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Full Time MA Degrees in Creative Arts & Design, London, United Kingdom

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Kingston University Faculty of Business and Law
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Our Creative Industries & the Creative Economy MA programme bridges the gap between creativity and business. This unique business degree programme enables you to combine specific creative practice and skills with a rigorous business education customised for the creative industries. Read more
Our Creative Industries & the Creative Economy MA programme bridges the gap between creativity and business. This unique business degree programme enables you to combine specific creative practice and skills with a rigorous business education customised for the creative industries. It has been developed by academics and creative economy practitioners at Kingston Business School to help you respond to emerging trends and opportunities to realise value in the creative economy.

The programme is designed for individuals who come from creative industries, or have graduated in another discipline, including engineering and humanities. You will need a strong motivation to look beyond the traditional boundaries of your discipline, a readiness to participate in a start-up, and a willingness to work in a multi-disciplinary and experiential environment. You will work with students from all over the world and from different creative sectors. This diversity challenges you to think differently and exposes you to differing perspectives on creativity and business.

The programme now has nine generations of graduates and an active alumni network. Our graduates work in a range of creative and leadership positions ranging from freelance work in the creative sector, through to business ownership and employment in large innovative companies in the creative economy.

The creative industries are outpacing traditional industries both in the UK and the rest of the world. In the UK, the creative industries represent 5.2 per cent of the UK economy and provide 1.9 million jobs (DCMS, 2016). With the growth of the creative industries, the creative economy has grown at a rate faster than the whole of the UK economy, and was worth £133.3billion in 2014, accounting for 8.2 per cent of the UK economy (DCMS, 2016).

An increasing number of countries has now placed the creative industries at the heart of their economic development. This creates opportunities for professionals who understand the critical success factors for commercialising creativity, and are equipped with the mix of creative and business knowledge and skills.

What will you study?

This unique business degree programme enables you to combine specific creative practice and skills with a rigorous business education customised for the creative industries. By the end of the programme, you will be equipped with an in-depth knowledge, understanding and skills required to successfully realise value in the creative economy context.

You will specialise and become closely involved in the practice of a specific creative industry through engagement with a real business in the creative sector. This will be the opportunity to experience practical work and realise value in a chosen creative industry:
-Advertising and marketing
-Architecture
-Crafts
-Product design, graphic design and fashion design
-Film, TV, video, radio and photography
-IT, software and computer services
-Publishing
-Museums, galleries and libraries
-Music, performing arts and visual arts

(Creative Industries Classification, Department for Culture, Media & Sport, 2015)

You will also explore the process of collaborative creativity and examine what it takes to successfully develop ideas into innovative products, service and processes. The core of the programme is a real-life business experience; working in a team, you will start and run your own creative industries business in the supportive and risk-free environment provided by Kingston Business School. Our entrepreneurship experts will guide you through the process of designing and running your own creative business, which will help you develop your creative, managerial and entrepreneurial skills.

Assessment

Assessments are innovative and include a mix of individual and group project work and formal assessments, including essays, case studies, reports and presentations, role-play, games and simulations, plus the final Personal Research Project (maximum 15,000 words). You will study in a supportive environment where regular feedback is provided by both academics and professionals.

Why study the Creative Industries & the Creative Economy MA?

The course gives you the opportunity to gain a range of knowledge, skills and experiences:
-Develop your creative, entrepreneurial, managerial and leadership skills – participate in development of a start-up, pitch to real industry experts at our "Dragons' Den", and engage with a variety of professionals and entrepreneurial businesses.
-Experience practical work in a chosen creative industry by engaging with a real creative industries business to develop your CV and your understanding of the creative sector.
-Learn the fundamentals of business management theory and practice from the specific perspective of the creative industries, in the diverse and evolving context of the creative economy.
-Experience regular visits from industry experts and entrepreneurs, field trips to entrepreneurial businesses and events such as Frieze Art Fair that connect the creative industry to the local community and enable you to build a valuable network.
-Experience excellent teaching – the Creative Economy MA course is ranked as one of only six UK Eduniversal Best Masters in -Entrepreneurship. It is also ranked as one of the best entrepreneurship masters in the world by the Eduniversal masters ranking 2015/16, and Kingston Business School is one of only a few of the 120 UK business schools to be awarded an 'excellent' rating for its teaching quality by the Higher Education Funding Council.
-Earn a degree with prestigious international accreditation – Kingston Business School has joined an elite group of global institutions to be awarded the prestigious international accreditation by the AACSB (Association to Advance Collegiate Schools of Business). A hallmark of excellence in business education, the accreditation has been earned by just 5 per cent of the world's business schools.
-Finish the course with an international network of contacts – the programme has an active alumni network and our students come from all over the world to study the course.

Will this course suit me?

The Creative Industries & the Creative Economy MA is designed for individuals who come from creative industries, or have graduated in another discipline, including engineering and humanities.

-Are you a creative practitioner? We will give you the opportunity to gain first-hand experience in creating a product or service and taking it to markets.
-Are you a manager in a creative business? We will help you understand the processes of managing creativity and innovation and enhance your skills as a creative leader with a good grasp of strategy and appropriate business and management skills.
-Have you got years of experience? If you have substantial experience, you could benefit from undertaking the personal research project that will help you to apply your new skills and expertise to your specialist sector and enable you to identify new opportunities in the creative economy.

Course structure

Below are the core modules for this course:

Modules
-Mapping the Creative Economy
-Design Thinking for Start-ups
-Experiencing the Creative Industries - Professional Practice
-Conducting Collaborative Creativity
-Managing a Creative Business
-Personal Research Project/Gaining Insights

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MA Design for Cultural Industries is an innovative programme for students who want to develop their career in cultural and creative sectors. Read more

What is this programme about?

MA Design for Cultural Industries is an innovative programme for students who want to develop their career in cultural and creative sectors. Through the application of design theory and practice, incorporating new technologies into the discourse, students will be able to create or initiate solutions and experiences in the context of the cultural industries.

