Design, Art, Creativity & Storytelling
Run by School of Computer Science and Electronic Engineering
20.000 Credits or 10.000 ECTS Credits
Organiser: Prof Jonathan Roberts
Overall aims and purpose
This module is designed to introduce and develop skills that are essential to the creative process. It gives the opportunity to engine with creative design from exploration to delivery.
Indicative content includes:
- Sketching (rapid, 2-point, storyboarding, functional, people).
- Brief introduction to colour theory, graphic design, narrative.
- Technical drawing conventions (including hand-drawing).
- Gain an appreciation of relevant software
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 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.
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.
Learn and apply drawing conventions (including hand-drawing and technical drawing).
Employ colour theory, graphic design, narrative in a creative context.
Use relevant software used in the creative design process.
Demonstrate the ability to sketching a meaningful manner.
|LOGBOOK OR PORTFOLIO||- case study topic||
Following the given case study, the portfolio demonstrates creative outcomes to the defined goal. It includes clear documentation and artefacts to support learning outcomes, and core artefacts as detailed in the requirements document. Artefacts should include written reflection, and photographs/scans copies of sketches, pictures, technical drawings, and demonstration of computer software for design.
|LOGBOOK OR PORTFOLIO||- logbook of course material||
Demonstration of learning, following and achieving the ongoing tasks; it records the student's creative activities, notes and ideas, following the creative content of the module and exercises given throughout the module.
Teaching and Learning Strategy
Private study, including individual tasks.
|Supervised time in studio/workshop||
Guided tasks, exercises supporting seminars.
Presentation, along with small group discussions.
- Literacy - Proficiency in reading and writing through a variety of media
- Computer Literacy - Proficiency in using a varied range of computer software
- Self-Management - Able to work unsupervised in an efficient, punctual and structured manner. To examine the outcomes of tasks and events, and judge levels of quality and importance
- Exploring - Able to investigate, research and consider alternatives
- Inter-personal - Able to question, actively listen, examine given answers and interact sensitevely with others
- 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.
- Self-awareness & Reflectivity - Having an awareness of your own strengths, weaknesses, aims and objectives. Able to regularly review, evaluate and reflect upon the performance of yourself and others
Subject specific skills
- Identify emerging technologies and technology trends;
- Apply an understanding and appreciation of continuous improvement techniques
- Use both verbal and written communication skills to different target audiences;
- Knowledge and understanding of facts, concepts, principles & theories
- Use of such knowledge in modelling and design
- Problem solving strategies
- Evaluate systems in terms of quality and trade-offs
- Development of general transferable skills
- Deploy systems to meet business goals
- Defining problems, managing design process and evaluating outcomes
- Knowledge and/or understanding of appropriate scientific and engineering principles
Develop creative and design skills
Resource implications for students
Students need access to plain paper, pencils, potentially coloured pens or pencils.
Talis Reading listhttp://readinglists.bangor.ac.uk/modules/ice-2902.html
- Five Design-Sheets: Creative Design and Sketching for Computing and Visualisation. Authors: Roberts, Jonathan C, Headleand, Christopher J., Ritsos, Panagiotis D. 2017, Springer
- Where Good Ideas Come From: The Seven Patterns of Innovation. By Steven Johnson. Penguin, 2011
Courses including this module
Compulsory in courses:
- GW49: BSC Creative Technologies year 2 (BSC/CT)