Undergraduate Degree in Design and Innovation

On the Undergraduate Degree in Design and Innovation we train designers with a creative profile, able to apply critical thinking and an exploratory vision of the world, and capable of questioning and dialoguing across disciplines with other people from the social, production, scientific or cultural realms.  

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On the Undergraduate Degree in Design and Innovation we train designers with a creative profile, able to apply critical thinking and an exploratory vision of the world, and capable of questioning and dialoguing across disciplines with other people from the social, production, scientific or cultural realms.  

Branch of knowledge

Arts and Humanities

Degree

Undergraduate Degree in Design and Innovation, accredited degree awarded by Universitat de Vic – Universitat Central de Catalunya (UVic-UCC). Title verified by AQU Catalunya.

Mentions

Graphic design
Product design
Space design
Interactive Experiences design 

Duration

4 years

Schedule

Courses 1, 2 and 3 - mornings
Course 4 - afternoons

Start date

September

Idioma

Catalan / Spanish
Subjects in English (60-84 ECTS) 

Places of new access

175

Credits

240 ECTS
(60 ECTS per academic year)

Price

166 €/ECTS
Financing and grants

Minimum grade

5

At Elisava we understand design and innovation as key agents for creating or improving products, services, communication, environments or experiences. 

The Undergraduate Degree in Design and Innovation, recognised and validated by the EHEA (European Space of Higher Education), is a degree within the Arts and Humanities branch of knowledge, and includes areas considered essential for design, such as anthropology, philosophy or history, among others, which lay the contextual foundations for projects.  

This study programme has a largely practical base, enabling students to learn more about materials, processes or communication. You will undertake various projects, both personal ones, in which you will express your stance as a designer; and projects linked with the social and business context; as well as interdisciplinary projects alongside professionals from other spheres (artistic, philosophical, anthropological, technical, engineering, etc.), forming multidisciplinary teams to address the complex challenges of today and the future. These projects will be undertaken in collaboration with companies, communities, public bodies or social institutions.  

We see the design discipline from a cross-cutting perspective, a field in constant evolution. We design from, on behalf of and for people, always with a single purpose. Thus, on the Undergraduate Degree in Design and Innovation at Elisava you will obtain the knowledge and tools needed to take on any kind of design challenge with a contextual approach and with people at the centre, while taking into consideration social and environmental innovation.

Types of subjects on the Degree in Design and Innovation

  • Projects: Personal projects, in context and cross-cutting (70-80% of all subjects). 
  • Context: Tools to interpret historical, social, cultural, economic and technological context. 
  • Tools, Materials and Techniques: Instrumental competences from the area of expression, communication and materials. 
     

Recommended profile for new students

Do you want to study design in Barcelona? If you want to access this degree, it is important you have a high level of curiosity and an interest in trying to understand the world’s complexity. We also take into account students’ personal attitudes related to their capacities for representation, analysis and communication, and believe it essential to have technical-artistic abilities, as well as a readiness and eagerness to work as part of a team. We value an interest in fine arts, humanities and social sciences, as well as creativity, imagination, innovation and an interest in lifelong learning.

  • Collaborations with companies, institutions and NGOs
    A careful network of partners (companies, institutions, start-ups, art centers, design studios, NGOs), who share Elisava's identity, point of view, ethical, environmental, social and technological commitment.
     
  • Internships and job placement
    We personalize the search for your curricular internships based on your interests and the existing offer. In our job bank, every year we receive more than 300 internships and job offers.
     
  • Project based learning
    Our methodology is based on "learning by projecting", applying from the outset all the theoretical and practical concepts learned to design and develop the best solutions. Of the total number of subjects, 80% correspond to project subjects to learn by doing and implementing the theoretical concepts learned.
     
  • Open workshops
    The Undergraduate Degree in Design and Innovation is a career where experimentation is key. For this reason, a large part of the classes are held in our workshops. These spaces are open all day so you can experiment and develop your projects. In addition to the facilities in the La Rambla building, we have agreements with various centers such as the TMDC industrial workshop, Ateneu de Fabricació, photography sets and research centers to develop openly and without limits everything that the degree proposes to you.
     
