Module Guide

“Be daring, be different, be anything that will assert integrity of purpose and imaginative vision against the play-it-safers, the creatures of the commonplace, the slaves of the ordinary.” Cecil Beaton

    Content Synopsis

    This triple module gives final year degree students the opportunity to demonstrate the breadth and depth of their creative/conceptual, technical, research and organisational skills. They will work on self-initiated project(s) in far greater depth or breadth than would be possible in a smaller module. The outcome of this module may be two or three dimensional or screen-based. It could be one very comprehensive project with lots of outcomes or it could be a series of projects. For example, it could be any combination of:

  • Illustration project(s) whether standalone or shown in context, digital or traditional
  • Complete graphic design solution(s) that may include any of: packaging, information graphics, corporate ID, motion graphics, point of sale, paper mechanics, mobile apps, augmented reality, posters, etc.
  • Games or educational product(s): that may include any of: 3D; virtual reality: prototype or full games, virtual environments, website(s), concept art, etc.
  • Series of advertising campaigns with strategies, planning, etc.
  • Full animation(s) whether 2D traditional, 3D digital, experimental, stop-motion, mixed media, etc.
  • Portfolio comprising Competition briefs &/or Live briefs &/or Self-developed briefs
  • Or any other specialist outcomes from the design degrees

Whatever the format, it should ideally be the star piece(s) in a portfolio of work and should be of a high enough standard to be incorporated into the final degree show. It is anticipated that the majority of students will concentrate on their specialist media area.

    Teaching and Learning Methods

    In the first instance, one should thoroughly research and present a written proposal explaining what they plan to do for their major final portfolio, with critical evaluation of their research findings and initial sketch ideas, including the expected outcomes. This will form the basis of a definitive brief to be agreed and signed off by their specialist media tutor(s).

It is anticipated that some of the projects undertaken in this module will have a 'live' connection with industry, perhaps working on-site and possibly providing a foothold for future employment. The progress of an individual student's assignment will be carefully monitored, both by regular tutorials throughout the module and by interim group evaluations at times specified in the module guide.

Students should where possible and appropriate, engage with industry and make connections that will enhance their prospects of gaining employment after this module. Studio based tuition will normally be in small groups or on an individual needs basis. The module will normally conform to the following pattern:

    Assessment Methods

Assessment 001: Detailed research/development and proposal for the final project    - 30%

Assessment 002: Portfolio of creative, practical outcomes and coursework                  - 70%

    Introduction

    This module is an opportunity to demonstrate creative/conceptual, technical and organisational skills within an assignment, or a range of assignments of one's choosing. The practical work produced will form the basis of the final degree show, and should be of a very high professional calibre.

The assignment(s) which form the basis of this module, come out of a written proposal put forward by the student, which needs to be agreed and signed off by their tutor. The thoroughness of the thinking that goes into the proposal will be assessed.

Typical outcomes from this module might include one or more of the following (but this is not an exhaustive list and one could propose something quite different):

  • A range of small varied projects with short deadlines
  • Publications (books, magazines, etc.)
  • A range of advertising strategies and campaign(s)
  • A series of illustrations or range of illustration projects
  • Graphic design solution(s)
  • Animation characters. sets or concept art
  • Working interactive game(s) or app design
  • Motion graphics
  • Website(s)
  • Animation(s)
  • 3D models, virtual reality, augmented reality
  • Competition briefs
  • A combination of any of the above
  • Something completely new and not listed here.

    Specialist Work

    The major final portfolio is a chance to demonstrate prowess and expertise at a professional level in a specialist subject, and so the vast majority of the final outcomes must be within one's own degree specialism. If part of the work requires one to cross the boundaries between subject areas, then this is possible but only with the agreement of the degree subject specialist tutor(s).

    Teamwork

    If the proposed project would benefit from a multidisciplinary or team approach, one may wish to team up with another student. In this case, it will be their responsibility to ensure that they choose to work with someone who is both committed enough and talented enough to produce the required work. Their lack of input cannot be used as an excuse for not producing work for this module.

