This module introduces the basic skills in design and creative processes. Ideation will be taught through a series of short projects to explore various design methods. Students will be taught to un-learn the preconceptions that they may have accumulated and learn to question normality and standard practices and to think creatively and critically.
This module introduces sketching as the basic visualisation tool for designers. Students will be exposed to the fundamentals of drawing concepts, observation and sighting techniques. Through still life, perspective and human figure drawing exercises, the module provides a fundamental ground for form, texture, proportion, spatial relationship perspective, tonal values and composition studies. Students will learn both analytical and expressive components of the drawing process.
The module aims to instil fundamental user research methods essential for design students and will equip them with basic techniques in observation, analysis and exploration of ideas. The module is delivered through a series of exercises designed to equip students with skills in observational and analytical methods to allow students to understand the users as social being interacting with spaces, objects and time. Students will also be introduced to basic facilitation skills to engage their audience in design activities.
This module aims to equip students with foundational knowledge to tackle elementary computational problems. The intention is to train students to design solutions to solve problems using a computer program, thus creating opportunities to experience key elements of computational thinking which encompass:
● decomposition: breaking down data, processes or problems into smaller, manageable parts.
● pattern recognition: observing and generalising patterns, trends, and regularities in data and processes into rules or insights.
● abstraction: identifying the general principles that generate these patterns.
● algorithm design: developing step-by-step instructions for solving problems/tasks.
This module aims to introduce students to the fundamentals of the design, hardware, software and technical skills necessary for their respective diplomas. Students will be expected to understand the basics of each area as a foundation for further development in their respective fields.
This module introduces students to various means of digital media. Students will be introduced to the basic fundamentals of digital photography, vector graphics creation and typography. Photography skills will be taught to equip students with the vocabulary of the medium to convert photographs with basic digital retouching skills to transform images into meaningful storytelling images. Digital Vector Illustration with practical sessions in typography and layout design are also introduced. Students will understand the basics of page hierarchy and effective visual flow through layout & composition design. Students will have a portfolio of typographic, photographic, vector design work and projects demonstrating the application of the module topics.
Aims to equip students with critical reasoning skills and provide them with opportunities to practise critical thinking through the exploration of contemporary social issues. It also provides a platform for students to learn the basics of arguments through the formal argumentation structure.
Aims to equip students with the skills to critically analyse the elements of persuasion in narratives used in a variety of contexts to appreciate the power of storytelling in our daily life. Students will also explore the history of discrimination in societies and craft their responses through their own narrative.
This module aims to inculcate basic skills of critical analysis, reading, writing and research for first year design students. Using a set of design lenses as critical and theoretical building blocks, students will learn to apply theoretical ideas to augment their conceptual ideation, to build design arguments and evaluate design propositions through reflections, presentations and writing, and understand the foundations of design conceptualisation and thinking.
This modules aims to introduce experience design in a meta-concept or philosophy that provides direction, vocabulary and technique that can enable multiple disciplines to work together in a unified manner. Students will begin by learning to differentiate between designing objects and designing experiences. They will learn the principles that define or drive the orchestration of the organisations' products, behaviours, communications and environments across multiple tasks/activities/ contexts.
The ability to visualise information/products/services and the interaction/experience that consumers have with them; and represent them for the purpose of communication is an essential skill any experienced designer should possess. The students will be trained in the following: 1. Freehand drawing and sketching methods. 2. 2-dimensional technical drawing for product, mechanical and spatial design applications. 3. Basic Computer-Aided Design & Drawing skills in both 2-dimensional and 3-dimensional forms and representation. 4. Basic Computer-Aided visualisation and presentation skills in a variety of multimedia mediums and formats (e.g. image animation video & audio).
This module equips students to take on an experimental and investigative approach to study materials, understand its accompanying qualities as well as its application in design. Students are encouraged to manipulate the assigned materials to bring about new design possibilities and realise the potential of a material. Through a multi-disciplinary design perspective, students will gain a broader understanding of the principles and application of materials in different design contexts.
A compulsory module for all first year students, ECG 1 aims to develop an understanding of personal interests, strengths, values and life goals. With greater knowledge and understanding of self, planning and decision making in choosing a future career can be better developed. Some topics covered in ECG 1 include ‘Defining My SP Life’, ‘Personal Branding’, ‘Discovering My Interests’, ‘Planning for Success – My Personal Action Plan’ and more.
Aims to equip students with the Design Thinking mindset, methods and tools to
conceptualise innovative solutions for real life problems. Students will explore a social
cause, go through the practical rigour of the Design Thinking process and apply
suitable tools to fulfil the objectives of the project. Students will also be exposed to
trends and issues related to themes, such as Healthcare, Active Ageing, Environment,
and Social Integration. In the process, they will develop a better understanding of
themselves and the world, as well as the positive impact they can make.
Aims to enhance students’ knowledge and appreciation of a broad range of social, political and economic issues. Students will learn about the importance and relevance of information literacy skills as well as develop their ability to assess the validity and reliability of information from different sources, consider diverse perspectives, and put forward a convincing point of view.
In this module students will reinforce their knowledge and praxis in designing experiences and user research methods. In semester 1 and as a transition from year 1 students will learn how to turn their lenses into experiences by creating and developing emotional objects with a by using the outside-in and upsidedown approach. With the project in transforming spaces into experiences they will acquire new knowledge in Service Strategy People & Space Design and Branding. In semester 2, students will work on creating new culinary experiences and allowing them: 1) To holistically think about the relationship between the user and its food (the object) in terms of semantic (the meaning), the theatrical scene (the environment) and the act of eating (the pleasure) 2) To understand the importance of creating new and meaningful experiences for the food industry. Taste is no longer enough to define the quality of a food, the experience within and around the food is important as well. 3) To generalise the experience design thinking and process from products to spaces and food.
