introducing / developing the operability of the drawing as a creative procedural instrument and speculative to the project.
. Systematise and analyse the main topics of discussion related to Cognitive Ergonomics and Human Factors: General Ergonomics; Information Presentation and Communication; Human Characteristics; Display and Control Design; Performance Related Factors; Methods and Techniques.
. Understand and analyse a scenario of interaction, working on the methodologies for designing an interface, project techniques and prototyping.
- Knowledge and contact with different classes and types of materials and technological processes.
- Identification of advantages of use of each of the classes of materials and technological processes to the appropriate selection considering on the end-use application.
- Relate the mechanical properties with the different families of materials and with the specific technologies that are applied to each material.
This Curricular Unit aims to sensitize and equip students to the projectual practice; it is intended to develop skills in identifying problems and in test solutions in response to requests from the Design; inferring notions about the intervention areas of the design, in articulation of aspects related with engineering and management.
Investigate and systematize information, apply knowledge in setting up new ideas and in the development of creativity through experience and reflection in order to acquire skills at the level of understanding the projectual strategies; Strengthen projectual capabilities in each of the areas considered scientific. Understand the creative process; Explore the individual and the collective imaginary.
1. Increase perceptions about the existence of multiple senses in each product in addition to the simple elementary functions, promoting search and identification of associated symbolic connotations, in addition to the functional and aesthetic connotations.
2. Understand the symbolic attractiveness and the product mediation role on the relationship between the creator and the costumer.
Raise awareness of the ethical and historical relevance of the idea of sustainability (in general).
Creating awareness and deepen understanding of the sustainability of design.
Motivate and develop the implementation of sustainable design in global and local contexts.
Understand and know how to evaluate sustainability in the context of product design.
Gain experience in the development of sustainable products.
Reflect on the issue of sustainability in the context of project activity.
Identify opportunities within sustainable design projects and explain their benefits.
Ability to implement sustainable design decisions.
To sensitize and equip students for the use of audiovisual tools in the context of the design process; promote and streamline specific and transversal skills in the explanation and communication of processes and products, in the use of audiovisual media, considering the fields of photography, video and communication; acquire and apply technological, historical, theoretical and practical knowledge of the means concerned; To promote reflexive and critical attitudes, fomenting habits of argumentation and debate of projects; to provide access to practical knowledge and the appropriate use of the means concerned through the use of equipment and products inherent in the analogue and digital context.
The objective of this course is to provide students with the essential tools for exploration, refinement, evaluation and implementation of new businesses.
Obtain, process and analyse 2D/3D digital information became essential in industrial production. However, the associated methodological implications are not often considered in the development process. Additionally, the projectual agility is strongly dependent on the ability to handle and manage the available tools for such information with the lightness and spontaneity of the analogue approaches. Thus, the aim is to develop skills for generating, processing and analysing 3D digital information.
This course has two complementary levels of action:
a) Reflection space about design research, its goals, and the role research has in the consolidation of the discipline and practice:
b) Support to the formulation and achievement of a research project that will be presented as a Master dissertation.
The course aims:
1. To prepare students to develop research work in the area of industrial and product design;
2. To prepare students to engage in the necessary tasks to accomplish the elaboration of a Master Dissertation.
A Unidade Curricular de Projeto Design Industrial visa fomentar nos estudantes o desenvolvimento dos seguintes conhecimentos, aptidões e competências:
Estimular a experiência prática sustentada em conhecimento científico;
Qualificar referenciais e práticas de pesquisa na aplicação de informação relevante;
Promover a capacidade de interação em equipa, o debate e a colaboração;
Implementar a autonomia metodológica na conclusão do processo de Design, da Engenharia e da Gestão;
Desenvolver e adequar capacidades de resposta às solicitações de design;
Identificar as áreas de intervenção do design, da engenharia e da gestão;
Integrar no processo do projeto os pontos de contribuição da gestão e da engenharia;
Aprofundar o conhecimento dos materiais, prototipagem, tecnologias produtivas e procedimentos envolvidos no projeto;
Capacitar para a documentação exaustiva e evolutiva do Processo de Design usando formas e recursos de comunicação eficazes;
Promover o espírito criativo, crítico, inovador e empreendedor.
Da intenção projectual de incluir uma determinada característica num sistema à capacidade de a materializarde forma económica, fiável e duradoura vai uma distância que só se consegue efetivamente reduziraproveitando experiências anteriores – muitas vezes através da avaliação prática dos utilizadores e da análise de avarias e maus funcionamentos.
Desenvolver e adequar capacidades de resposta às solicitações de design. Identificar as áreas de intervenção do design, da engenharia e da gestão. Explorar novas ideias e desenvolvimento da criatividade e da ludicidade através de uma experiência prática.