Graphic Design + Animation: University of Greenwich School of Design, Show 2020

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University of Greenwich School of Design 11 Stockwell Street Greenwich London SE10 9BD Design_School@greenwich.ac.uk +44 (0)20 8331 9135 Copyright Š University of Greenwich No part of this publication may be reproduced in any form or by any means, electronic or mechanical, including photography, recording or any information storage and retrieval system without permission in writing from the publisher. We endeavour to ensure that all information is accurate at the time of publication. ISBN: 978-1-9996921-4-8 Design: Claire Mason + Mike Aling Production assistant: Alice Bertazzi


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Contents

Introduction to School of Design  1 Professor Stephen Kennedy  Introduction to Design + Animation  3 Dr Anastasios Maragiannis BA (Hons) GRAPHIC + DIGITAL DESIGN  5 BA (Hons) ANIMATION  53  MA Web Design + Content Planning   85 Research and Enterprise  87 Dr Benz Kotzen

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Introduction Professor Stephen Kennedy

School of Design

Head of School


You will forever be the graduating year of 2020 — not the unfortunate year who missed out, but the year who rose to the challenge. The year who dealt with unprecedented pressure and stress to fulfil your potential and produce the work that you were always capable of. Myself and all my colleagues in the school are proud to have been able to support you, and even more proud to witness the fruits of your labour. The academic year has ended, programmes are complete, and degrees awarded. Yet for many I am guessing there is a feeling of ‘unfinished business’ and incompletion. The School of Design shares those feelings with you and is committed wherever possible to make it up to you. The amazing work that is compiled in this catalogue is testament to your enduring creative talents and capacity to overcome adversity, and as soon as is practicable we look forward to displaying it in our gallery spaces. Until then it will be distributed widely across our creative community via our planned on-line show. The range and the quality of the work on display here is outstanding. Across all the disciplines in the School, the ability to work to find and implement solutions for the world as it is and critically re-evaluate the possibilities for the world as it can be, is demonstrated to great effect. As is the increased significance of the relationship between the virtual and the real, the remote and the present. As we retreated into the ‘safety’ of our digital cocoons your creative and critical skills were tested to their limits, and your efforts have been well rewarded. Thanks to you, the School of Design continues to go from strength to strength, and the work presented here attests to its growing reputation and standing as a creative institution of national and international standing. Thank you for your fortitude and resilience. Good luck for the future, and we look forward to welcoming you back to celebrate with us in person very soon.

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Introduction Dr Anastasios Maragiannis

Class of

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Deputy Head of School


“Excellence is never an accident. It is always the result of high intention, sincere effort, and intelligent execution; it represents the wise choice of many alternatives — choice, not chance, determines your destiny.”  Aristotle 323 BC Aristotle’s quote on Excellence is a vibrant representation of our design student ethos. The Design Portfolio in the School of Design is one of the most successful portfolios with international standing. For the last 19 years, our students have been awarded several international awards including D&AD, ISTD (International Society of Typographic Designers), and a number of our students have been shortlisted in numerous creative industries awards and competitions worldwide. Our graduates are design thinkers and design makers; who are not only capable of delivering fantastic design work, but are also intellectual, strategic leaders with the ability to write innovative design briefs. Our current courses include BA (Hons) and HND Graphic and Digital Design; BA (Hons) Animation; and MA Web Design and Content Planning. These courses assist students in gaining a practical and theoretical grasp of design as an area of intellectual making, creative visualisation and design thinking through professional practice. The on-going network established through tutors, employers and former students enables current students and graduates to start their careers in fields across various creative disciplines. Determination and creative energy distinguish this year’s graduates from the rest of the pack — an incredibly talented, culturally diverse group of designers and animators, who have been a joy and inspiration to work with. This year, our graduates have worked on a wide-ranging body of creative concepts; their projects varied from print to screen, AR and VR, through to traditional editorial design and traditional animation. All graduates used their skills to produce works that fit within the broader context of design and animation; in so doing, they have developed a range of craft skills as well as becoming fully autonomous learners. This year’s graduate show is not a typical one — our students will exhibit their work online. With much of the world in lockdown due to the COVID-19, the global design student community is facing unprecedented challenges. And, yet, it is through engagement with culture and creative activities that our graduates can both empower themselves and get through the vast psychological effects of such an unprecedented situation as the current prolonged period of global lockdown. Design is a discipline that has the possibility to empower people and provide design solutions to enhance communities. Our students respond to this opportunity and design for social change and social empowerment. This year’s projects focus on design as a holistic action with the capacity to simultaneously engage conceptual and practical shifts that make our society a uniquely creative place. Student work showcases how to design inclusively and engage people. Their final year project is the vehicle to join one of the world’s most important and dynamic markets for the creative industries.

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BA (Hons) Graphic + Digital Design OUR GRAPHIC AND DIGITAL DESIGN programmes balance active research investigation, practical experimentation and critical thinking to prepare students for careers in the creative industries. Students develop excellent communication skills, control of creative practices within Graphic Design, as well as in fields close to their discipline — spatial design, fine arts, animation.   Guided by our expert teams of academic researchers, practitioners and makers, students explore areas such as typography, visual grammar, data visualisation, narrative, branding, advertising, fine art practices, photography, motion graphics and moving image. Through a blend of lectures, studio-based workshops, technical tutorials and industry events we invite students to develop their knowledge and experience of design theory and practice.   Popular career options for our Graphic and Digital Design graduates include roles in creative teams and agencies, particularly those specialising in print, publishing, packaging, branding and interaction design, as well as those focused on animation and moving image.   During their time with us, students develop an appreciation of design as an area of intellectual investigation, critical thinking, creative visualisation and making — explored through active engagement and professional practice.

