Online Publishing (Digital Publishing)

In our digital publishing courses we design and develop interactions and user interfaces for and within the digital environment – for a large number of devices with small or large screens, or with no screens at all. Our students devise concepts that they then translate into designs and develop: for apps, the Internet of Things and digital products. In the course we will be analyzing and critically questioning current standards and design guidelines as well as designing new approaches for the future. The students will be learning about the basics of interaction design and will be taught methods of quickly testing and optimizing ideas and designs using prototypes. We aim to encourage our students to see the technological aspects of digital devices such as touch input, motion detectors and decentralized data networks and the demands to be made on them as opportunities. It is our objective to dispel the misgivings and apprehensions about programming that we often encounter amongst them and to encourage them to see coding independently as an way of producing digital tools and an extension to the design process itself. 

We attempt to bring out in them an inquisitive feel for engaging with the kind of technologies that are changing constantly or are unfamiliar to them and to investigate the latter’s creative potential. The results produced can be of an artistic/experimental nature, can clearly demonstrate potential for applications, or can be examples of how the two mutually influence each other.

The foundation course teaches the basics of design and the relevant technologies, with a focus on the Internet for desktops and mobile devices.

The courses foster an open-minded approach and the ability to conduct graphic and interactive experiments, as well as providing insights into databases and content management systems. 

In the advanced courses, the focus is on concepts and methods for user-centered design, independent of platform. They investigate different categories of devices such as wearables, smart TVs and networked products with various limitations and usage contexts, as well as looking at the meaning of interactive applications as a strategic point of contact for a particular brand.