Esdesign - Escuela Internacional de Diseño de Barcelona

Introduction

Read the Official Description

Meet the School of Design in Barcelona

We train professionals to turn them into an engine of change that allows them the transformation of the environment and the creation of new spaces, developing creativity and innovation.

Why study in ESdesign?

The School of Design in Barcelona (ESdesign) is an institution created with the aim of responding to the training needs of design professionals, able to anticipate trends, analyze situations and emerging social needs by providing the most innovative solutions .

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Being school online international reference design, offering the best quality at the forefront of design and online training.

MISSION

Train professionals, turning them into engine that allows them to change the transformation of the environment, and generating new spaces, developing creativity, innovation, entrepreneurship and design quality.

Our values

Barcelona

Cradle design, the Barcelona brand is a world leader in design and innovation, promoting internationalization and attracting talent and investment. It has become one of the engines of the knowledge economy and innovation.

Methodology 100% online and flexible

This educational proposal is the result of the combination of work by students both practical and theoretical level, based on social learning and active participation of students with their opinions and previous experiences on different subjects.

The curricula are designed to enable students to develop their skills, knowledge and abilities of each program.

A learning experience that can respond to this changing world, as well as market demands and current business from a perspective of innovation and continuous improvement.

We adapt the contents practically in real time

Everything that happens affects the direction in which things are moving. Virtually no time or to publish in a book. Everything affects everything, so the contents of today will undoubtedly be different from in a year.

First-hand experiences

The teachers of the various modules are main actors of change, and not mere spectators. Part of that expand the boundaries, explore new avenues and build relationships between brands and consumers a consistent and durable in time.

100% active teachers

Not only gives us the relevance of the content of the modules, also it allows us to live and share with them the brakes and opportunities are constantly appearing on the market.

Value diversity and internationalization

In a world like creativity, have different views on the same issue is not only necessary, but also enriching. We share experiences with people from different countries, cultures and realities that will strengthen as ever the results.

Living with vertigo

Something you should learn to live from day one. Changing environments, emerging technologies, social revolutions; nothing is permanent and you have to learn to work in this way.

Professional orientation

All programs have among its objectives to improve the professional status of those already working and to promote the employability of students. To facilitate this aspect, in addition to a teaching team that will help guide students in the current reality of the labor market, a material that allows them to create a digital portfolio that helps them position is created.

Promote entrepreneurship and provide business management skills

The design process and communication with companies from the point of view of management, conceptual and practical level to be addressed. Since contact with the company to exit the product to market, the student through the different phases of the project, legal nuances and economic conditions will be guided. Being familiar with the steps of the project, the student will have the ability to manage time and resources.

Inspiration

freedom will be given to students to find their identity in the world of design. We will teach you to look at the environment in other words, to analyze, to find inspiration anywhere (probably anywhere but in the same world of design). We motivate you to look at the art world, in nature, in the most everyday gestures ... to get inspiration and new ideas.

Proximity and ongoing support

The student will feel accompanied at all times, both from teachers to resolve questions that arise in the modules, as part of the program director, ensuring quality. They will also have the figure of the Program Manager, perform comprehensive monitoring to take full advantage of the programs.

Technology

Each program has software to provide students with specialized skills and abilities that need both for program practices and in their working environment. We bet by software emerging tools to prepare them for the future.

Double Degree

Course at the School of Design Barcelona Course at the International University of Valencia, who credited them as professionals in the specialty studied.

Methodology 100% online and flexible

The Masters stand out as being ESdesign 100% online and fully flexible, besides having a clear international vocation. This methodological approach is based on learning by the constructivist model and Collaborative work with the provision of teaching via videoconference in real time and delayed communication spaces. In ESdesign you have a learning experience adapted to the demands of the current market and companyBecause the programs have been designed by a group of Experts in the field of design, Aware of the present and future needs of the environment, and specifically companies and organizations. Below, we summarize the advantages of studying with us:

Connect anytime and anywhere

The virtual campus It is at your disposal 24 hours a day, 7 days a week, 365 days a year. Brings you all the resources you need to monitor subjects: manuals, specialized software, articles, practices, prototypes and models, video and social networks.

In addition, you'll have access to these materials and resources when you want and wherever you want: through technology Blackboard incorporating our virtual campus, you can connect from any device, eliminating geographical and time limitations in your learning.

Custom channel

Each subject has two essential figures to improve and enrich the most of your learning experience: A Program Director and a Professor, That provide all the information to perform activities of continuous assessment and receive corrections and comments. And you can go to your teacher to meet all your academic doubts.

You'll also have the figure of Program ManagerWhich shall ensure the proper development of each of the editions of the program. In addition, the Program Manager will accompany you, will support and resolve your doubts in general so you can continue your education quality.

