Short Bio
Filipa Martins is currently an Assistant Professor at the Faculty of Arts and Humanities at the University of Saint Joseph (USJ) in Macao, SAR.
She has a Doctoral Degree in Science and Technology of the Arts from the Catholic University of Portugal - School of Arts in Porto, a Master in Science Multimedia & Entertainment Technology (MSc) from The Hong Kong Polytechnic University - School of Design, and a Bachelor in Communication Design (Portuguese Licenciatura) from the University of Lisbon - Faculty of Fine Arts.
She joined USJ as a visiting lecturer and is presently an Assistant Professor at the Faculty of Arts and Humanities. She is currently the FAH Pedagogical Council President. She is also part of the University Senate and is the Faculty staff appointed to the Sustainable Development Goals (SDGs) team.
She teaches Interactive Design, Product Design, Visual Communication, Creativity and Entrepreneurship, Theory and History of Art, Project and Design Management, and Interactive Technologies. Filipa is also the Internship Professor Supervisor of the Bachelor of Design and Bachelor of Fashion Design Academic/Professional Internships.
Filipa is a designer focusing on innovative digital experiences based on play, engagement, and fun, fostering creative behaviours in learning environments. Simultaneously as a professor, a researcher and a designer, her passion lies in digital and interaction design, with focal points in game design, research and development. User-centred design, creativity, psychology and meditation methodologies are also part of her research interests that share a facet with game design. Her current research focuses on game design, tangible interactions and mobile platforms in the learning environment. Between 2005 and 2014, she worked for various private and public corporations as a researcher, lecturer, project leader, design manager and creative director in Portugal, Hong Kong and Macao, focusing on R&D, game design, marketing strategies and solutions, digital interactive products and branding.
Publications
2022
// Martins de Abreu, F., & Barbosa, A. (2022).
International Journal of Creative Interfaces and Computer Graphics (IJCICG)
"A Multimodal Game Design Framework for Creativity in Macau's Educational System Through Digital and Tangible Games - Chinese, Portuguese, and English Languages"
Publication in the International Journal of Creative Interfaces and Computer Graphics (IJCICG).
https://www.igi-global.com/article/multimodal-game-design-framework-for-creativity-in-macaus-educational-system-through-digital-and-tangible-games/308808
// Un Man Cheng, Martins de Abreu, F. (2022).
International Journal of Creative Interfaces and Computer Graphics (IJCICG)
"An Integrated Learning Platform Focusing on STEAM and Collaborative Modules for Macau"
Publication in the International Journal of Creative Interfaces and Computer Graphics (IJCICG).
https://www.igi-global.com/article/an-integrated-learning-platform-focusing-on-steam-and-collaborative-modules-for-macau/311425
// Tin Lan Chang, & Martins de Abreu, F. (2022).
”Experience the Past in the Present with Immersive Technologies”
MULTIMODUS - 1st International Conference on Sound Image in Art & Design 2022
https://multimodus.ipportalegre.pt - Abstract Proceedings.
2018
// Martins de Abreu, F., & Barbosa, A. (2018). LISBON CONSORTIUM - VIII Lisbon Summer School for the Study of Culture "Cyber+Cipher+Culture" | Lisboa, Portugal - "Cyberculture and Multimodal Digital Games in Learning Environments: Fostering Creativity in Macau's Educational System".
2017
// Martins de Abreu, F., & Barbosa, A. (2017). MRI INTERNATIONAL CONFERENCE - Common Good and Education | Macau, China "The impact of multimodal digital games in children's learning environments".
