Duration
2 Years (6 trimesters)
Locations
Sydney, Melbourne, Brisbane
Fees
Intake Dates

February, June, September

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International

CRICOS 085009K

JMC welcomes students from all over the world.
Find out more

Technology is moving fast and society is changing with it. If you’re passionate about all things visual and the impact design has on people and culture, this course is for you.

The Bachelor degree allows you to immerse yourself in the design world, develop strong visual communication skills and understand the tools you need to make it in the industry. It will give you the opportunity to build a professional portfolio of your own work, while investigating a process-based design approach and engaging with mentors from the industry on real world projects.

Learning takes place in a studio environment where small classes encourage students to come together to collaborate on projects. From initial concept through to design and delivery, you will explore different design tools and methods to graduate fully equipped to enter the industry.

Why Study Design at JMC?

Intern and work on brand projects at leading design agencies including Protein, Tobias and Sha8peshifters
Be futureproof, with our hands-on and adaptable learning approach and flexible studio-based learning style
Cover everything from creativity and innovation to artistic development, software and technical skills for optimal employability

Technology & Facilities

We take design seriously at JMC. Our classes are full of the best tech in the trade, constantly updated with industry-standard tech and the latest software out there. From day one, you’ll attend classes set up in studio-like environments and have access to a range of equipment including Wacom graphics tablets, HTC Vive VR tech, 3D printers and DSLR cameras that will allow you to experiment and design to your heart’s desire. You’ll also receive a complimentary Adobe Creative Cloud license for your personal computer, giving you access to all of Adobe’s apps and software including Photoshop, Illustrator and After Effects.

Duration

In only 2 years you can graduate with a Bachelor degree thanks to our accelerated full-time course. Part-time study is also available to domestic students. International students may choose to complete the course in 3 years rather than the accelerated 2 year option.

The Dutch Exchange

Take your passion to Europe and spend an entire trimester at Fontys Academy for Creative Industries in the Netherlands. Collaborate with creative students from all over the world and build your international contacts along the way.

Japan Study Tour

Spend 12 days immersed in anime and manga creation classes at the Tokyo Design Technology Center and Osaka Animation College, and explore the pop culture of Japan. This selective unit includes visits to the Osamu Tezuka Manga Museum and the Kyoto International Manga Museum.

*Study Abroad programs will resume once international travel restrictions ease

Connect with us

Core Units

Students will have the opportunity to investigate widely used design processes, specifically the British Design Council’s “Double Diamond”, human-centred design practices, and “Agile” project management. This is the first of two units that take students through the full life span of a project, from brief to implementation.

This first part covers the “first diamond”, from challenging the brief and discovery, to conducting research, and developing insights - right through to identifying opportunity areas.

This unit explores the foundations of good visual design. Students will learn the different elements and principles of visual communication like Gestalt, colour theory, layout, typography, etc... and explore how to bring these components together to create strong visual messages.

In this unit, students will learn the fundamental rules of typographic design and experiment with making and breaking the grid. Students will look at layout and composition, and explore how to arrange design elements across different media, both digital and print, while learning the appropriate software to help them bring their designs to life.

This unit explores the foundations of of visual thinking, building on and enhancing the student’s ability to observe and interpret ideas using effective visualisation techniques. Over the twelve weeks, students will learn about the origins of visual thinking, it’s effect on cognition, and the vast array of signs and symbols humans use to communicate with one another. These will be framed and reinforced with practical exercises that help to link theory to practice.

Visually led industries such as film, branding, experience design, and games, make use of classic storytelling methods that are conveyed in striking visual outputs and interactive media. This storytelling unit aims to introduce students to narrative art and the long-standing methods and techniques that form the foundations of this powerful medium of communication.

This is a second of two units that delve into the design process. Students continue on to the “second diamond” and learn to test their prototypes, iterate and implement solutions. This builds on the knowledge and skills they acquired in Design Processes I. Through effective iterative design methods like Design Studio, Agile, Lean and Google Design Sprints, students enhance their practice of design which readies them for all practical applications of design, while giving them the tools to develop rich hypotheses and test their assumptions.

This unit allows students to understand the design process in context with Branding and identity. They study the reasons behind certain brands' success in comparison to others that struggle. Students will explore how to bring together visual communication principles and the design process– skills learned in previous units– to create strong brand strategies and messaging.

Interface design facilitates the interaction between people and software or machines, by focusing on the look and style of interfaces. In this unit, students will learn the concepts and processes behind creating intuitive and friendly user interfaces (UI). They will also learn the tools they need for wireframing and prototyping these interfaces.