Wide range of practical activities

In addition to the notes and teaching materials that gives you the virtual campus, all masters have a variety of activities for you to go and afiances implementing the contents acquired throughout the program.

  • Research
  • Conceptual maps
  • Brainstorming
  • Project development
  • Case analysis
  • Design thinking
  • Prototypes
  • Introductions

Two complementary axes evaluation

  • Continuous assessment. Mainly based on the periodic delivery practices along the course.
  • The final evaluation. Presentation of the final project, which will check the level of acquisition of knowledge and skills under the program.

Specialized software

Strengthening the practical teaching of ESdesign, we provide our students specialized software. This tool will allow you to develop a practice, and according to current needs, the competences of the program.

Learning developed over the Master will facilitate your future development with both the specific software provided by the school like any other, with similar characteristics, that exists in the market.

This school offers programs in:
  • Spanish

View master programs »

Programs

This school also offers:

Master

MA In Design And Product Development

Online Full time 12 months November 2016 Spain Barcelona

Meet the tools necessary for the generation of a product from the first contact with the company through the different stages of development. [+]

How should an object? Think how it must have, for example, a chair, without having assessed before anything that affects our future chair itself, or in essence, the idea of ​​"gimmick" to support the buttocks; not only would like to start the cart before the horse, we would risk that it would be useless. Would he then meet our "gimmick" your goal? Clearly, an object must be beautiful to generate attraction to the potential consumer; but what value would generate a more beautiful chair, if uncomfortable, does not fit well with the table, mars the pavement when I move, does not fit the budget of the company, ... Worthless. Whenever not clearly specify the briefing we had to do an uncomfortable chair; for example, for a visitor not feel at ease and leave quickly. In this master propose understand how not the objective, but as a consequence. When all factors to consider (business, social, target audience, usability, functionality, ...) are determined and analyzed by the student, the form will cease to be somewhat arbitrary. The program provides the necessary tools for generation of a product from the first contact with the company through the different stages of development. GOALS The main objectives of this program are: To provide the knowledge and skills to create new objects. Training the ability to create creative, formally and conceptually innovative products. Learn to make and justify decisions that affect the outcome. Develop own methodologies during the design process. Selecting the optimal methodology for each process. Selecting material and suitable production process for the product designed. Anticipate and solve production problems. Mastering the technical language of materials, processes and linkages. 3d generate agile physical volumes that serve to make the necessary changes in the project according to the analyzes of the pieces. Using digital modeling tools for communicating ideas and projects and decision-making techniques. Manage the phases of a project. Calculate fees and budgets. Negotiate confidentiality agreements and collaboration with companies. Understand and define a briefing. Recipients Graduates in Design Graduates in Communication and Advertising Fine Arts graduates Graduates in Journalism Graduates in Advertising and Public Relations Graduates in Audiovisual Communication Professional: In cases where the student proves previous higher education to a process of accreditation of university degree, the Academic Committee will evaluate the candidate's CV and portfolio and completed the curriculum, which must maintain a reasonable equivalence with existing studies degree the same area. Degree People who pass the program evaluation will obtain Double Degree: Course at ESdesign - Superior Design Barcelona Course at the International University of Valencia, who credited them as professionals in the specialty studied School. Career prospects Students taking this Master can develop their careers in the following areas: Graphic design studios DTP departments in Magazines and Publishing Creative departments of advertising agencies Free-lance professionals, entrepreneurs, startups, startup company ...   