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Learn x Design 27th – 30th June 2017 – The Allure of the Digital and Beyond.

February 24, 2017 in Conferences, Events, News



This conference brings together researchers and practitioners from a wide variety of higher education design settings with the intention of connecting emergent models and ideas around the digital, with the scholarship of teaching and learning. The Conference will be held in London at Ravensbourne on the Greenwich Peninsula.

This conference will bring together researchers and practitioners with an international reach and from a wide variety of education design settings with the intention of connecting emergent models and ideas around the digital, with the scholarship of teaching and learning. The call for papers has been extended to 24th February 2017.  For further details in relation to this please submit here: 

For additional information relating to the conference click here: Learn X Design 2017


Digitally Engaged Learning Conference 14-15 September 2017 – Central Saint Martins

February 23, 2017 in Conferences, Events, News



DEL (Digitally Engaged Learning) is an international conference exploring and evolving digitally engaged teaching and learning in art and design Higher Education. The conference has been set up to encourage practitioners and educators from creative disciplines to share, harness and critique digital tools and spaces. The conference welcomes individuals and groups across all creative disciplines, working in roles including instructors, lecturers, researchers, support staff, instructional designers and technicians. There are opportunities to share and discuss emerging forms of pedagogy, digital art and design practice, and research. Participants are invited to submit to the open access, peer reviewed Spark Journal, which promotes new thinking around teaching and learning in the creative disciplines. #DEL17

This year the Conference is themed ‘Teaching Making / Making Teaching’, the conference seeks to explore creative practices and processes of teaching with digital technology. Calls for proposals end April 2017. There are a number of submission formats. Please click here to find out more:

DEL 17 is a partnership with The New School, University of the Arts London (UAL), Penn State University and Texas State University. The conference will be hosted at Central Saint Martins, University of the Arts London, 14-15 September 2017.

by exceed

Problem Solving by Design

February 7, 2017 in Events, News

We’re running the Think Design workshop this week that will give UAL colleagues an insight in to our BA (Hons) Design Management and Cultures course at LCC. We’ll cover some of the approaches used on the course – including Design Thinking. This is not a new methodology so you may already know all about it. If you fancy a quick refresher, or you’re just curious about Design Thinking, this short video explains it in a nutshell.

DRAW event: Scott King

February 1, 2017 in Events, News, Upcoming


A black and white drawing of a crying cat

8 February
House of Illustration
2 Granary Square, London

Join DRAW and Scott King for a visit to the Jo Brocklehurst: Nobodies and Somebodies exhibition at the House of Illustration, followed by a presentation and discussion around graphic novels, public art and not drawing.

Scott King is a graphic designer who worked as art director of i-D magazine, creative director of Sleazenation magazine and was Chair of Visual Communication at UAL 2013-2016. At this DRAW event, Scott will discus works including graphic novel ‘Anish and Antony Take Afghanistan’ (illustrated by Will Henry), and The Alcoholics Colouring Book as well as his approach to collaboration, and making (or not making) drawings.

Scott’s presentation will be followed by a discussion chaired by Tania Kovats, Course Director, MA Drawing.

We will then relocate to the Platform Theatre Bar at CSM to continue the conversation.

To book a place, follow this link:

Join the DRAW mailing list by emailing:

Digital Culture Workshop – Virtual Reality & Games Engines

January 17, 2017 in Drop In Sessions, Events, News, workshops


Digital Culture workshop Wednesday 7th December 2016

The final Digital Culture workshop of 2016 focused on Virtual Reality or “VR” and Games Engines, hosted by the 4D team and students at Central Saint Martins.

The topic proved to be popular with staff and students alike. 15 members of staff and 12 students dropped in to room E003 which was turned into a “Virtual Reality Hub”

Staff and students showcased work that heavily included the use of Virtual Reality.

The VR digital culture workshop concentrated on “Immersive VR Education” a tailored space whereby participants where asked to move around a virtual room and participate in activities such as opening windows, sitting down or creating an artistic virtual canvas.

Nelson, Ben, Shau and Joao engaged participants in two hours of experimentation, analysis and fun.

For more information on the day please review the the video snapshot below:

For more information on Digital Culture Drop in session please contact 

What’s top of the wearable tech list?

December 5, 2016 in News

Whether we think it’s cool or creepy, wearable technology is on the rise. Since the Apple Watch came out in 2015, and popularised wearable tech, things haven’t been the same. From the popular Fitbit, which acts as a fitness tracker, to removable tech tattoos that monitor your health or finances.

There is seemingly a ‘wearable tech solution’ for us all. Check out Wearable’s top 50 wearable techs of 2016 and let us know if you have, or are thinking of getting, anything listed…or if you are choosing to stay well clear of this trend.

The Future of Reality: AR, VR and MR

November 30, 2016 in News

Virtual reality (VR) has come a long way since its first creation in the 1950s. In recent times you may have heard of, or tried, virtual reality headsets, Google Cardboard or the augmented reality (AR) game Pokémon Go.

One recent technological development that promises to change our perception of reality is something called mixed reality (MR). What is mixed reality and how does it differ from virtual and augmented reality? Check out the video to find out more.

Gamification vs Game-based learning

November 24, 2016 in News

Gamification and game-based learning may sound the same but they are quite different. In 1970 an educator by the name of Clark Abt coined the term game-based learning in his book Serious Games, describing these games as having “an explicit and carefully thought-out educational purpose”.

The term gamification is much newer and can be traced back to computer programmer and inventor Nick Pelling in 2003. The term became more popular in the late 2000s when large companies, such as Starbucks started to implement gamification. In 2009 Starbuck’s launched their mobile loyalty app My Starbucks Rewards which allowed customers to gain points and rewards such as free refills.

