DG2S57 - Experiential Advertising 01 Sep 2023 - 31 Aug 2027 | Version 1

Associated Module Information

Module Code: DG2S57
Module Title: Experiential Advertising
Faculty: Faculty of Business and Creative Industries
Faculty Group: Fashion, Marketing and Photography
Faculty Sub Group: Marketing
Module Leader: Lee Thomas, Paul Appleby
Module Team: Molly Owens, Alexandra Hollyman, Steven Wright, Hollie James, Philip Harfield
First Intended Intake: SEP 2023 Final Year of Intake:
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 2027

Module Aims

• Explore the challenges and potential for advertising using digital spaces
• Investigate the concept of experience-based advertising
• Consider the development of advertising as old media give way to new
• Evaluate current campaigns to understand how they work or might be improved
• Discuss the potential issues that arise through advertising in new media

Content Summary

In recent years, the nature of the established advertising formats of print, radio and broadcast have been challenged. But where some in the industry see a threat, others see opportunities to engage with customers, and to communicate with audiences in new and exciting ways. This might include (at the time of writing) product placement, celebrity endorsement, social media, and online video. But the area is moving so quickly, what is current today might be obsolete tomorrow.

This raises a lot of questions about ethics and legal issues, about what constitutes advertising at all.

This module provides an opportunity to explore some of these opportunities by developing the knowledge of a selection of these aspects. It also focuses on the recently emerged area of ‘experience design’ and the impact this has on advertising strategies, from retail design to pop-up activities.

New technologies often require the application of specialist skills, however as Advertising Designers and Creatives there is an expectation that students develop an understanding of the principles of navigation, interactivity, and non-linear sequences in order that they can develop appropriate creative content in the future.

This module provides you with the opportunity explore the necessary tools, techniques, skills, and language required in the production of creative advertising outcomes for digital and experience.
You will explore vocabulary of narrative, sequence and sound, alongside exploring the principles of interactivity and navigation through the exploration of various case studies.

You will produce a detailed proposal for a campaign in response to a set brief, working in a team and to certain constraints (e.g. audience, location, budget, timing), and then produce the campaign following feedback.

Learning and Teaching Methods

Activity Type Hours
Lecture 8
Project supervision 20
Supervised time in studio/workshop 20
Independent Study 100
Directed Study 52
Total Hours Selected 200

Learning Outcomes

# Learning Outcome
LO1 Analyse the key features, challenges and opportunities of leading digital platforms for advertising.
LO2 Understand and evaluate a location-based advertising experience supported by digital media.

Module Requisites

N/A

Assessment Criteria

Assessment Category Assessment Type Description Duration Word Count Weight (%) Best of? Pass Mark
Asynchronous Assessment Visual Journal 1 An online journal evaluating several recent and current campaigns in the digital and experience domains. A detailed proposal for a digital and/or experience-based advertising campaign in response to a set brief 0 N/A 100 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2
Visual Journal 1

Reading List

1 Buley (2013) The User Experience Team of One: A Research and Design Survival Guide, Rosenfeld Media

2 Buxton (2007) Sketching User Experiences: Getting the Design Right and the Right Design, Morgan Kaufmann

3 Handley (2014) Everybody Writes: Your Go-To Guide to Creating Ridiculously Good Content, Wiley

4 Kalbach (2015) Mapping Experiences: A Complete Guide to Creating Value through Journeys, Blueprints, and Diagrams, O’Reilly Media

5 Kawasaki and Fitzpatrick (2014) The Art of Social Media: Power Tips for Power Users, Portfolio

6 Mcstay, A. (2016). Digital Advertising. Basingstoke: Palgrave Macmillan.

7 Pardun, C.J. (2009). Advertising And Society: Controversies And Consequences. Malden, Ma ; Oxford: Wiley-Blackwell.

8 Rohrs (2013) Audience: Marketing in the Age of Subscribers, Fans and Followers, Wiley

9 Rose (2015) Experiences: The 7th Era of Marketing, Content Marketing Institute

10 Rowles (2017) Mobile Marketing: How Mobile Technology is Revolutionizing Marketing, Communications and Advertising, Kogan Page

11 Snyder (2003) Paper Prototyping: The Fast and Easy Way to Design and Refine User Interfaces, Morgan Kaufmann

12 Springer, P. (2009). Ads To Icons : How Advertising Succeeds In A Multimedia Age. 2nd Edn. London: Kogan Page.

13 Tuten, T.L. (2008).Advertising 2.0 : Social Media Marketing In A Web 2.0 World. Westport, Conn.:Praeger.

14 Weinschenk (2011) 100 Things Every Designer Needs to Know About People: What Makes Them Tick?, New Riders