Short Bio
Filipa Martins, Ph.D., is an accomplished Assistant Professor at the Faculty of Arts and Humanities, University of Saint Joseph (USJ), Macao SAR. She is currently a postdoctoral researcher at the Tangible Music Lab, University of Arts in Linz, where she focuses on design patterns for spatial audio interactions. Filipa holds a PhD in Science and Technology of the Arts (specializing in Interactive Art) from the Catholic University of Portugal - School of Arts in Porto, an M.Sc. in Multimedia & Entertainment Technology from The Hong Kong Polytechnic University - School of Design, and a Bachelor’s degree in Communication Design from the University of Lisbon - Faculty of Fine Arts. She is a dedicated professional with a strong passion for education and innovation.
Filipa's leadership extends to her role as the Faculty Pedagogical Council President and her participation in the University Senate, where she contributes as the Faculty staff appointed to the Sustainable Development Goals (SDGs) team and Green Committee. Her expertise encompasses various subjects, including Interaction Design, Game Design, Visual Communication, Creativity, Entrepreneurship, Theory and History of Art & Design, Project and Design Management, and Interactive Technologies.
As a designer, Filipa specialises in creating innovative digital experiences centred around play, engagement, and fostering creative behaviours in learning environments. Her passion for digital and interaction design, focusing on game design, research, and development, is evident in her multifaceted role as a professor, researcher, and designer. Her research interests encompass user-centred design, creativity, behaviour psychology, and meditation methodologies, which intersect with her expertise in game design.
Filipa's current research initiatives revolve around funded and non-funded projects that explore the Visual Identity of the city of Macao through patterns and textures, tangible interactions, and mobile platforms in learning environments. Her extensive professional background includes roles in private and public corporations in Portugal, Hong Kong, and Macao, where she contributed as a consultant, researcher, lecturer, project leader, design manager, and creative director. Her focus encompassed R&D, game design, marketing strategies and solutions, digital interactive products, and branding.
With over four years of degree coordination, thirteen years as a professor, and over eighteen years of hands-on experience in Design, Art, and Technology, Filipa's rich and diverse experience, coupled with her academic and professional achievements, positions her as a strong figure in the fields of design, education, and research.
ORCID
Publications
// Si Weng Lio, Martins de Abreu, F. (2023). Re-experiencing Street Signage with Augmented Reality around the City of Macau. Proceedings of the 11th International Conference on Digital and Interactive Arts (ARTECH2023) November 28-30, 2023, Faro, Portugal.
DOI: https://doi.org/10.1145/3632776.3632806
// Estadieu, G., Ng, S. O. K. M., Martins de Abreu, F., & Farinha, D. F. (2023, November 29). Beyond Physical Boundaries—Organising a Virtual Exhibition with NFTs for an International Conference. 11th International Conference on Digital and Interactive Arts (ARTECH 2023), November 28-30, 2023, Faro, Portugal. https://doi.org/10.1145/3632776.3632815 .
// Gerald Estadieu, Filipa Martins de Abreu, Carlos Sena Caires & Adérito Fernandes-Marcos (Eds.), Book of Proceedings of 3rd International Conference on Digital Creation in Arts, Media and Technology – Emerging Extended Realities (ARTeFACTo2022Macao), 24, 25 Nov. 2022, Ilha Verde Campus, University of Saint Joseph, Macau. IEEE ISBN: 979-8-3503-1001-6. (146 pages). http://hdl.handle.net/10400.2/14071
// Estadieu, G.; Martins de Abreu, F.; Sena Caires, C.; & Fernandes Marcos, A. (Editors). Book of Proceedings of ARTeFACTo 2022 Macao, Third International Conference on Digital Creation in Arts, Media and Technology - Emerging Extended Realities. 24-25 Nov. 2022, Macao. IEEE ISBN 979-8-3503-1004-7; DOI: 10.1109/ARTeFACTo57448.2022; available through IEEE Xplore March 2023 - https://ieeexplore.ieee.org/document/10061262
// 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/wp-content/uploads/2022/10/BOOK-OF-ABSTRACTS-MULTIMODUS.pdf - Abstract Proceedings
// 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".
// 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 Digital and Interactive Arts (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 Digital and Interactive Arts (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 and Interactive Arts (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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IEEE Member || ACM Member
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PROGRAMME SUPERVISION // September 1st, 2022 - currently
Bachelor of Fashion Design
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PROGRAMMES CO-SUPERVISION //
September 1st, 2022 - August 31st, 2024
Master of Design
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DESIGN PROGRAMMES COORDINATION // 3 Years
September 1st, 2019 - 2020 - August 31st, 2022
Bachelor of Design
// Coordinator of three Graduation Shows for the Bachelor of Design
Bachelor of Fashion Design
// Coordinator of four Fashion/Graduation Shows for the 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
September 1st, 2020 - August 31st, 2024
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PhD PROPOSAL PREP - ONGOING
|| Natalie Fu - PhD in History
|| Man Cheng Ng, Jinn - PhD in Global Studies
MASTER SUPERVISIONS - ONGOING
SUPERVISOR - Master of Education
|| Sarah Anne Pottier – Using games to enhance primary students’ ability to work in a group and increase their learning abilities: Case Study - Macau School.