Check out the table below for a better understanding of the difference.

Gamification Game based learning
Applying game elements to a nongame situation to achieve points or rewards Using games to enhance a learning experience and meet objectives
The main focus is on creating an enriching experience that inspires and motivates players to take action The main focus is to create an educational experience that will provide players with knowledge of a subject
Games tend to be easier and inexpensive to build Games tend to be moderately difficult and expensive to build
Tends to focus on extrinsic rewards that are tangible and physically given to players The focus is on intrinsic rewards that are intangible, such as a sense of achievement or personal fulfillment
Examples include Nike + and the Running Experience Community Project, The US Army Game and My Starbucks Rewards Examples include World Warcraft in School, Minecraft EDU and Portal 2

Illustrating Fashion: Sue Dray

November 22, 2016 in Events, News, Previous

Text by Laura Wend, MA Drawing student

DRAW (Drawing Research at Wimbledon), a postgraduate reading group focusing on interdisciplinary approaches to drawing, tonight, held its first event of the academic year at London College of Fashion, with a talk by fashion illustrator Sue Dray, chaired by Tania Kovats (Course Director, MA Drawing). In a discussion about the role of drawing within fashion imagery, Dray reflects on her practice and journey to becoming a fashion illustrator.

illustrating_fashion_04Presenting us with an array of her work, Dray begins first by reflecting on drawings from her childhood. Free and rich in colour and texture, she admires these early drawings for their freedom of expression, lack of inhibition and innocent candour.

The famous Picasso quote that “Every child is an artist. The problem is how to remain an artist once we grow up” seems to tie in well here with her firm belief that the education system can be damaging to creative thoughts and independence, where one becomes too critical. As a child, we don’t question the way of drawing, and seemingly, it is this unrestricted creativity and openness of gestures and liberating way that we as a child make a mark, that the illustrator has sought to explore and re-employ in her drawing practice ever since.

Having illustrated for ground-breaking liberal and feminist publications, such as Spare Rib and The Women’s Press, Dray reflects on the extremely laborious tasks of creating these drawings, having to separate the colours amid technological difficulties with scanning and printing at that time. She also recollects her obsession with detail and getting every line and fold right in the drawing. This can also be seen in her book jackets and cook book illustrations. Incorporating the narrative of each book, capturing so many different elements and specific details in each illustration, she soon realised this way of drawing would not be sustainable in the long term.

Delving back into this inner child way of drawing, Dray explored a drawing method of meditating, then using her non-dominant hand (her left hand) in dialogue with painting with her right hand. No longer concerned with getting the details right, she found this a liberating process where work became less about the detail, and more about the essence of the subject, about what she was trying to portray through the image and how it resounded with the viewer. No longer worrying about how she drew, but rather what the drawings were trying to say, works became more intellectual but also more simplistic in style.

Describing the run way as her studio, Dray captures the fast paced nature of the catwalk in her fashion illustrations. By asking What do we see when we look at the catwalk? What is the message? What is the narrative? How do I encapsulate 30 different outfits in to two drawings? Dray became less concerned with detail, instead making a response to extract the essence and spirit of the collection. Retaining this magic of drawing live, is also important for her when drawing from a photograph. She describes needing this discipline, to make the same marks you would if live, so not to return to this obsessive state of drawing, a process that for her could transpire extremely passive. Drawing very spontaneously and intuitively, she works in the moment with a focus on the haptic of creating.


illustrating_fashion_09Finally, Dray discusses the advantages and vast possibilities of drawing with an iPadpro. Using ‘Procreate’ to draw digitally, it allows her to continue recording models in a fast manner, with an unlimited colour palette, an array of textures and the ability to erase, undo and edit. With the advantage of having a portable studio at her fingertips, one than she can share with others at the click of the button, and many other artists, like David Hockney using similar software, it throws up many questions around the nature of drawing. It questions whether drawing on an iPad can have the same urgency and permanence as drawing on paper? Whether digital drawings can exist without being printed out as a physical copy? And what is the best way to achieve and archive such work? Certainly digital drawings allow for a slightly different quality to the work. Describing this method as liberating and progressive, Dray highlights the importance of being open to new tools and techniques, whilst keeping an inquisitive nature within everything you do.

Sue Dray currently draws backstage for Vivienne Westwood and Andrew Logan’s ‘Alternative Miss World’. Her work has been published in Sunday Times, Cosmopolian, Time Out, Fashion Weekly, Elle, New Scientist and The Observer.

PVC Frances Corner supports digital learning fund

November 17, 2016 in News

We are delighted to have recently launched a new Teaching and Learning Fund for 2017. One of the strands within the fund is Digital Learning, which Professor Frances Corner, Pro Vice-Chancellor Digital and Head of London College of Fashion, has kindly agreed to support. She said:

“As Pro Vice-Chancellor overseeing digital I’m supporting and expanding the Digital Learning strand of the UAL Teaching and Learning fund. Applicants can bid for funding of £1,500, £3,000 or £5,000 for projects that will run between January 2017 and December 2017. The aim of this funding is to support colleagues and students from across the University to improve and enhance the student experience.”

Applicants interested in Digital Learning should consider the following:

  • How will the project extend excellent teaching and learning into digital spaces?
  • How will students be equipped with ‘higher level’ digital literacies around practices and/or student identity?
  • How will the use of digital be used to cross institutional or disciplinary boundaries?

Other funding strands are also available:

  • Inclusion and Diversity
  • Employability and Enterprise
  • Student-Staff Collaboration
  • Staff Collaboration
  • Curious, creative curricula
  • Environmental Sustainability

The deadline for applications to the fund is the 14th of December. Apply now.

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