Master

Immersive environments and communicative spaces - I edition

I level
I
1 year
Alternative Weekends (09:30 / 13:15 – 14:15 / 18:00)
During the final stages of the learning patheay, some Fridays may be included (2:15 p.m. / 6:00 p.m.)
Italian
60
Blended

Purposes

The aim of the master is to train professionals capable of dynamically adapting to technological developments, preparing them to assume senior professional roles to work in the field of interactive design and immersive technologies, collaborating with public and private agencies and institutions.

The 1st level Master in Immersive environments and communicative spaces is a training course designed for design professionals who wish to hone their skills, broadening their horizons, in the field of interactive design and immersive technologies.

A specialization course that can provide young designers and established professionals, with theoretical knowledge and practical skills in the design of immersive environments and communication spaces. The course will provide the knowledge and skills required to tackle projects that stand at the point of convergence between digital technologies and design culture, promoting interdisciplinary collaboration between architects and interaction designers, product and visual designers, game designers, digital storytellers, and multimedia artists.

The master constitutes an effective alternative to knowledge verticalization, aiming to train professionals who can apply the principles of interactive and game design in nongame contexts such as communication, marketing and cultural promotion.

The training is intense and distinctly practical, and will enable the students to:

  • acquire design skills for the creation of interactive environments and communication spaces, integrating digital tools and technologies in an innovative and functional way. Providing a multidisciplinary perspective for designing environments that meet the needs of public and private entities, agencies and institutions in a wide variety of application areas.
  • delve into the different areas of application of emerging technologies, developing a detailed and critical understanding of digital technologies and tools applied to the fields of art, communication and valorization of cultural heritage.
  • promote interdisciplinary collaboration among architects, interaction designers, product designers, game designers, visual designers, media artists, digital storytellers and other professionals in the field, encouraging the creation of projects that integrate different disciplinary approaches to address complex challenges and stimulate innovation.
  • develop the managerial and entrepreneurial skills necessary for managing complex projects, collaborating with external partners, and launching business ventures in the context of the cultural, entertainment, communication and territorial promotion sectors.
  • learn how to persuasively and engagingly present innovative projects and concepts to partners and stakeholders.

The master's program uses a practical, interdisciplinary approach, combining theoretical lectures with practical and group projects. Students will work on real cases, collaborating with industry professionals to operationally apply the technologies and methodologies acquired.

Learning will be continuously tested through midterm evaluations, practical exercises, and a final project that integrates and applies skills and abilities acquired during the master's program, including those related to communication and project management, which are useful at the final discussion when designers present their projects to a panel of faculty members and external professionals.

Target students and career opportunities

  • Architects
  • interaction designer
  • game designer
  • visual designer
  • media artist
  • digital storyteller
  • exhibit designer
  • set designer
  • event manager

Upon completion of the learning pathway of the 1st level academic master in Immersive Environments and Communicative Spaces, the candidate will be able to work professionally, either as an employee or as a freelancer, at both public and private agencies and institutions operating in the cultural, social, entertainment and tourism, digital communication, exhibit design, performance space design, event organization, operating as a professional expert in interactive design and immersive technologies.

  • Cultural Heritage Technologist, applies digital technologies for the enhancement of cultural heritage.

Admission

The minimum qualification, necessary for admission to the Academic Master in Immersive Environments and Communicative Spaces, is:

  • Bachelor's Degree or First Level Academic Diploma.

Further requirements - in addition to flexibility in learning the new digital tools and design methodologies proposed  theroughout the learning pathway - are familiarity with one or more of the basic digital tools for: 

  • bitmap and vector graphic design (e.g.: Photoshop, illustrator, InDesign, ...)
  • 3D modeling (e.g.: Blender, Rhino, ...)

Internal Faculty

The internal faculty consists of professors with more than five years of professional experience in the subjects covered by the program.

 

Scientific Director

The programme of the master in Immersive Environments and Communicative Spaces, after a period of introduction of the different topics covered by the course, even through individual contributions in lesson form, will articulate into two complementary operational areas.

The learning pathway will enable the students to acquire new skills and refine their abilities, in the following areas:

Learn how to define interactive experiences that are intuitive, effective and enjoyable, maximizing the possibilities of communication with users in different application contexts

Build simple interactive systems that combine software and hardware to translate physical user interaction into digital data.

For the development digital prototypes through coding tools based on visual, rather than text-based, development environments.

To apply the principles of game design to nongame contexts, increasing user engagement and participation.

For the creation of synthesis environments that allow people to interact naturally with digital worlds, often using devices such as viewers or controllers.

For the design of communicative and interactive spaces for events, exhibitions, and popular communication.

For the development of complex projects, respecting strategic goals and curate the relationships with partners and stakeholders.

Upon completion of the learning pathway every participant in the Academic Master is required to develop a final project, either individually or in a group. Initially, with the course director, the line of project research will be defined; later, the student can identify which professor will assist them during the development phase of the executive project.

The final Project Work can be individual or group. In the latter case, the project contribution of each individual component will be specifically evaluated.

 

Upon completion of the educational activity of every subject a test related to the topics covered is scheduled. The grade (expressed in thirtieths) will form an integral part of the final grade average for the Academic Master.

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