3rd edition
INTERACTIVE APPS DESIGN Intensive Professional Master Course
IED Credits: 60 The educational planning for all IED Master courses is aligned with the criteria established by the European Higher Education Area (EHEA). The IED Master programme has adopted a credit structure that follows the European Credit Transfer System (ECTS). IED Master only awards its own private degrees
Language: English Enrolment is subject to language proficiency. For courses taught in English, an intermediate level is required, corresponding to TOEFL 450 (PBT) or IELTS 5.0
Schedule: Course inauguration: April 3rd 2017 Completion of classes: November 16th 2017
Structure: 1st Module On-line: April 3rd to 13th 2nd Module in Barcelona: from April 18th to July 4th 3rd Thesis On-line module: from July 10th to November 15th Thesis presentation On-line: November 16th
Time Table 2nd Module in Barcelona: Monday to Friday, from 9:40 to 14:30 and from 15:00 to 18:10
Collaborating institutions and companies
Introduction "19th century culture was defined by the novel, 20th century culture was defined by cinema. The culture of the 21st century will be defined by the interface". Lev Manovich Design, as a discipline, is changing dramatically and getting adapted to a complex reality, which is defined by communications and connections that we establish through several devices, by screens and interfaces. Interfaces define the frame for contact and interaction between people and machines. They are becoming the main access point to information, and as an essential tool for communication in the current environment. Personal communications (by emails, videoconferences, instant messages, meetings facilitated by geolocation, social networks, just to mention a few), institutional communications, business transactions, sales and distribution channels, access to information, are increasingly being performed through several types of interfaces. Much of this communication, which is established through several mobile devices, is based on applications that work as communication interfaces between users and data as well. In an economical and social environment where companies, institutions and individuals cannot afford to be out of this channels, professionals in communication and programming have to work together to create new innovative services which can be accessed via this platforms. The development of projects that are going to be visualised through screens, or through the Internet of Things (OIT), requires of new skills and a very specific knowledge on design. The huge amount of data we use (Big Data) needs simple interfaces that work with natural use. The designer needs to acknowledge the users’ needs (User Centered Design) and their response mechanisms when using any device, in order to develop useful and efficient interfaces, resulting from knowledge on hardware and software, and improve the way we interact with screens. Usability, interfaces design and programming languages are the foundations to work collaboratively in innovative projects in the field of interactive interfaces of different natures. It is important to comprehend the technology and new advances generated by this sector, but the real competitive advantage in the long term consists of the improvement of the experience for the interface user. Students of this Master’s degree will learn to design interfaces for mobile terminals, focusing on Big Data and developed collaboratively between different teams and users, in a process grounded in the Agile management, a reference model to develop software and projects, the requirements of which evolve with the collaboration between self-managed multifunctional teams. Barcelona is the seat of the Mobile World Congress, the event for the mobile devices industry that gathers the most excellent professionals and companies in the field: much more than in any other event. More than 93,000 assistants from 136 countries visit this fair, where they expect to learn, create networks and, especially, they look for inspiration and innovation. Barcelona, as Mobile World Capital, is the perfect environment to develop new projects for the industry of interactive applications.
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Main objective of the course The purpose of this degree is to train professionals capable of knowing and comprehending deeply the necessary skills and tools to develop interactive interfaces that link the information available on the Internet of Things, no matter the type of interface making it possible. By knowing the several stages of creation, students will be able to elaborate projects from a design perspective focused on user experience and interaction. The course is based on two content areas: user experience design (UX) and programming. User Experience Design is the central point. Around this the whole programming work will be developed. Students will acquire the tools to translate the complexity of huge information flows into efficient metaphors, and transform it into useful data for the users, who can interact with it efficiently: better design allows better interaction, which means better relationship with the user. Knowing how to manage the user experience has become the most relevant competitive advantage in the long term. “Sales come from better UX” Robert Fabricant (blogs.hbr.org/cs/2013/01/scaling_your_ux_strategy.html) In order to scope knowledge on programming, it is essential that students can comprehend both sides of the spectrum: the surface interface (front-end) and the information flow behind (back-end). They will gain specific knowledge that will help them to design visual interfaces made for new electronic devices (computers, mobile phones, tablets and specific tools of these devices: accelerometers, interactive screens, NFC, cameras, GPS), organising information through their interfaces in an effective way, connecting usability design with programming languages, and researching on their different possibilities and characteristics. At the end of the course, every student will have acquired the necessary skills to create applications for several devices with excellent usability.
