É Vice-Diretor da Faculdade de Arquitetura da Universidade Federal do Rio Grande do Sul (UFRGS) desde dezembro de 2015, Coordenador Substituto do Programa de Pós-Graduação em Design da UFRGS desde abril de 2015, Coordenador do Programa de Pós-Graduação em Design da UFRGS no período 04/2011- 04/2015, sendo professor do quadro permanente desde a fundação do Programa, em 2007. Professor Associado do Departamento de Design e Expressão Gráfica da UFRGS. Foi Chefe do Departamento de Design e Expressão Gráfica da UFRGS nos períodos 2007-2009 e 2011-2013 e é Chefe Substituto desde Set/2013. Foi Coordenador dos cursos de Graduação em Design de Produto e de Design Visual da UFRGS (de Set/2010 a Set/2011), onde também ministra as disciplinas de Projeto de Produto IV (Design da Mobilidade) e Geometria Descritiva. Possui Pós-Doutorado na Universidade do Porto em Portugal na área de projeto de juntas adesivas e sua aplicação no desenvolvimento de produtos com bolsa CAPES da área de Design (2009-2010). Possui Doutorado em Engenharia Mecânica na área de modelagem geométrica paramétrica pela Universidade Federal do Rio Grande do Sul (2003), Mestrado em Engenharia Civil com ênfase na simulação computacional de estruturas pela Universidade Federal do Rio Grande do Sul (1991) e Graduação em Engenharia Mecânica pela Universidade Federal do Rio Grande do Sul (1988). Fez parte da equipe de criação dos cursos de graduação em design (2005), de mestrado em design (2006 e 2007) e de doutorado em design (2011 e 2012). Trabalha com projetos de pesquisa relacionados à metodologia de projeto e processos criativos, ao design virtual de produtos, ao projeto de produtos e à representação e modelagem, incluindo computação gráfica, modelagem geométrica paramétrica, simulação numérica de estruturas, realidade virtual e visualização científica. Também atua em pesquisa na área da Tecnologia Assistiva, orientando trabalhos de mestrado na área. Atua em projetos de pesquisa para o desenvolvimento de novas tecnologias educacionais abrangendo os seguintes temas: learning design, ambientes virtuais de aprendizagem, objetos de aprendizagem, geometria descritiva e hipermídia.

Recent Publications

Câmara, A., F. G. Teixeira, J. P. Duarte, L. Ferrão, M. Passos, N. Correia, P. Maldonado, and P. E. Correa, "Inspædia: [Almost] Everything About Simplicity, Playfulness and Inspiration", Advances in Ergonomics Modeling, Usability & Special Populations, vol. 486: Springer, pp. 231 - 243, 2016, 2017. Abstract

The aim of this paper is to disclose the new research developments and the results from the systematization of experience and user interaction with the Inspaedia (a new web knowledge " Agora "), to inspire a dynamic, collaborative, and interactive intelligence among the inspaediers. We will explain in detail and describe the design process and discuss the ultimate design interaction concept and development regarding (almost everything about) simplicity and playfulness of the inspaediers' experience to transform relevant information (related > mean-full > useful) in productive knowledge (inspiration > insight > foresight) in a very easy and quick way (usability: learnability; understandability; operability; attrac-tiveness…), with a smile in the face (satisfaction) and a wow in the mind (or in the soul).

Bressan, F., F. G. Teixeira, and W. K. Júnior, "Design e Tecnologia: transposição de volumetrias entre superficies poligonais e polysurfaces nurbs", REVISTA EDUCAÇÃO GRÁFICA, vol. 21, pp. 213 - 229, 2017. AbstractFull Text

The present study is divided in two constructive ways: conversion of volumetric bodies constituted by polygonal surfaces (quads) into surfaces NURBS and conformation of patterns or other polygonal entities on such volumetric bodies. There are numerous cases where the target topology cannot be converted to a single and unique NURBS surface, a procedure that would make the task of volumetric transposition easier and which would already be solved by the use of ready made parametric modeling tools. To carry out this article's tasks, generative modeling systems and associative parametrization strategies were adopted. The knowledge for the construction of the systems used in the present research can be used in different fields that have, as a paradigm, the design creativity as one of its beacons, such as Visual Arts, Architecture and Design. The present work aims to make use of digital manufacturing through laser cutting, 3D printing or CNC milling technologies, at the same time expanding strategies.

