Programme information

New for 2019, our MSc Digital Design Innovation will offer an intensive one-year exploration of the latest opportunities and developments influencing digital design innovation. Teaching from renowned academics in the areas of digital technologies and design innovation will enable you to develop your understanding of the global reach of digital design innovation through potential new technologies and their creative use.

You will develop and enhance the skills needed to design and develop viable strategies for the latest digital products and services. Modules on cloud applications, digital processes and gaming technologies will provide you with the latest insights and training on how to operate in these areas. Teaching is based on current and original research being undertaken in both digital technologies and design innovation areas, to give you the opportunity to gain critical insights into the most innovative digital services and solutions.
 
This programme will appeal to students from a diverse range of academic and professional backgrounds, who have an interest in generating innovative ideas and design processes and subsequently turning them into successful digital services.

Entry requirements

Minimum of an honours degree (2:2 or above) or equivalent overseas qualification in a wide range of subjects. In exceptional circumstances an applicant may be admitted to the degree who does not possess the requirements mentioned, but who has substantial relevant work experience.

Overseas qualification equivalencies

English Language requirements

In order to be admitted onto any postgraduate programme at Loughborough University London, you must have a qualification in English Language, whether your first language is English or not. 

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Fees and funding

Tuition fees cover the cost of your teaching, assessment and operating University facilities such as the library, IT equipment and other support services. The tuition fees for 2019-20 entry are:

  • £10,550 (UK/EU)
  • £24,750 (International)

University fees and charges can be paid in advance and there are several methods of payment, including online payments and payment by instalment. Special arrangements are made for payments by part-time students.

View scholarships for 2019 entry
  • Develop your knowledge and understanding of key digital technologies and design management methodologies, as well as their practical applications
  • Develop your knowledge and understanding of digital innovation management, including the ability to spot trends and gaps in the market and to develop ideas that respond to identified needs
  • Develop your critical thinking abilities in order to evaluate the factors affecting the success of the digital innovation process
  • Through action-based learning, you will enhance employment skills essential to the digital and tech industries
  • Develop an overarching view of the context in which designers, innovators and technologists of the future will conduct their professions
  • Programme modules

    To give you a taster of the modules you can expect to study, we have expanded on some of the modules that are normally affiliated with this programme. All students must complete 9 modules in order to complete the programme. You must choose and complete five optional modules in total, and two of these must be completed in Semester 1. The remaining three optional modules should be completed in Semester 2.

    Collaborative Project

    With a multi-talented group of students, you will work on a brief from a real company looking to solve a real social or business problem.
     
    Together with your student team, you will research and build solutions to a business problem, supported by our project tutors, clients and staff. Previous clients include Foster + Partners, Speedo, The London Legacy Development Corporation as well as many other companies, start-ups and charities.
     
    The Collaborative Project provides a means for you to engage in critical enquiry and to be exposed to project-based teamwork in multicultural and interdisciplinary settings. By undertaking this module, you will strengthen your cooperative and collaborative working skills and competencies, whilst raising your awareness and appreciation of cultural and disciplinary diversity and differences.
     
    The Collaborative Project aims to provide you with a hands-on experience of identifying, framing and resolving practice-oriented and real-world based challenges and problems, using creativity and appropriate tools to achieve valuable and relevant solutions. Alongside the collaborative elements of the module, you will be provided with opportunities to network with stakeholders, organisations and corporations, which will give you the experience and skills needed to connect to relevant parties and potentially develop future employment opportunities.
     
    Learning Outcomes
    On completion of this module, you will be able to:
     
    • Work effectively in diverse and interdisciplinary teams;
    • Undertake and contribute towards a project-based development process;
    • Apply critical enquiry, reflection, and creative methods to identify, frame, and resolve issues and problems at hand;
    • Identify user and stakeholder needs and value creation opportunities, whilst collecting and applying evidence-based information and knowledge to develop appropriate insights, practices and solutions;
    • Identify, structure, reflect on key issues and propose solutions to problems in creative ways;
    • Enhance your appreciation for diversity and divergent individual and disciplinary perspectives;
    • Be able to provide structured, reflective and critical feedback to peers and other stakeholders;
    • Plan and execute a project plan including scope, resources and timing;
    • Effectively communicate ideas, methods and results to a diverse range of stakeholders;
    • Use multiple, state-of-the-art date media and technologies to communicate with collaborators;
    • Make informed, critical and reflective decisions in time-limited situations.
     