SUPERVISOR - Master of Design - Specialisation in Interaction Design
|| Hoi Kan Cheang, Vien | “Exploring the Emotional Connection Through User Interfaces and Aesthetic Design to Improve User Experience in Macau's Mobile Food Delivery Apps”
|| Leong Kun Sio, Eric | “Bringing Synergies: The Fusion of VR Games and Social Games in "My Little Planet"
|| Wai I Wong, Hazel | “Exploring Azulejo Tiles: Revealing Macau's Cultural Heritage Through a Mixed Reality Experience (Augmented and Virtual Reality)”
|| Rongsi Lin, Kevin | “Single-User Language Learning Optimisation: Enhancing User Experience and Interface Design in Chinese and English Gamified Teaching and Learning Applications”
|| Yin Jinli, Michael | Enhancing Game Development Through User Experience-Centered Design: A Case Study of a Subgenre Dungeon Crawl Role-Playing Computer Game (High-Tower)
|| Liang Shiyue, Sarah | A Design Research Perspective on Exploring Interactive Augmented Reality Children's Illustration Books in Macau: Case Study - A MA Temple
|| Hio Ieng Lau, Helre | Revitalising the Old Protestant Cemetery (Macau) with Engaging Interactive Experiences for Cultural Preservation
SUPERVISOR - Master of Communication and Media
|| Pedro Sou | “Student engagement and the sense of belonging in Higher Education through Effective Communication: Case Study - University of Saint Joseph”
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MASTER SUPERVISIONS - DEFENDED
SUPERVISOR - Master of Design - Specialisation in Interaction Design
|| Wing Lio – Redesigning Macau's Street Signage with Interactive Illustrations by creating an Augmented Reality Experience
|| Patricia Soares – The power of design in storytelling for visual merchandising: a comparative Study on Instagram in Hong Kong and Macau.
|| Un Man Cheng, Rachel – Integrative Educational Platform Focusing on STEAM Approaches: A Macau Case Study
|| Chang Tin Lan, Krissy – Integrate VR/AR into historical reproduction sceneries in Macau's heritage buildings
|| Julieta Pereira – Macau Mobility: Empowering the Commuter - Case Study: e.mobility application
SUPERVISOR - Master of Communication and Media
|| Katherine Chan | “How do Virtual Exhibition Platforms (VIEPs) affect Macau’s Fashion Designer’s Brand Awareness in the Greater Bay Area (GBA)?”
|| On Nei Long | “Elevating Brand Communication: A Case Study about Macau Souvenir Design for the Global Market - Visual Elements and Principles.”
|| Grania Cheong | “How does Artificial Intelligence (AI) generate Art and its Visual Communication affect humans' imagination, communication, and culture?”
|| Kate Chang | “The Business Communication Strategy of Millennials Slash Workers and Its Effect on The Job Market Of Creative Industry”
|| Melissa Ma | “The International Communication Symbol Effect of Traditional Chinese Women's Clothing in Social Media: Case Study - Li Ziqi’s Short Videos on YouTube”
|| Claúdia Nicolau – How does fake news affect people in Asia & Europe during a pandemic - Case study - COVID-19
|| Diana Macedo Guerreiro – The impact of e-commerce in local businesses in Macau: Online Store vs Physical Store
CO-SUPERVISOR - Master of History and Heritage Studies
|| Fu Ho I - Natalie – Macau residential house study - shophouse as an example
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OPEN DOCTORAL PROPOSALS FOR ADMISSIONS
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
Jul 2023/Jun 2024
VISUAL IDENTITY 2.0 - PATTERNS AND TEXTURES IN MACAU CITY (REIMAGINED)
Position: Project Principal Investigator - Filipa Martins de Abreu
Team //
- Lead Researcher - Alumni Mamadú Seck
- Specialised Research Assistant - Patricia Soares
- Design Researcher - Katherine Chan
- Student Ambassadors - Fazmina Mohamed | MJ Bumactao | Hazel - Wai I Wong
- Alumni Researcher - Wing Sio
- Consultant - Gérald Estadieu
- Advisor - Francisco Viseu Pinheiro
Funded by: MF - Macau Foundation Funding Scheme in Academic Projects
MOP 150,000.00
Taking into account our previous research project, "VISUAL IDENTITY: Patterns and Textures in the City of Macau (territory) - with the great competition between cities, it becomes essential to understand the set of concepts, patterns and structures that create the visual identity of a city. To understand the city in visual terms, it is important to understand the evolution of the city over time and the history of the city to understand what determines a characteristic (visual) identity of this city." We propose to continue the acquisition of theoretical knowledge, together with the analysis of cartography studies of the city through its textures and patterns and its reuse in the creation of physical objects in 3D printing, laser cutting engraving and embroidery construction, as well as the research and use of sustainable materials and recyclable in its production.
