Bachelor of Design
Bachelor Programme
Faculty of Arts and Humanities
Duration | Language | Campus |
4 Years Full-Time (Day) | English | Ilha Verde Campus |
This programme will prepare you for a career as a designer in a wide range of professional fields.
The Bachelor of Design enables students to develop the creative abilities and technical skills necessary to become competent design professionals. Students are exposed to a wide range of techniques and fields, with a particular focus on graphic design, digital design, product design, and furniture design. Digital design and fabrication are given high priority.
The curriculum emphasises ethics as well as expertise, requiring students to constantly evaluate the consequences of their work for human environments and societies.
The programme coordinator is Filipa Simões.
Student Experience
- Students are trained in graphic design, digital design, product design, and furniture design
- Students learn to design according to international standards while being grounded in the local context
- Students have access to a Design StudiosStudio and Specialised Fabrication Labs
- Students learn among internationally recognised professionals for skill development in a global context
Career Opportunities
- Graphic designer
- Product designer
- Furniture designer
- User Experience designer
- Digital Interface and Multimedia designer
Typical Applicants
- Have a strong interest in the design and creative fields
- Are interested in fabrication, prototyping, and manufacturing
- Have a portfolio of creative work (required)
Admissions Information >
Study plan & description of modules
For the programme’s government approval [in Chinese and Portuguese] click here. For intake prior 2025/26 academic year, please click here.
Please click on any specific module below to see its description.
Modules
Year 1
Through lectures, discussion and hands-on studio experimentation, students will discover the fundamentals of design, the design process, and creative thinking. Students will explore and apply the design elements and principles in increasingly more complex design exercises, developing an awareness of their application within our environment. The theoretical-practical contents are divided into three fundamental thematic areas: typography, image and composition.
Students will explore diverse and emergent characteristics in a globally connected world where technology and way users and mass communication are rapidly changing through society. Students will learn about design thinking systems and participate in an iterative, multi-disciplinary, integrated design process that includes testing, observation, prototyping, and detailed assessment.
This module explores the theory and practice of sketching and interpreting three-dimensional objects and introduces students to the technical standards in engineering drawings. Students work through a structured series of exercises to draw accurate engineering drawings and sketch increasingly complex objects, figures and spaces.
Alongside extensive hand drawings, students are also introduced to essential concepts and techniques of 2D computer-aided design.
Students will be asked to develop several fast-paced short projects, questioning pre-acquired notions about the nature of artificial objects and their functions. They will thoughtfully and creatively experiment with a wide range of materials and methods, and in varying degrees of development, implementing out-of-the-box thinking. Experimentation and rapid prototyping strategies and techniques will be used to develop their projects. The exercises encompass reflective moments of research around the questions of the function and its materialization, and prospective moments of exploration of the limits and possibilities of formalizing the answers to these same functions.
Students engage in a range of freehand drawing exercises to explore diverse representation techniques, such as fast sketching, observational drawings, perspective sketching or information drawing. The module reviews basic concepts of geometric construction, proportion, composition, line expression, value, shape/volume, texture, colour, and shadows, enabling various spatial illusions and expressive meanings.
The module focuses on practice-based theories and related concepts in philosophy, reflecting on the importance of theory for an informed design practice. Students are provided with both an in-depth understanding of these issues and key analytical tools for further thinking, and will be asked to define and express critical positions in reference to a body of knowledge.
The module introduces design thinking as an iterative, multi-disciplinary, and integrated process to foster creativity and innovation, essential in the creation of good design. Students will explore the design thinking process and its tools and methods, from empathising to definition, ideation, prototyping, and testing.
Nevertheless, the module focuses on issues of application, decision and judgment, tangible outcomes and results, and transferable strategies through a rigorous examination of the processes of thinking and learning at the undergraduate level. In other words, the module aims to enhance students’ capabilities to see things from different perspectives, emphasizing the role of imagination and creative thinking in articulating ideas. It will develop competencies in critical thinking and working collaboratively with others.
Year 2
Students will be asked to create an original piece of furniture from a design brief, articulating and realising their intents into a design product and real-scale prototype. Their projects should address aspects of function, form, ergonomics, human interaction, materiality, manufacturing methods, sustainability, and design language.
The module is structured into studio exercises supported by workshop practice, aiming for students to learn and practise various design skills important within the area of furniture design: researching and conceptualising; ideating and developing design proposals; sketching and rendering; specification and technical communication; building, modelling and prototyping. Students have opportunity to use manual and digital tools oriented for the furniture industry, conceptualising ideas and concepts into reality, experiencing the production processes and the associated materials to build them.
