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Module ICE-3121:
Creative Visualisation

Module Facts

Run by School of Computer Science and Electronic Engineering

20 Credits or 10 ECTS Credits

Semester 2

Overall aims and purpose

To present details of creative methods, technologies and visualisation for the purpose of storytelling and creating explanatory visualisation and developing high quality technologically rich instillations. To allow students to develop their programming and creative skills and make consideration of alternative designs, especially using sketching and low-fidelity techniques, in the context of creativity and visualisation. And to enable students consider the future of interactive creative, storytelling and graphical systems, and Virtual Reality.

Course content

Indicative content includes:

  • Strategies for alternative designs, and design strategies for the development of explanatory visualisation systems and using the Five Design Sheets methodology. Structured methods to critique graphics systems, and methods to summarise and simplify of ideas.
  • Graphical storytelling, explanatory visualisation, computer animation pipeline and techniques.
  • Technologies and algorithms for rendering/realisation of creative visualisations. E.g., technologies to build interactive experiences, 3D modelling, model simplification, 3D simulation (such as grammar and fractal models), and realisation algorithms (including Z-buffer and ray tracing and how to make them efficient), 3D modelling (e.g., grammar systems and fractal modelling)
  • Future of explanatory and creative visualisation, such as Immersive experiences and instillations such as CAVEs, Virtual Reality and the future of visual technologies.

Assessment Criteria


Equivalent to 40%. Uses key areas of theory or knowledge to meet the Learning Outcomes of the module. Is able to formulate an appropriate solution to accurately solve tasks and questions. Can identify individual aspects, but lacks an awareness of links between them and the wider contexts. Outputs can be understood, but lack structure and/or coherence.


Equivalent to the range 70%+. Assemble critically evaluated, relevent areas of knowledge and theory to constuct professional-level solutions to tasks and questions presented. Is able to cross-link themes and aspects to draw considered conclusions. Presents outputs in a cohesive, accurate, and efficient manner.


Equivalent to the range 60%-69%. Is able to analyse a task or problem to decide which aspects of theory and knowledge to apply. Solutions are of a workable quality, demonstrating understanding of underlying principles. Major themes can be linked appropriately but may not be able to extend this to individual aspects. Outputs are readily understood, with an appropriate structure but may lack sophistication.

Learning outcomes

  1. Create, develop and deploy a software solution that uses computer graphics, and apply knowledge and skills to develop effective creative visualisation.

  2. Critically reflect and evaluate solutions to decide if a solution meets the criteria, proposing alternatives or defend the chosen solution as appropriate.

  3. Summarise important information of the algorithms, graphical concepts and ideas and contrast advantages and disadvantages of each.

  4. Analyse problem domains and define appropriate computing and technological solutions, to prepare, plan and design, and create a creative visualisation that uses graphics and explains something.

  5. Explain, present and demonstrate in-depth knowledge and understanding of visualisation and realisation, rendering, and virtual reality techniques.

Assessment Methods

Type Name Description Weight
Topic Background Study 20
Design Exercise 20
Explanatory visualisation 40
Critical reflective report 20

Teaching and Learning Strategy

Private study

Private study and skill development.


Lectures covering the core material and presentation of the information.

Supervised time in studio/workshop

Ongoing regular workshops, allowing students to develop their skills, work through exercises and demonstrate their progress.


Transferable skills

  • Literacy - Proficiency in reading and writing through a variety of media
  • Numeracy - Proficiency in using numbers at appropriate levels of accuracy
  • Computer Literacy - Proficiency in using a varied range of computer software
  • Exploring - Able to investigate, research and consider alternatives
  • Information retrieval - Able to access different and multiple sources of information
  • Critical analysis & Problem Solving - Able to deconstruct and analyse problems or complex situations. To find solutions to problems through analyses and exploration of all possibilities using appropriate methods, rescources and creativity.
  • Presentation - Able to clearly present information and explanations to an audience. Through the written or oral mode of communication accurately and concisely.
  • Argument - Able to put forward, debate and justify an opinion or a course of action, with an individual or in a wider group setting

Subject specific skills

  • Knowledge and understanding of facts, concepts, principles & theories
  • Use of such knowledge in modelling and design
  • Problem solving strategies
  • Deploy theory in design, implementation and evaluation of systems
  • Knowledge and understanding of commercial and economic issues
  • Specify, design or construct computer-based systems
  • Evaluate systems in terms of quality and trade-offs
  • Deploy tools effectively
  • Development of general transferable skills
  • Deploy systems to meet business goals
  • Specify, deploy, verify and maintain information systems
  • Defining problems, managing design process and evaluating outcomes
  • System Design
  • Knowledge and understanding of mathematical principles
  • Knowledge and understanding of computational modelling
  • Specify, deploy, verify and maintain computer-based systems

Courses including this module

Compulsory in courses: