Course Listings
A range of courses take place in Jacobs Hall. The Jacobs Institute’s expert instructors offer interdisciplinary Design Innovation (DES INV) courses, which include both lower-division entry points to design skills and project-based capstone experiences. Jacobs Hall also hosts courses taught by faculty in a range of departments, as well as student-led DeCals that focus on design. These offerings contribute to a highly diverse, frequently evolving educational environment.
Spring 2026 courses are listed below. Looking for other academic information? To learn about courses taught in other semesters, visit the course archive. For questions about enrollment in DES INV courses, consult our course enrollment policies.
AEROENG 100 AEROSPACE CAPSTONE
This capstone course challenges students to integrate their aerospace knowledge to design, analyze and build a system for an aerospace mission. Students can choose to focus on astronautical satellite systems or aeronautical drone systems. The course covers topics including structures, materials and environments, orbital and flight mechanics, attitude determination, stability and control, aeronautical and astronautical propulsion, aerodynamics, communications, and systems engineering.
BIOENG 192 SENIOR DESIGN PROJECTS
This semester-long course introduces students to bioengineering project-based learning in small teams, with a strong emphasis on need-based solutions for real medical and research problems through prototype solution selection, design, and testing. The course is designed to provide a “capstone” design experience for bioengineering seniors. The course is structured around didactic lectures and a textbook, from which assigned readings will be drawn, and supplemented by additional handouts, readings, and lecture material.
CE 186 DESIGN OF IOT FOR SMART CITIES
Hands-on engineering design experience for creating cyber-physical systems, or more colloquially, “internet-of-things (IoT) systems” for smart cities. Projects overlay a software layer onto physical infrastructure to produce one integrated system. Student teams will identify a challenge with current urban systems, e.g. mobility, energy & environment, water, waste, health, security, and the built environment. Student teams design and prototype an innovation that addresses this challenge using maker resources, e.g. 3D printing, laser cutters, and open-source electronics. The project will be executing via the “Design Sprint” process, which is popular in agile development and Silicon Valley. Students present projects to industry judges.
COMPSCI 294-304 SPECIAL TOPICS: HUMAN-AI interaction
This is a graduate-level, research-focused course on Human-AI Interaction. Lectures will cover the evolving connections between HCI and AI research on a variety of topics, including: Mixed-Initiative Interaction, Natural Language Interactions, Sensing-Based Input, Co-Pilots/Co-Designers/Co-Creators, Explanations and Interpretability, Generative AI and the Arts, AI for Accessibility. Readings will cover a balance of foundational and recent HAI research literature. Students will read and critique papers and discuss them in class. Each student will co-lead at least one in-class discussion. Students will also design, conduct, and write up a HAI research project suitable for submission and peer review in small groups. Project ideas can be student initiated; we will also provide a number of promising project directions. Graduate students with a background in either Human-Computer Interaction or Artificial Intelligence will be best prepared for this course.
DES INV 10 DISCOVERING DESIGN
This course, ideal for students who are looking for an introduction to the broad world of design, covers design careers, design fields, histories of design and ethics in design. Students will gain language for analyzing and characterizing designs. In this course you will be learning design both from theoretical and historical perspectives, and from studio-based design exercises and projects. The weekly assignments and final projects will emphasize foundational design skills in observation, ideation, problem finding and problem solving, formgiving, communication, and critique.
DES INV 15 DESIGN METHODOLOGY
This introductory course aims to expose you to the mindset, skillset and toolset associated with design. It does so through guided applications to framing and solving problems in design, business and engineering. Specifically, you will learn approaches to noticing and observing, framing and reframing, imagining and designing, and experimenting and testing as well as for critique and reflection. You will also have a chance to apply those approaches in various sectors.
DES INV 21 VISUAL COMMUNICATION & SKETCHING
Good ideas alone are not the key to being a great designer or innovator. Rather, it is the strong process and communication skills that will make you stand out as a design practitioner and leader. In today’s landscape of product design and innovation, great visual communicators must know how to 1) effectively and confidently sketch by hand, 2) understand and utilize the basics of visual design, and 3) tell captivating and compelling stories. This course, offered in a project-based learning format, will give participants practice and confidence in their ability to communicate visually.