The module explores the relationship between people and the everyday objects they engage with or tasks they perform by establishing an iterative and applied design methodology. Students will engage in practical exercises to test and evaluate ergonomic designs for in products and to apply the acquired knowledge in the improvement of design objects.
It aims to help students build up ability in three-dimensional computational design used for analysis, design development, and computer-aided fabrication in design projects, with a focus on rapid prototyping and material experimentation.
Students will learn how to create physical models to test and explore design solutions as the designer’s primary tool, along with drawing and research. Digital fabrication technologies – such as 3D printing, laser cutting, and CNC cutting – provide an opportunity for design students to take over their digital plans and empower them to control the full process from the digital design to the physical model.
This studio introduces the common tools, materials and technologies used in the design of industrial products, and engages students in the exploration of product development and design processes and methods, enabling them to acquire important design skills within the area of product design.
Students will be asked to develop an industrial product according to a design brief, and addressing cultural, material, and technological challenges affecting our environments in the near future. The module follows an overall product design methodology, including the identification of customer needs, generation of product concepts, design development, prototyping and testing, and design-for-manufacturing. Student work through a series of studio assignments, that allow them to apply their technical skills, methodology and thinking approach in the design of a new product solution, culminating in the fabrication of a prototype.
The module has a practice-based approach, in which students learn through a series of short projects, creating editorial design products (books, brochures), posters, and other visual graphics. The module assignments provide diverse opportunities for the students to apply their analytical and creative problem-solving skills within practical constraints, getting them acquainted with form and message development, with an emphasis on visual concepts and fundamental design theory.
The module also provides basic training in industry-standard computational tools essential for the graphic design practice.
Students will be encouraged to experiment and practice with everyday materials and transformation processes used in product design, including silicone and polyurethane resin concrete, engineered wood, 3D printing and more.
Students will learn how to select materials that best fit a product's demands – economic and aesthetic demands and demands of strength and durability – ensuring that their concept is adequate to the physicality of the object.
Year 3
The module introduces students to the methods and techniques of spatial design under three basic perspectives: a historical approach, an anthropological approach, and a tectonics and materiality perspective. Addressed topics include: conceptualization and structuring of themes, integration of programmatic components, spatial organisation and dynamics, user experience, selection of furnishings, materials and lighting, and principles of construction.
Students will be asked to develop and apply spatial design concepts, techniques, skills and processes in the production of a series of progressively more complex spatial design exercises in a range of contexts and according to a speculative design brief.
This module is guided by the Sustainable Development Goals proposed by the United Nations. It introduces students to the current definitions and processes of sustainability in design products and services, with the intent of proposing new solutions that address pressing issues of our times, such as resource consumption, ecological balance, biodiversity preservation, climate action, or human coexistence, amongst others.
The course encourages critical thinking, challenging students to look at how sustainable design is conceptualised and executed to push the boundaries of knowledge in new directions and dimensions. Students will investigate sustainable materials, technologies, methods and tools used to reduce the environmental impact of design concepts, learning about sustainable design principles and their practical application in design.
The module fosters innovation, asking students to envision sustainable solutions to real-world challenges. Students explore innovative concepts, integrating handmade and emerging materials and technologies, and developing design-led experimental research with biomaterials, recycled materials, and other advanced materials.
It aims to enhance students's ability in the use of digital modelling to design increasingly complex three-dimensional products, with a focus on the design details and construction.
The module also explores 3D rendering fundamentals, focusing on the manipulation of material properties and lighting to create photorealistic visualisations. Students will be introduced to basic notions of animation and assemblage of synthesis images for communication of design projects
This module requires that students identify specific problems in various cutting-edge products, design experiences and encourage active participation in several exercises using specific guidelines and principles. Students will understand the different interaction design dimensions, which are crucial for understanding what is involved in interaction design. The study of interaction design principles - Usability, Accessibility, Information Architecture and Human Computer Interaction, positive emotional responses, design patterns, ergonomics, and goal-driven - will also be explained and demonstrated to the students using various case-study examples.
Various tools that improve interactive media production and efficiency will be used in class to develop exercises and final products. The concepts of user experiences and interactive systems development will provide students with functional knowledge to support general practices, techniques, and properties in various interdisciplinary environments.
Students will be asked to engage in the overall planning, strategy and preparation of a variety of visual components required to create a visual identity and branding project for an organization or business. They will engage in a process of research, problem definition, iteration and refinement to create the brand visuals, starting from the logo design, its appropriate application within the context of branding and culminating with the graphic standards manual. Through a series of exercises, students will learn how to design brand identity products that support and enhance the brand, such as logos, print ads, stationery, or packaging.