  • Design from, by, for and with people
    You will learn to always design with a purpose, with a social commitment to create a fairer society with people, the territory and the planet. You will work on projects at a local scale with Third Sector institutions and you will understand the social impact of design.
     
  • Collaborative projects in multidisciplinary teams
    You will carry out work with the objective of facing global and complex challenges, where you will collaborate with people from other specialties and disciplines, just as it happens in the professional world.
     
  • Specialize from the second course
    You can choose your mention at the end of the first course. Thus, during the second year you will put into practice the knowledge of the specialty that most interests you.
     
  • Accompaniment and personalization
    In the Undergraduate Degree in Design and Innovation we are committed to a high number of teaching hours in groups of a maximum of 25 students, and we monitor your university experience and your well-being through the Tutorial Action Programme.

On completion of the Degree, you will have the knowledge and competencies needed to develop your professional activity in a wide range of sectors and participate in all phases of the design process: 

  • Define your personal stance on design based on a social, environmental, political, ethical and aesthetic vision.  
  • Acquire skills in detecting design opportunities and problem solving in project development. 
  • Develop a creative and critical approach based on experimentation, using scientific and humanistic criteria and applying a commitment to rigour and professional excellence.
  • Collaborate with professionals from other fields (technical, artistic, scientific...), confidently managing knowledge from other disciplines.  
  • Design products, systems and services interpreting the historical, social, cultural, economic and technological context, to anticipate future needs, considering dystopian scenarios. Design not only for now, but also for the future.  
  • Experiment with materials, processes and techniques to bring value to the design project. 
  • Develop design projects in different professional arenas, whether as a freelance designer or within a company or institution.  
  • Communicate effectively (orally, in writing or audiovisually) a high level of accuracy in use, form and content.

Graphic Design

You will have an in-depth understanding of the use of essential tools of graphic language, applied typography, colour theory, art direction and motion graphics. You will adopt a number of approaches to projects in different formats, sizes, applications and target users, like labels, posters, books or magazines. Finally, in the Degree in Design and Innovation you will develop strategies for complex projects in visual identity, consisting of a graphic system applicable to multiple mediums and communications media.

Product Design

You will undertake projects related to the design of furniture, interactive and utilitarian products, learning about different manufacturing processes, such as handcrafted, industrial and digital manufacturing, taking environmental impact into consideration. You will learn about the use context of these products to be able to detect improvement needs in their design. Another important aspect of this specialisation is the project’s final presentation (sketches, renders, art direction, catalogues...).

Space Design 

You will undertake projects ranging from the approach of personal space, interventions in living spaces and developing collective spaces. On the Undergraduate Degree in Design and Innovation you will work in workshops to learn about materials, constructive details and components, sustainability and comfort, as well as project communication, which includes sketches, scale models, plans, axonometry, renders and video.

Interactive Experiences Design 

You will learn to reflect on digital behaviour, analyse the impact technology has on society today, as well as develop interfaces combining the digital and the physical. On the Undergraduate Degree in Design and Innovation you will learn to design, develop and programme products like video games, apps, websites and interactive and immersive experiences, as well as use artificial intelligence to undertake communication projects. With these tools you will be able to join industry in the digital/technological sector, or create a start-up. 

Grado Diseño Gráfico
Grado Diseño Producto
Grado Diseño Espacio
Grado Diseño Experiencias Interactivas

You will have to choose your specialisation for the Undergradute Degree in Design and Innovation before starting the second year. 

When you complete the Degree in Design and Innovation, you will have the knowledge and capacities needed to carry out your professional activity in a wide range of sectors and areas, able to participate in all phases of the design process.  

