Module overview
This module asks you to engage with and critically reflect on areas of the creative and cultural industries in relation to your career aspirations and with consideration of issues of sustainability and EDI. You will undertake short projects in response to live briefs set by industry partners, study and apply industry-standard methods of project management and user testing. You will conduct your own research into aspects of industry and employment that interest you and relate to your professional development and identity as a creative technologist.
Aims and Objectives
Learning Outcomes
Transferable and Generic Skills
Having successfully completed this module you will be able to:
- manage workloads accommodating feedback, change and uncertainty
Disciplinary Specific Learning Outcomes
Having successfully completed this module you will be able to:
- identify appropriate practices and perform work within a professional and ethical framework including equality, diversity and inclusion, and sustainability
Subject Specific Intellectual and Research Skills
Having successfully completed this module you will be able to:
- analyse, collate and manage sourced data and research to inform and underpin your decisions
Knowledge and Understanding
Having successfully completed this module, you will be able to demonstrate knowledge and understanding of:
- how your discipline integrates and socially engages with communities and the wider civic society
Subject Specific Practical Skills
Having successfully completed this module you will be able to:
- explore and employ appropriate media, materials and processes when reviewing and refining ideas
Syllabus
Topics covered will vary according to current developments and availability of industry partners, but might include: emerging developments in creative technology for design and marketing; work patterns and project management; advice on working freelance or setting up a business; creative installations for museums, heritage sites and galleries; the games industry; and user-testing and evaluation of your projects in response to client briefs or audience response.
Learning and Teaching
Teaching and learning methods
Lectures from course staff and industry partners on creative and cultural industries, and from careers staff on planning for employment. Industry partners will set and evaluate ‘live’ briefs, that is projects that connect with current real-world challenges and contexts. Students will undertake their own self-initiated research project into an aspect of work and industry that interests them.
Type | Hours |
---|---|
Independent Study | 248 |
Teaching | 42 |
Total study time | 290 |
Resources & Reading list
Textbooks
Balsamo, Anne (2011). Designing Culture: the technological imagination at work. Durham NC: Duke University Press.
Hesmondhalgh, David (2018). The Cultural Industries. London: Polity Press.
Poell, Thomas, Nieborg, David & Duffy, Brooke Erin (2021). Platforms and Cultural Production. London: Polity Press.
Assessment
Formative
This is how we’ll give you feedback as you are learning. It is not a formal test or exam.
Digital presentation
- Assessment Type: Formative
- Feedback:
- Final Assessment: No
- Group Work: No
Summative
This is how we’ll formally assess what you have learned in this module.
Method | Percentage contribution |
---|---|
Portfolio of practice | 50% |
Case study report | 50% |
Referral
This is how we’ll assess you if you don’t meet the criteria to pass this module.
Method | Percentage contribution |
---|---|
Case study report | 50% |
Portfolio of practice | 50% |