The module continues the basic training in industry-standard computational tools essential for the graphic design practice.
Students will learn about tangible interaction design and to think critically about its methods, tactics, and design processes. They will also learn how to use computational methods to design interactive environments and how human cognition and motor skills can be used to direct the creation of tangible user interfaces. Various tools and programming languages are necessary to achieve this, exploring new aspects of expressive forms of interaction, (physical) product behaviour emphasising sensing and actuating.
This module covers practical thinking techniques and creative processes that can be learned through interactive systems. Students will apply their learnings in the design, build, and programming of a simple interactive system.
Year 4
Students are required to prepare and present a portfolio with their unified body of work, incorporating a full range of projects, assignments, skills, and other work done by the student, synthesising all modules and topics. The portfolio is a holistic means of assessing student achievements and the most essential document for demonstrating the individual designer's quality and competency, used nationally and internationally for entry into the marketplace or application to postgraduate study programs in design schools.
Design students must complete two hundred and forty (240) hours of internship in an approved design office. The time distribution may be determined by the student together with the office (assumed to be 8 weeks, with a workload of 35 hours but other combinations are possible). During their internship, students must keep a log of their work, and examples of their work outputs. At the end of the module, students are required to present a summary of their internship in the form of a report or panel.
Through the course of the year, students are required to thoughtfully research, ideate, plan, prepare, produce and present their projects, making the decisions – regarding the concepts, materials, technologies, strategies – that best translate their ideas.
In Design Capstone Project I, students are asked to: explore and define the design problem and concept of their Capstone Project; develop thorough and insightful research to frame and inform their project development; ideate potential solutions for their design problem; select and develop their final design at a conceptual level.
The module explores the creation, manipulation, and application of digital images in various design contexts. It also provides an overview of the methods for producing audiovisual projects, such as script, storyboard, image capture, animation, and editing.
Students will learn to conceptualise, design, and produce compelling visual content using industry-standard software and tools. Emphasis is placed on both technical skills and creative problem-solving, empowering students to create impactful visuals for a variety of media platforms, and that resonate with modern audiences.
Content will focus on: Design of new technologies and materials in the twenty-first century; Design and new media cross/inter-disciplinary practices; Contemporary key practitioners; Problem-Solving in Contemporary Design; Design ideologies and philosophies; Aesthetics in the Twenty-First Century; Environmental, global, and social sustainability in design; User-centered design ideas; and Issues with unfocused products.
Students will be taught relevant research and writing approaches, applying to design practice and projects. They will be asked to analyse the influence of their work at the technological, economic, social, political, cultural, and environmental levels.
It aims to provide students with an opportunity to explore the integration of generative procedures within design, learning the necessary skills to control elements within a 3D environment.
Through a series of guided design exercises, students use parametric modelling tools for analysing and generating elements of a product. They enable them to structure their ideas as algorithmic procedures that integrate data structures, material properties, spatial concepts and functions, aiming to explore diverse and innovative design solutions.
Through the course of the year, students are required to thoughtfully research, ideate, plan, prepare, produce and present their projects, making the decisions – regarding the concepts, materials, technologies, strategies – that best translate their ideas.
In Capstone Project II, students are asked to further work their projects to: develop their final design, including all the elements, at a detailed level; prepare their design for fabrication; follow-up the production to ensure a successful working prototype; design printed, digital and spatial materials to exhibit, communicate and disseminate their project.
Entrepreneurship will be discussed as a structured process based on innovation. Students will undertake a journey that starts with ideas about existing needs and problems in their field of expertise and converge into Business Models that describe how one can create, deliver and capture value in products, services, experiences or processes. They will explore tools and methodologies that support them in their creative process and in formulating an innovative entrepreneurial endeavour.
The module will also examine the differences between design management and design leadership and how to reconcile the two, explaining how students can merge design and business aspects effectively.
The module content will approach: the process of planning; principles of manufacturing; machining; injection moulding; thermoforming and sheet metal forming; casting; additive manufacturing - manufacturing system; quality assurance; sustainability and robotics; electronics; examine competing and neighbouring products; examine leading users such as medical and automotive; costs; and the future of manufacturing.
The module provides students with tools for choosing the best manufacturing method for a product, considering numerous criteria such as cost, product material, volume, surface polish, post-processing requirements, and tolerances.
Last Updated: August 4, 2025 at 3:22 pm