    Assessment
    100% Coursework consisting of:
     
    • 20% Group project proposal
    • 20% Individual reflection
    • 30% Final Project Report
    • 30% Project deliverables to the client

    Digital Services

    This module will discuss whether ethics should be designed within or outside of digital services, and will explore the systems and processes that are already being designed in digital services.
    The module will also touch upon various infrastructure and interface systems, as well as service-dominant logic.
     
    Key theoretical concepts of systems thinking, service-dominant logic (S-D logic) and ethics will be introduced through lectures and seminars in order to explore the complex interrelationships between these concepts and the strategic design management of digital services. Students will be expected to use their understanding of these key theories in analysing multiple cases of digital services. 
    Assessment
    100% coursework consisting of:
    • 30% Peer feedback
    • 70% Report

    Digital Design Innovation Project

    This module will build on the knowledge you will gain in the Design Thinking module by providing you with the skills needed to operate successfully in a digital design team. 
     
    The Digital Design Innovation Project is designed to follow an agile innovation process (e.g. sprints), so that you can develop and gain experience in the face to face and distributed product/service development process. 
     
    On completion of this module, you should be able to:
    • Critically analyse and utilise agile innovation process to a set real life problem
    • Appreciate how to work in an agile team 
    • Apply critical enquiry, reflection and design thinking methods to identify frame and resolve a set challenge
    • Utilise agile process to construct and manage the project
    • Analyse design thinking methodology to develop insights, identify the value creation opportunity and develop a concept solution.  
    • Design and evaluate concepts in the context of digital product/services
    • Assess the concepts in a manner which is understandable to non-designer and non-technical stakeholders
    • Manage their time and resources effectively
    • Use initiative and take responsibility
    • Managing diversity
    • Display evidence of self-organisation
    Assessment
    • 30% peer feedback, 
    • 70% reflective project report

    Dissertation

    The Dissertation module will equip you with the relevant skills, knowledge and understanding to embark on your own research project. You will have the choice of three dissertation pathways:
     
    • A desk based research project that could be set by an organisation or could be a subject of the student's choice
    • A project that involves collection of primary data from within an organisation or based on lab and/or field experiments
    • An Internship within an organisation during which time students will complete a project as part of their role in agreement with the organisation (subject to a suitable placement position being obtained)
    • By undertaking a dissertation at master's level, you will achieve a high level of understanding in your chosen subject area and will produce a written thesis or project report which will discuss your research in more detail.
     
    Learning Outcomes
    On successful completion of this module, you should be able to demonstrate knowledge and understanding of:
     
    • The importance of project planning;
    • The importance of a clear hypothesis or research question;
    • The ethical implications of research;
    • The relevant empirical data and methodologies for data collection or knowledge assimilation for the subject area;
    • Methods of data analysis and their suitability for the intended data;
    • The areas of expertise or publications of the major individuals or organisations in the subject or business area;
    • The previous research or current knowledge in the specific subject or business area;
    • Theoretical perspectives relevant to your chosen topic;
    • The most effective methods of presentation for data or knowledge;
    • Developing a clear, coherent and original research question, hypothesis or business problem in a suitable subject area;
    • Synthesising relevant sources (e.g. research literature, primary data) to construct a coherent argument in response to your research question, hypothesis or business problem;
    • Analysing primary or secondary data collected by an appropriate method;
    • Critically evaluating data collected in context with previously published knowledge or information;
    • Engaging in critical debate and argumentation in written work;
    • Applying principles of good scholarly practice to your written work;
    • Performing appropriate literature searching/business information searching using library databases or other reputable sources;
    • Planning a research project and producing a realistic gantt chart demonstrating your intended timelines;
    • Synthesising information from appropriate sources;
    • Demonstrating rational use of research method tools;
    • Selecting and using appropriate investigative and research skills;
    • Demonstrating effective project planning skills;
    • Finding and evaluating scholarly sources;
    • Engaging in critical reasoning, debate and argumentation;
    • Demonstrating effective report writing skills;
    • Recognising and using resources effectively;
    • Successfully managing a project from idea to completion;
    • Demonstrating commercial awareness or the impact of knowledge transfer in a business or research environment.
     