// Martins de Abreu, F., & Barbosa, A. (2017). A.C.M. Publishing – Conference Proceedings - "Creative Engagement: Multimodal digital games in children's learning environment in Macau S.A.R.". Proceedings of the 8th International Conference on DigitalArt (ARTECH217), Macao S.A.R., China, ACM International Conference Proceeding Series, Part F1309. ACM ISBN 978-1-4503-5273- 4/17/09. http://dx.doi.org/10.1145/3106548.3106599
// Estadieu, G., Martins de Abreu, F., & Barbosa, A. (2017). "3D printing objects installation art: 'Standing humanity: 3D yan character'". Proceedings of the 8th International Conference on DigitalArt (ARTECH217), Macao S.A.R., China, ACM International Conference Proceeding Series, Part F1309. ACM ISBN 978-1-4503-5273- 4/17/09. https://doi.org/10.1145/3106548.3106588
// Cordeiro, J., Martins de Abreu, F., & Estadieu, G. (2017). "Audience participation in interactive art systems: Is instructional signage a necessary evil?". Proceedings of the 8th International Conference on Digital Art (ARTECH 217), Macao S.A.R., China, A.C.M. International Conference Proceeding Series, Part F1309. ACM ISBN 978-1-4503-5273- 4/17/09. https://doi.org/10.1145/3106548.3106595
Presented by Filipa Martins de Abreu
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PROGRAMMES CO-SUPERVISION // September 1st, 2022 - currently
Master of Design
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PROGRAMME SUPERVISION // September 1st, 2022 - currently
Bachelor of Fashion Design
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DESIGN PROGRAMMES COORDINATION // September 1st, 2019 - August 31st, 2022
Bachelor of Design
Bachelor of Fashion Design
Master of Design
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PEDAGOGICAL COUNCIL - FAH
// President of the Faculty of Arts and Humanities Pedagogical Council. Design Professors Degrees Representative - 2022/2023 - currently
// President of the Faculty of Arts and Humanities Pedagogical Council. Design Professors Degrees Representative - 2021/2022
// President of the Faculty of Arts and Humanities Pedagogical Council. Design Professors Degrees Representative - 2020/2021
// Staff representative responsible for the Bachelor of Design, Bachelor of Fashion, and Master of Design. Assistance to the President, Faculty of Creative Industries // September 1st, 2019 - August 31st, 2020.
// Secretary and staff representative responsible for the Bachelor of Design, Bachelor of Fashion, and Master of Design. Responsible for writing the meeting minutes and developing the necessary documentation, Faculty of Creative Industries - 2017/2018 & 2018/2019
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MASTER SUPERVISIONS
2021/Ongoing
SUPERVISOR - Master of Education || José Maia
– Gamification Strategies in Creative Learning Environments: An Action-Research in Macau
2020/Ongoing
SUPERVISOR - Master of Design - Specialisation in Interaction Design || Patricia Soares
– The power of design in storytelling for visual merchandising: a comparative Study on Instagram in Hong Kong and Macau.
2020/Ongoing
SUPERVISOR - Master of Design - Specialisation in Interaction Design || Mamadú Seck
– Sustainable Multimodal Learning Environment: Case Study New Guinea - (Jardim Verde / Sementeira / Mini Fábrica)
2020/Ongoing
SUPERVISOR - Master of Design - Specialisation in Interaction Design || Wing Lio
– Redesigning Macau's Street Signage with Interactive Illustrations by creating an Augmented Reality Experience
2022/Ongoing
SUPERVISOR - Master of Education || Sarah Anne Pottier
– Using games as a tool to enhance primary students’ ability to work in a group and to increase their learning abilities: Case Study - Macau School.
