Copenhagen School of Design and Technology


Design, Business, and Technology II (EN)

Danish title
Design, Business og Teknologi II (EN)
Study programme
Design & business
Type of education
Full time education
Level of education
Bachelor (top-up)
6. semester
Duration of the subject/module
10 Weeks
Programme elements
Start time
Guldbergsgade 29 N, København N
Subject number
Responsible for the subject(s)/modul(es)
Berit Konstante Nissen
Stine Behrendtzen
Martin Hesseldahl
Sofie Edvard Nielsen
Trine Bekkersgaard Stark
  • Purpose and learning objectives

    The purpose of this module is to give the student insight into and understanding of trend research, design history as well as the fashion and lifestyle industry practice.

    The student will be trained in applying research and design theory and methodology in the development of future scenarios aimed at a paradigm shift in the industry and its surroundings, on the basis of mega and gigatrends.

    There will be a focus on new trends and opportunities in the context of the UN Sustainable Development Goals and Circular Economy, as a future driver for new technologies, processes, systems, and consumption patterns. The module challenges the student to have a critical view at practical and theoretical challenges emphasizing a sociological perspective and analysis of target group and market, in the process of developing sustainable solutions.

    Creativity and innovation:
    The overarching goal of the module is to strengthen students’ skills to join creative innovation processes. Based on relevant Sustainable Development Goals, students will work on a relevant industry case containing a specific challenge in relation to sustainability. The chief method of the module will take point of departure in a specific process tool, the goal of which is to increase the innovation level of a company. With the goal of accelerating sustainable business solutions, students will work in detail with the value chain of a company.

    A key concept of the module is creativity. Creativity is defined as the ability to see new connections between actors, products, and industries. Creativity is also about collaboration and the will to find inspiration in unlikely places. In other words, creativity is a process every Design & Business student can learn to practise in order to find or create innovative sustainable business solutions.

    To further develop students’ skills to work in an interdisciplinary manner, the module concludes with a symposium, where students will present their creative and sustainable business solutions.

    The Student will be introduced to the entrepreneurship, with a focus on how the Student can identify, create, and design innovation opportunities and develop them into viable start up concepts.

    The module will link updated theoretical approaches to innovation, sustainability, design and business with application-oriented methods and tools from the initial stages of entrepreneurship.

    In addition, the module includes a perspective on earlier applied methods and theory from Design, Business & Technology 1-5 in an entrepreneurial context. This will be conducted in a student-driven approach to knowledge gathering and knowledge sharing.

    Furthermore, the module draws inspiration from guest lectures to give the Student an understanding of the real-life challenges and opportunities within the area of entrepreneurship.


    The student will gain knowledge about:

    - design theory and method and an ability to reflect on the practice of the profession and its application of design theory and method.

    - practice, applied theory and methods in the business area as well as an ability to reflect on the practice of the profession and the industry and the application of theory and methods in business understanding.

    - the practice of the profession and industry as well as their application of technology and materials.

    - how to use technology in design and business from a sustainable perspective.

    - practice and applied theory and methods in business understanding and concept development based on a company's supply and value chain as well as its outlets.

    - value-adding design processes from idea to finished product and / or concept.


    The student will get the skills to:

    - select and assess practice- orientated and theoretical issues using a sociological focus and analysis of target group and market.

    - use design technical methods and tools in an innovative process in relation to industry-relevant issues.

    - identify and assess practice-orientated and theoretical issues as well as ensure validity in the development and selection of innovative solutions.

    - assess practical and theoretical issues in the industry, including analysing users and their behaviour so as to be able to justify and select relevant business and solution models (BUSINESS)

    - justify and select value-creating design solutions based on a sustainable, aesthetic and functional aspect.


    The student will learn to:

    - enter into professional and interdisciplinary collaboration independently and assume responsibility in the development of sustainable design solutions.

    - handle complex and development-oriented issues within the profession and industry.

    - independently enter into and initiate creative and innovative processes in a professional and interdisciplinary collaboration.

    - independently enter into professional and interdisciplinary collaborations and thus gain a comprehensive understanding of the interrelation of the business elements

  • Type of instruction
    The teaching is a combination of lectures, video presentations, workshops, exercises, field work and group work. There will be a focus on multidisciplinary group work, with an emphasis on developing students' collaborative skills in a multidisciplinary context. It’s expected that student search knowledge based on theories and methods from this module as well as from DBT1, DBT2 and DBT3.
  • Subject/module requirement for participation

    Academic requirement for participation
    It is expected that the student has an academic knowledge that corresponds to the content of the modules Design, Business, and Technology 1-3.

    Equipment needed to participate
    The student must have installed the Office package. This is available for free through KEA. Read more here:åndbog/k-o#office

  • Exam

    The learning outcomes of the exam are identical with the learning outcomes of the subject(s)/modul(es)

    Exam in one or more subjects
    Subject/module is tested standalone
    Type of exam
    Oral examination
    Type of assignment
    The exam is based on a case, where the student independently selects and processes an academic problem. Here, the student must propose and / or develop a solution to the problem and professionally discuss and critically take a position on the proposed solution in a presentation using method and theory from the semester's Design, Business, and Technology module.

    This forms the basis for the examination, as well as the academic dialogue. Furthermore, a question is drawn in the examination room, where the student is tested in knowledge, skills and competencies in addition to the presented problem and solution.
    Formal requirements
    Applied theory and / or method from at least one of the three subject areas (design, business and technology) must be included.
    Individual exam or group exam
    Exam languages
    Danish (Norwegian/Swedish)
    5 study days are given for preparation.

    The duration of the oral examination is a total of 30 minutes, of which a maximum of 10 minutes is allocated to the examinee's oral presentation, 10 minutes for professional dialogue and 10 minutes for voting and grading.
    Permitted exam aids
    Own notes may be brought if a copy is handed out to the examiner and external examiner at the oral examination.
    Available exam aids
    Type of evaluation
    7-point grading scale
    Internal and External censure
    Exam criteria
    The exam is assessed on the basis of the specific learning objectives, which appear from the three Design, business and technology modules in the 6th semester.
    Deadline for submission
    At the end of the semester. Date and time are announced on Fronter and in Wiseflow.
    Re-examination and re-examination due to illness
    As an ordinary test and according to current rules, cf. the curriculum.
  • Preliminary literature list
    This is a preliminary literature list. A final literature list will be provided in connection with study start.
    The curriculum is published on Fronter at the start of the module.
hours of teaching
hours of preparation
The figure shows the extent of workload related to the subject divided into different study activities.

In the subject Design, Business, and Technology II (EN) you will receive 123 hours of instruction, which corresponds to 164 lessons (1 lesson = 45 min.) and 30% of your total workload for the subject.

The teaching primarily consists of the following activities: external lectures, group work, interdisciplinary project-based teaching.
The preparation primarily consists of the following activities: collecting empiricism, searching for information, reading the curriculum, group work.

Read about KEAs Study Activity Model

*KEA can deviate from the number of hours if this is justified by special circumstances