It would therefore be sensible to make sure that the chosen partner is also gaining credits or benefiting in a substantial way from the project, so that their contribution is not just based on favours or goodwill alone. It would also be sensible to have a 'plan B' in case the partner is not able to produce their part of the work for any reason. Would the work be worthwhile by itself and able to stand alone on its own merits?

Team Assessment

If working in a team, it is one's responsibility to consider and discuss with tutors how they will be able to identify which was their work and which was the work of their partner's, (for assessment purposes).

Very Important: Please remember that the amount of work that a team needs to produce is equal to 600 hours per team member - so team output by its nature needs to be substantial.

    Structure and Assessment Weightings

    The module can be broken down into TWO key assessments, each of which has two parts:

ASSESSMENT ONE (30% of module marks)

The first element of assessment consists of two parts as follows:

    (A) The Written Proposal

    (B) Research and Developmental thinking

ASSESSMENT TWO (70% of module marks)

The second element of assessment consists of two parts as follows:

    (C) The Agreed Practical Assignment

    (D) Public Facing Work (normally images for Degree Show Catalogue)

    Learning and Teaching

    Module Hours

    The 600 hours which comprise the module logically break down into around 40 hours per week over the whole of the semester. The 'flow' of creativity and production processes may of course dictate that some weeks have a heavier workload than others, but one should be aware that a total of 600 hours’ worth of work should be very much in evidence when it comes to assessment. One may be surprised how quickly the time passes in this module. We strongly advise to work quickly and consistently.

ASSESSMENT (A): THE WRITTEN PROPOSAL

    The written proposal is the written 'brief'. It will outline the details of the proposed project(s), and include contextual information, background research as well as initial concept and ideas development sketches and thoughts.

The proposal has to be agreed by the specialist tutor to ensure that the content, scope and area of study are appropriate for the major final portfolio.

Guidelines for the preparation and presentation of a written proposal / brief for the major final portfolio

The proposal should include ALL OF THE FOLLOWING HEADINGS, and in the order shown below. However, the questions under each heading are for guidance only, to help one understand the kind of information they might wish to consider. They do not have to ‘answer’ these exact questions, but rather provide whatever information is relevant to their proposed project under that heading.

Do not duplicate answers in different sections. If one has already stated something and they need to refer back to it, then just say where that info can be found.

Designers are very visual people and we expect the written proposal to be accompanied by visuals to illustrate and explain the concept and the thinking behind the proposal.

Please use all the sections below for the proposal:

A.    Title of proposed assignment and personal details

  • Project title, student's name, programme of study and year.

B.    Project Synopsis / Overview

  • A short, 2 or 3 sentence summary giving an overview of the project: its broad aims and objectives.

C.    Rationale

  • Outline the reason for undertaking this project.
  • What is the student's interest and/or knowledge in this subject?
  • How is it relevant to their programme of study and why do they feel the proposed project will be of personal benefit in terms of learning outcomes?

D.    Analysis of the Design Problem / Subject

  • What (if any) is the purpose of the design work intended to be carried out?
  • Try to be specific about the target audience or intended main users.
  • If there is an intended client, then who is it for and why do they need it?
  • How has the student analysed or defined the design problem or the subject?

E.    Research / Context (Do not duplicate any information given elsewhere in the proposal)

  • Provide information that gives ‘the broader picture’ explaining the context for the work.
  • Include any research found or carried out, as well as any facts or events that have influenced one's thinking.
  • Include both factual research (data, facts and figures) and visual research (actual design work that others have done in an attempt to address the same or a similar problem).

F.    Own Development work including Visuals

  • Support the proposal with visuals in the form of one's own initial ideas, sketches, storyboards, images or other visual references which may clarify the creative concept(s) and intentions for the project.
  • Wherever possible, give some indication of how this will be a fresh, innovative and creative approach to the subject.

