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Students
Tuition Fee
GBP 17,000
Per year
Start Date
2024-09-01
Medium of studying
On campus
Duration
12 months
Program Facts
Program Details
Degree
Masters
Major
Business Administration | Marketing | Marketing Management | Mass Communication
Discipline
Business & Management | Media & Communication
Minor
Startup Incubation | Digital Marketing | Communication and Media Studies | Market Research
Education type
On campus
Timing
Full time
Course Language
English
Tuition Fee
Average International Tuition Fee
GBP 17,000
Intakes
Program start dateApplication deadline
2024-09-01-
About Program

Program Overview


Course summary

This exciting multidisciplinary Master's course is fully designed to reflect the needs of contemporary interactive media industries, bringing together creative technologies, interactivity, design practices and entrepreneurship with the user in mind.

The Interactive Media Practice MA places the user at the centre of the experience and focuses on design and content creation in areas such as mobile app development, wearables, games, rich media websites, interactive guides and installations, immersive XR, next-generation advertising reality systems, to powerful eMarketing and entrepreneurship through innovation protocol and Digital Transformation.

The course embraces a hackathon culture with specialist labs that boast newly designed flexible learning spaces for students to work more collaboratively on innovation protocols fostering cross-pollination of new ideas creatively. Many students will work on industry briefs as well as their own projects independently within and outside our course clusters. This collaborative approach to learning and research often leads to successful projects that are commercially viable and can quickly gain industry recognition, and also contribute to students’ portfolios.

You’ll examine the communication of ideas in a networked world through our entrepreneurship incubator programme and consider the many impacts of digital media in everyday life for commercial trajectories through practice-based projects.

Using the leading industry software, you'll be involved in designing and making interactive digital media content for delivery over the Internet, on tablets and mobile devices and for installations to designing compelling user interfaces creating a great user experience. This also extends to the development towards creating content for new emerging environments.

The Interactive Media Practice MA will prepare you for the sector by leveraging and integrating the fine blend between creativity and technical capacities. You'll also benefit from having access to a range of highly regarded industry practitioners who will offer you exceptional insight and working knowledge within the field, both challenging and encouraging your technical and creative flair. On this Master's course, you’ll move towards developing commercial-level interactive media and digital content production skills.

You’ll be encouraged to work with technology experimentally in a creative way, collaboratively, and to apply emerging and existing technology in new and innovative ways via research-informed practice. You'll also have hands-on experience creating content for mobile technologies, wearables, XR and content-rich media websites, RCS Messaging, ChatBot, web production, and UX design, with the user in mind.

The course will also prepare and enhance your ability to produce interactive media, methodologies and production workflows, supported by a robust understanding of the technologies and theories involved.

This Master's offers an ideal underpinning for those seeking employment in the digital media industries, which increasingly require people who work with technology from a creative perspective, or those seeking to solve a problem through introducing a new digital intervention. This is the course that will create the next generation of interactive media talent who are both enterprising and creative.

Students are encouraged to apply from design, non-programming or non-technical backgrounds as well as technical backgrounds.

Westminster is a leading provider in this academic discipline and is ranked 1st in the UK in the Complete University Guide 2022 for Research Quality in Art and Design. The University is also ranked top 15 among UK institutions for Communication and Media Studies in the QS World University Rankings 2022 and ranked 4th in the UK in the Complete University Guide 2022 for Research Quality in Communication and Media Studies.

Top reasons to study with us

  • Collaborative working – Our course embraces a hackathon culture with specialist hack labs for you to work more collaboratively on innovation protocols. It will equip you with advanced knowledge of managing and assembling ideas, using a wide variety of creative technologies and advanced programming, in a real-world context
  • Learn from experts – You’ll be taught by highly regarded industry practitioners who will offer you exceptional insight and working knowledge within the field, both challenging and encouraging your technical and creative flair
  • Develop in-demand skills – The digital media industries increasingly require people who can work with technology from a creative perspective. This course will equip you with the skills to produce as well as explore future creative technologies
  • Excellent facilities – We have professional recording studios, technology labs, and an array of post-production and multimedia facilities built and equipped to the highest standards

Course structure

The following modules are indicative of what you'll study on this course.

