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Creative Technologies MA/MSc

This course enables students to work creatively with innovative and transformational new technologies across traditional disciplines and at the convergence of technology and creative practice.

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In our world of rapidly developing technologies, the workforce of the future needs a hybrid range of contemporary skills necessary for digital technology innovation.

On this course you will learn to utilise and combine technologies in creative ways, gain higher-level digital, technical and interpersonal skills, analytical and problem-solving skills, and become a critical thinker and creative developer.

The course is suitable for students from a varied backgrounds, attracting recent graduates wishing to increase their employability within the creative technology and digital cultural industries, mature students who wish to expand their interdisciplinary portfolio, and company-sponsored professionals working in creative technology industries.

Whether your specialism lies in technology but you are interested in exploring the creative dimensions, or you are an artist or designer working with technologies or programming skills, this course will give you the grounding in contemporary creative technologies.

Our multi-disciplinary approach to teaching, learning and research brings together eScience, digital arts and design and humanities to cross traditional disciplines and boundaries, encouraging innovation and developing new modes of collaboration.

Students on this course can choose to explore modules including Artificial Intelligence, Computational Intelligence, Creative Coding, Digital Arts, Digital Cultures, Future Cities, Holography, Internet of Things, Interactions Design, Systems Design, Transmedia Practice and Virtual, Augmented and Mixed Realities. Students are able to select modules from a range of areas and combine them into an independent project.

Key features

  • Develop your own area of specialism at the convergence of technology and creative practice, working across and beyond disciplines and boundaries.
  • Be encouraged to develop innovative and experimental practice in a supportive collaborative environment.
  • Work on live research projects within the Institute of Creative Technologies, including the Creative AI Research Group and Digital Arts Performance Practice - emerging research (DAPPer).
  • Access resources and expertise from both the Faculty of Computing, Engineering and Media and the Faculty of Arts, Design and Humanities, including labs, studios and workshop spaces.
  • Equip yourself with a range of expertise from across disciplines to face challenges presented by the rapidly evolving technological environment and the needs of contemporary creative technologies’ employers.


  • UK
  • EU/International

UCAS code: J99071

Duration: One year full-time, two years part-time

Fees and funding:

2021/22 tuition fees for UK students: £6,575

2022/23 tuition fees for UK students: £6,740

Find out more about course fees and available funding.

Additional costs: Here at DMU we provide excellent learning resources, including the Kimberlin Library and specialist workshops and studios. However, you should be aware that sometimes you may incur additional costs for this programme.

Key facts for international students

UCAS code: J99071

Duration: One year full-time, two years part-time

Fees and funding:

2021/22 tuition fees for EU and international students: £15,100

2022/23 tuition fees for EU and international students: £15,600

Find out more about course fees and available funding and scholarships.

Additional costs: Here at DMU we provide excellent learning resources, including the Kimberlin Library and specialist workshops and studios. However, you should be aware that sometimes you may incur additional costs for this programme.

Entry criteria

Applicants should normally possess a 2.1 honours degree in a creative technologies-related subject area. We take a transdisciplinary approach and welcome applications from a wide range of subject areas and all non-standard applications will be carefully considered.

Equivalent qualifications from other international systems will receive the same consideration and applicants whose first language is not English should have IELTS 6.0 or equivalent.

There is a three-stage application process:

  1. Application form.

  2.  An example of their Creative Technologies-related work.

  3. A personal statement explaining why the candidate believes that this course is right for them and how it relates to their work with creative technologies.

 International students

If English is not your first language an IELTS score of 6.0 or equivalent when you start the course is essential. English Language tuition, delivered by our British Council accredited Centre for English Language Learning, is available both before and throughout the course if you need it.

Structure and assessment


Course modules

Teaching and assessments



Semester 1

The curriculum is continually updated to reflect development in emerging technologies and so some modules may be subject to change.

Compulsory Module:


Research Methods for Creative Practice

This module provides a grounding in research methods for creative technologies projects, offering students methodologies and techniques to support and develop their learning throughout their course of study.  The module will cover research methods across art and design, humanities and technology. Students will be given techniques in methods of collaborative and cooperative working as well as systems of the development of creative ideas and research.


Optional Modules:


Artificial Intelligence (AI) Programming

This module presents a logical programming approach. AI programming is a key skill and a necessary tool for problem solving in industry.


