Master of Science Programme in Design, Interaction and Game Technologies

120 ECTS credits (start autumn-11)

Overview

Profile - General Content

The masters program in Design, Interaction and Game Technologies is a program grounded in the idea that the consumer also is the producer, whereby the interaction as such and the idea of consumers as users are two central aspects in the process of value creation. The program is an attempt to cover new interface needs of emerging industries through invention of new interface concepts, design and technology, and user's role in the development and business process. The program will provide knowledge about challenges and solutions for interaction design where the traditional boundaries are dissolved between users, developers and other stakeholders, which today is increasingly growing trend called social media. The program provides with a stimulating culture and productive intellectual environment, in which participants can learn the necessary design language and practical skills along with critical and intellectual thinking. Together these enable the participants to deliver innovative and sustainable concepts for future business and social contexts.

In Design and Interaction Design it is well accepted that problem solving can not be separated from its setting. Here abductive production of meaning is a central concept that highlights the importance of synthesis and creative problem solving. Design Research has a twofold aim, one analytical, and one construction oriented. The two aspirations are related to each other but not reducible to only one of its parts. The latter originates in the realm of practice, and the former in the realm of theory, with interesting and challenging duality between them. Artifacts are also understood as intermediate objects between the material and social world. Whereby it is not enough to analyze the domain, also parallel methodology for handling the transformation of change in practice in a responsible manner is necessary.

The program prepares for Interaction Design and Design Research. It provides understanding and hands on experiences concerning the necessary activities when developing new forms of IT and services, including theories, methods and rapid prototyping. The program also demonstrates how models for design are challenging wicked problems that depend upon the nature of the business and its social and technological framing. Designs together with the construction of new technical prototypes are key means to achieve understanding of the future possibilities of technology.

One credit is equivalent to a score in the European Credit Transfer System (ECTS).

Qualification Awarded

Degree of Master of Science (Two Years)
Main field of study: Computer Science.

Corresponding denomination in swedish is:
Teknologie- alt. Filosofie- masterexamen .
Huvudområde: datavetenskap.

Application

It is no longer possible to sign up for this occasion.

Welcome letter

Programme period

2011-August-29 until
2013-June-03

Mode of delivery

On campus (face-to-face), Day-time, full-time

Location

Karlskrona

Language of instruction

The teaching language is English.

Level

Second cycle

Main field of study

Computer Science

Programme manager

Links

Application and tuition fee

Concern most citizens outside the EU/EEA*.
Application fee: 900 SEK
Tuition fee: 200000 SEK
First payment: 50000 SEK
Read more

Admission

Prerequisites

For admission to the Education programme a Bachelor of Science degree in Computer Science, Software Engineering or equivalent, as well as English B.

Read about general admission requirements for second cycle.

Admission Criteria

(This paragraph is a translation from Swedish of the approved method, “Antagningsordning för Blekinge Tekniska Högskola, 2010-02-16”)

For programme at advanced level a special selection will be applied. The special selection involves that one or many selection criteria will be added together according to a method that will result in a merit value.

Description of methods
The special selection involves that one or many of following selection criteria
1. Grades
2. Swedish Scholastic Aptitude Test
3. Other special tests
4. Academic qualifications (credit points)
5. Working experience
6. Special reasons

Will be added together according to a method that will result in a tariff.

Method 12: Special selection for the Master Programmes in the engineering area

GENERAL
This method has the purpose to assess the applicants’ competency for studies at, among others, the Master Programmes in Electrical Engineering, Computer Science and Software Engineering.

BASE FOR RANKING OF APPLICANTS
Previous university studies and English.

DETAILS ON BAS FOR SELECTION
The first step of the ranking process is an assessment of the relevance of the area and specialisation of the applicants’ previous university studies to the applied programme. This assessment is made in three categories: minimal relevance = merit points 0, average relevance = merit points 0.5, high relevance = merit points 1.

Finally, the applicants’ TEOFL or IELTS level in English is normalised to a value between 0 and 1, where 0 is the minimum level to pass the prerequisites of the applied programme and 1 is the maximum level of the test. Applicants’ who are not required to prove their English skills with TOEFL or IELTS tests will get the merit point 1.

These two merit point values are added to a total merit value between 0 and 2.

MAXIMUM MERIT RANKING
A maximum of 2 merit points will be given, according to the above given details.

WORK METHOD
Applications that are accepted for review based on the basic requirements for the programme will be ranked according to the details above. If not all applicants with the same lowest merit point can be admitted a preference is given to the gender that is least represented at the programme, and if further selection is needed lots will be drawn.

Admission Procedure

Read about the admission procedure.

