RESERVE MY SPOT

Back in 2008, Irene has founded the User Experience and Strategy department at Fantasy Interactive in New York, which recently she left in order to start up her own design studio.

Irene is extremely passionate about design and believe that great design is practical and human- centered at its core, and starts with breaking things down to its simplest form, the straightest line from A to B. Design can always be better, and rocking the boat is always the right thing to do.

On a typical project she is mainly responsible for translating business requirements into intuitive interactive solutions as well as developing and designing detailed wireframes that incorporate all technical, editorial, and usability specifications of the project while constantly advocating for the end- user. Frequently she’s heated debates with clients on how things can be done better.

She’s led the strategy and UX initiatives for USAToday.com, Wacom, Google, FOX.com, HTC.com, Verizon, BBC, EA, Nickelodeon, RedBull, Broadway.com, History Channel, and EA Sports. Some of those projects have been awarded FWAs, Webbys, Cannes Lions and European Design Awards, though most of those awards are in boxes collecting dust somewhere. When people who actually use these products take time out of their day to send us a thank you email, it really makes all the hard- work and long nights worth it, and she values that kind of feedback over any kind of industry award.

Persuading decision makers to buy good design is essential whether you’re running a start-up, building a product, or improving an organisation’s in-house website and publications. What skills will help you make a genuine difference in the world by recognising and promoting your own and your colleagues’ best ideas? 

Selling & Presenting Design will help you to begin to become not just the talented creative person you already are, but also an accomplished design professional who can collaborate and work persuasively with colleagues at all levels, from creative directors to budget directors, and from clients to investors to C-level executives. 

Through interviews with and presentations by successful designers and entrepreneurs from many walks and phases of the creative life, we will learn what it takes to pitch, recognise, combine, push, and build on good ideas – and avoid bad ones.

SKILLS:

- Interaction Design

User Experience

- User Interface Design

Managing/Directing team of designers

- Information Architecture

- Wireframes

- Human Computer Interaction

- Storyboarding

DATE: 19 Aug - 6 Sept, 2019

DURATION: 3 Weeks

LECTURES: 3 Hours per day

LANGUAGE: English

LOCATION: Barcelona, Harbour.Space Campus

COURSE TYPE: Offline

WHAT YOU WILL LEARN
COURSE OUTLINE
ABOUT IRENE
BIBLIOGRAPHY
HARBOUR.SPACE 

SELLING AND
PRESENTING DESIGN

As a designer, there’s no getting around the fact that you’re going to need to talk about and present your designs. Every top-notch designer is also a master of crisp, clear, and compelling communication. 

We cannot stress enough how important this skill is. It’s important to put yourself in situations where you can practice being ever more succinct, clear, and engaging, it will pay dividends for your design career. 

All the talent, experience, and expertise in the world can’t advance your career if your client buys the wrong design or waters down the right one. Creative gifts, hard work, and luck are part of any career, yet even more important is the ability to coax others to accept and help you produce your best ideas.

IRENE PEREYRA
RESERVE MY SPOT

We offer innovative university degrees taught in English by industry leaders from around the world, aimed at giving our students meaningful and creatively satisfying top-level professional futures. We think the future is bright if you make it so.

HARBOUR.SPACE UNIVERSITY

DATE: 19 Aug – 6 Sept, 2019

DURATION:  3 Weeks

LECTURES: 3 Hours per day

LANGUAGE: English

LOCATION: Barcelona, Harbour.Space Campus

COURSE TYPE: Offline

SELLING AND PRESENTING DESIGN

Session 1

We will watch 3 excellent design presentations and review what they have in common and why they work

Session 2

We will watch 3 bad design presentations and review what they have in common and why they don’t work.

Session 3

LECTURE:
tips and tricks on good presenting, how to persuade and what to avoid.

Session 4

Each student will receive a different design icon and will be able to work in class to come up with a good 10 min. presentation.

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All rights reserved. 2018

Harbour.Space University
Tech Heart