Study Plan

1st year 1st Semester

Objectives of education Aesthetic Computing deepens the information about Digital Art and Aesthetics applied to computation, and aesthetics elements in communication by digital media. Classes are dedicated to themes about Digital Art or Aesthetic Computing searching for relations with Modern and Classical Aesthetics and the artistic and cultural context.

Key learning outcomes
- Explain the importance of digital Art in face of cybernetics and new electronic and mechanical media as means to build aesthetics narratives and artistic objects in general;
- To distinguish different stages in the history of digital art, its actors, movements, currents, most important works and aesthetic influences;
- To discriminate the different components of an artwork related to virtuality, interactivity and randomness;
- To analyse the implications of computational media as form of creative expression, stablishing the basic features of a computational aesthetics and is application in educative and artistic conditions;
- Study main artworks framed by is computational features, and its context in contemporary art.
Objectives of education This CU provides an early approach to innovation processes. This approach is essentially done from a Service Design perspective and with a strong focus on identifying and delivering value propositions based on in-depth knowledge of problems and customers.
The skills developed in this process, as well as the understanding of the process as a whole, will be an important tool for students of this course. In particular, it will enable them to leverage other user-centered development skills to combine key competences for digital innovation.

Key learning outcomes
- Explain the concept of innovation as a process of generating market value, with particular emphasis on the specifics of innovation in digital services;
- Develop a business model for a new information service, approaching it as a iterative process based on the progressive validation of hypotheses;
- Apply primary and secondary research techniques to collect evidence that supports the argument associated with the value proposition of a new digital service;
- Explain the Service Design process, namely in its problem-solution dichotomy and divergent-convergent thinking techniques;
- Select and apply reference techniques in Service Design;
- Explain the concept of key performance indicators (KPI) and, given any digital service, identify, select and analyze the most relevant indicators for its evaluation.
Objectives of education The curricular unit of Interaction Design aims to provide students with the fundamental knowledge about the basic principles, concepts, models and techniques underlying human-computer interaction, with the aim of providing knowledge and developing skills to propose design of interface solutions and human-computer interaction, in the most diverse application areas.
Key learning outcomes
- Recognize the importance of human-computer interaction in the design and implementation of interactive computer systems and applications in the most diverse application areas;
- Distinguish mental and conceptual models and integrate them into the design of human-computer interface and interaction solutions;
- Identify and classify the various human-computer interaction technologies and integrate them into interaction design;
- Identify, classify and integrate the principles, models and techniques of design and implementation for the development of interfaces and interactive dialogues;
- Design, plan and conduct evaluation tests of interfaces and experiences.
Objectives of education This curricular unit aims to provide students with the fundamental knowledge on the principles, concepts, models and techniques for programming interactive applications and systems.

Key learning outcomes
- Discuss the concepts and principles of the programming paradigm oriented towards interactive systems and applications;
- Enumerate the different phases of development of an interactive application;
- Design solutions for small interactive applications;
- Program small solutions for an interactive application.
Objectives of education The curricular unit aims to provide students the practice of applying the knowledge and competences acquired on the remaining curricular units in the context of a project to explore and apply technology.

Key learning outcomes
- Define the temporal execution of the project;
- Discuss the diferent methodologies for a practical approach to the development of multidisciplinary projects in the specific context of the Interaction Design, Aesthetics, Physical Computing and Programmming;
- Apply the methodologies for collaborative development of information systems within the applied domain of interactive systems;
- Analyse, related and synthetise integrated solutions for the execution of the project;
- Design and develop the integrated solutions for the execution of the project.
Objectives of education The curricular unit of Physical Computing aims to provide students with the opportunity to analyze the latest advances in the area of tangible interfaces, to understand the associated interaction paradigm, to become aware of the technologies used and their intersection with the development of new materials, identify the relevant applicational areas.

Key learning outcomes
- Recognize the importance and recent history of physical computing, also called tangible computing;
- Identify the main developments in the area of physical computing;
- Discriminate the main characteristics of the tangible interfaces;
- Synthesize the state of the art of physical computing;
- Conceptualize the design of an interaction system based on physical computing;
- Identify technologies that enable tangible interfaces;
- Analyze the main lines of future developments of physical computing.

1st year 2nd Semester

Objectives of education This curricular units aims to provide students the fundamental knowledge, and practices on the principles, concepts and main techniques related with the design and development of digital games.

