Online Masters in Communication Design in Europe

Top Online Masters in Communication Design 2017 in Europe

Communication Design

In all, there are over 4000 Higher Education Institutions in Europe offering a wide range of courses at Bachelor, Masters and Doctorate level. With more and more of these organizations offering English as the language of education for at least some of their degree programs, universities in Europe are now of higher quality than ever before. Universities in Europe offer a friendly welcome to foreign students and to give a course of knowledge that meets their profession needs in today’s global demand.

Master Online in Communication Design in Europe

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Masters In Advertising Design And Innovation In Brand Communication

Escuela Superior de Diseño de Barcelona
Online Full time 12 months November 2017 Spain Barcelona

With this program you'll be a communicator with an open and creative mind, and get a view of the cross-sectional design. [+]

Top Online Master's Degrees in Communication Design in Europe. Society as we knew a few years ago no longer exists. The influence of technological progress is so great that no one dares to make long-term predictions about where we are headed. Any race, especially those related to communication and branding requires a constant questioning of its own parameters and rationale. What it was 10 years ago, it is history. What matters is how we adapt our way of working to the constant digital and social progress. Communicators today must understand the deep relationship between technology, personal values ​​and human relations to apply to branding. Otherwise, they will not get generate relevant messages for brands and products. This reflection is born this Masters in Advertising Design and Innovation in brand communication. And also the fact that, fortunately, always a known starting point will be necessary: ​​Creativity. An idea, a story to tell, an App that connects with people, a tweet to mobilize thousands of people. In short, creativity, in its broadest definition, it becomes more than ever the benchmark for any communicator. At the starting point and also the very purpose of brand management. Today communicators must be genuine knowledge sponges. Only becoming aware of the way in which people interact and express decided may arise thoughts, suggestions, ideas, products or relevant actions. It is no longer enough to persuade. Now we have to move. Advertising, like other disciplines of commercial communication, must step forward and evolve at least at the same speed as society. And in this Master we propose to train professionals and prepare them to take charge of this new and exciting environment. GOALS The main objectives of this program are: Living with vertigo. The feeling that you can not control everything has been put in place to stay. Long gone are the campaigns that did not take into account the social component and adapting them in real time depending on consumer reactions. This feeling must be understood and accept it as another parameter. To train professionals with an open and creative mind. To value creativity. Claim it as a lifestyle, a way of thinking, rather than as a tool that can help us to get notoriety at a particular time. Zoom and publicize the latest trends in social behavior. Only deep knowledge of the social and individual behavior, will a take valid decisions. Family structures, consumption patterns, new priorities and needs, more than ever ... are the starting points for marks. Addressing the different types of consumers from an emotional and technologically. A much more humane and sensitive to purchasing motivations and behaviors new perspective. Exercising the ability to generate relevant content through many proposed and supervised by top-level professionals practical exercises. Offer designers and communication professionals a vision of the cross-sectional design. Digital media and physical media to be found in the design and creativity coherence and continuity of messages. Give students a sufficiently broad of new technologies and emerging knowledge, and how they affect the relationship between people and brands. Acquiring the ability to find points of contact that can connect consumers and brands / products. Learning to tell stories around brands that generate sustainable, relevant and return emotional ties. Analyze the role of brands in society from the point of view of the consumer. What is expected of brands and what they have to offer in exchange for a commercial transaction. Understand the purpose of the different social networks and their specific function as a vehicle to convey emotionality and share information. Knowing how to drive the speech of the same brand leveraging the characteristics of each Technical Characteristics. CURRICULUM The Masters in Advertising Design and Innovation in Communication Trademark structure from the following subject areas are integrated into a cross-project developed over 10 subjects: Keep Calm and Be Creative Creativity is not a tool, but a way of understanding the world. Only minds more creative they develop new solutions to recurrent problems arise. This module not only understand the mechanisms of a creative mind, but also the way to bring to the forefront of our lives. We allow addressing creativity from a broader perspective to then implement it in the field of communication, through case studies and exercises. Target: An approach from the excitement and technology How is a housewife in 2015? What about a single? And a teenager? Understanding what motivates them, how they have been immersed in the digital world and how they communicate and interact, they are aspects that this module brings to the table. This course will delve into more consumer groups used in marketing, usually grouped by age and socio-economic level from a perspective that combine the