A two year graduate program.

that engages students in the design of transformative experiences

and development of technologies for change.

What is the Master of Interactive Media Design about?

If you are interested in research in Interactive Digital Media, if you want to understand how to use interactive media to craft transformative and socially engaging experiences, if you want to engage with an international community of world class researchers and academics, the MDMI is what you are looking for.

The MDMI teaches you about digital interactive media, games and interactive storytelling, social and critical aspects of technology at the University of Madeira in the beautiful setting of Madeira island, in close collaboration with the Madeira-ITI international research centre. The MDMI gives direct access to PHD programs with several Portuguese leading universities and the international partnerships with CMU and UT Austin.

MDMI regulations (portuguese).


Interactive Media Design

This course aims to be a core course, connecting the different fields covered by the master program, such as, interaction design, multimedia, human-computer interaction and digital media. It will include an historical and critical approach as well as a theoretical and practical dynamic. It will allow the study of interactive media on different perspectives, including technological, design and digital content production. It aims to promote the understanding of the complexity and multidisciplinary of the interactive media that will be taught in detail in each course of the program. In
addition, the course aims to provide the same knowledge skills to all students, even if they have different backgrounds, such as media design, visual arts or engineering/science.

3D Project

– Basic geometric modeling methods, using CSG, boolean operations, and various types of geometric modifications.
– Advanced geometric modeling methods, using mesh modeling and modifications at sub-object level.
– Texture design and texture mapping.
– Lighting and camera work.
– Camera movements and object animation.

Interaction Design Methods

This course is intended to make students effective, professional system designers and analysts. This course builds upon students’ backgrounds in a few specific ways:
Work from data – Many of us have good intuitions about design, but we all need to ground our work on the real needs of users and the obstacles they perceive in achieving their goals.
Work in teams – Whatever our skills are, we will need the skills of others to be effective.
Communication – Even when we know what should be done, many contexts demand that we convince others using numbers, pictures, or stories.

Elective 1

To choose among Virtual Realities, Artificial Intelligence & Game Design, Hypermedia Design, Interfaces & Interaction Design, Human Centered Software Engineering, Software Design, Advanced Topics in Informatics, Multimedia Systems, Embodied Interaction, Human Factors, Design Studio, or Service Design.

Programming Usable Interfaces

This course is a combination programming course and design studio, and is for those who wish to express their interactive ideas in working prototypes. Students will learn how to use programming languages, how to design and implement effective GUI interfaces, and how to perform rapid, effective iterative user tests. They will also explore advanced interaction and interface techniques. The course will cover usability testing of interactive prototypes. It will also cover important subjects related to distribution of software products, selling in determinate vs. indeterminate markets, case studies and contextaware apps.

Interactive Visual Storytelling I

The Interactive Narrative I Course is course designed to cover elements of narrative, interactive media, digital art
installations, service and experience design drawing from the above mentioned disciplines goals and methodologies. In
interactive art the audience plays an active role in the fruition of the work and the link with a service experience gets
even stronger. Interactive narrative art projects happen in a context and involve many stakeholders. The interactions
can happen at many levels, from people to people, to people to machine and machine to machine. Mixing art, design and
service design tools can give a fuller role to the context and the audience of the art work. Identifying all stakeholders and
involving them in the process can also guarantee the sustainability and full expression of the art work and open the
doors to new kind of format for art projects as well as service models.

Game Design

The aim of this curricular unit is to prepare students for a career that involves the development of computer games and other interactive experiences. Students in this curricular unit will read and write about games design and develop their own games. This is not to be confused with a computer games development course. The curricular unit focuses on the rules and methods for the design of the game, that remain relatively constant regardless of the technology used to develop a game. While technology plays an important role in our studies, technical details will not be our focus. The student will study and design all types of games: card games, dice games, sports games, history, and yes, even video games. How to design games, project them as well, and how to track their projects to completion it’s whar the student will be studying.

Elective 2

To choose among Virtual Realities, Artificial Intelligence and Game Design, Hypermedia Design, Interfaces & Interaction Design, Human Centered Software Engineering, Software Design, Advanced Topics in Informatics, Multimedia Systems, Embodied Interaction, Human Factors, Design Studio, or Service Design.