ED)
Jun 2022/Jun 2023
VISUAL IDENTITY: PATTERNS AND TEXTURES IN THE CITY OF MACAU (TERRITORY)
Position: Project Principal Investigator - Filipa Martins de Abreu
Team //
- Lead Researcher - Alumni Mamadú Seck
- Design Researcher - Katherine Chan
- Student Ambassadors - Fazmina Mohamed | Kayla
- Alumni Researcher - Wing Sio
- Translation - Sandra Ng
- Consultant - Gérald Estadieu
- Advisor - Francisco Viseu Pinheiro
Funded by: MF - Macau Foundation Funding Scheme in Academic Projects
MOP 150,000.00
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 the city's 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, considering 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 mapping the city through its textures, patterns, and signage, will allow us to understand where Macau fits in terms of visuals and identity. 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.
Team Role: Project Coordinator, 3D Printing Post-Processing Specialist, Designer
https://www.usj.edu.mo/en/news/formula-3d-a-tangible-experience
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
https://www.usj.edu.mo/en/event/public-lecture-robots-theatre-scripts-teatronika-project
2018/2019
Universal Design Experimentation with The British Museum's Italian Renaissance Drawings Collaboration with Prof. Gérald Estadieu for a three-month exhibition with The British Museum's "Italian Renaissance Drawings" at the Macau Arts Museum. The experimental area is based on digital fabrication to make tangible drawings. Experimentation with visually impaired people.
Team Role: Project Coordinator, 3D Printing Post-Processing Specialist, Designer
https://arts-culture.fah.usj.edu.mo/masters-of-the-renaissance-and-digital-fabrication
2016/2017
"Prototyping Spaces & Interactive Experiences on Campus" (Science Promotion) This project aims to boost students' creativity in their daily lives. To provide them with a more active, creative and collaborative learning environment. Through a creative process, they can 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 require 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.
https://dlcre.usj.edu.mo/en/research/projects/prototyping-spaces-interactive-experiences-on-campus-science-promotion
// NON-FUNDED RESEARCH PROJECTS
2019 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 by artists in recent years, as well as the development of advanced garments with technological materials.
Team Role: Project Responsible
NON-FUNDED ARTISTIC RESEARCH PROJECTS
2024
USJ ART - GALLERY
https://arts-culture.fah.usj.edu.mo
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
https://pontofinalmacau.wordpress.com/2018/04/02/esculturas-do-annocannis-nas-ruas-mas-sem-garantia-de-proteccao-contra-vandalismo
https://jtm.com.mo/ultimas/anno-cannis-reune-tradicao-arte-moderna
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
https://arts-culture.fah.usj.edu.mo/live-exhibition-video-mapping-yan-character
2015
"Q.R. Goat"
AnnoCaprum 2015 (Interactive Sculpture)
Collaboration with Prof. João Cordeiro, Prof. Gérald Estadieu, Cristina Dias and Rui de Abreu on the "AnnoCaprum 2015" project, a Macau Chinese New Year Street Art Exhibition. Interactive Sculpture of a goat tagged with Q.R. codes.
Team Role: Designer
https://www.usj.edu.mo/en/news/advanced-form-communication-usj-working-anno-caprum-project-2015
https://www.usj.edu.mo/qrgoatproject02
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
"The Infographics and Multimedia Design course provides students with in-depth, hands-on experience in the design and authoring of original multimedia works. Students will 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 multimedia and information 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 in knowledge understanding and skills in graphic communication and multimedia through studio-based assignments. The contemporary context of Graphic Design will be investigated. As Graphic design moves from the creation of closed, static objects to the development of open, interactive frameworks, designers seek to understand their own rapidly shifting profession.
This subject, “Infographics for New Media” is going to be the students final design projects and they should use it as an opportunity to develop a communication graph that summarizes the best of their design knowledge and skills. Students should look for their design assets and where they see themselves working in the future, and use this knowledge to help in the development of their design concept and production of their design project. In the course of this module, students will be required to thoughtfully research, ideate, plan, prepare, produce and present their infographics, making the decisions – regarding the concepts, materials, technologies, strategies, etc. – that best translate their ideas.
Students will be asked to develop their Final Project under the theme “Infographics for new media”. The theme encompasses design projects that relate with the idea of developing emerging visual displays strategies within the scope of new media (web/mobile).
From start to finish, students will learn the core elements of info graphics and multimedia design. The module is divided in two parts: a first one that will explore and produce an offline infographic (5 sessions) and prepare it for the second part, that leads to the development of the infographic for the web (7 sessions). This course will explore several areas:
• Infographics concept and definitions
• History of Infographics
• Visual communication
• Digital tools for Infographics
• Multimedia design
• HTML, CSS, JavaScript
• jQuery
• SVG and SVG Manipulation from JavaScript
• Patterns for interactive Web Infographics"
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