emotional and psychological part with the way we use technology throughout the day looking for solutions. Soul Brands: Brands with soul Already far behind the time when brands launched unidirectionally messages. Today there is no brand that does not have the ultimate purpose of establishing a lasting relationship with its customers from a very human perspective. Contribute something to society, become one more in conversations around issues of concern or illusions that move. A social role that can not be fictitious or to the gallery. Brands must learn to perspire that reality and honesty to connect permanently. Storytelling & Branded Content Why are brands that have nothing to say? Who cares if a factory was opened in 1952? What are some brands crawling on Facebook as late forties in nightclubs? Why a brand of shampoo want me happy Monday? Brands and products must find its own rationale, why they are in this world, beyond selling cookies or sneakers. This module will give the keys to finding the connection points between a brand and a specific audience and make their own history involving the consumer. Technology Never before has technology had gotten much influence in our lives. Recent advances in neuromarketing, the Internet of things, 3D printing, augmented reality, artificial intelligence, Big Data ... All he does move society from a technological point of view is likely to become a new way to interact with the consumer. This module will review all the technology is exploding right now and presumably will have an important role in the coming years. This is not to become technology experts, but know their potential from the perspective of brands. Social Trends How to buy, things we eat, where we find the couple, the management of our time, the way we move, the relationship with our environment ... everything is changing. This module will discover a reality composed of many small changes as well as delve into the reasons is at the bottom of all these changes move. Design Transversal You might think that a good designer or communicator must be able to synthesize a design or an idea of ​​the scale that is needed at any time, either half page vertical or App, through a TV spot or sweatshirt. This module wants to go a little further. It aims to deepen the visual dimension of the brands to be able to understand how to build brand image through it. How to synthesize the values ​​and purposes of the mark, far beyond the logo or corporate identity. Social media This module explores the role of brands in social networks. And in the role of social networks in the lives of consumers. Each social network has its own language and way of expression. And today is almost more important to know how not to use them otherwise. students will be guided through a tour of the different social networks in order to get a mental map through practical exercises and real examples we reveal the best way to use these social networks with the aim always to establish connections and complicity with our consumers. Mobile Devices human appendages Tablets and smartphones have been established in the pockets and homes around the world and no longer conceive our life without their invaluable help. They have become a revolving door for circulating information and content at a breakneck speed. Everything is taken quickly and without looking back. We understand the dynamics of this relationship and understand the way into the lives of our consumers in a noninvasive way. Master Thesis They propose a project that allows applying the highest number of knowledge acquired during the Masters. The final number of students will determine the format and focus of the project, so that both the teacher and the student is a useful and inspiring tool. The curriculum is divided into four modules. The materials that make up the curriculum are distributed as follows: SUBJECTS ECTS Keep Calm and Be Creative 6 Target: An approach from the excitement and technology 6 Soul Brands: Brands with soul 6 Storytelling & Branded Content 6 Technology 5 Social Trends 5 Design Transversal 6 Social media 6 Mobile devices. human appendages 4 Master Thesis 10 TOTAL ECTS 60 Requirements  Recommended profile This program is aimed at people who have the following profile: Graduates in Design Graduates in Communication and Advertising Fine Arts graduates Graduates in Audiovisual Communication Graduates in Marketing Accredited professionals in the field of design experience, advertising or communications departments of companies with experience creditable academic curriculum and / or portfolio. Creative Directors and Directors of Strategic Planning of Advertising Agencies to feel interest in advertising and communication, having the feeling of being overwhelmed by the constant evolution of communication tools, the digital world and new consumer behavior; and / or they need to be recycled or update their knowledge in a pragmatic and applicable to their projects. In cases where the student proves previous higher education to a process of accreditation of university degree, the Academic Committee will evaluate the candidate's CV and portfolio and completed the curriculum, which must maintain a reasonable equivalence with existing studies degree the same area. Degree People who pass the program evaluation will obtain a double degree: Course at ESdesign - Superior School of Design Barcelona Course at the International University of Valencia, who credited them as professionals in the specialty studied. Career prospects Students who take this program can develop their career in the following areas: Creative departments of advertising agencies. Strategic planning departments agencies or advertisers. Marketing departments and communication enterprises. Accounts departments of advertising agencies. Corporate branding and graphics studios, media agencies. Free-lance professionals, entrepreneurs, startups, startups ... [-]