Corrêa, P., F. G. Teixeira, and P. Maldonado, "Design-by-Analogy: proposta para um modelo de ferramenta computacional de auxílio ao processo de design", DESIGN E TECNOLOGIA, vol. 7, issue 14, pp. 30 - 40, 2017. AbstractFull Text

New products development is a highly complex activity, where applying methodologies and tools to support the engineering design process is fundamental in conducting the numerous activities between the phases involved. The conceptual design phase is a critical moment for product success, where access to the existingdesign knowledgeand the prior experience of the designer are the basis for building the creative process. Thus, the Design-by-Analogy (DbA) field isa design approach that uses analogousprocesses to stimulate ideas generation seeking innovative solutions through computational techniques and tools. In this context, this article aims to propose a model forasoftware developmentbased on DbA techniques to stimulate and assist designers during project process. To fulfill this objective, literature review and existing state of the art DbA software survey establish the knowledge bases for this study. Given extracted information from these sources, analysis criteria were defined for the existing software quality characteristics evaluation. This, combined a set of desirable characteristics to establish the requirements that guided theelaboration of theproposed model, specifying its components and structure. Theresult of this paper is the model proposal, where combining existing techniques and new components that explore alternative paths will promote advances in DbA field. This model will guide the development of a softwareto aid and stimulate the conceptual phase of the project, allowing the registration of the knowledge generated during the development of projects so that they can be reused in future projects, adds new possibilities giving continuity to the studies in digital tools to support the engineering design process.

Senna, C. E., and F. G. Teixeira, "Rendering: a evolução da linguagem gráfica, seus precursores e sua relação com o design de produto", REVISTA BRASILEIRA DE EXPRESSÃO GRÁFICA, vol. 5, pp. 48 - 68, 2017. AbstractFull Text

This article focuses the evolution of a graphical language, introduced at the start of the twentieth century, namely with the term Rendering, in the USA. The works of Raymond Loewy, Norman Bel Geddes, Henry Dreyfuss and Walter Dorwin Teague between 1930 and 1960 were chosen as subjects of analysis. This article presents an overall view of their projects at the time, knowing that they were pioneers in changing the visuality, construction and presentation of images. As a methodological strategy, our research took the biographies of different authors, their main projects, collaborations and individual image productions into consideration. In carrying out our research, it became clear that precursors of this graphic language were not treated with appropriate consideration in design literature. Even today, when the subject is dealt with, it's often treated lightly, even in specialized biographies.

Brendler, C. F., and F. G. Teixeira, "Método para obtenção de medidas antropométricas utilizando um digitalizador 3D de baixo custo", Design e Tecnologia, vol. 6, issue 11, pp. 53 - 67, 2016. AbstractFull Text

The aim is to develop a method for obtaining anthropometric parameters using a low cost three-dimensional digitizer. The research methodology is divided in five steps: literature review; collection and analysis of anthropometric data using the direct method and also the development of the indirect method for obtaining anthropometric measurements; comparison and data analysis; discussion of results and the completion of the research. The digitization process developed it is based on Microsoft Kinect, a low-cost device, and also on the software kscan3D. For the anthropometric collection from the three-dimensional model is used Autodesk 3D Studio Max. This research presents requirements and constraints for generate the three-dimensional model in order to obtain a mesh with satisfactory precision. It is presented a flowchart to guide the implementation of the developed method in the design process as well as a summary table containing guidelines for this application. The developed method achieved 97.96% of compatibility considering the results of the measured variables in relation to the direct method. These results were obtained with an exposure time of the individual of only 3 minutes and 28 seconds, which is less than the time required in the direct method – 1 hour and 12 minutes. This demonstrates one major contribution of the developed method.