This MA programme provides its graduates with the advanced skills necessary to confront their professional challenges and move forward in this highly competitive industry. Integrating materiality and object interpretation through applied imagination, developing innovative creative-thinking, enterprise skills and research-led projects, the programme's multidisciplinary and critical approach gives students a distinctive insight into the collaborative nature of these industries.

The programme is relevant for those wishing to pursue an advanced career in cultural and creative organisations such as private and social enterprises, design agencies, museums, galleries and research centres. The programme will also be applicable to artists, curators, designers and policy-makers wishing to advance their design thinking by bringing their own projects to life, or create outputs for their own clients and industry partners.

Graduates of the MA Design for Cultural Industries will be equipped with advanced skills to go to wide range of leadership or senior creative roles in the cultural and creative industries, both in the private and public sector. With an international outlook, our graduates will be sought after across an array of arts, design, events, culture, entertainment, media and creative technology departments globally.

The career paths that our graduates can look forward to include arts and cultural management, design management, policy making, curatorship (museum, gallery, festival), creative direction, education advisory, cultural publishing and art/design criticism. Alternatively, the programme can inspire graduates to open their own cultural start-ups or work for international consultancy firms. Graduates of the programme can also develop academic profiles and research interests to go into teaching or advanced study at MPhil and PhD level.

Visit the website http://www2.gre.ac.uk/study/courses/pg/art/des-cul-ind OR http://blogs.gre.ac.uk/design-for-cultural-industries/

Who is this programme for?

This MA programme is relevant for those wishing to pursue an advanced career in cultural and creative organisations such as private and social enterprises, design agencies, museums, galleries and research centres. The programme will also be applicable to artists, curators, designers and policy-makers wishing to advance their design thinking by bringing their own projects to life, or create outputs for their own clients and industry partners.

How is the programme organised and what will I learn?

The programme is run in two modes: full-time over one year and part-time over two years, with the taught content made up of core and option courses totalling 180 credits.

Core courses
* Experience Design (XD) - 30 Credits
* Materiality & Interpretation - 30 Credits
* Design Management and Cultural Enterprise - 30 Credits
* MA Final Project - 60 Credits

Option courses (two to choose from):
* Curatorial practice - 15 Credits
* Coding in Creative Contexts- 15 Credits
* Sound Design- 15 Credits
* Social Media and SEO - 15 Credits

What do students do after this programme?

Graduates of the MA Design for Cultural Industries will be equipped with advanced skills to go to wide range of leadership or senior creative roles in the cultural and creative industries, both in the private and public sector. The career paths that our graduates can look forward to include arts and cultural management, design management, curatorship (museum, gallery, festival), creative direction, education advisory, cultural publishing, policy making, and art/design criticism. Alternatively, the programme can inspire graduates to open their own cultural start-ups or work for international consultancy firms.

Graduates of the programme can also develop academic profiles and research interests to go into teaching or advanced study at MPhil and PhD level.

How are we taught?

Typically, in full-time mode, you can expect 10 hours attendance per week over two days in a class of around 15-20 students. Teaching is a mixture of studio work, seminars, lectures and workshops. The full-time mode should only be considered by students who are able to dedicate at least 25 hours per week to the programme. The part-time mode is recommended for students in full-time employment.

How do I apply for this programme?

Apply directly on our website (link below). Selected applicants will be invited to attend a personal or skype interview. We recommend early applications, as the places are limited. Overseas applications for this course should be received no later than the end of July for entry in September to allow the sufficient time for visa applications.

Where can I find more information?

For more information, please see the course page at our online prospectus and take a look at the CPDA website.

MA Design for Cultural Industries Blog: http://blogs.gre.ac.uk/design-for-cultural-industries

MA Design for Cultural Industries Prospectus Page http://www2.gre.ac.uk/study/courses/pg/art/des-cul-ind

Department Website and Student Work http://cpda.gre.ac.uk

How to Apply: http://www2.gre.ac.uk/study/apply/pg

For more information, you can also contact Programme Leader Dr. Isil Onol by email:

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This programme allows you to develop the business/entrepreneurial skills and attributes to commercialise on your creative and cultural practices and/or knowledge- http://www.gold.ac.uk/pg/ma-creative-cultural-entrepreneurship-fashion/. Read more
This programme allows you to develop the business/entrepreneurial skills and attributes to commercialise on your creative and cultural practices and/or knowledge- http://www.gold.ac.uk/pg/ma-creative-cultural-entrepreneurship-fashion/

The Fashion Pathway of the MA in Creative & Cultural Entrepreneurship allows you to build on a historical and theoretical understanding of cultural and creative industries and the development of a cultural economy to create your own creative initiatives, which might be research-based, policy-based, practice-based, or a combination of any or all of these.

The MA will be taught in partnership by a number of departments within Goldsmiths and with key individuals and organisations in the creative and cultural industries sector.

Our collective approach is to integrate entrepreneurship within the development of creative practices and to take a ‘creative’ approach to the development of new businesses and the infrastructure that supports them.

Contact the department

If you have specific questions about the degree, contact the Admissions Tutor.

Modules & Structure

The programme contains four taught modules and a further dissertation/portfolio component.

You'll have a range of choices throughout the degree enabling you to design a pathway that is most relevant to your academic, business and career ambitions.

All students take modules I and III, and you can choose between options in fashion and design for modules II and IV.

Attendance is mandatory for all taught sections of the programme. To encourage collaborative learning we try to teach all students together wherever possible, irrespective of their particular pathway.

Module I: Theories of the Culture Industry: work, creativity and precariousness- 30 credits
Module II: Creative Practice- 30 credits
Module III: Entrepreneurial Modelling- 30 credits

Module IV: Entrepreneurial Practices and Modes of Production within one creative industry sector

You can choose from two strands for this module (i) College-Based and (ii) Internship.