  • Graphic design: Typography, signage, illustration, corporate image, graphic design, editorial design, art direction, creative direction, data visualisation, packaging, web, digital environment and application design, data and information design, branding and design for advertising.  
  • Product design: Product design, systems and/or services, industrial design, furniture, lighting, automotive design, packaging, objects, accessories… 
  • Interactive Experience Design: Web design, audiovisual design, data visualisation and data processing, user experience design (UX), digital interface design (UI), product design and interactive environment and immersive experience design. 
  • Space design: Interior design (homes, bars, restaurants) commercial space design (retail, visual merchandising, window display), stand design, exhibition design, interventions in public space, event and show scenography, ephemeral creations, interventions in the landscape. 
  • Communication, art direction and creative direction. 
  • Exhibition and event curation 
  • Edition of publications. 
  • Project management, design project management and marketing.  
  • Design and innovation strategy consultancy.  
  • Theoretical and pedagogical development of design: Teaching. 
  • Critique and research.

90% of the students find work in the months following the end of the Degree. In addition, almost 80% would take the degree again. Source: AQU Catalunya.

Some Alumni of the Undergraduate Degree in Design you may know:

  • Verónica Fuerte, Hey Studio
  • Gerard Sanmartí, Lagranja Design
  • Ana Zelich, Mediapro
  • Pau Garcia, Domestic Data Streamers 
  • Raúl Arribas i Gonzalo Sánchez, Kiwi Bravo 
  • Marta Vargas, Spotify
  • Salustià Álvarez, Prada
  • Irene Fiol, Applus
  • Albert Soler, H&M
  • Alex Trochut 
  • Júlia Esqué 
  • Pablo Figuera (Goula Figuera) 
  • Isabel López Vilalta 
  • Juan i Alejandro Mingarro (Brosmind) 
  • Guillermo Santomà 
  • Albert Romagosa 
  • Francesc Vilaró (Diba Studio)

In the fourth year, you will undertake your curricular placements / internships (12 ECTS) in leading companies in the sector. This experience will enable you to learn and acquire the knowledge and resources you will need to enter the professional world. In addition, from the third year (or once you have obtained 120 ECTS credits), you can undertake extracurricular placements to complement your training.

We promote exchange and student mobility, as it enriches your university training. A knowledge of other cultures is of great importance as it allows us to approach design disciplines in different ways and to discover new learning methods.  

At Elisava, we have agreements with the world’s most prestigious universities in design and organise exchange, cooperation and research programmes with over 80 institutions from all over the world, where you will be able to study from your third year onwards. 

We form part of the European mobility programme, Erasmus, as well as Cumulus, a network that brings together the world’s leading institutions in the area of design, with the purpose of promoting international cooperation. We are members of the International Association for Exchange of Students for Technical Experience (IAESTE), of the Council on International Educational Exchange, DESIS Lab and ELIA Art Schools.

The Degree in Design and Innovation takes four years. The first course is made up of basic training subjects where the different disciplines of design are introduced and where you will discover the expression and communication tools that will make up your own language.

In the second year you will have to choose the mention in which you want to specialize. During this year, you will acquire the tools, you will know the materials and you will integrate the techniques of your specialty, as well as the design methodologies applied in disciplinary projects.

In the third year, you will be able to continue delving into the chosen mention or develop a more global profile taking subjects from other mentions. Also in this course, you will be able to participate in transversal projects, carry out curricular internships or take a semester at a foreign university through the Erasmus program.

In the last year, you will have to develop two global projects of a multidisciplinary nature in addition to the Final Degree Project (TFG) where you will demonstrate your personal positioning towards design through a project that integrates and demonstrates all the skills that you will have acquired throughout the Degree in Design and Innovation.

Quality label

Year 1

Semester 1

Discover
The languages of representation and expression as a primary tool for analysis and communication in the field of design. Introduction to the tools and concepts of form, volume, colour, image and matter. 

Design Processes
Introduction to the design process based on methods and processes as tools for researching, devising, developing and solving a design project. 

Introduction to Design
Everything around us has been designed. This page you are reading, for example, or the glasses you are wearing. You will understand design beyond the simple use you already know. You will understand that all design is the result of a complex sequence of decisions and will learn to critically assess the result.  

Fundamentals of Graphic Design
An introduction to the knowledge of visual communication. You will learn about the basic elements of the written language, typography and its associated terminology, the composition of words and their correct location in the paragraph. You will understand the importance and versatility of grids and will design a publication. 