Methodology The study plan has a practical approach and it’s focused on market reality. The methodology of IED Barcelona is based on the concepts of learning-by-doing and User Centred Design, by which students consolidate the knowledge acquisition through practice, facing experience solving real problems and professional challenges, analysing the usage of terminals by users and integrating them in the development. Under the guidance of this philosophy, the Master’s degree methodology is centred on project development, from the inception of an idea to its fulfilment and real market implementation. Subjects are directed from a real perspective, with completely updated contents, and given by lecturers, who are working top professionals, experts on their subjects and with a relevant professional experience. The course is founded on two content areas: user experience design and programming. Expertise will be acquired by means of two didactic cores: the project execution and the collaboration with institutions.
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THE PROJECT It is the main core of the whole degree, where all the knowledge and techniques acquired during the course will be applied. Theoretical lessons and lab work will be devoted to facilitate the execution of the Master’s Final Project (MFP). Either individually or by groups, students will have the chance of putting into practice everything they will have learnt, while opening a space for discussion and analysis on the basis of the specific practice of their competences. The MFP will be geared towards the creation of an application to be useful for citizens, in line with the concept of Smart Cities, and to be applied to the city of Barcelona. By using and analysing city’s real data, all the stages of a real project will be carried out: testing, sketching, UX/UI, developing an interactive project. Students will be taught on techniques for rapid prototyping, testing and assessment of alternatives for interfaces design on several medium, with the objective of improving the interaction design, and mastering the processes to put it in practice through the Agile process. Developing prototypes and models will bring a high comprehension level on the interdisciplinary work processes, the implementation of an interactive interface and how to manage it. By means of practical exercises and lab work, students will learn to manage and lead work teams, a competence that will help them to carry out design projects successfully. The Barcelona City Council – BCNLAB will present the Project briefing, including needs related to Culture, Smart Cities and Big Data. COLLABORATION WITH INSTITUTIONS AND COMPANIES Collaboration with institutions and real companies is one of the mainstays of methodology of IED Barcelona. These collaborations allow a closer approach from students to a real work environment, obtaining an inestimable training experience integrated in the labour market. Institutions we will be collaborating with are: Barcelona City Council The Barcelona City Council will collaborate with this Master’s degree, through the Innovation and Creativity Direction of the Culture Institute (ICUB). The collaboration will be developed within “Barcelona The Lab”, a project with Barcelona at its core, the objective of which is for the city to become an open laboratory for co-creation with citizens in the fields of culture, technology and knowledge. Within this context, the City Council will present a briefing related with Culture, Smart Cities and Big Data. Thanks to this collaboration, and to the support of Municipal Computing Institute, students will access to huge databases (Big Data) where, through several sensors located around the city, different aspects of the city life are registered. From analyzing and visualising the information from these databases, they will be able to experiment, search for gaps and needs, and propose innovative ideas. Bestiario Bestiario is a company with offices in Barcelona and Lisbon, dedicated to information visualisation and creation of spaces for collective generation of knowledge. They combine Art, Science and Design to create interactive information spaces. At the moment, they are developing 3 lines of work: information visualisations, tools to visualise, analyse and manage huge amounts of information, and collective intelligence solutions. The Bestiario team will give lectures to the students to transmit their expertise in the field of information visualisation.
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The Intensive Master Program in Apps Design proposes a methodology that is developed in tree modules, blending online learning with face-to-face classes in Barcelona: 1st Module On-line From March 7th to 31st This first stage of the course will be developed on-line. Contents will be delivered to the students by online platforms. Students will work on the contents proposed by the teaching team, and receive online tutoring. Some exercises and academic activities will be developed, and students will receive feedback on their arrival to Barcelona. 2ndModule– Face-to-face classesat IED Barcelona From April 4th to June 17th For the 3 months of face-to-face classes in Barcelona, the students will have classes from Monday to Friday between 9:30 and 13:30 and 15:00 and 18:00 at IED. The students will work intensively with the teaching team in sessions of differing types: - Technical classes on industry-standard tools and resources, taught by working professionals. - Presentations by prestigious professionals from the sector of topics that will then be analysed using case studies. - Discussion and analysis sessions. During this time, there will be pedagogically-oriented visits to companies, studios and places of interest, led by the lecturers. 3rd Module - Online thesis From June 27th to November 18th (summer break during August) After the face-to-face classes in Barcelona, to consolidate the knowledge gained during the course, the students will carry out an individual project, in which they will create a product and/or service with its associated business model and draw up a business plan. The project must include the research, analysis, implementation plan and development stages. Distance classes will be held using a virtual classroom, in which the lecturers will provide the students with the tools for the different stages of their projects and monitor their progress. During this time it is not necessary for the students to remain in Barcelona. Final Presentation November 18th The students will present the results of their research to the thesis committee in a videoconference. Those who are living in Barcelona may do so in person.