(i) College-based

Delivered by the partner departments – these modules deal with creative sector issues and case studies within a specific discipline, although taking into account the cross-over with other areas – including Performing Arts (theatre and dance), Visual Arts, Music, Design, Media & Communications, Publishing and Computing. As well as studying producing companies, this would also include consideration of creative agencies relating to the above. The programme will start with the above areas but in this modular system can easily expand to include other subjects.

Computing offers Sector overview: Games and Interactive Entertainment Industries.

Design offers Sector overview consisting of: Component A – Design and Futuring, and Component B – Business and Design, or an industry placement.

Drama offers A Sector overview: Cultural Policy and Practice combined with management practice in audience development and fundraising.

Fashion offers Designing Fashion, taught by the Department of Design (subject to approval).

Media and Communications offers Either an industry placement, assessed by placement report, or an industry contextual module: Media Landscapes.

Music offers Sector overview of Music industries (a) combined with management practice in audience development and fundraising.

(ii) Internship

You will undertake an internship within an SME, Producing or Research Organisation within the cultural and creative industries. There will be initial taught/tutorial sessions on managing an internship and experiential learning and assessment would be by an analytical report on the ‘culture of management’ of the organisation. In some pathways this will be augmented by classes in specific skill areas (such as marketing) as you are likely to be working in skill-specific departments of organisations.

It is envisaged that the internship would be the equivalent of two to three days a week for three months, however each internship will be individually negotiated between you, the organisations (learning partner), and the department. Although duration and attendance pattern of each internship will vary, it will provide you with the context and experience to undertake the assessment. Please note that these module options are subject to ongoing revision. Any changes will be available at the start of the programme.

Module V: Dissertation or Project/Portfolio plus reflective analysis
The content and research imperatives of the dissertation/portfolio can be developed in tutorials with staff to address your individual needs. It could range from an entirely written document researching a particular area of the cultural and creative industries to a fully developed proposal for a new business.

To encourage collaborative learning we try to teach all students together wherever possible, irrespective of your particular pathway.

Skills

You can expect to develop an independence and integrity in developing creative ideas. You'll be able to apply entrepreneurial approaches to creative projects and demonstrate an understanding of different business models to establish a creative enterprise. You'll also develop team-working and leadership skills, and effective business and communication skills.

Careers

The programme will enable those who have previously studied an area of creative study/practice to start a career developing a business arising from an existing or new creative practice. This may relate directly to a 'product' or 'process' arising from you own practice or to a form of 'expertise', 'consultancy' or 'knowledge'. The programme will also equip those who wish to work within organisations that develop the infrastructure and environment for new creative businesses with the capacity to flourish in a variety of contexts.

Funding

Please visit http://www.gold.ac.uk/pg/fees-funding/ for details.

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This programme allows you to develop the business/entrepreneurial skills and attributes to commercialise on your creative and cultural practices and/or knowledge- http://www.gold.ac.uk/pg/ma-creative-cultural-entrepreneurship-theatre/. Read more
This programme allows you to develop the business/entrepreneurial skills and attributes to commercialise on your creative and cultural practices and/or knowledge- http://www.gold.ac.uk/pg/ma-creative-cultural-entrepreneurship-theatre/

The Theatre and Performance Pathway of the MA in Creative and Cultural Entrepreneurship allows you to build on a historical and theoretical understanding of cultural and creative industries and the development of a cultural economy to create your own creative initiatives, which might be research-based, policy-based, practice-based, or a combination of any or all of these.

The MA will be taught in partnership by a number of departments within Goldsmiths and with key individuals and organisations in the creative and cultural industries sector.

Our collective approach is to integrate entrepreneurship within the development of creative practices and to take a ‘creative’ approach to the development of new businesses and the infrastructure that supports them.

Contact the department

If you have specific questions about the degree, contact the Admissions Tutor.

Modules & Structure

The programme contains four taught modules and a further dissertation/portfolio component.

You'll have a range of choices throughout the degree enabling you to design a pathway that is most relevant to your academic, business and career ambitions.

All students take modules I and III, and you can choose between options offered in performing arts for modules II and IV.

Attendance is mandatory for all taught sections of the programme. To encourage collaborative learning we try to teach all students together wherever possible, irrespective of their particular pathway.

Module I: Theories of the Culture Industry: work, creativity and precariousness- 30 credits
Module II: Creative Practice- 30 credits
Module III: Entrepreneurial Modelling- 30 credits

Module IV: Entrepreneurial Practices and Modes of Production within one creative industry sector

You can choose from two strands for this module (i) College-Based and (ii) Internship.

(i) College-based

Delivered by the partner departments – these modules deal with creative sector issues and case studies within a specific discipline, although taking into account the cross-over with other areas – including Performing Arts (theatre and dance), Visual Arts, Music, Design, Media & Communications, Publishing and Computing. As well as studying producing companies, this would also include consideration of creative agencies relating to the above. The programme will start with the above areas but in this modular system can easily expand to include other subjects.

Computing offers Sector overview: Games and Interactive Entertainment Industries.

Design offers Sector overview consisting of: Component A – Design and Futuring, and Component B – Business and Design, or an industry placement.

Drama offers A Sector overview: Cultural Policy and Practice combined with management practice in audience development and fundraising.

Fashion offers Designing Fashion, taught by the Department of Design (subject to approval).

Media and Communications offers Either an industry placement, assessed by placement report, or an industry contextual module: Media Landscapes.

Music offers Sector overview of Music industries (a) combined with management practice in audience development and fundraising.

(ii) Internship

You will undertake an internship within an SME, Producing or Research Organisation within the cultural and creative industries. There will be initial taught/tutorial sessions on managing an internship and experiential learning and assessment would be by an analytical report on the ‘culture of management’ of the organisation. In some pathways this will be augmented by classes in specific skill areas (such as marketing) as you are likely to be working in skill-specific departments of organisations.