Using design principles and visual hierarchy, students will engage in the creation of compelling stories that use the visual medium to convey effective messages and build emotional connection. This unit combines and builds on knowledge acquired in previous trimesters, specifically from Design Fundamentals and Fundamentals of Storytelling. Students will explore the role of visual storytelling at different stages of the design process and its application in current fields like user experience and interactive media, as well as in classic mediums like paintings, films and posters.

This unit is delivered as a series of lectures and workshops that cover a range of topics that are essential to shaping a designer's mindset and approach, and informing their work. It includes subjects like ethics, wicked problems, philosophy, behavioural psychology, histories, emerging technologies, futurology, etc...

This unit aims to foster curiosity & lifelong learning by expanding students' knowledge about history, culture & society in context with visual communication.

Experience designers work across products, journeys, services, events, and environments - in order to deliver seamless experiences. In this unit, students look at concepts related to experience i.e. time, context, triggers, and touch points. Students will explore this field from a visual communication perspective; they will have the opportunity to learn primary research techniques and then be engaged in the creation of visual artifacts like empathy maps, user stories and journey maps.

This unit takes on a real world approach to design projects, using relevant project management tools and the design process to answer an industry-standard brief. Students have the chance to apply the skills and tools they have learned in a studio setting and when available, responding to a real client. This unit also allows students to acquire some knowledge about business skills in the design field.

This unit gives students the opportunity to get involved in the industry and start building a professional network before they graduate. It is designed as a series of lectures, workshops and events run by practitioners from diverse parts of the design industry, and aims to present students with current trends, relevant opportunities and the various specialisations available to them at present and in the future. The main project in this unit requires students to organise an exhibition around industry practice, trends, etc... industry practitioners would be appointed as mentors to guide the students through the assessment. The main source of these mentors is the industry network available to JMC through its partnership with the Australian Graphic Design Association (AGDA). The unit will have a lecturer assigned to it in order to ensure consistency and that the students achieve the learning outcomes.

This unit delves into a hands-on exploration of collaboration across the design disciplines of visual communication, animation, and games. Students learn how to work in a diverse team and how to integrate their individual skills in a productive workflow in order to achieve a tangible outcome. Working on their project of choice, students will apply skills in time management, project management, creative process, and prototyping. They will apply discipline-specific knowledge and skills into a multi-disciplinary context and develop an adaptable approach towards their specific creative discipline.

Tech lab is a space for students to push the limits of current media and experiment with emerging tech and innovation. This unit also gives them the opportunity to collaborate with students from other disciplines like Animation, Games and Film, on a creative project.

This unit is the first part of the students' major work; it is an open, self-initiated brief, with team or individual options. It gives students the opportunity to delve deeper into a specific area of design that they want to learn more about, and to work on a project that aligns with their own interests and vision. Students ideate, research, develop and pitch a concept that they will then design and prototype in the second part.

This unit is designed to help students prepare for a career in design and visual communication. Students get the opportunity to learn basic business skills, put together their portfolios, develop their visual identity and understand industry standards and expectations.

This unit is the second part of the students' major work. Developing the concept they pitched in the first part, they will design, prototype, test and deliver a fully completed project or a working minimum viable product (MVP.)

Electives

* indicates elective stream unit (Visual Design Stream)

In this unit, students will delve deeper into the application of visual communication, specifically in the graphical representation of information and data. Students will look at different tools used to visualise information, including charts, graphs, and maps, etc...

* indicates elective stream unit (Visual Design Stream)

This unit introduces students to the tools and processes used by designers working in the motion graphics domain. The applications of these techniques include work such as title design, infographic animations, explainer videos, motion posters, and motion graphic visual effects elements.

* indicates elective stream unit (Visual Design Stream)

Designers work closely with developers to create functional digital, online and mobile interactions. This unit introduces students to coding and equips them with an understanding of the tools that developers use and the scope of the feasibility of a digital interactive product when it reaches the implementation stage.

* indicates elective stream unit (Interaction Design Stream)

This unit aims to uncover the dialogue between a person and the products they use, whether they be digital or non digital forms. Students will have the opportunity to understand user needs, the context, and the limitations between humans and products.

* indicates elective stream unit (Interaction Design Stream)

Primary research is a major part of the experience design process; in this unit, students will delve deeper into methods of gathering first-hand information from users and stakeholders. They will then focus on exploring different ways to collate and synthesise this data and communicate insights drawn from it.

* indicates elective stream unit (Interaction Design Stream)

By this point in their study, students will have an iterative approach to problem solving. This unit delves deeper into methods of protoyping and testing outcomes in a co-design environment and enables students to produce well-tested and validated interactive products.

