curriculum

CATEGORY TRACK SUBJECT NAME
Introductory Subjects INNOVATION PIPELINE 1A
INNOVATION PIPELINE 1B
INNOVATION PIPELINE 1C
INNOVATION PIPELINE 2
Theory/Strategy subjects DESIGN Track ENTERTAINMENT THEORY AND CREATIVE STRATEGY
DESIGN THINKING AND BUSINESS STRATEGY
EMBODIED INTERACTIONS
CREATIVE CONCEPTION FOR TRANSMEDIA
BRAND-DRIVEN DESIGN PROCESS
DESIGN FOR EMPOWERMENT AND SOCIAL CHANGE
ADVANCED SERVICE DESIGN
TECHNOLOGY Track COMPUTING SYSTEM ARCHITECTURE
NETWORK OPERATION
DIGITAL MEDIA INNOVATION
COMPUTATIONAL SERVICE ARCHITECTURE
INFORMATION SECURITY TECHNOLOGY
PERCEPTION AWARE COMPUTING
MANAGEMENT Track INNOVATION & TURN-AROUND
GLOBAL SOCIETY
THEORY OF BUSINESS MEDIA
SOCIAL CREATION
GLOBAL BUSINESS STRATEGY AND RESPONSIBLE LEADERSHIP
VENTURE FUNDAMENTALS / VENTURE LAUNCH
POLICY Track MEDIA POLICY
INTELLECTUAL PROPERTY TACTICS
GLOBAL Track OTAKU CULTURE
CONTENTS CREATIVITY AND ECONOMICAL IMPACT OF OTAKU CULTURE
INTERNSHIP
GID THEORY/STRATEGY 1, 2
CEMS THEORY/STRATEGY 1, 2
Project subjects (Requisite) INTRODUCTORY PROJECT
REAL PROJECT
(Elective) GID INTERNATIONAL PROJECT 1
GID INTERNATIONAL PROJECT 2
CEMS BUSINESS PROJECT
Independent Research for Master in Media Design MEDIA DESIGN RESEARCH 1
MEDIA DESIGN RESEARCH 2
MEDIA DESIGN RESEARCH 3
Optional subjects KMD ENGLISH 1-4
PRESENTATION SKILLS 1-4

INNOVATION PIPELINE 1

Students learn in detail essential skills for the fields of design, economics, policy, and IT. All students gain experience in basic IT including programming and server construction, as well as working with electronics.

INNOVATION PIPELINE 2

Besides holding hands-on workshops on business modeling, video production, prototyping, presentations, and “design thinking”, students form small teams engaged in creating innovation and prototypes that consider commercial feasibility and business models.

THEORY/STRATEGY SUBJECTS


DESIGN TRACK

ENTERTAINMENT THEORY AND CREATIVE STRATEGY

This course explores the core mechanism of “fun”, and explores how the mechanisms apply to expression techniques for entertainment design using state-of-the art technologies. Students will gain a basic understand of Funology and theories for play, as well as learn both techniques and technologies for innovative expressions. The goal of this course is to provide theoretical basis for “entertaining” experience design. The course also aims to train students for creative idea generation.

DESIGN THINKING AND BUSINESS STRATEGY

Discuss and practice the process of design-driven innovation through learning the essence of Design Thinking.

EMBODIED INTERACTIONS

Embodied interaction aims to design new experiences based on the human ability to recognize the world in bodily action. With understanding the human model of cognition and action, learning technologies to manipulate our visual or haptic perceptions, each student group will required create their own embodied interaction experience beyond virtual reality, augmented reality or tangible user interfaces.

CREATIVE CONCEPTION FOR TRANSMEDIA

Media are not fixed to the device anymore – we need new creative approach for transmedia. In order to design future media, how should we have the creative approach? Media are like a mirror of human wants, needs, and instincts. We have been externalizing such desires including dreams through our human bodies and senses, whenever we are making any products, media design and contents. In this course, we foresee the future creation of transmedia from the view of synesthesia and media aesthetics.

BRAND-DRIVEN DESIGN PROCESS

Design is problem solving, but for practical purposes of learning design skills, design is language. visual language when applied to graphic design and visual communications, and form language when applied to product and industrial design. Differences in design language can be attributed to access to local culture, resources, community size, prior developments, and individual inspiration. Our premise for this class is that the language of design is universal, and, when used correctly, able to communicate ideas and values across cultures from every part of the globe. With the premise that communication is the successful transmission of ideas, language is a tool. When we decouple language from culture, we can explore and create more powerful universal communication.