It is envisaged that the internship would be the equivalent of two to three days a week for three months, however each internship will be individually negotiated between you, the organisations (learning partner), and the department. Although duration and attendance pattern of each internship will vary, it will provide you with the context and experience to undertake the assessment. Please note that these module options are subject to ongoing revision. Any changes will be available at the start of the programme.

Module V: Dissertation or Project/Portfolio plus reflective analysis
The content and research imperatives of the dissertation/portfolio can be developed in tutorials with staff to address your individual needs. It could range from an entirely written document researching a particular area of the cultural and creative industries to a fully developed proposal for a new business.

Skills

You can expect to develop an independence and integrity in developing creative ideas. You will be able to apply entrepreneurial approaches to creative projects and demonstrate an understanding of different business models to establish a creative enterprise. You will also develop team-working and leadership skills, and effective business and communication skills.

Careers

The programme will enable those who have previously studied an area of creative study/practice, to start a career developing a business arising from an existing or new creative practice. This may relate directly to a 'product' or 'process' arising from you own practice or to a form of 'expertise', 'consultancy' or 'knowledge'. The programme will also equip those who wish to work within organisations that develop the infrastructure and environment for new creative businesses with the capacity to flourish in a variety of contexts.

Funding

Please visit http://www.gold.ac.uk/pg/fees-funding/ for details.

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This exciting new multidisciplinary master's programme is fully designed to reflect the needs of contemporary interactive media industries, bringing together creative technologies, interactivity and design practices within digital cultures with the user in mind. Read more
This exciting new multidisciplinary master's programme is fully designed to reflect the needs of contemporary interactive media industries, bringing together creative technologies, interactivity and design practices within digital cultures with the user in mind.

Interactive Media Practice combines a wide range of digital creative technologies primarily combining digital literacies design, technology and interaction, through user centred design for commercial outputs to an industry standard.

Interactive Media Practice places the user at the centre of the experience and focuses on design and content creation in areas such as: mobile app development, wearables, games, rich media websites, interactive guides and installations, immersive VR, next generation advertising and virtual and augmented reality systems, through to social media powerful eMarketing and entrepreneurship through innovation protocol.

According to the late CEO of Apple, Steve Jobs, the app industry "is worth several billion pounds annually and employs around 40,000 people, representing approximately ten per cent of the total audio-visual workforce. Sectors such as sound-driven games and apps show an even wider growth where providers such as Apple have paid a total of two billion dollars to apps within the US alone".

Adobe Systems (UK) fully support the programme with high recommendation, based on the development and key principles the course offers, which is rare and unique. We embrace excellent contracts within the interactive media and games industries, including regular visits and master classes from industry professionals at the top of their game from Adobe to Sony.

Adobe Systems (UK), said: “This Interactive Media degree offers an ideal grounding for those wishing to work in the digital media industries, which increasingly require people who work with technology from a creative perspective. This is the course that will create the next generation of interactive media stars…! ”

The course embraces a hackathon culture with specialist hack labs boasting newly designed flexible learning spaces for students to work more collaboratively on innovation protocols fostering cross-pollination of new ideas creatively. Many students will be working on live industry briefs as well as their own projects independently within and outside our course clusters. This collaborative approach to learning and research often leads to successful projects, which are commercially viable, and quickly gain industry recognition through our end of year show.

“It’s a really multi-faceted MA, bringing together creativity, technology skills and digital media, with an entrepreneurial thread.” – 2015 Graduate.

Our students learn to examine the communication of ideas in a networked world through our entrepreneurship incubator programme and consider the many impacts of digital media in everyday life, for commercial trajectories through practiced based projects.

As one of the top 100 international universities in the world, the University of Westminster's School of Media, Arts and Design currently boasts a series of professional recording studios, a new teaching recording studio, professional technology labs and access to an array of post-production, and multimedia facilities built and equipped to the highest standards.

Using the leading industry software, you will be involved in designing and making interactive digital media content for delivery over the Internet, on tablets and mobile devices and for installations to designing compelling user interfaces creating a great user experience, this also extends to the development towards creating content for the ‘internet of things’.

The MA in Interactive Media Practice course will prepare you for this sector, by leveraging and integrating the fine blend between creativity and technical capacities. You will also benefit from having access to a range of highly regarded industry practitioners who will offer you exceptional insight and working knowledge within the field, both challenging and encouraging your technical and creative fair. On this master's degree you will develop commercial-level interactive media and digital content production skills.

Course content

This multidisciplinary course prepares you to work in a wide range of industry combining theory, practice, and bringing together technical, creative perspective on new media systems, interactive technologies and digital culture as well as exploring new emerging creative technologies, producing an industry professional who can produce as well as explore future creative technologies.

Students are encouraged to work with technology experimentally in a creative way, collaboratively, and to apply emerging and existing technology in new and innovative ways, research and the experimental application. You will also have hands-on experience creating content for, iPad, iPhone, iPod, Playstation , Xbox, Oculus Rift and content rich media websites, advanced web production and design, design for interface all of this with the user in mind. The course will provide skills in the relevant multimedia software, media rich web production, Unity, UdK, website design and development to mobile app development. You will be taught creative coding, interfaces and the course encourages the use a wide range of programming languages delivered by industry practitioners. We also have accreditation opportunities within Adobe and Apple for those students wanting to develop their skills more prolifically within select software.

These include mobile apps, mainstream games, interactive installation, sonic media and eMarketing, with an emphasis on core creative skills. The course also prepares and enhances your ability in producing interactive media, methodologies and production workflows, supported by a robust understanding of the technologies and theories involved.

The Interactive Media Practice degree offers an ideal underpinning for those seeking employment in the digital media industries, which increasingly require people who work with technology form a creative perspective. This is the course that will create the next generation of interactive media talent who are both enterprising and creative.