Faculty Teachers specializing in each of the thematic areas of the program, through case study and the realization of practical projects, students get a multidisciplinary but absolutely related training. We committed to an international faculty that brings different views on the world of communication, each from their professional perspective. Therefore we have professionals who master the complexity of the process from a global perspective, with strong fundamentals in global campaigns across multiple channels / media communication. Program / Content The MA in Masters in Graphic Design and Editorial Projects are structured around the following areas that are integrated into a cross-project developed along the length of the course: Editorial Design History (4 ECTS) Study of the evolution of the editorial process, design and market, through the use of typography in magazines, books and electronic publications. Editorial content project (6 ECTS) Analysis of the characteristics of the editorial project from parameters set as basis for the publication of the information and / or preset content (magazines, newspapers, etc.). Dimensioning of structures, fonts, editing, rhythm. It is the versatility of the process value will make the reading and understanding of the information published. The design and publishing project I (5 ECTS) After defining the contents of the publishing project, it is getting narrow each of the decisions to be taken in order to create a coherent work in finding graphic solutions. Choice of formats, typography, grid, photography, illustration, etc. Tools - InDesign (5 ECTS) InDesign as the flagship of the editing software; the most powerful, comprehensive and dedicated program used to design. Not only is a layout and page makeup software: it is a tool to make our lives easier designers. Illustration art direction, photography and infographics (5 ECTS) An important aspect is editorially sometimes misnamed Art Direction. Knowing what to say and how to say is fundamental to the society in which we live and know how to do in the publishing environment is a must, no more. Therefore, we focus the content of this module in the correct choice of all those elements that accompany the strictly graphic elements we design. We will work as a workshop in these three areas, so we end up managing and controlling the trends that mark the passage of time in these disciplines. The design and publishing project II (5 ECTS) After defining the contents of the publishing project, it is getting narrow each of the decisions to be taken in order to create a coherent work in finding graphic solutions. Choice of formats, typography, grid, photography, illustration, etc. Tools - InDesign (5 ECTS) InDesign as the flagship of the editing software; the most powerful, comprehensive and dedicated program used to design. Not only is a layout and page makeup software: it is a tool to make our lives easier designers. Publishing (5 ECTS) The publishing today has undergone numerous changes due to the evolution of technology. But in essence, the philosophy is the same. This module issues related to printing on reproduction and printing of graphic product, which supports and characteristics of each can tell, what colors and inks we use, etc., and also see how to carry out will be addressed budget calculation as accurately as possible; tools and methods of cost optimization, basic rules to get to the good understanding with our customers and suppliers. The digital publishing project I (5 ECTS) Speaking of publishing projects, we can not ignore the importance of new digital media in the use and consumption of the same project. We help students to think about these new media, where the receiver itself decides what kind of information you want and when you want. The designer must anticipate new forms of editorial product tailored to the new digital media; it is the right choice of font, color, image, structure, etc., besides knowing the limits of enlargement, consultation and research of the contents, getting an innovative, intuitive and attractive user usability. It will address the digital book in its various types. Book reading (fiction, scientific and referential), Book object (piece of communication). Book production - Print vs Ebook. Electronic digital publications for iPad and Android tablets. The digital publishing project II (5 ECTS) Speaking of publishing projects, we can not ignore the importance of new digital media in the use and consumption of the same project. We help students to think about these new media, where the receiver itself decides what kind of information you want and when you want. The designer must anticipate new forms of editorial product tailored to the new digital media; it is the right choice of font, color, image, structure, etc., besides knowing the limits of enlargement, consultation and research of the contents, getting an innovative, intuitive and attractive user usability. It will address the digital book in its various types. Book reading (fiction, scientific and referential), Book object (piece of communication). Book production - Print vs Ebook. Electronic digital publications for iPad and Android tablets. Final Draft of the Master (10 ECTS) Besides overcoming the credits of the above modules, all students should develop a comprehensive Master Project, consisting of a personal project of editorial design from the content taught in the course.   Workshop and Learning units Writing, calligraphy, lettering and typography (2 ECTS) Locate in the historical moment of the appearance of writing and the alphabet, through manual and typographic writing, typography typographic lead and the various types. We discuss the relationship between writing, calligraphy, lettering and typography. We will practice sessions Lettering and redraw the letter with different tools. Typographic design (4 ECTS) Introduction to the analysis and design of the letter. It will work on the creation of alphabetic characters from different perspectives, considering their final application in the environment of graphic design. Typographic design (4 ECTS) Production of digital typography. [-]

