SHE Level 4
SCQF Credit Points 40.00
ECTS Credit Points 20.00
Module Code MHG513194
Module Leader Mary Maclachlan
School School of Computing, Engineering and Built Environment
Subject Applied Computer Games
  • A (September start)-B (January start)

Summary of Content

The aim of this module is to develop the students' design knowledge and skills in an industry context by giving tasks which match as nearly as possible the real-world tasks of professionals in practice. The learning outcomes of this module are normally attained by addressing an industry based brief within the University, however a number of the learning outcomes may be attained in a community project or industry placement. In this case the student enters into an informal learning contract with the University and employer or community project coordinator. The contract sets out the learning outcomes to be achieved within the period of external work.


The teaching syllabus will cover the following areas: Understanding client's products or service and goals; Understanding competitors and the target audience; Working independently and in collaboration with others; Development of multiple concepts; Refining and selecting appropriate solutions; Development of design skills at a professional level; Assessing potential design outcomes; Evaluating quality of final solutions and critically appraising results; Leadership; Project development and management.

Learning Outcomes

On completion of this module, students should be able to:- Demonstrate the ability to work as part of a team and integrate effectively with colleagues.- Display an ability to plan and organise time and resources efficiently.- Develop a high level of interpersonal skills reflecting maturity, integrity and confidence - Communicate effectively in oral and written form through the use of different mechanisms. -Develop solutions to typical industry based design problems

Teaching / Learning Strategy

This module will be project-based and students are expected to take an active role in developing independent and personally focused learning strategies. These strategies will be monitored and directed by tutors acting in a supervisory role. The project undertaken will be a client-driven design project and will be specific to the discipline of the programme. This project may be industry based, industry led or may be a simulation. Students working outwith the University will be assisted in developing an appropriate Learning Contract. External work may comprise all or part of the module. The module is assessed by coursework only and this will normally comprise four elements: " a response to a client brief which will include appropriate research and planning information; " visualisations appropriate to the brief; " a prototype which clearly defines the outcome; " final project submission with evaluation. Knowledge and skills will be developed in seminars and practicals through discussion and formative feedback.

Indicative Reading

Recommended: Experiential Learning, D.A. Kolb, Prentice Hall, 1984 The creative professional: A survival guide for the business world. H.J. Blumenthal, Emmis Books, 2005, ISBN-13: 978-1578602452 The art of creative thinking: How to be innovative and develop great ideas. J.Adair, Kogan Page Ltd, 2007, ISBN-13: 978-0749447991 The Creative Economy: How people make money from ideas. J.Howkins, Penguin books, 2002, ISBN-13:078-0140287943 Design Evolution: Theory into practice. T.Samara, Rockport 2008, ISBN 9781592533879 Research Methods for Business. J.F.Hair, John Weily & Sons, ISBN 9780470034040

Transferrable Skills

Problem solving Skills Communication Skills Analytical thought Critical evaluation Team Working Interpersonal skills Time-Management

Module Structure

Activity Total Hours
Assessment (FT) 50.00
Practicals (FT) 60.00
Independent Learning (FT) 278.00
Seminars (FT) 12.00

Assessment Methods

Component Duration Weighting Threshold Description
Coursework 0.00 100.00 40% class work culminating in coursework assessment