Our approach on the course is implemented through hackathon culture as seen in technology start up sectors, where cross collaboration through interdisciplinary approach is very welcomed. Students are encouraged to apply from design, non-programming or non-technical backgrounds as well as technical backgrounds.

Modules

-Applied Innovation and Interactive Design
-Mobile Apps and Wearable Devices
-Entrepreneurship and Project Management for Creative Industries
-Social Media and E-Marketing
-Hack Lab and Creative Technologies
-UX Design and Development
-Major Project

Associated careers

There are many highly desirable careers that students from this course can go on into such as: interactive media, app development, new media production, interactive development, advanced web producer, content manager, UX designer, project management, media, digital marketing, media design, online branding, interactive game design, web production, game designer, media advertising, information design, digital production, strategic development, online advertising, UX architect, digital SAM, mobile UX, front end development, wen development, email marketing executive, ecommerce digital marketing manager, .net developer, UX designer academic publisher, UX researcher, social media executive, digital designer, digital advertising, SEO consultant, content marketing specialist, interaction designer, digital project manger, optimisation manager and digital content production. Digital marker, creative technologist, rich media website developer, games producer, social media manger, museum installation, VR gaming, VR advertising.

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Our MA Graphic Design course has been structured to promote the role of designers as skilled professional communicators, and firmly embed a culture of research and problem solving into creative practice. Read more
Our MA Graphic Design course has been structured to promote the role of designers as skilled professional communicators, and firmly embed a culture of research and problem solving into creative practice.

Our course aims to promote specialism and mastery in your own unique area of graphic design - which you'll identify and develop with us on this MA. Enabling you to produce meaningful outcomes from informed research is a top priority.

Using the extensive industry links brought by our course staff, you'll be encouraged to foster connections with industry partners within your area of specialism. With the help of visiting lecturers, industry experts and live briefs, you'll gain real-life experience of the design industry. And emphasis will be placed on how to present both yourself and your design work in a professional arena.

The industry orientation of this course is concerned with exploring graphic design languages in all their facets. You'll enhance your understanding of the aesthetic and commercial value of your work, and accrue professional experience which will add innovation to your practice.

On this course you'll taught through a range of lectures, workshops, tutorials, live pitches and presentations. We also place a strong emphasis on independent research.

Industry Partner

You'll benefit from well-established industry links with corporate, media, cultural and creative organisations.

Our course has links with:
-Design Bridge
-Pearlfisher (design group)
-FutureBrand
-The Brewery
-The BBC
-Imagine
-Bloom
-Interbrand

We also have regular guest lecturers and recent guests have included:
-Richard Williams - Founder of Williams Murray Hamm
-Tim Perkins - Group Director of Design Bridge
-Philip Carter - Founder of Carter Wong Tomlin
-Helen Healy - Picture Editor for the Guardian newspaper

Careers

MA Graphic Design alumni go on to work in a diverse variety of exciting careers. Employment opportunities include:
-Graphic design
-Museum design
-Web or interactive design
-Picture editing
-Freelance design or illustration
-Brand design
-Packaging design
-Retail design
-Art direction
-Design management

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University for the Creative Arts Design
Distance from London: 0 miles
Our MA Product Design course provides a conceptual process and context for the development of creative and innovative products. This includes the study of socio-cultural and economic issues, new technologies and creative visual language in relation to your practice. Read more
Our MA Product Design course provides a conceptual process and context for the development of creative and innovative products. This includes the study of socio-cultural and economic issues, new technologies and creative visual language in relation to your practice.

As a student on our course, you'll undertake individual research projects using an integrated product design process. You'll also develop and communicate design solutions which align with design criteria and respond to broader issues such as lifestyles, markets or the information economy.

On this course you'll benefit from seminar sessions with visiting professional product designers. They'll provide critical feedback to advance your design concepts to prototype stage, in order to ready them for final exhibition and commercial manufacture.

You'll also have seminar sessions with visiting professional product designers, who provide critical feedback to advance your design concepts to prototype stage, ready for final exhibition and commercial manufacture.

The Centre for Sustainable Design is based at our Farnham campus, too. This research centre facilitates discussion and research on eco-design, and broader sustainability considerations, in product and service development.

Industry Partners

Our range of industry contacts include:
-Industrial Design Consultancy
-TheAlloy (product and interaction consultants)
-IDEO (design consultants)
-Philips
-Kenwood/De'Longhi.

And recent guest lecturers include:
-John Gertsakis, product ecology
-Philip Davies
-Stuart Heron, Design Director

Careers

Our course will equip you with a host of valuable and transferable skills. Graduate opportunities exist within:
-Product design practice
-Independent design studios
-Specialist design consultancies
-Design teams in manufacturing industry
-Design management
-Environmental management
-Service design sectors

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University for the Creative Arts Architecture
Distance from London: 0 miles
Our MA Interior Design course enables you to develop an individual approach to spatial design within a stimulating, creative and supportive environment. Read more
Our MA Interior Design course enables you to develop an individual approach to spatial design within a stimulating, creative and supportive environment.

This degree provides you with a launchpad to potential higher level interior design careers within a diverse range of subjects. These include museum and exhibition design, design for film, television and digital games and brand interpretation for retail, leisure or promotional events.

An emphasis on ecological issues and processes is also a prominent aspect of this course, and underpins all aspects of the course.

You'll explore your area of interest to an advanced level, through establishing new spatial paradigms that build on your existing knowledge. Our course combines theoretical and practical skills, and encourages engagement with industry at all levels.

In-depth research into design processes and technologies, along with related work placement opportunities, will prepare you for new career directions. Your project work will be supported by ongoing staff research into sustainability, architecture, design-related digital technologies, experiential environments and brand communication.

You'll be taught through tutorials, seminars, self-directed study in relation to your project proposal, work-in-progress reviews and visits or references to sites of local and international interest.

Part-time students are normally taught on a Tuesday but sometimes field trips, study visits or other events take place on other days of the week. You should check before enrolling if you have concerns about the days your course will be taught on.