This is a work-integrated learning subject where students participate in a work placement relevant to their design field for a specified amount of time. Within the experience, students work on industry projects from brief to implementation and get the chance to interact with clients and develop interpersonal and communication skills needed in this industry. The internship relies on the application of knowledge and skills you have gained throughout your Bachelor Course in a ‘real-world’ situation. When you are enrolled in the subject, you will meet with your project supervisor regularly while working in industry. Upon completion of the subject, it is expected that you will have enhanced your skills in pitching, project management and dealing with clients, as part of your individual professional development.

Our Lecturers

Tim McEwen

Animation, Game + Design Lecturer

Tim McEwen draws on his broad experience in feature film storyboards and concept art (Happy Feet Two, Blinky Bill, Wolf Creek 2), as well as comic books, illustration and cartooning. He's also an art director and graphic designer with 25+ years experience. He’s taught at all levels of education, including preschool, primary and secondary school, privately and in workshops, as well university and tertiary colleges.

Tim's been published professionally since he was 17, and his internationally distributed, award winning comic series ‘Greener Pastures’ has featured in nine exhibitions nationally and internationally. He continues to work in his chosen professions.

Tim McEwen

Animation, Game + Design Lecturer

Tim McEwen draws on his broad experience in feature film storyboards and concept art (Happy Feet Two, Blinky Bill, Wolf Creek 2), as well as comic books, illustration and cartooning. He's also an art director and graphic designer with 25+ years experience. He’s taught at all levels of education, including preschool, primary and secondary school, privately and in workshops, as well university and tertiary colleges.

Tim's been published professionally since he was 17, and his internationally distributed, award winning comic series ‘Greener Pastures’ has featured in nine exhibitions nationally and internationally. He continues to work in his chosen professions.

Tim Joiner

Design Lecturer

Tim has extensive knowledge of motion graphics, graphic design, 3D animation, video production, post-production techniques and sound design. Tim specialises in multi-disciplined installations, he understands the complexity of working in three dimensional spaces requiring multiple projection, projection mapping, mechanical devices and integrated audio.

Tim is also an excellent film and video director, producing corporate and government communication projects. Another major aspect of Tim’s work is to continually experiment, research and investigate new interactive multimedia technologies such as Virtual Reality (VR), Augmented Reality (AR), gesturing and interactive projector mapping

Tim Joiner

Design Lecturer

Tim has extensive knowledge of motion graphics, graphic design, 3D animation, video production, post-production techniques and sound design. Tim specialises in multi-disciplined installations, he understands the complexity of working in three dimensional spaces requiring multiple projection, projection mapping, mechanical devices and integrated audio.

Tim is also an excellent film and video director, producing corporate and government communication projects. Another major aspect of Tim’s work is to continually experiment, research and investigate new interactive multimedia technologies such as Virtual Reality (VR), Augmented Reality (AR), gesturing and interactive projector mapping

Dr Melissa Silk

National Head of Design

With over thirty years of creative practice, Melissa collaborates with many thinkers and makers to design experiences that embed the Arts in Science, Technology, Engineering and Mathematics (STEAM). Melissa is co-director of STEAMpop.zone while also engaged in research contributing to learning ecologies spanning creative intelligence and innovation, transdisciplinary education, and designing for preferred futures. Melissa enjoys being part of a bold community of multipotentialites intent on developing and sharing unique learning experiences for everybody.

Dr Melissa Silk

National Head of Design

With over thirty years of creative practice, Melissa collaborates with many thinkers and makers to design experiences that embed the Arts in Science, Technology, Engineering and Mathematics (STEAM). Melissa is co-director of STEAMpop.zone while also engaged in research contributing to learning ecologies spanning creative intelligence and innovation, transdisciplinary education, and designing for preferred futures. Melissa enjoys being part of a bold community of multipotentialites intent on developing and sharing unique learning experiences for everybody.

Choi Zahir

Senior Lecturer, Design, Animation & Game Design

Choi is an animator, designer and illustrator with over ten years’ experience across many creative disciplines including concept art and games. She graduated from QUT with a Master’s Degree in Animation in 2013.

Choi Zahir

Senior Lecturer, Design, Animation & Game Design

Choi is an animator, designer and illustrator with over ten years’ experience across many creative disciplines including concept art and games. She graduated from QUT with a Master’s Degree in Animation in 2013.

Andrew Barnum

Design Lecturer

Andrew Barnum is a Designer, Educator and Artist and continues to work on projects and in contexts that synthesise his experience and inspiration as a creative practitioner. In Design he is the chief creative officer of Social Design Action consultancy Peopleness, which is human-centered design focused. In education he is a PhD candidate at UTS researching the potential dislocation between Australian song, cultural identity and place in the digital age, and is course author and lecturer in the Bachelor of Design (Digital Design) at JMC Academy in Sydney.

As an artist his passion is songwriting and painting with independent releases on iTunes and Spotify as Andrew Barnum and Vitabeats, with a new project under the moniker of Memory Collective. His most recent paintings are a series of colour field investigations in Australian ‘colours in common.’