DESIGN FOR EMPOWERMENT AND SOCIAL CHANGE

This course is designed for students interested in exploring the potential of design to promote social transformation and empowerment and, sometimes, save lives. We will look at several initiatives where design (e.g. graphic design, product design, etc) plays a major role in changing behavior and raising awareness of those issues, and see the different formats it may have. Students will develop a visual communication strategy plan and prototype media channels, following the steps of design thinking. During the course, we will explore a variety of social issues in Japan and students will be encouraged to choose a cause they empathize with. They will investigate and analyze best practices, participate in discussions to find core problems, segment targets and define goals. Through this experience, students are expected to gain an understanding of communication design for social change and empowerment, basics of visual communication design in hands-on workshops, start the formation of a critical eye towards visual communication projects, and get more confidence when producing visual communication content.

ADVANCED SERVICE DESIGN

This course provides a set of introductory talks for you to design service that provides well-being. Realizing a well-being world requires innovation; not just the goods but as service. Throughout our three years of research with the METI grant, we have identified the following 6 abilities as service design components: Design Thinking, Service Engineering, Innovation Marketing, Well-being Philosophy, Management Control, and Information Architecture Design. This class will have guest speakers as an omnibus style sharing insights on their professions on such abilities or their service practice.

TECHNOLOGY TRACK

COMPUTING SYSTEM ARCHITECTURE

In real project, everybody should build complex systems. To establish this purpose, you should learn modeling method of complex information systems, architecture of computers, and design method of information systems. In this class, you will understand modeling and design method of information systems learning with computer architecture, operating system, system structure, and protocol stacks.

NETWORK OPERATION

This lecture will be given in English in Academic Year 2015. As most of the class material is written in Japanese and English, and as you can answer in Japanese in the examination, you may take the class even if your English skill is not perfect. The Internet is now a global common digital infrastructure to exchange various kind of digital information of huge volume. When we are to investigate new services, most of them are disconnected to the Internet in some degree. This suggests us that just an Internet user is not sufficient skill as a KMD student, but required to understand how the Internet works even briefly. In this class, various notions related to the Internet is given, several of important communication protocols are discussed to obtain brief overview of the Internet architecture. But due to time constraint, only DNS is covered in this class as all application layer protocols because DNS is an infrastructure service.

DIGITAL MEDIA INNOVATION

We learn digital technologies for the advancement of media such as motion pictures and sound. We also learn practical issues in the actual media applications through the usage of advanced digital media systems. In addition, we challenge to create high-quality motion picture contents such as 4K or 3D cinema.

COMPUTATIONAL SERVICE ARCHITECTURE

This course is focusing on computational services which are used in the Internet. Services and application used network, have designs and implementation to withstand scalability and performance. Such designs include client-server, or peer-to-peer mechanisms, application protocol structure, definition method in data structure, operating system structural design, and user interface. This course will be using some typical distributed operating system with some services application to understand the mechanism of computational services used inside the Internet.

INFORMATION SECURITY TECHNOLOGY

In this lecture, we explain security related topics such as internet, cipher, policy, management, etc.

PERCEPTION AWARE COMPUTING

In this course, we discuss the basics of human cognition/activities and how to capture/detect physical and cognitive activities using sensors. The majority of the course will be about explorative data analysis and visualizations using sensor data with a focus on application cases from Perception Aware Computing. Perception Aware Computing is computing that understands how we humans perceive our environment. With computers being more and more integrated into our surrounding, the limiting factor is no longer memory, battery power or processing speed, but human attention. For Computing to become useful in everyday situations, the interface needs to vanish as much as possible. Computing needs to become pro-active. Computing that deals with recognizing the users cognitive states can be called perception aware. We discuss the basics of human perception and how to recognize specific cognitive states using sensors. The sensing modalities covered include inertial motion sensors (found in most smart phones), computer vision, optical eye tracking as well as electrooculography etc. We explore basic research methodology related to experimental setups, giving the students a check list what to take care of when they design experiments or user studies, limiting biases and unwanted effects on the collected data. The students will learn to apply filtering and frequency analysis related to the sensing modalities. They will perform simple data analyses on sample projects and explore visualizations based on time series data. The machine learning part covers feature extraction and some common machine learning models used to understand human behavior (e.g. Hidden Markov Models, Support Vector Machines). In the last part, we will discuss how to induce long term behavior change utilizing perception-aware computing principles and work on a final project. The project can include an experimental setup related to reading detection using smart glasses, a data visualization on smart phone data, the concept for a mobile app related to concentration etc. depending on the students interests and ideas.