Students will also learn Project Management Framing insights and Translating insights into experience design solutions. The projects will progressively apply the skills and knowledge acquired through modules on interactive design technologies materials and processes and history and theory of ideas.
The Visualisation & Communication module will build upon the first year V&C module to introduce product design specific visualisation modelling and detailing CAD-CAID software packages such as Rhino. The students will be trained in the following: 1) Computer-Aided Design and Drawing skills in 3-dimensional forms and representation. 2) Computer-Aided Visualisation and Presentation skills in a variety of multimedia mediums and formats (e.g. image animation).
This module builds and expands upon the foundations of the first year methods module and intends to give students a deeper knowledge and practice in user research methods and in particular in design ethnography. The various user research methods and the design ethnography will allow students to take an outside-in approach rather than the traditional inside-out approach where designers are blinded by their own traditions and beliefs and thus unable to create radical concepts. In this module, they will learn how to remove blinkers, ask the right questions, find positive deviants and find patterns that can be translated into radical design concept recommendations. They will also learn the War Room technique and map the user experience journey through the use of the experience design toolbox. They will also learn more techniques in the Real People methods (Video Ethnography Anthropump Shadowing and Day in the life of) and learn new user research methods such as Imagining Users Empathic and Co- Operative methods.
This module introduces students to the framework for designing meaningful interactions between people and the products or services that they use. Students will learn to design products and services that are relevant to people’s needs and expectations in both tangible and intangible aspects. To support this, students study methods from different design disciplines, such Interaction Design, User Interface Design and Service Design, and appropriate methods in ancillary domains such as aesthetics & psychology. The module will also explore various tools and techniques to prototype user experience and communicate user scenarios.
This module aims to deepen the student’s understanding of manufacturing processes and how materials are adopted in mass production. Students will acquire an understanding of key material properties, manufacturing processes and how these factors affect design decisions. Through a systematic approach to exploring materials, this approach can be adopted to the investigation of other materials.
This module aims to develop students’ critical and analytical skills with various design lenses in the research and study of technological, social, political, historical, cultural and economical aspects. This inquiry allows students to comprehend the influences and impacts that these factors can catalyse design propositions.
This module equips students with a functional understanding of Rhino 3D 5.0 as a design platform. Using Architectural and Product Designers models, students will be introduced to digital modelling techniques, precision modelling and geometry manipulation from design to build.
This module exposes students to innovative and creative processes that lie behind Augmented Reality (AR) and Virtual Reality (VR) development. Through introducing the unique affordances and design opportunities inherent to these platforms, students will master techniques for integrating contents and building interactive applications used for visualisation, simulation, communication and collaboration purposes. Potential trends and applications of these technologies used in the enhancement of user experience (UX) will also be explored.
This module exposes students in the theory and practice of visual storytelling through videography. Students will be taught video camera techniques, audio capture techniques, non-linear editing techniques in both video and audio and learn the essentials of lighting to achieve impactful aesthetics for videography. Students will be equipped with the fundamentals of storytelling, videography and editing, to prepare digital content in various formats across different platforms.
ECG 2 is taken by all second year students. This module aims to develop professional skills necessary to seek and secure work. It also guides the students on how to discover and develop skills, knowledge and attitudes needed for work effectiveness and changes related to work. Topics covered in this module include ‘Job Search and Market Trends’, ‘Discovering Your Unique Selling Point’, ‘Resilience’, ‘Work Place Values’ and more.
This module aims to immerse students with the real-world industry experience. This programme comprises a 12-week internship programme integrating a structured learning outcome which facilitates authentic learning.
In the Visualisation & Communication 3 module, students will learn and practice advanced visualisation techniques and sophisticated communication methods to communicate their design experiences. After having constructed the appropriate prototype in the Design Studio, students will learn to stage the experiences by orchestrating consumer behaviours on them to understand or demonstrate how they work. The students will be trained in the following: 1) Advanced Computer-Aided Design and Drawing skills in 3-dimensional forms and representation. 2) Advanced Computer-Aided Modelling and Computer-Aided Manufacturing fundamentals.
In Professional Practice, Students undertake a project with industry relevance or involvement as part of their future professional development. Students will learn to design from a real-world practice perspective to gain a deeper appreciation of real-world constraints. Individual contribution in common studio effort will be a key component of professional practice learning.
In Experience Design Studio 1, students learnt about the design process and the notion of creating experiences. In Experience Design Studio 2, students reinforced their knowledge and praxis in observing and understanding the users through the use of different user research methods. In this Experience Design Studio 3, the main priorities are the development of the individual portfolios and the deepening of their knowledge and praxis in Experience Design process from the framing of the experience design project and user research to designing and implementing experiences. Students are directed to understand and conceive design not just by focusing on problem solving, usability issues, market driven innovations or consumer trends methodologies. They will be challenged to balance open-ended & analytical processes, focusing on user experiences and sensorial expressions. Students will also learn the values and the power of brand identities.
This module aims to explore and challenge design methodologies, forms and practices. This allows the students to employ the theories in their final year project with the intent to expound their design propositions.
Please note: Course structure subjected to change.