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Class Self-Promotion

  • Presentation

    Presentation

    The UC's objective is to develop and train the student as an innovative, autonomous designer capable of creating, producing, implementing and disseminating their own projects. The UC aims to value the student's self-knowledge, critical sense and ability to reflect, as well as foster in him the skills necessary for the development of complete design projects, placing him as an agent of social, economic and cultural transformation. The UC proposes that the student develops a self-promotion project integrating the knowledge acquired through the performance of exploratory exercises properly oriented and anchored in procedural methodology and in structuring concepts and techniques. The project is divided into 3 exercises focused on portfolio editing, exploring creativity and diffusion of individual work, respectively.

  • Code

    Code

    ULHT93-22332
  • Syllabus

    Syllabus

    Concepts and definitions about Design practices, different fields of action of Graphic Design and areas of artistic practice converging with design: portfolio, author design, work exposure, communication, Brand, Visual Merchandising and its approaches in the design field.

    Symbolic, artistic and operational relations between brand and innovation: How can innovation benefit from design?

    Application of acquired concepts about Brand and production of a Self-promotion project.

    Symbolic, artistic and operational relations between Art and Design: How can self-initiated projects benefit the designer's exposure in the professional world?

    Design, Activism and Sustainability.

    Author design and self-initiated projects.

    Communication strategies: How to exhibit and communicate work

  • Objectives

    Objectives

    The objective of UC is to develop and train the designer as an innovator and solver of the proposed problems; To value self-knowledge, critical sense and the capacity for reflection as agents of social, economic and cultural transformation; To encourage the briefing analysis and problem-solving proposed through a process that is divided into specific phases (Phase 1 - Selection, editing, documentation. Phase 2 - discovery, creation. Phase 3 - validation, implementation, exhibition) aimed at generating and selecting ideas, experimentation, and presenting the found solution. Encourage collaboration, teamwork and project management. Use interdisciplinarity as a privileged way to address and solve the challenges proposed throughout the semester. Make sure that the learning of technical skills and design technologies is done in a real-life context, that is, in immersion with the reality of the market, companies, organizations and societal challenges.

  • Teaching methodologies and assessment

    Teaching methodologies and assessment

    This curricular unit is practical and laboratory. It is based on methodologies and active pedagogical practices. Given that the curricular unit aims to achieve real challenges, one of the fundamental practices is contextual learning in order to stimulate self-analysis, the development of autonomy, decision-making skills and critical thinking. Techniques will also be used to stimulate creative exploration such as: Creativity through the Arts; experimentation with different mediums , lateral thinking, mental maps. The UC evaluation has a continuous character that focuses on attendance, participation, meeting deadlines and commitment to the proposed final work. The project of this curricular unit is presented in 3 stages and the failure to deliver any of the phases excludes the student from any evaluation to the course.

  • References

    References

    • Abbing, E. (2010). Brand-Driven Innovation: strategies for development and design. Lausanne: AVA
    • Cross, N. (2016). Design thinking: Understanding how designers think and work.
    • Welsh, C. (2013). Design: Portfolio: Self promotion at its best. Rockport Publishers (June 1, 2013)
    • Anderson, D. (2015). Stand Out: Design a personal brand. Build a killer portfolio. Find a great design job. Peachpit Press
    • Michael, Janda (2013). Burn Your Portfolio: Stuff they don't teach you in design school, but should (Voices That Matter). New Riders;

     

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