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Lina Baboorally Diversity In Our Robots lina.baboorally@outlook.com

Diversity In Our Robots explores the grounds that there is a lack of diversity in the field of Artificial Intelligence, which is evident in the design of our virtual assistants and our conversational robots. Different identities are now emerging into mainstream society. Voices of those from various backgrounds are being heard, being seen. Our machines are a reflection of us, our values, expectations and more often than not, our prejudices. Biases are being replicated unknowingly into their designs, unintentionally excluding groups that are missing out the benefits of AI based technology and further being marginalised. Representations of robots and Artificial Intelligence in films are those of European descent, and the casting majority is also of white European descent. Women, people of colour and different gender identities are either poorly misrepresented with stereotypes or not represented at all. This series attempts to challenge pre-existing biases and stereotypes by representing those of various gender identities and diverse ethnicities in robotic design, empowering these groups.


BA (HONS) GRAPHIC + DIGITAL DESIGN

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Edvinas Reika Cinema is Always Beginning edreikadesign@gmail.com

Cristina Chitoroaga Scent by the Sea christinaspire.com

The “Scent by the Sea” implies research on the importance of humans’ perception for design, with a focus on the sense of smell, hearing and sight. It represents a continuous journey that seeks to discover aspects of the human - sea relationship. The purpose is to engage the audience on a sensory level by creating an immersive space and placing the scent, visual and sound objects. Natural water inspires with its power and immensity, calling us for respect and sustainability. The impressed meanings of what we see, hear and smell when appreciating unique moments of tranquillity in correlation with haptic technologies, help to obtain illusory effects, but also confer possibilities for endless reflections. Dissimilarities between inner and outer world communicated through human creation are controversial and exciting subjects that helped me to unify, transform and move the “Scent by the Sea” project to surprising directions.

→ This typography-led project transforms popular movie scenes into text-only design outcomes. It highlights character dialogue by removing all other elements from the viewer’s immediate perception of the scenes. The transition from a visually rich experience to a flat, two-dimensional one, reveals how we prioritise information and allows the viewer to explore new ways of experiencing these well-known scenes. The reductionist approach opens up space for interpretations of character dialogue by exploring how conversation shifts as the scenes unfold. The design decisions which informed the layouts were made from my personal experience of the movies, but I invite the viewers to make use of the lack of information and see how this shifts the meaning of the scenes for them personally.


BA (HONS) GRAPHIC + DIGITAL DESIGN

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Cam Royal Prominence hello@camroyal.co.uk

→ Through the use of found material in Shoreditch, London, this image aims to analyse how high resolution scanning and cropping can be utilised to convey a thought provoking landscape exploring the concept of prominence in street art culture. Material Landscapes act as an example of one of the many tests within the Prominence project to identify systems in which knowledge of street art can be used to educate viewers, in order for them to try and understand graffiti, poster plastering, self-advertisement and illustrative design processes. The desire to educate and inform stems from the notion that many onlookers of street art are not able to make connections with the visuals they are looking at due to lack of street art understanding, causing disconnect between the artist’s intent and the audience’s perception.

Jake Boreham Perception of Desirability jakeboreham.com

What factors play into our development of taste and desire? What makes us aesthetically intrigued by the inanimate objects we seek to own? The brand? Materials? Innovation? Sentimentality? This project aims to explore the facets of desirability and interrogate the thought process of both the designer and purchaser. From how a product is presented to an individual down to such simple factors as its appropriateness and affordability. Through sustained testing in Art Direction, Photography, Copywriting, and 3D Deconstruction I hope to explore the limits of desirability and begin to understand how we as designers can and are manipulating them.

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BA (HONS) GRAPHIC + DIGITAL DESIGN

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Megan Swaffer Data, A Commodity meganswaffer@gmail.com meganswaffer.co.uk

↓ The latest tech gadgets are marketed to society as ‘time-saving’ smart assistants, which could, on the shiny chrome surface of it all, alleviate the mundane and free us from our busy on-the-go lives. Fulfilling our desire for instant gratification and in some cases even the promise of heightening our social status. As appealing as this sounds however, like most idealistic dreams, there is an ongoing exchange hidden within consent. Data, A Commodity aims to challenge viewers to consider their own data output and reliance on smart technologies and social media. Uncovering a deeper darker side to these platforms and what constitutes an exchange of personal data for services. Big tech companies have infiltrated our homes, with mass data gathering, purchase predicting, socially integrated and influential machines. Altering society's understanding of privacy and in some cases influencing personal choice. But that's ok, after all we have nothing to hide, right?

→ Typography is the visual representation of the written information which surrounds us. From early research and my dissertation, I believe that the role of the artist or, in this case, designer, is to inform the public of the factors which are altering our ecosystem, especially to inform those who are not considering it as a problem. My outcome is a book divided into four chapters, using each of the four classical elements : earth, air, fire and water, as mediums of contextualisation of climate change, showing both the scientific and the emotional sides of our environmental problems. The scientific side is presented in the style of an academic journal, whilst the emotional side is expressed through a typographic interpretation of chosen poems in regards to climate change. This alternative way uses expressive typography to spread a deeper understanding and awareness of climate change. The purpose is to stimulate a reaction and emphasise the idea that scientific information alone is not enough to create engagement with the public.

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Guia Colombo The fingerprints of Climate Change guia.colomboa@gmail.com guiacolombo.com

BA (HONS) GRAPHIC + DIGITAL DESIGN

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Guia Colombo The fingerprints of climate change

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BA (HONS) GRAPHIC + DIGITAL DESIGN

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Aimee Rudd Self aimee.rudd@hotmail.com

Through the concept of ‘Self', I wanted to use illustration to generate the emotions and the state of mind that can take place in the active days of a menstrual cycle. Most of the female population will understand what they see here and be able to reflect on their own feelings and experiences during these days each month. Although the stigma which still exists in relation to female periods is a serious subject, I wanted the characters and the circumstances in the designs to have a light feel to them, smiling and laughing in the face of adversity.