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MASTER CO-SUPERVISIONS
2020/Ongoing
SUPERVISOR - Master of History and Heritage Studies || Fu Ho I - Natalie
– Macau residential house study - shophouse as an example
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MASTER SUPERVISIONS - DEFENDED
2019/2022
SUPERVISOR - Master of Design - Specialisation in Interaction Design || Un Man Cheng - Rachel
– Integrative Educational Platform Focusing on STEAM Approaches: A Macau Case-Study
2019/2022
SUPERVISOR - Master of Design - Specialisation in Interaction Design || Chang Tin Lan - Krissy
– Integrate VR/AR into historical reproduction sceneries in Macau's heritage buildings
2019/2021
SUPERVISOR - Master of Communication and Media || Claúdia Nicolau
– How does fake news affect people in Asia & Europe during a pandemic - Case study - COVID-19
SUPERVISOR - Master of Communication and Media || Diana Macedo Guerreiro
– The impact of e-commerce in local businesses in Macau: Online Store vs Physical Store
2018/2020
SUPERVISOR - Master of Design - Specialisation in Interaction Design || Julieta Pereira
– Macau Mobility: Empowering the Commuter - Case Study: e.mobility application
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OPEN DOCTORAL PROPOSALS FOR ADMISSIONS IN 2022/23
Faculty of Arts and Humanities - Specialisation in Global Studies
https://www.usj.edu.mo/en/open-doctoral-proposals/faculty-of-arts-and-humanities/
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RESEARCH INTERESTS
// Multimodal Digital Game Experiences in Learning Environments // Digital Objects and Physical Objects (interactive experiences) // Learning through Digital Systems // Digital and Physical Game Experiences // Play: Learning through Play - Multimodal Play - Tangible Play // Design: UX | IxD | UI // Smart Urban Mobility Systems // Game Design for Learning Environments // Instructional Design and Technology // Systematic Creativity in Education // Digital Fabrication
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RESEARCH & CREATIVE PROJECTS
// FUNDED RESEARCH PROJECTS
Jun 2022/Jun 2023
"Visual Identity: Patterns and Textures in the City of Macau (territory)."
Team Role: Project Investigator
Research Assistant: Master Student | Mamadú Seck
Funded by: Macau Foundation Funding Scheme in Academic Projects
With the great competition between cities, it is essential to understand the set of concepts, patterns and structures that create the visual identity of a city. To understand the city visually, it is important to understand its evolution over time and its history to understand what determines its characteristic (visual) identity. Consequently, it is necessary to understand the adaptation and flexibility of the identity, taking into account the various technological advances that are felt around the city. Is that identity being lost or rebuilt? The acquisition of theoretical knowledge, together with the analysis of studies of the mapping of the city through its textures, patterns and signage, will allow us to understand where Macau fits in visual and identity terms. In addition to understanding the characteristic identity of the city through its patterns and textures.
Sep 2019/Mar 2021
Designer and Project Collaborator with Prof. Gérald Estadieu (P.I.) in the MGTO - MACAU GRAND PRIX MUSEUM Project - "Interactive Design & Fabrication - Action-Research Project" Collaborative initiative between Macau Grand Prix - Museum and University of Saint Joseph.
https://www.usj.edu.mo/en/news/formula-3d-a-tangible-experience
Team Role: Project Coordinator, 3D Printing Post-Processing Specialist, Designer
2018/2019
"Theatrical Robots and Arts" (Science Promotion)
The Faculty of Creative Industries of the University of Saint Joseph, in collaboration with the University Pompeu Fabra, Barcelona and the Research Center for Science and Technology of the Arts (CITAR), School of Arts of the Catholic University of Portugal, proposed to take robotics and artificial intelligence as disciplines and bring them closer to performing arts by generating bridges and seeking to attract the general public and young people to science and scientific research. Funding: Fundo para o Desenvolvimento das Ciências e da Tecnologia (FDCT) - 0041/2018/PS.
Team Role: Project Assistant and Designer
2018/2019
Universal Design Experimentation with The British Museum's Italian Renaissance Drawings Collaboration with Prof. Gérald Estadieu for a three months exhibition with The British Museum's "Italian Renaissance Drawings" at the Macau Arts Museum. Experimental area based on digital fabrication to make tangible drawings. Experimentation with visually impaired people.
Team Role: Project Coordinator, 3D Printing Post-Processing Specialist, Designer
2016/2017
"Prototyping Spaces & Interactive Experiences on Campus" (Science Promotion) The main goal of this project is to boost students' creativity within their daily lives on campus. To provide them with a more active, creative and collaborative environment for learning. Through a creative process, they will be able to propose new interactive solutions to enhance the life experience on campus for all students and staff. Teams of students from different backgrounds and different study environments will voluntarily enrol. For the first year, we plan to propose some projects, and ultimately, in the coming years, students will submit projects to the Committee. This project will request students to imagine, develop and test new ways of living on campus. Funding: Fundo para o Desenvolvimento das Ciências e da Tecnologia (FDCT) - 017/2016/P
Team Role: Project Coordinator and Designer.