Recognition of prior studies and studies abroad

Student who has been admitted to the programme and has earlier completed a course that corresponds to a course within the programme, can apply for recognition of prior studies. If possible, the student will be offered admission to an alternative course. Studies abroad within the programme can normally be partly or fully recognised. In these cases a decision is made via the Learning Agreement, prior the study period.

Read more about studying abroad.

Practical Information

Practical information is found under 'Prospective students'.

Application

It is no longer possible to sign up for this occasion.

Welcome letter

Programme period

2011-August-29 until
2013-June-03

Mode of delivery

On campus (face-to-face), Day-time, full-time

Location

Karlskrona

Language of instruction

The teaching language is English.

Level

Second cycle

Main field of study

Computer Science

Programme manager

Links

Application and tuition fee

Concern most citizens outside the EU/EEA*.
Application fee: 900 SEK
Tuition fee: 200000 SEK
First payment: 50000 SEK
Read more

Learning Outcomes

Profile - General Content

The masters program in Design, Interaction and Game Technologies is a program grounded in the idea that the consumer also is the producer, whereby the interaction as such and the idea of consumers as users are two central aspects in the process of value creation. The program is an attempt to cover new interface needs of emerging industries through invention of new interface concepts, design and technology, and user's role in the development and business process. The program will provide knowledge about challenges and solutions for interaction design where the traditional boundaries are dissolved between users, developers and other stakeholders, which today is increasingly growing trend called social media. The program provides with a stimulating culture and productive intellectual environment, in which participants can learn the necessary design language and practical skills along with critical and intellectual thinking. Together these enable the participants to deliver innovative and sustainable concepts for future business and social contexts.

In Design and Interaction Design it is well accepted that problem solving can not be separated from its setting. Here abductive production of meaning is a central concept that highlights the importance of synthesis and creative problem solving. Design Research has a twofold aim, one analytical, and one construction oriented. The two aspirations are related to each other but not reducible to only one of its parts. The latter originates in the realm of practice, and the former in the realm of theory, with interesting and challenging duality between them. Artifacts are also understood as intermediate objects between the material and social world. Whereby it is not enough to analyze the domain, also parallel methodology for handling the transformation of change in practice in a responsible manner is necessary.

The program prepares for Interaction Design and Design Research. It provides understanding and hands on experiences concerning the necessary activities when developing new forms of IT and services, including theories, methods and rapid prototyping. The program also demonstrates how models for design are challenging wicked problems that depend upon the nature of the business and its social and technological framing. Designs together with the construction of new technical prototypes are key means to achieve understanding of the future possibilities of technology.

One credit is equivalent to a score in the European Credit Transfer System (ECTS).

Learning outcomes

In addition to the nationally regulated targets, the following objectives are true for the education. After completion of the training, the student will have gained or being able to:
  • Apply adequate scientific methodology for Design Research, and Interaction Design in Computer Science
  • Be able to independently identify, develop and test a new idea for interaction and evaluate the results against the intended users. This by using rapid prototyping techniques, technologies and interaction design evaluation methods in both lab and ''real world''.
  • Apply appropriate design models based on the nature of the present production.
  • Understand how disign rules principles can be justified by practical experiences and theories from the design field.
  • Model user-interactions and systems based on various objectives, situations, contexts, business perspectives, organizations and / or ''communities''.
  • High-level insight of how social meta-structures and their relation to commercial systems interact.
  • Understand how user-generated content may dissolve the boundaries between products and services in which intentions, desires and the context also informs the design based on its own purposes.
  • Based on the axiom ''mundane language'' understand the challenges when different stakeholders interpret, interact and communicate each other's design ideas and results.
  • Understand interactive synthetic characters based on new emerging technologies and interaction opportunities.
  • Demonstrate design concepts based on building with different technologies and media such as interactive, visual, or gesture-based interfaces.
  • Implement interface parts of game and simulation-based systems.
  • Understand how to deal with wicked design problems.

Application

It is no longer possible to sign up for this occasion.

Welcome letter

Programme period

2011-August-29 until
2013-June-03

Mode of delivery

On campus (face-to-face), Day-time, full-time

Location

Karlskrona

Language of instruction

The teaching language is English.

Level

Second cycle

Main field of study

Computer Science

Programme manager

Links

Application and tuition fee

Concern most citizens outside the EU/EEA*.
Application fee: 900 SEK
Tuition fee: 200000 SEK
First payment: 50000 SEK
Read more

Structure

Mode of delivery

The actual programs goal will be achieved through the courses that are included in exam. Judgments and examination will take place at the level of each course, the information about examinations can be found in respective curriculum.
For “Teknologie master” requires a minimum of 15 credits in mathematics or applied mathematics at university level. In cases where students do not have this with him from his bachelor's degree program he needs to have the two optional mathematics courses included in the degree.
Each course is evaluated during the study of the programs. Evaluations will be used for further development of the program.

