INTERNATIONAL ENGINEERING AND PRODUCT DESIGN EDUCATION CONFERENCE
2-3 SEPTEMBER 2004 DELFT THE NETHERLANDS
A NEW DISCIPLINE IN DESIGN EDUCATION:
COGNITIVE PROCESSES IN DESIGN
Katja Tschimmel
ABSTRACT
Our thinking and learning process is influenced by the fact that the brain is a selfreferential system. Knowledge from Constructivist Theory and cognitive psychology is
fundamental for the conception of a new discipline that we are starting to develop in our
Design School.
Understanding and trying out different kinds of cognitive processes in design activity
promise to improve problems with reasoning, solution finding, conception or
communication. Radical Constructivism explains the phenomenon of ‘interests guided
by findings’, which means that new knowledge is perceived and synthesized in a
biographical way. Learning results are not the reflection of the input, but the
construction of one’s own world. So, instead of teaching in the traditional way, we
should give the students tools, which provoke a new way of thinking.
The term ‘cognitive processes in design’ refers to the thinking and interactive skills of
design like the perceptive, the creative, the communicational, the learning and also the
emotional and the teamwork processes.
Keywords: cognitive process, Constructivist Theory, perception, creativity, emotions,
thinking tools, learning process
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INTRODUCTION
In order to complement the educational curriculum of the first years, we are starting to
develop in our Design School in Porto (Escola Superior de Artes e Design) a course that
is bringing together the different kinds of cognitive processes in design activity. It’s the
query over cognition, thinking and learning in the new millennium that is prompting us
to integrate new contents and new didactic methods in the basic education of our
students. Using the term ‘cognitive processes in design’, we refer to the thinking and
interactive skills of design like the perceptive, the creative, the communicational, the
learning and also the emotional and the teamwork processes. Disciplinary and
interdisciplinary knowledge about the different aspects in design, like the technical, the
semantic, the historic or methodological knowledge is not enough to practice a creative
activity like design is. Instrumental knowledge of thinking processes, that is, the
constructive, operative and creative aspects of thinking are just as important as
knowledge of facts and methods. Christiaans called these cognitive aspects of design the
“developmental process in design”. [1]
Knowledge from Constructivist Theory [2] and cognitive psychology lead us to the idea
that knowledge don’t mean statically stored information but the capacity to react
appropriately in an individual or collective design situation. With this perspective we
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move to the design paradigm that Schön (1987) and Dorst (1997) describe as a
Reflection-in-Action process. [3|4]
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THE BACKGROUND
Since the seventies, but particularly in the last years, we can note an increasing trend in
design research to give more importance to the cognitive aspects, seeing that design is
an essentially human activity (for example: Simon 1969, Lawson 1986, Schön 1987,
Cross, Dorst & Roozenburg 1992, Hekkert & Overbeeke 1999, Love 2003 or Norman
2003). [5|6|7|8|9|10] Research work from other disciplines like psychology, neurocognition or physics is contributing to the growing import of aspects like creativity,
imagination, emotions or intuition in design theory. The work of scientists like Gardner
(1989), Guntern (1995, 1996), Damásio (1994, 2000) or Binnig (1996) were important
influences on this recent trend. [11|12|13|14|15|16]
As early as 1910, John Dewey pointed out the urgent need for thought training in
education. Demonstrating the causes of ‘bad mental habits’, he concludes, “the work of
teaching must not only transform natural tendencies into trained habits of thought, but
must also fortify the mind against irrational tendencies current in the social
environment, and help displace erroneous habits already produced.” [17] Today we
express the same emphasis in the need for more creative and ethical thinking.
The seminal impulse for the development of the new discipline that we present in this
paper comes from real preoccupations in our school:
• Several project teachers criticized the weak creativity of 3rd and 4th year students in
new perspective and concept finding.
• They also detect a lot of interaction and communication problems in teamworkprojects.
• Students towards the end of their courses expressed the desire to learn more creative
thinking techniques.
• They also complained about the different methodologies, teaching conceptions and
styles of their teachers that are reflected in the notes they give.
• Some students, at the end of their design course, regretted that they hadn’t used the
available opportunities in the four years of study.
For these reasons we are seeking to create a course where students are initiated into the
proceedings of design thinking, design interaction and the learning process itself.
