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School of Engineering and Informatics (for staff and students)

Toy & Game Design (H7066)

Toy and Game Design

Module H7066

Module details for 2025/26.

15 credits

FHEQ Level 5

Module Outline

Toy and game design involves the design and prototyping of a toy or game. The module covers design thinking to investigate the challenge and the design process to resolve the idea. It provides an opportunity to synthesize and expand skills in research, experimentation, exploration, visualisation, evaluation, graphic design, communication and presentation. It introduces further design thinking methods and encourages originality, independent thinking and critical reflection. This results in a visual representation of the final design, which demonstrates the research and development process.

Pre-requisites:
H7112E Drawing for Design
H1037E The Narrative of Design in Modern Culture
H7072E Design Techniques in Practice

Library

TOY DESIGN
TV Cream Toys, Presents you pestered your parents for - Steve Berry
Out of the Garden: Toys, TV, and Children's Culture in the Age of Marketing - Stephen Kline
Timeless Toys: Classic Toys and the Playmakers Who Created Them - Tim Walsh
Toys!. Henry Holt and Company - Don Wulffson
The Blockbuster Toy: How to invent the Next Big Thing. G. Del Vecchio,
Children's Toys Throughout the Ages - L. Daiken
Toy Design [Hardcover] - by Chris Van uffelen
The Playmakers - Timothy Walsh
Thinkertoys - Michael Michalko
Making Comics - Scott McCloud
Toys as Culture - Brian Sutton-Smith

GENERAL PRODUCT DESIGN
Product Design - Paul Rodgers, Alex Milton ISBN 9781856697514
Basics Product Design 01 Idea Searching - David Bramston
Basics product Design 02 Material Thoughts - as above
Basics product Design 03 Visual Conversations - as above
Designing Pleasurable Products - Patrick W Jordon
Model Making - a basic guide - Marta Sutherland
Sketching: Drawing techniques for Product Designers - Koos Eissen, Roselien Steur
Basics Design: Layout - Gavin Ambrose + Paul Harris

Module learning outcomes

Use creativity and creative design methods to generate ideas, concepts, proposals and solutions independently and collaboratively, in response to set briefs and as a self initiated activity

Research, source, select, evaluate, use and reference information from a variety of sources

Study independently, set goals, manage their own workload and meet deadlines

Articulate ideas and communicate information comprehensively to audiences in a range of situations, using the appropriate communication in visual, oral and written formats

TypeTimingWeighting
Coursework100.00%
Coursework components. Weighted as shown below.
PortfolioA2 Week 3 80.00%
PresentationT2 Week 10 20.00%
Timing

Submission deadlines may vary for different types of assignment/groups of students.

Weighting

Coursework components (if listed) total 100% of the overall coursework weighting value.

TermMethodDurationWeek pattern
Spring SemesterSeminar3 hours11111111111

How to read the week pattern

The numbers indicate the weeks of the term and how many events take place each week.

Ms Clare Harris

Assess convenor
/profiles/384698

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School of Engineering and Informatics (for staff and students)

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