Masters In Advertising Design And Innovation In Brand Communication

Online Full time 12 months November 2016 Spain Barcelona

With this program you'll be a communicator with an open and creative mind, and get a view of the cross-sectional design. [+]

Society as we knew a few years ago no longer exists. The influence of technological progress is so great that no one dares to make long-term predictions about where we are headed. Any race, especially those related to communication and branding requires a constant questioning of its own parameters and rationale. What it was 10 years ago, it is history. What matters is how we adapt our way of working to the constant digital and social progress. The journalists today must understand the deep relationship between technology, personal values ​​and human relations. Otherwise, they will not get generate relevant messages for brands and products. This reflection is born this Masters in Advertising Design and Innovation in Communication Trademark. And also the fact that, fortunately, always a known starting point will be necessary: ​​Creativity. An idea, a story to tell, an App that connects with people, a tweet to mobilize thousands of people. In short, creativity, in its broadest definition, it becomes more than ever the benchmark for any communicator. In the starting point and in the same purpose. Today communicators must be genuine knowledge sponges. Only becoming aware of the way in which people interact and express decided may arise thoughts, suggestions, ideas, products or relevant actions. It is no longer enough to persuade. Now we have to move. Advertising, like other disciplines of commercial communication, must step forward and evolve at least at the same speed as society. And in this Masters we propose to train professionals and prepare them for take charge of this new and exciting environment. GOALS The main objectives of this program are: Living with vertigo. The feeling that you can not control everything has been put in place to stay. Long gone are the campaigns that did not take into account the social component and adapting them in real time depending on consumer reactions. This feeling must be understood and accept it as another parameter. To train professionals with an open and creative mentality. To value creativity. Claim it as a lifestyle, a way of thinking, rather than as a tool that can help us to get notoriety at a particular time. Zoom and publicize the latest trends in social behavior. Only deep knowledge of the social and individual behavior, will a take valid decisions. Family structures, consumption patterns, new priorities and needs, more than ever ... are the starting points for marks. Addressing the different types of consumers from an emotional and technologically. A much more humane and sensitive to the motivations and behaviors purchase new perspective. Exercising the ability to generate relevant content through many proposed and supervised by top professionals exercises. Offer designers and communication professionals a vision of the cross-sectional design. Digital media and physical media to be found in the design and creativity coherence and continuity of messages. Provide students with a sufficiently broad new emerging technologies and knowledge, and how they affect the relationship between people and brands. Acquiring the ability to find points of contact that can connect consumers and brands / products. Learning to tell stories around brands that generate sustainable, relevant and return emotional ties. Analyze the role of brands in society from the point of view of the consumer. What is expected of the brand and what they have to offer in exchange for a commercial transaction. Understand the purpose of the different social networks and their specific role as a vehicle to convey emotionality and share information. Knowing how to drive the speech of the same brand leveraging the characteristics of each Technical Characteristics. Recipients Graduates in Design Graduates in Communication and Advertising Fine Arts graduates Graduates in Audiovisual Communication Graduates in Marketing Professionals: In cases where the student proves a previous higher education accreditation process of university degree, the Academic Committee will evaluate the candidate's CV and portfolio and completed the curriculum, which must maintain a reasonable equivalence with existing studies degree from the same area. Degree People who pass the program evaluation will obtain a double degree: Course at ESdesign - Superior School of Design Barcelona Course at the International University of Valencia, who credited them as professionals in the specialty studied. Career prospects Students taking this Master can develop their careers in the following areas: Creative departments of advertising agencies. Strategic planning departments agencies or advertisers. Marketing departments and communication enterprises. Accounts departments of advertising agencies. Corporate branding and graphics studios, media agencies. Free-lance professionals, entrepreneurs, startups, startups ... Faculty Teachers specializing in each of the thematic areas of the program, through case study and the realization of practical