Key learning outcomes
- To understand what a digital game is and the fundamental concepts associate with it;
- To know the Digital Games development process;
- Identify the principles, main models and techniques related with the design of digital games;
- Identify, classify and apply the main algorithms and techniques, basic and advanced, in the development of Digital Games;
- Identify, analyze, categorize and evaluate systems and existing technologies, and integrate those solutions within Digital Games.
Objectives of education The Innovation and Entrepreneurship project provides an opportunity for students in this course to experience as realistic as possible the actual experience of building a digital business. Regardless of the implementation of these initiatives, familiarization with the process and contact with entities linked to the entrepreneurship ecosystem should be an important asset for the career paths of these students.

Key learning outcomes
- Apply creativity approaches to conceive new ideas for interactive systems
- Design a process of developing the concept of interactive systems in which the user experience is a key element in the evolution of the same
- Propose a business model for commercial exploitation of an interactive system, taking into account the need to validate the key assumptions in that business model, and executing a strategy for validation and subsequent iterative refinement.
- Define metrics for validation and supporting adoption experiments
- Develop a minimum viable product that enables validation of the basic assumptions of a business model for an interactive system
Objectives of education This curricular unit aims to provide students with the knowledge and complementary competences for programming interactive applications and systems.

Key learning outcomes
- Discuss the concepts and principles underlying the programming paradigms of medium complexity interactive systems and applications;
- Enumerate the different phases of development of a medium and higher complexity system for integration in and support of interactive applications;
- Design solutions for medium and higher complexity interactive applications;
- Program medium and higher complexity solutions for interactive applications.
Objectives of education This curricular unit aims to provide students with tools and approaches suitable to conceptualize the development of interactive technologies taking into account a broader framework that encompasses a holistic view of the user experience, the crossing of various channels of interaction including physical and digital media and the dynamics of various usage contexts.

Key learning outcomes
- Explain the key properties and implications associated with different ubiquitous interaction contexts and paradigms, including personal devices, automotive interfaces, interactive environments, sensor-based interfaces, or affordances in urban space.
- Apply best practices and reference approaches in mobile interaction design and assessment of their usability
- Explain different dimensions associated with User Experience Design and its added value in relation to usability
- Apply principles of Pervasive Information Architecture as a holistic approach to the design of multichannel experiences.
- Explain the base principles of persuasive technologies and how they can be used to induce new user behaviors
- Analyze the privacy and trust challenges associated with a concrete mobile interaction scenario
The list is set annually and will be released shortly.

2nd year 1st Semester

Objectives of education This curricular unit aims to develop in students the ability to comment on R&D work for their understanding in three dimensions:
- Phenomena and objects of interest in R&D activity and its nature;
- R&D process, its main phases, types of R&D, different R&D methods and their suitability for different types of phenomena;
- Language (style and clarity) used in the scope of academic communication.

Key learning outcomes Comment, on a justified way, research documents regarding
- the phenomenon under focus and resulting knowledge;
- the type of research, methods and related approaches;
- the adequacy of the research plan to the stated objectives and achieved results;
- formal aspects, suitability and clarity of style in academic communication.
Objectives of education This curricular units aims to provide students the fundamental knowledge, and practices on the principles, concepts and main techniques related with the Virtual and Augmented Reality.

Key learning outcomes
- Explain the importance of virtual and augmented reality in the design and implementation of systems and immersive or semi-immersive environments;
- Identify the principles, main models and techniques related with virtual and augmented reality, with the goal of creating of interactive and immersive systems and applications;
- Identify, classify and apply the main algorithms and techniques, basic and advanced, in the design and development of virtual and augmented reality systems and applications;
- Identify, analyze, categorize and evaluate systems and existing technologies, and integrate those solutions within virtual and augmented reality solutions.
The list is set annually and will be released shortly.

2nd year 1st and 2nd Semester

Objectives of education This curricular unit aims at the development of a research and/or development-intervention project adequate to the topic of interactive technologies that the student will study and to be developed preferentially in contexts of real work resulting in a dissertation.

Key learning outcomes
- Critically analyse the context of research-intervention projects in interactive technologies.
- Develop, implement and evaluate a research and/or development-intervention project in interactive technologies;
- Develop the conceptual and methodology instruments adjusted to the development of the research and/or development-intervention project;
- Redact the documentation about the developed project, integrating all the elements produced in the final dissertation.