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Human-Machine Interaction

Details
Category: Discipline
  • Não
  • The Human-Machine Interaction UC aims to provide students with the skills to understand and design the interaction between human and machine, given that today we live in an increasingly digital age. This allows them to improve the way and usability in which people can work, communicate and interact with each other in a modern society with the help of computers, thus recognizing the importance that interfaces have as a decisive factor in their interaction.
  • Semestral
  • Avaliação comporta numa apresentação final sobre os conteúdos aprendidos em aula, além de um teste escrito sobre a matéria abordada. Caso seja necessário adpatar o momento de avaliação (teste escrito) para outro tipo avaliação, poderá ser feita através de inserção do projeto com a devida apresentação  sobre os conteúdos acima abordados.

    As datas serão definidas de acordo com os alunos e docente para evitar sobreposição da mesma.

    A apresentação do projeto/apresentação final, será realizada no último dia de aulas do semestre lectivo.

  • Introduction to the HMI (Human-Machine Interaction) case study - what it is and what it is used for, what its relationship is with people and computers; Definitions of human factors, psychology and design of interactive systems, design and conception of interaction; Human vs. Computer - Identification of the requirements and needs of today's world between machines and human beings, case studies of their interaction; Mental and conceptual models and screen design - participatory, web and mobile designs and their usability and navigation models and their respective color formats; Task analysis and human-machine interaction - cultural factors and interaction theory vs. H-M; Prototyping - identifying problems and their tools and layouts (styles, flowcharts, wireframes, libraries, widgets, etc); Usability and testing - Testing tools and evaluation design standards. Evaluation techniques and their heuristics - methodologies and their evaluations.
  • Understand and get to know the various philosophies in interface design, as well as the human being and their cognitive functions in influencing the interaction between them and the computer/machine; Introduce the complexity of the various languages used by machines during their use, which the human being has to learn in order to be able to use them efficiently; Learn the design methodologies that facilitate the design of interfaces and satisfactory user experiences when interacting with the machine; Learn to plan, design and create usability evaluation studies throughout the software development cycle; Create and develop high-fidelity prototypes and collect feedback from the target audience through interfaces, functionalities, usability, testing and evaluation of the final product; Understand and develop more general skills such as critical thinking, the ability to work in groups and oral and written communication skills.  
  • Mandatory
  • The lessons will include a detailed theoretical exposition of the fundamental concepts, principles and techniques, with the aim of discussing proposals made by the lecturer during the course of the lesson. The main aim is to make the link between theoretical concepts and their more practical application in the discipline, using real examples as demonstrations.
  • Português
  • Slides disponibilizados pelo docente da disciplina; Recursos Didáticos e Laboratório de Informática; NORMAN, Don, The Design of Everyday Things: Revised and Expanded, Basic Books, 2013; PREECE, J., Rogers, Y., & Sharp, H., 4th edition, Interaction Design - Beyond human computer interaction, John Wiley & Sons, Inc., 2014; SCHNEIDERMAN, B., PLAISANT, C., COHEN, M., JACOBS, S., ELMQVIST, N., DIAKOPOULOS, N., Designing the User Interface: Strategies for Effective Human- Computer Interaction - 6th Edition, Pearson, 2016.
  • 4
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  • 3
  • 2
  • IPLUSO6378-7301
  • Human-Machine Interaction
  • 7301
  • 6378
  • Development for the Web and Mobile Devices

Information Systems Project Management

Details
Category: Discipline
  • Não
  • Main theme is the project management based on the PMBOK® 7th ed.(PMI)(processes and support knowledge areas); Scope: Information Systems, involving IT project management Focus: People (soft skills), Processes and areas of knowledge.  
  • Semestral
  • Descrição dos instrumentos de avaliação (individuais e de grupo) ¿ testes, trabalhos práticos, relatórios, projetos... respetivas datas de entrega/apresentação... e ponderação na nota final.

    Exemplo:

    Descrição

    Data limite

    Ponderação

    Teste de avaliação

    12-01-2026

    45%

    Trabalho de grupo

    05-01-2026

    40%

    Apresentação e analise de um artigo academico no âmbito da Gestão de Projectos

    15-12-2025

    15%

     

    Adicionalmente poderão ser incluídas informações gerais, como por exemplo, referência ao tipo de acompanhamento a prestar ao estudante na realização dos trabalhos; referências bibliográficas e websites úteis; indicações para a redação de trabalho escrito...