projects, students get a multidisciplinary but absolutely related training. We committed to an international faculty that brings different views on the world of communication, each from their professional perspective. Therefore we have professionals who master the complexity of the process from a global perspective, with strong fundamentals in global campaigns across multiple channels / media communication. Program / Content The Master of creativity and innovation in brand communication is structured from various subject areas are integrated into a cross-project developed along the course. MODULES Keep Calm and Be Creative Creativity is not a tool, but a way of understanding the world. Only minds more creative they develop new solutions to recurrent problems arise. This module not only understand the mechanisms of a creative mind, but also the way to bring to the forefront of our lives. We allow addressing creativity from a broader perspective to then implement it in the field of communication, through case studies and exercises. Target: An approach from the excitement and technology How is a housewife in 2015? What about a single? And a teenager? Understanding what motivates them, how they have been immersed in the digital world and how they communicate and interact, they are aspects that this module brings to the table. This course will delve into more consumer groups used in marketing, usually grouped by age and socio-economic level from a perspective that combine the emotional and psychological part with the way we use technology throughout the day looking for solutions. Soul Brands: Brands with soul Already far behind the time when brands launched unidirectionally messages. Today there is no brand that does not have the ultimate purpose of establishing a lasting relationship with its customers from a very human perspective. Contribute something to society, become one more in conversations around issues of concern or illusions that move. A social role that can not be fictitious or to the gallery. Brands must learn to perspire that reality and honesty to connect permanently. Storytelling & Branded Content Why are brands that have nothing to say? Who cares if a factory was opened in 1952? What are some brands crawling on Facebook as late forties in nightclubs? Why a brand of shampoo want me happy Monday? Brands and products must find its own rationale, why they are in this world, beyond selling cookies or sneakers. This module will give the keys to finding the connection points between a brand and a specific audience and make their own history involving the consumer. Technology Never before has technology had gotten much influence in our lives. Recent advances in neuromarketing, the Internet of things, 3D printing, augmented reality, artificial intelligence, Big Data ... All he does move society from a technological point of view is likely to become a new way to interact with the consumer. This module will review all the technology is exploding right now and presumably will have an important role in the coming years. This is not to become technology experts, but know their potential from the perspective of brands. Social Trends How to buy, things we eat, where we find the couple, the management of our time, the way we move, the relationship with our environment ... everything is changing. This module will discover a reality composed of many small changes as well as delve into the reasons is at the bottom of all these changes move. Design Transversal You might think that a good designer or communicator must be able to synthesize a design or an idea of ​​the scale that is needed at any time, either half page vertical or App, through a TV spot or sweatshirt. This module wants to go a little further. It aims to deepen the visual dimension of the brands to be able to understand how to build brand image through it. How to synthesize the values ​​and purposes of the mark, far beyond the logo or corporate identity. Social media This module explores the role of brands in social networks. And in the role of social networks in the lives of consumers. Each social network has its own language and way of expression. And today is almost more important to know how not to use them otherwise. students will be guided through a tour of the different social networks in order to get a mental map through practical exercises and real examples we reveal the best way to use these social networks with the aim always to establish connections and complicity with our consumers. Mobile Devices human appendages Tablets and smartphones have been established in the pockets and homes around the world and no longer conceive our life without their invaluable help. They have become a revolving door for circulating information and content at a breakneck speed. Everything is taken quickly and without looking back. We understand the dynamics of this relationship and understand the way into the lives of our consumers in a noninvasive way.   Capstone Project They propose a project to make as many apply knowledge acquired during the Master. The final number of students will determine the format and focus of the project, so that both the teacher and the student is a useful and inspiring tool. [-]