Industry Partners

We've got extensive contacts across the range of interior design disciplines. Live projects, research analysis and feasibility studies will draw on our wide range of contacts and associations.

Connections include specialists in the related fields of audio-visual technologies, lighting design and interactive design.

Recent guest lecturers have included:
-David Callcott, CADA Design, retail and leisure design consultants (London and Hyderabad, India)
-Emma Vane, Production Designer for Atonement, the Harry Potter series, Tinker Tailor Soldier Spy, and Captain America: The First Avenger
-Finlay White, ModCell, sustainable construction
-Mick Pearce, award-winning international architect (Title: Bio-mimicry and the 3rd industrial revolution)
-Phil Hughes, Ralph Appelbaum Associates, museum and exhibition designers (London, New York, Beijing)
-Uwe R. Brückner, Atelier Brückner, exhibition design (Stuttgart, Germany).

Careers

Career opportunities exist within design or architectural consultancies in retail, leisure, exhibition, office, hotel, residential and cruise ship design, as well as in the fields of design management, interior or film-set design.

Our course has a strong ecological focus with opportunities for engaging with both the theoretical and practical aspects of real-world sustainability.

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Ravensbourne Digital Media and Design
Distance from London: 0 miles
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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Do you love writing but also want to earn a living? The MA in Creative, Digital and Professional Writing is an exciting and innovative new course that will… Read more
Do you love writing but also want to earn a living? The MA in Creative, Digital and Professional Writing is an exciting and innovative new course that will allow you to develop your creative writing abilities while equipping you with the multimedia, digital skills required by professional writers working in the creative industries – media, journalism, film,publishing, e-books, marketing and the communications industry. You will be taught by lecturers who are academics and award-winning professionals, with the skills, contacts and profile in these industries to help you develop a distinctive and individual writing voice that is also attractive to employers. This MA benefits from an advisory, industry-based panel, connecting the degree with the latest professional knowledge, innovation and changes.

More about this course

This innovative MA will help students develop cutting-edge, flexible writing skills that they can apply to a wide range of professional settings and literary modes, allowing them to develop their own creative ideas while also equipping them with the abilities necessary for the creative industries.

Making use of both the University's £100,000 newsroom, its award-winning staff, guest lecturers from the industry and a professional advisory panel, students will develop an understanding of the demands and opportunities of a professional writing career.

They will benefit from work placements and the activities organised by the University's Centre for Research into Media, Identity and Culture (MiC).

Assignments, coursework, media artefacts, and portfolios made up of written/visual/audio original work.

Modular structure

The modules listed below are for the academic year 2016/17 and represent the course modules at this time. Modules and module details (including, but not limited to, location and time) are subject to change over time.

Year 1 modules include:
-Creative Writing (core, 20 credits)
-Creative, Digital and Professional Writing Project / Dissertation (core, 60 credits)
-Digital Storytelling (core, 20 credits)
-Feature Journalism (core, 20 credits)
-Researching Media, Communication and the Creative Industries (core, 20 credits)
-Accredited Work-Based Learning in the School of MCC (option, 20 credits)
-Advanced English for Masters Studies (option, 20 credits)
-Advertising (option, 20 credits)
-Creative Nonfiction (option, 20 credits)
-Digital Video Production (option, 20 credits)
-Multimedia Journalism (option, 20 credits)
-Principles of Digital Media (option, 20 credits)
-Routes into Publishing (option, 20 credits)
-Scriptwriting (option, 20 credits)

After the course

The Creative, Digital and Professional Writing MA will give you the skills you need to forge a successful career in the media and creative industries. Key areas in these industries include media, creative writing, editing, journalism, marketing, publishing and PR, the arts and arts management, the music industry, web design, software design, curating, fine art consultancy, arts and cultural sector management and administration, events management, and other creative and cultural professions. Almost every commercial and public company now has a communications manager and graduates of this MA would have specialist skills that they could bring to such a role. They could also combine roles in creative writing and journalism, editing and marketing.

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As writers now have the ability to produce their own work they need increasingly to know how publishing works. This degree enables aspiring writers to combine business acumen with creative endeavour, equipping them to work within the publishing industry while fostering their writing skills. Read more
As writers now have the ability to produce their own work they need increasingly to know how publishing works. This degree enables aspiring writers to combine business acumen with creative endeavour, equipping them to work within the publishing industry while fostering their writing skills.

Who is it for?

This course will appeal to both experienced and new writers who wish to gain the knowledge and skills relevant to professional practice in commercial settings which produce creative content for print and across digital formats. You will also be introduced to the rapidly developing world of self-publishing. A digital publishing element will teach you how social media and web publishing is now vital to finding and sustaining your own community of readers.

The target market for the programme is young graduates who are seeking to exploit the potential of a humanities degree through modules that focus on their creative writing and on publishing. It is ideal for anyone interested in getting hands-on practice experience and an insider’s perspective on the publishing industry while developing their creative practice.

Objectives

If you have experience of writing or working in publishing (or a related field), and would like to develop your skills further, this course is designed for you. If you are interested in learning how you, as a writer, can engage with the publishing industry and even work within it, this course will develop the skills you need. Creative Writing and Publishing MA enables you to aspire to a professional role that will match your interests and draw upon all of your talents. We welcome writers of all genres with recent graduates developing projects in fantasy, romance, science fiction and young adult fiction.

Placements

An optional professional placement module in terms 2 and 3 runs between January and June, for a period of at least 24 days. This provides students with practical experience of working within a publishing environment, enhancing their classroom learning.

While on placement, you will meet the hosts' standard arrangements for work placement interns and will carry out tasks or projects as agreed with your placement host.

Teaching and learning

You will learn through a mix of formal lectures, writing workshops, individual tutorials, group project work, seminar contributions, study visits, work attachments, project work and independent learning and research. Visiting speakers, including guest authors, regularly support your learning and module projects. You are encouraged, through a variety of strategies, to reflect on professional practice and professional frameworks during all of your applied work.