    Assessment
    100% Coursework consisting of:
     
    • 20% Literature review
    • 20% Research proposal
    • 60% Dissertation report/essay

    Optional modules

    Design Thinking

    The module will include: visualization, using imagery to envision possible future conditions; journey mapping, assessing the existing experience through the customer's eyes, using customer oriented data collection techniques; value chain analysis, assessing the current value chain that supports the customer's journey; mind mapping, generating insights from exploration activities and using those to create; design criteria; brainstorming, generating ideas; rapid concept development, assembling innovative elements into a coherent proposition that can be explored and evaluated; rapid ‘prototyping', expressing a new concept in a tangible form for exploration, consumer testing, and refinement; consumer testing; and storytelling.
     
    The aim of this module is to enhance your ability to use design approaches and tools for identifying and implementing human centred innovation opportunities. You will be expected to deploy knowledge learned in this module into parallel running Collaborative Project module.
    Learning Outcomes
    The module will introduce you to a systematic design-based approach aimed at identifying and implementing user centered innovation opportunities.
     
    On completion of this module you should be able to:
     
    • Identify when and how to use range of Design Thinking tools;
    • Select appropriate tools to inform project development;
    • Appropriate use of the Design Thinking tools in a parallel module;
    • Develop communication skills in diverse teams;
    • Developed a systematic approach to tackle complex projects;
    • Apply tools in a project context;
    • Work with variety of stakeholders;
    • Understand how to tackle `wicked' problems;
    • Be able to deliver a succinct presentation to communicate key facts.
    Assessment
    • 10% Presentation
    • 20% Peer Feedback
    • 70% Report

    Digital Application Development

    You will be introduced to MATLAB programming tools and environments, and will develop an understanding of programming in C++, a basic tool for developing digital systems and applications. Specific topics covered include C++ programing, objective foundation and advanced programming techniques such as class and structure, MATLAB programming skills and simulation tools.
     
    Learning Outcomes 
    On completion of this module you should be able to:
     
    • Demonstrate programming skills in C++ and MatLab
    • Demonstrate necessary programming techniques to develop digital applications and simulations
    • Show knowledge of programming structure and skills in general
    • Understand how to use digital data processing tools and functions
    • Understand techniques used in developing applications and related numerical simulations
    • Understand the concept of advanced techniques of structure and class
    • Identify, utilise and optimise tools, algorithms and functions for simulation of digital applications
    • Implement functions and algorithms in C++ and MatLab
    • Understand the use of advanced techniques of, e.g. class, structure, and pointer
    • Demonstrate knowledge of different algorithms, functions and their usage in DSP tool box
    • Understand digital technology applications and simulations for digital media and communication systems
    • Solve complex problems involving digital processing algorithms
    • Identify solutions for practical problems by reasoning, deduction and implementing from idea to final application 
    • Understand abstract features from complex objects and problems, and develop ideas into algorithms
    • Fulfil the research and development requirements in a range of digital systems and digital technologies sectors
    Assessment
    • 100% coursework

    Media Design and Production

    This module introduces the you to applications containing multimedia design, creation and distribution over networks. In particular, multimedia transmission aspects over the Internet Protocol are covered.
     
    First, the production side is covered, including video and audio capturing, synchronisation, recording and interchange formats, and compression workflows. Fundamental knowledge on sound engineering and audio technology, including the design, manipulation and production of audio, will be given to you.
     
    In the second part, different classes of media applications are presented, such as conversational (e.g., Skype, audio-visual conferencing), streaming applications (e.g., Video on Demand), and broadcast applications (e.g., mobile TV, satellite TV), and how those applications are classified according to their bandwidth requirements, packet loss, latency, jitter, and synchronisation requirements. This is then followed Internet-based transmission methods, protocols, and techniques for robust media application delivery.
     
    In the third part, audio-visual media quality assessment techniques and Quality of Experience (QoE) models are presented, where media quality is studied using the principles of human perception of audio/video. Examples from modern media transport methods (e.g., HTTP adaptive streaming) with a view to maximising the end-users’ QoE. User interfaces for interactivity (e.g., motion and video sensors, touch and gesture interfaces) and emerging interaction technologies and associated examples will also be presented.
     