Masters In Web Design And Programming Multidevice

Online Full time 12 months November 2016 Spain Barcelona

The Master in Web Design and Programming Multidevice covers all aspects necessary for the student to acquire the skills and knowledge to enable it to undertake, manage, design and implement projects, services and Internet applications. [+]

Have you thought about the amount of visual impacts that you receive daily from the web environment through their multiple devices? Permanently we seek, we learn, share, relate, interact, analyze, discard information provided on the Internet. And as important as the adequacy and reliability of the information they are the way we are introduced. It is therefore indispensable professionals able to understand the constantly changing mediumAnd understand the user to send you with guarantees of social and economic penetration of information and the message of each of the information providers in the network. He Master in Web Design and Programming Multidevice It covers all aspects necessary for the student to acquire the skills and knowledge to enable it to undertake, manage, design and implement projects, services and Internet applications. Throughout the program, students will be able to better understand and address the needs, technology and the real possibilities of each client or project to respond effectively to its objectives, as well as being able to provide the creative contributions made graphics the site of a unique and innovative piece. In this context they will be as important keys digital design and development of skills and guidelines for monitoring a project from capturing customer requirements to the presentation of the final product. With this training the student will have a detailed overview of all the process of creating an interactive project where the vision of business, user experience (UX) technology and interface design are at the center. GOALS The main objectives of this program are: Knowing the philosophy, mechanisms and dynamics of Internet to understand this space of creation and technology as a language. Acquiring a work process assimilating each of its phases: from the briefing, concept and strategic definition based on customer requirements, to design development and production of mock-ups for delivery to production. Being able to manage, design and implement a project for Internet autonomously and be able to participate in a specialized team. Develop site design under the premises of the UX (User Experience), develop To acquire the knowledge necessary to develop projects to create websites and web apps functional user-centric and needs. Understanding the importance of the user experience as a discipline that gives meaning to all technology and interaction design work. Understanding the characteristics of Internet technology to implement interactive prototypes to undertake presentations to customers characteristics, applying all of that on different media (web and webApp) in a multiplatform environment (screen, tablet and smartphone). Acquiring the ability to define web client strategy, plan the project on which to work, position both organically and through the web payment (SEO and SEM). Introduce new business models, promoting the entrepreneurial spirit of the environment and establish new professional opportunities. Recipients Graduates in Design Graduates in Communication Sciences Graduates in Telecommunications Engineering and / or Computer Graduates in Audiovisual Communication Professionals: In cases where the student proves a previous higher education accreditation process of university degree, the Academic Committee will evaluate the candidate's CV and portfolio and completed the curriculum, which must maintain a reasonable equivalence with existing studies degree from the same area. Degree People who pass the program evaluation will obtain Double Degree: Course at ESdesign - Superior Design Barcelona Course at the International University of Valencia, who credited them as professionals in the specialty studied School. Career prospects Students taking this course can develop their careers in the following areas: Graphic studios Departments web advertising agencies Marketing, communication and design of large companies Free-lance professionals, entrepreneurs, startups, startup company ... Faculty Teachers specializing in each of the thematic areas of the program, through case study and the realization of practical projects, students get a multidisciplinary but absolutely related training. We committed to an international faculty that brings different views on the world of communication, each from their professional perspective. Therefore we have professionals who master the complexity of the process from a global perspective, with strong fundamentals in global campaigns across multiple channels / media communication. Program / Content The Master in Web Design and Programming Multidevice is structured around the following areas that are integrated into a cross-project developed along the length of the course: Digital media strategy and project management In this module, the student faces the understanding of new ways of seeing the present and the future in an online environment. To do this you must assimilate new concepts (interface design, usability, interaction or positioning) and bring others already known from graphic design to this environment. Learning methods and processes for developing a suitable product strategy, defining objectives and success metrics, analyzing the current business reality in the middle, as well as planning and strategy development. GUI design The purpose of this module is to synthesize architecture, usability and strategy of a multimedia project by designing your GUI. It affects fundamental aspects of interactive visual communication and the student is introduced to the inclusion of elements of interaction and navigation in multiple media (eg web interfaces for mobile and desktop). It will work from conceptualization through sketching visual to performing mockups and the definition of a library of design patterns. User Experience (UX) The student must master the key concepts that ensure a rich user experience. Explores factors such as interaction design, information architecture, accessibility, navigation flows, usability. We will work on all tasks applied in the development of specific outcomes (for example wireframes or prototypes) that advance product development and validation of these results. Programming languages ​​(I and II) The purpose of this module is to learn communication protocols own web projects and deepen the HTML5, CSS3, Javascript, jQuery and PHP languages. Special attention to most used development frameworks (laravel, Yii, ..) will be allocated. Responsive Design This module aims to raise awareness and experience in responsive web design projects: How do they adapt to different devices? How and what contents are displayed in each? For this purpose are defined all the new options, both the potential and requirements such as graphics software tools. At the end of the module will be designed, developed and implemented (a mock up level) output web solutions platform. Focus on issues of code (bootstrap) affecting development for multiple devices (responsive) will be used. Design in new digital environments and mobile devices WebApp, native application and hybrid application, adaptive design. In this block we will learn and we will implement all aspects of creating projects for new digital environments: from conceptualization, functional definition and design of wireframes, to visual design and prototyping of the App's, WebApps's and see the adaptive design. We deepen in a special way in the graphics and usability decisions and discover new professional tools (Sketch, Framer, Origami), new work processes and methods that will get our digital projects have the necessary quality and finishes for travel and market success. CMS S and Servers A set of tools for content management (CMS), each specialized in a certain purpose (social, commercial, communication) will be. It will deepen the use of Wordpress and Drupal, trying detailed installation, configuration, using extension modules and plugins One aim of the module is that students understand the dynamics of development in client / server environments. Learn issues domains, hostings, server, ftp, .. Metrics, positioning, Social Networks The module introduces students to the methodologies and measurement tools, analysis of the operation of an online presence, such as a web. It will work on obtaining different types of metrics and data to optimize results using tools available on the market. APIs popular web services (YouTube, Yahoo, Google, etc) and creating mashups, ending with the most used social networks (like Facebook, Twitter, etc) will be discussed. Project management and business The design process and communication with the companies will be approached from the standpoint of management, a conceptual and practical level. Des contact with the company until the output of the product to market, the student through the different phases of the project, legal nuances and guide economic conditions. Being familiar with the steps of the project, the student will have the ability to manage time and resources. Capstone Project Besides overcoming the credits of the various modules, all students must develop a final master project, consisting of a group project from the content taught during the program. Tutorials to choose and plan will be established under study, and during its development, to maintain the objectives and achieve the desired results. [-]

