Filipa Simões

Publications
Modules
Year 1 BachelorThis course specializes in multimedia solutions (video, sound, 2D and 3D graphics, interactivity, etc.) and provides students with a strong education in visual communication, a distinct and marketable skill set and a well-rounded liberal arts general education. The Graphics And Interactive Design course provides students with in depth, hands on experience in the design and authoring of original interactive work for motion graphics. Students have the opportunity to study graphic design and interactive design, emphasizing both technological proficiency and visual literacy. 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 design, advertising and marketing professions. Furthermore this programme aims to develop learners, knowledge, understanding and skills in graphic communication and multimedia through studio based assignments. The contemporary
context of Graphic Design will be investigated.
This course is designed to meet the needs of design majors by providing them with an understanding of the impact of graphic design on any design elements and everything in our society. Though lectures, discussions, and project analyses, students gain a basic understanding of how graphic design is used to visualize and communicate ideas.
Year 2 BachelorIntroduces students to the range of manufacturing processes commonly used in industry to make parts from a broad spectrum of materials, and how parts are assembled into products. The strengths of different manufacturing and product assembly processes are considered, and the factors affecting the selection of the manufacturing methods best suited to particular products are examined, including set-up and operating costs, safety, capability and environmental impact among others. As part of this module, students visit production facilities and analyze how are variety of products are made. They also develop a taxonomy of production and assembly processes.
Manufacturing processes - LDS404 / LMD406Ergonomics is a discipline that involves arranging the environment to fit the person in it, and about the effective division of work between man and machine. When ergonomics is applied correctly in the work environment, visual and musculoskeletal discomfort and fatigue are reduced significantly. Also, when work is appropriately divided between people and machines the synergies obtained can create considerable efficiency gains. Students will learn how to follow ergonomic principles to reduce stress and eliminate many potential injuries and disorders associated with the overuse of muscles, bad posture, and repeated tasks. This is accomplished by designing tasks, work spaces, controls, displays, tools, lighting, and equipment to fit the user’s physical capabilities and limitations. Students will also learn about the relative strengths and weaknesses of people and machines in working situations and how to effectively partition efforts between them.
Ergonomics - LDS303 / LIS238 / LMD303 / LAR209Year 3 BachelorIntroduces 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 / LMD407Year 4 BachelorArt - Free expression I&II: This pair of modules gives students free reign to express themselves artistically, by creating works on a structured series of topics. For each art project completed, each student provides his/her own interpretation of the chosen topic, and then students critically review each other’s work.
Art - Free expression I&II: This pair of modules gives students free reign to express themselves artistically, by creating works on a structured series of topics. For each art project completed, each student provides his/her own interpretation of the chosen topic, and then students critically review each other’s work.
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.
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.
"Students will be asked to develop their Graduation Projects under the theme of “In(com)possible Design”. The theme encompasses design projects that relate with the idea of developing compatible and consistent design products, where the two main concepts such as “impossible” and “compossible” are brought together. To be “incompossible” means to be unable to exist if something else exists, to be incompatible, inconsistent or not capable of joint existence.
The “composability” is a philosophical concept defined by the German Philosopher Gottfried Wilhelm Leibniz (1646 – 1716). It has a logical sphere more restricted than that of logical possibility. The “compossibility”, to exist, it is not enough that something is possible, it must be compatible with others that constitute the real world.
Out of Leibniz's theory, the notion of compossibility can be simply defined in the following way: two possible are composibles if they are possible at the same time.
Compossibility differs from possibility stricto sensu in that it is a possibility with something else. This notion draws attention to the fact that several individually possible facts are not necessarily possible with each other. Imagine a door, that can open and close. The condition “The door open” is possible; The condition “The door close” is also possible. So, we can confirm that both conditions of that door are compossible. But, in our real world, the door cannot be opened and simultaneously closed, in a sense that these two conditions, if put together, are “incompossible”.
The concept of incompossibility is very interesting when we thing about projects that relate to interactivity and interaction design. This concept should be understood as a continuity in terms of positive design, and as a strategy to develop innovative design products. Impossible design is possible, should it be in(com)possible?"
context of Graphic Design will be investigated.
Introduces students to the range of manufacturing processes commonly used in industry to make parts from a broad spectrum of materials, and how parts are assembled into products. The strengths of different manufacturing and product assembly processes are considered, and the factors affecting the selection of the manufacturing methods best suited to particular products are examined, including set-up and operating costs, safety, capability and environmental impact among others. As part of this module, students visit production facilities and analyze how are variety of products are made. They also develop a taxonomy of production and assembly processes.
Manufacturing processes - LDS404 / LMD406
Manufacturing processes - LDS404 / LMD406
Ergonomics is a discipline that involves arranging the environment to fit the person in it, and about the effective division of work between man and machine. When ergonomics is applied correctly in the work environment, visual and musculoskeletal discomfort and fatigue are reduced significantly. Also, when work is appropriately divided between people and machines the synergies obtained can create considerable efficiency gains. Students will learn how to follow ergonomic principles to reduce stress and eliminate many potential injuries and disorders associated with the overuse of muscles, bad posture, and repeated tasks. This is accomplished by designing tasks, work spaces, controls, displays, tools, lighting, and equipment to fit the user’s physical capabilities and limitations. Students will also learn about the relative strengths and weaknesses of people and machines in working situations and how to effectively partition efforts between them.