The main objective of the new discipline is to show students the subjective aspects of
design and learning, and thus to help them understand and improve their learning
process, and at the same time, the design process of each project. We want to develop
Meta cognitive competence through trying out different thinking and interactive
proceedings in design. It would be wonderful if the students at the end of the academic
year have a clear appreciation of thinking as a skill, and a self-image as a ‘thinker’ in
the same way that they see themselves as ‘creator’. Design should be seen by the
students as a subject-dependent creation of innovative product-possibilities.
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THE SUBJECTS OF THE DISCIPLINE
The subjects in the course that we are developing are based, amongst other things, on
the mental blockages in the creative process of design, such as perceptive, intellectual
and emotional. [18,19]
One of the most frequent intellectual and perceptive blocks is the difficulty to choose
the appropriate mental strategy for the resolution of a problem. The difficulties are not
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only in finding the solution, but also in problem finding and the analysis of an initial
design situation. Design students should become conscious of the importance of
perception and its nature as a pattern-making and pattern-using system. An overall view
of the importance of emotions, feelings, intuition and values in thinking, also can help
to manage the creative design process more effectively.
The following subjects amongst others, are approached in the new discipline:
3.1 The process of perception
Constructivist Theory and cognitive psychology shows us that perception operates as a
‘self-organizing-information-system’, which restricts our thinking through already set
up patterns. According to Roth perception is interpretation and attribution of
significance. [20] And this attribution of significance happens in accordance with the
principles of Gestalt psychology. So it is not surprising that the most frequent cognitive
block in general, and in design in particular, is the perceptive block, an impediment for
the clear comprehension of the initial design problem and the necessary information to
find a new response. An inflexible attitude (Einstellung) towards products and situations
and a stereotypical or prejudiced opinion limit the perception of new possibilities.
Designers need some ways of broadening and changing perception, which is a creative
act. To learn anything or to design a new concept, there is a need for ‘real perception’,
“in the sense that without it a person is unable to see, in any new situation, what is real
and what is not”. [21]
The creative designer is the one with vision and imagination, who makes connections
between previously unassociated concepts. Students have to understand that perception
can be an active process, a process of searching, led by our expectations and goals, and
not just the passive reception of sensory impressions. So ‘real perception’, according to
Bohm (as opposed to a routine and mechanical kind of perception), requires that
students learn to be more attentive, alert, aware and sensitive. We have to be aware that
the repertoire of patterns, which we have in our minds, will determine our recognition,
our classifications, our analysis and all of our subsequent thought processes.
During the course, students should feel and try out, in short exercises, the interpretative
and subjective extent of the perception process and should, in this way develop a more
careful observation of their surroundings. Understanding the major role of perception in
design thinking definitely generates more original ideas and practical solutions.
3.2 The process of thinking in general, and of communication
The design process consists of alternating phases of analysing and selecting, making
new connections and then synthesising. Information about the project and knowledge of
the subject are important elements of the solution, but thinking appropriately is even
more essential. Students’ need thinking skills to decide what information is relevant or
interesting, where to look for it, how to make the best use of it and how to put
information together in an original and efficient way.
Our thinking process is influenced by the fact that the brain is a semantically selfreferential and self-explanatory system. [22] The examination of cognitive systems at
the base of the self-organisation idea of the brain requires a new definition of the
thinking and communicating process in design. Notions like Structural Determinism,
Informational Self-containment and Oriented Interaction [23], come from the Radical
Constructivist Theory of thinking by Maturana and Varela (1987). [24] According to
these authors, the behaviour of an organism is determined by its structure.
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Environmental stimuli are only disturbances in which the organism reacts as determined
by its structure.
Therefore the cognitive system doesn’t absorb information, but produces it under a
continuous change in it’s own structure: the organism is self-contained in terms of
information. According to these principal of operational integrity, organisms can’t
‘change’ information, but can only reciprocally stimulate the construction of
information in an orientated interaction. Thus the phenomenon of communication
doesn’t depend on what is transmitted but on what is happening inside the receptor. [25]
Students have to understand that the subjective aspect of communication is the reason
for semantic problems: the selected set of the sender and receiver do not really
correspond and have to be agreed on in each act of communication: in the verbal and the
visual.
3.3 The creative process and creative thinking
In design education, creativity should be given more priority that it is in reality, seeing
that design aims to create something new and different from what already exists.