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Aimed at This master is aimed at creators with knowledge on programming, mainly on object-oriented programming. Programmers and engineers, graphics designers, artists with knowledge on object-oriented programming (Objective C or Java languages) or structured programming, using languages such as C++ or Javascript; also, to design professionals, media and visual design, visual communication, interested in participating in this interdisciplinary course on the creation of useful and efficient interfaces. It is recommended to have advanced knowledge on, at least, one of the following programming languages: Java, Javascript, C++, PHP, Phyton. It is essential that all applicants with no previous experience in programming acquire a basic domain of object-oriented programming (C++, Java, Javascript).
Student profile: Graduates in design from any major, engineers, programmers, visual communicators, visual artists.
Professional outcomes Participants will be prepared to face the challenges posed by markets nowadays, working in multidisciplinary teams in large companies and organisations, developing visible projects through screens. Also, they will be able to undertake their own projects, based on interaction between users and devices. Projects creation and constant analysis acquired during the degree will provide a strong capability of adaptation to different types of projects and work environments. Students will be able to work in the following areas/functions: . Development of projects for small, medium and large companies, and also promoting of different start-ups and new projects. . Incorporation in interdisciplinary teams in creative departments in advertising agencies and studios, focusing on interactive communication. . Interfaces graphic design . Interaction design for mobility . Comprehensive management of projects, from comprehending the issues, concepts proposal and rapid prototyping.
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Competences Methodology will be the path for student to develop their competences in order to face the future projects from four key approaches: DIGITAL ENVIRONMENT ANALYSIS Analytic capacity and critical thinking applied to the digital environment, which is constantly changing and evolving. Research on new tools offered by mobile terminals (GPS, accelerometer, gyroscope, 3G, Wi-Fi, Bluetooth...). Collection of documents and its adequate use and analysis in concrete projects. Design centered on users and their needs to achieve services and interfaces with a better usability and a more natural use. Knowledge on access and use strategies of BIG DATA. STUDY ON USER EXPERIENCE Knowledge on the existing differences between programming for several platforms (computers interfaces, TV screens, mobile devices). Knowledge on usage testing, Domain of design adaptable to users’ environment. THINKING OUT OF THE BOX Creative thinking capacity to adapt concepts of interfaces to other interaction fields (for instance: smart fabrics). Ability to consider the adequate language and technology to solve different types of projects in Smart cities and the Internet of things in a creative manner.
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General contents The structure of the general content for the course is described below. It is organised into modules by concept area. The content of the modules will be supplemented by talks/workshops on the different topics.
First on-line module: Introduction to innovation design methodologies This module presents the basic methodological content, with the aim of introducing professionals to the tools that they will apply to innovation processes. The second module will be devoted to practical experience with the tools. NEEDFINDING There two essential tools when doing research on users’ needs (needfinding): observation and interviews. The anatomy of a good “needfinding” will be profusely studied, as well as how to make a good use of tools in an adequate manner for the real needs of those who interact with them. PROGRAMMING If we think about coding as matching puzzle pieces here we will see all the existing pieces in order to start playing the game of programming. Not just learning the right syntax but understanding how each piece works is the key for a successful learning and most important to get the ability to face problems by oneself. We will lose any fear to code working in Processing with a lot of visual examples before going into the inside of the rest of the technology stack. UX: DESIGN FOR DIFFERENT SCREENS The history of the human-computer interaction can be used to comprehend the constant evolution in the way we interact, both physically and cognitively, with technological devices and digital information. A good design of interaction implies an understanding of the reasons why touching a screen is more natural to us tan using a mouse, or why we like better to use our voice to transmit commands than select them from a menu.