MANAGEMENT TRACK

INNOVATION & TURN-AROUND

Learn basics of turnaround and discuss about how to strategically revive media/content companies. Plans to teach basic knowledge of several subjects (business strategy, behavioral economics and so on), which is necessary for understanding how to turnaround companies. Students are expected to apply those knowledge to actual analysis and discussions.

GLOBAL SOCIETY

This class is designed for the understanding of global society and its possibilities/problems and provided as a sequence of workshops of analysis and discussions. We analyze the dynamic changes that was brought by the globalization of society that is based on the boarder-less communication platform in the several fields of culture, technology, education, economics, policy, governance, journalism and so on. After these analysis, we discuss about the problems and the future possibilities of each field based on the results of our analysis. Final challenge is to develop a new service concept based on the discussions. The goal of this course is providing the deep understanding on the current situation of global society and developing the insight about it.

THEORY OF BUSINESS MEDIA

This course will cover the Analysis and the Attributes of each Media such as Movie, Music, Publication, Paper, Animation, Game and the Internet. The current Issue and the Problem will be shape out and the future direction and the business opportunity will be discussed.

SOCIAL CREATION

Learning about the general project construction. The theme ranges from economy to cultural activities for encouraging creativity and self-expression. Lectures on general theories about building content, public service, business, NPO, consortia, organizations and other projects. In particular, presenting models for planning and providing workshops, production of content and management of public consortia, NPO and companies.

GLOBAL BUSINESS STRATEGY AND RESPONSIBLE LEADERSHIP

In this course, we discuss how large corporations provide value to modern-day society, and how social innovation can be a change maker for the society. The goal of this course is to understand the methodology of large global corporations for creating value for society, and also to consider how social innovation can change the course of society.

VENTURE FUNDAMENTALS

The sessions are aimed to help prepare the student for developing IDEAS in the Design and Media sectors. The objective of the 7 sessions is to develop the IDEA to the point that it can be validated with potential customers. The approach and material covered reflects current strategies at some of the world’s leading Start-Up Incubators in Design Schools with special emphasis on projects that have a design component.

VENTURE LAUNCH

The sessions are aimed to help prepare the student for the start-up creation and launch process. Once the Validation with customers has been achieved then we go through the main building blocks of developing real startup. Students will be asked to develop marketing strategies, operations strategies and a financial plan for their startup Ideas as well as an overall investor pitch which they will present to a group of investors on the final day. There will also be exposure to the area of Corporate Innovation and in particular how Innovation today has changed from the past. Special emphasis is placed on how BIG DATA is affecting innovation strategies.

POLICY TRACK

MEDIA POLICY

In the past, industries have been categorized in terms of information format and transmission medium, but the spread of broadband telecommunications networks and the increasingly interactive nature of broadcasting networks have rendered these distinctions meaningless. Where broadcasting and communications used to be different sectors, digitalization, IP technology, and networking have combined with increasingly diverse demand to create sustainable momentum towards the convergence of industrial structures and legal frameworks. In this class, we investigate media convergence policy and how it attempts to deal with paradigm shifts created by changes in media sector technology, industrial structures, service formats, and consumption formats.

INTELLECTUAL PROPERTY TACTICS

Countries find it increasingly important to take a strategic approach to intellectual property in order to adapt to the increasingly fierce global competition in this area. In this class, we review the directions for Japanese intellectual property policy, analyze present case studies and compare intellectual property policies in other countries. Our focus is on intellectual property policy in the area of digital media and content, and more specifically on questions of copy right policy, patent and trademark policy, unfair competition prevention policy, and international standardization policy.