Today we know that manifestations of creativity in humankind are of the same intrinsic
nature as the creative forces in nature and in the universe at large. (Binnig 1989, Bohm
1998). A similar creative process is at work in practical design projects, in the learning
process itself and also in the formation of theory in science like design education.
Because of the auto-organisation of the brain, cognitive processes emerge, which means
that ideas grow and mature during the creative process.
Explaining the different phases of the creative process, should result in the student
operating inside this process with more awareness and better understanding the
importance of analytical, synthetic and analogical thinking, intuition and coincidence in
the design process. We define creativity in product design as a cognitive capacity of a
life system (individual, group, organisation) to produce new combinations (practical,
material, aesthetical, semantic), unexpected and useful responses, directed to a certain
community.
Different theories and aspects related to creativity like the concepts of ‘divergent
thinking’ (Guilford), ‘lateral thinking’ (De Bono) and ‘holistic thinking’ (Morin,
Simon), are also covered in the subjects of the discipline.
3.4 Emotional processes
Design is not only a reflective activity, but also an emotional and intuitive process.
Although the emotional experience is not a cognitive process but a ‘succession of
neuronal and chemical reactions’ (Damásio 2000, 2003), we want to consider emotions
and feelings in the new discipline. Since the result of these neuronal and chemical
reactions is a temporary change of the state of the structures of the brain which form the
substrate of thinking [26], students should know about the influence of our emotional
condition in the creative design process.
António Damásio shows in his many publications about the brain, that emotions and
feelings are fundamental for rational thinking and decision-making. [27] And De Bono
demonstrates how it is possible to change feelings by thinking in different perspectives.
‘Value-laden’ words, for example, can alter the perception of a situation and so the
associated feelings. [28]
In the design process emotions and feelings can perform the following functions, but of
course they are never a substitute for rational thinking:
• Identify and redefine project problems, quicker and more easily;
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• Reduce the unavoidable complexity of design situations, and become a catalyst for
decision finding;
• Reinforce already existing preferences (styles, values, attitudes) and accelerate the
formation of new preferential structures;
• Judge in a natural way the ambience of group work and the relations in the team and
react appropriated;
• Understand and accept the interruption of fluency in the thinking process by sadness,
bad mood or fear and help to develop a strategy to overcome these negative
feelings.
3.5 The process of teamwork
It isn’t news that our cognitive system and the environment have an interactive
relationship. Maturana and Varela (1987) attach central importance to the cognition
process in human interactions. They use the analogy with the car: the engine keeps
going while the car is motionless, but by driving we always have to consider the traffic.
Social interactions are not only important in the learning process by helping to adapt to
changing life circumstances, but in design they are also an essential factor of the design
process.
The design object is never the result of an individual creative genius; products can only
be looked upon as a result of a teamwork that includes different kinds of participation
and group dynamics. So one of the important aspects of the new course in ‘cognitive
processes’ is that students are working in groups that are continuously being changed so
after each exercise they can evaluate the group dynamic.
3.6 The learning process
I f we don’t want to treat learning simply as information processing or assimilation of
new knowledge, but rather as ‘ the acquisition and constructive production of realities
which develop our identity’ [28], thus in design education we can’t be just interested in
transmission of notions and new knowledge, but the focus of interest has to be the
internalisation of ‘valuable’ experiences. According to Siebert, a teacher mustn’t only
produce the knowledge which has to enter in the students head, but he has to facilitate
processes of automatic and independent development and appropriation of knowledge,
thus creating conditions for the students own self-organisation. This kind of reflective
learning process requires from students meta-cognitive competences and from the
educators the deployment of communicative teaching methods which create an
atmosphere in which students are allowed to develop subjective fields of experience in
design thinking.
To stimulate reflection about their learning process we ask the students to create
throughout the whole academic year a dossier with all of the exercises that were
completed in the course, and complementary texts about each process: their working
methods, problems that they have solved or that they could not overcome, team
interactions, communicational problems, and what they have learned in each case.
Meta-cognition and Meta-communication is an indispensable element of higher design
education. Because we have varying life experiences, differences and different
interpretations should be raised and compared. To learn means to be curious about
differences and about other perspectives of thought. Constructivism leads us to the
reflective learning process; students observe themselves: their selective perception, their
thinking processes and their cognitive blockages. And we as educationalists should
observe and comment on the self-perception and self-analyses of the students.
