See yourself as a creative entrepreneur? Study the Master of Creative Technologies and turn your creative ideas into reality through your master's research project.
This highly flexible degree is studio-based, and combines multiple technical and creative disciplines. You have the freedom to choose your own path, and will work on a research project of your choice.
Our students’ projects focus on future-oriented themes, and include practical elements like animation and transmedia storytelling, performance technologies, bio feedback systems, smart textiles, virtual environments and intelligent agents.
You should also tell us about the area of research you’re planning to focus on.
You complete 60 points of courses and a 120-point research thesis within the broad creative technologies field.
Many of the courses are offered online.
You may also be able to choose a course from another programme, subject to the approval of the programme leader. You could include courses from programmes like the Master of Design, Master of Communication Studies, Master of Business or Master of Computer and Information Sciences.
Your master's research is at the heart of the programme. There’s an emphasis on entrepreneurship and innovation that encourages you to explore potential commercial applications of your project work.
Your research can contain elements of written and practical work, depending on the topic you are studying. It may be based on your own proposals or related to ongoing research projects within the university or industry.
Detailed programme structure and course outlines (Blackboard)
Search for a course (Arion)
Enrolment in courses is subject to meeting all requirements and availability of courses.
Your master’s research is your chance to take your creative concept further and turn your big idea into reality.
Our students’ research projects focus on entrepreneurship and innovation. You can see some examples of recent Master of Creative Technologies student projects below.
The Green Fairy is New Zealand’s first virtual reality story experience, using VR as a tool to tell the story rather than letting the technology dominate the film.
This project focused on developing a smart training aid to explore methods of movement correction for recovering athletes.
This research investigated the consequences of dualistic knowledge systems on the way people with disabilities and their assistive technologies are framed, understood, and communicated.
The information on this page was correct at time of publication. For a comprehensive overview of AUT qualifications, please refer to the Academic Calendar.