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Kelsey Wanamaker Posecodes hawk-maroon-nacc.squarespace.com

Stereotypes are often seen as restraints rather than an opportunity to connect people through their commonalities and differences, even if that means you are known as a smelly hipster with a nicotine addiction and a trust fund to fall back on when the “fine artist” thing doesn’t work out. ‘Posecodes’ is a branding project bringing together and celebrating London’s diversity by highlighting some of the many boroughs, through stereotyping and humour.

BA (HONS) GRAPHIC + DIGITAL DESIGN

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Yi Ting Liong Is it Essential? liongyiting0@gmail.com yitingliong.com

The question that should be on everyone’s minds during this uncertain time is. Is it essential? Misinformation has been spreading just as fast as the Coronavirus. Due to the recent outbreak, people have been looking for answers to ease anxiety, from panic-shopping to finding unproven cures shared through different platforms on social media. Are they buying a particular product because of speculated health claims, because of a person in power? Or are they buying it because it is necessary? This concept is aiming to catch consumers in the moment, to encourage people to stop and question their purchasing power. A small but direct message to spread scientific information instead of misinformation.

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Shivani Panchal Imagine what I see shivani.panchal@hotmail.com shivanipanchal.com

Perceiving and concluding a visual perception varies from person to person. For some it is dependent on their past experience and their ability to extract information from their surroundings. But for those with a visual impairment the perception can be distorted according to their condition. It is this difference that interests me and how I can influence my work to make others aware of visual impairments. This collection is a representation of some of the visual impairments experienced by myself. They range from minor conditions such as floaters to having double vision. I have used different materials and techniques to represent some of these impairments to help in understanding how they impact visual perception.

BA (HONS) GRAPHIC + DIGITAL DESIGN

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Oliver Spencer A Divided Society ospencer.graphics@gmail.com

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� The Corona virus pandemic swept across the world and brought all society to an abrupt halt. We have become separated from the people we love or required to live in close confinement with them, as a result we now notice all the everyday things we had the freedom to do but did not appreciate. This project tells my own personal narrative as a COVID survivor of that divide and separation, using photography as a medium to host these devices which act as links to the societal freedoms we can no longer enjoy, as well as speaking to the new barriers that have been placed into our society.

BA (HONS) GRAPHIC + DIGITAL DESIGN

Rezija Taubere New Dimensions taubererezija@gmail.com

↓ With the rise of technology and artificial intelligence in design and art, it is often feared by creatives that advanced technologies might take over the industry. I want to show that technologies should be celebrated and seen as new opportunities for constant learning and even more, possibilities to create something never seen before while still having a human being participating. We should collaborate with technology instead of fearing it.

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Samuel Clutterbuck Failure samuelclutterbuck@outlook.com

→ Failure is something everyone goes through, It is only natural that we come to fear it. After all since an early age we are taught that failing and being wrong is punished whilst those who succeed gain praise. However I aimed to question this perceived notion of failure through a small personal pocket sized book. One side of the book portrays the traditional view of failure with success being idolised and failure feared. By putting so much emphasis on success it eventually leads to a point of no return where the fear of failing is so large that you begin to sacrifice your progression towards future success and creativity just to hold on to your current success. Alternatively if you flip the book it shows a more colourful creative approach to failure treating it as something more fluid that in fact pushes you towards success rather than being a force stopping it. I believe that this approach of understanding and embracing your failures is what pushes creatives to grow and improve.

Jordan Hurren Motion through Colour jordanhurren@live.co.uk jordanhurren.wixsite.com/mysite

Colour has always been a powerful tool when it comes to communication, influencing our perception and emotion through a constant state of flux. Our interaction with colour is only understood through experience. This project aims to challenge our understanding of colours and how we engage with them.

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↓ As a designer I have looked for various ways of introducing raw materials like concrete to my work. When I was given a brief to introduce typography within an environment, this became a great opportunity to use the skills I had gained in my practice. We see concrete everywhere in our daily lives, we see it on buildings, roads, paths, and other urban environments. As we all know the material comes in all shapes and sizes as it can me poured and moulded. I decided to introduce typography within a garden environment by casting different letters to make benches and planting areas. I then used plants from around my garden to help create a realistic model.

Angus Bonner Typography in Nature

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Harry Cambridge Composition // Remediation harryvcambridge@gmail.com

Fuelled by passion for film, ‘Composition // Remediation’ is a series of images exploring the translation between framing and composition within the forms of both film and design. Through an investigation of photography and cinematography techniques, an understanding of the ‘grid’ is formed, allowing visuals to be framed and positioned in specific ways which presents information to an audience such as narrative details. These same techniques are shared in the vocabulary of many other art forms, including graphic design, where scale, hierarchy, texture and positioning is just as important as it is in film. This project attempts to create a conversation on composition in art, using the two different forms and uniting them in an example of one single visual, as a concept of remediation.

BA (HONS) GRAPHIC + DIGITAL DESIGN

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Asher Punzalan East & West. Culture through Typography. asherpunzalan@gmail.com asherjpunzalan.co.uk

The word culture can be described as the way of life, especially the general customs and beliefs, of a particular group of people in a specific time. From this definition, we can say that forms of culture can be originated from specific areas. This project has focused on investigating and showcasing the differences and similarities between the Eastern and Western Culture through typography.

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Andrew Lawson-wood Designing Rubbish andrewlawsonwood.com

As a society of consumers, rubbish surrounds us, both physically and metaphorically. When only 9% of the worlds plastic is recycled we have to ask ourselves — Are we really living in the age of sustainable design? Waste, including recyclables pollute our land as we enter The Anthropocene, the new human layer of earth. Through time, our objects remain as artefacts holding design languages of our era, from The Mobius Loop designed by Gary Anderson, to crafted structural detailing. As a collective we have to question what it means to see such symbols of sustainability pressed into the earth, existing as our legacy left behind for future generations to discover. These fossils present the clear negligence of our current considerations towards legacy. The messages we leave behind communicate a harsh reality of the supposed age of sustainability we're living in, using the layers of earth as our time capsule to contain the objects of our humanity. You must ask yourself  — Is this your legacy?

