The course provides a creative and intellectually stimulating environment where students and staff can explore relationships between people, design and emerging technologies in different contexts of practice (industry, design studios, think tanks and research labs), through different design approaches (practical, experimental, conceptual and critical), and by tackling different design roles (maker, strategist and critic).

During the first year, emphasis is placed on set projects which investigate these design contexts, approaches and roles. The projects can be short workshops introducing new skills, such as electronic and software prototyping, or they can last several weeks and so allow for a more prolonged engagement with a particular perspective.

During the second year, students are expected to initiate their own projects, and to build up a body of work that reflects the professional context in which they wish to practise.

Many students work closely with people outside the College, be they experts or volunteers, in order to identify hidden or neglected desires and needs, which are then reflected in design proposals for new products and services. Project outcomes are expressed through a variety of media including prototypes, simulations, animation, video and photography.

Most of the work falls within three overlapping areas:

• Technology as medium: exploring the aesthetic and functional potential of new technology by experimenting with the material, and simply by playing with it.

• Technology as product: imagining new services and products, and considering how they might contribute to existing social, cultural, economic and technological systems.

• Technology as critique: making the social, cultural and ethical implications of new technologies tangible, and therefore debatable.

For details about the application procedure, please go here.