What you will study
This programme will give you the following opportunities:
- Take the role of a user experience (UX) designer/analyst in an interdisciplinary team of students from across the Digital Media Kingston programme, and use industry-standard techniques to deliver on time.
- Learn about fundamental User Experience activities - analysis, design, prototyping and evaluation - in the context of practical projects. Projects are selected in consultation with students (and mostly individually), so that you can tailor your degree towards the industry sector, technology or job role that suits your interests and ambitions.
- Consider user experience in relation to cutting-edge technologies (big screens, tablets, smart phones, context-aware embedded devices and multi-modal games console), current industry trends (big data, multi-channel services, digital lifestyles), and contemporary theory (cognition 'in the wild', usability vs experience).
- Explore at least one kind of specialist practice in depth, to further distinguish and focus your learning, and practice track record.
- Learn how to present yourself to potential employers through your online professional presence and portfolio.
- Work with industrial hosts, and research-active academics to produce excellent, professional pieces of work that push the boundaries of current understanding and achieve design innovation.
For a student to go on placement they are required to pass every module first time with no reassessments. It is the responsibility of individual students to find a suitable paid placement. Students will be supported by our dedicated placement team in securing this opportunity.
The course comprises four taught modules and a final project.
Year 1
Core modules
Digital Studio Practice
30 credits
You will work with a multidisciplinary group of students as appropriate for your course (User Experience Design MSc, Game Development (Design) MA, Game Development (Programming) MSc and Computer Animation MA); involved with the digital media production process in response to a project brief developed in consultation with the industry panel and/or research staff. Projects concern contemporary platforms, such as iPhone, Android, Windows, Playstation, Xbox and Next Generation controllers and innovative input devices. You also develop a professional profile (online CV/portfolio) fitting for your role and intended destination which you maintain throughout the course.
- Coursework: report, prototype, and presentation (group and individual)
- Schedule: allow one weekday per week in the first semester
- Staff: course staff
User Experience Design (Systems)
30 credits
This module focuses upon the usability testing, detailed design and prototyping of single-user interaction with data-intensive, web services and applications via the desk-top, particularly for information seeking and shopping. The emphasis is upon quantitative measurement for optimisation and efficiency, effectiveness and satisfaction.
- Coursework: usability test report, prototype, presentation
- Schedule: allow approximately one day per week during the first semester
- Staff: Dr Martin Colbert
UX for Emerging Technology
30 credits
The module focuses on the research, design, prototyping and testing of Ux for emerging technologies, such as Internet of Things, Augmented/Virtual Reality, Artificial Intelligence and CyberSecurity. Specialist techniques covered include conversational design, emotional design, service design, and tools for Ux in distributed, collaborative groups.
User Experience Design (Content)
30 credits
This module focuses upon user research, participatory design and prototyping for new interaction concepts, particularly those for multi-user or multi-modal interaction with media-rich information sources for personal and ubiquitous computing platforms. The emphasis is upon qualitative insight and creativity for user engagement and persuasion across the end-to-end user journey, particularly in mobile contexts.
- Coursework: design report, prototype, presentation
- Schedule: allow approximately one day a week in the second semester
- Staff: Dr Martin Colbert
Digital Media Final Project
60 credits
This module relates the work of the course to a practical solution and demonstrates skills in defining, analysing and developing a substantial solution to an individually defined user experience design-related problem. You will be guided and supported in your choice of project by course tutors and this will be informed by individual career and personal development planning undertaken during the preparation of the proposal.
- Assessment: Three kinds of project are possible – Practical Project and a 3–5,000-word report; Thesis 12–15,000-word report; and Management Project Report (10,000 words).
- Schedule: allow approximately fortnightly supervisions for four months (or equivalent)
- Staff: course staff
Optional placement year
Work placement scheme
Many postgraduate courses at Kingston University allow students to do a 12-month work placement as part of their course. The responsibility for finding the work placement is with the student; we cannot guarantee the work placement, just the opportunity to undertake it. As the work placement is an assessed part of the course, it is covered by a student's Student Route visa.
Final project (June to September)
Core modules
Digital Media Final Project
60 credits
This module relates the work of the course to a practical solution and demonstrates skills in defining, analysing and developing a substantial solution to an individually defined user experience design-related problem. You will be guided and supported in your choice of project by course tutors and this will be informed by individual career and personal development planning undertaken during the preparation of the proposal.
- Assessment: Three kinds of project are possible – Practical Project and a 3–5,000-word report; Thesis 12–15,000-word report; and Management Project Report (10,000 words).
- Schedule: allow approximately fortnightly supervisions for four months (or equivalent)
- Staff: course staff