Prof. Gérald Estadieu was PI.
// NON-FUNDED RESEARCH PROJECTS
2019/2021 ongoing
INNOVATIVE PATTERNS - This project aims to develop students' creativity and encourage them to strive for innovation, interactivity, design, and art. 3D Printing has been used in fashion design in recent years by artists. Development of advanced garments with technological materials.
Team Role: Project Responsible
NON-FUNDED ARTISTIC RESEARCH PROJECTS
2018
"Espresso Dog"
AnnoCannis 2018 (Interactive Sculpture)
Collaborated with Prof. Gérald Estadieu on the "AnnoCannis 2018" project, a Macau Chinese New Year Street Art Exhibition. Interactive Sculpture of a dog partially covered with coffee capsules and L.E.D. animation.
Team Role: Designer and Project Coordinator
2017
Live Exhibition "Yan Character"
Collaboration with Prof. Gérald Estadieu at Creative Macau. Live 3D Printing of unique blocks to create a two-metre high Chinese "Yan" - people - a character with interactive video mapping and visitor participation.
Team Role: 3D Printing Post-Processing Specialist and Project Coordinator
2015
"Q.R. Goat"
AnnoCaprum 2015 (Interactive Sculpture)
Collaboration with Prof. João Cordeiro, Prof. Gérald Estadieu, Cristina Dias and Rui de Abreu on the project "AnnoCaprum 2015", a Macau Chinese New Year Street Art Exhibition. Interactive Sculpture of a goat tagged with Q.R. codes.
Team Role: Designer
Modules
Year 1 Doctorate
This Module provides an initial experience of supervised research work where students will work with their intended supervisor in a collaborative tutorial model that resembles the practice of Thesis Supervision. During the Module the intended supervisor will guide the student trough multiple meetings (up to 15) during a full academic year The students will conduct autonomous research that should result in a preliminary literature review, research contextualisation and a thesis proposal completely finished and prepared to be submitted to the Foundation Year Final thesis proposal review and assessment instances.
Year 1 Master
Students will learn principles of drawing and sketching as applied to industrial design. They will study the effect of light in the creation of an illusion of three-dimensional surface. Additional and fundamental work will be done with color, properties and indication of materials, perspective, and manipulation.
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.
This module provides an overview of Digital Technology, its trends, promises and opportunities for innovation, in relation to Systematic Creativity tools/methodologies, that converges into Business Models, which can be validated by potential real world clients.
Business Models describe the way of how an organization create, deliver and capture value. They are at the core of any Entrepreneurship project and are enhanced by Creativity and Innovation.
This Module proposes different approaches to promote Creativity, adding value to the process of Business Models Generation.
Technology Innovation will be presented as a stronger driver for changes in the markets and to be the basis of powerful Business Models.
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.
All architecture students are required to prepare and present a portfolio to an academic judging panel for assessment. The portfolio may contain examples of assignments, tests and examinations, presentations, reports, and other work done by the student. Students will be assisted in the preparation of their portfolios.
All architecture students must complete two hundred and ten (210) hours of internship in an approved architecture office. The time distribution may be determined by the student together with the office (Assumed to be 6 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. Every student is required to present a summary of his or her internship to an academic judging panel.
This module reviews the functional and operational activities and processes in typical architecture practices, and the common issues and concerns of practice managers. It will provide general knowledge of the legal obligations and bureaucractic procedures for an authorized person to practice architecture in Macau. Interaction, cooperation, or possible conflicts with other specialized practices related with project and construction will be addressed. Ethical issues for professional conduct, such as ownership of intellectual property and conflicts of interest, are considered. The module addresses issues related to architect registration; architect/client/consultant/contractor relationships; project management; tendering procedures; bills of quantities; scheduling techniques; measurement conventions; organization, management and other professional practice issues; legal responsibilities and relevant statutes. Analyses of relevant cases studies in architectural practice are also included.
Year 1 Bachelor
Students will explore the history of building and cities, social, political, technical, formal, aesthetic dimensions in western and non-western traditions, from antiquity through the Middle Ages.