     

  • CP1: Project management: concepts, organization and management, success factors, standardization and life cycle; CP2:  Project manager; individual competences for the GP; CP3:  Main paradigms in GP; Agile Methods vs Traditional Methods (waterfall); CP4: Main bodies and certifications in GP and existing references. Presentation of the PMBOK (PMI) framework: processes and knowledge areas of the PM; CP5: People Domain; Leadership Styles, Leadership Practices, Communication, Motivation and Team Development, Conflict Management, Emotional Intelligence; CP6: Domain of Processes within the project life cycle; initiation, planning, execution, monitoring and control, and closure. Preparation of management plans: scope, schedule, costs, quality, resources, communications, acquisitions, risks and stakeholders; CP7: Agile project management (Scrum Method): Definition, values, Scrum cycle, Scrum roles, iterations, product backlogs, sprints, cost control.
  • OA1: Define and relate some of the main concepts of project management (PM), including the stakeholders    involved, and what are the main competencies of a project manager; OA2: Acquire skills in the area of ¿¿soft skills according to the international standardization reference of PMBOK(PMI); OA3: Identify existing project types, as well as their main phases, within the scope of their life cycle; OA4: Describe the main processes and areas of PM knowledge according to the PMBOK (PMI) international standardization framework, as well as the main PM typologies; OA5:  Identify and define requirements, as well as the main documents that accompany a project; OA6: Define and sequence the activities of a process through CPM / PERT techniques and analyze the critical path; OA7: Use a project management tool (e.g., Microsoft Project, Project Libre);
  • Mandatory
  • It consists of: (1) theoretical - practical sessions lasting four hours, in which teaching has a practical orientation, with the resource whenever pertinent to problem solving / Case Studies and in whose discussion the participation of students will be requested ; (2) theoretical exposition, complemented with problem solving and application of theory to practical situations in the context of project management; (3) and teaching fundamentally uses: (i) the expository and demonstrative pedagogical method; (ii) problem solving; (iii) and group discussion.   The evaluation is carried out through a theoretical test (45% of the final grade), a group work, related to a project plan, in turn, based on a case study previously provided by the teacher (40% of the final grade) and an analysis of an academic article (chosen by the student but with the prior approval of the teacher), related to project management (15% of the final grade).
  • Português
  • PMBOK (2021). A Guide to the Project Management - Body of Knowledge, 7 th ed., Project Management Institute (PMI). Miguel, António (2019). Gestão Moderna de Projetos - Melhores Técnicas e Práticas, FCA. Slides/Folhas de apoio disponibilizadas pelo docente no âmbito da gestão e avaliação de projetos. Pinto e Tscharf (2019). SCRUM A Gestão Ágil de Projetos, FCA. ICB4 (2015). Referencial de Competências Individuais para Gestão de Projetos, Programas e Portefólios, v. 4.0 Português (APOGEP), Internacional Project Management Association (IPMA).
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  • 5
  • 2
  • IPLUSO6378-11132
  • Information Systems Project Management
  • 11132
  • 6378
  • Development for the Web and Mobile Devices

Innovation and Entrepreneurship

Details
Category: Discipline
  • Não
  • The ‘Innovation and Entrepreneurship’ course focuses on raising and cultivating an entrepreneurial mindset, integrating innovative thinking with specific technical skills in each area. The range of topics covered in this course includes identifying market opportunities, developing innovative ideas, and turning those ideas into products with a focus on digital services. The field of intervention covers concepts of management, digital marketing, social and organisational psychology, rapid prototyping, and business model validation. In the current context of rapid digitisation and constant technological evolution, having skills in entrepreneurship and innovation is crucial. This course is particularly relevant: equipping students not only to be technical professionals, but also leaders and innovators in the digital world.
  • Semestral
  •  

    Descrição

    Data limite

    Ponderação

    Reflexão escrita 1 (individual)

    29-10-2025

    7,5%

    Reflexão escrita 2 (individual)

    10-12-2025

    7,5%

    Apresentação de pitch (pequeno grupo)

    26-11-2025

    15%

    Projeto final e apresentação (pequeno grupo)

    05-01-2026 (entrega)

