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Masters programme in Design for Creative and Immersive Technology

  • 120 credits

Life has changed profoundly with the arrival of the digital age, but we are still only in the infancy of the development. Innovative technology and the ways we interact with it has facilitated social connections and sped up communication infrastructure, but also disrupted older media and foundational societal structures.

Information for admitted students Autumn 2020

Congratulations! You have been admitted at Stockholm University and we hope that you will enjoy your studies with us.

In order to ensure that your studies begin as smoothly as possible we have compiled a short checklist for the beginning of the semester.

Follow the instructions on wether you have to reply to your offer or not.
universityadmissions.se

 

Checklist for admitted students

  1. Activate your university account

    The first step in being able to register and gain access to all the university's IT services.

  2. Register at your department

    Registration can be done in different ways. Read the instructions from your department below.

  3. Read all the information on this page

    Here you will find what you need to know before your course or programme starts.

IMPORTANT

Your seat may be withdrawn if you do not register according to the instructions provided by your department.

Information from the department - programmes

Welcome to DSV!

The first semester of year 1 on Master's programmes will be given fully online as distance learning, as previously announced.
Here you will find previous information emails from us

Enrolment and introduction

Enrolment for autumn semester 2020 is open from August 10 to August 31. When you enrol, you will confirm your place on the programme. 

To be able to start your studies, you need to:

  • Activate your University Account. Use the one-time code you will receive via email in August 10 to activate your University Account.
  • Enrol in our system Daisy.

Find instructions how to activate your Univeristy Account and enrol here

When you are enrolled in Daisy, you are able to log on to the study platform iLearn

Online information sessions August 27

Here you will find times for your online information sessions at the Department of Computer and Systems Sciences, DSV

Student union DISK

As a student at DSV, you will be offered to join our student union DISK. 
More information about DISK and how to join here

Contact

Questions regarding enrolment: studexp@dsv.su.se
Phone hours and reception hours for the Students Affairs Office

Questions regarding your studies and conditionally acceptance: master@dsv.su.se 
Phone hours and reception hours for the master student counsellors

Welcome activities

Stockholm University organises a series of welcome activities that stretch over a few weeks at the beginning of each semester. The programme is voluntary (attendance is optional) and includes Arrival Service at the airport and an Orientation Day, see more details about these events below.
Your department may also organise activities for welcoming international students. More information will be provided by your specific department. 

su.se/welcomeactivities 


Find your way on campus

Stockholm University's main campus is in the Frescati area, north of the city centre. While most of our departments and offices are located here, there are also campus areas in other parts of the city.

Find your way on campus


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New student

During your studies

Student unions


For new international students

Pre-departure information

New in Sweden

 

 

While society is still struggling to grasp the effects of social media and smartphones, further developments are rapidly underway in creative and immersive technologies such as the Internet of Things, Augmented Reality, Virtual Reality, eXtended Reality, Artificial Intelligence to name only a few.

In a chaotic and rapidly changing technological landscape, there is an urgent need to understand all three core aspects of design: technology itself, users in their socio-cultural context and the potential implications for society of design of creative and immersive technologies. 

This program will train you to invent, design and build new technology, while heeding users’ practices in context as well as taking potential societal transformations into consideration.

The programme is directed towards students with previous degrees with a technical background in computer and systems sciences.

  • Programme overview

    You will find detailed course information, list of course literature, schedule and start date at courses and timetables. Select semester in the drop-down menu and search by course name.

    Programme outline

    The first year will reconcile the students’ backgrounds in technology and social sciences and introduce them into academic research on an advanced level.

    The second year will concern technological innovations and society. Students will be provided ample opportunities to pursue their own interests in creative and immersive technology in student-driven projects connected to current research projects at our department.

    Year 1

    1st semester

    Mandatory courses 1 x 15 credits and 2 x 7,5 credits

    Introduction to design for creative and immersive technology 15 credits
    This course provides students with Human Interaction Design concepts, methods, principles, guidelines and patterns with the aim to equip them with conceptual lenses to explore tangible interaction, the Internet of Things models, applications and services, as well as eXtended Reality. The students gain general knowledge about such technologies by working in groups with a series of design challenges where they imagine, create, play, share and reflect together whilst they apply human computer interaction (HCI) concepts to prototype interactive artefacts aimed at rethinking human interaction.
    The course is structured in three technical modules where the students learn about:

    • the main trends and challenges in Internet of Things (IoT) models and applications,
    • tangible interaction and
    • eXtended reality.

    Furthermore, the course introduces the students to design critique and challenge them to reflect on the potential societal implications of creative and immersive systems. Besides the interactive prototypes that the students develop in groups, they are challenged to create individual annotated portfolios.

