The Second Year, or Stage 2, on the Digital Design Pathway comprises the following modules and areas of studies:
> Art II (20 credits)
> Theory II (20 credits)
> Digital Applications I (20 credits)
> Digital Design II (20 credits)
> Programming (40 credits)
Art II (20 credits)
> Visual Arts
Model and memory drawing. Basic elements of synthesis and function of colour. Sketching and outdoor colour studies. Life-classes: sketches and studies in nude and body movement. Collage and use of mixed media. Contemporary artistic trends investigated in personal student projects.
> Sculptural Construction
Stereometric elements; Work on space and volume; Three-dimensional construction; Micro-sculpture.
Theory II (20 credits)
> History of Art II
Historical evolution of forms in the context of successive civilisations. Part 2: From medieval art to the 18th century.
> Cultural History II
Current issues. Debates on social and historical contexts. History of design-related cultural topics.
> History & Theory of Design/Digital I
Development and evolution of visual language (writing systems, symbols, typography). Introduction to semiotics and linguistics. Contemporary visual language. Communication in digital environments. Contemporary debates in digital cultures. Social impact of global digital networks and technological developments.
Digital Applications I (20 credits)
> Software Programmes
Use and creative application of current software programmes covering the areas of digital imaging, digital illustration, layout, and interactive design
>Digital Design Process
Critical approaches related to the use of digital technology; introduction to the requirements of professional practice; presentation skills; Team Dynamics (team building, effective professional communication skills, time management).
Digital Design II (20 credits)
Introduction to the concept of user experience. Methods and tools to resolve design problems. Concept development, planning and use of feedback. Current and developing trends in the fields of information technology and digital screen-based design. Creative and Art Direction.
>Graphic Applications I
Typography. Analysing design and use of letters in a variety of contexts. Typeface (font) design. Type as a component of graphic design composition. Theme and image plane selection. Creative portfolios.
Programming (40 credits)
>Motion Graphics I
Develop personal narratives and experimentation
The third year of studies, or Stage 3, on the Graphic Design specialisation pathway, comprises the following modules and areas of studies:
> Theory III (20 credits)
> Digital Applications II (20 credits)
> Digital Design III (20 credits)
> Programming (20 credits)
> Independent Study (40 Credits)
Theory III (20 credits)
> History of Art III
Historical evolution of forms in the context of successive civilisations. Part 3: From Impressionism to the present.
> History & Theory of Design / Digital II
Contemporary digital culture issues, global networks and theories of communication; debates on current technological trends, and the impact of digital design in current social contexts and audiences.
Digital Applications II (20 credits)
> Mobile Apps
Design of Information Architecture for mobiles and tablets; Introduction to the basic guidelines for both mobile apps and wearable. Comprehend and assess problem-solving procedures in the UX and UI contexts.
Digital Design III (20 credits)
>Application of Games Design Elements
“Digital design” approach to game design, to apply game design elements in various non-game contexts. Introduction to metagame strategies, utilising social mediums and sporadic game mechanics,
Fundamental techniques of pre-production, post-production, cameras, and lighting. Create short stop-motion narratives using current editing software. Integrate material between software programmes. Become familiar with web-based, non-expert Content Management Systems (CMS).
Market Best Practices (20 credits)
Proposal evaluation through different viewpoints to ensure viability and sustainability. Skills and knowledge necessary to navigate the startup environment and the steps necessary to launch Intellectual Property (IP). Marketing, lean UX, lean startup models, and agile practices. Business Ethics. Different models of dealing with the business of design including freelancing versus studio environment, managing clients, subcontracting work. Professional practices and ethical issues.
Understanding brands and their impact on our lives. Launching personal brands. Market oneself after graduation. Research, plan, and create new brands, based on the digital aspects of the design proposal.
Independent Study (40 credits)
>Personal Student Project
The last ten weeks of the programme are exclusively devoted to the development of a major project on a specialised topic elected by the student.