SCQF Level: 09
Module Code: DES302
Credit Value: 20
Term: Term 2
School: School of Arts, Media and Games
Working within a multidisciplinary team, students will develop an interactive media prototype based on the planning and initial prototyping of concepts conducted within the module DES301 Professional Project: Planning and Prototyping. The emphasis of this module is on the development and delivery of a final digital prototype in response to an initial creative brief, taking into account both stakeholder and user feedback.
The aim of this Module is to provide the student with the ability to operate professionally as a subject specialist within a multidisciplinary development team. :
By the end of this module the student should be able to:
1. Demonstrate the ability to fulfil and appraise their own professional role within a multidisciplinary team
2. Contribute to the development, testing, enhancement, and completion of an interactive media project
3. Conduct a critical evaluation of the project that demonstrates an awareness of development processes, team organisation and management, and the target market
1 Professional Development
Professional Development Develop conceptual and technical skills relevant to a particular professional role in the creative industries
2 Development Processes
Research and apply software development methodologies (e.g. agile, waterfall, incremental etc.)
3 Product Marketplace
Research and interpret the product marketplace, considering platform, user profiles, costs, regional differences etc.
4 Team Organisation
Attend and participate in team meetings, keep meeting minutes, and assign roles and responsibilities.
5 Team Management
Identify and overcome team problems, understand conflicts and approaches to conflict resolution, and engage with team building.
6 Prototype Creation
Use appropriate software, hardware, game engines, and other tools to deliver a working digital prototype.
7 Release Management
Manage the software development process using source control, defect tracking, and build processes.
8 User Testing
Engage with regular user testing to inform design iteration, demonstrating an appreciation of user experience.
9 Project Delivery
Consider the methods for delivering products to the market, including market cycles, digital distribution, and the publisher-developer relationship
Statement on Teaching, Learning and Assessment
Within this module, student teams will be expected to work autonomously following a project plan initially developed within the module DES301. From Week 1, students will be timetabled for weekly day-long unsupervised practicals. Teams will be expected to conduct most of their collaborative project work within these practicals. Teams should also expect to regularly meet their allocated supervisors within the practicals. Students will be directed to attend specific seminars throughout the term dependent on their role within the team and their discipline. This will be communicated via Blackboard. As part of the module, all students will be expected to attend scheduled team presentations that will take place in Week 7 (Structured Feedback Week) and Week 14. These will appear on timetables as blocks of presentations. Teams will have to refer to Blackboard to check the specific presentation times for their teams Students will be assessed based on evidence of their contribution to the team. This will be evidenced through the submission of a portfolio appropriate to the student’s discipline, and the final presentation that will provide an evaluation of the project. Students will be expected to show and discuss their individual workloads as part of the scheduled classes and presentations, at which point they should expect questions and formative feedback from module tutors. .
Teaching and Learning Work Loads
|Supervised Practical Activity||0|
|Unsupervised Practical Activity||96|
Credit Value – The total value of SCQF credits for the module. 20 credits are the equivalent of 10 ECTS credits. A full-time student should normally register for 60 SCQF credits per semester.