BA (HONS) GRAPHIC + DIGITAL DESIGN

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Andrew Lawson-wood Designing Rubbish

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BA (HONS) GRAPHIC + DIGITAL DESIGN

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Junyin Gibson Paper as a Medium junyingibsondesign@gmail.com junyingibson.myportfolio.com

As a designer, I rely on paper as a key medium within my discipline and practice. Paper is a medium which surrounds us all in our daily lives. It comes in many different shapes and forms and is used by individuals of all disciplines. We see it everywhere, A4 sheets stacked up in commercial offices, magazines and newspapers, birth certificates, within our passports. It contributes to the routines of our lives, changing the way we as humans move and interact. Marshall McLuhan, a philosopher who devoted a lot of his life to media theory believed that ‘a medium affects the society in which it plays a role not by the content delivered over the medium, but by the characteristics of the medium itself.’ At what point does the content become more important than the medium itself? Do we as individuals underestimate the importance and characteristics of mediums within our community? This project showcases, as a designer, my experience with paper.

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Kieran Rai Sanskrit Phonetics kierankrai@hotmail.com kieranrai.com

BA (HONS) GRAPHIC + DIGITAL DESIGN

Sanskrit is an ancient outdated language that has been the source of many dialects but, over time has become a language that has almost disappeared due to, the importance of knowing a universal language for the ease of communication. The Devanagari script is made up of consonants and vowels as a phonetic alphabet which is the key exploration of how they differ from English in terms of sounds and structure. These representations are showcased by exploring the sound wavelengths of the differences and similarities to help understand why it is important to keep the knowledge of the script relevant and what makes it different from a universal language.

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→ Remnants is an experimental design project and a showcase of my personal commitment to combating single-use plastic waste. The project explores the functionality of using discarded or waste plastic bottles as a means for joining materials together. Bottles polluting the natural environment are collected and then turned into tubes or shredded into plastic joining rope. The plastic is threaded through or around another material and then heated to firmly bind the materials in place, providing a free and accessible bonding agent for building functional structures, whilst saving the environment. Every structure created is unique as each bottle and the materials have all come from different places, retrieved from the natural surroundings. Remnants hopes to encourage other people to use design and creativity as a method of tackling plastic waste. This joining method is a starting point in a unique conversation to get involved in the project and apply it to places that could benefit from it. In some countries “Remnants” could make a huge difference, promoting environmental change and empowering people through making inaccessible items like furniture and tools cheap and available. Each Remnant houses an array of irregular and spontaneous attributes discarded by humans, which when brought together by this technique create their own narrative and history.

Jamaal Purcell-Edwards Fighting Spirit jamaal.14@hotmail.co.uk jpegraphics.myportfolio.com

↑ As spectators of the sport of boxing, words such as brutal, barbaric and emphatic are ways in which we often describe the sport. Yet, this is not the case of the noble art athletes engage in. Fighting Spirit is a project that deals with movement and motion in relation to boxing by considering how a boxers movements might look like from different perspectives as well as taking into consideration what the physics or dynamics of movement are (speed, impact, power, accuracy, weight and endurance). The environmental graphics are used to motivate boxers within boxing gyms; aiming to illustrate the controlled ferocity, the innate skills and the traits that boxers possess when stepping into the ring and engaging in combat. Furthermore, Fighting Spirit aims to present boxing under a new light by expressing the beauty in the art of the sport through the aided use of bold, colourful and the dynamic nature of the typography and patterns, actively bringing added energy to the fighters of the space within the gym. Through sustained testing in art direction, photography, videography and motion graphics I hope to change opinions of boxing.

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Calvin Power Remnants calvinajpower@gmail.com calvinpower.com

BA (HONS) GRAPHIC + DIGITAL DESIGN

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Calvin Power Remnants


BA (HONS) GRAPHIC + DIGITAL DESIGN

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Hakim Ben Ahmed Shame–less hakim.ben@gmail.com hakimbenahmed.com

Our body is complex, capable of doing things that even the best machines would not be able to. Yet, we are primarily concerned with the judgement of others, whilst blind to the omnipresent, innate visual beauty of our forms, lines and textures. Ideal beauty is a defining preoccupation within the world of media. But this is an ill-fated pursuit, an unrequited desire for enchantment that is unattainable in reality; instead, there are often grave internal implications, such as on mental health, that accompanies these externally situated judgements. This project consists of an album that liberates personal expression and a critical exploration of the concept of beauty.

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Riki Hasegawa Emotional Colour riki.hsgw@gmail.com

The colours can be described human emotional and behaviour from the psychology of colour is based on the emotional effect that colours have on how you feel by sight of people. Our surrounding there are many colours use as a symbol that can be influencing people emotional without the state or text but it all depends on how the colours are being used the way of different colour use can affect emotional in various way. The project is visual design focus on 6 basic of human emotional by creating the colour of combination with a part of body is the linking theme and playing with eye, mouth, and hand that represent the meaning of happy, sadness, fear, disgust, anger, and surprise. The colour can also influence a person's mental by sight that try to communicate the emotional to the audience through colours of warm and cold tone in each poster.

BA (HONS) GRAPHIC + DIGITAL DESIGN

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Faye Ramsey Style Attributes within Interiors byfayealexandra@outlook.com fayealexandra.com

↓ Despite being constantly amongst interior design, it’s rare that we pay attention to the details surrounding us. I wanted to take a deeper look into different interior design styles and what attributes they may carry. The use of materials, colour, layout, textures and furniture all play a huge role in helping to differentiate one style to the next. Over time many design styles have merged and evolved into one, which leaves us with broad range of different styles to choose from. I selected eight styles that are seen to be most commonly used and have illustrated their attributes amongst five rooms that are used the most; bathroom, bedroom, dining room, kitchen and living area.