G.    Expected Outcome(s)

  • Itemise, quantify and justify the practical outcome(s) in terms of 'product' for this assignment. E.g.: “a range of 2 competition and 2 real life briefs”, “A fully illustrated 360 page book about …”; “four working prototype models of…”; “a highly engaging interactive learning package covering the entire national curriculum for …” etc.

H.    Practical Requirements

  • Identify the skills, techniques and processes that will be utilised in this assignment.
  • Is specific tuition, technical support or revision needed?
  • Is access to specialist equipment / machinery / software etc. needed?

I.    Planning

  • Indicate the careful planning of the workflow and key stages of development for the project.
  • We want to know that the student has considered anything which might affect the progress of their work. They should make sure their planning allows all deadlines to be met including work required for concept boards and interim review, and sufficient production time at the end.
  • It often helps to start planning at the final deadline and work backwards allowing time for production at the end and lots of research and development at the beginning etc.
  • Planning is not just an exercise to get marks. We want to see that this is used as a useful part of the workflow and one which is returned to regularly, to check plans against actual progress. One may find things like Gantt charts useful for planning activities.

J.    Identify any potential problems

  • Are there any foreseeable reasons why one should not be able to complete this assignment within the normal University working timescale?
  • Will the student be relying on external suppliers and/or clients?
  • Will they need to work away from the University and how will they ensure adequate supervision or support in that case?
  • Having identified any problems, indicate how one proposes to address them.
  • If they don't foresee any problems then say so, indicating why not.

Format

  • The proposal should be word processed and easily legible (not hand written) in A4 PDF format.
  • A pretty document will not make up for inadequate content, thinking or development.

There is no maximum or minimum number of words. However, we do want it to be concise. Please do not waffle just to fill pages! But do use as many words as is genuinely need, to fully explain the proposal.

It is essential to support the proposal with visuals in the form of initial research, preliminary sketches, storyboards, images or other visual references which may clarify the creative concept(s) and intentions for the project.

The mark for the written proposal will not change as one progresses through the module, even if the thinking, approach and design solution do change during the course of the project (as they often will). Therefore, it is crucial to pay attention to the proposal at this stage. It is quite possible to miss out on a first class honours degree by just 1 or 2%. Every single mark counts.

Please note that the mark given here is for BOTH:

        (i) the innovation and creativity in the idea itself or the nature of what is proposed.

      (ii) the quality and detail of thinking, planning and development work that has gone into the proposal.

Sometimes a proposal contains a clever idea which may have great potential, but the proposal has not been developed or thought through enough to warrant a high mark. Sometimes the opposite happens and we find that a poor or uncreative idea has been planned out in great detail. We give marks for both aspects.

ASSESSMENT(B): RESEARCH & DEVELOPMENTAL THINKING

    Research and development is an essential part of the process and key to producing strong final outcomes.

Below we have given some tutor comments on what they would consider aspects of developmental work that will be assessed in the specialist areas. Any of these aspects of developmental work could be relevant and appropriate for the project, or there may be others, not mentioned here, that are specific to the student's work.

  • Factual Research
    May include analysis and evaluation of raw data, expert opinion, past design work which may have influenced one's thinking, current affairs, historical facts, research into the psychology of the subject and how people perceive it, past and current trends, etc. Other evidence might include letters to and from clients, sources, suppliers etc., market research, historical contexts and so forth. Early stages of this factual research should form part of the initial proposal where appropriate.

  • Visual Research

    This could include design diaries, notebooks, sketchbooks, digital drawings, layout sheets, visuals, maquettes, mood boards, mock-ups, photographs, working drawings, line tests, colourways, concept art, initial prototypes, etc.