    07-01-2026 (apresentação)

    25%

    Teste 14-01-2026 20%
    Participação nas dinâmicas durante a UC 15%

     

  • 1. Fundamentals of Entrepreneurship and Innovation Fundamental concepts, historical evolution, entrepreneur profiles, and main typologies in the contemporary context.   2. Identifying Opportunities Market analysis, trends, and identification of needs and underexploited niches Analysis of social and organisational behaviour in identifying opportunities.   3. Financing and Investor Relations Sources of capital, proposal preparation, and recommended practices for presentation and communication in pitching contexts.   4. Project Management and Leadership Organisational tools, agile methodologies, and principles of coordination and teamwork applied to innovative projects.   5. Challenges and Case Studies Analysis of real cases, identification of critical success factors, and reflection on transferable learning for projects developed by students.
  • Knowledge Students should develop and acquire a thorough understanding of the fundamental principles of entrepreneurship and innovation, becoming able to identify opportunities and generate, develop, and validate ideas with market potential. Skills Over the course of the learning process, students will develop the ability to create and validate business models, use rapid prototyping techniques for digital products or services, and apply digital marketing strategies tailored to the positioning and growth of the solutions they develop.   Competencies Students will be trained to lead innovative projects, make informed strategic decisions and adapt to constantly changing environments. At the end of the course, students will be prepared to face real market challenges, create valuable technological solutions and position themselves as leaders and agents of innovation in the digital industry.
  • Mandatory
  • Problem-Based Learning (PBL) : Proposing real market challenges, encouraging students to find creative and applicable solutions. Simulations and Role-Playing : Activities where students take on the roles of entrepreneurs, investors or customers, experiencing business scenarios. Mentoring and Networking : Interaction with established professionals and real entrepreneurs, providing valuable insights and connections.
  • Português
  • Correia,  V., & Martens, P. (2020). Empreendedorismo digital e gestão de projetos: uma revisão sistemática da literatura. Iberoamerican Journal of Project Management, 11(1), 01-24. https://submissao.singep.org.br/8singep/arquivos/263.pdf Jablin, F. M., & Putnam, L. (1990). Organizational communication. Human communication: Theory and research, 156-182. https://www.researchgate.net/profile/Noshir-Contractor/publication/274073759_Emergence_of_Communication_Networks/links/551472f00cf283ee083622a6/Emergence-of-Communication-Networks.pdf Robbins, S. P., & Judge, T. (2009). Organizational behavior. Pearson South Africa. Willness, C., & Bruni-Bossio, V. (2017). The curriculum innovation canvas: A design thinking framework for the engaged educational entrepreneur. Journal of Higher Education Outreach and Engagement, 21(1), 134-164. https://openjournals.libs.uga.edu/jheoe/article/view/1320
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  • 0
  • 4
  • 2
  • IPLUSO6378-10784
  • Innovation and Entrepreneurship
  • 10784
  • 6378
  • Development for the Web and Mobile Devices

Interface Design

Details
Category: Discipline
  • Não
  • The Interface Design course aims to develop visual and aesthetic skills for creating effective and appealing digital interfaces. With a focus on design for web and mobile devices, it explores the fundamentals of visual composition, color theory, typography, iconography, and the use of images. Through practical activities and applied projects, students will learn to create visually striking, functional, and emotionally engaging interfaces, always respecting the principles of usability, accessibility, and the latest trends in digital design.
  • Semestral
  •  

    Descrição

    Data limite

    Ponderação

    Realização de exercícios/trabalhos práticos em aula

    várias datas

    40%

    Projecto final

    Final do Semestre

    60%

     

     

     

     