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Victoria Lawless Freedom of the Feed victorialawless23@gmail.com victorialawless.com

↑ Who can dictate what we can and cannot post on our social media platforms? Who is to say what is right and wrong to post? Social media was designed to allow people to share photos, moments and ideas easily between friends and family, when did this stop and when did the competitive nature for the most 'authentic' moment begin. Originally based on the anger and annoyance of people capturing moments for social media rather than enjoying the space they were in. The freedom of the feed is a project that stops the 'but why' questions and starts the appreciation of aesthetics and beautiful design for what it is.

BA (HONS) GRAPHIC + DIGITAL DESIGN

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Rebirth is a 12 month project that focuses on creating various apparel garments made from waste materials while utilising and developing sustainable methods of production. As a individual who has often bought into trends like fast fashion and lives within a throw-away society, I wanted this project to challenge my ability not just as a designer and maker, but also as an individual to create garments that could be wearable, functional and look visually pleasing to a wide audience while still reflecting on my personal relationship with sustainability. Throughout the project, I made garments using a number of materials, for example, plastic bags, old and disused CDS/DVDS, plastic bottles and paper/card as well as testing various methods of constructing a wearable garment, also using materials found in a domestic space, with the aim to spend as little on materials as possible. The design process of the garment was also another key factor to consider similarly challenging me to work with new processes and methodologies directly linking to the world of fashion.

Travis Oakman Rebirth travismoakman@gmail.com

BA (HONS) GRAPHIC + DIGITAL DESIGN

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Adam Beanlands A LGBT Timeline adamlloyd672@gmail.com

→ LGBT rights throughout the UK have progressed in many ways over the years our country has come to existence. This timeline aims to visualise this through building a tower of progress for each century, implementing colours taken directly from the LGBT flag.

Sophie Baxter Covet sophloubaxter@gmail.com

↑ Combating false representation of the brand Pretty Little thing and applying it to the false representation of beer being a ‘man’s drink’. Through using similar brand identity as the fashion brand Pretty Little Thing, this poster aims to show the false representation of the brand from its photography to their work offices/ warehouses. Owner of the brand Umar Kamani wanted to create a dream world and he has done this by including fake palm trees, pink cars, fantasy animals such as unicorn as well as going even further to make sure the models are photographed in the best exotic locations all to which create this ‘dream world’. However, this is a false representation of everything, we can’t all be in these luxury locations or look as perfect as all of the models used to represent the brand. This is shown through the packaging design of Covet, another false representation is that beer is classed as a ‘man’s drink’. Therefore, I have applied the pretty pink dream like brand identity of Pretty Little Thing and applied to something that isn’t expected to show the false representation on beer. It’s not just for men.

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BA (HONS) GRAPHIC + DIGITAL DESIGN

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Adam Beanlands A LGBT Timeline

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BA (HONS) GRAPHIC + DIGITAL DESIGN

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Kevin Neville Statement of Contradiction krn121986@gmail.com

My entire project is based around contradictions. I wrote what my view of how I see myself, However many people could read it and think they are reading a poem others think its a statement. But everything contradicts with the following line.

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Roberta Sliciute Exploration of Fears through Imaginary Creatures slroberta99@gmail.com

You can look at any civilisation and you will find, that it has folklore rich with various magical creatures. At the first glance it may seem, that these creatures are just fruit of someone's imagination, but they are actually way more than that. After looking into the backstory of the creature’s creation, you will be able to learn something about its creator. One aspect that has interested me the most about magical creatures, is monsters. People tend to imagine scary creatures, that represent their fears. Creating physical manifestations of a fear, helps a person deal with the said fear. That is why we have so many mythical monsters, they helped people understand and express their fears. That is where I got an idea for my project. I am creating an animation that will express my personal relationship with my fears. I am creating monsters and a narrative that explains them. My animation is loosely based on 5 basic fears (extinction, mutilation, loss of autonomy, separation, ego death), going from non-complicated to deep fears.

BA (HONS) GRAPHIC + DIGITAL DESIGN

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→ Melting Away explores the self-projection and relationship with sexuality and sexual liberation within society while being part of the LGBTQ+ community. The series of shots aims to expose those negative words/slurs and reclaim them as a way of empowerment. The project counts with a video where the word ‘shame’, made out of ice cubes, can be seen melting away leaving nothing but water and mirror pieces that it had within: highlighting reflection and mirror as the weapon through which one can find strength, acceptance, self-love and finally: empowerment.

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Ivelina Nikolova #5things that Ruin our Relationships ivelina.nikolova94@hotmail.com

The way people mainly communicate nowadays is completely unknown for older generations. Back in days there was not such a thing like smartphone even not to mention "Facebook" or any other social platform. But somehow, they managed to keep their relationship unbreakable. What do we miss today in ours? What has changed?

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Nicolรกs Herrera Giraldo Melting Away nicolas_hglg@hotmail.com nicolashglg1997.wixsite.com/nicolashg

BA (HONS) GRAPHIC + DIGITAL DESIGN

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Jaimee Wan Hidden Dangers in Design jaimeewan@gmail.com

In this world with many designs supposedly tailored to all, it has be researched that this is far from the reality. Testing done on products are not tested widely enough for different body types. This is harmful to the minorities for example in the current setting of surviving COVID-19, masks are made "one fit all". This means for smaller people or women, there are gaps for pathogens to go in as they're too large. The project aims to bring awareness to the possible dangers and how they may be overcome. It is important to consider other design needs of different characteristics since it can be different to each person. However the expansion on different features for different people is invisible in the current world, and this needs to be changed.


FEMINIST

FEMINAZI

quest for power

quest for equality

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all men aren’t necessary

feminism sexist

supremism

delusional

incorrect

radical

against equality

Ruby Manasco Rebranding Feminism ruby.manasco96@gmail.com

Feminism has experienced many negative connations as the authentic definition has been tarnished by radical views and extreme beliefs. I wish to rebrand, re-educate and shed light on these negative connotations and stop the pejoration of the term.