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EDUCATIONAL CONSIDERATIONS
We don’t learn from abstract rules, but from concrete situations and experiences. The
learning process is a practical related process. The “learning by doing” principle from
John Dewey, shows that information only changes into effective knowledge if there is a
practical application. Above all the teacher has to enforce the natural resources, an
approach that Dewey describes in his work How we think (1910, 1997): “If an
individual can learn to think only in the sense of learning to employ more economically
and effectively powers he already possesses, even more truly one can teach others to
think only in the sense of appealing to and fostering powers already active in them.”
[30]
Now the Constructivist Theory confirms that teachers can only create opportunities and
reasons for thinking. The application of various process tools seems to be one of the
best didactic methods not only to provoke thinking processes, but also to explain to the
students the different cognitive processes in design activity. Design tools are ‘attentiondirecting-tools’, without them attention follows the patterns laid down by experience
and we remain restricted. In his Thinking Course, De Bono defends: “What the thinking
tools do is to furnish the mind with some ‘executive’ concepts so that at different points
in our thinking we can instruct our own minds to work as we wish.” [31]
In the new discipline we use diverse tools, for example techniques of divergent
perception, analogical thinking or visual and verbal communication in different kind of
exercises. Besides learning to handle the cognitive process, the testing of tools allowed
the students to develop criteria about the usefulness of each technique in different
situations for them personally. And one thing is sure: a designer who makes a lot of
‘Synectics’, with time will develop a good capacity of thinking in analogies and
metaphors; somebody who attends ‘Brainstorming’ sessions regularly will train his
mental fluency, flexibility and originality.
The educational process should focus on teaching the student how to manage his design
process; students should be aware how to handle knowledge and information and to
choose the appropriate method at each moment of the design process. The main goal of
design education should be the development of an intellectual and creative flexibility, a
holistic and imaginative thinking, and an attitude of self-responsibility. Siebert (2002)
reduced these kinds of requests to one keyword: the ‘instruction-didactic’ is substituted
for an ‘animation-didactic’. The learning process of students cannot be planned, only
the contents of the course. The whole learning situation should be designed as varied
and stimulating, so that students in accordance with their individual situation could have
significant educational experiences. A sign of quality in design education cannot be the
standardization of opinions, but plurality and diversity of ideas. The consequences for
teachers and for teaching methods are the use of various didactical and
communicational materials in classes. As well it is important that teachers of one school
maintain a diverse approach to design and design languages. The request for a collective
design perspective is not only illusory, but also absolutely undesirable, in the
constructivist view.
Traditional education is looking for standardization learning results and also for
homogenous learning groups with similar knowledge prerequisites. Constructivism
emphasizes, in opposition, stubbornness and a strong individualism. Teaching based on
instruction has only a small chance of leading students to an extension of their cognitive
structure.
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4.1 Different Exercises
To allow students to test and reflect on different thinking approaches, we propose
exercises that are related with the cognitive proceedings in the design process described
above. All exercises are short exercises: either they are made during the lesson, or they
are ‘home work’ carried out in one or two weeks. Exercises during the lessons are
designed to use an introduced contents or tool, or to feel a certain kind of cognitive
blockage for themselves. After introducing the ‘Mind-Map’ tool, for example, students
are encouraged to make a ‘Map’ of a theoretical class or of a subject related with the
course content. This graphic creative thinking tool helps to develop mental flexibility
and the logic of inter-relations. We apply numerous similar tools to train the ability to
observe, structure, organise and finally communicate.
To really understand a cognitive block, students are invited to resolve typical exercises
for each problem, to feel the different kind of blockages under their skin. The frequently
cited case of the nine circles connected with only four straight lines without lifting the
pencil is just one example that they have to try in the course. [32] As perception is the
most important part of thinking and so a base for all problem solving processes, we
dedicate most attention to perception exercises. The main goal of these exercises is to
sensitise for the importance of perception in design and show how useful focused
perception can be.
Feelings are mental manifestations of equilibrium and harmony, of dissonance and
displeasure. The exercises and experiments to test and understand the importance of
emotional states in the design process are mostly related to social behaviour. The aim is
that the students become aware of the importance of empathy in design activity.
