Multimedia Technology and Design

Multimedia Technology and Design with a Year in Industry - BSc (Hons)

UCAS code G4WF

CLEARING 2018

Planning to start this September? We may still have full-time vacancies available for this course. View 2018 course details.
2019

In current technology, communications, computing and entertainment have converged to create completely new media possibilities and experiences. These creative industries need people who can combine digital technology skills with creative ability to meet design challenges.

Overview

Teaching in the School of Engineering and Digital Arts has been rated as excellent. The programme is taught by a team of experts in design, animation, filmmaking, photography, web technology and programming. 

We have a team of senior industrialists who meet regularly with staff to review our courses to ensure that our programmes keep up-to-date with industry.

Our degree programme

Today's creative industries depend upon individuals who can combine technical skills with the ability to meet design challenges. To succeed in fields such as mobile application design and dynamic web development, you need a good understanding of the underlying digital technologies as well as the necessary design skills.

In your first year, our programme gives you a broad grounding in digital media, including website design, digital photography, moving image, internet programming and special effects.

In your second and final years, you go on to explore interaction design, software development, 3D modelling, 3D animation, compositing, digital portfolio production and video games design. You also develop in-depth knowledge in producing dynamic interactive web applications and mobile applications.

You also complete a final-year project based on your own interests. This could be an interactive web application, 3D animation or a short film, often produced in association with an industrial partner.

Kent graduates in this field have gone on to work for organisations such as Disney, BBC and Framestore.

Year in industry

Your year in industry takes place between your second and final years. You can apply to companies offering either design or technology-oriented placements, depending on your own interests. As well as gaining invaluable workplace experience, you also have the chance to evaluate a particular career path, and, if your placement goes well, you may be offered a job by that employer after graduation.

It is also possible to take this programme as a three-year degree without a year in industry. For details, see Multimedia Technology and Design.

First-class facilities

Our continued investment ensures you have access to industry standard facilities. These include:

  • a production studio with extensive lighting grid and a permanent green screen with infinity curve; the main studio has 100m2 of filming and performance space
  • Nikon DSLRs
  • Sony video cameras
  • 3D printing and motion capture facilities.

The School also has the latest software, including Maya and Adobe Suite.

Industry links

We have close links with those working in the creative industries and have worked with industry practitioners including:

  • the BBC
  • Warner Bros.
  • Disney
  • the Moving Picture Company (MPC)
  • BAFTA award-winning documentary filmmakers.

Student profiles

We are sure you will find your time at Kent enjoyable and rewarding.

See what our students have to say.

Independent rankings

Design Studies at Kent was ranked 3rd overall in The Guardian University Guide 2018.

Design Studies at Kent was ranked 4th for research quality in The Complete University Guide 2018.

For graduate prospects, Design Studies at Kent was ranked 2nd in The Guardian University Guide 2018 and 5th in The Complete University Guide 2018.

Teaching Excellence Framework

Based on the evidence available, the TEF Panel judged that the University of Kent delivers consistently outstanding teaching, learning and outcomes for its students. It is of the highest quality found in the UK.

Please see the University of Kent's Statement of Findings for more information.

TEF Gold logo

Course structure

The following modules are indicative of those offered on this programme. This listing is based on the current curriculum and may change year to year in response to new curriculum developments and innovation.  

On most programmes, you study a combination of compulsory and optional modules. You may also be able to take ‘wild’ modules from other programmes so you can customise your programme and explore other subjects that interest you.

Stage 1

Modules may include Credits

This undergraduate module introduces the practical techniques for creating interactive visual display using Processing, a Java-based IDE. We will also develop interesting tangible interfaces using Arduino IDE, with a range of sensors and actuators. Students will learn to manipulate images, create realistic motions, use motion sensing and speech recognition, in a series of lectures and workshops.

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15

INTRODUCTION TO PROGRAMMING IN C

An introduction to the use computers and the process of programming them.

Variable declaration. Executable statements.

Data Types, Expressions.

Operators, precedence and associativity.

Logical Expressions and the if statement.

Decision steps in algorithms.

Nested-if statements.

Switch statements.

CORE C

Repetition and loops in Programs. Conditional loops. Nested control structures.

Top-down design with functions.

Modular programming.

Arrays. Multi-dimensional arrays. Strings.

Using indexed for loops to process arrays.

SOFTWARE ENGINEERING WITH C

Programming in the large. Program life-cycle.

Pseudo code.

File input and output.

Recursion.

Binary files.