Second module in Barcelona This module is devoted to in-depth practice using the methodology and the specific technical tools involved in managing UX (Experience Design), UI (Interface Design) and Programming. The course participants must be trained to manage innovation and creation of interactive apps projects and this module will give them the technical tools needed to perform these tasks. EXPERIENCE DESIGN (UX) DESIGN PROCESS The very first step will be to define the work mode to undertake the projects programming. The course will provide knowledge on using AGILE methodologies, to make difficult projects easier from an innovative project culture, in which adaptability, updating, changes, dynamism, agility, selfmanagement and collaboration are the foundations to face successfully the ever-changing and highly uncertain environment, where most of our projects are going to be developed. The Agile methodology proposes a new form of management, which promotes regular inspections and continuous adaptation, a whole new series of engineering practices so to obtain high-quality software in the shortest possible time. DESIGN DRIVEN INNOVATION MASTER Intensive / Interactive APPS Design / a.y. 2016-2017
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The key to success is to offer services to improve and make life easier for users. Starting from a social and anthropological analysis on the need of human beings, the focus will be put on designing useful products and services for users. Students, throughout the weeks, shall analyse the presented projects, value alternatives, find the gaps and propose initial approaches in tune with the latest advances in the field of UX (user interfaces). SERVICE DESIGN Comprehension of social trends in the digital environment is essential to create new services or tools. In an environment where interfaces define the gestures we do in our daily life, to think beyond the established schemes is a very useful tool to reach innovative concepts, in which the interface is an invisible access to contents (the best interface is the no interface). INTERNET OF THINGS SPRINT DESIGN The aim of the design sprint is for students to quickly run through the stages involved in delivering and validating a technology-based solution to tackle a societal challenge. Working collaboratively in groups and following user-centred design as well as in-the-wild methodologies, they will focus on an societal issue of their choice, conduct background critical research, develop a low-fi prototype, test it with real users, improve their initial work and validate the general approach. LEGO SERIOUS PLAY (WORKSHOP) In this seminar, we will work on quick and effective prototypes with frameworks such as the Lego© Serious Play©, methodology, an innovative process designed to enhance innovation and business performance. Minimum Viable Products and Lean Design Prototyping, in order to test and refine concepts, value propositions, customer experiences and/or commercialization plans. PERSONAL BRANDING (WORKSHOP) Develop an in-depth awareness and understanding of yourself as well of others to identify common ground and differences. Based on the insights gained during the workshop the class develops and presents a class identity strategy. The class consists of a short daily introduction lecture followed by interactive exercises and debriefs. Attendance and participation is essential, otherwise it will not be possible to pass this workshop. You need to commit to working hours outside the class and open to receive and give honest and constructive feedback in this process. INTERFACE DESIGN (UI) DATA VISUALIZATION From basics concepts as definition, history and perception, to more complex concepts as Infovis areas, graph taxonomies, design process and rules to apply data visualization. We will analyze the most difficult part, which is not organizing the data, but thinking the set of questions and queries to give shape to the data. VISUAL DESIGN The visual aspect of interfaces will be approached focusing on usability. Following the Apple’s bible on app usability, we will study the best visual solutions to offer efficient apps with an innovative design. Using typography, colours and visual signs as mainstays, work will be performed around the best practices and trends.
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INTERACTION DESIGN We will use tools like Pixate, Edge Animate and Quarz to create fully functional mock ups. TESTING A practical approach spending less time on theory and more time on actually doing things. Testing with real people using to Morae and Silverback. UX: DESIGN FOR DIFFERENT SCREENS During classes, students will learn how to design apps in a world of several devices with many different screen sizes. Contents will be focused on giving theoretical and updated content, but at the same time practical and small exercises to design rapidly. WIREFRAMES: MOCK-UPS AND INTERACTION Rapid prototyping, which is made on paper, is a series of techniques used as a support to build up physic models, utilised for interfaces for computers. Mock ups are used as a part of the development process of products, where dimensions, human factors, overall impression, and pieces composing it are tested with techniques developed for market research. Mock ups will be real-size models of the devices, made to show the processes, assess their design and interactivity, and find fast solutions to any possible error without going through the whole programming stage to solve it. ARDUINO (WORKSHOP) Fifteen hours workshop Arduino & Processing, connecting sensors with interfaces. PROGRAMMING CSS3+HTML5 The students will be able to work the process from the mockup to the final files. HTML5 and CSS3 will be the basic subjects. This knowledge will get them the chance of converting the designs into actual websites. FRONT-END: WEB APPS MVC PATTERN Web technologies are winning more followers every day for many reasons but mainly for being open source, used in big technology projects by companies such as Google and Mozilla Foundation, provinding end-to-end fast development, more native-like capabilities for the browser on every version update and having a huge community behind facilitating development with countless libraries and frameworks. Using HTML5 and CSS3 browser features and some Javascript is possible to build reliable and robust applications but always better using popular Model-View-Controller frameworks like Backbone or Google's Angular. BACK-END: NODEJS Working with servers and data has never been easier with the help of Node JS, a server that can be developed fully in Javascript for creating web services, apis, serving complete web pages and talking to hardware. Is a multi-purpose framework for bringing to life any idea of application? BACK-END: IOT NODEJS Many applications now relies on hardware to work, from smart home sensors to drones controlled by cell phones and even live performances that artists can use on their show. Bridging physical and digital world is something affordable actually with the help of Arduino for designing and coding the hardware pieces and Node JS as a communication tool for talking with any software like the ones in cell phones, computers and even cloud servers.