DES INV 22 PROTOTYPING & FABRICATION
This course teaches concepts, skills and methods required to design, prototype, and fabricate physical objects. Each week relevant techniques in 2D and 3D modeling and fabrication are presented, along with basic electronics. Topics include a range of prototyping and fabrication techniques including laser-cutting, 3D modeling and 3D printing, soldering, and basic circuits. This course may be used to fulfill undergraduate technical elective requirements for some College of Engineering majors; students should refer to their Engineering Student Services advisors for more details.
DES INV 23 CREATIVE PROGRAMMING & ELECTRONICS
This course teaches techniques to conceptualize, design and prototype interactive objects. Students will learn core interaction design principles and learn how to program devices with and without screens, basic circuit design and construction for sensing and actuation, and debugging. Students work individually on fundamental concepts and skills, then form teams to work on an open-ended design project that requires a synthesis of the different techniques covered. This course may be used to fulfill undergraduate technical elective requirements for some College of Engineering majors; students should refer to their Engineering Student Services advisors for more details.
DES INV 95/195 DESIGN FIELD NOTES
In this one unit P/NP course, students will attend the weekly Design Field Notes speaker series, which features local design practitioners who share real-world stories about their projects, practices, and perspectives. Talks are scheduled most weeks during the semester; during any off weeks, students will engage in facilitated discussions.
DES INV 98-1 PHOTOGRAPHY PRINCIPLES DECAL
In this class, students will be introduced to the history, art, and practices of photography in the modern world. Students will learn how to manually operate a digital SLR camera, how to use lighting in conjunction with posing to create compositions, and how to post-process RAW photos. Different disciplines will also be taught and include portraiture, landscape, architecture, product, studio, and more. Over the semester, students will learn critiques of photos and develop a more artistic eye for photos.
DES INV 98-2 HUMAN CENTERED DESIGN DECAL
In this course facilitated by Berkeley Innovation, students learn about the human-centered design process and theory and engage in hands-on activities during class and in homework assignments. The course covers research, synthesis, ideation, prototyping, Figma, communication, and presentation skills. Throughout the semester, students will apply what they learn while using industry standard tools to solve a problem they care about in their group midterm research report and individual final project. The course culminates in a case study students can use to kickstart their portfolio and greater design journey. Learn more at hcd-decal.org
DES INV 98-3 INTRODUCTION TO FIGMA DECAL
Introduction to Figma is an opportunity for any student to learn Figma — a powerful, free-to-use design tool — and gain the skills, community, and confidence to bring any idea to life. Through the course, you will learn the mechanics of Figma, basic design theory, and unconventional ways to apply the skills you pick up during the semester. Although Figma is known for its UI/UX design capabilities, you can leverage it for anything that you desire!
DES INV 190-20/MECENG 292C HUMAN-AI DESIGN METHODS
This course provides hands-on experience in developing innovative, customer-driven products, services, and systems through the integration of human-centered and AI-augmented design methods. Organized around four design phases (1) Identify, (2) Understand, (3) Conceptualize, and (4) Realize, students work in teams on a semester-long project that blends design research, creativity, prototyping, and communication. Each phase includes AI Expeditions, where students conduct experiments and investigations that explore the capabilities, limits, and implications of generative and analytical AI in design, and shorter AI Treks, which build focused technical and creative skills. The course emphasizes collaborative, real-world practice and critical reflection on the technical, ethical, and social implications of AI in design. Industry mentors and researchers join as coaches and guest speakers.
DES INV 198-1 VIDEO GAME DESIGN AND DEVELOPMENT DECAL
This course is a deep dive into the creation of games, from beginning to end. Over the course of the semester, students will pitch a game, form small teams, and build a project from start to finish with help from our facilitators. Beyond developing video games, students will also learn about core game design principles, the roles that exist within the gaming industry today, and how to collaborate with individuals of different skill sets. The course will be taught using Unity, one of the world’s most popular game engines. Through labs, lectures, and projects, students will master the fundamentals of Unity and will be adequately prepared to work on more complex projects after taking this DeCal. As a 3-unit course, this class will be rigorous, requiring a lot of time and dedication. Prior game development experience is not required, but it is strongly recommended that a student taking the course has basic art or programming abilities. Students will be selected via application prior to the third week of the semester, to ensure that the class’s composition reflects a diverse range of skills, backgrounds, and proficiency levels. Our class meets twice a week on Tuesdays and Thursdays 7pm-8:30pm at Jacobs 10. Attendance is mandatory. If you have a time conflict or cannot attend class, we highly recommend taking this course in a different semester. For more information about the structure of our course, visit our website.
