Short Bio
Daniel Farinha is a Senior Lecturer with a cross-disciplinary background in artificial intelligence, information systems, and digital media. He holds a PhD in Information Systems and brings over 20 years of industry experience in software architecture, network systems, and AI applications, alongside 7+ years of university-level teaching.
His research focuses on ethical and autonomous AI systems, decentralised technologies, blockchain governance, and the preservation of digital heritage. He explores the intersection of machine ethics, explainable AI, DAOs, and sustainable digital economies, with additional interests in creative computing, HCI, UX, and generative media.
He teaches subjects ranging from programming and creative coding to statistics and mathematics, and actively engages in curriculum development across design, architecture, and communication and media programmes, both at undergraduate and postgraduate levels.
Research Interests:
Agentic AI, Machine Ethics, Explainable AI, AI Governance, Decentralised Systems, Blockchain, Smart Contracts, Digital Heritage, DAOs, Crypto-Art, Information Systems, Generative Media, HCI, Tokenomics
Publications
Estadieu, G. V., Ng, S. O. K. M., Martins De Abreu, F., & Farinha, D. (2023, November). Beyond Physical Boundaries-Organising a Virtual Exhibiton with NFTs for an International Conference. In Proceedings of the 11th International Conference on Digital and Interactive Arts (pp. 1-5).
Farinha, D. F. (2022). A Critical Look at Blockchain-Interactive Generative Art. International Journal of Creative Interfaces and Computer Graphics, 13(1), 1–17.
Ng, K. M., Estadieu, G., & Farinha, D. (2022). (Un)Directed Reading, an interactive kiosk to encourage writing and reading. The Creative Process: Reflections on Contemporary Creativity, 83–85.
Modules
Year 1 Bachelor
This course will cover a varied range of mathematical principles and discuss how techniques of effective thinking and creativity can be taught and learned through mathematics. Such mathematical techniques allow students to create new insights, new ideas, and new solutions, as well as develop critical thinking over a wide range of problems and real-life situations that they may face both on their professional and personal lives.
"Architecture and Design are subjects that have a strong mathematical basis, namely Geometry, Trigonometry, Topology, and the study of patterns (including their modeling and generation), among other topics. In this course, students will establish the link between mathematics and design through the understanding of theoretical mathematical principles and practical exercises and challenges, some of them using computer software and algorithms as interactive examples of generative design.
In fact, with the advent of computers and new 2D and 3D-modeling software, formal manipulation and the creation of novel forms has become increasingly important in Design and Architecture. While these tools have made complex geometry much more accessible, an understanding of the basic principles behind these geometries is often missing. A basic knowledge of these principles will not only make these tools more efficient, but it will allow artists, communicators, designers to make much more intelligent formal explorations.
Furthermore, knowledge of mathematical concepts– such as the Divine Proportion, The Golden Section, Fibonacci Numbers, Graph Theory, Fractal Theory, Probabilities, Randomness, Recursion, Hyper-dimensionality, and Geometry in general - will allow contemporary designers and communicators to understand their designs on a deeper level. "
Year 2 Bachelor
Programming is the action or process of writing computer programs. In this course, we introduce the fundamental aspects of this practice, oriented towards multimedia applications. Scratch software (MIT) will be used to present the underlying grammar for “talking to a computer”. A practice-based approach will be followed.
"This module will act as an introduction to the graphic and interactive (digital) design fields. It will assist students with an understanding of graphic and digital products having in consideration technologies and relevant applications that are necessary for creating visually dynamic and graphic user-interfaces.
The knowledge and skills taught in this module are basic within the contexts of graphic and digital media. The module requires that students identify specific problems in cutting-edge products and encourages active participation in a variety of exercises using specific guidelines and principles.
Lectures will examine a variety of products, which will help students on future product development through best working practices. Students will also be powered with skills for the optimization of images, development of branded products and creation of graphical content for print and digital platforms."
This module introduces the basic topics of probability, descriptive and inference statistics. It covers techniques for counting and probability theory but not forgetting inferential statistics (parametric and non-parametric models).
Year 4 Bachelor
Capstone Project I is the first part of a two-module sequence designed to guide students in developing their final graduation projects in the field of media. This project-based module focuses on the conceptualization and creation of real-world projects related to communication and media. Students will use the audiovisual skills they have acquired in previous modules, either individually or in combination, to produce both an individual project for exhibition and a group film project. Professors will act as supervisors, providing guidance and feedback throughout the process. This module emphasizes independent work, creativity, and practical application of media techniques, preparing students for their future careers. Extensive hours outside of class may be required to complete these projects.
Year 1 Master
This course is an introduction to aspects of the virtual world in the creation of objects, and it will emphasize the interactivity needed when working in multidisciplinary projects.
Students will explore the role of technology and mass media in shaping our experiences of the world. They will learn how to use multimedia for project development and marketing purposes.
Year 2 Master
In this module, students are required to prepare and present a portfolio of their work in media publishing. A Portfolio is a collection of student works (mostly electronic) representing students’ performance. There are products (artifacts that the student selects to incorporate into the portfolio), and the processes that the student must develop, use and implement in preparing the portfolio. It is reflective of the competencies that the student is required to demonstrate as part of the collect, select, and reflect process as well as usage of desktop and social media publishing tools. Students may attend coaching sessions during their studies to assist them in the preparation of their portfolios.