Bachelor of Branded Environments

This unique design course produces designers who specialise in bringing brands to life in a 3D environment. Differentiate yourself with a nationally recognised qualification and a professional calibre portfolio from one of the best know names in the industry.

The world’s top brands are increasingly using commercial spaces to make extraordinary design statements.

Practising as an informed, cutting-edge designer with in-demand skills, this unique course produces designers who specialise in bringing brands to life in a 3D environment. Differentiating yourself with a nationally recognised qualification, the design work you do throughout your study will contribute to a professional portfolio – your passport to a serious design career.

Key Study Outcomes:

About the School

This course is provided by Billy Blue College of Design at Torrens University Australia. RTO 41343 CRICOS 03389E.

Read more about Billy Blue College of Design

Billy Blue College of Design

Course Delivery

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Workload and Assessment

No. of timetabled hours per week:

Each subject involves 10 hours of study per week, comprising 3 hours of facilitated study and 7 hours self-directed study.

Contact a Course and Career Advisor for more information on full-time and part-time workloads.

Typical assessment includes:

  • Practical assignments

  • Research projects

  • Presentations

Subject Information

Design Studio 2 offers an introduction to the building blocks of creating and developing brands and is designed to give students a broad understanding of the stages and methodologies adopted in the brand development process. The subject draws on the theory and practice that sits behind brand creation. It covers the broad spectrum of brand development, values, trends and branding techniques, as well as fundamentals such as brand positioning and brand architecture. The subject also explores the relationship between branding and audiences, cross-cultural influences and shifts in consumer behaviour. Students must first understand and apply the fundamentals of branding and then go on to use that knowledge as the basis for developing and progressing a brand. This theoretical and practical subject will equip students with the knowledge and insight with which to build their own branding expertise.

The subject introduces the student to various aspects of the elements of design, e.g. materiality, form and shape, colour, positive and negative space etc. utilized in creative problem solving. Initially students are introduced to a design development process, from the tangible to the digital; through paper model making with its inherent skills development and risk taking, then on to further digital development using newly introduced software.

Concurrent, weekly, individual homework tasks focus on understanding and appreciation of materials, their many varied uses, properties and the manufacturing processes related to them.

Students will make incremental progress towards choosing a material in which their individual design can be realized. The submission will include a material and colour folio.

The final submission will be a model executed in an appropriate material with its function/usage contextualized with all relevant information gleaned throughout the trimester.

This introductory subject places design process and practice within the context of a chronological survey of major historical eras of influence. Students are encouraged to engage with the historical socio-political movements influencing design trends of each era through research and reflection. Academic skills (research, referencing, essay writing, and sentence structure) and design software skills are taught in weekly lessons. Students use the academic and software skills to document historical research and generate creative responses to the themes of historical eras.

This subject examines the way design ideas are generated. Students will explore concepts of assimilation, synthesis and transformation and will develop an understanding of reflective design practice.

A foundation language of experimentation, risk-taking and problem solving is introduced, combined with theories of ideas generation and their transformation into a design outcome.

In addition, students will investigate a variety of methods and techniques to understand design innovation through individual and group exploration and analysis.

This subject advances students’ understanding of publishing design in both traditional and contemporary applications. Students will use their understanding of basic typographic settings, page composition and layout to explore advanced typographic setting, workflow and content editing. Students will be challenged to consider the ‘voice of type’ and develop a greater appreciation and understanding of how content is read and viewed through a variety of mediums. They will embrace traditional bookbinding and construction methods alongside screen based, digital applications to realise design outcomes.
Students will work both individually and in small teams, reflecting the experiences and structure of a publishing team. Through lectures, workshops and tutorials, students will investigate methods and techniques central to publishing design, considering content generation, document sequencing, publishing terminology and advanced typographic settings crucial to a comprehensive understanding of contemporary publishing design.

This subject continues the exploration of the theory and practice of interaction design for digital media. The subject covers core research and concept development methods for interaction design. Students will focus on interpreting and structuring information content for interactive non‐linear presentation and delivery, and will also focus on visual aspects of interface design and the ways in which visual design affects end‐user experience.

This subject explores the ways that we view the world, our collective understanding and acceptance of visual iconography and how this perception influences our response to brands, advertising and visual communication. It examines the processes and behaviours that drive our interaction with others and how we interact with our world.

Students are challenged to re-examine their preconceptions and design thinking methods: to address what makes us communicators and what gives us the right to assume that role?