BA (HONS) GRAPHIC + DIGITAL DESIGN

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BA (Hons) Animation OUR ANIMATION DEGREE provides a flexible and expressive programme of study that encompasses Animation in many varied forms. Students start the degree by exploring animation (both practical and theoretical) as well as more technical areas which are highly sought after in industry. This includes understanding how assets move through the animation pipeline, from sketches to final product. The student then moves on to explore more detailed animation practice, including digital sculpting, industry standard renderings, character animation and immersive environments design in order to finesse their approach to the field. Optional modules help students develop specific skills for work in games, VFX, film and television. The degree develops in the final year into a flexible and supportive set of interconnected subject areas, where students are free to work on their specialist areas as well as developing their academic skills through their final year “final major project� work as part of their research.

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Eleonora Laddago Aurora Isle ele.laddago@gmail.com eleonoraladdago.artstation.com

A fantasy world in Virtual Reality. The player will be the protagonist of the artwork and will be able to explore a natural landscape populated by a blend of familiar and surreal, fantastic elements. There will be no ‘guide’ for reading the world so that players are allowed to explore it at their own pace. The in-game elements are based on observation of real natural elements, and re-elaborating and re-constructing those to create some new readable components, based on the works of Hieronymus Bosh and J.R.R. Tolkien. The software used for modelling and programming are Maya and Unreal Engine, the software used for texturing are Substance Painter and Quixel Mixer. The prototyping will be done on HTC Vive connected with Stream VR. The picture shows a first prototype of the project.

BA (HONS) ANIMATION

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Jibraeel Maknoon My Moon jbmaknoon@gmail.com

My 3D animated project is a representation of a faun’s memory of a love thought forever lost. In that memory setting I intend to show the revere he has for her through her celestial representation as a Moon dancing ballet on a bed of stars to a piano symphony, Clair de Lune by Debussy. Her ballet performance will be the main focal point of the piece for two main reasons. The first being that I convey my intended narrative through the choice of symphony and my choreography of the performance. The second that I am able to maintain the elegant essence of the art of ballet; being that ballet is an art centred around the human anatomy and I will be adapting it to the anatomy of a female faun whose lower half is goat. I have also opted not to add much detail to both characters in my animation for these reasons. I would rather my audience be immersed in the beauty of form than get lost in the details. This is also why I chose to have the male faun simply represented with a matte white texture of a sculpture, and a bright moon for the female faun.

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Charlotte Solly A Moment in Time Charlottesolly10@hotmail.co.uk

This is a hybrid animation merging both stop-motion and 3D animation focusing on creating an empathetic connection with the audience. It is a short animation about a schoolboy who is dealing with the grief of losing the love of his life. The animation will translate the feeling of loneliness and isolation that becomes apparent when dealing with any kind of loss. The animation consists of mixing a range of different techniques and platforms including both 2D and 3D art styles which allow the audience to differentiate between the past and present. With inspiration from the likes of Tim Burton’s use of colour and character design to Disney’s meaningful storylines, this animation showcases a range of different techniques used to make the audience empathise and understand the characters emotions.

BA (HONS) ANIMATION

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Michael Greene Tsushima michaelgreene298@gmail.com artstation.com/magnafauxe

My Final Major Project was focused on accurately recreating a real location on the Japanese island of Tsushima, set in the early 1700s, using my own photoscanned materials and assets from the Quixel Megascans Library, to create a photorealistic rendition of the Hekireki Shrine in the northeast of the island.

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Harold Almeida Dreams harold.z.x@hotmail.com

Voyage in my dream: For my Final Major Project I wanted to recreate and explore the world of dreams in a game. The main character in this game was inspired in my own dream experiences. I wanted the character to be able to jump on an adventure to search for his most loved toy. The game is designed for the player to advance to different worlds and at the same time get closer to his toy. During this voyage, the player will get on a range of difficulty levels. All worlds were recreated from memories of people I know and my own personal experiences. Having the player to recover his toy came from my own memories coupled with research that implied dreams were based in our creativity combined with our daily life moments. In this game I used the idea that a boy usually fears to lose his favourite toy and, Â if goes to sleep with that thought, the result would be him dreaming his toy was taken away and he nows needs to get it back.

BA (HONS) ANIMATION

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Oana Poenaru Two Again poenaruoanamaria@gmail.com

The final major project’s main theme was bereavement, the purpose was to accurately portray grief in a way that the audience can relate to both the story and characters. In order to get a satisfying result, this project’s focus was on the delivery of a strong visual representation through facial and body language.

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↓ One of the first genres to be established with the advent of film is Horror, and as such these films have evolved immensely over the years, matching the cultural landscape of the times in which they were produced. As the context of these films have changed, so too have the techniques employed to bring the monsters they feature to life. In my project I chose to investigate what makes us fear horror monsters, and also what techniques are used to make them reality. The first half of my project involved the most common method of creature effects in the last decades of the 20th century: latex prosthetics. I was able to create a mask using the same procedures as those that made the Xenomorph, Freddie Kreuger and The Thing the iconic creatures that they are. I decided that for the second half of the project, which was to be made entirely digitally, I could experiment with the scale of the scene. A model was created, rigged, and composited onto footage that was filmed in my local area.

Scott Bowsher A History of the Horror Creature scottbowsher@hotmail.co.uk scottbowsher.com

BA (HONS) ANIMATION

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Oana Poenaru Two Again

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Patrycja Olejniczak Till Next Time p.n.olejniczak@gmail.com

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� My Final Major Project is a result of research looking at pagan believes, fairy tales and seasonal change, with a focus on character design-driven animation re-imagining Winter and Spring as two characters. The animation starts with Winter as a character whose presence froze the ground, showing the cold and harshness of life, but at the same trying to show that Winter can be gentle and beautiful. When he meets Spring again, he walks away to let earth to take a fresh breath of new beginnings. This story idea led me to the project where I worked on character design experimenting with how I could portray seasons and create an environment where these two characters could interact.