GLOBAL TRACK

OTAKU CULTURE

“Anime”, “Game”, “Comic”, and “Cosplay” are some of the aggressive and innovative forms of pop culture found in Japan. These so called “Otaku” cultures are now focused throughout the globe and giving Japan an important role to enhance innovative creativity. It also delivers a new sense of atmosphere in terms of “Kawaii”, and “Moe”. These delivered contents and subcultures distributed from Japan have created trans-national cultural boom referred to as “Japan Cool” or “Cool Japan” and now creating an inevitable cultural influence.Furthermore, political strategy suggests favorable international competitiveness to claim these cultural deliverables as the seeds of creativity influencing its national branding.Objective of this course is to understand how the roots of these otaku cultural activities in Japan have expanded internationally as one of Simulacra with creators, and activists of the fields: How the technology has been created, and knowing its real motivation to drive these sub-cultural activities. This course will first address the backgrounds and characteristics as well as its innovative expansion of “Otaku” culture recognized internationally, that were once born in the age of competing creativity that comes from Social Darwinism inherent during the phase of its economic growth and development of Japan. Target of this workshop is for whom wishes to know further on Japanese Otaku Culture in General.

CONTENTS CREATIVITY AND ECONOMICAL IMPACT OF OTAKU CULTURE

This Course will be held in English and with Japanese Terms, and for Japanese, only speakers, translation will be followed if requested. “Comic”, “Anime”, “Game”, “Idol”, and “jpop Songs” are some of the aggressive and innovative forms of pop culture found in Japan started and accelerated from the middle 1960s The contents originated from books and magazines transformed and recreated to comics, novels, game and many other forms of medium and contents, thus creating media mix as example, Televi-Manga(TV Anime) spreading throughout houses and families. These contents are inspired to secondary creativity by the fans: amateur creators. Community events, in 1962, Japan SF Convention starts, and the seeds of World””s Largest Doujin publishing convention “Comic Market” starts on 1975. These Otaku cultural convention and meetings up-rises and evolves to create cultural forms on Otaku community, and now spreading throughout the world. In this Future Direction Chair-ship Lecture, we focus on the spiral of contents creation and contents consumption. Lecture will provide a knowledge to understand the protocols of creativity inspired by consuming of the contents(Secondary creativity, thirdly creativity).

INTERNSHIP

There is no class in AY2018.

PROJECT SUBJECTS

INTRODUCTORY PROJECT

Introductory Project is a learning platform by engaging in team-based projects to tackle on real world problems and strategies. Student may take maximum of 2 projects, and decide on 1 project before end of the term.

REAL PROJECT

In Real Projects, students examine current issues confronting society in the area of media design and practice problem solving as compound, practical research encompassing the four creative skills of design, technology, management and policy. Students collaborate with faculty members on research and work proactively with society at large as they develop and master the five skills (fieldwork, strategy, creative thinking, prototyping, execution and verification) necessary for project implementation. Students are required to demonstrate a creative approach to their research and to the roles they play on their teams.

INDEPENDENT RESEARCH FOR MASTER IN MEDIA DESIGN

MEDIA DESIGN RESEARCH

Students enrolled in this class formulate their own individual research plans based on the practical results they have achieved in Real Projects and the compound perspectives they have gained in their study of the design skills, technology skills, management skills, and policy skills required for media design. Guidance focuses on the approaches and techniques required to identify research themes related to issues currently confronting society, and propose and verify original, creative solutions. Students are required to provide their advisors with regular reports on their progress and receive advice and guidance on the writing of academic papers from both their advisor and other faculty members.

Security Personnel Training Course (SecCap)

This course provides training in the security field as part of the“Education Network for Practical Information Technologies (enPiT)”program, which had been granted by the Ministry of Education, Culture, Sports, Science, and Technology for the “Project for Establishing a Nationwide Practical Education Network for IT Human Resources Development.” Students collaborate with counterparts at more than twenty Japanese universities, including the Institute of Information Security, to study technology, law, management, policy, and ethics as they master incident response skills. Maintaining security has become one of the pressing issues today as the role of the internet continues to expand. Students at KMD are able to master crucial knowledge and skills in the Real Projects.

https://www.seccap.jp/
http://www.enpit.jp/

Service Design Course

This course aims to nurture people who can design and implement high-quality service in high-profit markets. It was adopted from “Service Management Talent Development Program through Business-Academia Collaboration” grant of the Ministry of Economy, Trade and Industry. Students design service providing people a sense of well-being in a mature society by learning both firsthand technology utilization and strategic planning. Specifically, students acquire the following six skills; design thinking, service design engineering, innovation marketing, well-being philosophy, information infrastructure design, and management accounting.