Andrew Barnum

Design Lecturer

Andrew Barnum is a Designer, Educator and Artist and continues to work on projects and in contexts that synthesise his experience and inspiration as a creative practitioner. In Design he is the chief creative officer of Social Design Action consultancy Peopleness, which is human-centered design focused. In education he is a PhD candidate at UTS researching the potential dislocation between Australian song, cultural identity and place in the digital age, and is course author and lecturer in the Bachelor of Design (Digital Design) at JMC Academy in Sydney.

As an artist his passion is songwriting and painting with independent releases on iTunes and Spotify as Andrew Barnum and Vitabeats, with a new project under the moniker of Memory Collective. His most recent paintings are a series of colour field investigations in Australian ‘colours in common.’

Alan Chen

Design Lecturer

Alan is the co-founder of Sh8peshifters, and a creative professional with a truly diverse background. Over the past 24 years, he has worked as an illustrator, graphic designer, art director, film director, writer, producer, strategic designer, academic and teacher.

He has won awards for his films and his illustration work has been featured in national exhibitions and publications. He has also spoken and scribed at numerous conferences and events.

Alan Chen

Design Lecturer

Alan is the co-founder of Sh8peshifters, and a creative professional with a truly diverse background. Over the past 24 years, he has worked as an illustrator, graphic designer, art director, film director, writer, producer, strategic designer, academic and teacher.

He has won awards for his films and his illustration work has been featured in national exhibitions and publications. He has also spoken and scribed at numerous conferences and events.

I love the fact that we were not constrained and can show what we are really capable of. It made me want to push my own boundaries to learn new styles and techniques to incorporate into my work.
Anthony Abade - Graphic Designer, Accent Group Ltd.
Design Alumni
You end up becoming quite close with your lecturer because you work with them all the time as opposed to a distant authoritative figure. There’s still authority, but they are like your friend as well.
Darren Ho - Strategic Designer, Tobias Australia
Design Alumni
JMC provided me the chance to explore my inner creativity and develop problem-solving skills through ‘real world’ situations, leaving me well prepared to enter the industry.
Cody Waters - Digital Designer, Elastic Studios
Design Alumni

Are you ready to take the next step toward your career in Design?

FAQs

You will need to bring the following to your course:

  • Laptop: Macbook Pro or similarly powered or Windows laptop, running latest OS
  • Device: Smartphone or Tablet
  • Journal: A5 size Blank pages
  • Pen: Felt-tip 0.3-0.5
  • Pencils: HB-2B, rulers and eraser

JMC will supply you with your Adobe Creative Cloud subscription.

At application, we are most keen to learn about your passion and reasons for wanting to study design. In addition to that, we ask that you answer the following two questions prior to coming in for the interview:

1. Show us your best piece of work

What’s something you’ve created that you’re really proud of? It can be any of the following:

  • An image (a photography piece, an illustration or a painting)
  • A project (an idea, a story, a film critique, a blog, etc…)
  • A product (a website, an animation, a poster, presentation, etc…)

Write a small paragraph explaining your choices and rationale behind it. Show us your rigor and initiative. Give us an insight into your creative approach, your creativity and the resulting output.

2. Tell us your thoughts

  • Choose a brand that you like and think is successful; write a short paragraph reflecting on why you like it and the reasons behind its success.
  • Choose a brand that you dislike or has not been doing well; write a short paragraph reflecting on what the issues are and how they might improve.

Show us the way you see the world around you, your standard of what makes a design good or bad and insight into your thought process.

No. We equip you with digital tools that allow you to create high-functioning prototypes without coding. 

This course is very hands on and you will tackle real world creative projects. However, having a foundational understanding of design theory is still vitally important. There is approximately a 25% (theory) to 75% (practice) balance.

No. We assess your work as would happen in the workplace via proposal documents and reports, presentations and demonstrations.

As with any design you will need to communicate ideas via drawing and sketching. We believe anyone can learn how to think visually, and we teach sketching techniques right from the beginning. So, if you are open to making marks and learning how to do it well, that’s all you need to start!

We are committed to strengthening our Design Industry connections by fostering both internships and industry based projects. You will also be mentored by industry practitioners on some of the projects throughout your course of study. In addition, we have industry guests come and talk on a range of topics in each trimester, so you get to build your network even before you graduate.

Yes. The JMC Academy is registered and regulated by the Tertiary Education Quality and Standards Agency (TEQSA) which is Australia’s independent national regulator of the higher education sector, both public and private.

No, our courses are hands on and practical. Students are required to attend classes to receive ongoing mentorship, learn new skills and work with the equipment provided. We do encourage our students to use online study resources, however our courses would not be as immersive as they are without the practical component.