Máster en Diseño Gráfico y Proyectos Editoriales

Online Full time 12 months November 2016 Spain Barcelona

Especialízate en Diseño Gráfico y descubre en profundidad todos los elementos que lo integran. [+]

Al hablar de diseño gráfico y sus diferentes ámbitos de influencia-confluencia, no pasan más de 10 segundos hasta comenzar a pensar en cuáles son sus disciplinas más complejas e importantes. Y conforme avanza esta corriente pensadora en tu cabeza, cada vez más afianzada queda en ella la idea de que el Diseño Editorial es 100% diseño gráfico. Miramos otras disciplinas y vemos una serie de caminos cruzados que nos llevan hasta ella; pero cuando nos ponemos delante de la disciplina editorial, sabemos que todo en ella forma parte del diseño gráfico. Desde el diseño o elección de la tipografía con que trabajar hasta el envío del arte final, pasando por la discusión sobre qué foto o ilustración ha de acompañar a ese u otro layout, toda decisión tomada es puro diseño gráfico. Hoy en día, cualquier decisión tomada a la ligera puede suponer un rotundo fracaso del proyecto. Cada una de las opciones elegidas ha de estar pensada, diseñada y programada para obtener un resultado óptimo. Por ello, en este Máster en Diseño Gráfico y Proyectos Editoriales os enseñaremos a calibrar cada una de estas decisiones que harán de vuestro proyecto editorial un proyecto de éxito. Tanto en soportes analógicos como digitales. Trabajaremos la tipografía a nivel micro, navegando desde el inicio de la escritura, el porqué de las formas caprichosas de algunos caracteres y al propio dibujo de la letra. Veremos cómo comenzar a diseñar una tipografía y qué herramientas usaremos para su digitalización. Estudiaremos la evolución del mundo editorial a través del uso de la tipografía a lo largo de la historia. Veremos cómo conceptualizar un proyecto que necesita de una forma determinada. Para ello, trabajaremos sobre las decisiones a tener en cuenta para desarrollar unos contenidos atractivos a los que más adelante daremos la forma adecuada. Veremos qué nos lleva a elegir un determinado layout, por qué la elección de una o varias maquetas distintas, cuál es el flujo de lectura conveniente para hacer nuestra publicación coherente y atractiva. Entraremos de lleno en el uso del software indicado para el diseño editorial y trabajaremos de forma avanzada todas y cada una de las herramientas que nos proporciona dicho software. Tanto a nivel print como digital. Haremos que nuestro ordenador trabaje para nosotros, y no al revés. Y habiendo tratado el proyecto editorial como un todo, trataremos de dar luz a los nuevos mercados editoriales basados en soportes digitales así como a la producción impresa. Indagaremos en los nuevos soportes editoriales, quioscos digitales y producción de revistas electrónicas. Objetivos Los principales objetivos de este programa son: Asimilar los conocimientos históricos, teóricos y prácticos para la correcta comprensión del proyecto editorial desde la elección y desarrollo de los contenidos hasta su producción. Ser capaces de desarrollar la creatividad y la habilidad para poder encontrar soluciones originales y funcionales. Aprender a tomar decisiones para conseguir resultados óptimos. Adquirir el dominio de las herramientas digitales dirigidas al mundo editorial. Dominar del lenguaje usado en el medio y la disciplina. Aprender cada una de las metodologías empleadas en la consecución del buen proyecto editorial. Adquirir la capacidad para ser críticos y poder elegir entre un buen proyecto editorial y uno que no lo es. Dominar las fases de producción y ser capaces de elaborar una buena planificación así como de poder calcular honorarios y presupuestos. Destinatarios Graduados superiores en Diseño Licenciados en Comunicación y Publicidad Licenciados en Bellas Artes Licenciados en Periodismo Licenciados en Publicidad y Relaciones Públicas Licenciados en Comunicación Audiovisual Profesionales: En aquellos casos que el alumno acredite estudios superiores previos a un proceso de acreditación del título Universitario, el Comité Académico evaluará el CV y portfolio del candidato así como el plan de estudios cursado, que deberá mantener una equivalencia razonable con los actuales estudios de Grado de la misma área. Titulación Las personas que superen la evaluación del programa obtendrán la doble titulación: Título Propio de ESdesign - Escuela Superior de Diseño de Barcelona y Título Propio de la Universidad Internacional de Valencia, que les acreditará como profesionales en la especialidad cursada. Salidas profesionales Los alumnos que realicen este Master pueden desarrollar su vida laboral en las siguientes áreas: Estudios de diseño gráfico Departamentos de maquetación en Revistas y Editoriales Departamentos creativos de agencias de publicidad Profesionales free-lance, emprendedores, nuevas empresas, startup company... Profesorado Profesorado especializado en cada una de las áreas temáticas del programa, mediante el estudio de casos y la realización de proyectos prácticos, el estudiante obtendrá una formación multidisciplinar pero absolutamente relacionada. Apostamos por un profesorado internacional que aporta diversos puntos de vista sobre el mundo de la comunicación, cada uno desde su perspectiva profesional. Por ello contamos con profesionales que dominan la complejidad del proceso desde un punto de vista global, con fuertes fundamentos en campañas globales en diversos canales/soportes de comunicación. Programa/contenido El Máster en Máster en Diseño Gráfico y Proyectos Editoriales se estructura a partir de las siguientes áreas temáticas que se integran en un proyecto transversal que se desarrolla a lo largo de la duración del curso: Historia del Diseño Editorial (4 ECTS) Estudio de la evolución del proceso editorial, su diseño y mercado, a partir del uso de la tipografía en revistas, libros y publicaciones digitales. El proyecto