    Learning Outcomes
    On completion of this module, you should be able to:
     
    • Demonstrate knowledge of media applications that are in use in modern digital systems, media quality assessment and Quality of Experience (QoE) models, user interfaces and multi-modal interaction technologies.
    • The principles of multimedia production and requirements of multimedia delivery over networks, in particular the Internet
    • Quality of Service parameters, classes of multimedia services, Internet Protocol suite
    • Quality of Experience, relations between QoS and QoE, user interfaces
    • Define the streams making up a multimedia application, how they are produced, express their transport mechanisms, and associated QoS requirements
    • Analyse the metrics associated with a transmission environment in terms of their suitability for supporting certain multimedia applications
    • Discuss how quality assessment is performed
    • Formulate multimedia applications with realistic design constraints and associated QoE considerations
    • Extensively use the knowledge gained in practical media application design and implementation work
    • Apply their knowledge on certain statistical analysis techniques learned in this module on other real-world problems
    • Develop skills to recognise, analyse and solve challenging problems with attention to details
    • Present themselves in the areas of digital content creation, streaming media, IPTV, mobile multimedia applications and user experience design.
     
    Assessment 
    • 30% Coursework
    • 70% Exam

    Foresight and Strategy

    As part of the Introduction to Foresight and Forecasting module, you will research methods for trends in forecasting, create scenarios and personas, create speculative designs, explore science fiction in film and literature, and understand making films to `sell' concepts.

    The aim of this module is to broaden your experience and skills as a designer to include knowledge of, and competence with, the deployment of foresight, forecasting and scenario writing to inform future design and business strategy.

    Learning Outcomes

    On successful completion of this module you should be able to:

    • Engage in research and analysis to gather key insights appropriate to the future strategy of a business, and propose design solutions which complement, inform and challenge that strategy, as appropriate;
    • Research techniques for future forecasting;
    • Persona and scenario development as techniques for generating insights;
    • Persona and scenario development as techniques for generating stakeholder buy-in;
    • Creating speculative and/or conceptual design solutions;
    • The role(s) of speculative design concepts with a business;
    • Use a range of techniques for generating key insights;
    • Apply key insights to speculative and/or conceptual design solutions;
    • Use a range of presentation techniques such as storyboarding, video, UX simulation, rendering and animation, as appropriate to the design concept;
    • Present and document insights gained from research in a credible and convincing manner;
    • Present 'hard-to-grasp' concepts in a compelling and convincing manner;
    • Engage in critique of the work of others;
    • Gather and analyse research material relevant to the future strategy of a business;
    • Generate design concepts within the context of future business strategy;
    • Present concepts in a manner which is understandable to non-designer stakeholders.
     Assessment
    • 30% Peer Feedback
    • 70% Foresight & Strategy Scenario(s)

    Advanced 3D Media Environments

    This module covers the main concepts and state-of-the-art applications of 3D multimedia for creating immersive 3D media environments.
     
    Learning Outcomes
     On completion of this module, you should be able to:
     
    • Grasp the main concepts and state-of-the-art applications of 3D multimedia with an emphasis on capturing, rendering and control techniques in mobile and static environments.
    • Understand the techniques and technologies used in the development of immersive multimedia systems
    • Understand the key concepts of 3D multimedia technologies used as state-of-the-art digital environments
    • Understand the design processes involved in the development of those environments
    • Comprehend, analyse, and apply given knowledge to meet the objectives in 3D multimedia engineering
    • Use DSP skills with programming languages, for 3D multimedia applications
    • Implement and use digital filters for multimedia signals
    • Implement 3D multimedia rendering algorithms
     
    Assessment
    • 30% Coursework
    • 70% Exam

    Internet of Things and Applications

    The next stage in the Future Internet is to progressively evolve to a network interconnected with environments including objects. The Internet of Things (IoT) is involved in interaction and communication between objects and furthermore, with the environment to support decision making, improve situational awareness, increase operational efficiency and enable to explore new business models.
     
    This module explores the emerging computing concepts and deployment of emerging IoT platforms and devices. The module will present the usage scenarios of communication and highly scalable consumption of data from geographically dispersed physical objects and sensors and the processing and delivery of such data to end-users. Sensing, tracking, monitoring, actuator, data & control service, data processing, information management, integration methodology, and M2M are among the other topics covered. Students will also be introduced to recent examples of smart cities & smart homes.
     
