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MA Wearable Futures

Course Summary School: Ravensbourne University

Location: United Kingdom, London

Education: Diploma

This course is for designers who are interested in technologies that have the human body and its covering as their focus.
The main conceptual framework for the course will be provided by theories of digital craftsmanship, body-centric technologies and phenomenological readings and speculative philosophy. These will assist in helping you to sift and prioritise the current trends and thought relating to fashion and discussion around the body within data-informed spaces.
An interdisciplinary field of study will include interaction and UX design and open source culture, design innovation and applied philosophy. You will be introduced to philosophical trends and these will tie in with your practice and help you to develop a critical view incorporating design fiction and other emerging theories. You will engage with research methods such as participatory, user-study and user-centred design. We will help you to influence the decision makers so that wearable solutions will be accepted and meet the cultural and ethical expectations when designing for the human body and the garment-industry.
Entry requirements:
Home/EU
First or upper second class honours degree (or equivalent non-UK qualifications) in a relevant subject, or an equivalent professional qualification in a related subject area.
If you are applying directly from an undergraduate degree course without experience or professional practice you must be able to demonstrate a good knowledge of your chosen subject area.
Non-EEA/EU
In order to be eligible for a course, you will need to be a competent speaker and writer of English. This also applies if you are from the European Union, or if you're from a country outside the EU. You will need a level of IELTS 6.5, with a minimum of 6.0 in each section.
Admission queries:postgrad@rave.ac.uk
What your course will look like
unit 1: Technology Issues In the Technology Issues unit you will have the opportunity to prototype ideas and engage with industry standard processes, techniques and technology relevant to visual effects.
unit 2: Business and Innovation The business context of new technologies has transformed the relationships between traditional film, video and digital formats.
unit 3: Research Process The Research Process and Technology units will enable you to deepen your conceptual thinking and technical application through the development of your individual practice.
unit 4: Concept and Prototyping The Concept and Prototyping unit will develop your main concepts with reference to theoretical and business contexts.
unit 5: Major project The Major Project represents the culmination of students’ investigation and the final stage of the research strategy. This is a substantial piece of self-managed work that is underpinned by advanced practice-based methodologies and processes.