Arts and Humanities
Undergraduate Degree in Design and Innovation
The Undergraduate Degree in Design and Innovation provides you with the necessary tools, knowledge and resources to maximise your abilities and to learn how to use design as a reflection and personal positioning tool.
Presentation and objectives
Branch of knowledge
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
Course 1 and 2 - from 9am to 2:30 pm
Course 3 and 4 - morning or afternoon (depending on electives)
Start date
September
Idioma
Catalan / Spanish
Some subjects in English
Places of new access
175
Credits
240 ECTS
(60 ECTS per academic year)
Price
161 €/ECTS
Financing and grants
Minimum grade
5
At Elisava we want to train designers with a creative profile, with critical thoughts, with an exploratory vision of the world, who are capable of questioning and talking with other agents of the social, productive, scientific or cultural environment crosswise. We also want them to have a great decision-making capacity and influence in the strategy definition to create, develop and implement new elements of communication, services, products or environments for the society.
Study design in Barcelona
We believe in "doing" as an engine for change and innovation. Therefore, our educational model is based on project work, where all disciplines coexist and combine to obtain the most original and disruptive results possible. In the Elisava's Degree in Design and Innovation you will learn to generate ideas and overcome challenges that shape new paradigms and realities. We think of the School as a hub of connections and, therefore, we encourage and strengthen relationships with the business and institutional fabric, the design and engineering professionals and our alumni. Thus, you will have at your disposal a network of national and international contacts of first line, whether are taking an internship, participating in projects or doing an Erasmus programme.
Are you one of those who spend the day drawing on the margins of napkins? Are you interested in the analysis of color, light and shape? Do you like to rethink spaces and their functionalities? The Degree in Design of Elisava is made to your needs.
Degree in Design and Innovation objectives
The Degree in Design and Innovation puts at your disposal all the tools for you to become a designer or designer capable of solving problems and meet the needs of the individual's relationship with their environment, as well as using design as a tool for reflection and personal positioning.
Recommended admission profile
Do you want to study design? If you want to enrol in this programme, it's important that you have a great intellectual curiosity and an interest in understanding the complexity of the world. We also consider personal attitudes related to the capacities of representation, analysis, synthesis and communication, and we believe it is essential to have technical-artistic skills, as well as willingness and desire to work as a team. Are the disciplines that fit you best the ones related to arts and humanities? We value the interest in arts, humanities and social sciences, as well as creativity, imagination, innovation and interest in continuous learning. If you feel identified, you only need to have a good command of your own language and a good base in a foreign language.
Competencies
At the end of the Undergraduate Degree in Design and Innovation you will have the necessary knowledge and competences to develop your working activity in a wide-range of sectors and to participate in all phases of the design process:
- You will define your personal positioning of design from a social, environmental, political, ethical and aesthetic vision.
- You will design scenarios to foresee future needs.
- You will talk with professionals of other fields (Technicians, Artists, Scientifics…), and manage your own knowledge of other fields in a resolutive way.
- You will experiment with materials, processes and techniques to give value to the design project.
- You will develop design projects in different working fields, as a freelance or in any business or institutional model.
- You will effectively inform in each one of the design project phases.
- You will apply the knowledge of the different design fields adapted to the evolution and the needs of the professional context.
Mentions
Product Design
If you study this specialty of the Degree in Design and Innovation, you will obtain extensive knowledge in product design and/or industrial design. You will delve into fields such as furniture, lighting, automotive, packaging and object and accessory design. Also in the design of products, systems and services.
Graphic Design
This specialty of the Degree in Design and Innovation will train you as a competent professional and will allow you to acquire the necessary knowledge and experience in the field of graphic design and visual communication. You will be able to delve into areas such as art direction, corporate image, editorial design, web and application design, data and information design, packaging, illustration, typography or signage.
Interactive Experiences Design
Choose this specialty of the Degree in Design and Innovation if you want to become an expert in the design of interaction and interactive experiences (web design, audiovisual design, multimedia design, user experience design, digital interface design, product design and interactive environments ).
Space Design
This is the specialty of the Degree in Design and Innovation that you must choose if you want to become an expert professional and competent in the design of interior spaces -houses, bars, restaurants-, but also in the design of stands, exhibitions, interventions in the public space, scenography of events and shows, ephemeral montages or shop window design.
You must choose your mention of the Degree in Design and Innovation before starting the second year. During the third year you will be able to delve into the discipline you have chosen or create a more versatile profile by taking subjects of other mentions.
