Programming courses, Internet Tecnologies, Tipografias, Project 1 and 2.
One semester project focusing on the design of applications, for reading, contextualized in a central case study publication: - Introduction to collective work methods, by assemblages of different temporary roles (BROWER et al, 2005), allowing to foster individual creativity backgrounds, and critical thinking simultaneous to group complementarity and experimentation; - Application of methodologies and processes to learn how to build an operational prototype; - Theoretical-practical lectures on case-studies and technology demos; - Rehearsal of project practices with continuous evaluation;
The student should develop interdisciplinary competences between design and application programming, as knowledge, media channel and interactive content conveyors, namely: - expand comprehension of specifics of visual communication design, taking into account the multiple morphologies of digital and print publication platforms and periodicals; - understand dominant concepts and principles in analising, editing, processing, and disseminating publishable contents, the study of formats and methods, established and emerging; - develop a project, starting from a predominant socio-cultural context, addressing the various needs, and projections of contemporary publishing issues associated with diverse media; - know and be able to mobilize relevant technologies for the creation of channels from content management systems; - understand the dialogue between Design and Informatics practices, in the creation of editorial objects/application, through exploratory interactions.
1. Design and computation for editorial design: Desktop publishing (DTP), Post Script, PDF, Print on demand/Web publishing, CMS, e-pub and mobile applications; 2. Historical and cultural analysis of design publishing media; 3. Fundamentals in Design for interaction, composition, cross-media, typesetting; 4. Strategies for contemporary publishing: social space, professionalization, archive, interface and dissemination; 5. Introduction to the concepts, criteria and problems of content design; 6. Authoring visual content; photography, visual information, infographics, and illustration; 7. The page/screen: canon, construction, layout, grid, pagination; 8. O text/cybertext: archetypes, context, limits, reading and writing; 9. A image/mode: typologies, transformations and movement; 10. Multidisciplinary process/project organization: design, contents and engineering; 11. Architecting and prototyping content management systems;
António Manuel Sucena Silveira Gomes
Laboratory work or Field work: 10.0%
Research work: 15.0%
CROSS, Nigel. (2007) Designerly Ways of Knowing. Berlin/Basel. Board of International Research in Design/Birkhauser Verlag. DRUCKER, J. (2013). Modelando a funcionalidade: do códice ao livro electrónico. In Cibertextualidades (pp. 135-146): Ceclico. (Reprinted from: 2009). GERRITZEN, M., LOVINK, G., & KAMPMAN, M. (2011). I read Where I am. The Design Museum, Ed. Valiz (NL). HAYLES, N. Katherine. (2002) Writing Machines. Cambridge MA. MIT Press. THACKARA, John. (2005) In the Bubble - Designing in a Complex World., MIT Press. BROWER, J. FAUCONNIER, S. MULDER, A. NIGTEN, A. (2005) Introduction and Manual. In VVAA. Art R&D, Research and Development in Art (2005) V2 NAi Publishers (NL). As restantes bibliografias incluindo a obra que serve de mote, serão dadas ao longo do semestre na forma de uma sebenta.