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Study I-Design Culture at Domus Academy
Interactive Design courses in Milan
Master in I-Design in Italy

LECTURES

I-DESIGN CULTURE
Thematic fields represent the disciplinary backbone of the I-Design Master. Explorations represent the link between the I-Design perspective and the cultural/economical context.

Thematic fields

Interactive Media
A course to design the relations and interactives with the media, the systems, and highly performing interactive artefacts.
Service Design
Designing service performances and interfaces, with particular emphasis on the interactives they trigger with the users.
Media Entertainment
The creation of new models of entertainment based on the potentiality of light distributed and integrated media (mobile, wireless, net etc.) in their favoring relational patterns based on mobility.
Digital Communication
How to experiment new communication languages and media formats by using the innovative technologies.
User Experience
How to design the usability and quality of interactive systems, from a cognitive and experience point of view.
Entrepreneurship
How to identify new territories for the development of an entrepreneurship that is sensitive to technological contamination, design and creativity.

Explorations

Technology
Updating on technological development in order both to orientate and support the development of design solutions and to exploit emerging technologies.
Creativity
The art world as a territory for experiencing new forms of communication based on the potentials of new technologies.
Case History
Companies and research centres operating in the Information and Communication Technology, e-business, digital media products and consumer electronics will present their case histories

Research Themes
The design activity held in conjunction with strategic partners and/or corporate sponsors explores different research topics crossing the Domus Academy vision on design and the input coming from research, market and corporate culture. I-Design themes are, on one side, the sedimentation of the design challenges experimented in the past years of research and educational activity, on the other side, they represent the framework for orientating future activities.
People Relations
The users' identity and personality represent the starting point for the project on relation models supported by new communication technologies, knowledge creation and management
Active Tools
Interactive objects and artefacts are experience mediators that support actively users in their everyday life activities. Common objects interact with the digital information, they dialogue and integrate their functionalities each others; they modify their characteristics in relation to the context of use.
Media Spaces
the notion of space has changed; the digital world overlaps the physical one opening the way to a new model of hybrid space, a threshold space between reality and simulation. The ambient becomes the stage of complex interactives between people, artefacts and information.
Digital Languages
Technological innovation is perceived as the territory to experiment and create new digital languages. The new languages derive from the creative usage of communication tools (e mail, chat, SMS, video messages) and offer interesting starting points for the creation of communication models based on the hybridisation of various codes (non verba signs, body language, multi-sensorial interactives, usage of various media).
Service Experience
Interactive media are facilitators of service experiences that through innovative interfaces and communication formats permit to establish an active relation between users and service providers, enabling and stimulating service models based on dialogue and participation of users in the definition of the offer. In this perspective, it is fundamental to design the quality of the experience through the management and organization of the information and communication flows.

I-DESIGN VISION
Our aim is to create and stimulate design visions applying a humanistic approach towards the evolution of technology and business. In this perspective, DESIGN means "to create what does not exists by way of a design strategy" and VISION means "to see (and show) the invisible"; both aspects highlighting the role of design in the complexity of the advanced market, crossing educational, research and corporate needs and values. For the educational perspective, Design Vision means to refine the practical and conceptual skills for generating innovative concepts and strategies. For the research domain, Design Vision means to develop new approaches and methodologies able to transform the design visions in design opportunities and to "give a meaning" to the technological innovation. For the corporate and market perspective, Design Vision means to feed the strategic vision with a socio-cultural perspective in terms of brand positioning and brand culture.

ENVISIONING I-DESIGN
Our approach, borrowed from the tradition of Italian design, sees the educational path as an integration and extension of the professional path. The institute and the educational activities are structured like a design studio, with workshop and laboratories where students and teaching staff, often external professionals, work together experimenting and acquiring new skills.

Learning by designing
Designing means full immersion in team based activities and continuous exposure to innovative research topics.
Problem setting
Problem setting means to shift the focus from supporting human needs, to supporting human desires.
Vision-based approach
Designing means: first think, and then act.
Simulate to stimulate
Develop and visualize scenarios of use, stimulate the demand of new functionalities that will transform the way in which the users see and understand their environment.
Evolving methodology
Designing means: adapt your own method and strategy according to design objectives.