Course Website:
https://www.gamedesigndecal.com
DES INV 198-2 SANDBOX DESIGN STUDIO DECAL
Sandbox is a 2-unit DeCal that brings together a diverse group of creatives across UC Berkeley to pursue projects, collaborate, and share their work. We accept a range of students including fashion designers, entrepreneurs, architects, artists, and honestly anyone really passionate about making things. The class meets in the CITRIS Invention Lab, giving you access to tools like laser cutters, 3D printers, and other fabrication equipment. Each semester, Sandbox receives a small amount of funding that students can use to cover material costs or remove financial barriers that might hold them back from experimenting and trying new ideas.
DES INV 198-3 BRAND IDENTITY GRAPHIC DESIGN DECAL
This course is an in-depth exploration of what branding is and how it works, through the eyes of a designer. Each student will come up with a brand concept for a company/business that’s imaginary or real. Students will cultivate skills of conceptualizing and visualizing and learn the basic skills of graphic design as a means to make those ideas a reality. The course focuses on design as a tool to communicate. Students will learn about the conceptual elements of branding, and how to use graphic design tools like Adobe Illustrator and Photoshop as a valuable skill set that will help them in the future.
DES INV 198-4 INTRODUCTION TO PHOTOSHOP & ILLUSTRATOR DECAL
This course teaches graphic design through the use of Photoshop and Illustrator. Adobe Photoshop and Illustrator CC will be taught in a series of tutorials complemented with exercises to perform during class and at home. These exercises give students the opportunity to practice the tools, create designs, and exercise their creativity. We will also explore graphic design trends and their applications, and learn to receive and give critiques in order to improve your design work.
DES INV 201 DEBATES IN DESIGN
As today’s most pressing challenges cut across disciplinary boundaries, designers need to articulate new methods for connecting conceptual knowledge with technical skills and develop new ways of integrating ideas from various perspectives and world views. Each year students in this colloquium-style course explore a topic in design. Invited lecturers present a relevant project or challenge from their professional careers at a given intersection of critical contemporary issues expressed at a particular scale of design practice. Speakers share background material or readings in advance, allowing students to arrive with thoughtful questions and discussion points. Students compose written reflections throughout and following each speaker.
DES INV 211 DESIGNING EMERGING TECHNOLOGIES I (DET)
This course is an intensive, project-based course that focuses on design of interactive artifacts that use emerging technologies. Students are led through a sequence of projects of varying lengths (from one week to three weeks). This serves as the first in a two part sequence of courses (with DES INV 212) intended to develop student skills in designing with technology as a material. Projects include both individual and team activities, with teams frequently changing in size and composition.
DES INV 219 CAPSTONE PORTFOLIO
In this culminating course for the MDes degree, you compile a portfolio of work that has been completed during the MDes program, selecting at least four meaningful pieces that demonstrate the achievement of key learning objectives and highlight the underlying themes of your course of study. Two projects should be deeper investigations of projects done in previous classes. The third project featured should be a deep dive into the project pursued in studio. The fourth entry of the portfolio should reflect on Design@Large, an experience you have had outside of an MDes course or studio where you have furthered your design knowledge and expertise within a broader context.
ENGIN 11 A HANDS-ON INTRODUCTION TO RADIATION DETECTION: GETTING TO KNOW OUR RADIOACTIVE WORLD
Introduction to basic concepts in radiation detection and radioactivity, electrical circuits, and data analytics. Lectures provide the theoretical foundation of the work being performed in the accompanying laboratory. The course will contain three sections: introduction to how radiation interacts with matter and radiation detection technologies; development of the tools (mathematical and computational) needed for analyzing various types of radiation and environmental data; and building of a basic radiation sensor system.
