Module Coordinator: Justin Magee
Module Content
| Academic Year 2011-2012 | Project Brief | Timetable | Reading List | Student-blogs |
| Academic Year 2010-2011 | Project Brief | Timetable | Reading List | |
| Academic Year 2009-2010 | Project Brief | Timetable | Reading List |
Academic Year 2008-2009 Visiting Lecturer (J Magee on Research Leave)
Academic Year 2007-2008 Project Brief Timetable Reading List
Academic Year 2006-2007 Project Brief Timetable Reading List
Module Description
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MODULE TITLE:
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INNOVATION: 3D DESIGN
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MODULE CODE:
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DES514
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DATE OF INTRODUCTION:
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Academic Year 2003/2004
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DATE OF REVISION:
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Academic Year 2009/2010
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MODULE LEVEL:
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6
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CREDIT POINTS:
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20
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MODULE STATUS:
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Optional
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SEMESTER:
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1
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LOCATION:
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Magee Campus.
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PREREQUISITE(S)
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DES307, DES311
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CO-REQUISITE(S)
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None
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MODULE CO-ORDINATOR(S):
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Magee J.D.M.(Dr) (Magee Campus, School for Creative Arts)
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TEACHING STAFF RESPONSIBLE FOR MODULE DELIVERY
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Magee J.D.M. (Dr) & Demonstrator
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HOURS:
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200
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Lectures
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06 hrs
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Tutorials / Seminars
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18 hrs
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Practicals
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36 hrs
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Independent study (including assessment)
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140 hrs
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TOTAL EFFORT HOURS:
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200 hrs
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ACADEMIC SUBJECT:
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DESIGN
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RATIONALE
This module develops a more innovative and risk taking approach to design application. It encourages conjecture analysis and disruptive methodologies, pushing the students working methods beyond their comfort zone. It builds specifically upon the skills attained through 3D Product and Character Design (DES307) and Product and Character simulation (DES312). Convergence of disciplines is also encouraged in context of 3D communication and interaction.
This module attempts to expand the creativity of the student by encouraging self directed study in different 3D Design applications such as games design, product virtual prototyping and interaction design. It encourages an experimental approach in context of current University research and work-based learning initiatives.
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AIMS
The essential aims of this module are:
· To establish a level of technical skills proficient for professional integration, in turn preparing students for employment, postgraduate study and research.
· To encourage self directed disciplinary study, within the 3D pathway
· To develop cutting edge approaches to 3D content and virtual environments and an individual passion for related disciplines.
· To encourage visionary and futuristic innovation approaches
The assessment is in the form of a series of practical tasks, a portfolio of design work and a presentation.
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LEARNING OUTCOMES
A successful student will be able to show that he/she can:
KNOWLEDGE AND UNDERSTANDING
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K1
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Explore current 3D Computer Graphics trends and applied these technical skills in an appropriate manor.
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K2
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Demonstrate a structured approach to the problem solving design process associated with the 3D discipline for innovation generation
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K3
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Demonstrate an acute awareness of 3D design issues associated with aesthetics, user space and function.
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K4
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Understand the principles of critical thinking and design innovation theory through structured written format
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K5
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Understand the relationship of trans-disciplinary engagement in the context of innovation generation
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INTELLECTUAL QUALITIES
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I1
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Exercise different creative methodologies at specific stages of the design process
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I2
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Be aware of current design developments and technological trends and illustrate a capacity for predictive design proposals within a critical context.
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I3
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Demonstrate experimental and inventive exploration, using conjecture and disruptive methods
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I4
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Describe innovation or novelty documenting their origin, Intellectual Propetry analysis and contextual development
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PROFESSIONAL/PRACTICAL SKILLS
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P1
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Demonstrate dexterity and precision using 3D digital modelling in context of interaction design, function/behaviour and instructional narrative.
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P2
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Show a capacity to resolve design problems with a personality in their approach and reflection of their specific 3D discipline sector (e.g. Games, Visualisation, product, automotive, virtual prototyping, character development).
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P3
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Test, edit, evaluate and evolve design content rationally
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P4
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Demonstrate the ability, through visual records, to exhaustively investigate and penetrate 3D design challenges
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P5
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Prepare written reports in a structured way
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TRANSFERABLE/KEY SKILLS
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T1
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Articulate ideas and context using diverse written and oral communication skills in context of specific tasks and to diverse audiences
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T2
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Meet deadlines, organise deliverables and manage design outcomes in a professional way
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T3
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Be concise and systematic when documenting in writing, innovations in the field of 3D design
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T4
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Develop a work-based learning acumen
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T5
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Exercise entrepreneurship and enterprise
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CONTENT
The content for the module will be updated annually to keep current with the developing industries. Topics will be diverse, yet offer specific brief choices to satisfy and challenge each design discipline. The opportunity for University research activity will exist in this module.