Master Web Analytics, Usability And User Experience (ux)

IEBS - Escuela de Negocios de la Innovación y los Emprendedores
Online Full time 600 hours October 2017 Spain Barcelona

In the Master in Web Analytics, Usability and User Experience (UX) you formed to monitor, measure and improve investment company through a plan of action and continuous improvement, covering the art and science of achieving success through the data, usability and conversion to drive change in online business. [+]

The boom and professionalization of the digital sector along with increased competition in sectors such as the "mobile" or "e-commerce" force companies to monitor, measure and optimize the advertising process and buying in each of its stages, and turn each visit into a business opportunity by offering memorable experiences. In order to solve these problems and with the sole objective of improving results emerge new professional profiles such as digital analyst and conversion optimizer (CRO) and user experience (UX). In the Master in Web Analytics, Usability and User Experience (UX) you formed to monitor, measure and improve investment company through a plan of action and continuous improvement, covering the art and science of achieving success through the data, usability and conversion to drive change in online business. What will I learn? Upon completion of the Master in Web Analytics, Usability and User Experience (UX) you will be perfectly able to: Optimize performance and user experience of your site. Define, plan and implement a program of continuous improvement focused on the customer. Optimize conversion and user experience (UX). Using web analytics to drive change in online business. Define key factors (KPIs) and make Dashboards. Define, implement and operate a web analytics system efficiently. To whom it May concern? The Master in Web Analytics, Usability and User Experience (UX) provides training specifically geared to the following profiles: Online marketing professionals who need to optimize your campaigns and digital marketing investments, improving investment efficiency, increasing return on investment and optimizing the cost. Entrepreneurs who need to promote a change in their online projects. Managers and marketing managers, webmasters, web programmers and responsible internet portals who need to catch up on the latest techniques of web analytics. Directors and managers of SMEs who want to optimize conversion through their websites. Young graduates who wish to develop their career in the world of Internet, digital marketing and new technologies and want to specialize in web analytics, usability and user experience. Curriculum The structure and materials of the Master in Web Analytics, Usability and User Experience (UX) is organized as follows: Module 1. Introduction to Web Analytics web analytics, definition, properties and ecosystem Web analytics tools The customer as a source of information Google Analytics module 2. Basic Home and administration of Google Analytics Create goals and funnels Events, custom variables, profiles and filters Creating segments and campaign tracking Integration with AdWords and Webmaster Tools Transaction Tracking Alerts and customized reports 3. Google Analytics module Advanced Page tagging and advanced filters regular expressions Excel to Google Analytics Module 4. Analysis of Digital Marketing Analysis of media and campaigns Ecommerce Analysis Multichannel and remarketing with Google Analytics Analysis Analysis of social media Uptake test leads Analysis of offline actions ROPO Analysis of contents Design analysis and UX Module 5. KPIs and Scorecards Defining KPIs and dashboards online Scorecard for online display advertising campaigns Scorecard for SEO campaigns Scorecard for PPC campaigns Scorecard for user experience Scorecard for social media campaigns Scorecard for email campaigns 6. Module User Experience User-centered design, definition, properties and trends UX Research Methods Defining metrics and goals UX The planning process UX Writing for Web-centric user Module 7 Introduction to Conversion Optimization Conversion optimization, definition and properties Trinity Conversion Method Defining metrics and conversion goals Planning tests, where do we start? Planning tests, how we prioritize? Customer buying cycle online Creating pages input Test A / B and multivariate Module 8. Optimizing Website Optimizing for mobile devices Optimization of the homepage and product Tools conversion optimization Graduate Final Project [-]

