Module manager: Francisco Queiroz
Email: f.queiroz@leeds.ac.uk
Taught: Semester 1 (Sep to Jan) View Timetable
Year running 2026/27
This module is not approved as a discovery module
This module introduces theoretical and practical aspects of design in support of scientific communication, representation of scientific concepts, and public involvement in science through games. The module focuses on visual communication and interaction design, taking into consideration unique purposes and audiences across diverse scientific domains and sectors, as well as diverse perspectives on scientific representation and interactivity. Please note this is an optional module and runs subject to enrolments. If a low number of students choose this module, then the module may not run and you may be asked to choose another module.
The aim of the module is to introduce students to sectors and fields of expertise that are diverse from more traditional creative industries, presenting appropriate design principles and theories to support the development of initiatives such as scientific investigation, awareness campaigns, communication, sustainability, etc.
Through lectures, students will familiarise themselves with theories and principles that are informed by scientific practice.
Practical sessions will allow students to exercise their understanding of design principles and theories, and implement those into the design of scientific representation and interaction for activities such as research publication, data journalism, scientific communication, gamified citizen science, expert systems UX, etc.
On successful completion of the module students will have demonstrated the following learning outcomes relevant to the subject:
1. Investigate challenges and opportunities for improving communication of concepts and data between scientific initiatives researchers and their audiences.
2. Evaluate strategies for scientific communication, appraising their effects and impact on proponents, communities, and audiences.
3. Relate theoretical concepts in scientific practice and representation to best practices in design for scientific communication and interactivity.
4. Execute creative outcomes for scientific initiatives, supported by appropriate design principles and specialist knowledge.
On successful completion of the module students will have demonstrated the following skills learning outcomes:
5. Develop innovative ideas through creative and analytical thinking.
6. Communicate ideas effectively to professional industry standards.
| Delivery type | Number | Length hours | Student hours |
|---|---|---|---|
| Lectures | 4 | 1 | 4 |
| Seminars | 6 | 1 | 6 |
| Practicals | 10 | 2 | 20 |
| Independent online learning hours | 20 | ||
| Private study hours | 150 | ||
| Total Contact hours | 30 | ||
| Total hours (100hr per 10 credits) | 200 | ||
There will be on-going feedback as part of the learning in practical sessions. Those will address the initial proposal for the design solution as well as work in progress.
| Assessment type | Notes | % of formal assessment |
|---|---|---|
| Coursework | Portfolio | 100 |
| Total percentage (Assessment Coursework) | 100 | |
Normally resits will be assessed by the same methodology as the first attempt, unless otherwise stated
Check the module area in Minerva for your reading list
Last updated: 30/04/2026
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