Core modules

Innovation and Interactive Design

You will create your ideas within an ideation stage, develop, formulate the design of your innovative idea into a digital output such as an app or wearable and translate this into a proof of concept (PoC), which is polished and professional. The workflow shown in this module will be industry standard methods of practice, above and beyond. You will also have the capacity to experiment within each stage of the development cycle in order to produce digital outputs which are innovative. You will develop the design, visual brand identity, asset creation, contentment creation as well as present the wider context in identifying the target audience, market, USP and the value proposition for the output, as part of your study.

Mobile Apps and Wearables

This module focuses on producing and designing powerful mobile applications, professional practice and the skills required for targeting mobile devices including wearables from concept to completion in alignment with current industry practices for maximising commercial viability, for a consumer-faced outcome. You will explore the requirements and various challenges designing for module and wearable devices and hack together ideas which solve real work problems within our hack lab. You will also develop critical and speculative theoretical and practice-based research on the ways computational media technologies are embedded in the technical, cultural, aesthetic, structures of society and how we interact with them on a daily basis for a deeper understanding.

UX Design and Development

This module prepares students ability to develop and design for emerging technologies enhancing the user experience for websites, interactive media, games, robotics and the internet of things - through a series of challenging briefs. Students are expected to engage with innovative practices in designing advanced UX and UCD principles in developing GUI, demonstrated and implemented through a range of practical coursework using best industry practices based upon theoretical research and assigned readings.

Hack Lab and Creative Technology

By definition hackathons provide a venue for self-expression and creativity through technology. Individuals with technical backgrounds come together, form teams around a problem or idea, and collaboratively code a unique solution from concept to completion these generally take shape in the form of websites, mobile apps, and robots more recently to wearable’s and VR otherwise described as creative technologies. This module is designed to equip students with advanced knowledge of managing and assembling ideas, using a wide variety of creative technologies and advanced programming, in a real world context. Also developing a cultural understanding, critical and speculative theoretical and practice-based research in order to solve real-world problems.

Major Project

The Major Project is your opportunity to negotiate a large-scale, self-determined, original and inventive project, based upon several areas explored in the taught stage of the course. At this stage you will be developing a project within your specialist area and may seek to work with a commercial entity or professional body in the development of your learner contract.

Option modules

Semester One (one module from those listed below)

Digital Marketing

This module examines the role of Digital Marketing within the eMarketing context. It provides students with advanced knowledge of how to use web-based technologies to develop, run and manage digital marketing campaigns. Students build their understanding and use research-led and practice-informed approaches to predict future trends and develop an analytical approach to digital marketing. 

Theories of Communication

The module covers a range of theoretical approaches to studying media and communication in a loosely historical order. You will acquire an understanding of the historical contexts in which these ways of thinking emerged, be introduced to the leading thinkers driving these approaches and to key concepts associated with them. The focus will be on critically assessing the strengths and weaknesses of each approach, and you will be encouraged to carefully consider the applicability of each to the current communications landscape. The module will finish with a look at the most recent debates in the field, addressing the question whether new media do indeed require new theory. Students will be assessed in two written essay assignments on their ability to engage with often complex ideas and to test the utility of these for understanding current phenomena. You will acquire an understanding of what is a history of our field, though it needs to be remembered that this is one possible history of many, and that many non-Western approaches have not been included due to the time constraints of the module.

Self-Representation and Digital Practice

This module explores the use of different media practices as a means for people to tell personal stories about their own lived experience. It examines the roots of participatory media, considers different approaches to personal storytelling, explores a range of established practices, identifies emergent practice and enables students to make their own digital story. It also addresses ethical dilemmas within participatory media practices, the impact of social media, the rise of influencers and ‘me media’ and considers the opportunity opened up by participatory platforms for more diverse media representations of identity. Mixing theoretical and practical work, the module helps students develop an advanced understanding of a specialised area of contemporary media practice and utilise this to create stories about themselves and their experiences.

Technology and Communication Policy

This module offers a comprehensive introduction at postgraduate level to the politics of technologies involved in television, telecommunications and the Internet.

Semester Two (one module from those listed below)

Start-up Incubator and Digital Entrepreneurship

You will engage with the critical evaluation of project management and entrepreneurship within the creative industries as well as required research methods and transferable skills for the programme. Entrepreneurial business and project management for creative industries has a significant effect on the development and promotion of new talent and is particularly relevant to students from both a creative and entrepreneurial background. This module develops ability to assemble creative project to market with consumer-faced outcomes, establishing presence of SMEs and practical outputs using an ecommerce solution, as you develop a new digital start-up.

