Are you excited by design and the creative possibilities of new technology? Digital Design at Kent combines both, allowing you to solve design challenges whilst gaining expertise to work in the creative industries.
You'll take a practical and theoretical approach to digital design, allowing you to design and build interactive products and services of the future whilst equipping you with skills sought after by employers.
We have excellent industrial links, providing you with many placement opportunities.
Art and Design at Kent was ranked 6th overall in The Complete University Guide 2023.
Use the latest technology and work with a broad range of design assets and immersive technologies to create new experiences.
Access events with specialist industry guest speakers, giving you a professional network before you graduate.
Our students have worked on films like The Lion King, Avengers and Avatar 2. Read how Kent alumni help make new version of The Lion King a box office hit.
Our typical offer levels are listed below and include indicative contextual offers. If you hold alternative qualifications just get in touch and we'll be glad to discuss these with you.
Distinction, Merit, Merit
112 tariff points from your IB Diploma, including Maths at 4 at HL or SL, typically H5, H5, H6 or equivalent
Mathematics at grade C / 4
Pass the University of Kent International Foundation Programme.
The University will consider applicants holding T level qualifications in subjects closely aligned to the course.
Obtain the Access to HE Diploma in Art and Design OR Creative Arts OR Creative Industries OR Design OR Film and Creative Digital Media OR Games Design, with a minimum of 45 credits at Level 3 with 18 credits at Distinction and 24 credits at Merit
This module provides an introduction to human-computer interaction. Fundamental aspects of human physiology and psychology are introduced and key features of interaction and common interaction styles delineated. A variety of analysis and design methods are introduced (e.g. GOMS. heuristic evaluation, user-centred and contextual design techniques). Throughout the course, the quality of design and the need for a professional, integrated and user-centred approach to interface development is emphasised. Rapid and low-fidelity prototyping feature as one aspect of this.
This module introduces design thinking; how design principles are embedded everywhere: from electronic devices to objects, commercial products, visual and audio communication, advertising (digital / print), online systems, services, and built environments.
Considering current and historical design approaches, students will learn about design processes as they apply to different domains of design (e.g. audio-visual, graphic, 3D, systems, interaction, electronic devices) and to evaluate the context for the design and the stakeholders that engage with the designed artefact.
Indicative topics include: basic design concepts, current and future trends, design in digital mediated society, speculative design, design for humans/non-humans/things.
This module introduces the stages of the workflow of 3D rigging and animation to familiarise students with what is involved in production. Weekly module workshops introduce an array of industry-standard applications and the techniques necessary for production, resulting in a practical understanding of the entire process. Indicative topics include; inverse kinematics, forward kinematics, joints system, Maya Embedded Language (MEL), scripting for rigging, skinning, mechanical rigging, humanoid mechanical rigging, character rigging, facial rigging, animal rigging, modelling for rigged bodies.
This practice-based module introduces key principles of Digital Content Creation. Students will learn to conceptualise design problems and produce work using industry-standard software tools. Indicative topics include: audio and visual (still and moving) content creation, use of colour and typography, design fundamentals.
This module introduces you to the theory, principles and practice behind designing Virtual Environments and enables you to create a real-time application demonstrating the acquired core skills. The module will cover specific production skills needed for the development of assets for various applications, programming concepts for navigating and interacting in Virtual Environments, AI, user interfaces. Theory is followed by practical workshops in different aspects of Virtual Environment design, culminating in project.
This is a practical module which covers the steps for integrating computer-generated elements. Each workshop includes hands-on training in 3D design and compositing software. The module covers 3D modelling and texturing as well as digital camera and lighting techniques. The module introduces the basic 3D design production techniques using the appropriate industry-standard software.
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.
The module provides an introduction to the basic knowledge required to understand, design and write computer programs and the basic principles underlying the process of Software Engineering. No previous programming experience is assumed and the module proceeds via a sequence of lectures supported by simple exercises designed to give practical experience of the concepts introduced in the lectures.
This module introduces you to the theory, principles and practice behind virtual reality. Indicative topics include: perception and action in virtual environments, presence and immersion concepts, 3D interaction techniques, virtual reality systems, human factors in virtual reality, design principles for virtual environments, application domains for virtual reality. Theory is followed by programming workshops where you will be introduced to different software development kits. You will apply the acquired theoretical and practical knowledge in building a substantial project.
This module introduces you to key aspects of media production building on the conceptual and critical skill you developed in the first year (digital asset creation, media analysis, programming). To achieve this, you will develop and produce interactive solutions, learn to work with media ecologies and apply creative thinking.
This module introduces the 3D Design pipeline using industry-standard software packages.Each technical workshop session includes hands-on training in 3D Design and compositing software. Practical sessions cover 3D modelling, texturing, lighting, animation and compositing.
The module is concerned with undertaking a substantial digital media project against time and resource constraints. Topics include: intellectual property rights, privacy, data protection, research methods, project planning and management, working in teams. This module prepares students for the demands of the final year project.
Introduction to entrepreneurship, creativity and innovation, circular design; Team building and effective team collaboration; New technology development, technology lifecycle, technology readiness level (TRL); Financial management of large-scale projects and new ventures, sources of financing; Protecting and securing intellectual properties (IPs); Business planning tools for a new technology and start-up; Prototyping and commercialising a new technology and mitigate market risks.
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The module introduces to students the importance of marketing in competitive and dynamic environments.
This module is designed to provide students across the university with access to knowledge, skill development and training in the field of entrepreneurship with a special emphasis on developing a business plan in order to exploit identified opportunities. Hence, the module will be of value for students who aspire to establishing their own business and/or introducing innovation through new product, service, process, project or business development in an established organisation. The module complements students' final year projects in Computing, Law, Biosciences, Electronics, Multimedia, and Drama etc.
