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The programme aims to provide skills concerning the principles of interaction design, which are at the basis of designing interactive solutions, particularly those of physical and digital interfaces, characterised from the point of view of usability, accessibility and acceptability. The programme is organised in two forms, ‘Theories and tools for Interaction design’ and ‘Contextual inquiry and user studies’. The former will provide skills deriving from Interaction Design theories focusing on the study of the formal and functional characteristics of physical/material and graphic/digital interfaces. The latter instead will supply the knowledge related to the study of the cognitive and emotional processes involved in the interaction between people and digital solutions, including multisensory ones.
The programme focuses on UX Design and Interaction Design: from research to conceptuality, from execution and prototyping to validation. At the end of the programme the students will be capable of:
Understanding the theoretical aspects of the term “experience”
Making a distinction between needs and objectives, knowledge and experience
Deciding the appropriate research technique for a specific context
Translating in-depth analysis to experience maps (scenarios, users, customer journeys, etc.)
Designing an information architecture (calibration system / classification, types of contents, surfing structure, etc.)
Implementing a concept within a specific brand name in order to communicate a project
Planning and conducting a usability test
Managing time and resources for a design project
On the one hand, the programme provides a general framework of technologies useful for producing interactive products, services and environments employing electronic and network technologies; on the other, it also provides the skills required to create innovative scenarios from a functional and interaction paradigms point of view, with particular attention towards understanding the main factors which determine the actual feasibility. The programme will also offer conceptual tools for analysing significant case studies and will introduce information for creating prototypes and demonstrators. The programme consists of two forms which will integrate the technological and design points of view: ‘Design driven innovation’ and ‘IT languages and systems’.
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.
The programme aims to provide an overview of the significant artistic, digital and interactive experiments currently available on the international scene, and to analyse these from the point of view of the involvement paradigms – sensorial, cognitive, emotional – that they offer. The programme moreover addresses the issues of aesthetics and of formal qualification connected with interaction; proposes an approach to the creative and experimental use of digital technology and investigates the construction processes of meaning based on involvement and interaction dynamics.
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 Design Studio will deal with the development of an interactive service related to the use of the AI by leveraging three main aspects:
Principles and Practices of Speculative Design for Digital Transformation: understanding how a system interacts (communicates) with the user in the specific context of use (Tools and methods to analyze and design the system). A specific design fiction tool will be used for the speculation phase;
Principles and Practices of Service Design for Digital Transformation: understanding the logic of the system, the specifics to digital services, the different stakeholders involved and their roles and connections, the user journey and the different touchpoints to be developed;
Elements of AI: deep learning, machine leaning, image recognition etc.
The aim of the design studio is that students learn the potentialities of AI in varied fields of application from public to private and personal ones, and consequently develop an understanding of how to apply this technology in an innovative service system. To achieve this, the first part of the Design Studio will provide the necessary basic skills coming the double disciplinary perspectives of interaction design and service design, jointly with the engineering point of view. Moreover, the course will use a blended learning approach, suggesting readings and other materials through which students can deepen knowledge independently. For example, one of the possible activities will present to students several case studies of AI adoption both in private and public sectors and will ask them to study and discuss cases during a peer-to-peer session in class to set the design brief.
In the second part of the Design Studio students will practice the skills acquired in the first part through a design project. The aim of the exercise will be to design a new interactive service and develop a physical prototype together with an architecture of the system itself.
Students will work in groups. Teachers will provide all the information on the contents during the theoretical lectures and project reviews.
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 course provides students with the skills to manage a highly innovative product / system design project. The process involves the use of project methodologies such as context research, prototyping, validation. Learning the techniques and tools related to the design phases of inspiration, ideation and implementation of the idea are important objectives. Furthermore, the course provides the tools for the correct presentation of the results of the design process in all its phases, applying the themes of storytelling and storyboarding and experimenting with new and creative expressive, narrative and interaction methods.
The course is organised in three topic areas articulated in several seminars investigating following questions:
Digital data as personal capital
How can Personal Data impact on individuals?
What is the interplay between AI and society?
Is Automation the future for society?
What agency modern technology has on humans?
Creativity and digital design
Can we play with technologies?
How is digitalization transforming industries?
Is the digital changing human creativity?
Environmental and social sustainability
Is technology bridging societal gaps?
Is a sustainable information society possible?
How is sharing economy affecting participation?
How remote teaching changes learning and promote inclusion?
How technology affect scientific consensus?
Each seminar will comprehend an expert lecture, a students’ group presentation (flipped classroom) and an open discussion.
Members of the faculty:
Sharp Ii John Franklin