4-YEAR UG Professional Program
Creative Education
To define is to limit. – Oscar Wilde
You are creatively inclined, click on the Srishti Manipal website and find yourself reading this text. Learning at school is ending, and you need to figure out what to do next. “What do I want to do? Where’s the world heading? How do I prepare for the future and learn to keep up with it?”
Dear Learner, these questions are real and you have experienced massive change already. When the pandemic struck and everyday life was suspended, within a matter of days, you had to learn an entirely new way of learning. Classes moved online; your room became your classroom, studio, and lab, and working from home became the norm. For your parents, too, it was a time of uncertainty with the world of work within many industrial landscapes changing and professional profiles mutating. You have experienced this and know what learning the ‘new normal’ means.
Every aspect of life around you – past, present and future – is in persistent production and can be deconstructed, understood and learnt. The Creative Education program, while rooted in ideas of curriculum, pedagogy and teaching, takes learning outside the classroom and locates it in the emerging future. Learning is a core transferable skill that contributes to many aspects of our daily lives. The future is shaped by how teachers, designers, managers, and administrators learn and how institutions, organisations, corporations, and governments learn. At the Creative Education program, we employ strategies, systems and methods to design learning experiences that play a critical role in shaping how we engage with this new world and facilitate the engagement of others.
You may be getting impatient at this point. “But I’m interested in image making/ moving image/ graphic design/ product design/ accessory design/ furniture design. What does lifelong learning have to do with me, or my creative expression?”
Creative Education is built on a symbiotic relationship with all other disciplines at SMI. Learning is influenced by how a space is designed; it includes the furniture used in the space, the size of the space, where it is located and who it is for. Similarly, visual communication materials such as charts, textbooks, workbooks, and game boards facilitate learning. 21st century businesses require capacity building and instructional design learning designers, audio-visual designers, platform designers. As such, all disciplines at SMI contribute to Creative Education and vice versa. Learning is all pervasive, and we invite you to explore with us your forms of creative expression and collaborate with other programmes to grow in the many directions that you desire. Film, Public Art, Graphic Novels, Product Design – all this and more will connect your practice to the projects, publications and public events we undertake. With a Creative Education major, you will be actively engaged in the continuous reinvention of the world around you. The whirlwinds of change demand adaptability, which is rooted in the skill of learning.
LEVEL
Undergraduate Degree
AWARD
Bachelors of Design (B.Des)
DURATION
4 Years / Full-time
Course Structure
The curriculum comprises different ways of learning as follows:
- Foundation introduces students to basic principles and tools of Art, Design and Technology as methods, tools and processes.
- Disciplinary Studios are learning spaces where students develop core disciplinary capabilities while navigating a trans-disciplinary environment.
- General Studies is a common and compulsory programme of study that integrates Humanities, Sciences, Maths, business and finance.
- Interim is an immersive introduction to practice in new and emerging areas of art and design and environmental exposure.
- Electives are of three kinds – this program allows students to expand their skills, develop their interests as well as provide opportunities for travel exchange.
- Internship/Apprenticeship is compulsory work experience done over the summer-break between the 6th and 7th semester.
- Project based learning involves the application and synthesis of capabilities acquired. Two projects, pre-thesis and thesis, is culmination of the 4-year undergraduate program, which allows for demonstration of an integration of values, positions, capabilities and practice.
You are now intrigued by what you are reading, and wonder “But what are the opportunities open for me after the program? How do I define myself as a learner in this program?”
We invite learners with multiple interests and skill sets who want to learn how to develop their creative ecosystem. In this program, you will build extensions and constantly evolve your profile across various domains. We encourage you to expand beyond a single creative identity and explore multiple aspects of your practice. Are you the illustrator also writing a script for a film while launching your startup with friends, showing your artwork in a gallery, volunteering for your local NGO on weekends and thinking of starting a podcast? Are you a comic book artist, a filmmaker, a public space designer, a publication designer, a concept artist, a graphic designer, a brand strategist, an e-learning developer, an interactive exhibition designer, an edutainment specialist, a corporate trainer, an edu-tech consultant, a systems gamification specialist, a climate crisis storyteller, a regenerative systems designer, an organisational culture catalyst, a planetary health educator, a resource resilience innovator, a sustainability education strategist, a cross-sector innovation facilitator, a neurodiversity inclusion trainer, a climate resilience campaigner, a curator, an entrepreneur, a storyteller, an educator, an artist, a changemaker, a leader ?
You lean back on your chair and let the last word soak in. “A Leader? How is it connected to Creative Education? “
In a time of accelerating change, being a leader or a changemaker isn’t an exception or a novelty; it’s a matter of survival. Adaptability and agility are essential skills for the creators of tomorrow. These skills are anchored in learning. To engage with leadership is about having an imagination, awareness & engagement with the entire system, its health and understanding your role in it. Leadership is a matter of vision and an impactful & sustainable vision is built on the ability to learn and act on it.
The future’s not so far away, and it is waiting for you to shape it.
Can you see it?
FAQs
The Creative Education course teaches students to facilitate learning, design products and spaces for diverse learning environments, and support lifelong learning through art, design, and technology. It emphasizes mindfulness, reflective practice, collaboration, and the integration of theoretical and practical knowledge. It encourages non-linear thinking, experimentation, and the development of new literacies and ecological regeneration.
This course is suitable for individuals interested in making, designing, and exploring materials and envision setting up maker spaces or creative learning spaces. It is ideal for those interested in designing learning experiences, particularly for children and young people, who have a passion for telling stories and transforming their learning process to create for others.
The above capability sets equip and prepare the student for a wide range of career opportunities as facilitators, education service providers, researchers, content/artefact designers, entrepreneurs, innovators, resource persons and specialists who:
Deliver facilitated learning experiences and programmes in diverse contexts such as
- Community centres, public spaces and NGOs
- Corporate houses, start-ups and businesses
- Online learning platforms
- Museums, galleries or exhibition spaces
- Publishing houses
- Performing and fine art studios
- Maker spaces/ Fablabs and laboratories
- Organisations working with transformative and emergent leadership
- Design-led innovation especially in social and ecological innovation
- Technology enabled services for learning
- Skills-based organisations and initiatives
- Innovation Hubs
Design and create artefacts for learning
- Objects and products for learning
- Film, text, new media and digital platforms
- Interactive Technologies and digital platforms
- Toolkits: DIY, DIWO and mobile
- Books, games, and other experiential learning materials
- Learning frameworks and instruction design
Re-imagine, conceptualise and create learning spaces such as
- Community learning centres
- Learning hubs in businesses and corporate houses
- Technoology driven/enabled learning spaces
- Libraries
- Maker spaces and gardens as studio and labs
- Classrooms -online, physical and hybrid
- Schools
- Parks, malls, street and other public spaces