This module lets students explore approaches and techniques in graphic design, signage and interactive multi-media. Examples of graphic design and visual communications from different genres and parts of the world are analyzed to identify their strengths and weaknesses from different perspectives, including aesthetic, stylistic, cultural and communications efficacy. Students are also encouraged to discover and analyze what makes an attractive Web site, the traps to avoid in Web site design, and the keys to a successful Web site. Students also work through a progressively more complex series of graphic design, signage and interactive multi-media projects, according to realistic client briefs.
Graphic/Interactive Design - LAR210 / LCM205 / LDS305
In this module students explore the aesthetics of photography through digital imaging. It emphasizes composition and creative artistic expression. Students engage in the emerging theories and practices within digital imaging. They are expected to critically explore both the technical and aesthetic issues involved in the creation and critique of still digital images. Students will be given projects to further their development as visual artists while utilizing new tools in a creative and conceptual fashion. Course readings, discussions, lectures and critiques will provide a scaffold that will guide students’ understanding of the artistic process involved in creating a digital image. Furthermore, the module will develop students’ understanding of the historical contributions and cultural dimensions of photography throughout the 19th and 20th centuries.
Digital Photography & Video - LAT203 / LAR221
This module introduces students to identifying, interpreting and evaluating ideas presented in the creative visual arts. The visual arts are studied and analyzed from different conceptual points of view, including their relation to history, to social and psychological conditions, to philosophical positions, and to other humanistic disciplines. The relationships between classical arts and popular culture are considered. Students will develop the critical vocabulary and analytical skills and understanding of visual art and artistic concerns needed to describe and evaluate works of art through the examination of several selected artworks originating from both Western and Eastern cultural traditions and popular culture.
Reviews selected historically important and influential theories, strategies and approaches to art, design and communications. These are put into historical context to consider trends and evolution in the design and communications fields. Examples are drawn from a broad spectrum of design fields, including communications and the decorative arts, painting, sculpture and glassmaking, consumer and automotive product design, industrial machinery, photography and video, and clothing. Consideration is given to design and communications from different perspectives, including style, materials, production technology, ergonomics and social context. The relationships between arts and popular culture are examined, especially focusing on the cross-fertilization and inter-penetration between them. As part of this module, students will work to create designs for selected communications campaigns that are consistent with different design movements.
Design history & theory - LDS302 / LCM202 / LMD302
The pursuit and construction of knowledge are central to understanding and improving our lives and our world. Creativity and thoughtfulness are, therefore, fundamental features of this human endeavor. While creativity enables us to discover new perspectives of perceiving the world, thoughtfulness leads us to a sensitive and ennobling configuring of reality. The affirmation of our humanity as a creative and thoughtful enterprise is a condition sine qua non for becoming scholars and citizens. Students will learn to discover and develop their creative abilities and to use them to enhance their learning experiences.
This module reviews selected historically important and influential theories, strategies and approaches to art and design. These are put into historical context to consider trends and evolution in the design field. Examples are drawn from a broad spectrum of design fields, including architecture and the decorative arts, painting, sculpture and glassmaking, consumer and automotive product design, industrial machinery and clothing. Consideration is given to design from different perspectives, including style, materials, production technology, ergonomics and social context. As part of this module, students will work to create designs for selected objects that are consistent with different design movements.
Design history & theory - LDS302 / LCM202 / LMD302
This module lets students explore approaches and techniques in graphic design and interactive multi-media. Examples of graphic design and visual communications from different genres and parts of the world are analyzed to identify their strengths and weaknesses from different perspectives, including aesthetic, stylistic, cultural and communications efficacy. Students are also encouraged to discover and analyze what makes an attractive Web site, the traps to avoid in Web site design, and the keys to a successful Web site. Students also work through a progressively more complex series of graphic design and interactive multi-media projects, according to realistic client briefs.
Graphic/Interactive Design - LAR210 / LCM205 / LDS305
Contribute to the accuracy of the technical design of garments for the correct use of the universal language of design associated to fashion design. The intension of this module is for the students to acquire skills for the representation of any garment, with graphic quality, respecting the universal code clothing; recognize the technical basic shapes, having regard to their particularities; dominate representation of several volumes; observe and represent, with technical accuracy, garments already made.