Students analyse and interpret a range of research topics through a combination of lectures, class exercises and field tasks then demonstrate their understanding through the development of a reflective portfolio and group campaign. Themes include essential perceptual theory; signs, symbols and meaning; lateral thinking and problem solving; advertising theory; tactics of manipulation, research and focus testing.

This subject provides an introduction to the fundamental theory and practice of moving image and 3D design and production. Students will be familiarised with a basic set of tools and techniques for creating moving image sequences and 3D visualisations. Fundamental moving image, screen language and spatial design concepts are introduced, and students will use these concepts in conjunction with basic production techniques to communicate and convey narrative. The subject also introduces concept development techniques and materials specific to the development of motion and 3D design outcomes.

This subject encourages students to analyse and evaluate the effectiveness of contemporary corporate identity and branding systems. Students will develop a deeper understanding of the elements that make a successful brand, challenging the misconception of identity marks as the sole component of a modern brand. Typography and its applications are central features within this subject, providing a level of consistency within a myriad of often, unrelated components. Through lectures, tutorials and practical workshops, students will explore alternative brand touch points and create unique visual expressions within a diverse framework. These strategies and developments will manifest themselves in a variety of environmental and communication pieces, including stationery, advertising communications, signage, way-finding and vehicle livery.
Students will work individually to investigate methods and techniques that can be used to establish a coherent visual language across a variety of mediums. Central to their experience will be the notion of what a brand is and how the designer can add value to business through visual and non-visual components. Students will embrace the function of typography as a vehicle to communicate in literal and abstract terms, developing their understanding of tone of voice, hierarchy structures, and material selection and specification.

The theoretical base of this subject will focus on developing the students’ understanding of the impact of commercial environment on the consumer, and its relationship to the quality of the consumer’s experience.
Students will explore the theoretical and practical elements of branding through case studies, research and creative investigation. Contemporary commercial environments will be analysed in accordance with design principles and the relationship of the environment to merchandise and planning systems.
Students will also be introduced to the role of storytelling in the design, strategy and marketing of brand.
The use of materials and the elements of sound and lighting will also be explored. This knowledge will then be applied in the creative design of nominated environments. Students will use tutorial time to develop and communicate their design proposals

The theoretical base of this subject will focus on developing the students’ understanding of the complexities of designing a retail environment whilst appreciating the growing demand for the application of sustainable design practices – not only in materials and technologies but also in the longevity and adaptability of the final design solution.
Students will integrate their knowledge of a retail space, identity design and environmental imperatives into the creative realisation of a project brief.
Students will further develop their research skills and apply these to the design of an ‘eco-friendly’ retail project.

The theoretical base of this subject will focus on developing the students’ ability to work with 2D and 3D spatial organisation. It introduces students to the processes of interpreting functionality and planning within a 3D space.
The subject is designed and delivered from an interior designer’s perspective and draws on the students’ experience of such spaces and their understanding of visual communication in spatial environments.

This subject develops conceptual and practical knowledge and skills in experience design for interactive and online media. Students will use common experience design research methods to analyse audience and content requirements. Students will work through concept development, prototyping, validation and testing phases to improve and refine a user experience design in relation to the requirements of a specific client brief. Throughout students will develop their knowledge and skillset in terms of creating usable and user-centred interactive design experiences.

This subject focuses on the development of modelling and 3D design skills suitable for the creation of photorealistic and animated visualisations. Students will learn scale-accurate 3D design principles and techniques specific to the creation of photorealistic 3D imagery, including texture creation, lighting and photo-real rendering toolsets suitable for product design and architectural visualisation. In addition to learning about photorealistic approaches, students will also have the opportunity to design and develop bespoke stylistic visual approaches complimentary to photorealism.

This subject focuses on the design and modelling of characters suitable for 3D visualisation and animation. The subject explores organic and inorganic modelling principles and techniques for character body and face creation. Students learn how to create surface and subcutaneous anatomy, and how to create 3D textures by manipulating original source imagery. Throughout the subject, students learn how to apply concepts and principles of character creation to visualise personality, emotion and affect in 3D virtual characters.

This subject focuses on developing the students’ understanding of the fundamental theories of brand management, and the critical relationship of the branded environment to this strategy. Students will explore the application of brand management strategies through a range of case studies, applying this knowledge to the development of an environment that meets the objectives of a brand management strategy.

The purpose of this subject is to develop understanding of the benefits and challenges of working within a team. In this subject students will complete and present a large-scale retail design project to reflect the requirements of a client and the opportunities of an existing retail space. As part of this process, students are required to demonstrate an understanding and appreciation of the concepts, processes and issues related to communicating with a client, developing a retail space and creating a collaborative presentation. Students will be required to maintain a visual diary to provide evidence of progression in their research, idea development and integration. Students will also be required to conduct and minute weekly meetings. Students will be required to pitch their presentation to their retail client at the conclusion of the subject.