Nathalie Puetzer Revenge is warty nathalie.puetzer@gmail.com artstation.com/nathaliep

The tale of a witch's failed curse captured in a CGI still life. This project is based on the methods of visual storytelling used by classical painters.

BA (HONS) ANIMATION

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Pria-Rose Rodriguez iDivine priarose@hotmail.com priarose.tech.blog

A Transmedia project re-envisioning Divinity from Renaissance art through modern technology and storytelling frameworks. The unorthodox retelling of Divinity, based on Raphael, Sassoferrato and Michelangelo, is translated into an RPG and an Augmented Reality experience. iDivine harnesses the provocation of the original Renaissance works that question the artist's veiled criticism towards power through hidden meanings in their symbols, shapes and form. The inception took place at Vatican City, viewing Michelangelo's work in-person and following a Professor Langdon approach to piecing the clues of religious meaning and representation.

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Rachel Knight Divided rachelknight98@hotmail.com rachelknight.artstation.com

My Final Major Project is focused on body language and how it expresses emotions. I researched into how other animators have successfully been able to tell a story and trigger emotion in their audience simply through the movements of the characters rather than focusing on the facial expressions or dialogue. It portrays a mother and son who are separated and try to reunite. I have enjoyed modelling my characters and the environment they are in and bringing them to life to tell a story through this animation.

BA (HONS) ANIMATION

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Andrew Cunningham Forsaken gandypandy12@gmail.com

My final project was all on the theme of horror, being a horror movie addict as well as having a deep interest in 3D and environment modelling this project gave me the opportunity to design an environment space focusing on this particular area of interest. Set in an abandoned cabin the focus of the project was on modelling and atmospheric lighting with key elements in the scene and exhibition space that help leave the narrative up for interpretation.

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Danae James Anŋik danae.james@gmail.com

BA (HONS) ANIMATION

This research project explores immersive storytelling using virtual reality. The project will also discuss the importance of these immersive experiences. It will be portraying an ancient myth in the modern world using modern technology. This virtual experience will show how groups can use animations and games in an educational way and to help carry on their cultural stories in a more futuristic medium. This virtual experience will explore the use of narrative elements and 4D techniques in how these elements can make a more believable and immersive experience for players. This virtual experience will use research of different types of narrative structures, like Ludology, embedded plots, interactivity, and simulating the five senses using 4D effects to achieve an immersive play where players feel as if they are a part of the environment.

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Francesca McNamee The Ocean's Call francesca.mcnamee@gmail.com

My Final Major Project is based upon the legend of selkies in Ireland. I did a lot of research into mermaid mythology across the world and how those stories have changed throughout history. Tales of sirens and Gods having a human body and a fish head were capturing, but my favourite myths of all were the selkie tales. My animation tells a story of a selkie who comes to land, falls in love and starts a new life. She is constantly tormented with wanting to return to the ocean throughout her life, but resists this to be with the family she’s created. As she grows old and her family moves forward, the call of the sea becomes too strong and finally she succumbs to its pull and returns to her home.

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Guney Kaplan Eye of Horus guneykaplan13@gmail.com

↓ My project is a short animation. This will be animated in 2D, it will be drawn frame by frame. The narrative will be very simple. It will be about the Egyptian god, Horus, who is left home alone while his parents Osiris and Isis go for a night out together. Horus is afraid while he is home alone, an eerie presence makes itself known to Horus and Horus uses his inner courage bestowed him by his father in an amulet, (The Eye of Horus). Horus transforms as does the evil spirit and they both do battle, until Osiris and Isis come home and Horus is happy to see them again. The animation will have sound effects and possibly music but will have no dialogue, conveyed more through actions and facial expressions/emotions. I wanted to try and normalise gods in a sense that they also had their struggles, fears and legends just like regular people. The battle scene will use a style seen in Japanese animation called “Sakuga� and will create more of an action-packed fight focusing on body movement and action and particle effects. Having hand-drawn animation will allow me to utilise this as I can use many well-known animation techniques like smears to create a fluid battle scene.

BA (HONS) ANIMATION

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Francesca McNamee The Ocean's Call

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BA (HONS) ANIMATION

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Alexander Beckinsale Water World alexanderbeckinsale1@gmail.com artstation.com/beckstation

My final project was all based around looking into how a city could be built and function with the pospect of high sea levels. I love 3D modelling and this project has allowed me to design a city and its transport, power and living spaces. As much as it might look perfectly reasonable to live in a world where high sea levels are the norm, its something we must avoid and work to prevent. I've used many different softwares to create my FMP and its been a really fun project to work on.

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Alfie McGrath Grayscale alfie_mcgrath@outlook.com

A short film, with influence from macabre and surrealist cinema, focusing on themes of seclusion and mental illness. My aim is to create disturbing feelings within the audience as they dig for meaning amongst the madness. The film is filmed in black and white with a 1x1 aspect ratio.

BA (HONS) ANIMATION

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Alfie McGrath Grayscale

BA (HONS) ANIMATION

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→ A virtual reality experience within a stylised fantasy themed world created to replicate the sporadic nature of a dream. This immersive experience will have the player on a boat ride, drifting along a riverbank to explore the linear world at a steady pace. This project aims to demonstrate how indistinguishable time is while dreaming compared to reality through symbolic messaging. All elements within the 3D environment are representations of reality and some are re-imagined for the purpose of demonstrating the distortion of reality in a dream. The software used to create the models for this project are a combination of Pixologic ZBrush and Autodesk Maya, the software used to create textures are Substance Painter and Substance Designer, and Unreal Engine was used for programming. The image used shows an unfinished version of the final product.

Leon Sebunya Downstream leonsnoel@hotmail.com artstation.com/in-3d

↑ The final product for this project will be a short 3D animation about the Grim Reaper and how he falls in love with life.