Fundamentals of Product Design
An introduction to product design by way of a series of projects, ranging from the design of an everyday object to wooden furniture. You will apply the concepts of form and function, as well as materials and production processes and the communication and representation of product design. 
 

Semester 2 

Constructing
The technical codes and visual elements used by the language of design to communicate according to standardised schemes. Analytical and descriptive drawing incorporating the manipulation of materials, in order to take the plan to the third dimension. Identify and develop a language of their own.

Introduction to the Transversal Project
Development of a transversal project for all subjects, applying the relevant methods and processes to the different phases of design. Incorporate the methodology of the transversal project into each student's own design process. 

Histories of Design
In a world of continuous, high-speed transformation, reconsidering the limits, responsibilities and competencies of design is fundamental. To do this, it is essential to have an understanding of what has happened until now, to understand all those designs and their contexts (professional, production-related, artistic, cultural, economic) that have come before us and which, in a certain way, have developed an idea of what design means. You will learn to formulate your projects according to your own criteria, based, among other things, on a knowledge of the relevant designs that have served as precursors. 

Fundamentals of Space Design
An introduction to the planning process for creating spaces through the design of a single-person living space. You will learn to formalise an idea, experience composition through axes, symmetries, proportions, hierarchy and rhythm. You will also address aspects like distribution, functions, materiality and spatial relationships between empty and filled spaces, aspects that contribute to the expression of our senses and emotions.  

Fundamentals of the Design of Interactive Experiences
You will learn to design tangible interfaces and to programme sound and image. You will design and produce an interactive project with physical interfaces and audiovisual materials. You will undertake an interactive exhibition through the use of collective gaming.

Year 2 - Product Design

Semester 3

Context and User
 
Sociological approach to design, learning methodologies of analysis, ethnographic tools for observation in the urban environment and ethical-political fit of design processes.

Workshop I. Craft Materials and Processes
Learning of primitive and artisanal processes and materials. First industries. Theoretical and practical exercises to learn and experiment with processes and materials. 

Communication I. Product Drawing and Representation
Learning the basic communication tools. Decoding an idea: From the mental projection to the three-dimensional vision of what is projected. From drawing on paper to 3D representation with computer tools.

Project I. Product Design
From hand to human. Conceptualization, design and construction using knowledge of processes and materials. Two projects are developed (breakfast set built in clay and wood, and home furniture design).

Contemporary Art and Product Design
Research of the historical references of product design. Analysis of reference pieces in product design, how and why they became referents. Analysis of the economic, political and social context to understand the evolutionary trend of contemporary product design.


Semester 4

Design and Technology

Critical reflection on technology based on the reading of texts and case studies. Main lines of thought on technology, science and epistemology in relation to four axes: nature-culture, feminist perspectives, postcolonial location and environmentalist theories.

New Social and Economic Models
Basic concepts of the global economy: market economy; traditional-artisanal versus capitalist systems; supply and demand and economic liberalism; Marxism and planned economies; ethical and social implications of models and systems; economics and sustainable development. Production and economic models: analysis of geopolitical conditioning factors. Consumption models from the concrete study of global cases: from the tracing of raw materials to their placement on the market, including the location of production centers.

Workshop II. Industrial Processes and Digital Fabrication
Learning through theoretical and practical exercises to learn and experience new industrial processes and materials, digital fabrication technologies and new materials.  Communication II. Product Photography and Art Direction
Learning the communication tools to express an idea. Aesthetic positioning. Creative tools to communicate a project through photography and art direction.

Project II. Product Design
From human to machine. Approach to speculative and technological product design. Specific project methodologies to design prospective proposals. New Realities: Rethinking Post-COVID 2025 and Global Warming 2030 scenarios. Technology and well-being: Design of products through the monitoring of health data to improve people's lives.

Year 2 - Graphic Design

Semester 3

Context and User
 
Sociological approach to design, learning methodologies of analysis, ethnographic tools for observation in the urban environment and ethical-political fit of design processes.

Workshop I. Typography and Technical Processes
Study and practice of typographic technique, letter drawing, hierarchization of information, analysis of the reading experience, pertinence of the use of typographic fonts. Establishment of the principles and theoretical framework of graphic production.