ENGIN 29 MANUFACTURING AND DESIGN COMMUNICATION
An introduction to manufacturing process technologies and the ways in which dimensional requirements for manufactured objects are precisely communicated, especially through graphical means. Fundamentals of cutting, casting, molding, additive manufacturing, and joining processes are introduced. Geometric dimensioning and tolerancing (GD&T), tolerance analysis for fabrication, concepts of process variability, and metrology techniques are introduced and practiced. 3-D visualization skills for engineering design are developed via sketching and presentation of 3-D geometries with 2-D engineering drawings. Computer-aided design software is used. Teamwork and effective communication are emphasized through lab activities and a design project.
ENGIN 183D PRODUCT MANAGEMENT
Too often we are enamored in our brilliant ideas, we skip the most important part: building products consumers will want and use. Precious time and effort is wasted on engineering perfect products only to launch to no users. This course teaches product management skills such as attributes of great product managers, reducing risk and cost while accelerating time to market, product life cycle, stakeholder management and effective development processes.
ME 102B MECHATRONICS DESIGN
Introduction to design and realization of mechatronics systems. Micro computer architectures. Basic computer IO devices. Embedded microprocessor systems and control, IO programming such as analogue to digital converters, PWM, serial and parallel outputs. Electrical components such as power supplies, operational amplifiers, transformers and filters. Shielding and grounding. Design of electric, hydraulic and pneumatic actuators. Design of sensors. Design of power transmission systems. Kinematics and dynamics of robotics devices. Basic feedback design to create robustness and performance.
MECENG 110/MECENG 292C INTRODUCTION TO PRODUCT DESIGN
The course provides project-based learning experience in innovative new product development, with a focus on mechanical engineering systems. Design concepts and techniques are introduced, and the student’s design ability is developed in a design or feasibility study chosen to emphasize ingenuity and provide wide coverage of engineering topics. Relevant software will be integrated into studio sessions, including solid modeling and environmental life cycle analysis. Design optimization and social, economic, and political implications are included.
MECENG 130 DESIGN OF PLANAR MACHINERY
Synthesis, analysis, and design of planar machines. Kinematic structure, graphical, analytical, and numerical analysis and synthesis. Linkages, cams, reciprocating engines, gear trains, and flywheels.
ME 136/236U INTRODUCTION TO CONTROL OF UNMANNED AERIAL VEHICLES
This course introduces students to the control of unmanned aerial vehicles (UAVs). The course will cover modeling and dynamics of aerial vehicles, and common control strategies. Laboratory exercises allow students to apply knowledge on a real system, by programming a microcontroller to control a UAV.
NWMEDIA C203 CRITICAL MAKING
Critical Making will operationalize and critique the practice of “making” through both foundational literature and hands on studio culture. As hybrid practitioners, students will develop fluency in readily collaging and incorporating a variety of physical materials and protocols into their practice. Students will envision and create future computational experiences that critically explore social and culturally relevant technological themes. No previous technical knowledge is required to take this course. Class projects involve basic programming, electronic circuitry, and digital fabrication design. Tutorials and instruction will be provided, but students will be expected to develop basic skills in these areas to complete course projects.
PBHLTH 200B THE ART OF PUBLIC HEALTH
The Art of Public Health is a multidisciplinary, interactive, making-based course to introduce students to the variety of ways that Art shapes Public Health practice. Each week, students will be introduced to novel intersections between the arts and public health through curated resources, guest speakers, small-group discussions, site visits, and interactive workshops. The course is organized into three major modules, each relating to the respective intention of art: Communication (behavior change), Advocacy (systems change), and Community (building and healing).
THEATER 100/UGBA 190T FROM IMAGINATION TO INNOVATION: ACTIVATING CREATIVITY FOR TRANSFORMATIONAL CHANGE
The Art of Public Health is a multidisciplinary, interactive, making-based course to introduce students to the variety of ways that Art shapes Public Health practice. Each week, students will be introduced to novel intersections between the arts and public health through curated resources, guest speakers, small-group discussions, site visits, and interactive workshops. The course is organized into three major modules, each relating to the respective intention of art: Communication (behavior change), Advocacy (systems change), and Community (building and healing).