Computer Systems and Networks

This module explains the technical infrastructure upon which modern computer systems and networks are run. It provides a sufficient level of understanding of hardware, operating systems, systems software, network protocols and topologies to enable you to appreciate the use of computer systems and networks in commerce and industry, to be able to construct a technical specification for a computer system, and to select an appropriate system


Coding for Artists

This module introduces programming concepts and open source tools for artists to build interactive systems, providing students with the knowledge and understanding to create their own interactive systems. It will introduce students to the background context of the tools as well as equipping them with the knowledge, understanding and expertise to use the tools creatively. The module will focus on programming for artistic work, introducing basic programming concepts and related software (for example Processing and Python) and hardware (for example Arduino and Raspberry Pi) as well as Pure Data and Max.Key aims will be to enable students to develop and supplement their specialist knowledge in relation to the programming for artistic work.


Digital Cultures

An introduction to key ideas in critical and cultural theory that affect creative technologies and the creative industries.


Digital Technologies for Arts Practice

These modules provide a practical understanding of a range of different digital technologies through workshops and lectures delivered by established practitioners in the field and will be assessed through a negotiated group project, where students work collaboratively to produce a piece of digital creative work.


Internet of Things

This module provides students with the necessary knowledge and understanding of IoT technologies and their application to the provision of smart services, as well as a wider understanding of how data analytics and visualisation are performed through cloud computing services



Semester 2


Compulsory Module:


Research in Practice

This module will give students a practical understanding of the different methods of dissemination, presentation and communication of practice/research/projects in creative technologies as well as practical experience in presenting their research to a range of audiences.  It will cover types of research outputs and dissemination, research presentation formats, ways to present and market research to different audience types, communication and presentation techniques, and project planning, culminating in an assessed showcase event for both public and private audiences.


Optional Modules:


Advances in Modern Lens Based Media

The purpose of this module is to introduce you to Modern Optics and the use of holographic/lenticular technology as a creative tool. Related technology will include three-dimensional photography. Specifically, it will examine advances in light sensitive materials and related print technology and design/application testing. You will also get the opportunity to put theory into practice through working in a group on a lenticular creative project.


Applied Computational Intelligence 

This module considers knowledge-based systems; the historical, philosophical and future implications of AI; then focuses on current research and applications in the area.


Human Factors in Systems Design

This module introduces and explores the human factors that need to be considered when designing interactive systems. You will develop skills that will enable you to design effective and usable interactive systems. You will also learn how to evaluate the usability and appropriateness of competing designs


Immersive Technologies

This module explores creative practices using immersive technologies. Immersive technology refers to technology that attempts to emulate a physical world through the means of a digital or simulated environment, thereby creating a sense of immersion. Immersive technologies are being developed to stimulate one or more of the five senses to create perceptually-real sensations. This can include visual (360˚ projection, holography, head-mounted display, motion capture), auditory (binaural, 3D sound, immersive audio) and tactile enhancement (haptics, wearables), and generally involves interaction technology (e.g. gesture recognition, HCI/ gaming controllers, speech recognition) and software environments including generative, gaming, intelligent and virtual. This module will introduce students to the background context of these technologies as well as equipping them with the knowledge, understanding and expertise to use them creatively. This will provide the basis from which students will undertake individual practice-based research, which will be developed and underpinned by strategies and methodologies explored in the module.


Modern Programming Techniques

This module provides students with knowledge of modern programming techniques which blend object and functional designs. You will gain practical skills writing programs that utilise combined object and functional patterns of computation


Transmedia Practice

Transmedia is commonly defined as a narrative or project that combines multiple media forms across multiple platforms, such as different types of social media platforms, interactive websites or media outlets, often with a degree of audience participation, interaction or collaboration. The Transmedia Practice module will equip students with the creative knowledge and understanding to create immersive story-worlds across media platforms, emphasising interactive narrative and collaborative creativity.  Through the module the students will; develop their critical understanding of a number of theoretical concepts in narrative and new media, and to apply these in analysing, creating and reflecting on transmedia projects; develop their awareness of current professional practice in creating transmedia products, and develop a transmedia project in their chosen medium that is aimed at a specific market.




Major Project

This module provides the opportunity to develop and demonstrate skills acquired from the taught course in the creation, development and realisation of a negotiated creative or research project.  This module allows students to bring together all aspects of the course ranging from research methodologies to discipline-specific modules.  The type of award will be determined by the area of specialism reflected in the student’s choice of focus.  The negotiated project will be designated MA or MSc and this will determine the nature of the final award.




Teaching will be delivered through lectures, seminars, practical classes, workshops and tutorials. Where appropriate, visiting speakers will be invited. Some modules include e-learning through blogs, Wikis and online discussion. Students will receive advance information of additional software required and given support in installation, customisation and use where appropriate. The creative or research project will be devised by the student in negotiation with a tutor. This unit will be delivered through tutorials and, where appropriate, practical classes and workshops.


