Overview
Creative Technologies is a practice-based course examining digital and hybrid tools used in contemporary creative production. Students develop skills in areas that may include digital imaging, graphic design, audio, video, animation, interactive media, creative coding, fabrication, projection, virtual and augmented reality, and web-based work.
Through experimentation, iterative prototyping, critique, and revision, students connect creative concepts with appropriate technologies, audiences, and user experiences. The course addresses file management, digital workflows, hardware and software selection, accessibility, intellectual property, copyright, privacy, data ethics, sustainability, and responsible use of generative and AI-assisted tools.
Students complete projects progressing from research and ideation through storyboarding, prototyping, production, documentation, and presentation. Emphasis is placed on technical problem solving, collaborative practice, critical evaluation of emerging technologies, and the cultural, social, environmental, and ethical implications of creative production.
Learning Outcomes
- Select appropriate hardware, software, and digital workflows for specified creative objectives.
- Produce technically coherent digital or hybrid artefacts through iterative development and informed experimentation.
- Apply principles of accessibility, copyright, privacy, data ethics, sustainability, and responsible AI-assisted practice to creative projects.
- Diagnose and resolve common technical problems arising in digital and hybrid production workflows.
- Integrate peer and instructor feedback into substantial revisions of creative prototypes and final work.
- Document creative decisions, technical processes, sources, and collaborative contributions using professional conventions.
- Evaluate the expressive, cultural, social, and environmental implications of emerging creative technologies.
- Synthesize research, concept, medium, audience considerations, and user experience in a polished final project and accompanying artist or design statement.
Timetable
| Type | Length | Frequency | Period |
|---|---|---|---|
| Lecture | 2 hours | Weekly | All semester |
| Lab | 2 hours | Weekly | All semester |
| Tutorial | 1 hour | Weekly | All semester |
| Workshop | 2 hours | Fortnightly | All semester |
Assessment Schedule
| Type | Description | Weighting |
|---|---|---|
| Assignment | Skills exercises (4 × 5%) | 20.00% |
| Deliverable | Process journal and documentation | 15.00% |
| Capstone | Collaborative prototype | 20.00% |
| Test | Technical practical test | 15.00% |
| Capstone | Final creative technology project and statement | 30.00% |
Prerequisites
Teaching Staff & Programs
This course is delivered jointly by faculty from the participating programs listed below. In line with the Douchewater Way, the University of Sexology tailors core instruction directly to each cohort's specific discipline — adapting curriculum to program needs rather than forcing students into a one-size-fits-all model. Learn more about our approach at The Douchewater Way.