You will acquire attitudes and values through your interactions with lecturers, many of whom are professional writers or practicing publishers, and through a critical, reflective approach to your writing practice and to working in publishing. Leading writers act as guest tutors and mentors while senior members of the publishing industry regularly visit and often sponsor projects. Publishing and writing masterclasses also enable you to debate current issues within your field. Moodle is also embedded as a learning tool within the programme, offering you opportunities to interact with your fellow students and other programme academic staff outside of the classroom or workshop.

Your intellectual and cognitive skills will be developed through the programme’s range of learning modes, which include lectures, seminars, tutorials, coursework, the option of an assessed work placement drafts of major writing projects and short assignments and in your final project.

Your subject specific and transferable skills are developed in the modules through lectures, seminars, tutorials, coursework, an optional assessed work placement and in your major project.

Assessment

For the Creative Writing Workshop module and the Storytelling module, you will be assessed through an individual assessment, which may include a portfolio of creative writing, a substantial piece of redrafted creative writing with an accompanying self-reflective essay or a critical academic essay or a researched book proposal.

In your other modules, you will be assessed by a range of methods including analytical essays; assessed group and individual projects; presentations with supporting research; and reflective reports on your own portfolios of writing or professional experience.

Modules

The MA CWP runs over one academic year for full-time students who undertake two core creative writing modules over terms 1 and 2, alongside core publishing modules in term 1 and electives in term 2. In the final term students must complete their Major Project. Part-time students undertake the core creative writing modules in their first year of study, undertaking the publishing modules and electives and major project in the second year.

Term 1
-Creative Writing workshop
-Lecture Series on Storytelling.
-Creating and Managing Intellectual Property
-Digitisation and Publishing

Term 2
-International Publishing Case Studies
-Professional Placement
-Design for Interactive Media
-Developing Creative Content
-Digital Cultures
-Libraries and Publishing in an Information Society

Term 3 - Throughout the three terms, you will be invited to attend masterclasses in creative writing, professional development sessions, and group and one-to-one tutorials, as you work towards your Major Project.

Part-time route - Part-time students take the creative writing core modules in their first year of study and in their second year undertake the publishing core modules and electives and the Major Project.

Career prospects

We are delighted that graduate Carlie Sorosiak’s (MA CWP 2015) young adult novel, If Birds Fly Back will be published by HarperTeen in the US, Macmillan in the UK, Penguin Random House in Spain, and Arena Verlag in Germany in 2017.

Holly Domney (MA CWP 2016) won the George Orwell Dystopian Fiction Prize and is currently working in the publishing industry.

At City, you will benefit from our reputation for placing graduate students with agents and with major publishers. Creative writers get exposure to agents, editors and others within both traditional and electronic publishing. For budding publishers, you have the option of a work placement within the industry. We have for many years supported the career prospects of our publishing graduates via supportive links with an industry advisory board as well as alumni.

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Brunel University London School of Arts
Distance from London: 0 miles
The video game industry is a vastly growing sector in both the UK and worldwide and the need for highly skilled and educated individuals is in high demand across the globe. Read more

About the course

The video game industry is a vastly growing sector in both the UK and worldwide and the need for highly skilled and educated individuals is in high demand across the globe. With Brunel’s Digital Games Theory and Design MA programme, individuals will engage in, and experiment with, practical game design focussing on the process of devising the gameplay experience itself, including (but not limited to) the creation of rules, gameplay mechanics, narrative, world design and user experience, among many other aspects that make up the art of game design.

Coupled with a theoretical underpinning that focuses on the formal characteristics of games and analysis as well as the social and cultural contexts that shape the development of games, players, and society, this exciting programme offers students the opportunity to develop a range of skills that are required for success in today’s competitive job market.

Our programme is staffed with seasoned games designers and internationally published scholars who bring with them an extensive understanding of the nature of the video game industry, the importance of networks and the need for scholarly engagement in order to create innovative games for the future.

Aims

You will gain a comprehensive and sophisticated understanding of the advanced academic study of digital games and the techniques and principles used in their design.

You will be provided with the relevant expertise, teaching and learning environment to support your critical and creative engagement with issues at the cutting edge of analysing and designing digital games. You will contribute to the process of defining ‘game studies’ as a new academic discipline.

You will develop skills and knowledge to gain employment in the digital games industry and make contributions to the development of innovative games that go beyond current markets.

You will acquire the skills necessary to undertake doctoral level research.

Course Content

The MA consists of compulsory modules, a typical selection can be found below. Modules can vary from year to year, but these offer a good idea of what we teach.

Each module will have a range of assessments; some practical, others written.

Game Design 1 (term 1, 30 credits) - practical group design projects (small); written evaluative case study 2000 words; assessed presentation

Critical Approaches (term 1, 30 credits) - 2 x 3000 word essays

Game Design 2 (term 2, 30 credits) - 1 x practical design project tailored to a specific platform (large); written evaluative case study 3000 words; assessed presentation

Socio-Cultural Contexts (term 2, 30 credits) (1 x 6000 word essays)

Dissertation in Digital Games Design: Theory and Design - either 12,000-18,000 words or 8,000 words with practical component - delivered in either digital format or as a design document (term 3, 60 credits)

Students are expected to use the MA forum for discussions and are encouraged to participate in extra-curricular support activities such as game jams, local game related and networking events in order to practice the creative and technical skills developed throughout the programme and foster conversation and connections that are an invaluable part of the post-graduate experience.

Special Features

Students will engage in, and experiment with, practical games creation, with workshops led by designers working in the industry, as well as explore a range of theories and concepts with which to analyse the values of games, play and pleasure.

This programme offers a unique focus on practical games design, informed by theory that is not offered by any other university. It is not a software or graphics training programme.