Researching Media and Communication

This module is designed to introduce you to some important methods in social and media research. We shall look at how to undertake selective quantitative and qualitative research methods, understanding and exploring the different stages of the research process, from a definition of a research hypothesis, to data design, collection and analysis. We shall also look at the theoretical reasoning behind different methodological approaches to media and society, in particular the politics of social research.

Program Outline

Careers

The Interactive Media Practice MA offers an ideal foundation for those seeking employment in the digital media industries, which increasingly require people who can work with technology from a creative perspective. 

This course has been designed to help its students attain a high level of employability. On completing the course, previous graduates have gained employment in leading digital agencies. Some have progressed in their existing careers to management positions or have founded their own start-ups, while others have developed solutions for NGOs or have worked on governmental projects in China. Some graduates have gone on to further study and practice-based PhDs. 

Develop in-demand skills

The digital media industries increasingly require people who can work with technology from a creative perspective. This course will equip you with the skills to produce as well as explore future creative technologies.

Learn from experts

You’ll be taught by highly regarded industry practitioners who will offer you exceptional insight and working knowledge within the field, both challenging and encouraging your technical and creative flair.

Employers around the world

The University’s Careers and Employability Service has built up a network of over 3,000 employers around the world, helping all our students explore and connect with exciting opportunities and careers.

Industry links

This course benefits from links with a number of organisations, which have included:

  • Arm
  • Google
  • Microsoft 
  • Mobile UX
  • Orange

Job roles

This course will prepare you for roles in:

  • Digital transformation 
  • Innovation design
  • Interaction design
  • UX design/development

Graduate employers

Graduates from this course have found employment at organisations including:

  • Arm
  • Citibank
  • Critical Techworks
  • Deloitte
  • Inmarsat

Westminster Employability Award

Employers value graduates who have invested in their personal and professional development – and our Westminster Employability Award gives you the chance to formally document and demonstrate these activities and achievements.

The award is flexible and can be completed in your own time, allowing you to choose from a set of extracurricular activities. 

Activities might include gaining experience through a part-time job or placement, signing up to a University-run scheme – such as mentoring or teaching in a school – or completing online exercises.

Course Leader

Course Team

  • Savraj Matharu - Principal Lecturer in Digital Innovation
  • Clive Castillo - Lecturer
  • Francesc Moya Serra - Lecturer
  • Tezel Asena - PTVL - DCDI
  • Amir Mohammed Awan - Staff
  • Michal Heichel - Staff
  • Alvaro Caiza Infante - Lecturer

Why study this course?

Excellent facilities

We have professional recording studios, technology labs, and an array of post-production and multimedia facilities built and equipped to the highest standards.

Leading provider

We’re ranked 1st in the UK in the Complete University Guide 2022 for Research Quality in Art and Design, ranked top 10 among UK institutions for Communication and Media Studies in the QS World University Rankings 2021, and 4th in the Complete University Guide 2022 for Research Quality in Communication and Media Studies. 

Easy access to central London


Based just a 20-minute tube ride away from the heart of the city, you’ll be perfectly placed to access work experience and networking opportunities in London’s media industries.

Teaching and Assessment

Below you will find how learning time and assessment types are distributed on this course. The graphs below give an indication of what you can expect through approximate percentages, taken either from the experience of previous cohorts, or based on the standard module diet where historic course data is unavailable.  Changes to the division of learning time and assessment may be made in response to feedback and in accordance with our terms and conditions.

How you’ll be taught

Teaching methods across all our postgraduate courses focus on active student learning through lectures, seminars, workshops, problem-based and blended learning, and where appropriate practical application. Learning typically falls into two broad categories:

  • Scheduled hours: examples include lectures, seminars, practical classes, workshops, supervised time in a studio
  • Independent study: non-scheduled time in which students are expected to study independently. This may include preparation for scheduled sessions, dissertation/final project research, follow-up work, wider reading or practice, completion of assessment tasks, or revision

How you’ll be assessed

Our postgraduate courses include a variety of assessments, which typically fall into two broad categories:

  • Practical: examples include presentations, podcasts, blogs
  • Coursework: examples include essays, in-class tests, portfolios, dissertation
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