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LEARNING AND TEACHING METHODS
Lecturers will provide students with formal teaching on 3D Design innovation methodology and will showcase state of the art developments and current trends within the wider 3D design sector. Intellectual Property including systematic patent searching will be inclusive.
Support will also be given in the form of tutorials and demonstrations for subject specific topics. Tutorials and seminars will guide project direction through tutor and peer review. Students will be expected to take part in peer learning within group seminars and workshops, in both real and virtual environments. Student will have to defend design decisions, as critiques will be core for presentation - the ability to communicate ideas visually and verbally will be assessed.
Practical exercises will allow software proficiency to be nurtured. Students will be expected to identify appropriate software tutorials in context of their 3D career aspiration. Software demonstration classes will support and expand their technical proficiency, within the context of conceptual, functional and artistic direction.
Students will be directed to read literature on innovation methods and intellectual property. They will be directed to 3D software literature and communities online. The will also read relevant journal articles and reviews of 3D Design topics to gain an awareness of the scope and nature of Innovation within this sector design.
Work-based learning will be evident with a range of live projects available for selection. Enterprise and entrepreneurship through practice will be encouraged, connecting the theoretical understanding of innovation while nurturing the applied outcomes.
Students are expected to be industrious. To encourage professionalism, time keeping and record logbooks / blogs will be included as part of the assessment (a sub criteria of Understanding of professional practice). Self-management reflection will be encouraged as a method of industry preparation.
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ASSESSMENT
There are three components of assessment. The first is the completion of Technical Practicals. The second is the assessment of the design content multimedia presentation. The third is a multimedia presentation.
Coursework 1 10%
Self directed software development
These tasks encourage technical proficiency and improved precision in context of project content. This assessment will measure the students achievement of the following module earning outcomes: P1
Coursework 2 70%
Portfolio of design project work
This submission will encompass the design process in its entirety. Students will have to present a conclusive presentation in terms of concept and the innovations associated should be clearly illustrated. They will have to create a substantial body of supportive problem solving based development work for submission. This assessment will measure the following module learning outcomes:
K1, K2, K3, I1, I2, I3, P2,P3, P4, T2, T4, T5
Coursework 3 20%
Technical report- 1000 words
This submission will include a ‘state of the art’ literature review (using the Harvard referencing system), in technological and conceptual design terms. It will include a description of the subsequent Intellectual property engagement of the applied design work. Specifically in the context of 3D design systematic patent searches, interpreting know-how and analysis of registered designs will inform the content, relating to the self-generated creative work.
K4, K5, I4, I5, T1, T3
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100% Coursework
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0% Examination
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REQUIRED READING
· Flectcher A., 2001, The Art of Looking Sideways, Phaidon Press Ltd
· Grinyer C., 2001, Smart Design: Driving Technology to Suit Our Needs, Switzerland, Rotovision books
· IDEO, 2003, IDEO Method cards, 51 ways to inspire design, NY, IDEO
· Kelley T., Littman J., 2005, The Ten Faces of Innovation: Ideo's Strategies for Beating the Devil's Advocate & Driving Creativity Throughout Your Organization, NY, Doubleday
· Sterling B.,2005, Shaping things, London, MIT press
· The Design Council 2010, The essentials of Intellectual Property, [online] Available at: <http://www.designcouncil.org.uk/ipguide> [cited on 4th September 2010]
· Verganti, R. 2009, Design-driven innovation: changing the rules of competition by radically innovating what things mean, Boston, Harvard Business Press
RECOMMENDED READING
· Brown, T. & Katz, B. 2009, Change by design: How design thinking transforms organisations and inspires innovation, NY, Harper Business
· Kelley T., 2002, The Art of Innovation: lessons in creativity from IDEO, America's leading design firm, London, Profile Books
· Michalko, M., 2006, Thinkertoys, 2nd Edition, Ten Speed Press
· Myerson, J., 2001, IDEO: Masters of Innovation, Laurence King, London.
· Neuhahn, C., 2006, Professional short films with 3ds max, USA, Charles River Media
· Strong B., 2008, Creating game art for 3D engines, USA, Charles River Media
SUMMARY DESCRIPTION
An exploration of 3D/Interactive Design presentation. Example Design Briefs will be used to guide students to develop more innovatively. Students will gain a further insight into the commercial world of design, exploring Design within a 3D/Interactive context, using appropriate multi-media to present their ideas dynamically.