Case studies

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15

This module is concerned with the techniques and technology required to build web sites using HTML to define page structure and CSS to define page style. Topics include HTML, CSS, web design basics, web graphics, adding media, tables and forms. The module also looks at developing interactivity with JavaScript..

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15

This module provides an introduction to visual culture, an interdisciplinary field of studies that integrates historical knowledge, critical thinking and reflection on visual images, their context of production and consumption. Examples of traditional and modern artefacts from the fields of art history, graphic design and digital media will be investigated using appropriate visual methodologies.

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15

This module introduces you to the theory and practice of digital photography and photographic effects, particularly photo-montage. The theory is followed by practicals and workshops. Having learnt the basics you will then produce a portfolio of digital photographs and a poster (photo-montage).

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15

This is a practical module which covers the steps for integrating computer-generated elements within a photographic back-plate. Each workshop includes hands-on training in visual effects and compositing software. The module covers 3D modelling, texturing and animation as well as digital camera and lighting techniques. The module introduces the basic visual effects production pipeline using the appropriate industry-standard software.

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15

This module is an introduction to digital film-making. Students learn the creative and technical skills in making a short film, whilst working as a member of a production team.

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15

Stage 2

Modules may include Credits

MOBILE APP DEVELOPMENT

This course is concerned with the design, implementation and testing of applications for the Android platform. Students will work at all stages of the development life-cycle from inception to testing, whilst considering usability and device capabilities for a mobile application capable of meeting a functional specification. Key topics include:

Object Oriented Programming for Mobile Apps.

Android Studio and Android Development Tools.

Activities and Intents.

Android User Interface: Views and View Groups.

Basic Views, Picker Views, List Views, Image Views.

UI Navigation.

Data Persistence.

Network communication in Android.

Google services (maps, location, etc.).

Coursework

OBJECT ORIENTED PROGRAMMING

A set of three assessed workshops.

MOBILE APP DEVELOPMENT

Students are asked to design a mobile application for the Android platform. This project will be supported by 8 three-hour workshops.

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15

This module introduces the basic animation pipeline using industry-standard software packages.

Each technical workshop session includes hands-on training in visual effects and compositing software.

Practical sessions cover 3D modelling, texturing, lighting and animation.

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30

This module presents an introduction to the Software Engineering Process including lifecycle models, software requirements engineering and the basic concepts and principles of software design language. An introduction to programming using a server side programming language is also presented.

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15

This module introduces the techniques required to design and develop interactive on-line portfolios, using HTML5/CSS/JavaScript, and the software tools which support their implementation. There is extensive practical work supporting the development of the on-line portfolio. Topics include: information architecture, responsive design, web accessibility, web frameworks and website usability testing.

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30

Year in industry

Your year in industry takes place between Stages 2 and 3. Employers are always keen to employ graduates with knowledge of the work environment and some students receive job offers from their placement company. 

We have a dedicated Employability Officer who will help you apply for placements; but please note that it is your responsibility to secure a placement, which cannot always be guaranteed. The School has excellent industrial links, providing students with many placement opportunities.

You are eligible to apply for a placement offered through the School's exchange agreement with Hong Kong City University.

The industrial placement year is assessed by a written report and an interview that count as 10% of your overall degree result.

Please note that progression thresholds apply. In particular, in order to be considered for an industrial placement, you need to achieve an overall mark at Stage 1 of at least 60%.

Modules may include Credits

Stage 3

Modules may include Credits

Lecture Syllabus

MOBILE APP DEVELOPMENT AND DESIGN

This course is concerned with the design, implementation and testing of applications for the Android Platform. Students will work at all stages of the development life-cycle from inception to testing, whilst considering usability and device capabilities for a mobile application capable of meeting a functional specification. Key topics include:

Object Oriented Programming for Mobile Apps

Android Studio and Android Development Tools.

Activities and Intents.

Android User Interface: Views and View Groups.

Basic Views, Picker Views, List Views, Image Views.

UI Navigation.

Data Persistence.

Network communication in Android.

Google services (Maps, location, etc).

