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ARTD2117 Business Skills for the Creative Industries

Module Overview

This module will cover the main aspects of developing and executing a business proposition and plan within the creative industries. You will also be guided in the use free apps based on the Business Canvas to make you more competent at developing a plan for your own business. This optional core module is designed to broaden your studies and provide you with an interdisciplinary learning experience with peers from a range of art and design subjects. The module will provide you with new perspectives and introduce you to themes and practices that can be critically explored to inform your ongoing development, interests and skills.

Aims and Objectives

Module Aims

• enable you to develop the understanding, knowledge and skills required to produce and present an effective business plan; • understand the links between marketing, finance, and the business opportunities in the development of a creative business; • obtain an overview of creative techniques and design thinking related to developing a business.

Learning Outcomes

Knowledge and Understanding

Having successfully completed this module, you will be able to demonstrate knowledge and understanding of:

  • academic theoretical frameworks pertaining to business development;
  • techniques to develop creative businesses;
  • formulate a business proposal with an appropriate rationale.
Subject Specific Intellectual and Research Skills

Having successfully completed this module you will be able to:

  • apply critical thinking and be able to select from a range of business ideas;
  • evaluate ideas from cross-disciplinary perspectives to inform the development of a creative business plan.
Transferable and Generic Skills

Having successfully completed this module you will be able to:

  • use a wide range of information sources, databases and referencing skills;
  • clearly communicate business data and information;
  • manage your time effectively.

Syllabus

Indicative content for this module may include: • Understanding the growth and development of the creative sector • Creative techniques in developing a business idea • Design thinking for a business product/service • Creating a digital brand identity • The role of IP in protecting ideas versus Creative Commons • Half day Business Simulation • Funding a Business/Crowdfunding • Types of business formats • Freelancing • Understanding basic finance • Developing a business plan • Understanding your personality profile

Special Features

You will have the opportunity to engage in a half day Business Simulation and use a range of freely available marketing apps to help you with your work.

Learning and Teaching

Teaching and learning methods

Teaching methods include: • lectures; • case studies; • seminars; • Business Simulation; • use of apps. Learning activities include: • seminars; • group problem solving and brain storming; • team activities; • use of apps. Relationship between the teaching, learning and assessment methods and the learning outcomes: Lecture material for each topic will be uploaded on to Blackboard on a session-by-session basis, which will include an outline of the lecture, learning outcomes, copies of any power point slides, essential reading and suggested further reading and preparation for end of course module assessment.

TypeHours
Seminar5
Tutorial3
Lecture16
Follow-up work20
Preparation for scheduled sessions50
Wider reading or practice56
Total study time150

Resources & Reading list

The Open University (2016). Design Thinking. 

Chris Bilton (2006). Management and Creativity: From Creative Industries to Creative Management. 

A good resource in understanding the role of education in the design and creative industries.

Judkins, R (2015). The Art of Creative Thinking. 

A source for what is happening in the UK and recent papers published about the creative industries.

Vaughan Evans (2015). FT The FT Essential Guide to Writing a Business Plan: How to win backing to start up or grow your business. 

Ronald Kay (2012). Managing Creativity in Science and Hi-Tech. 

Alexander Osterwalder , Yves Pigneur, Gregory Bernarda , Alan Smith, Trish Papadakos (2014). Value Proposition Design: How to Create Products and Services Customers Want (Strategyzer). 

Assessment

Formative

Outline

Summative

MethodPercentage contribution
Business plan  (3000 words) 100%

Repeat

MethodPercentage contribution
Business plan  (3000 words) 100%

Referral

MethodPercentage contribution
Business plan  (3000 words) 100%

Costs

Costs associated with this module

Students are responsible for meeting the cost of essential textbooks, and of producing such essays, assignments, laboratory reports and dissertations as are required to fulfil the academic requirements for each programme of study.

In addition to this, students registered for this module typically also have to pay for:

Anything else not covered elsewhere

There are no cost implications on this module as any directed study towards the use of Apps will be sourced from those freely available.

Textbooks

Recommended texts for this module may be available in limited supply in the University Library and students may wish to purchase any additional texts as appropriate.

Please also ensure you read the section on additional costs in the University’s Fees, Charges and Expenses Regulations in the University Calendar available at www.calendar.soton.ac.uk.

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