  • Description of contents 1. Fundamentals of Interface Design Principles of composition, visual hierarchy, typography and color applied to digital design. 2. Color Theory and Color Psychology Application of colors to influence emotions and behavior, with a focus on accessibility. 3. Typography in Digital Interfaces Typographic hierarchy, legibility and good practices in choosing fonts for web and mobile. 4. Iconography and Images Use of icons, images and graphics to improve the visual experience and functionality. 5. High Fidelity Prototyping Creating detailed and interactive prototypes using digital design tools. 6. Accessibility and Evaluation Testing and improving interfaces to ensure inclusion and aesthetic quality.
  • The Interface Design course aims to enable students to develop the knowledge, skills, and competencies essential for creating effective and visually appealing digital interfaces. Students will learn the fundamentals of visual design, including composition, color, typography, and iconography, applying these principles to web and mobile design. They will be enabled to create high-fidelity prototyping, develop microinteractions, and critically evaluate interfaces for usability, accessibility, and aesthetics. The course emphasizes user-centered design, enabling students to solve problems creatively, collaboratively, and innovatively. They will also acquire skills in emerging visual trends, as well as learn how to integrate accessibility and manage design projects.
  • Mandatory
  • Student-centered problem-based learning (PBL) is proposed, involving groups of students working together to solve a real-world problem. Students are encouraged to understand concepts through problem-solving skills. Students will have the opportunity to develop skills related to teamwork, project management, oral and written communication, self-awareness and evaluation of group processes, critical thinking and analysis, explaining concepts, self-directed learning, applying course content to real-world examples, research and information literacy, and problem-solving across disciplines.
  • Português
  • Garrett, J. J. (2010). The elements of user experience: User-centered design for the web and beyond (2nd ed.). New Riders. Krug, S. (2014). Don't make me think, revisited: A common sense approach to web usability (3rd ed.). New Riders. Lidwell, W., Holden, K., & Butler, J. (2010). Universal principles of design (Revised ed.). Rockport Publishers. Norman, D. A. (2013). The design of everyday things: Revised and expanded edition. Basic Books. Moggridge, B. (2007). Designing interactions. MIT Press. Lupton, E. (2015). Graphic design: The new basics (2nd ed.). Princeton Architectural Press. Marcus, A. (2016). Designing user interfaces for an aging population: Towards universal design. Morgan Kaufmann. Cooper, A., Reimann, R., Cronin, D., & Noessel, C. (2014). About face: The essentials of interaction design (4th ed.). Wiley.
  • 4
  • 0
  • 4
  • 2
  • IPLUSO6378-23529
  • Interface Design
  • 23529
  • 6378
  • Development for the Web and Mobile Devices

Mobile Device Programming

Details
Category: Discipline
  • Não
  • The Mobile Device Programming course introduces the various concepts of designing and developing applications and services used on a mobile device. It uses tecniques and the software tools available on the technology market, from their frameworks, standards and platforms to develop applications for the world's two main operating systems, Android and IOS.
  • Semestral
  • Descrição

    Data limite

    Ponderação

    Mini-Testes de avaliação

    A definir consoante a matéria

    30%

    Projecto final

    09-01-2025

    70%

     

  • Introduction to mobile device development: Overview and understanding of current technologies and market; Characteristics, features, and evolution. Object-Oriented programming revisions: Encapsulation; Inheritance; Polymorphism; Interfaces. Fundamentals of mobile application development: Tools and environments: IDEs, SDKs, emulators; Native development on Android/iOS; Cross-platform and hybrid development; Web programming (HTML5, CSS3, JavaScript) in hybrid applications; UI design and user experience (UX). Platforms, frameworks, and services: Asynchronous and multithread programming; Real-time communication; Backend integration; Data persistence models; Security and privacy. Final project development. Planning, conception, development, testing, and delivery; Project management methodologies and presentation.
  • Identify and acquire knowledge and elements in the design, development and evaluation of applications for various devices; Learn and become familiar with the main tools and technologies used in native application programming platforms, Android and IOS; Know the various programming practices and languages used in this type of mobile development and their resources; Develop applications capable of interacting with the user of the device and with the resources available on the mobile device.
  • Mandatory
  • The course will use current software tools to familiarize students with the concepts used in the labor market.
  • Português
  • Material de apoio fornecdio pelo docente; QUEIRÓS, Ricardo, Android Profissional - Desenvolvimento Moderno de Aplicações, FCA, 2018; MARCELINO, Luís & SILVA, Catarina, Desenvolvimento em SWIFT para IOS, FCA, 2017; T. Mikkonen, "Programming Mobile Devices: An Introduction for Practitioners", Wiley, 2007;  
  • 4
  • 0
  • 7
  • 2
  • IPLUSO6378-23530
  • Mobile Device Programming
  • 23530
  • 6378
  • Development for the Web and Mobile Devices
  1. Traineeship
  2. Communication and Information Law
  3. Consumer Behaviour
  4. Digital Image Composition

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