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SUBMITTING: CROSS-PLATFORM COMPILING Publishing mobile applications to the store and passing validations is tricky but easy if you have the right tools. With the help of hybrid frameworks like PhoneGap or Apache Corodva, submitting an application and extending any native capability such as camera, contacts, gps, etc. is just a transparent process that let you go to the next level while creating an application based on web technologies.
The Academic Direction of IED Barcelona reserves the right of making any changes due academic reasons during the course. Â MASTER Intensive / Interactive APPS Design / a.y. 2016-2017
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Coordinator Every Master course is assessed by experts in the subject, who have an active role in the development of the study plan and course contents, in collaboration with the Master’s Didactics Coordination department. The coordinator also supports the incorporation of specialized lecturers for every field, and promotes the relation with companies and institutions of the course’s field of knowledge. ALBERTO TOGNAZZI Semiologist by education, he has become an innovation seeker on the Net. This experience is summarized in his work as consultant and designer specialized in Mobile Culture, with the Spanish Ministry of Culture. From the creation of a videosharing platform in 2006, he begun the Movil Film Fest, the festival for short films made with mobile phones, in collaboration with El País, Nokia, Sony Ericsson, Canal+. Since then, he has been creating projects and reflections on the mobile world from Mobile Cells, Embed.at He is the founding partner of Screen.ly, a start up based on a responsive webapp to create events in cinemas. ADRIÀ GIL CORONADO Multimedia Engineer with over 5 years of experience. Specialized in application development for Smart TV, mobile and browser, video players and plugins, DRM technologies, web interfaces (UI) and user experience (UX). Besides a good knowledge and practice with CMS (content management Wordpress, Drupal) and eCommerce design with RESTful services in PHP and Python.
Faculty ALBERTO GONZÁLEZ Ever since 2001, Alberto has been developing information management systems for helping people make better decisions. He believes in the ability to gain knowledge of abstract information using data visualization and data mining techniques. He worked for three years in Bestiario as Data Scientist. Actually he’s a Data Scientist at CartoDB. https://www.linkedin.com/pub/alberto-gonzalez-paje/6/b6b/68a ALEX BELTRAN Developed his role as a graphic designer, and then, focused on the world of advertising in several agencies in Barcelona and London. His multidisciplinary approach brought him to coordinate the video’s team of the magazine ROJO and export self-created audiovisual shows (Sónar Barcelona, Design Made Korea, Lowlands ...). The cinema has also been one of his passions, engaging in postproduction and colour correction for films and commercials in Madrid and Barcelona. He currently works as a professor of video post-production tools and he is Master Trainer of Pro Applications and member of the Apple Consultants Network. Now he’s one of the managers to StuffedPixels’ Studio in Barcelona. Its clients are brands like Adidas, TMB, Seat or Volkswagen. https://www.linkedin.com/pub/alex-beltran/13/46b/5a6
ESTEVE MARURI I CAMPS His training involves the self-taught militancy since he was 12, through Computer Science at EPSS, through Computer Science at EUPMT and being certificated MySQL, PHP, .NET or SCRUM. He has been in several companies developing my tasks as a programmer, annalyst, data architect or CTO. Some of them are HCC, Near Technologies, Vueling, partner at Rinho, Lavinia, PRIVALIA, ATRAPALO or Budgetplaces. Then he came to Chiara Giacomini Brand Design, where he’s still doing tasks as technical director and project manager. MASTER Intensive / Interactive APPS Design / a.y. 2016-2017
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JAVIER CUELLO Interaction and Visual Designer specialised in UI design for mobile & web. Particularly interested in User Experience Design and Usability. Project Developer from the initial design to the final implementation. He worked in Telefónica I+D as Visual & Interaction Designer. Actually he’s working as UX Designer in his own company. javiercuello.com https://www.linkedin.com/in/javiercuello JÜRGEN SALENBACHER He is a specialist in design, branding and the creative economy, about which he wrote his first book Creative Personal Branding (2010). Jürgen currently teaches in Barcelona (IED), Luzern (HSLU), and Stockholm (Hyper Island). His experience in positioning local and world brands, as well as personalities and even nations is unique. Clients have included Lego, Levi's, Durex Play, Louise Vuitton, Adidas International, Swatch and others. He had the opportunity to work on marketing and strategies for, among