Interactive Visual Storytelling II

This course is designed to help students apply the skills as creative interactive Narrative developers, acquired in the previous semester, across a variety of forms, including short fiction, creative nonfiction, to the field of new digital media forms. The emphasis in this course will be on learning through experimentation: experimentation with writing style, voice, tone, and so on. The readings for this course will reflect this experimental focus, being drawn from a broad crosssection of fiction, nonfiction, poetry, journalism, and visual and online forms (Twitter fiction, serials, multimedia narratives, blogs).

Elective 3

To choose among Virtual Realities, Artificial Intelligence & Game Design, Hypermedia Design, Interfaces & Interaction Design, Human Centered Software Engineering, Software Design, Advanced Topics in Informatics, Multimedia Systems, Embodied Interaction, Human Factors, Design Studio, or Service Design.

Final Master Thesis

A final master thesis is required for the students to graduate in DMI. The thesis will consist of some practical and theoretical work, ending up in a written document according to the Univesity regulations below. The thesis topic is negotiated with a Faculty member at the end of the second semester, before the summer break. Faculty should compile and sign the Declaration of thesis acceptance upon agreement of the topic and title with the student. The Regulations on the Master Thesis requirements and the declaration of acceptance can be found at: orientacao e dissertacao regulations and the declaracao de aceitacao.

Interactive Media Design Thesis

A final master thesis is required for the students to graduate in DMI. The thesis will consist of some practical and theoretical work, ending up in a written document according to the Univesity regulations below. The thesis topic is negotiated with a Faculty member at the end of the second semester, before the summer break. Faculty should compile and sign the Declaration of thesis acceptance upon agreement of the topic and title with the student. The Regulations on the Master Thesis requirements and the declaration of acceptance can be found at: orientacao e dissertacao regulations and the declaracao de aceitacao.

Virtual Realities

The main objective of this course is to take students to a deeper level of understanding regarding the various conceptual aspects involved in creating environments based on virtual reality techniques, adopting a culturally based critical point of view. This means understanding the ways in which, in various historical periods, spatial experiences and formal approaches are informed by cultural streams that carry the brand of contemporary social, political and economical ideologies. But also means developing an informed conscience about the way we think these problems today. This doesn’t concern only the construction of an abstract conceptual model to deal with the problem of understanding our activities in the domain of creating structured virtual universes. It also has very concrete consequences in the design of virtual universes and it is the knowledge and understanding of these consequences to their own work that are to concern the students of this course.

Artificial Intelligence and Game Design

The purpose of this course is for graduate students to gain a breadth of understanding in the toolbox of AI approaches employed in digital games. This involves learning/reinforce some basic topics covered in other AI courses, but with a focus on applied knowledge within the context of digital games.
Ability to identify, formulate and solve problems.
Understanding of professional and ethical responsibilities.
Recognize the need and have the capacity for learning throughout life.

Hypermedia Design

Like any other area of design, hypermedia design requires a thorough knowledge of the medium that is targeted in the design process. The chosen medium poses constraints and requirements on the graphical aspects of design and has consequences for the production process. Students will learn to know the production process of a website and get acquainted with the technologies and the implications for the graphical design of a website. Designing a website involves a thorough study of both the technical requirements and the artistic expectations of the target audience. The creative process that leads to a successful site is challenging and complex, but can be consciously driven in a structured manner. Students will be exposed to a structured approach to creative web design and will practise their skills through assignments.

Interfaces & Interaction Design

Learn the basics of interaction and interface design through practical assignments and studio based crit. The students will end up with skills in interaction design, the design of products and services wich make use of technolgy and interactive features and interfaces.

Human Centered Software Engineering

Students will gain a deeper understand of the issues pertaining modern agile software development. These include the interchange between business models and software development models, the wider contexts of activity modeling and how to model and abstract user profiles, actors and detail requirements with use cases and user stories. The course is project based and hence students enroll in project group work including an end-to-end experience in agile modeling and development of an interactive service or application.

Software Design

Understanding of the fundamental concepts of software architecture and design; Understanding the fundamental principles of software design; Understand and know how to use the main design patterns; Understand and distinguish various software design strategies. Practical application of design patterns using an object-oriented programming language.