MOBILE WEB SECURITY

Introduction to Computer Security

Basic Methods of Security

File and Network Security

Cryptography, Public Key Cryptography, Digital Signatures Web Based Security, Firewalls

Coursework

APP DEVELOPMENT AND DESIGN

Students are asked to design a mobile application for the android platform. This project will be supported by weekly workshops

OBJECT ORIENTED PROGRAMMING

A set of three assessed workshops

SECURITY

Class test

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30

The final year project is a substantial piece of work based on students' own personal interests. This may be developing an interactive visual experience, creating a 3D animation, producing a motion graphic, or developing a mobile or web application. The project is a largely independent piece of work, with guidance from an academic supervisor

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60

The main strand of the lecture material will establish the foundations of organisational behaviour in the context of the historical development of ideas and theory. The theories will be related to practical examples and thence students will be introduced to modern experience, practice and scholarship. Once the information of the foundation of organisational behaviour is established, at the next level, contemporary topics of management will be touched upon briefly. This will provide students with basic knowledge related to modern management practices. The content of the module will, therefore, be based on the following topics:

• Scientific Management

• Human Relations School

• Bureaucracy

• Post Bureaucratic Organizations

• Contingency Approach

• Group and teams

• Motivation

• Power and authority

• Managing diversity

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15

Teaching and assessment

Our students have 24-hour access to our extensive air-conditioned computer suites and are able to take advantage of dedicated photographic, and production studios, with green-screen, motion-capture and 3D scanning facilities. Our Digital Media Hub provides a unique opportunity to work alongside industry on client-led projects.

Most modules consist of a mix of lectures, seminars, studio work, computer sessions and private study. The computer workstations in our multimedia laboratories are equipped with current industry-standard software.

The majority of the modules contain design and project work, and are continuously assessed; some modules also have an end-of-year examination.

The specialist project at Stage 3 is assessed by a written report, a critique and, of course, the outcome of the project itself. Both Stage 2 and 3 marks count towards your degree result.

Programme aims

The programme aims to:

  • provide a multidisciplinary education for students who seek professional careers in the field of multimedia technology and design
  • produce graduates who have an informed, critical and creative approach to understanding communication through multimedia in contemporary society
  • prepare students to meet the challenges of a broad and rapidly changing field while providing them with a wide choice of careers
  • create an atmosphere of co-operation and partnership between staff and students, and offer the students an environment where they can develop their potential
  • give an opportunity to gain experience as a multimedia practitioner working in a professional environment
  • develop employment-related skills, including an understanding of how you relate to the structure and function in an organisation, via a year in industry.

Learning outcomes

Knowledge and understanding

You gain knowledge and understanding of:

  • how audio, visual and verbal conventions through which sounds, images and words take meaning
  • fundamental concepts of IT and software engineering
  • the creative processes involved in visual design
  • computer, audio, video and film technology, including digital television and DVD
  • the multimedia authoring process
  • fundamentals of 3D modelling and animation
  • key production processes and professional practices relevant to the multimedia industry
  • legal, ethical and regulatory frameworks, which affect the development of multimedia applications
  • the role of technology in terms of multimedia production, access and use
  • aspects of the core subject areas from the perspective of a commercial or industrial organisation.

Intellectual skills

You develop intellectual skills in:

  • how to examine multimedia applications critically 
  • awareness that technologies are rapidly changing and that you should expect to update your knowledge throughout your working life
  • understanding the objectives, constraints and conditions of a commercial environment, including financial and time constraints
  • the ability to design and develop software based on an analysis of system requirements
  • how to carry out research and integrate information and data from a variety of sources for essays, projects and multimedia applications
  • analysing problems and developing solutions based on technical, aesthetic and economic factors
  • evaluating your own work in a reflexive manner with reference to academic and professional issues
  • how to analyse, interpret and exercise critical judgement in the understanding and evaluation of multimedia applications
  • applying some of the intellectual skills specified for the programme from the perspective of a commercial or industrial organisation.

Subject-specific skills

You gain subject-specific skills in the following areas:

  • scripting and programming languages in the implementation of interactive applications
  • implementing software solutions using structural and object-oriented languages
  • developing specific proficiencies in utilising a range of multimedia design tools including 3D modelling, animation, video editing, image manipulating and multimedia authoring
  • integrating text, graphics and time-based elements to produce effective websites
  • the ability to initiate, develop and realise distinctive and creative applications which demonstrate the effective manipulation of multimedia assets
  • how to utilise a range of research skills, for example, research into potential audiences and markets, as a production tool
  • the ability to prepare technical reports and presentations as well as storyboards as part of the multimedia project development cycle
  • applying management techniques to the planning, resource allocations and execution of a design project
  • how to apply some of the subject-specific skills specified for the programme from the perspective of a commercial or industrial organisation.

Transferable skills

You gain transferable skills in:

  • IT, including word processing, email and the use of information from online and electronic sources
  • communicating effectively with others as a member of a team
  • the effective management of resources and time and the ability to organise and prioritise tasks
  • flexible thinking, including the ability to be open to new and alternative ideas
  • how to manage and carry a project through to delivery.