We have a team of experienced games researchers teaching on the programme, some of whom have played a pioneering role in making game studies a new academic discipline.

Assessment

Assessment is via a combination of practical games-making work, presentations and essays of varying length.

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Intensive and specialised, MA Sound Arts at LCC gives you the chance to develop your conceptual and contextual understanding of sound arts in practice and in theory. Read more

Introduction

Intensive and specialised, MA Sound Arts at LCC gives you the chance to develop your conceptual and contextual understanding of sound arts in practice and in theory. Develop an individual approach, build a distinctive portfolio and tap into the College's Creative Research into Sound Arts Practice (CRISAP).

Content

Intensive and specialised, this programme is designed to further the development of students’ conceptual and contextual understanding of Sound Arts practice and its discourse. Students are encouraged to adopt a personal and distinctive approach to their work and research.

The course is designed for students who have a substantial background in producing sound-based work within the context of contemporary arts and media practice. You may have studied some aspect of sound arts - such as sound design, music technology and sonic art - at undergraduate level. You may come from other disciplines, such as fine art, digital arts, or time-based or performance art. Or you may have no formal qualifications but have significant experience of producing creative work with sound and wish to develop this work in an academic context. The main characteristic of a successful applicant is that they will already have achieved a distinctive and enquiring approach to and understanding of the aspects of sound arts that they wish to develop further in a creative and experimental academic environment.

The course includes a strong taught component combined with providing students with ample opportunities for practical work. You will be able to extend your portfolio within an academic context, engage in theoretical and practical research, develop your creative and critical skills, explore personal areas of interest in sound arts and engage in practice-based research. The aim of the course is to facilitate individual practice and guide you towards a professional career as a sound artist or into research.

Specialist areas of interest within the department include the following:

Composition
Sound recording and mixing
Phonography
Field recording and acoustic ecology
Interactive work
Sound installations
Live performance
Radiophonic practices
Sound for film
A variety of cross platform work

Structure

Phase 1

Induction
Practice based Research
Contemporary themes in Sound Arts practice

Phase 2

Project Development + workshops
Curatorial Contexts for Sound Art

Phase 3

Major Project

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MA Book Arts at Camberwell College of Arts focuses on debates concerning the cultural, creative and individual functions of the book. Read more

Introduction

MA Book Arts at Camberwell College of Arts focuses on debates concerning the cultural, creative and individual functions of the book. The course engages with aspects of the book such as sequence, poetry, structure and materials; encompassing printed multiples and sculptural one-offs.

Content

What students can expect from the course:

- To develop a project from proposal to final exhibition

- To research content, materials and technical skills, then produce written and practical work exploring a subject in relationship to contemporary practice

- To receive support and supervision throughout the course from specialist academic staff in workshops, individual tutorials, seminars and lectures

- To take part in staff and student-led seminars to help promote debate, and work-in-progress sessions that allow for supportive critique

- To develop research skills, professional practice and an understanding of the wider context of book arts as an area of fine art and design practice

- To take part in a shared lecture programme across the Visual Arts courses that draw upon the richness of research across Camberwell, Chelsea and Wimbledon Colleges

- To get involved in artists book fairs and visiting special collections in London such as the Tate, John Latham’s Flat Time House and the National Art Library at the V&A Museum

- To explore the expanded book in a display or installation by showing work in public exhibitions

Structure

Unit One – Research, Development and Practice

Students will explore, experiment and research to further develop their Project Proposals. This unit introduces students to pathway specific issues and topics, research methodologies and techniques. It aims to orientate students and their practice within the course, and develop their contextual, critical and research skills at the onset of their MA learning.

Unit Two – Reflection and Presentation

Resolution and presentation of students' work according to their Project Proposal. A symposium will provide the opportunity to present their research and provide further peer feedback. Students' practice at this stage should synthesise their practical, conceptual and professional abilities and they will be expected to consider their future practice, audience and context of their work in contemporary practice.

The intention and context of students' work will inform their decisions they will take regarding a final exhibition. Students' will also be expected to work collaboratively with their peers to actively plan, organise and install an exhibition as part of their continued Personal and Professional Development.

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This course focuses your practice on an industry sector and broadens your career and research horizons. Your chosen project becomes a vehicle for developing your creative abilities and analytical skills, and for locating your work in the professional world. Read more

Introduction

This course focuses your practice on an industry sector and broadens your career and research horizons. Your chosen project becomes a vehicle for developing your creative abilities and analytical skills, and for locating your work in the professional world.

Content

MA Design: Ceramics, Furniture or Jewellery is part of the Product, Ceramic and Industrial Design programme. Ceramics, furniture and jewellery design share rich cultural histories and traditions of practice. Each is concerned with what can be described as 'intimate architecture' - a physical relationship of the artefact with the body.

The role of design practitioners is changing as a result of emergent technologies, global marketing, the internationalisation of production, and a rising interest in a 'bespoke approach' or 'craft content' within design.

Designers need to be able to think creatively and strategically about the identity of products and their cultural backgrounds and to support their ideas with innovation, commercial thinking and ethical questioning. MA Design: Ceramics, Furniture or Jewellery (by Project) develops your creative abilities, imagination and expertise in relation to real design world demands by linking formal design approaches with practice-led research.

The postgraduate course is achieved in the context of your own personal project, explored and developed according to your individual pathway choice, in a stimulating, supportive, creative and collaborative environment.

Structure

MA Design: Ceramics, Furniture or Jewellery lasts 60 weeks structured as two consecutive periods of 30 weeks each (i.e. two academic years) in its 'extended full-time mode'.

MA Design: Ceramics, Furniture or Jewellery is credit rated at 180 credits, and comprises 2 units. Unit 1 (60 credits) lasts 20 weeks. Unit 2 (120 credits) runs for 10 weeks in the first year and 30 weeks in the second year.

Both units must be passed in order to achieve the MA, but the classification of the award of MA derives from your mark for Unit 2 only.

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