Advanced Topics in Informatics

The aim of this course is to give students direct contact with the recent technologies and techniques, addressing a broad range of research topics in the areas of software engineering, humancomputer interaction, artificial intelligence, information and multimedia systems.
The proposed activities and the invited lecturers are chosen to give students direct contact with the recent technologies and techniques from the areas of study that are relevant for the degrees where this course is taught.

Multimedia Systems

This course aims to provide a strong knowledge on multimedia systems and its different components, such as, methodologies and technologies of information representation, compression and processing; media transmission; authoring tools; multimedia interaction and applications. It will be composed of theoretical and practical components, providing to the student a strong and solid background knowledge on the different multimedia systems paradigms. The practical component will include the implementation of a multimedia system prototype.

Embodied Interaction

This course aims the study of interactions that use both physical and tangible computing as communication interfaces between the user and physical and social contexts. It aims to provide knowledge of how technology can be used as a tool of communication and awareness of the social (e.g., personal communication) and the physical (e.g., interaction with a map) contexts as well as the user as an actuator in these contexts, directly (e.g., sharing of professional information) or indirectly (e.g., the representation of emotional states on the working environment). It will include theoretical and practical knowledge and will involve the development of an embodied interaction prototype.

Human Factors

This course is designed to:
1.To introduce students to theoretical aspects of human factors, cognitive science, and social science that will assist them in understanding and designing the interactions of humans with the world, tools and technology.
2. To assist students investigate and understand problems that arise out of the interaction of humans with systems;
3. To introduce students to methods and principles for analyzing problems that involve human factors, such as: perception, cognition, decision making and human errors;
4. To introduce students to physical and cognitive ergonomics;
5. To teach students to consider human factors for technology design;
6. To teach students to understand problems and apply human factors knowledge to analyze them, find sources of error, and propose the design (or redesign) of systems in order to improve human system interactions.

Design Studio

The course aims to provide the students with a theoretical framework and techniques to develop a HumanComputer Interaction design project. It also aims to stimulate their creativity and awareness of societal/market/user needs. The practical part of the course relies on the development of projects, and the tutoring by the teacher to those projects.
Students work as teams to develop a semesterlong HumanComputer Interaction project where they go through several design, implementation and evaluation cycles. Each team will develop a product/service to solve a given design problem. Students are encouraged to submit their work to international design competitions, such as the one at the CHI conference.

Service Design

During this course students will learn how to think systemically and holistically about services. Students will learn how to map the territory of their design brief and extract models that will help them to illustrate, create and analyse their design concept.The students will then learn how to communicate their concept, prototype it, refine it and deliver a final presentation to the client. Students will also learn how to draft a basic business model.

Digital Media and Society

The objective of the course is to provide students with an understanding of the social role of technology and of the way social arrangements affect the design and development of digital media, what is called as the mutual shaping of technology and society. That entails a familiarization of science and technology studies and media sociology, as the two fields in the social sciences in which digital media have been questioned in the greatest depth. A specific focus will be digital platforms like social media, read through the lens of platform capitalism, taken as the main exemplar case to discuss the different aspects of the mutual shaping of technology and society. At the end of the course, the students will be able to handle the basic concepts coming from science and technology studies and sociology of digital media, and to connect them to their technological interests.


MAST: Master Module in Art, Science and Technology

The project develops an applied study module at the intersections of ART, SCIENCE and TECHNOLOGY, combining methodologies and practices that intertwines the academic sphere closely with the industry realms of the Culture and Creative Sectors. Nurturing a competent perspective on the historical, economical, social and above all cultural relevance of this interdisciplinary blend within the new digital shift, the MAST project applies innovative, ICT-enhanced teaching and learning methods.

Read more about MAST here: https://mastmodule.eu/


This cycle of studies aims at providing a Master level education in Interactive Media design.

Candidates for the cycle of studies must be in possession of a degree in the main area or in a related area. In addition to this requirement is not required frequency or the completion of a Postgraduate course or professional experience in any area. It is recommended that candidates demonstrate creative ability in one or more areas, such as interactive media design, programming, 3D modeling, animation, or otherwise, without obligation to comply with the conventional classifications and are able to demonstrate a systematic and consistent interest in their work, knowing how to self motivate themselves, and also demonstrate the ability to develop dynamic and critical thinking.

