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Bachelor of Design (Visual Communications)

  • Build a professional portfolio & get job-ready with this Bachelor of Design (Visual Communications)
  • Gain hands-on experience with the latest design software

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At a glance

Study mode

laptop
In-class

Provider

JMC Academy
Career Opportunities
  • Graphic Designer
  • User Experience (UX) Designer
  • Digital Producer
  • Media Artist
  • Interaction Designer
Recognition

Nationally recognised - meets Australian Qualifications Framework standards.

Prerequisites

At least 17 years of age & an ATAR score of 65 or equivalent

Location

NSW - Sydney

Work placement

No placement; practical skills are gained through Industry Integration Program

Course length
Full-time: 2 years
Study mode

In-class


Online

Study from anywhere, when it suits you best and graduate with the identical qualification as an on-campus student.

Blended

Study part of the course online. Combine your online learning with classes or practical sessions on-campus at a college or university.

In-class

Attend classes on-campus at a university, TAFE or college and interact face-to-face with teachers and fellow students.

Assessment
Projects & presentations
Start date

3 start dates per year.

Provider
JMC Academy

JMC Academy is Australia's leading educator in the entertainment industry.

You will learn from a dedicated team of industry professionals, and you’ll gain hands-on skills in a supportive environment.

All campuses have the latest professional facilities – such as digital media and 3D animation labs, recording studios, digital television studios and editing suites.

Read more about
JMC Academy
Price

The course price can vary depending on a few factors, including whether you are an Australian resident or your chosen payment option. To find out more, contact the course provider.

Prerequisites

Year 12 or equivalent, with:

  • ATAR score of 65 or above or OP score of 16 or below
  • Minimum of 17 years of age

What you'll learn

Become trained in:

  • Principles of design
  • Typography
  • Design and storytelling
  • Creative project briefs
  • Experience prototyping
  • Design led social change
  • Software skills

Industry Integration Program

You will gain hands-on skills through JMC Academy's Industry Integration Program, which replicates the way the entertainment industry operates.

The program involves students from different departments working together to achieve a final result.

Course structure

21 units

Units

  1. Design fundamentals


    Design is not just about creating things, it is also method for perceiving the environment around you. This unit is an introduction to the underlying language of design. While tackling a series of creative studio based projects you will playfully explore the principles of design, build your perceptual literacy and creative thinking toolkit.

  2. Digital toolkit I


    This unit underpins many other specialised design subjects by equip- ping you with the tools of trade used to communicate and turn design ideas into reality. Building on previous units you will learn advanced technical skills while tackling industry-based projects.

  3. Story telling


    All designed artifacts tell stories, some deliberately and others unconsciously. This unit will explore the relationship between design and narrative. You will undertake a creative brief which will be answered using a narrative driven design approach.

  4. Typography in design


    The way a designer chooses to make language visible has a deep impact on the audiences perception of the information being transmitted. This unit will explore making typography in a variety of mediums including digital applications. Through a mixture of theory and practice students will come to develop an understanding of visual language.

  5. Design communication I


    Producing perfect pictures is not the main goal of this subject. Drawing/sketching/modelling plays an important role at key moments in the design process. You will learn to use design communication both as a persuasive device to sell your concept and as a reflective practice throughout your design process.

  6. Digital toolkit II


    This unit underpins many other specialised design subjects by equip- ping you with the tools of trade used to communicate and turn design ideas into reality. Building on previous units you will learn advanced technical skills while tackling industry-based projects.

  7. Creative process


    The aim of this unit is to build in students an awareness of a reliable and thorough creative process. It aims to instil commitment, individual and group, to that process, and to provide working tools for the origination and development of creative projects. Students will work in small groups, through 3 distinct stages, towards a Prototype Proposal that deals with the challenge of approaching a creative career. This research exploration will include student backgrounds, interests, aspirations and expectations, then explore the links, similarities and differences between the group members. 

    Creative outcomes will include both individual and group generated content as the result of a design-thinking based structure or information framework that links the research findings. The final outcome of the 3 stages is a Prototype Proposal that will contain evidence of the creative process applied to the development of a proposed design project. This proposal could be an animated film, a game, a digital interactive work, web site or similar.

  8. User experience design


    Designing for experiences is a holistic approach to design that heavily invests in planning and sketching out an entire user interaction with a product or service. You will learn to build experience prototypes that investigate the interaction of human senses and emotion with designed interfaces.

  9. Design communication II


    Building on previous units you will learn to produce more finished concept art/mock ups/prototypes for presentation to clients and the general public.

  10. Digital toolkit III


    Merging ever expansive technologies into our lives in a way that serves rather than frustrating us is one of the emerging design challenges of our time. In this unit Designers explore the boundaries of everyday life and bring new uses to emergent technologies.

  11. Design history & theory


    Designers may attack a problem in different ways than non-designers. In this unit you will take on intensive experimentation and studio based work to utilise novel tools and strategies for ideation and problem solving. Developing a robust design process is key to producing strong creative output.

  12. Interactive design


    Building on previous units exploration of user experience this subject asks you to create a digitally interactive space.

  13. Information design


    Information is beautiful when visualised creatively. By shaping data into a visualisation we allow the audience to see hidden stories behind the numbers. Currently all around us useful data is lying dormant. This unit asks you to research, identify and express data in an innovative way.

  14. 3D forms & spaces I


    Creating environments that give us appropriate tactile, visual or other- wise sensory feedback is an exciting new area of design. In this unit you will create an intervention in a public space that actively engages passers by.

  15. The reinvention of 'cool'


    The purpose of this unit is to review and critically analyse the history, culture, fashion, people and business of "cool". By exploring contemporary cultural theory, the student will investigate the personalities, the symbols, and the society that contribute to current occidental notions of "cool". 

    This unit also gives the student an understanding of the concept of "cool" as an extremely complex yet fleeting proposition that underpins the vast majority of new trends in fashion, style, music and art. Throughout this unit students will study the social impact of MTV, hip hop, and street fashion, as well as the media giants, music and film producers. This study will be delivered in the context of enabling the students to understand and develop their own contribution to the business of "cool".

  16. Design for society


    Design is not only about products, it is a methodology for achieving positive social and ecological change. Through research and studio projects this unit will explore design led social change.

  17. Digital imaging


    Contemporary designers use digital photography as part of their every- day toolkit. In this unit you will learn to use digital photographic techniques and workflows whilst creatively answering a project brief. Exploring the principles of light, space, tension and composition to produce design concepts and finished digital assets.

  18. 3D forms & spaces II


    3D Printing has had a profound impact in the mechanical design fields but not until recently have designers and artists begun to use 3D printing for more conceptual work. In this specialist unit you will incorporate 3D printing into your conceptual design development.

  19. Design for community


    Designing for diverse groups holds its own challenges. Working in teams, you will be given a design challenge with a specific community to design for. A major part of your project will be conducting user research amongst your target group.

  20. Specialised project


    Developing a strong creative vision and collaborating effectively with a team to act on that vision is key to successful design outcomes. In this unit you will undertake project from research and conception to client feedback and re-design, right through to delivery.

  21. Industry project


    Industry based project.

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