FA2S59 - Fashion Design 3 –Experimental Digital Fashion 01 Sep 2023 - 31 Aug 2026 | Version 1
Associated Module Information
| Module Code: | FA2S59 | ||
|---|---|---|---|
| Module Title: | Fashion Design 3 –Experimental Digital Fashion | ||
| Faculty: | Faculty of Business and Creative Industries | ||
| Faculty Group: | Fashion, Marketing and Photography | ||
| Faculty Sub Group: | Fashion Marketing and Photography | ||
| Module Leader: | Joanne Terrar Young | ||
| Module Team: | Steven Wright, Torunn Kjolberg, Jayne Barne, Fiona Howells | ||
| First Intended Intake: | SEP 2023 | Final Year of Intake: | 2025 |
| Date Closed: | |||
| Credit Value: | 20 | Credit Level: | 5 |
| Language: | English | ||
| Percentage of Module Taught in Welsh: | 0 | ||
| Equivalent Module: | |||
| HECOS codes: | |||
| HECOS Code Weighting: | |||
Document Version Information
| Version | 1 |
|---|---|
| Valid From | 01 Sep 2023 |
| Valid To | 31 Aug 2026 |
Module Aims
- To identify, research and develop innovative approaches to digital fashion design.
- To push the creative boundaries of what is possible in virtual space.
- Provide students with an opportunity to move beyond the constraints of the human body and physical world
Content Summary
This module follows on from the first year of the course by asking designers to push, grow and extend their experimental approach to fashion design to reach the very limit of what is possible. The virtual world is unconstrained by the limits of the physical, the challenge is to push boundaries and take risks in developing innovative solutions. The potential to design not only the worn environment but the body and surrounding world offer designers an opportunity to gamify the fashion industry. This module will cover broad topics such as Virtual reality, Augmented reality, Mixed reality, Artificial Intelligence, Spatial Computing, The Metaverse and Web 3.0. The complete removal of limits creates and exciting opportunity as well as an exciting challenge. This brief may be 'live' or simulated industry brief collaborating with the wider design industry.
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Lecture | 6 |
| Seminar | 11 |
| Practical classes and workshops | 6 |
| Supervised time in studio/workshop | 10 |
| Independent Study | 100 |
| Directed Study | 67 |
| Total Hours Selected | 200 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | Evidence experimental techniques and risk taking in the development of a digital design process. |
| LO2 | Use advanced digital design methods to produce experimental, conceptual |
Module Requisites
N/A
Assessment Criteria
| Assessment Category | Assessment Type | Description | Duration | Word Count | Weight (%) | Best of? | Pass Mark |
|---|---|---|---|---|---|---|---|
| Asynchronous Assessment | Project Output 1 | Project output containing evidence of the student's experimentation, exploration and resolution of a creative design project. | 0 | N/A | 100 | No | 40 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | ||
| Project Output 1 | ✔ | ✔ | |