Applied Design Psychology
Design Psychology is an interdisciplinary field that applies insights from psychology, aesthetics, art design, and communication theory to design. Design psychology studies and communicates relationships between producers, designers, and consumers in order to improve upon design processes. It examines the socio-cultural and physical environments that impact human psychology and behavior to help designers create and communicate more effective ideas. Through scientific, systematic research, graduates will be able to meet the demands of a global and diverse market.
A focus of the MSc program is media psychology. In the past two decades, rapid changes in the media and communication technologies have transformed the world and how people engage it. Media psychology is a key part of entertainment, advertising, and design industries. It critically reflects upon the role of media and its affect upon individuals, societies, and the world. The relationship humans have with objects and digital media go beyond physical and audiovisual interaction. Media interactions also include cognitive, perceptual, and emotional needs and desires. The Applied Design Psychology stream introduces the qualitative means to assess people’s needs, expectations, fears, and desires. Designs integrating these insights are more connected to and fulfilling of our complex psychological needs. Students don’t have to specializing exclusively in this area. This is also an ideal ‘second stream’ for students who are primarily specializing in Game Development or Social/Mobile/Internet because it allows you to supplement your skills in those areas to maximize their success in the marketplace.
This stream is aimed at developing the students’ capacity to conceive of professional games and communicate their design to developers. The basic principles of game design are taught as well as the ability to identify trends so that students can differentiate, discuss and synthesize their own ideas. Students will develop their knowledge for the gaming industry, while learning how to consider psychological, social, technological and cultural factors in creating fun and playable games. They will also learn how to integrate related game theories, while recognizing the evolution of the games industry and different genres of games, multiplayer games, and the basics of game engines and prototyping tools. Students will progress in this stream to learning about the processes of computer games with emphasis on a professional context. They will be exposed to various situations related to professional game development so that they can make choices regarding the implementation of games, building teams, and delivering the gameplay experience to a target audience. Students will integrate concepts and strategies for developing a game, including the appropriate use of tools and skills.
Social, Mobile and Internet
This stream teaches entrepreneurial students the principles of social, mobile and web technology, and how to utilize these forms of media that is drastically changing the way we interact with the world and each other. As an increasingly influential area in academia and industry, students will be taught the fundamentals of utilizing web, mobile and social technologies. Topics that will be covered include design and creation of novel and practical concepts on mobile devices, social network, mobile search and browsing technology, and web-based applications with genuine product-market fit. For all three areas (mobile, social and web) students will be given the tools to create their own innovative applications for use and learn the means of development and distribution through these platforms. Students will learn to identify, manage and solve technical, organizational and design aspects related to the global digital media and web market. Students also learn how to find real world customers for their projects, and are encouraged to commercialize their school project and look for external funding of their dream.
The program consists of 36 credits, involving 6 Compulsory Subjects, 6 Elective Subjects and a Master’s Project. Six core subjects lay an important foundation, and are required:
- SD5902 Production Processes in Multimedia and Entertainment (3 Credits)
- SD5953 Successful Project Management (2 Credits)
- SD5954 Innovative Multimedia Project Development I (1 Credit)
- SD5955 Innovative Multimedia Project Development II (1 Credit)
- SD5905 Recovering Creativity (2 Credits)
- SD5906 Globalization in New Media Design and Technology (3 Credits)
Production Processes in Multimedia and Entertainment, Innovative Multimedia Project Development, and Successful Project Management provide the practical foundation students will need to complete their final project and maximize their success in the marketplace. The remaining compulsory classes are designed to broaden their perspective, enable them to recognize and capitalize on diverse opportunities, enhance their personal creativity, and understand how to manage creative processes in ways that get the most out of their collaborations with others.
Streams Elective Subjects (3 Credits Each)
Students take two courses for each stream specialization. Electives for each stream are as follows:
- SD5958 Psychology of Design I
- SD5959 Psychology of Design II
- SD5922 Game Design
- SD5923 Game Development
- SD5951 Emerging Multimedia Technologies for Digital Media Industry
- SD5952 New Opportunities in Digital Media
Other Electives (3 Credits Each)
Electives are designed to allow students to explore additional areas of interest, or go even deeper into subjects they are interested in. They change all the time to keep up with emerging industry trends and the latest research, but may include:
- SD5933 Sound Design and Technology
- SD5934 Story Development
- SD5936 Independent Study
- SD5944 Marketing Management for Digital Entertainment
- SD5960 Building Interactive Systems
- SD5961 Concept Art & Production Design
- SD5963 Reinventing Traditional Businesses Using New Media & The Internet
- SD5965 Interactive Multimedia Environments
- SD5968 Design Ethnography
Additionally, students can take core classes from other streams as elective subjects.
Master’s Project (6 Credits)
SD5900/SD5901 is the capping project which concludes the program. It is the implementation of the proposal as developed in SD5954/SD5955 Innovative Multimedia Project Development I & II.
Six compulsory subjects are taught over the course of the first two semesters, in conjunction with student’s choice of specialized stream(s) or other electives. During the first two semesters, students will refine and plan their final project. The third semester is allocated for completing it. The project gives them the opportunity to showcase what they have learned for potential employers or lay the foundation for an enterprise of their own.