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Creative Technologies MA/MSc

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The innovative Creative Technologies MA/MSc enables students to develop knowledge and skills in working creatively with new technologies across traditional discipline areas.  Students are able to select modules from a range of creative technologies’ areas and combine them in an independent project. Subject areas open to students include Artificial Intelligence, Computational Intelligence, Creative Coding, Digital Arts, Digital Cultures, Future Cities, Holography, Internet of Things, Interactions Design, Systems Design, Transmedia Practice and Virtual, Augmented and Mixed Realities.


The Creative Technologies MA/MSc is an innovative and transformational programme that crosses traditional subject disciplines and enables students to work at the convergence of technology and creative practice. Students may be technologists with creative dimensions, artists working with technologies, designers with programming skills, or a combination of other traditional disciplines - this course will give them the vision to learn and be in tune with contemporary creative technologies.


This programme offers an exciting and innovative trans/inter/multi-disciplinary approach to teaching, learning and research, bringing together eScience, the Digital Arts and Design and Humanities in a way that will cross traditional disciplines and boundaries, encouraging innovation and developing new modes of collaboration. Students are able to select modules from a range of creative technologies’ areas and combine them in an independent project. Subject areas open to students include Artificial Intelligence, Computational Intelligence, Creative Coding, Digital Arts, Digital Cultures, Future Cities, Holography, Internet of Things, Interactions Design, Systems Design, Transmedia Practice and Virtual, Augmented and Mixed Realities.


Students receive group teaching in leading-edge creative technologies, one-to-one tutorial support, lively workshops, the opportunity to create transdisciplinary project, and encounters with a wide range of professional practitioners and innovators.


In our world of rapidly developing technologies, specific technology-related knowledge is no longer sufficient and graduates require skills that enable them to select and combine technologies in creative ways.  The future workforce must be equipped with a range of contemporary hybrid skills necessary for digital technology innovation, including higher-level digital, technical and interpersonal skills, analytical and problem-solving skills, as well as skills in critical thinking and creative development. 


Graduates from the IOCT’s Creative Technologies programme are uniquely equipped for our future world, having developed a range of methods and practices, research and development strategies, and knowledge and understanding from across discipline areas. By crossing traditional discipline boundaries and developing new modes of collaboration and cooperation, our graduates are well placed to face the challenges presented by the rapidly evolving technological environment.


At the heart of this Masters programme is the vision of students fully in tune with contemporary creative technologies.  Students do not sit solely within the traditional disciplines - you may be a technologist with a creative dimension, or an artist working with technologies, or a designer with programming skills, or any one of many more such 'crossovers'. The central vision of the IOCT Masters, therefore, is one of convergence and trans/inter/multi-disciplinarity, enabled by the latest technologies.  The course is suitable for students from a variety of discipline backgrounds and sectors; graduates wishing to pursue postgraduate study with a view to increasing their employability within the creative technology and digital cultural industries, mature students with existing postgraduate degrees who wish to expand their interdisciplinary portfolio and company-sponsored professionals working in creative technology industries.


Reasons to choose this programme....


  • Develop your own area of specialism at the convergence of technology and creative practice, working across and beyond disciplines and boundaries.


  • Be encouraged to develop innovative and experimental practice in a supportive collaborative environment.


  • Opportunity to work on live research projects within the Institute of Technology, including the Creative AI Research Group, Imaging and Displays Research Group, Immersive Realities Research Group and DAPPer (Digital Arts Performance Practice - emerging research).


  • Access to resources and expertise from both the Faculty of Computing, Engineering and Media and the Faculty of Arts, Design and Humanities, including labs, studios and workshop spaces.


  • As a graduate from the Creative Technologies MA/MSc you will be uniquely equipped for our future world, having developed a range of expertise from across discipline areas, making you well-placed to face the challenges presented by the rapidly evolving technological environment and the needs of contemporary creative technologies’ employers.  Graduates have gone on to work for companies including Sky, Jaguar LandRover, Abbey Road, BBC and ITV, as well as pursuing freelance careers or continuing onto PhD study

Structure and Assessment


Semester 1


Compulsory Module: 


Research Methods for Creative Practice

This module provides a grounding in research methods for creative technologies projects, offering students methodologies and techniques to support and develop their learning throughout their course of study.  The module will cover research methods across art and design, humanities and technology. Students will be given techniques in methods of collaborative and cooperative working as well as systems of the development of creative ideas and research.


Optional Modules:


Artificial Intelligence (AI) Programming

This module presents a logical programming approach. AI programming is a key skill and a necessary tool for problem solving in industry.


