Click on each course to see the details:
The course will provide students with: -Definitions and basic knowledge about interaction design, both from the product and service design point of view, highlight the different approaches to interaction design. -Introduction to basic principles of applied behavioural and cognitive neurosciences -Methods and tools to design the experience for interactive product systems. -Methods and tools to measure and understand users’ motivations, intentions, expectations, and experiences.
At the end of the programme the students will be capable of: i) understanding the theoretical aspects of the term “experience”; ii) differentiating needs and objectives, knowledge and experience; iii) deciding the appropriate research technique for a specific context; iv) translating in-depth analysis to experience maps (scenarios, users, customer journeys); v) designing information architecture (calibration system/classification, types of contents, surfing structure); vi) planning and conducting usability tests; vii) managing time and resources for a design project.
Hardware and Software Technologies for design aims to teach different technologies which can be used for the development of HI-FI functional prototype. The course provides a first introduction to the different prototype typologies, focusing then on their development by means of Physical Computing tool (Arduino, Micro:Bit…). The course provides knowledge for software and mobile app prototyping, by means of tools like Figma and Protopie. The purpose is to give students a general understanding of the possible technologies that can be implemented for prototypes, so that they have a swiss army knife for create any prototype.
The workshop is an enrichment of the project themes (instruments and approaches) faced along the student’s study path; it gives students instruments and project synthesis skills, focusing in particular on the elaboration of a project concept and its effective communication.
At the end of this course students will:
(1) Have a knowledge of the historical development of new media art with its different genres
(2) Have a knowledge of the different aesthetics of interaction in the context of new media art
(3) Be able to describe and analyse an artwork that involve the use of digital technologies
(4) Have a knowledge of the basic principles and techniques used in multimedia exhibition design
The programme aims to provide students with the knowledge of the methods and techniques to implement the virtual prototype and its use during the design, planning and validation phases of the industrial product in its life cycle. At the end of the programme, the student will acquire a systemic approach oriented towards the product in its entirety, towards the system architecture, the integral vision of the product development process oriented towards its entire life cycle, the efficient and integrated use of methods and technologies based on Virtual Prototyping paradigms for the product’s concept, detail definition, simulation, analysis and validation. The issues addressed during theoretical lessons include the methods and technologies for virtual prototyping, interaction design and experience design, the technologies and applications of Virtual Reality, Augmented Reality and Mixed Reality, realistic rendering, the use of Virtual Humans in interacting with virtual products, the theoretical aspects and the use of functional analysis and simulations, 3D printing techniques.
The educational objective of the Studio is to acquire the skills for imagining and designing interactive systems and services which leverage AI technologies. The course provides the foundational knowledge to understand how to approach and use data in the design process, to critically identify and assess the use of AI in existing applications, to devise original concepts that meaningfully include AI in interactive services.
The course aims at providing students to 1) gain basic knowledge of interactive narrative, fundamentals, its concepts, vocabulary and production as applied in media; 2) become able to unpack arguments into assumptions, recognize the functions served by narrative entities and tools, and apply them in the process of designing interactive narratives; 3) understand how to design interactive narratives across media; and 4) reinforce teamwork and communication skills.
Design has increasingly become a major competitive weapon in today’s competition. An increasing number of firms in fact have recognized the importance of design and design driven innovation as a mean to achieve a sustainable competitive advantage. Firms are also recognizing that in today’s business dynamics, where innovation has become the basic rule of competition, the core capability of managers is their attitude to activate and master the processes of innovation. Strategic thinking, vision creation, generation and management of innovation in highly uncertain environments, integration of networks of internal and external resources, teamworking, creativity, and leadership, are the core skills of tomorrow’s top designers and managers.
The laboratory combines the design thinking with the awareness of the technical requirements needed to design, build and test an interactive prototype. It also provides the tools to communicate the intended solution to stakeholders applying the themes of storytelling and storyboarding and experimenting with new and creative modes of expression, narrative and interaction.
The course objective is to foster the discussion about opportunities and criticalities of the technological advancement in its mutual influence with society. The design community is key to understand and discuss the impacts that the solutions we are creating have on environment, society and individuals.
Members of the faculty:
Sharp Ii John Franklin