others, Muhammad Ali, Paolo Coelho and the Kingdom of Bhutan. www.jsalenbacher.com https://www.linkedin.com/in/jsalenbacher KIKE CABALLER Kike is an IT Engineer, specialized in Systems Security and Information Society. He has worked as Web developer in different companies like GCS and Estimado José Alfredo. Also he has worked as Senior Programmer in the company Innofis. He collaborated on a mobile application for The Saudi Investment Bank (SAIB). This APP allows you to access the entire range of Internet Banking services via your smart device. Now he’s working as Cross- Platform Tech Lead in SlashMobility. https://es.linkedin.com/in/kikecaballer LUCIANA LEVERATTO Designer and certified LEGO® SERIOUS PLAY® facilitator, trained by Robert Rasmussen, one of the creators of the methodology. She has a Graphic Design degree by the University of Buenos Aires. After ten years working in important projects in corporate identity and editorial design, her professional interest pushed her to the fashion field as accessories designer. In 2002 she moved to Barcelona, where she combines her design activities with the academia. She has been teaching at Istituto Europeo di Design, ESDI, BAU and Universitat Pompeu Fabra. Actually she is the Academic Dean in Master Department at IED Barcelona, where she also teaches. https://es.linkedin.com/pub/luciana-leveratto/19/b7b/b51 MANUELA PROCOPIO Manuela spent many years working in the fashion/retail industry, surrounded by an extremely international environment, discovering and experiencing one of the most dynamic markets of the past decade (Asia). More recently she decided to explore in depth her sensibility for trends as well as a lifelong passion for design and the management of its processes. Actually she’s Operational management of the "Management for Creative Industries" area at IED Barcelona. http://www.manuelapro.com/ https://www.linkedin.com/in/manuelaprocopio MARA BALESTRINI Human Computer Interaction (HCI) expert and technology strategist. Track record of successful independent technology interventions for community engagement as well as co-leading an innovation strategy firm. PhD candidate at the Intel Research Institute on Sustainable Connected Cities. Mara is a partner and senior strategist at Ideas for change where she consults on innovation, MASTER Intensive / Interactive APPS Design / a.y. 2016-2017
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user engagement, and accelerated growth business models (see our latest framework @pentagrowth). Since 2010, she is an advisor at Centre of Contemporary Culture of Barcelona, on topics such as technology enhanced expositions, user participation and future trends. https://www.linkedin.com/in/marabalestrini MATYLDA SZMUKIER Matylda is focused on deep understanding of the needs and motivations of people in order to balance the feasibility of future technology to create meaningful concepts for new products & services. Her passion is to design a future that matters to people. Always looking for new discoveries, innovation, and inspiration through an interest in people’s behaviour and culture. Her specialties are user research, trends, customer insights, service design, experience design, user-centered design, innovation. She worked for two years in Telefonica Digital. During her time Matylda has provided user research and trends insights to many innovation projects in various areas such as eHealth, Video, Finances, Big Data and Social apps. https://www.linkedin.com/in/matyldaszmukier OSCAR MARTINEZ Oscar is a Telecommunication’s Engineer specialized in sound and image. He has working as electronic developer at IFAE’s engineering group (High Energy Physics Research Institute at UAB). Experience in teaching Creative Coding and Open Hardware programming in maker spaces and co working centers such as Made, MOB and SEED in the last year. Ten years of previous professional experience in radio frequency electronics development at Koney SHF. He has an Entrepreneurship in technological innovation projects related to sound and digital development. Hobbyist in a musical production and DIY electronics development. RAQUEL NAVARRO PRIETO Raquel is currently a User Research Manager at Odigeo leading User Research activities at UX and Customer Insights across the entire company. She is currently focused on research, service design and innovation for eHealth and other digital services. Previously, she has been a UX Design Reearch and Strategist in Telefónica Digital and led the User Centered Media group at Barcelona Media’s Innovation Centre, and coordinated research at the Interaction Lab at the Universitat Oberta de Catalunya. She has also worked as a Senior Researcher at Motorola Research lab (Mobile Multimedia Group, UK) and has industrial experience at Apple Inc. (Cupertino, USA), and HP (Barcelona, Spain). https://www.linkedin.com/pub/raquel-navarro-prieto/2/188/b72
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