Communication I. Formats
Practice in the communicative formats of graphic design to master visual languages and develop representational skills through a typographic and an illustration project.

Project I. Graphic Design
Learning and development of the project methodologies of graphic design. Development of 5 types of projects (book cover, album cover, magazine, label, poster or tote bag), posing different scenarios involving specific requirements for users, formats and printing techniques.

Contemporary Art and Graphic Design
Research on the historical references of graphic design. Analysis of the causes and effects produced by social, economic and political changes in mass communication. Study of the evolution of the techniques developed by the graphic industry and their repercussions on messages.


Semester 4

Design and Technology
Critical reflection on technology based on the reading of texts and case studies. Main lines of thought on technology, science and epistemology in relation to four axes: nature-culture, feminist perspectives, postcolonial location and environmentalist theories.

New Social and Economic Models
Basic concepts of the global economy: market economy; traditional-artisanal versus capitalist systems; supply and demand and economic liberalism; Marxism and planned economies; ethical and social implications of models and systems; economics and sustainable development. Production and economic models: analysis of geopolitical conditioning factors. Consumption models from the concrete study of global cases: from the tracing of raw materials to their placement on the market, including the location of production centers.

Workshop II. Typographic Composition and Materials
Advanced text composition, kerning control, tracking and P&J, design and use of complex grids and typographic font design. Knowledge and recognition of materials, supports for graphic production and their relationship with production systems.

Communication II. Strategies 
Exploration of communicative formats of graphic design: photographic art direction and audiovisual art direction.

Project II. Graphic Design
Learning the structure of the phases of a project: from the research and analysis of a specific assignment, to the study of graphic systems, the application on different supports, and finally the phase of standardization and production.

Year 2 - Interactive Experiences Design

Semester 3

Context and User
 
Sociological approach to design, learning methodologies of analysis, ethnographic tools for observation in the urban environment and ethical-political fit of design processes.

Workshop I. Creative Code
Basic learning of creative programming from different programming languages such as Processing and Python or the use of algorithms for writing code-based programs capable of producing generative visual results.

Communication I. Audiovisual Narratives
Learning the basic techniques for the creation of audiovisual narratives. From storytelling to storyboarding. Basic approach to art direction, from analog to digital still life.

Project I. Design of Interactive Experiences
Critical reflection on digital behavior, technologies and the use of social networks with the aim of developing a project about their impact on the personal and social.

Contemporary Art and Interactive Experiences Design
Research on the referents of interactive experience design. Analysis and exploration of the causes and effects produced by gestures, behaviors, habits, emotions and affections that digital environments produce in our personal and collective life.

Semester 4

Design and Technology
Critical reflection on technology based on the reading of texts and case studies. Main lines of thought on technology, science and epistemology in relation to four axes: nature-culture, feminist perspectives, postcolonial location and environmentalist theories.

New Social and Economic Models
Basic concepts of the global economy: market economy; traditional-artisanal versus capitalist systems; supply and demand and economic liberalism; Marxism and planned economies; ethical and social implications of models and systems; economics and sustainable development. Production and economic models: analysis of geopolitical conditioning factors. Consumption models from the concrete study of global cases: from the tracing of raw materials to their placement on the market, including the location of production centers.

Workshop II. Design of Tangible Interfaces
Conceptualization, design and construction of a prototype that, from its different components, allows to acquire knowledge about creative programming with Arduino, electronic circuits, and the manufacture of interactive objects to relate the physical world with the digital world.

Communication II. Interactive Environments
Creation of audiovisual pieces to communicate a project of interactive experiences, taking into account the art direction, to reflect the aesthetic load of the stories in relation to the concepts to be communicated.

Project II. Design of Interactive Experiences
Theoretical and practical approach to the design of objects and interactive physical interfaces. Review of concepts and theoretical perspectives and tour of interactive projects in the field of design, digital arts and electronic arts. Ideation and construction of a physical interface that responds to possible future scenarios.

Year 2 - Space Design

Semester 3

Context and User
 
Sociological approach to design, learning methodologies of analysis, ethnographic tools for observation in the urban environment and ethical-political fit of design processes.