    The aim of this module is to provide you with the knowledge and understanding of computing concepts related to the emerging IoT platforms and devices and their deployment.
     
    Learning Outcomes
    On completion of this module, you should be able to:
     
    • Demonstrate understanding of the main concepts into the usage scenarios of IoT communication and highly scalable consumption of data from geographically dispersed physical objects and sensors, as well as the processing and delivery of such data to end-users;
    • Interaction and communication between objects and with the environment to support decision making, improve situational awareness, and increase operational efficiency;
    • Modern applications of smart cities and smart homes;
    • Understand the concepts pertaining to the IoT systems;
    • Critically analyse and reflect on the limitations and problems faced in those systems and relate some possible solutions;
    • Analyse the emerging IoT platforms and devices, and the associated technologies considered in their design;
    • Distinguish the requirements pertaining to different contextual information collected and exploited within different IoT scenarios;
    • Apply the acquired IoT knowledge in designing future intelligent systems, particularly in sectors that are closely related to smart cities, homes, & eHealth;
    • Demonstrate the technologies and research capabilities in the smart systems & Internet technologies areas.
     
    Assessment
    • 40% Coursework
    • 60% Exam

    Cloud Applications and Services

    This module gives a brief overview of cloud technology and covers media cloud applications and challenges, such as energy efficiency in cloud systems, mobile cloud computing, cloud multimedia rendering, streaming, coding, transcoding, caching, quality probing, adaptation, etc. 
     
    The aim of this module is to provide you with an overview of cloud technology with a special emphasis on media cloud applications and any associated challenges. Issues surrounding cloud networking, privacy and security are also addressed as part of the teaching of this module, using true to type case studies and business models.
    Learning Outcomes 
    On completion of this module, you should be able to:
    • Develop an overview of the cloud technology, demonstrate specific knowledge in media cloud applications and the challenges that are associated with making such applications available to the end-users via cloud technology;
    • The principles of cloud computing technology, media cloud applications, and the associated challenges;
    • Media cloud networking and related topics;
    • Privacy and security issues in media cloud services;
    • Media cloud case studies and business models;
    • Identify the requirements pertaining to the media applications used in cloud services;
    • Design cloud computing architectures;
    • Apply gained academic knowledge and experience in real world scenarios;
    • Apply their critical analysis and problem solving skills in the industry for tackling problems and providing solutions for media cloud applications and services;
    • Demonstrate the necessary knowledge and skills required by R&D and services providers in the cloud computing and applications/services domain.
    Assessment
    • 30% Coursework
    • 70% Exam

    Gaming Technologies and Systems

    The aim of this module is to introduce you to games technology concepts, basic game engine architectures and tools, fundamental theories and common practices in game software development, essential knowledge of game-related audio and image/video rendering and animation, key game content creation packages and their use in digital creative media design and development processes.
     
    Learning Outcomes
    • Relate game technology concepts, architecture and theories to interactive media design
    • Identify key technologies and practice of audio and video processing for creative media and game content development
    • Express knowledge of rendering and animation techniques in overall game system analysis and design
    • Understand use of game engines and tools in creative media applications
    • Apply latest game technologies, game engine architecture and theories in interactive media system analysis and design
    • Demonstrate essential game development knowledge, common practice and skills in creative media content creation
    • Create digital media development system architectures from concepts and requirements
    • Evaluate the capabilities of gaming technologies for developing creative media applications
    • Use game content creation packages for creative and interactive media content development
    • Analyse game system performance and technology effectiveness critically
    • Demonstrate creative thinking in media designing and content creation using gaming technologies
    • Evaluate the capability of next generation gaming technologies for future creative media applications.
     
    Assessment
    • 100% Coursework

    Future career prospects

    This programme is suited to individuals with an interest in a career which enables you to generate innovative ideas and design processes and subsequently turn them into successful digital services.

    Your personal development

    The careers and employability support on offer at Loughborough University London and has been carefully designed to give you the best possible chance of securing your dream role. 
     
    Loughborough University London is the first of its kind to develop a suite of careers-focused activities and support that is positioned as the underpinning of every student’s programme. Opportunities include employability assessments, group projects set by a real businesses and organisations, company site visits and organisation-based dissertation opportunities.