NOTE! It is the start term of the course that is stated below. See each course to find out the actual length of the course.
 

Courses autumn semester 2011

Compulsory courses

Interaction design and game technologies, 7.5 ECTS credits, second cycle.
 
The purpose of the course is for students to acquire comprehensive knowledge and understanding of interaction design and insight in game technologies on the basis of (1) Design Challenges for human and technology in terms of its socio-material characteristics. (2) As a dialectical unity in which design problems can not be separated from its setting in the real world. (3) As a future-oriented design work where necessary descriptive concepts are not yet available. (4) Insight in current and possible future interaction technologies and interfaces

Read all information about the course 'Interaction design and game technologies' (the link opens in a new window)
 
Sketches for design processes, 7.5 ECTS credits, second cycle.
 
The aim of this course is to make visual the process and principles of synthesis in design i.e. the abductive sensemaking process when manipulating, organizing, pruning, and filtering data of a design challenge. The students will learn methods for modeling ideas and concepts for interactive artifacts, and tools for demonstrating them in visual form including sketches, conceptual and technical drawings and flowcharts . These visualization methods provide foundations for later prototype development. The student shall be able to handle both analogue and digital drawing tools, with the main emphasis on 2d tools, in preparation for 3d software and 3d prototyping tools. Through understanding the means for externalizing the entire meaning]creation process students are also enabled to argue for time span needed, better planning, and drive invention systematically.

Read all information about the course 'Sketches for design processes' (the link opens in a new window)
 
Human Computer Interaction (HCI) in Games, 7.5 ECTS credits, second cycle.
 
The course introduces a wider range of contemporary technologies for human-computer-interaction (HCI) than those used for commercial games. The students learn to design and implement innovative interaction based on these technologies and HCI principles.

Read all information about the course 'Human Computer Interaction (HCI) in Games' (the link opens in a new window)
 
Models and human-machine-interaction, 7.5 ECTS credits, second cycle.
 
The purpose of the course is for the student to obtain profound knowledge and understanding of (1) models as a support for using technology, further the students obtain knowledge of (2) construction of models based on existing systems on human-machine-interaction, (3) variation and diversity of models format, e.g. text based paper manuals, online manuals, tutorials, electronic image-text-video as support for learning using machines, which can be games, process control systems, documentation system etc.

Read all information about the course 'Models and human-machine-interaction' (the link opens in a new window)
 

Elective courses

Linear Algebra, 7.5 ECTS credits, first cycle.
 
During this course students will obtain basic knowledge of linear algebra required for technical education programmes.

Read all information about the course 'Linear Algebra' (the link opens in a new window)
 

Courses spring semester 2012

Compulsory courses

Management of Technology and Innovation, 7.5 ECTS credits, second cycle.
 
To enable students to understand technological management and innovation theory and knowledge of innovation processes and different strategy perspective.

Read all information about the course 'Management of Technology and Innovation' (the link opens in a new window)
 
Rapid Prototyping for Interaction Design, 7.5 ECTS credits, second cycle.
 
The course aims to provide students with conceptual and practical skills in the realisation of interactive artefacts using rapid prototyping technologies. Students will learn the nature of the overall process from design conceptualisation to prototype implementation and evaluation, including the principles of operation and materials used by a variety of currently available rapid prototyping technologies. The emphasis is upon rapid prototyping of the physical structure of interactive objects.

Read all information about the course 'Rapid Prototyping for Interaction Design' (the link opens in a new window)
 
Innovative Interfaces, 7.5 ECTS credits, first cycle.
 
Technological developments leading to an increasing integration of computers and network while availability is increasing. This happens in all areas of society, at work, home and leisure, and involves many different groups of people. The need for skills focused on finding appropriate solutions to how services and applications can be made accessible to and usable by such technological developments, is increasing. Central aspects in this context, usability, interface, interaction in various forms and assistance for people in the everyday lives they live and the needs and experiences they have. The need for a well-designed interface between technology and humans is greater than ever. The purpose of this course is to increase students' understanding of how the availability and usability of new technologies and new services can be made possible by new perspectives and innovative interface design.

Read all information about the course 'Innovative Interfaces' (the link opens in a new window)
 
Interactive Synthetic Characters, 7.5 ECTS credits, second cycle.
 
The course aims to give students an understanding of the basics in the design of interactive synthetic characters, such as so-called Non-Player Characters (NPCs) in games.

Read all information about the course 'Interactive Synthetic Characters' (the link opens in a new window)
 

Courses autumn semester 2012

Compulsory courses

Research Methodologies in Computer Science, Informatics, 7.5 ECTS credits, second cycle.
 