This module introduces you to the principles and practice of video game design and development. Indicative topics include: game physics, AI, level design, player behaviour and cognition, game rules and mechanics, user interfaces, novel sensor devices, as well as programming concepts for gaming. Theory is followed by practical workshops in game development, culminating in a substantial project.
In taking this module, you will have the opportunity to become a future creator, shaping and changing the landscape of how we tell stories. Whether through multi-platform storytelling, alternate reality games, immersive theatre, locked room experiences, interactive art and gallery exhibitions, virtual and enhanced (augmented, integrated, mixed) realities, cross-media marketing campaigns, or hybrid projects, the possibilities for interactive and immersive narratives are constantly growing and developing, as audiences, readers and users begin to expect more from the ways in which stories are told. This module explores how interactive and immersive fictions enable and empower us to rethink and reshape how stories are told within a range of different contexts. In an interdisciplinary and collaborative environment, students will develop creative skills such as how to build immersive imaginary worlds; how to craft story archaeologies; and how to incorporate user interactivity into different forms of fiction, in order to create experiences that have emotional and psychological value. We will examine questions such as: what makes a meaningful interactive or immersive story? How do interactive and immersive forms change the way we think about terms like narrative and reader? What influences a person's experience of an immersive or interactive story? And what do current, past and future technologies make possible for the telling of stories? To take the module, students need only have an interest in the craft of storytelling and a vivid imagination; previous experience of gaming or programming may be useful but is not essential. With an emphasis on practical creative work and collaborative learning, this module will interest students from a range of backgrounds, including creative writing, game design, arts, marketing and theatre.
The digital sphere has given voice and meeting spaces to communities and activist groups, enabling social action, art and change. It has also been used by reactionaries, nationalists and the far-right groups to amplify hate filled messages. Analysing platforms that may include Facebook, Twitter, Uber and Wikipedia, the module engages with concepts such as participatory and collaborative culture, sharing economies, democracy and surveillance. Students will engage in sourcing, analysing and critiquing social media content by way of a Digital Portfolio. This work will be contextualised by an essay that situates students' multimedia exercises within key debates in online culture. To facilitate this, lectures and seminars will explore various case studies - from mainstream politicians’ use of social media in campaigning, to the intensification of hate speech in the cyber sphere, to the ethics of using unpaid journalists and the economy of sharing - in order to encourage students to engage critically with the relationship between politics, economics, personal expression and art making practices in the digital age.
Optional modules are indicative only and updated yearly depending on availability.
Most modules consist of a mix of lectures, seminars, practical work, computer sessions and private study. The workstations in our computer suites are equipped with current industry-standard software.
All modules contain design and project work, and are continuously assessed. The specialist project at Stage 3 is assessed by a written report, poster, a critique and, of course, the outcome of the project itself. Both Stage 2 and 3 marks count towards your degree result.
The industrial placement year is assessed by a written report, poster, and industrial assessment that together count as 10% of your overall degree result.
The year abroad is assessed on a pass or fail basis.
Our students have 24-hour access to our extensive air-conditioned computer suites and are able to take advantage of a dedicated production studio, with green-screen, VR suite and makerspace.
For a student studying full time, each academic year of the programme will comprise 1200 learning hours which include both direct contact hours and private study hours. The precise breakdown of hours will be subject dependent and will vary according to modules. Please refer to the individual module details under Course Structure.
Methods of assessment will vary according to subject specialism and individual modules. Please refer to the individual module details under Course Structure.
The course aims to:
You gain knowledge and understanding of:
You develop the following intellectual skills:
You develop the following subject-specific skills:
You develop the following transferable skills:
Our graduates thrive in dynamic areas like immersive experiences, UX/UI design, 3D production, and creative media. You'll master the art of visual design, user experience, and technology, enabling you to leave your mark in dynamic, ever-evolving industries. Whether you're passionate about creating captivating visuals, immersive experiences, or exploring virtual environments, digital design equips you with the skills and connections to excel.
Our comprehensive career support includes EmpFest, a two-week Employability Festival presented by your dedicated Careers and Employability Service. Featuring an array of presentations, workshops, guest speakers, and industry experts, EmpFest provides invaluable insights and guidance for your career journey. You'll also have the opportunity to network with a diverse range of organisations during our Careers Fair, a highlight of the festival, where you can connect with potential employers and explore exciting job prospects.
Creative UK has recently relaunched their Student Membership which is available to all education Federation members, which means that University of Kent students can access free student membership. The membership is designed to propel the careers of emerging creatives.
The 2024/25 annual tuition fees for this course are:
For details of when and how to pay fees and charges, please see our Student Finance Guide.
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.*
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.
Kent offers generous financial support schemes to assist eligible undergraduate students during their studies. See our funding page for more details.
You may be eligible for government finance to help pay for the costs of studying. See the Government's student finance website.
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.
At Kent we recognise, encourage and reward excellence. We have created the Kent Scholarship for Academic Excellence.
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.
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Canterbury is home to cobbled streets, cosy coffee shops, big brand stores, countryside walks and a buzzing nightlife.
If you are from the UK or Ireland, you must apply for this course through UCAS. If you are not from the UK or Ireland, you can apply through UCAS or directly on our website if you have never used UCAS and you do not intend to use UCAS in the future.
We welcome applications from students all around the world with a wide range of international qualifications.
Kent ranked top 50 in the The Complete University Guide 2023 and The Times Good University Guide 2023.
Kent has risen 11 places in THE’s REF 2021 ranking, confirming us as a leading research university.