Careers

Our recent graduates have gone into areas such as:

  • computer-based training
  • web development
  • web mastering
  • multimedia authoring
  • television
  • film
  • electronic games
  • mobile communications
  • electronic commerce
  • internet publishing
  • multimedia marketing
  • computer programming 
  • network management. 

They have gone on to work for companies including:

  • Disney
  • the BBC
  • Framestore.

Some of our graduates choose to go on to postgraduate study, for example on our MSc in Computer Animation or Digital Visual Effects.

In addition to the technical skills you acquire on this programme, you also gain key transferable skills including:

  • presenting complex material in an accessible way
  • working independently and in a team
  • the confidence to develop your own ideas.

Independent Rankings

Design Studies at Kent was ranked 2nd in the UK for the percentage of students who found professional jobs or further study within six months of graduation in 2016 (DLHE).

Entry requirements

Home/EU students

The University will consider applications from students offering a wide range of qualifications. Typical requirements are listed below. Students offering alternative qualifications should contact us for further advice. 

It is not possible to offer places to all students who meet this typical offer/minimum requirement.

New GCSE grades

If you’ve taken exams under the new GCSE grading system, please see our conversion table to convert your GCSE grades.

Qualification Typical offer/minimum requirement
A level

ABB

GCSE

Mathematics grade C

Access to HE Diploma

The University will not necessarily make conditional offers to all Access candidates but will continue to assess them on an individual basis. 

If we make you an offer, you will need to obtain/pass the overall Access to Higher Education Diploma and may also be required to obtain a proportion of the total level 3 credits and/or credits in particular subjects at merit grade or above.

BTEC Level 3 Extended Diploma (formerly BTEC National Diploma)

Distinction, Distinction, Merit

International Baccalaureate

34 points overall or 15 points at HL including Mathematics 4 at HL or SL

International students

The University welcomes applications from international students. Our international recruitment team can guide you on entry requirements. See our International Student website for further information about entry requirements for your country.

If you need to increase your level of qualification ready for undergraduate study, we offer a number of International Foundation Programmes.

Meet our staff in your country

For more advice about applying to Kent, you can meet our staff at a range of international events.

English Language Requirements

Please see our English language entry requirements web page.

Please note that if you are required to meet an English language condition, we offer a number of 'pre-sessional' courses in English for Academic Purposes. You attend these courses before starting your degree programme. 

General entry requirements

Please also see our general entry requirements.

Fees

The 2019/20 tuition fees have not yet been set. As a guide only, the 2018/19 annual tuition fees for this programme are:

UK/EU Overseas
Full-time £9250 £18400

For students continuing on this programme, fees will increase year on year by no more than RPI + 3% in each academic year of study except where regulated.* 

Your fee status

The University will assess your fee status as part of the application process. If you are uncertain about your fee status you may wish to seek advice from UKCISA before applying.

Fees for Year in Industry

For 2018/19 entrants, the standard year in industry fee for home, EU and international students is £1,385

Fees for Year Abroad

UK, EU and international students on an approved year abroad for the full 2018/19 academic year pay £1,385 for that year. 

Students studying abroad for less than one academic year will pay full fees according to their fee status. 

General additional costs

Find out more about accommodation and living costs, plus general additional costs that you may pay when studying at Kent.

Funding

University funding

Kent offers generous financial support schemes to assist eligible undergraduate students during their studies. See our funding page for more details. 

Government funding

You may be eligible for government finance to help pay for the costs of studying. See the Government's student finance website.

Scholarships

General scholarships

Scholarships are available for excellence in academic performance, sport and music and are awarded on merit. For further information on the range of awards available and to make an application see our scholarships website.

The Kent Scholarship for Academic Excellence

At Kent we recognise, encourage and reward excellence. We have created the Kent Scholarship for Academic Excellence. 

For 2018/19 entry, the scholarship will be awarded to any applicant who achieves a minimum of AAA over three A levels, or the equivalent qualifications (including BTEC and IB) as specified on our scholarships pages

The scholarship is also extended to those who achieve AAB at A level (or specified equivalents) where one of the subjects is either Mathematics or a Modern Foreign Language. Please review the eligibility criteria.

The Key Information Set (KIS) data is compiled by UNISTATS and draws from a variety of sources which includes the National Student Survey and the Higher Education Statistical Agency. The data for assessment and contact hours is compiled from the most populous modules (to the total of 120 credits for an academic session) for this particular degree programme. 

Depending on module selection, there may be some variation between the KIS data and an individual's experience. For further information on how the KIS data is compiled please see the UNISTATS website.

If you have any queries about a particular programme, please contact information@kent.ac.uk.