  • Preproduction

    In some areas such as animation or game and app design, research and development often translates into fundamental preproduction practice. For example, initial research could investigate the film language, design aesthetics, use of sound and technique, game mechanics, etc. This could be in the form of scripts, storyboards, model sheets, animatics, mood sheets, layout sheets, line tests, dope sheets, sound tracks, observational sketchbook work, visual moving reference, games levels, character design sheets, budgets, proposals, treatments, background design, contextual, historical referencing, texture referencing, digital archiving etc. Research must show an investigation and development of the idea with an attempt to create fresh, vital, dynamic, emotive and convincing animation or games, etc.

ASSESSMENT (C): THE AGREED PRACTICAL ASSIGNMENT

The Major final portfolio Assignment

    It is impossible to be prescriptive as to the exact nature of the assignment, as each individual student will (hopefully) be unique and innovative in their work. However, the following guidelines are likely to apply to most projects in this module:

  1. The proposed project should be realistic and achievable, in terms of design and production processes within the 600 hour timescale. One may of course devote more time to the project, should it be wished to.
  2. The project should have an identified purpose / function / design intention, whether commercial or otherwise. Although the student is encouraged to play to their specialist media strengths and personal interests, this is not intended to produce merely self-indulgent artefacts.
  3. The project should be exhibitable in either a two dimensional, three dimensional or digital context - indeed students may wish to combine all three formats. Since the work is to be displayed, screened and talked about, at the Degree Show and possibly at subsequent shows, job interviews, etc. students are encouraged towards visually stimulating solutions.
  4. Because a high level of technical competence is expected (and will be assessed), alongside creativity and innovation, students should consider the outcomes carefully before embarking on any new or unfamiliar processes or media. That is not to discourage exploration with media or technique but, as this final work will be scrutinised by both External Examiners and prospective employers, unsuccessful forays into unknown territory are not advisable.
  5. Students might find it useful to approach this project as “a professional creative job”, utilising the skills and exploring the type of work which they would like to practice on leaving the University. A visual passport to the world of employment!

ASSESSMENT (D):PUBLIC FACING WORK

Assessment (D) is a pass/fail assessment that must be passed.

The work will be shown publicly in a degree show catalogue, or other PR materials. The module schedule includes a deadline by which the student must ensure that they provide the following:

(a)    Images for the catalogue. We will assess:

  • Are all images at the correct resolution for their intended printed size?
  • Are all images cropped properly?
  • Are the corners of images placed properly and do images line up in the layout?
  • Has text been spell-checked to remove all typos?
  • Images will be from EXD300 or best work from any other modules in the student's degree.

(b)    An image of the student. This could be a normal image or in a quirky/humorous context. It does not have to be a front facing image like a passport photo, and feel free to choose more interesting angles or situations. Again, it needs to be a good printable resolution.

(c)    The student's details and a description in a Word document containing:

  • Student's Name
  • Programme Name
  • Contact Details (email, Instagram, Facebook, LinkedIn, mobile, etc.)
  • Title of image/work
  • Media used (e.g. Photoshop, Illustrator, Watercolour & Pencil, etc.)
  • A well written sentence about the project so that the audience can understand it.

The images for the catalogue may continue to be used to promote the student's work long after they have graduated. So please choose the images carefully.

The specifications for the images and layout will be notified in due course. Normally, format of the images should be 300ppi at final size in CMYK Tiff (if it is a bitmap image), or PDF (if it is a vector image), with a minimum size of A5 (unless otherwise instructed). The orientation can be either portrait or landscape. Important: Do not simply enlarge or interpolate a poor resolution image(s) to fit, as this will create pixelated outcomes. The original must have sufficient resolution to make it possible to resize.

Have Fun!

    Do not waste time waiting for approval of a vague idea before taking that idea into much more depth. The student should come to each tutorial with huge amounts of considered design and visually developed work to discuss. The advice one gets, can only ever be as good as the effort and work one puts in. Work hard. Work fast and most of all do ENJOY this module. It might be the student's last chance to do a project the way they choose, rather than the way a client chooses. Make the most of it.

Information gathered from EXD300 Module Guide via Sunderland University.