Teaching, learning and assessment strategies seek to promote active, participatory, reflective and independent learning. They are designed to: enable students to identify, share and then build on existing knowledge and experience; challenge students to critically examine their own creative values and practices in a constructive, creative environment; inform students on the interrelationship between academic and professional practice, especially in an trans/multi/interdisciplinary context; support the transition to postgraduate level study and foster students engagement with debates within creative technologies by identifying and evaluating the core research themes in the field.


A range of teaching and learning methods are used, including; lectures and presentations by academic staff and visiting practitioners, practical project work, seminars and tutorials, group workshops, independent reading, viewing, observation and research, guided reflective dialogue and writing, online teaching and learning.


All assessment is through coursework and/or examination, depending on the modules chosen by the student. Modules employ a variety of assessment methods and assignments commensurate with advanced level, academic and applied study. These include: presentations, groupwork and collaboration, creative assignments, essay assignments, practice-based critical commentaries/reports, research projects, examinations and technical application of computer-based tools.



Contact and learning hours
You will normally attend 3 hours of timetabled taught sessions each week for each module undertaken during term time. You are expected to undertake around 7 further hours of independent study and assignments as required per module, each week.





Facilities and features

Institute of Creative Technologies

The Institute of Creative Technologies is a university-wide research institute that concerns itself with the practice, theory and history of creative technologies. All its projects are either interdisciplinary (applying the methods from one discipline to another), multidisciplinary (teams from various disciplines combining to investigate a research question) or transdisciplinary (across and beyond all disciplines).

The programme offers student access to facilities across the University, including the IOCT Laboratory (a large flexible space with a vast array of technologies, as well as a social area), Artificial Intelligence Laboratories, Motion Capture Studio, Usability Laboratory, Immersive Realities Lab and Holography Lab.  The Institute also regularly exhibits work and run seminars and other events in Leicester's Phoenix Square, a digital media centre.

Learning zones

Our Learning Zones and The Greenhouse also provide space for group or individual work and study.

There are 1,600 study places across all library locations, more than 700 computer stations, laptops to borrow, free wi-fi and desktop power outlets.

You can also book rooms with plasma screens, laptops and DVD facilities for group work and presentations, secure an individual study room with adjustable lighting or make use of our assistive technology.

Library services

On campus, the main Kimberlin Library offers a space where you can work, study and access a vast range of print materials, with computer stations, laptops, plasma screens and assistive technology also available. 

As well as providing a physical space in which to work, we offer online tools to support your studies, and our extensive online collection of resources accessible from our Library website, e-books, specialised databases and electronic journals and films which can be remotely accessed from anywhere you choose. 

We will support you to confidently use a huge range of learning technologies, including Blackboard, Collaborate Ultra, DMU Replay, MS Teams, Turnitin and more. Alongside this, you can access LinkedIn Learning and learn how to use Microsoft 365, and study support software such as mind mapping and note-taking through our new Digital Student Skills Hub. 

The library staff offer additional support to students, including help with academic writing, research strategies, literature searching, reference management and assistive technology. There is also a ‘Just Ask’ service for help and advice, live LibChat, online workshops, tutorials and drop-ins available from our Learning Services, and weekly library live chat sessions that give you the chance to ask the library teams for help.

Opportunities and careers

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DMU Global

This is our innovative international experience programme which aims to enrich your studies and expand your cultural horizons – helping you to become a global graduate, equipped to meet the needs of employers across the world.

Through DMU Global, we offer a wide range of opportunities including on-campus and UK activities, overseas study, internships, faculty-led field trips and volunteering, as well as Erasmus+ and international exchanges.

While overseas DMU Global opportunities are not currently possible, DMU will continue to review government advice and if travel is permitted, we hope to offer a small number of extra-curricular opportunities in the summer of 2021. 



Graduate Careers

Graduates of this course are well equipped to enter a wide range of contemporary careers, including computational intelligence, virtual environments, holographic imagery, web content development, the entertainment and games industries, and careers in teaching and creative technology development. By crossing traditional discipline boundaries and developing new modes of collaboration and cooperation, our graduates are well placed to face the challenges presented by the rapidly evolving technological environment.

Graduates from the programme have secured employment in a range of different sectors and companies, including Jaguar Land Rover, the BBC, ITV, Pure Radio, Pinewood, the Los Angeles Herald and Apple. Some graduates choose to set up their own businesses in the creative technologies sector, in areas such as web design, audio programming, photography and video editing, film-making, new media and music composition and production. A number of our graduates have also secured doctoral scholarships around the world to further their specialist interests in areas such as augmented reality, mimetic digital games, digital art, mixed-reality technologies for second language learning, Web Collider and amplified reality.

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