Ergonomics - LDS303 / LIS238 / LMD303 / LAR209
Ergonomics - LDS303 / LIS238 / LMD303 / LAR209
Year 3 BachelorIntroduces 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 / LMD407Year 4 BachelorArt - Free expression I&II: This pair of modules gives students free reign to express themselves artistically, by creating works on a structured series of topics. For each art project completed, each student provides his/her own interpretation of the chosen topic, and then students critically review each other’s work.
Art - Free expression I&II: This pair of modules gives students free reign to express themselves artistically, by creating works on a structured series of topics. For each art project completed, each student provides his/her own interpretation of the chosen topic, and then students critically review each other’s work.
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.
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.
"Students will be asked to develop their Graduation Projects under the theme of “In(com)possible Design”. The theme encompasses design projects that relate with the idea of developing compatible and consistent design products, where the two main concepts such as “impossible” and “compossible” are brought together. To be “incompossible” means to be unable to exist if something else exists, to be incompatible, inconsistent or not capable of joint existence.
The “composability” is a philosophical concept defined by the German Philosopher Gottfried Wilhelm Leibniz (1646 – 1716). It has a logical sphere more restricted than that of logical possibility. The “compossibility”, to exist, it is not enough that something is possible, it must be compatible with others that constitute the real world.
Out of Leibniz's theory, the notion of compossibility can be simply defined in the following way: two possible are composibles if they are possible at the same time.
Compossibility differs from possibility stricto sensu in that it is a possibility with something else. This notion draws attention to the fact that several individually possible facts are not necessarily possible with each other. Imagine a door, that can open and close. The condition “The door open” is possible; The condition “The door close” is also possible. So, we can confirm that both conditions of that door are compossible. But, in our real world, the door cannot be opened and simultaneously closed, in a sense that these two conditions, if put together, are “incompossible”.
The concept of incompossibility is very interesting when we thing about projects that relate to interactivity and interaction design. This concept should be understood as a continuity in terms of positive design, and as a strategy to develop innovative design products. Impossible design is possible, should it be in(com)possible?"
Design for manufacture - LDS405 / LMD407
Art - Free expression I&II: This pair of modules gives students free reign to express themselves artistically, by creating works on a structured series of topics. For each art project completed, each student provides his/her own interpretation of the chosen topic, and then students critically review each other’s work.
Art - Free expression I&II: This pair of modules gives students free reign to express themselves artistically, by creating works on a structured series of topics. For each art project completed, each student provides his/her own interpretation of the chosen topic, and then students critically review each other’s work.
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.
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.
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.
"Students will be asked to develop their Graduation Projects under the theme of “In(com)possible Design”. The theme encompasses design projects that relate with the idea of developing compatible and consistent design products, where the two main concepts such as “impossible” and “compossible” are brought together. To be “incompossible” means to be unable to exist if something else exists, to be incompatible, inconsistent or not capable of joint existence.
The “composability” is a philosophical concept defined by the German Philosopher Gottfried Wilhelm Leibniz (1646 – 1716). It has a logical sphere more restricted than that of logical possibility. The “compossibility”, to exist, it is not enough that something is possible, it must be compatible with others that constitute the real world.
Out of Leibniz's theory, the notion of compossibility can be simply defined in the following way: two possible are composibles if they are possible at the same time.
Compossibility differs from possibility stricto sensu in that it is a possibility with something else. This notion draws attention to the fact that several individually possible facts are not necessarily possible with each other. Imagine a door, that can open and close. The condition “The door open” is possible; The condition “The door close” is also possible. So, we can confirm that both conditions of that door are compossible. But, in our real world, the door cannot be opened and simultaneously closed, in a sense that these two conditions, if put together, are “incompossible”.
The concept of incompossibility is very interesting when we thing about projects that relate to interactivity and interaction design. This concept should be understood as a continuity in terms of positive design, and as a strategy to develop innovative design products. Impossible design is possible, should it be in(com)possible?"
The “composability” is a philosophical concept defined by the German Philosopher Gottfried Wilhelm Leibniz (1646 – 1716). It has a logical sphere more restricted than that of logical possibility. The “compossibility”, to exist, it is not enough that something is possible, it must be compatible with others that constitute the real world.
Out of Leibniz's theory, the notion of compossibility can be simply defined in the following way: two possible are composibles if they are possible at the same time.
Compossibility differs from possibility stricto sensu in that it is a possibility with something else. This notion draws attention to the fact that several individually possible facts are not necessarily possible with each other. Imagine a door, that can open and close. The condition “The door open” is possible; The condition “The door close” is also possible. So, we can confirm that both conditions of that door are compossible. But, in our real world, the door cannot be opened and simultaneously closed, in a sense that these two conditions, if put together, are “incompossible”.
The concept of incompossibility is very interesting when we thing about projects that relate to interactivity and interaction design. This concept should be understood as a continuity in terms of positive design, and as a strategy to develop innovative design products. Impossible design is possible, should it be in(com)possible?"
最後更新: September 1, 2022 在 3:52 pm