This module is an overview to the design field from its origins to the present day. The lectures will examine a variety of concepts and works ranging from graphics, product, fashion furniture, interiors, and architecture. These works will be positioned in a wider social, cultural, political and economical context within a historical narrative.
Together with a chronological overview of periodic styles, this module will have a thematic approach in order to address concepts and methodologies relevant to the discipline of design. This will allow a bridge between historical and theoretical knowledge and the practice of design.
This module will also take into account the relation between the object and its designer, as well as the evolving role of the designer — from industry related to activist, producer and creative leader.
This Digital Image Processing course is intended to challenge students by providing a theoretical and hands on approach to graphic design. Ultimately, the goal of the course is for students to develop critical and creative approaches to graphic design as a tool for cultural expression and public communication. Thematically speaking particular emphasis will be placed on the ideas formulated by the students during the previous photography course as well as social issues and the diverse cultural identity of the city of Macau.
This module reviews selected historically important and influential theories, stategies and approaches to art and design. These are put into historical context to consider trends and evolution in the design field. Examples are drawn from a broad spectrum of design fields, including architecture and decorative arts, painting, sculpture and glassmaking, consumer and automotive product design, industrial machinery and clothing. Consideration technology, ergonomics and social context. As part of this module, students will work to create designs for selected objects that are consistent with different design movements.
"This module focuses on the concepts, theories and methods of design thinking as a process to foster creativity and innovation.
The module addresses Design Thinking as:
A way of improving the existing products or conditions_a solution based problem-solving tool
A human centered enterprise
A mean of dealing with complex social and cultural problems_a tool to address a wide range of issues, ranging from graphic design, to sustainability, at both a micro and macro level."
Year 2 Bachelor
Having Programming, an Introduction as its prerequisite, this module further teaches the fundamentals of programming. It covers the important components in programming: basic syntax and semantics of a well-selected high-level language; variables, types, and assignments; basic data structure and their use; conditional and iterative control structures; functions and parameters; simple input and output; and exception handling.
This module introduces basic concepts of algorithmic problem solving and logical thinking. It covers problem solving strategies, basic data structures, as well as data and procedural abstraction. Through step-by-step practice, students learn basic skills to write their own code in an easy-to-master programming language for simple problem solving, and to perform simple debugging and testing. It serves as the first programming module and requires no prerequisite.
In this course, we aimed analyze the concepts of culture, showing the field of cultural anthropology in their epistemological purposes, topics and research practices. Special attention is given to issues of human, biological and cultural diversity in understanding the relationships between different social groups today. Training and analysis of various ethnographic examples, with a special focus on Southeast Asia and mainly on China, will provide students a framework for reading the global world in which we live in.
This module lets students explore approaches and techniques in product design. Examples of different kinds of consumer and industrial products from different genres and parts of the world are analyzed to identify their strengths and weaknesses from different perspectives, including aesthetic, functional, structural, ergonomic, cultural and usage patterns.
Students also work through a progressively more complex series of product design assignments, helping them to develop with confidence their technical skills, methodology and thinking approach. The final major project assignment covers the entire design process, from Research & Analysis to Concepts Generation and developing the Final Product Solution.
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 lets students explore approaches and techniques in automobile and transportation system design, identifying strengths and weaknesses from different perspectives, including aesthetic, stylistic, cultural, technologic, ergonomic and usage patterns. This will have to be done in relation to the main phases of the ""creative automotive design process"".
Starting from the research & analysis phase in line with a given project brief in the field of automotive/vehicle (assignment), the students will have to generate new ideas and identify new automotive related concept opportunities mainly based on market research, project brief objectives and specifications (supplied by project sponsor).
Initially presented via ""concept boards"" including various medium such as diagram, text, hand sketch/renderings, mock-up, or any other necessary materials, the most promising design concept will be selected.