Editorial y el contenido (6 ECTS) Análisis de las características propias del proyecto editorial a partir de unos parámetros a establecer como bases para la publicación de la información y/o contenidos preestablecidos (revistas, prensa, etc.). Acotación de estructuras, tipografías, edición, ritmo. Se trata de valorar la versatilidad del proceso que marcará la lectura y la comprensión de la información publicada. El diseño y proyecto editorial I (5 ECTS) Una vez definidos los contenidos del proyecto editorial, se trata de conseguir acotar cada una de las decisiones a tomar para poder realizar una labor coherente en la búsqueda de soluciones gráficas. Elección de formatos, tipografía, rejilla, fotografía, ilustración, etc. Herramientas - InDesign (5 ECTS) InDesign como el buque insignia del software de edición; el más potente, amplio y dedicado programa usado para diseñar. No sólo se trata de un software de maquetación y compaginación: se trata de una herramienta destinada a hacernos la vida más sencilla a los diseñadores. Dirección de arte en Ilustración, Fotografía e Infografía (5 ECTS) Un aspecto importantísimo a nivel editorial es la a veces mal llamada Dirección de Arte. Saber qué decir y cómo decirlo es algo fundamental en la sociedad en la que vivimos y saber hacerlo en el medio editorial es una obligación, sin más. Por ello, centraremos el contenido de este módulo en la correcta elección de todos esos elementos que acompañarán a los elementos estrictamente gráficos que diseñemos. Trabajaremos a modo de taller en estos tres ámbitos, de manera que acabemos manejando y controlando las tendencias que marcan el paso del tiempo en dichas disciplinas. El diseño y proyecto editorial II (5 ECTS) Una vez definidos los contenidos del proyecto editorial, se trata de conseguir acotar cada una de las decisiones a tomar para poder realizar una labor coherente en la búsqueda de soluciones gráficas. Elección de formatos, tipografía, rejilla, fotografía, ilustración, etc. Herramientas - InDesign (5 ECTS) InDesign como el buque insignia del software de edición; el más potente, amplio y dedicado programa usado para diseñar. No sólo se trata de un software de maquetación y compaginación: se trata de una herramienta destinada a hacernos la vida más sencilla a los diseñadores. Producción editorial (5 ECTS) La producción editorial en la actualidad ha sufrido numerosos cambios debido a la evolución de la tecnología. Pero en esencia, la filosofía es la misma. En este módulo se tratarán temas relacionados con las artes gráficas en cuanto a reproducción e impresión del producto gráfico, con qué soportes y características de cada uno podemos contar, qué colores y tintas podemos usar, etc., así como también veremos cómo llevar a cabo un cálculo de presupuesto lo más acertadamente posible; herramientas y métodos de optimización de costes, reglas básicas para llegar al buen entendimiento con nuestro clientes y proveedores. El proyecto editorial digital I (5 ECTS) Al hablar de proyectos editoriales, no podemos obviar la importancia que tienen los nuevos soportes digitales en el uso y consumo del mismo proyecto. Debemos ayudar al alumno a pensar en estos nuevos soportes, donde el propio receptor decide qué tipo de información quiere y cuándo la quiere. El diseñador debe anticipar las nuevas formas de producto editorial adaptadas a los nuevos soportes digitales; se trata de la correcta elección de tipografía, color, imagen, estructura, etc., además de conocer los límites de ampliación, consulta e investigación de los contenidos, consiguiendo una usabilidad innovadora, intuitiva y seductora para el usuario. Tratará el libro digital en sus diversas tipologías. Libro lectura (narrativa, científico y referencial), libro objeto (pieza de comunicación). Producción de libro - Print vs Ebook. Publicaciones digitales para tabletas electrónicas iPad y Android. El proyecto editorial digital II (5 ECTS) Al hablar de proyectos editoriales, no podemos obviar la importancia que tienen los nuevos soportes digitales en el uso y consumo del mismo proyecto. Debemos ayudar al alumno a pensar en estos nuevos soportes, donde el propio receptor decide qué tipo de información quiere y cuándo la quiere. El diseñador debe anticipar las nuevas formas de producto editorial adaptadas a los nuevos soportes digitales; se trata de la correcta elección de tipografía, color, imagen, estructura, etc., además de conocer los límites de ampliación, consulta e investigación de los contenidos, consiguiendo una usabilidad innovadora, intuitiva y seductora para el usuario. Tratará el libro digital en sus diversas tipologías. Libro lectura (narrativa, científico y referencial), libro objeto (pieza de comunicación). Producción de libro - Print vs Ebook. Publicaciones digitales para tabletas electrónicas iPad y Android. Proyecto Final del Máster (10 ECTS) Además de superar los créditos de los módulos anteriores, todos los alumnos deberán desarrollar un Proyecto integral de Máster, consistente en un proyecto personal de diseño editorial a partir de los contenidos impartidos en el curso. Workshop y Unidades de aprendizaje Escritura, caligrafía, lettering y tipografía (2 ECTS) Situarnos en el momento histórico de la aparición de la escritura y el alfabeto, pasando por la escritura manual y tipográfica, la tipografía de plomo y las diversas tipologías tipográficas. Trataremos la relación entre escritura, caligrafía, lettering y tipografía. Realizaremos sesiones prácticas de Lettering y redibujo de la letra con diferentes herramientas. Diseño tipográfico (4 ECTS) Introducción al análisis y diseño de la letra. Se trabajará en la creación de caracteres alfabéticos desde diferentes ópticas, teniendo en cuenta su aplicación final en el entorno del diseño gráfico. Diseño tipográfico (4 ECTS) Producción digital de la tipografía. [-]

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