The Master in City & Technology’s academic structure is based on IAAC’s innovative, learn-by-doing and design-through-research methodology which focuses on the development of interdisciplinary skills. During the Master in City & Technology students will have the opportunity to be part of a highly international group, including faculty members, researchers, and lecturers, in which they are encouraged to develop collective decision-making processes and materialize their project ideas.

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My Jumuiya (community)

A Community Board Game for Mukuru, Nairobi Jumuiya means “community” in Swahili. My Jumuiya is a participatory board game in which 3 to 6 players each embody a different resident of Mukuru, Nairobi — a mother, a factory worker, a doctor, a kid, a teacher, a university student, a market seller, or a person with … Read more

En la calle

En La Calle is a board game for 2–4 players aged 8 and above, set in the streets of Bosa-Apogeo, Bogotá — a neighbourhood home to some of the highest school density in the city and the largest school in Bogotá by enrolled students, yet streets that were never designed with children in mind. En … Read more

Bee Careful

A Bee Survival Game Context – Bee-Careful starts in Lisbon, Portugal. Where social (vulnerable young community), environmental (ecological unbalance and fragmentation), and mobility (elderly retired community) problematics are adressed through one common medium; greenery. Greenery forms the binder in which the previous elderly community of Lisbon convverges with a new and young community across a … Read more

Reclaiming Public [Space] – the decolonial future through the ideologies of the First Nations people of Australia. 

About This project investigates how colonial patterns of urban design in Footscray have historically shaped and continue to shape the experiences of mobility, vulnerability, and belonging among First Nations people. By tracing the spatial legacies of dispossession and infrastructural violence, the work critically maps how extractive logics have severed Indigenous connections to place. In response, … Read more

Woman & Water in Rundu: a mobility justice framework

Ndama, the fastest-growing informal settlement in Rundu, Namibia, faces critical challenges in water accessibility shaped by gender, age, income, and spatial isolation. With women disproportionately responsible for water collection under unsafe and inequitable conditions, our study combines interviews and spatial data to map intersectional vulnerabilities. We developed an interactive tool that simulates real-world constraints—heat, crime, … Read more

SYNTHETIC AI AGENT SURVEY SIMULATION

Safety Perception in Jakarta Why Simulate Perception in Urban Spaces? In the realm of smart city design and urban analytics, one of the most nuanced yet underexplored datasets is perceived safety. This perception isn’t easily quantifiable, yet it critically influences how public spaces are used, trusted, or avoided. Traditional surveys are the go-to method for … Read more

SEU

Sentir l’Espai Urbà Cities communicate with us through different ways: sound, image, smells, textures, materials, weather, among others. But how do we perceive all these layers?  How do we feel about it? What role does urban design play in this exchange? How do we feel the city? Every day, we are immersed in urban surroundings … Read more

Sant Antoni Passport

Urban spaces are not just places to live and work—they are playgrounds for social interaction, historical storytelling, and cultural engagement. As part of the IAAC’s Serious Games Seminar, our team explored Sant Antoni, Barcelona, to design playful interventions that connect the community to its past, present, and future. Our approach combined game design with urban … Read more

Fields at Play

Fields at Play identifies the value of gender inequality in Olympic infrastructure and proposes to leverage the derived $12.6B Olympic gender gap in sports facilities to fund the revitalization and ongoing program of reliable, safe, and comfortable spaces for women at risk of gender-based violence. Understanding the purpose and outcomes of Olympic infrastructure strategies in … Read more

REAL VS VIRTUAL URBAN ENVIRONMENTS

Ready Player One presents a contrasting scenario between real world urban environments and virtual urban environments. This setting is shaped by a culture of video games that promotes individual competition, gendered imaginaries, conflict narratives and a militarized mindset. Real world urban skyscrapers are depicted as loop-sided pyramids designed to house large numbers of immigrants in … Read more

Pykémon: Gotta catch ’em all!

Introduction Pokémon GO, the groundbreaking augmented reality mobile game developed by Niantic, has revolutionized the gaming industry since its launch in 2016. With millions of players worldwide, the game transcends traditional gaming boundaries by integrating virtual creatures known as Pokémon into real-world environments. As players explore their surroundings, they encounter Pokémon spawns in various locations, … Read more

‘Gotta Catch ’em All’

Co-design & Experience Platform for Public Art as part of Data, Art and the City (5-day workshop led by Leyla Saadi) Adapted from Pokemon-Go, we propose the development of a place-based app that pops the City of Toronto’s public art scene, drives interest and support for local public art and artists, and co-designs future public … Read more

Slo-Mo-Go: Tourism in Slow Motion

A digital tool proposed to re-boost the economy of Ciutat Vella, Barcelona Overview Ciutat Vella being the oldest district of the city of Barcelona was founded in the 1500 BC. The Ciutat Vella district was a very important economic hub for Barcelona. But in the recent times, the district faces problems that are characterised by … Read more