How do I apply?

Applications are submitted online, exclusively, through the address https://applications.uma.pt.

Applications are open from:

1st application phase: March 1st – April 30th
2nd application phase: May 15th – July 15th
3rd application phase: August 1st – September 15th

Required documents (in PDF format)

  1. Curriculum vitae;
  2. Portfolio (optional);
  3. Copy of the diploma and transcripts of completed courses and grades;
  4. Copy of the Identity Card | Citizen Card | Passport (only for non-portuguese citizens;
  5. Other documents that the candidate deems useful to demonstrate their qualifications and curriculum;
  6. For the candidates who confer professional qualification for teaching, a copy of the programs of the completed subjects, so that the jury can count the credits of formation in the area of teaching.

After registration, students will be contacted to present the original certificates.

How much will I pay?

European students – 1750€ (year)
International students – 4000 (year)
(Scholarships available for portuguese students)

Contact the student support office for more details (apoioaoestudante@uma.pt).


Who’s teaching?

Sergi Bermúdez i Badia

Currently, I am a Marie Curie fellow at the Madeira-ITI, and assistant Prof. at the University of Madeira, where I teach for the Informatics, Human Computer Interaction and Entertainment Technologies Masters. I received my Msc. in telecommunications engineering from the Universitat Politecnica de Catalunya (UPC) and a PhD from the Swiss Federal Institute of Technology Zürich (ETHZ).

I have pursued research at several institutes in Europe and the US, including the Laboratoire de Production Microtechnique at the EPFL (Lausanne), the Institute of Neuroinformatics at the ETHZ (Zurich), at the Institute of Audiovisual Studies at the Tecnology Department of the Universitat Pompeu Fabra (Barcelona), where I was a Juan de la Cierva research fellow and head of the Robotic Systems Laboratory at the laboratory for Synthetic Perceptive, Emotive and Cognitive Systems (SPECS), and the Quality of Life Technologies and Entertainment technology centers of the Carnegie Mellon University (Pittsburgh).
My scientific goal is to investigate the underlying neural mechanisms of biological systems and to exploit them using real world artefacts, with special emphasis in neuro-rehabilitation systems, interactive technologies and robots.

Pedro Campos

Pedro Campos is an Assistant Professor of HCI at the University of Madeira, Portugal, and Senior Researcher of the Madeira Interactive Technologies Institute. He is also Associate Researcher at the Visualization and Intelligent Multimodal Interfaces Group at INESC-ID Lisbon. He is currently Chair of IFIP’s Technical Committee 13.6 on Human Work Interaction Design, National Representative for the TC13 and serves the editorial board and program committee of several HCI journals and conferences. He has authored more than sixty international publications in peer-reviewed conferences and journals and taken major roles co-organizing HCI events, such as Interact 2011, ITS 2015 and the HWID series of working conferences.

Gonçalo Gouveia

Bachelor of Fine Arts / Sculpture, National Diploma in Fine Arts / Printmaking – Crawford College of Art and Design, Republic of Ireland – Doctorate in Art Sciences / Aesthetic Education by the University of Madeira. He began teaching in Higher Education at the Institute of Art and Design, teaching courses in Visual Arts and Design, in the areas of Sculpture, Drawing, Engraving and Descriptive Geometry. With the integration at the University of Madeira, he taught 1st and 2nd Cycle courses in the areas of Visual Arts, Design and Cultural Management, having served as Course Director and President of the Department of Art and Design. He participated in the curricular restructuring and creation of new Cycles of Studies within the scope of the Bologna Process, in the areas of Visual Arts and Teaching of Visual Arts. With the implementation of the 1st Cycle in Interactive Media Design, in which he participated, he joined the current Faculty of Exact Sciences and Engineering, exerting management and teaching activity at the level of this course, in the areas of Visual Communication and Graphic Modeling 2D And 3D. He regularly researches and exhibits in the field of visual arts, particularly in the field of sculpture, painting and digital imaging. In recent years he has presented two cycles of exhibitions devoted to themes related to insular identity: the Insulana cycle and the Em Louvor d’Orfeu cycle. He is the coauthor of a volume of digital image poetry – Circular Poem – and animation – Sensos, On the Bright Track of Haiku. At the level of the illustration, he collaborates regularly with the Portuguese Society of Mathematics and integrates the projects: DEM – Encyclopedic Dictionary of Madeira / Infantojuvenile Version, ensuring the full illustration of the first volumes, and, likewise, an ongoing project by Bertrand / Círculo de Readers, connected to History.