Workshop I. Materials and Constructive Components
Experimentation with the different families of materials through physical models, study of the constructive components, from the theoretical study to its implementation in the project.

Communication I. Representation of Space
Techniques of space representation through analog and digital drawing and the three-dimensional materialization of the physical model. From sketches and conceptual models to plans and scale models.

Project I. Space Design
Process of analysis and synthesis to create 3 space design projects (approach to the concept and space of the individual with a single material, project of space for collective use and project of more complex multilevel shared living spaces). 

Contemporary Art and Space Design
Research and analysis of the referents of the culture of the space project. Practical exercises of interpretation and understanding of space design referents. Film workshop to learn how to look at and narrate space, through photography, editing, sound and the direction of a short film.


Semester 4

Design and Technology
Critical reflection on technology based on the reading of texts and case studies. Main lines of thought on technology, science and epistemology in relation to four axes: nature-culture, feminist perspectives, postcolonial location and environmentalist theories.

New Social and Economic Models
Basic concepts of the global economy: market economy; traditional-artisanal versus capitalist systems; supply and demand and economic liberalism; Marxism and planned economies; ethical and social implications of models and systems; economics and sustainable development. Production and economic models: analysis of geopolitical conditioning factors. Consumption models from the concrete study of global cases: from the tracing of raw materials to their placement on the market, including the location of production centers.

Workshop II. Details and Construction Systems
Workshop to learn details and constructive systems, and to carry out the sustainability control of a project (environmental and welfare impact in the context of space).

Communication II. Space Narratives
Knowing the different ways of communicating a space project: its values, its formal aspects and its strategic positioning. Memory, synthesis images (3D layout and rendering) and video.

Project II. Space Design
Development of methodologies that allow defining the project of spaces for public use in its different phases, from the relationship with the place at a physical, cultural and social level, to the distribution of spaces and construction details.

Year 2 - Common subjects

Semester 3

Context and User

Sociological approach to design. You will learn analysis methodologies and you will acquire ethnographic tools for observation in the urban and ethical-political fields of design processes.

 
Semester 4

Design and technology

Critical reflection on technology based on reading of texts and case studies. You will know the main lines of thought on technology, science and epistemology in relation to four axes: nature, culture, feminist perspectives, postcolonial location and environmental theories.

New Social and Economic Models
Basic concepts of the global economy: market economy; traditional-artisan systems versus capitalist system; supply and demand and economic liberalism; Marxism and planned economies; ethical and social implications of models and systems; economy and sustainable development. Productive and economic models: analysis of geopolitical conditions. Consumption models from the specific study of global cases: from tracking of raw materials, to their placing on the market, through the location of production centers.

Year 3

Semester 5

Material Experimentation 
Material experimentation to foster creative design processes. Emerging methodologies for the exploration of materials, technologies and processes, from craft, industry or digital fabrication for the conceptualization of proposals.

Personal Identity 
Personal exploration of interests and concerns to formulate a project from its inception, with the aim of conducting personal research and develop a personal identity applied to the portfolio.

Personal Project 
Development of personal projects from their initial formulation to their final result. Introduction to techniques for defining a project proposal, contemplating personal identity and the area of impact of the proposal. 

Critical Theories
Theory is project and every project is also theory. Reflection on the need to understand technology in a different way in order to learn or recover those other technologies that, because they are distant in time or because they are alien to the Western tradition, have been too long despised. 


Semester 6

Visual Experimentation 
Space for visual experimentation through formats, techniques, materials and supports, both for the creation of a personal language in the design process, as well as for the communication of projects in an innovative way.

Crossover Project 
Development of cross-cutting projects: working with teams with different design specialties and interpretation of knowledge from different fields. Communication strategies using different media.

Context Project
Design of projects with companies and institutions to deepen a professional field of design. Methods and tools for decision making and time management.

Year 4

Semester 7

Transversal Project
Projects with multidisciplinary teams to address complex challenges, collaborating with context agents to design possible futures.