This course is for students to develop knowledge, skills and assessment skills to critically, independently and creatively plan and carry out a scientific work at the advanced level in the subject Informatics. This includes the student to develop advanced knowledge of the philosophy of science, research design and methods of data collection, data analysis and presentation.

Read all information about the course 'Research Methodologies in Computer Science, Informatics' (the link opens in a new window)
 
Advanced Topic in Computing, 7.5 ECTS credits, second cycle.
 
The purpose of the course is to give the students possibilities to deepen their knowledge and understanding within a specific area within computer science or software engineering. The course constitutes a direct preparation for a future master thesis.

Read all information about the course 'Advanced Topic in Computing' (the link opens in a new window)
 
Applied Interaction- and Game Project, 7.5 ECTS credits, second cycle.
 
The purpose of the course is for the student to apply and develop both old and new skills within interactive design and/or game design as a preparation for professional activity within the fields. Course participants will plan and implement a design project with an emphasis on interaction. The project provides participants the possibility to apply and develop knowledge from previous courses with regards to principals, theories, methods and technology for interactive design. The project offers the possibility to develop deep theoretical knowledge as well as methodological, and analytical experience. The project will be geared toward either game- or interaction field.

Read all information about the course 'Applied Interaction- and Game Project' (the link opens in a new window)
 

Elective courses

Applied Artificial Intelligence, 7.5 ECTS credits, first cycle.
 
Artificial intelligence exists in different forms in an increasingly bigger part of the computerized systems we use - Optimization techniques in logistics, computer-controlled characters in computer games, decision support systems, imaging algorithms and mobile robots. This purpose of the course is to introduce students to the field of artificial intelligence and some of its applications.

Read all information about the course 'Applied Artificial Intelligence' (the link opens in a new window)
 
Introduction to Strategic Sustainable Development, 7.5 ECTS credits, second cycle.
 
The purpose of this course is to learn about and
apply core concepts of Strategic Sustainable Development (SSD) to planning for sustainability.
This includes a theoretical understanding and practical application of a structured planning and decision-making model for solving real-world issues. Students will gain an understanding of the major sustainability challenges facing our society today, and learn the importance of taking a whole-systems perspective when trying to identify problems and plan solutions.

Read all information about the course 'Introduction to Strategic Sustainable Development' (the link opens in a new window)
 
Linear Algebra, 7.5 ECTS credits, first cycle.
 
During this course students will obtain basic knowledge of linear algebra required for technical education programmes.

Read all information about the course 'Linear Algebra' (the link opens in a new window)
 

Written Work

Programmet avslutas antingen med skriftligt examensarbete eller designarbete, alternativt kombination av både motsvarande 30 hp.

International element

Programme get some students from China on the basis of agreements with the University of Science and Technology Beijing, but the education is conducted here at BTH.

Read about study abroad

Job Profiles

Programme provides both design focused research preparation and a foundation for in practical activities develop new forms of interaction and services within IT field.

Further Studies

Student with a degree from the programme can in general apply for further education at graduate level within the main field.

Programme Advisory Board

Programme has not yet established a programme committee

Application

It is no longer possible to sign up for this occasion.

Welcome letter

Programme period

2011-August-29 until
2013-June-03

Mode of delivery

On campus (face-to-face), Day-time, full-time

Location

Karlskrona

Language of instruction

The teaching language is English.

Level

Second cycle

Main field of study

Computer Science

Programme manager

Links

Application and tuition fee

Concern most citizens outside the EU/EEA*.
Application fee: 900 SEK
Tuition fee: 200000 SEK
First payment: 50000 SEK
Read more

Examination

Qualification Awarded

Degree of Master of Science (Two Years)
Main field of study: Computer Science.

Corresponding denomination in swedish is:
Teknologie- alt. Filosofie- masterexamen .
Huvudområde: datavetenskap.

Assessment and grading

Assessment and examination varies between different courses in the programme. See information for respective course in the programme.

Programme Evaluations

Programme will from 2011 be evaluated annually by the students.

Students' views on the programme are used to improve programme elements.

Alumni

Programme is new and is given for the first time autumn 2010 and therefore has no alumni yet.

Application

It is no longer possible to sign up for this occasion.

Welcome letter

Programme period

2011-August-29 until
2013-June-03

Mode of delivery

On campus (face-to-face), Day-time, full-time

Location

Karlskrona

Language of instruction

The teaching language is English.

Level

Second cycle

Main field of study

Computer Science

Programme manager

Links

Application and tuition fee

Concern most citizens outside the EU/EEA*.
Application fee: 900 SEK
Tuition fee: 200000 SEK
First payment: 50000 SEK
Read more

 

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