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Erika Cardona Pulvis et Umbra Sumus e.c.marin@hotmail.com

BA (HONS) ANIMATION

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Liam Gallacher Fast Forward liam5555g@hotmail.com liamlavignejr.artstation.com

When a prosthesis specialist struggles to design a prosthesis that fulfils physical disabilities, he travels to the future to find his future self with a revolutionary prosthesis that changes the way we live forever.

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Lukas Pilipas Wish it would be different lpilipas@gmail.com

My final major project it will be short 3d animation about facial expression and she is like a god of world. and shows her sedness waht we doing with the our planet

BA (HONS) ANIMATION

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James Lee Wolftown j4mes.alwynlee@gmail.com

For my project I looked at exploring the relationship between music and animation, focusing on ways the visuals can add to or improve the audiences experience through a variety of different methods, in order to add more depth and immersion to the piece of music created. I produced both the music, and the animation for this project as I wanted to see the impact that it would have on the final result when working with both mediums, comparing it to the research I had done where many animators worked with already produced music to give them inspiration for their designs. ‘Wolftown’ is the title of the song that I made and thus the title of my project. The name links to the themes and narrative told within the lyrics, exploring areas of mental health and issues present in society. By exploring areas like audio / visual sync, design aesthetics, colour and visual representation, I was able to produce better animated visuals that matched with my music and the themes within the song, to create an exciting and more immersive piece.

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Nathalie Orozco The Rise of the End natcat0820@gmail.com

BA (HONS) ANIMATION

The Rise of the End explores London in a future where humans have exploited the earth and nature no longer decides to play along. The environment is a futuristic representation of London in which we can see the brilliance and grandeur of human engineering, and yet it is even more brilliant without us. The key component of change within this environment is rising sea levels; which is an issue that has become inevitable within the last few decades, and within a few more it may be the reason humans may have to abandon some of the most powerful and culturally significant cities humanity has ever constructed. The data gathered to create the 3D model came from government sourced LiDAR data which was then manipulated to create a solid 3D model of central London. This was then imported into a game engine, buildings, textures and water were added and a cinematic walkthrough created within the engine. The result is a nearly utopic city in which buildings and nature continue on without us. The interactive experince of riding through the city is meant to inform and remind the audience of what we have now, but could esily lose soon if our actions do not change.

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MA Web Design + Content Planning THIS PROGRAMME HELPS YOU DEVELOP the skills needed to plan, design, build and promote websites to a professional standard using contemporary principles and techniques. Across six integrated, core modules, the programme covers three key areas of web design practice: technical, functional and aesthetic. The technical area includes the three core front-end technologies; HTML, CSS and JavaScript, and the key principles and philosophies which guide their use. These include, Web Standards, Progressive Enhancement, Responsive Design and Mobile First. Relevant back-end technologies such as PHP and MySQL are also included. The programme also covers WordPress theme design and an introduction to other content management systems. The functional area includes topics such as User Experience Design, Accessibility, Content Strategy, Information Architecture and Search Engine Optimisation. Such areas are not peripheral to web design. This programme takes a holistic approach, giving you a broad understanding of the web design industry. The aesthetic area includes the principles of graphic design, including Layout, Composition, Typography, Colour, Identity and Branding. In each case, aesthetic principles are backed up with technical implementation. All assessments for this programme are based on project work. Ultimately, the three fundamental areas of web design are indivisible, and this programme takes an integrated and balanced approach. Theory and practice are given equal weight.

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School of Design Dr Benz Kotzen

Research + Enterprise

Research and Enterprise Lead


The creation of the School of Design in August 2018 has created opportunities for intradisciplinary as well inter and multi-disciplinary research and other collaborations across the School, the University and the wider world. Building on the multitude of disciplines that the enthusiastic and talented staff bring to research, we are providing opportunities to grow research and enterprise, creating our mark, fashioning centres of excellence in a variety of fields encompassing the theoretical, technological, scientific and the creative. We now have 3 research groups within the School including DARE (Digital Arts Research and Enterprise), INTENT RG (Integrated Nature and Technology Research Group) and the Captivate: Spatial Modelling Research Group. Whilst DARE focuses on the main design areas of the School, INTENT concentrates on the integration of technological solutions with nature based solutions in the built environment and Captivate utilises digital above and below ground technologies to reveal every aspect of the world in great detail, starting in our home area of the World Heritage Site of Historical Greenwich and particularly in Greenwich Park. Whilst preparing for the School of Design’s submission to the Research England Framework 2021 (REF 2021) it is abundantly clear that our research has the significance, originality and rigour that Research England desires and the social, environmental and economic impacts that will make the world and the lives of people better, healthier, more sustainable and even more enjoyable and happier. Our REF submission, brings together an abundance of high quality 3* and 4*outputs which illustrates the rich, broad vein of research activities within the School ranging from practice-based research, to experimental scientific and theoretical studies. Our research carries us across European and continental boundaries, where we are involved in, for example, the INTERREG ‘EYES - Empowering Youth through Entrepreneurial Skills’ project. With institutions in Switzerland, Slovenia and Spain we are preparing the first undergraduate course in aquaponics (Aqua@teach). In response to the Grenfell tragedy, we are working with the University’s Fire Safety Engineering Group on living walls and how these can remain an asset to the built environment whilst most importantly to minimise the risk of fire. Other long term and important research areas include ‘Diversity and Inclusivity by Design’, the ‘Internet of Bodies ‘specialising in the future human, body responsive technologies and immersive experiences’ and the series of ‘Smashfest’ festivals focusing on innovative methods in providing ‘equality, diversity and Inclusion in STEM and Arts education and careers’. Our research also has significant penetration in sound, music and cutting edge technologies with annual conferences in exploring the moving image and sound and in the ‘Loudspeaker Orchestra’ sessions exploring immersive multi-channel sound design and sonic art. We are delighted with the success of our PhD students over the last year (Dr. Chris Nunn, Dr. Mohammad Sakikhalis, Dr. Melissa Sterry, Dr. Julie Watkins and Dr. Russel Duke and the growth in our postgraduate MPhil and PhD research.

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