This last one will have to be further developed from a technological, functional and aesthetical angle using 3D CAD software (renderings, technical drawings, etc) and other explanatory materials such as text description, pictures and prototyping. "
Year 3 Bachelor
This module introduces students to multimedia as an art form and an agent of social expression and change. Works in different styles are reviewed, and students work individually to create a multimedia artwork of their own using computer software and digital still and video cameras. The best student works are broadcast on the university’s Internet TV station.
This module introduces students to important concepts, issues and application techniques for planning, managing and controlling both small and large projects. In particular popular approaches and methodologies for planning, managing and controlling selected different kinds of project are considered in detail, specifically, computer software development lifecycles and rapid prototyping; business improvement methodologies such as Ford's 8-D process; Critical Path Method and PERT used for larger industrial projects. A case approach and action oriented teaching will be adopted and students will need to plan, manage and complete a small improvement project for the university. The Microsoft Project computer software package for project management will be used.
Project management - LIS403 / LBT402 / LBA229 / LAR242
This module lets students explore approaches and techniques in graphic design, signage and interactive multi-media. Examples of graphic design and visual communications from different genres and parts of the world are analyzed to identify their strengths and weaknesses from different perspectives, including aesthetic, stylistic, cultural and communications efficacy. Practical economic and financial issues are also explored and considered. Students are also encouraged to discover and analyze what makes a cost-effective and attractive Web site, the traps to avoid in Web site design, and the keys to a successful Web site. Students also work through a progressively more complex series of graphic design, signage and interactive multi-media projects, according to realistic client briefs.
Graphic/Interactive Design - LAR210 / LCM205 / LDS305
Introduces students to important issues and problems in manufacturing products for minimum cost and maximum ease of maintenance. The impact of design on product manufacturability and maintainability is explored from both theoretical and practical perspectives using a variety of techniques and approaches, including Value Analysis, Group Technology, Functional Decomposition and Boothroyd/Dewhurst analyses of manufacturing costs. As part of the module, students analyze and redesign several progressively more complex products.
Design for manufacture - LDS405 / LMD407
Statics is the study of stable, unmoving structures and the force balances that they involve. Dynamics is the study of how things change with time and of the forces that cause them to do so. These issues are often important when designing, understanding, predicting and controlling a system. In this module you will learn how to model, analyze, and predict the behavior of both static and dynamic systems, where the focus is on mechanical systems. By the end of the module, you should be able to approach a physical system unfamiliar to you and develop a mathematical model that will adequately predict the performance of the physical system relative to its intended use.
Static & dynamical systems - LDS406 / LMD402
Motion Graphics and Compositing is a module whose main focus is learning animated graphic composition, videographic computer animation and advanced visual effects for film and animation. This module aims to teach methodologies and modes of applying advanced animation techniques for visual and sound effects. Its content focuses in depth on the study of kinetic pictures and typography as the use of text as meaning and aesthetic language. Students will learn how to apply motion graphics and compositing for video and film in Motion (Apple), and After Effects (Adobe). They will learn the main elements of Motion and Compositing (Keyframing; Interpolating; Creating generators, automatic behaviours; and particle Emitters; Keying; Stereoscoping). At the end of this module it is expected that student understands and knows all the workflow process of motion graphics and compositing.
"Students will be asked to develop their projects under the theme “Video-mapping: Imagine the Invisible”. The theme encompasses video projects that relate with the idea of developing video-mapping strategies to produce motion graphics and interactive video contents.
By having a firm grasp on the visual, creative and technological components of interactive media and motion graphics, the student will be ready to apply this expertise to a design job in the graphic/motion design, advertising and marketing professions. Furthermore, this program aims to develop learners, knowledge, understanding and skills in graphic communication and multimedia through studio-based assignments. The contemporary context of graphic and motion design will be investigated.
