbourne provide students with the opportunity to develop advanced skills in the conceptualisation and practical realisation of innovative creative projects in their discipline area and provide them with the entrepreneurial skills to realise their commercial potential. These courses share the following common aims:

- to develop advanced creative practitioners with the potential to originate, innovate or influence practice in their discipline area;

- to equip students with a comprehensive understanding of the core principles and technology underpinning their creative project and the theoretical frameworks within which to locate it;

- to underpin students’ creative practice with the entrepreneurial skills and business awareness necessary to turn concepts into commercially viable realities;

- to develop students’ skills in independent learning, self-reflection and research skills necessary to sustain advanced creative practice and scholarship;

- to offer a stimulating environment for postgraduate students which is both supportive and flexible in relation to their learning needs and a creative space in which to incubate their ideas.

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