Eduardo Fermé

Associate Professor with “Agregação”, Department of Informatics Engineering and Interactive Media Design – FCEE – University of Madeira; PhD in Computer Science, University of Buenos Aires; PhD in Philosophy, Royal Institute of Technology (KTH), Sweden, Supervisor: John Cantwell; From 2013 Member of NOVA LINCS, Faculty of Science and Technology of the New University of Lisbon (FCT/UNL); From 2016 Head of Department of Informatics Engineering and Interactive Media Design – FCEE – University of Madeira.

Area of Research: Knowledge Representation and Reasoning, Logics for  Artificial Intelligence, Belief Revision.

My focus of research is the area of Belief Revision (Logic of Theory Change): BR theory studies the impact of acquiring new information. It is a fundamental activity of human intelligence, and it defines an exciting and significant research area in philosophy, logic and computer science. Belief revision theory provides sound modellings for changes of beliefs in response to new information.
In the logic of theory change, the AGM model has acquired the status of standard model (Alchourrón, Gardenfors, and Makinson 1985). The AGM model aims to characterize the dynamics of beliefs of a rational agent. A change consists in adding or removing a sentence from a set of beliefs to obtain a new set of beliefs. This change obeys the following principles: 1. Primacy of new information: the new information is always accepted. 2. Coherence: the new set of beliefs has to be logically consistent. 3. Minimal change: a minimal loss of information contained in the previous beliefs, that is it attempts at retaining as much of the old beliefs as possible. Even though, the AGM model is considered a standard model, it seems to be inadequate in many contexts. Consequently, in the last 30 years extensions and generalizations of AGM has been proposed (Fermé and Hansson 2011).

My main work in the area consists in define new models for belief change, based in the AGM model, extending or modifying the standard model in order to adequate it to different situations. In particular my work was to define new models for belief bases, for non-priorityzed belief change, for iteration and for multiple belief change.
The main results of my work was published in the journals Artificial Intelligence, Journal of Philosophical Logic, Journal of Symbolic Logic, Studia Logica, Logic Journal of the IGPL and Journal of Logic and Computation. In terms of Conferences/Workshops, my work was presented in ECAI – KR – WOLLIC as well as specific workshop of the BR community in Dagsthul and Madeira.
An outcome of my work was published (with Sven Ove Hansson) a special issue for the 25 years of the AGM theory (2011. “Special Issue on 25 Years of AGM Theory” – Journal of Philosophical Logic Volume 40, (2)) and a review of the literature of the belief revision area in the last 25 years (2011 “AGM 25 Years: Twenty-Five Years of Research in Belief Change” Fermé and Hansson. Journal of Philosophical Logic 40, (2) : 295-331.). This review was the basis for a 4 hour tutorial in the IJCAI 2013: “Belief Revision: From 1985 to 2013”, Beijing.

Mónica Cameirão

Mónica is an Invited Assistant Professor and researcher at the University of Madeira (UMa) and the Madeira Interactive Technologies Institute (Madeira-ITI) in Portugal. She is currently the Portuguese coordinator of the Professional Masters on Human-Computer Interaction program that UMa/Madeira-ITI offers in conjunction with Carnegie Mellon University in Pittsburgh, USA. In the past she worked as research assistant at the SPECS Laboratory of the Universitat Pompeu Fabra and at the Institute of Neuroinformatics, ETH-Zürich, Switzerland; and was visiting scholar at the Quality of Life Technologies center of Carnegie Mellon University.

Since Mónica arrived in Madeira in 2011, she has been co-principal investigator and co-founder of the NeuroRehabLab Research Group, a research group created in the context of the Madeira-ITI with over 15 members, including PhD students, technicians, MSc students and other faculty members. The NeuroRehabLab is an interdisciplinary research group that investigates at the intersection of technology, neuroscience and clinical practice to find novel solutions to increase the quality of life of those with special needs.

