Masters programme in Design for Creative and Immersive Technology
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.
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The first semester of year 1 on Master's programmes will be given fully online as distance learning, as previously announced.
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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.
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- Activate your University Account. Use the one-time code you will receive via email in August 10 to activate your University Account.
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Online information sessions August 27
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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.
For new international students
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.
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.
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.
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.
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.
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.
Master thesis 30 credits
Information regarding the master thesis
How to apply
Selection processAdditional 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.
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.