Module Details

Module Code: MMED7009
Title: Media Business Project
Long Title: Media Business Project
NFQ Level: Intermediate
Valid From: Semester 1 - 2017/18 ( September 2017 )
Duration: 1 Semester
Credits: 5
Field of Study: 2130 - Multimedia
Module Delivered in: 1 programme(s)
Module Description: Media Business project is based on a business type brief. The aim of the project is to develop, produce and implement an innovative media product from conception through to finished design.
This project should promote exploration of the experimental approaches
associated with innovative media products in the area of interactive media, animation, game, video or
sound. There is an emphasis on experimental design, methods, techniques and workflows. The topic
should be broadly interpretable to leave latitude for different markets, target groups and their demands.
The product has to be revisable in terms of its economic efficiency, and marketing opportunities.
Parallel ethical, social and legal aspect should be taken into consideration.
 
Learning Outcomes
On successful completion of this module the learner will be able to:
# Learning Outcome Description
LO1 Manage a self-initiated project from brief through to presentation;
LO2 Develop and implement a project applying creativity, independence and inventiveness
LO3 Implement and develop ideas through a critical approach
LO4 Effectively use quality control techniques and methods to ensure a high quality finish to their product;
LO5 Present a project in a coherent and clear fashion using a range of appropriate documentation and communication skills.
Dependencies
Module Recommendations

This is prior learning (or a practical skill) that is strongly recommended before enrolment in this module. You may enrol in this module if you have not acquired the recommended learning but you will have considerable difficulty in passing (i.e. achieving the learning outcomes of) the module. While the prior learning is expressed as named MTU module(s) it also allows for learning (in another module or modules) which is equivalent to the learning specified in the named module(s).

Incompatible Modules
These are modules which have learning outcomes that are too similar to the learning outcomes of this module. You may not earn additional credit for the same learning and therefore you may not enrol in this module if you have successfully completed any modules in the incompatible list.
No incompatible modules listed
Co-requisite Modules
No Co-requisite modules listed
Requirements

This is prior learning (or a practical skill) that is mandatory before enrolment in this module is allowed. You may not enrol on this module if you have not acquired the learning specified in this section.

No requirements listed
 
Indicative Content
Sample projects:
As Follows:
Project “Ubiquitous Media Systems”
The students learn how to apply methodical and practical knowledge of media design, media technology, media informatics and media management and to transfer it into the field of conceptualising, designing and developing ubiquitous media systems. The new aspect for the students in this project is the confrontation with the physical interface and the designing of haptic interfaces and/or sensory installations. By applying scientific methods to analysing media, user needs, socio-cultural contexts and media markets they develop their ability of critical examine the use of innovative forms of information technology including physical interfaces in a social-cultural-context. They investigate, apply and combine complex technologies from software development, programming and network technologies to explore the potential of innovative or alternative interface approaches. The project might, for example develop a ubiquitous application which responds to a defined target group, taking cognisance of user needs and market potential. The product could be conceived in its entirety and be developed as a prototype, mock up or simulation. Topics might include: ubiquitous education systems, products for the elderly, wearable media, smart objects, tangible media.
Project “Experimental Game”
Students design a fully functioning interactive product in the field of interactive entertainment separate from the constraints of the mainstream game industry.. This product should possess a strong experimental character, investigating solutions for innovative design, content, format or genre. At the same time the students will develop ideas, concepts and conditions for an environment and conditions where their project might be used or applied successfully. They will be required to apply self-reflection at all stages and to evaluate decisions made in the production process to optimize the results.
Project “Experimental feature/documentary”
This project focuses on pre-production of a short film or a short documentary film either individual or in groups up to 3 students. AV-Production of a linear AV-production (feature film): The students develop their idea to a script. The items of pre-production are break-Down, schedule, budget, storyboard, teambuilding, casting, pitch and presentation and financing. Production of a short documentary film: The items are catalyst (motivation, wound, encounter, assignment…), research, “choice of weapons”, fund raising, spine, perspective/, tone, common editing strategies in documentary film making and new documentary formats.
Project “Advanced Sound”
This project focuses on the development and realisation of an audio-based media product, including time schedule, resources and technical considerations. The students learn to deal with advanced issues in planning and organizing a professional realization of a audio-based media product and to verify the technical and methodological concept. They realize the sound product with all its components.
Module Content & Assessment
Assessment Breakdown%
Coursework100.00%

Assessments

Coursework
Assessment Type Presentation % of Total Mark 30
Timing Week 7 Learning Outcomes 1,3
Assessment Description
Research review. Engagement in the process re management and research
Assessment Type Presentation % of Total Mark 20
Timing Week 13 Learning Outcomes 1,2,3,4,5
Assessment Description
Final presentation of Project based on report submission
Assessment Type Written Report % of Total Mark 50
Timing Week 13 Learning Outcomes 2,3,4,5
Assessment Description
Final report. This will be to a prescribed format and be based on the project undertaken
No End of Module Formal Examination
Reassessment Requirement
Coursework Only
This module is reassessed solely on the basis of re-submitted coursework. There is no repeat written examination.

The University reserves the right to alter the nature and timings of assessment

 

Module Workload

Workload: Full Time
Workload Type Contact Type Workload Description Frequency Average Weekly Learner Workload Hours
Lab Contact Project development and review Every Week 4.00 4
Independent & Directed Learning (Non-contact) Non Contact Project research and development of specified brief Every Week 3.00 3
Total Hours 7.00
Total Weekly Learner Workload 7.00
Total Weekly Contact Hours 4.00
This module has no Part Time workload.
 
Module Resources
Recommended Book Resources
  • (2016), The Design Studio Method, Focal Press, [ISBN: 9781138022560].
  • Garton, Colleen, and McCulloch, Erika. (2005), Fundamentals of Technology Project Management, MC Press, LLC, [ISBN: 1583470530].
Supplementary Book Resources
  • (2015), Multimedia Storytelling for Digital Communicators in a Multiplatform World, Routledge, p.406, [ISBN: 9780765641328].
  • Alistair Sutcliffe. (2012), Multimedia and Virtual Reality, Psychology Press, p.352, [ISBN: 9780415650311].
This module does not have any article/paper resources
Other Resources
 
Module Delivered in
Programme Code Programme Semester Delivery
CR_HMMED_8 Bachelor of Arts (Honours) in Creative Digital Media 5 Mandatory