In recent years, Mónica has been involved in the development and clinical assessment of virtual reality technologies for stroke rehabilitation and her work gave rise to a number of high impact publications in journals such as Stroke, Restorative Neurology and Neuroscience, and the Journal of Neuroengineering and Rehabilitation. Mónica’s work in VR explores specific brain mechanisms that relate to functional recovery to approach motor and cognitive stroke rehabilitation by means of non-invasive and low-cost technologies. Her research addresses aspects such as serious gaming, personalization of training, integrative motor-cognitive tasks, physiological computing or the emotional content of training stimuli. More recently, Mónica also started applying these principles to technology mediated fitness training for the elderly population.

Mónica has been recently awarded the 2016 ISVR Early Career Investigator Award, an award granted by the International Society for Virtual Rehabilitation. The purpose of this award is to recognize and acknowledge outstanding contributions by early career scientists whose research relates to virtual rehabilitation.

Marko Radeta

Marko is the Invited Assistant Professor at UMA, Faculty of Computer Engineering (Funchal, PT). He is also a founder of a startup TIGERWHALE (Krakow, PL), a grant awarded SME focusing on mobile, wearable and web technologies, and is also a Post-Doc researcher at Madeira Interactive Technologies Institute (M-ITI, PT). He holds PhD in Interaction Design (Politecnico di Milano, IT), MSc double-degree in Communication Design (Politecnico di Torino and Alta Scuola Politecnica, IT) and BSc in Computer Engineering (Singidunum, RS). He has participated on more than 5 EU projects and is a Cross-Cultural Ambassador at UNESCO Club (Sorbonne, FR). His portfolio includes designing and developing UX/UI applications for Yahoo! and Whirlpool. His research is on aquatic user interfaces and their impact on biodiversity using LoRa, mobile IoT applications.

Mara Dionísio

Mara is currently a researcher and ITI/LARSYS and a finalizing her PhD in Digital Media under
the Nova University and UT Austin-Portugal International Program. Her work focusses how
to leverage on mobile transmedia storytelling entertainment to raise tourist’s awareness
towards local cultural.

Mara holds both a Bachelor and Master degree Informatics Engineering at University of
Madeira as well as an in Master of Entertainment Technology at Carnegie Mellon University.
Mara has collaborated under several European research project such as Madeira Life, Future
Fabulators, Beanstalk and more recently she is collaborating in Interreg project called
Intertaguas. Her research interests intersect the fields of Human-Computer Interaction,
Storytelling, and Entertainment technologies.



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The Interactive Media Design course aims at the fundamental objective of training and qualifying active agents, aspiring or established professionals as well as researchers and academics in the creative field of interactive media providing students with cutting-edge knowledge related to interactive digital media and developing simultaneously skills necessary for their future application. Through involvement in projects, students have the opportunity to develop practical skills and gather experiences, while developing contacts that will be invaluable in accessing research networks and the labor market, in various sectors of industry, creative and technological, as creators, producers, designers, managers or entrepreneurs. Capitalizing on the experience gained with the partnership between the MITI and the Entertainment Technology Center at Carnegie Mellon University, through the Master of Entertainment Technology, an effective approach to new creative fields of digital media is made possible to a wider range of students.


Academic Research

Games and Entertainment Industry

Virtual and Augmented Reality Design

Basis for PhD in Digital Media or related

Multimedia Design

Social Communication Design

Film and Animation Industry

Software Design and Development

Innovation Promotion



Paid internships will be available for students to get involved in existing research projects. This will provide them with the opportunity to apply the skills they have learned while developing new skills under a practical environment. Students will be engaged to participate in a wide range of experiences such as the design and development of tools for social inequalities, social justice, radical politics, biocybernetic systems, and creativity support, amongst many others.

The projects include international partners such as Carnegie Mellon University, University of Las Palmas De Gran Canaria, Harvard Medical School and Brigam & Women’s Hospital, Rutgers University, and regional partners such as the Madeira promotion association, Funchal City Hall, Industry Of Funchal.


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