This subject examines the effect design has on instigating social innovation and change. Students are introduced to the reality and constraints of working with a real-world client on a major live project. Students will utilise holistic, people-focused methodologies to investigate the social, ethical and human impact of design, whilst ensuring emphasis is placed on the positive effect and critical influence of design on society. By identifying an emotional and authentic core to the project they will be required to demonstrate a critical understanding of the design process so as to move beyond purely commercial and brand centered practices.
Through independent study, critical research, client interaction, lectures, workshops and thorough documentation, students will prepare, outline and present an engaging campaign with a focus on socially responsible design practice. Students will capture and transform their findings in order to drive the campaign through a series of well crafted design solutions, capturing the underlying principles of socially innovative design, discerning current trends and technologies to achieve impact.

The theoretical base of this subject focuses on developing the students’ understanding of the fundamental contemporary theories of social entrepreneurship and a variety of applicable business models. The course will explore cross discipline material encompassing design, business and technology and how to acquire and combine knowledge and skills in all 3 areas to amplify the potential for success in 21st century society. At the core of this subject will be a focus on customer experience design, both theory and skill, and why user centric principles are increasingly used in business today.

Students will explore the application of entrepreneurship business strategies and apply this knowledge in a philanthropic context and come up with solution to a real world problem they can execute to the pitch ready stage for investment. The project will entail some type of ‘design for good’ aspect in either a profit or non- for-profit business model.

Students will be expected to think critically as they evaluate complex ideas and learn the patterns, frameworks and mechanics or storytelling, behavior design, game design and platform design.

Students will be expected to:

  • Students will banalyse a social problem that needs to be solved
  • Plan and progress an idea through a business development lifecycle
  • Plan and progress an idea through a buutilising a self-constructed questionnaire
  • sSynthesise and visualise quantitative and qualitative data in order to communicate the patterns they discover in the data collected
  • learning the basics of using a business model and value proposition canvas as tools for design
  • Create, present, and communicate a professional-level business deck along with a functional prototype in order to demonstrate their understanding of theoretical and practical concepts
  • Learn and practice lean start-up and design thinking principles in the validation of their business idea along with validation of the prototype for the product or service they create.

This subject gives students the opportunity to:
– work as an intern within a professional design studio for a period of time or
– participate in live incubator projects supplied by industry professionals.
This experience encourages students to build relationships within their design industry and exposes them to the rigors of the real world design practice whilst building their confidence in their chosen field.
This subject also aims to cultivate a broader understanding of professional design industry portfolios, exploring contemporary styles and methods of presentation as well as analysing employment target markets. This is enhanced through self-directed research that assists students to acquire an understanding of the specific needs and preferences of industry in their chosen area of interest.

Systems and Documentation 2: Commercial extends the student’s learning and communication of different construction systems for a nominated commercial design proposal
a) In the case of physical environments, the students are required to complete a full documentation package for their nominated design proposal.
b) In the case of digital environment proposal students are required to extend the communication of their design proposals through additional digital representation techniques: e.g. fly-through, animation, interactive components.

This subject focuses on defining the value of design in modern business. It embeds a systematic process for leveraging relationships between design and business processes and encourages students to think through design to exceed user’s needs. Students must understand and influence how people give meaning to things, by transforming ideas from conception to innovative business strategies. Students can generate unique user-centred offerings, build emotional brand engagements and gain insight into all aspects of establishing a unique and viable business. Students are required to conduct research, analyse and define an entrepreneurial and commercially viable opportunity.

This subject provides students with the opportunity to develop their understanding of relevant design history and theories and their application to change and innovation within contemporary practice.
Central to this subject will be the application of contemporary design thinking in the critical reflection of their own, and their peers, creative output. Students will also gain insight into evaluating design outcomes in response to user feedback. The subject is designed and delivered from an interior designer perspective and draws on the student’s knowledge of design history and innovation.
This subject also draws on the student’s own experience as a design consumer.

This subject covers the scoping, planning, design and delivery of a continuous multi-platform user experience design project. As part of this project, students will develop and integrate promotional and social media strategy. The subject explores agile and iterative design and project management methodologies, and the use of scenario/story-based analysis to inform the design and development of interactive features. The subject also develops and extends students’ skillset in terms of usability testing and validation processes.