From start to finish, students will learn the core elements of motion graphic design and interactive video-mapping media. This course will explore several areas of graphic design and interactive media, including:
● Elements of design
● Principles of design
● Visual communication
● Digital typography
● Motion graphics
● Interaction design
● Principles of projection
● Fundamental of Augmented Reality
● Video Mapping
Year 4 Bachelor
This module focuses on the process of writing and presenting business plans for new ventures by student teams. The emphasis of this intensively interactive and uniquely structured module is on applying concepts and techniques studied in various functional areas to the new venture development environment. In preparing the business plan, issues that are addressed include how to screen for effective venture ideas, how to identify and define the fundamental issues relevant to the new venture, how to identify the venture's market niche and define its business strategy and what type of financing should be raised – how, when, by whom and how much. A solid understanding of business basics is required. Actual business plans will be used to address these issues. All of the businesses considered by students will be media and arts related, from theatrical productions, to launching print and new media publications and advertising and public relations businesses.
Entrepreneurship (3cr) - LBT407 / LIS407 / LBA241 / LAR240 || LBA210 Entrepreneurship (2cr) / LBA241 Entrepreneurship (3cr)
For this module, students critically review and evaluate the design, implementation and operation of a selection of online/virtual environments from around the world. Additionally, students propose and complete the detailed conceptual design for an online virtual system for a selected purpose.
Virtual Environments - LAR225 / LCM216 / LDS408
As an integral part of the Licenciate studies, all undergraduate students at IIUM are required to prepare and present a portfolio of their work. The portfolio is assembled over the entire duration of their undergraduate studies, and is to consist of selected pieces of work that they have produced during their studies. A student’s portfolio may contain examples of assignment work, tests and examination answer scripts, presentations and project reports, and other work done by the student during his or her studies.
This module lets students explore approaches and techniques in automobile and transportation system design. Examples of good and bad vehicles and transportation systems from different genres and parts of the world are analyzed to identify their strengths and weaknesses from different perspectives, including aesthetic, stylistic, cultural, ergonomic and usage patterns. Students also work through a progressively more complex series of automobile and transportation projects, according to realistic client briefs.
This module reviews and audits the functional and operational activities and processes in typical design practices and the common issues and concerns of practice managers. Ethical issues, such as ownership of intellectual property and conflicts of interest, that are important to design practices are considered. As part of this module, students are often seconded to work in a design practice for 2-4 weeks, and interview the management of the practice, and report their findings regarding the way the practice operates and is managed.
As an integral part of their studies, all Bachelor in Fashion Design students must complete 90 hours of work internship with an approved design company before they can graduate. During their internship, students must keep a diary of the work that they do, and examples of their work outputs.
Before they can graduate, every undergraduate Bachelor in Fashion Design student is required to present a summary his or her internship work to an academic judging panel for assessment.
The portfolio may contain examples of assignment work, tests and examination answer scripts, presentations and project reports, and other work done by the student during his or her studies. Students may attend coaching sessions during their studies to assist them in the preparation of their portfolios.
Student will have the opportunity to develop projects that focus on Integrated Marketing Communication approaches, facilitate theoretical models and hands-°‐on practice. Students will learn to prepare communication plan, as they attempt to communicate their advertising and promotion ideas associated with both local and global brands.
Year 5 Bachelor
Architectural firms today are very complex enterprises and often multidisciplinary. The need for architects to develop skills in the area of entrepreneurship is fundamental. This module focuses on the process of writing and presenting business plans for new ventures in architecture by student teams. The emphasis of this intensively interactive and uniquely structured module is on applying concepts and techniques studied in various functional areas to the new venture development environment. In preparing the business plan, issues that are addressed include how to screen for effective venture ideas, how to identify and define the fundamental issues relevant to the new venture, how to identify the venture's market niche and define its business strategy and what type of financing should be raised – how, when, by whom and how much. A solid understanding of business basics is required. Actual business plans will be used to address these issues.
Entrepreneurship (3cr) - LBT407 / LIS407 / LBA241 / LAR240 || LBA210 Entrepreneurship (2cr) / LBA241 Entrepreneurship (3cr)
Architects, today, function through projects. Project management is, thus, an integral and fundamental area of study for architects. This module focuses on the planning, implementation, control, and progress assessment of medium to large architectural projects. A case approach and action oriented teaching will be adopted and students will need to plan, manage and complete a small project in architecture.
Project management - LIS403 / LBT402 / LBA229 / LAR242