Career Opportunities
Upon completion of the Undergraduate Degree in Design and Innovation you will have the necessary knowledge and skills to develop your work activity in a wide range of sectors and areas, participating in all phases of the design process:
- Spatial Design (interior spaces - bars, restaurants, homes ... -, design of stands, exhibitions, interventions in public space, scenography, ephemeral assemblies, window dressing).
- Product design and/or industrial design (furniture, lighting, automotive, packaging, objects and accessories, products, systems and services).
- Graphic design and communication (art direction, corporate image, editorial design, web design, application design, information design, packaging, illustration, typography, signage).
- Design of interactive experiences and interaction (web design, audio-visual design, multimedia, user experience, design of digital interfaces, product design and interactive environments).
- Education and research in design (criticism, research, theoretical and pedagogical design development).
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: estudis.aqu.cat/dades/web/inici
Some Alumni of the Undergraduate Degree in Design you may know:
- Verónica Fuerte from Hey Studio
- Gerard Sanmartí from Lagranja Design
- Ana Zelich from Mediapro Exhibitions
- Pau Garcia from Domestic Data Streamers
- Raúl Arribas and Gonzalo Sánchez from Kiwi Bravo
- Marta Vargas from Spotify (Suecia)
- Salustià Álvarez from Prada (Italia)
- Irene Fiol from Applus
- Albert Soler from H&M
- Alex Trochut (owned Studio – New York)
Internships and projects
The collaboration with the business and institutional sector is part of the day to day of the School. That is why, during the four years of the Undergraduate Degree in Design and Innovation, you will have the opportunity to participate in academic projects, workshops and other activities carried out in collaboration with companies and institutions such as Hard Rock Café, Sony, Swarovski, HP, Desigual, Danone, SEAT, Santa & Cole, Sónar, Mira, MACBA, Fundació Arrels, Desis Network and Victoria & Albert Museum. In addition, from the 3rd course (or when you have 120 credits), you will have the opportunity to take curricular and/or extracurricular internships in frontline companies so that you can enter the labour market with all the necessary knowledge and resources.
International mobility
At Elisava we believe that the exchange and mobility of students and professors enrich university education and, therefore, we promote the international relations of the School with other educational centres, universities and research centres around the world. Currently, we have agreements with more than 70 of the most recognised and influential universities in the world of design and engineering worldwide.
Study plan
Undergraduate Degree in Design and Innovation (UVic-UCC, from the 2021-22 academic year)*
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.
*Title verified by AQU Catalunya.
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
Introduction to the world of design with all its aesthetic, functional, technical and cultural complexity. First understanding of the current context to acquire a personal view, based on design concepts.
Fundamentals of Graphic Design
Introduction to the processes and languages of Graphic Design from the knowledge and development of its own codes. Use of the basic and common elements that underpin the principles of design.
Fundamentals of Product Design
Introduction to the processes and languages of Product Design from the knowledge and development of its own codes. Use of the basic and common elements that underpin the principles of 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
To learn about significant designs that have changed the history of design and our ways of living and being in the world. To learn to articulate critical discourses, taking into account their historical context (art, culture, society, etc.) in order to better understand the present and propose a project for the future. To study the link between design and the main artistic and philosophical currents.
Fundamentals of Space Design
Introduction to the processes and languages specific to the mention of Space Design from the knowledge and development of their own codes. Use of the basic and common elements that underpin the principles of design.
Fundamentals of the Design of Interactive Experiences
Introduction to the processes and languages proper to the mention of Interactive Experience Design from the knowledge and development of its own codes. Use of the basic and common elements that underpin the principles of design.
Semester 3
Workshop I
- Graphic Design: 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.
- Product Design: 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.
- Design of Spaces: 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.
- Design of Interactive Experiences: 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
- Graphic Design: Formats
Practice in the communicative formats of graphic design to master visual languages and develop representational skills through a typographic and an illustration project.
- Product Design: 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.
- Space Design: 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.
- Interactive Experience Design: 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
- 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.
- 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).
- 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).
- 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 Design
- 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.
- 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.
- 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.
- Design of Interactive Experiences: 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.
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.
Semester 4
Workshop II
- Graphic Design: 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.
- Product Design: 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.
- Design of Spaces: 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).
- Design of Interactive Experiences: 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
- Graphic Design: Strategies
Exploration of communicative formats of graphic design: photographic art direction and audiovisual art direction.
- Product Design: 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.
- Space Design: 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.
- Designing Interactive Experiences: 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
- 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.
- 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.
- 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.
- 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.
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.
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.
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.
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