Master In Gamification And Transmedia Storytelling

IEBS - Escuela de Negocios de la Innovación y los Emprendedores
Online Full time 750 hours October 2017 Spain Barcelona

The Master in Gamification and transmedia storytelling is presented as a complete training program that unites two complex and absolutely contemporary areas: Gamification and transmediality. [+]

Top Online Master's Degrees in Communication Design in Europe. The gamification and application of methods gaming world in no recreational environments is increasingly more applications and benefits in the field of business and marketing, health, education, people, etc. Why are more and more companies that bet and apply this discipline. The Master in Gamification and transmedia storytelling is presented as a complete training program that unites two complex and absolutely contemporary areas: Gamification and transmediality. In these virtual collaborative environments are the games that comes with various disciplines around the 4 axis design memorable experience: good stories based on decisions made by users are counted; powerful visual aesthetic chords are designed to "target group"; game elements are assembled and final implementation platform is decided. With the Master in Gamification and transmedia storytelling you learn to know the basics of gamification and the laws of Game Design and its applications to the world of business, create scripts transmedia and finally to plan, prototiparlo and run. What will I learn? Upon completion of the Master in Gamification and transmedia storytelling you will be perfectly able to: Design and implement a technical plan in Gamification and Transmedia. Implement loyalty campaigns on all platforms, both analogue and digital. Know the laws of "Game Design" to ensure the implementation of "memorable experiences". Leading innovative projects in the gamification and the achievement of objectives based on rewards. Increase the participation of customers and users through game mechanics. Innovate and lead change within an existing business. To whom it May concern? The Master in Gamification and transmedia storytelling provides training specifically geared to the following profiles: Entrepreneurs who want to develop new business models, trends and apply specialize in the field of gamification. Marketing professionals, ux, communication, design development and seeking new models and practices integrate loyalty. Managers and consultants who are seeking new business models and applying new techniques to existing. Technicians and engineers who want to expand their training and knowledge fields. Professional digital environment. Curriculum The structure and materials of the Master in Gamification and transmedia storytelling is organized as follows: Module 1. Game Design Play and play. What is this about? Not just video games. 4 axes Qualities and skills of the game. Players and people Metrics. Onboarding and balancing Player types. User person. Target group and taxonomy Metrics. Flow, Maslow and interest curve Monomyth and uncanny valley More metrics. Pleasures, mechanical, rules and goals The game design to gamification. Protocol. Rewards. ROI Module 2. Environments Transmedia Transmedia narratives keys Structure and cases of a transmedia narrative Transmedia tools to build your architecture The consumer in the transmedia era media and media innovation Architecture Transmedia Bible your final application of transmedia narrative Module 3. Guion Nonlinear Dramaturgy and script The open method. The fundamental mechanisms The open method. The structural mechanisms A closed method. The stages of the journey of the hero and the archetypes From idea to storyboard The practical construction of the script Module 4. Game Design Pro What I bring marketing What brings me the gaming Module 5. Psychology, serendipity and creativity Moments of insight. Attitudes creativity Opening the can. Ideation techniques Food for creativity. What do I need to continue being creative? And now that? Evaluation of ideas Emotion as a creative process and objective product Motivations. What determines my motivation and my users? Gamification as learning process and conditioning Module 6. Game Storytelling and analog game Logic and game engines Module 7 UX Essentials DCU techniques I techniques II User experience I User Experience II iterative design gameplay 8. Practical Applications module. gamification Trends in gamification. Some concepts and tools Gamification in the fields of medicine, physiotherapy, sport and wellness Gamification in the field of Human Resources Gamification in the field of education and training Gamification in the field of marketing Gamification in the fields of solidarity, the environment and social awareness Gamification in the field of culture 9. Playful Learning Module Gamificando in training for HR What is that the "game-based learning"? 10. Prototyping Module and Playtest Introduction to prototyping Basic tools What, when and how? advanced tools Low cost prototyping maximum performance Conclusions and recommendations for the final project Module 11. Accessibility Essentials regulations Design for all Tools Dispositives Master Final Project [-]