Computer Systems and Networks

This module explains the technical infrastructure upon which modern computer systems and networks are run. It provides a sufficient level of understanding of hardware, operating systems, systems software, network protocols and topologies to enable you to appreciate the use of computer systems and networks in commerce and industry, to be able to construct a technical specification for a computer system, and to select an appropriate system

Programming for Artists

This module introduces programming concepts and open source tools for artists to build interactive systems, providing students with the knowledge and understanding to create their own interactive systems. It will introduce students to the background context of the tools as well as equipping them with the knowledge, understanding and expertise to use the tools creatively. The module will focus on programming for artistic work, introducing basic programming concepts and related software (for example Processing and Python) and hardware (for example Arduino and Raspberry Pi) as well as Pure Data and Max.Key aims will be to enable students to develop and supplement their specialist knowledge in relation to the programming for artistic work.


Digital Cultures

An introduction to key ideas in critical and cultural theory that affect creative technologies and the creative industries.


Digital Technologies for Arts Practice

These modules provide a practical understanding of a range of different digital technologies through workshops and lectures delivered by established practitioners in the field and will be assessed through a negotiated group project, where students work collaboratively to produce a piece of digital creative work.


Internet of Things

This module provides students with the necessary knowledge and understanding of IoT technologies and their application to the provision of smart services, as well as a wider understanding of how data analytics and visualisation are performed through cloud computing services



Semester 2


Compulsory Module: 


Research in Practice

This module will give students a practical understanding of the different methods of dissemination, presentation and communication of practice/research/projects in creative technologies as well as practical experience in presenting their research to a range of audiences.  It will cover types of research outputs and dissemination, research presentation formats, ways to present and market research to different audience types, communication and presentation techniques, and project planning, culminating in an assessed showcase event for both public and private audiences.


Optional Modules:


Advances in Modern Lens Based Media

The purpose of this module is to introduce you to Modern Optics and the use of holographic/lenticular technology as a creative tool. Related technology will include three-dimensional photography. Specifically, it will examine advances in light sensitive materials and related print technology and design/application testing. You will also get the opportunity to put theory into practice through working in a group on a lenticular creative project.


Applied Computational Intelligence 

This module considers knowledge-based systems; the historical, philosophical and future implications of AI; then focuses on current research and applications in the area.


Human Factors in Systems Design

This module introduces and explores the human factors that need to be considered when designing interactive systems. You will develop skills that will enable you to design effective and usable interactive systems. You will also learn how to evaluate the usability and appropriateness of competing designs


Immersive Technologies

This module explores creative practices using immersive technologies. Immersive technology refers to technology that attempts to emulate a physical world through the means of a digital or simulated environment, thereby creating a sense of immersion. Immersive technologies are being developed to stimulate one or more of the five senses to create perceptually-real sensations. This can include visual (360˚ projection, holography, head-mounted display, motion capture), auditory (binaural, 3D sound, imersiv audio) and tactile enhancement (haptics, wearables), and generally involves interaction technology (e.g. gesture recognition, HCI/ gaming controllers, speech recognition) and software environments including generative, gaming, intelligent and virtual. This module will introduce students to the background context of these technologies as well as equipping them with the knowledge, understanding and expertise to use them creatively. This will provide the basis from which students will undertake individual practice-based research, which will be developed and underpinned by strategies and methodologies explored in the module.


Modern Programming Techniques

This module provides students with knowledge of modern programming techniques which blend object and functional designs. You will gain practical skills writing programs that utilise combined object and functional patterns of computation


Transmedia Practice

Transmedia is commonly defined as a narrative or project that combines multiple media forms across multiple platforms, such as different types of social media platforms, interactive websites or media outlets, often with a degree of audience participation, interaction or collaboration. The Transmedia Practice module will equip students with the creative knowledge and understanding to create immersive story-worlds across media platforms, emphasising interactive narrative and collaborative creativity.  Through the module the students will; develop their critical understanding of a number of theoretical concepts in narrative and new media, and to apply these in analysing, creating and reflecting on transmedia projects; develop their awareness of current professional practice in creating transmedia products, and develop a transmedia project in their chosen medium that is aimed at a specific market.





Major Project

This module provides the opportunity to develop and demonstrate skills acquired from the taught course in the creation, development and realisation of a negotiated creative or research project.  This module allows students to bring together all aspects of the course ranging from research methodologies to discipline-specific modules.  The type of award will be determined by the area of specialism reflected in the student’s choice of focus.  The negotiated project will be designated MA or MSc and this will determine the nature of the final award.

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