Programme/Approved Electives for 2022/23
Available as a Free Standing Elective
To advance understanding and application of sound within commercial situations and scenarios that simulate sound design practices in the 'real world', beyond university contexts. This module will encourage students to respond to project briefs and commission-style tasks, applying sound in a range of contemporary setups, enabling a broad array of vocational uses of sound to be realised. Working with a range of linear media e.g. Gaming, Radio, Film and Television will advance audio visual pairing and synchronisation skills. Engagement with non-linear media e.g. interactive media, sound toys and tools, and bespoke audio devices aims to encourage lateral thinking about human participation, developing insights into interactions with new interfaces and sensory experiences. Engaging with product design with encourage students to see the trajectory of a newly designed audio tool from its conception, marketing and uptake in industry.
Intended Learning Outcomes
Interpret creative commission briefs for commercial situations: 1,2Provide a variety of bespoke sound designs for commercial products, media, publicity, footage, games or entertainment content: 1Consider target audiences and usergroups broadly within the design of their materials, building convincing rationales for decisions and creative work: 1,2Program new commercial applications within Max/MSP to modify sound in new and innovative ways: 2Integrate marketing tools, design principles and ergonomics within new userfriendly interfaces and project work: 2
20 hours of lectures, workshops and tutorials20 hours of reflection, revision and consolidation of lecture, workshop and individual supervision content, research through bibliographical and computer mediated sources through individual or group study work.20 hours of listening (recommended works from the repertoire), reflection and revision of aesthetic and technical aspects based on lecture content, bibliographical and computer mediated sources.30 hours of practical work in the lab or student's own DAW on preliminary tasks, to carry out studio tasks, familiarise with equipment and experiment with relevant techniques (based on instructional material on virtual learning environment).60 hours of preparation of the two creative assessments (sound design and tool creation) and supporting documentation.
1: Creative Brief weighted 50%
Description of Module Assessment
Commercial sound designA sound design (audio accompaniment) created in response to a provided commerical application, video, game or product delivered in the form of a commission. Acclimatisation with the context of the provided media will encourage sound designs to respond sonically to commercial properties of the media. For example a 3D gaming environment visual would be provided with no sound. Students will have to create the sound environments and sound effects in response to the game genre and participant interaction. This assessment would be accompanied by written documentation (max 1000 words).2: Creative Brief weighted 50%
New technology tool/applicationA new technology tool/application will be created using Max/MSP to modify and transform sound. This new tool will be packaged as a commercial product drawing upon concepts of graphical user interfaces (GUIs) and marketing theories. Putting together an attractive and userfriendly interface that invites participation will encourage students to consider visual aesthetics, usability and product design when forming new sound tools. Target user groups and robust functionality testing will be embedded into the project. This assessment would be accompanied by written documentation (max 1000 words).