Research and Design 
Beginning of the Final Degree Project research, exploration of one's own skills and interests and of current and future trends for the definition of a final project proposal.

New Trends
Experimental methods to investigate the past, analyze the present and project the future: speculative design, sociological impact, dynamics and trends. Detection of indicators, weak signals, opportunities, scale, resources, scenarios.

Design Management
Overview of design studios and departments: typologies in business terms, professional profiles and roles. Team organization models: organization chart and flexible models, field work, interviews to studios or design departments.


Semester 8 

External internships
Internships in companies and institutions performing design tasks through teamwork, while gaining experience in the work environment.

Final Degree Project
Development of the Final Degree Project based on the student's own proposal or in collaboration with institutions, companies or research centers. The project must have a theoretical foundation, a research methodology and a final presentation.

Communication and Academic Writing
Tools and strategies for visual, oral and written communication of a project, aimed at the scientific community and society in general.

Dr. Albert Fuster
Albert Fuster

Dr. Albert Fuster

Academic Director
Dr. Danae Esparza
danae_esparza

Dr. Danae Esparza

Head of Studies
Dr. Daria de Seta
daria_deseta

Dr. Daria de Seta

Spatial Design Area Coordinator 
Luis Eslava
Luis Eslava

Luis Eslava

Coordinator of the Product Area
Raúl Goñi
Raúl Goñi

Raúl Goñi

Coordinator of the Interactive Experiences Area
Dr. Francesc Ribot
francesc_ribot

Dr. Francesc Ribot

Coordinator of the Graphic Design Area
Mariana Eidler
Mariana Eidler

Mariana Eidler

Study Abroad director and Food Design Lab director
Salvador Fàbregas
salva_fabregas

Salvador Fàbregas

Coordinator fo the Tools, Materials and Techniques Area
Dr. Ramon Faura
Ramon Faura

Dr. Ramon Faura

Social and Experimental Sciences Area Coordinator
Cristina Taverner, PhD
Cristina Taverner

Cristina Taverner, PhD

Academy – Business Relations Area
Professor of the Product Design Area 
Dr. Paolo Sustersic
Dr. Paolo Sustersic

Dr. Paolo Sustersic

Professor of the Context Area
Professor of the Spatial Design Area
Dr. Juan Jesús Arrausi
juan_arrusi

Dr. Juan Jesús Arrausi

Coordinator of the Pedagogical Area
Laura Quesada
laura_quesada

Laura Quesada

Professor of the Tools, Materials and Techinques Area
Dr. Roger Paez
roger_paez

Dr. Roger Paez

Co-director of Master in Ephemeral Architecture and Temporary Spaces
Tona Monjo
tona_monjo

Tona Monjo

Professor of the Undergraduate Degree in Design
Joaquim Matutano
MATUTANO

Joaquim Matutano

Co-director of the Master’s Degree in Interior Design
Director of the Postgraduate in Interior Space Design: Private Perimeters
Ramón García
ramon_garcia

Ramón García

Professor of the Spatial Design Area
Dr. Romualdo Gondomar
romualdo_gondomar

Dr. Romualdo Gondomar

Professor of the Tools, Materials and Techniques Area
Professor of the Product Design Area 
Dr. Rafael Pozo
rafael-pozo-ok.png

Dr. Rafael Pozo

Professor of the Graphic Design Area
Dr. Toni Llàcer
toni_llacer

Dr. Toni Llàcer

​​​​​​​Professor of the Context Area
Dr. Ariel Guersenzvaig
Ariel

Dr. Ariel Guersenzvaig

Director of the Master's Degree in Design and Management of User Experience and Digital Services
Ricard Ferrer
ricard ferrer

Ricard Ferrer

Director of the Master's Degree in Furniture Design
Stefano Colli
stefano-colli-ok.png

Stefano Colli

Professor of the Spatial Design Area
Gastón Lisak
Gastón Lisak

Gastón Lisak

Professor of the Global Projects Area
Martín Azúa
martin_azua

Martín Azúa

Professor of the Product Design Area
Jordi Sàbat
jordi_sabat

Jordi Sàbat

Professor of the Tools, Materials and Techniques Area