    Internet of Things services 7,5 credits
    The course covers development of applications, services and design of communication between clients and interfaces to Internet of Things (IoT) architectures. The course provides an understanding of the design process regarding new communication systems that is specially designed for new context-based IoT applications. The student also get an understanding of the integration of smart objects for IoT.

    Thick Data 7,5 hp
    The course provides students with knowledge of how to apply qualitative data collection and data analysis methods. This course prepares the students to engage with data analysis and link qualitative data to the design process inherent in immersive and creative artefacts. In particular, the course provides knowledge so that the students are able to identify implications for design from the qualitative data collected.

    2nd semester

    Mandatory courses 4 x 7,5 credits

    Scientific Communication and Research Methodology 7,5 credits
    This course introduces the students to the principles of scientific research and more specifically to design, implement, and report on a research study. The main focus of this course is to teach students to conduct research in connection with design for creative and immersive technologies. In this course students learn how to align problem statement, aims, objectives, research questions, data collection and analysis, and report on results into a coherent and logically flowing whole.

    Designing for Emerging Technologies 7,5 hp
    The course provides students with knowledge on current creative and immersive technologies. Particularly the course challenges the students to apply and discuss key concepts, methods, workflows, tools and selected standards that facilitate interaction supported by creative and immersive technologies. In this course the students learn about, and reflect on, the opportunities and challenges of designing for interaction facilitated by creative and immersive technologies by conducting small research projects.

    Data science for design 7,5 credits
    The course introduces the process of data science and decision support. It also presents methods and techniques for data science with focus on application areas such as health informatics and interaction design. Particular focus will be given on basic algorithms in machine learning and their application to extracting knowledge and insights from large and complex data.

    Design for complex and dynamic contexts 7,5 hp
    In this course the students learn how to adapt and apply HCI design methods for IoT, sensor based multimodal interaction and mobile artefacts. The course enables the students to assess the applicability of HCI design methods for IoT, sensor based multimodal interaction and mobile artefacts.
    The course consists of three course modules:

    • Design Theory and Methodology,
    • Digital Twins and
    • Prototyping cognitive platforms.

    These modules intersect/are merged into a design project where the students, informed by theory and design methods, create a cognitive concept that supports interaction and collaboration with the purpose to support decision processes.

    Year 2

    3rd semester

    Mandatory courses 1 x 7,5 credits and 1 x 15 credits

    Design and information society 7,5 credits
    The course introduces the students to the question of how modern computing is affecting society, and how the development and use of computer programs intersect social, moral and ethical issues in contemporary society. Upon successful completion of this course, the students will have reliably demonstrated the ability to: research, summarize how computing has changed society, account for and explain how intertwined computer programs in our daily lives have become, as well as reflect on how these programs are created.

    Project course in creative and immersive technology 15 credits
    The overarching goal with the course is to prepare the students to develop an interactive prototype of such quality that it can be presented as a design suggestion. During the course, students will be involved in a creative and reflective design process within boundaries set by specific projects and application areas. Projects will have relevance for stakeholders such as DSV research groups and/or public or commercial organizations. In this course, students are, under supervision, expected to find their application areas and to justify, conduct, document and reflect upon their projects independently. Students will be required to synthesize established as well as novel knowledge regarding design methods, technology, design theory and science and practical applications into their own design process.

    Elective course 1 x 7,5 credits

    One of the following two courses:

    Tendencies and trends in creative technology 7,5 credits
    This course provides the students with the opportunity to investigate trends and examine the potential impact of creative technologies on the computer industry. Upon successful completion of this course, the student will have reliably demonstrated the ability to describe and evaluate the impact of the implementation of new software, hardware and networking technologies, conduct research and be able to summarize trends that have an impact on the computer industry. Furthermore, the students investigate, test and consider the use and cost effectiveness of software and/or hardware in the business environment.

    Entrepreneurship in the digital society 7,5 hp
    This course provides basic knowledge of how business ideas can be developed and put in practice as well as how they are being translated into business models. The course provides students with the opportunity to meet guest lecturers from trade and industry who work with digital innovation on a daily basis. After completing the course, students will gain deep understanding of tools that are necessary to apply when testing and evaluating a business idea and a business model.

    4th Semester

    Master thesis 30 credits
    Information regarding the master thesis

  • How to apply

    FAQ - DSV application

    Selection process

    Additional eligibility criteria

    The selection of students is based on grades of academic courses. This means that you don’t have to submit recommendation letters or motivation letter when applying to this specific programme.

  • Career opportunities

    You will qualify for positions such as immersive technology specialist, interaction designer, change agent, project manager, innovator and entrepreneur in novel technology. Graduates may also enter Ph.D. programmes to pursue a career in academic or industrial research.

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