Module Details
Module Code: |
DSGN |
Module Title:
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Design Process and Methodology
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Title:
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Design Process and Methodology
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Module Level:: |
8 |
Module Coordinator: |
Nigel Whyte
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Module Author:: |
Colm ONeill
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Module Description: |
Allow the student to understand the role of design in the development cycle, its methodology, its importance. Allow the student to engage with the principles of concept design, and create engaging and effective concept.
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Learning Outcomes |
On successful completion of this module the learner will be able to: |
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Learning Outcome Description |
LO1 |
Demonstrate an understand the Design / Creative Process. Understand how to engage and use the process to create engaging and effective design |
LO2 |
Understand client / project / design requirements. Gain a skill set that allows the student to understand the needs of the client, the requirements of the project and the imposed limitations of product, design and time. |
LO3 |
Design presentations, proposal, documents. Understand how to create interesting, effective, accurate and engaging design presentations, proposals and documents. Gain a competency in delivering presentation to a high standard within a creative environment |
Dependencies |
Module Recommendations
This is prior learning (or a practical skill) that is recommended before enrolment in this module.
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No recommendations listed |
Co-requisite Modules
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No Co-requisite modules listed |
Additional Requisite Information
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No Co Requisites listed
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Indicative Content |
Design / Creative Process
Understand what the design and creative process is, the role of the UX / UI designer, how to use the process.
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Requirements
Develop skills to understand the requirements of the projects. Through various research methods models understand the client, user, and project requirements and plan how to create and develop these.
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Propose, document, present
Enhance skills required to present a design concept, develop and pitch a design project and how to document the process effectively.
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Engineering thinking
Understand the idea of engineering thinking and the process of analysis. Develop a set of analytical skills to allow the student to create a number of outcomes and select the best methods due to a number of quantifiable factors, or measures
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Module Content & Assessment
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Assessment Breakdown | % |
Practical | 100.00% |
AssessmentsFull Time
No End of Module Formal Examination |
Reassessment Requirement |
Coursework Only
This module is reassessed solely on the basis of re-submitted coursework. There is no repeat written examination.
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Reassessment Description Decided by module academic in conjunction with programme board. Repeat of coursework and/or written examination or other repeat mechanism as appropriate dependent on students performance and module engagement.
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SETU Carlow Campus reserves the right to alter the nature and timings of assessment
Module Workload
Workload: Full Time |
Workload Type |
Workload Category |
Contact Type |
Workload Description |
Frequency |
Average Weekly Learner Workload |
Hours |
Lecture |
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Contact |
Theory and principles delivery |
12 Weeks per Stage |
1.00 |
12 |
Practicals |
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Contact |
Studio based learning. Students will apply skills, learning new process and work on projects, applying new skills to creative briefs |
12 Weeks per Stage |
2.00 |
24 |
Tutorial |
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Contact |
Students will engage in a research / reflective approach to content and skills learned |
12 Weeks per Stage |
1.00 |
12 |
Estimated Learner Hours |
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Non Contact |
Self study. Practice using concepts introduced in lectures and practicals. |
15 Weeks per Stage |
5.13 |
77 |
Total Weekly Contact Hours |
4.00 |
Module Resources
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Recommended Book Resources |
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Concept Design. Concept Design, Titan Books Ltd, [ISBN: 184576286X].
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Debbie Millman. Essential Principles of Graphic Design, Rotovision, [ISBN: 2888933462].
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William Lidwell, Kritina Holden, Jill Butler. Universal Principles of Design, Revised and Updated, Rockport Publishers, p.280, [ISBN: 1592535879].
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Don Norman.. The design of everyday things, New York; Basic Books, [ISBN: 0465050654].
| Supplementary Book Resources |
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Eliott Lilly.. The big bad world of concept art in video games, Culver City, CA; Design Studio Press, [ISBN: 1624650201].
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Jeremy Gibson Bond. Introduction to Game Design, Prototyping, and Development, Addison Wesley, [ISBN: 978-013465986].
| This module does not have any article/paper resources |
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This module does not have any other resources |
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