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CONCLUSIONS OR THE INTEGRATION IN THE CURRICULUM
It is not common to have a discipline of ‘cognitive processes’ as a separate subject on
the curriculum in education. De Bono listed some of the reasons for that, foremost
among them the trap of traditional thinking and the belief that ‘thinking’ is already
covered during the teaching of other subjects. [33] This is true, but these are only some
cognitive skills concerned with analysis and information sorting. Skills like ‘generating
new ideas’ or ‘assessing priorities’, the emotional aspect of thought or the interactive
processes of a group are not considered enough. Of course, a single discipline cannot
improve the mental capacity of students, but it can contribute to a better comprehension
of processes and thus lead to a better management of their thinking abilities. And it can
show that design thinking corresponds to the subject-dependent creative process of life
itself.
At the moment we are testing this new course-project in the first year of design
education to prepare the students for the realization of projects in the second year, but
I’m convinced that it will be more effective to connect the course subjects with the
discipline ‘Design Projects’ in the first two years of the design course. In the second
year the Project course could be complemented with considerations of different
methodological paradigms and with experimentation with the phases of the Creative
Problem Solving process. The only problem that I see in the integration of the
‘cognitive process’ content in other disciplines is lack of will and knowledge of project
teachers in this domain, but this seems easy to overcome. Or is it?
ACKNOWLEDGMENT
This research was funded by the Fundação para a Ciência e Tecnologia, FCT, Portugal,
POCTI Program, SFRH/BD/6408/2001.
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REFERENCES AND NOTES
[1] Christiaans, Henri H.C.M., Creativity in Design. The Role of Domain Knowledge in
Designing. Lemma BV, Utrecht, 1992, p. 147.
[2] The interdisciplinary discourse about cognition is internationally known under the
name ‘Constructivism’, which refers to the fact that we can’t know in an objective
way what reality is, because our brain does not reflect reality but it constructs its
own subjective reality. Constructivism challenges claims of truth and the existence
of an objective reality and recognizes the plurality of perception and perspectives
of reality, which are determined by personal and cultural experiences.
[3] Schön, Donald, Educating the Reflective Practitioner: Toward a New Design for
Teaching and Learning in the Professions. Jossey-Bass, San Francisco, 1987.
[4] Dorst, Kees, Describing Design, A Comparison of Paradigms. Delft University
Press, Delft, 1997.
[5] Simon, Herbert A., The Sciences of the Artificial. Third Edition, The MIT Press,
Cambridge, Massachusetts, 1997 [first edition 1969].
[6] Lawson, Bryan, How designers think. The Architectural Press. London, 1986.
[7] Cross, Dorst, Roozenburg (Eds.), Research in Design Thinking. Delft University
Press, Delft, 1992.
[8] Hekkert, P., Overbeeke, C.J. (Eds.), Proceedings of the First International
Conference on Design & Emotion. Delft University, Delft, 1999.
[9] Love, Terence, Design and Sense: Implications of Damasio’s neurological findings.
Senses and Sensibility In Technology – Linking Tradition to Innovation Through
Design, 1st International Meeting of Science and Technology of Design > Working
Papers, IADE, Lisbon, 2003, pp 170-176.
[10] Norman, Donald A., Emotional design: why we love (or hate) everyday things.
Basic Books, 2003.
[11] Gardner, Howard, Dem Denken auf der Spur. Klett-Cotta Verlag, Stuttgart, 1989.
[12] Guntern, Gottlieb (Ed.), Imagination und Kreativität. Playful Imagination.
Internationales Zermatter Symposium, International Foundation for Creativity and
Leadership und Scalo Verlag, Zürich, 1995.
[13] Guntern, Gottlieb (Ed.), Intuition und Kreativität. Intuition and Creativity.
Internationales Zermatter Symposium, International Foundation for Creativity and
Leadership und Scalo Verlag, Zürich, 1996.
[14] Damásio, Antonio, O Erro de Descartes, Emoção, Razão e Cérebro Humano.
Publicações Europa-América, Lissabon, 1994.
[15] Damásio, Antonio, O sentimento de si. O Corpo, a Emoção e a Neurobiologia da
Consciência. Publicações Europa-América, Mem Martins, 2000.
[16] Binnig, Gerd, Aus dem Nichts. Über die Kreativität von Natur und Mensch. Piper
Verlag, München, 1989.
[17] Dewey, John, How we think. Dover Publications, Mineola, New York, 1997, S. 25
– 26, [orig.1910].
[18] Koestler, Arthur, The Act of Creation. Arkana Penguin Books, London, 1964.
[19] Adams, James L., Guía y juegos para superar bloqueos mentales. Editorial Gedisa,
Barcelona, 1986, [orig. Conceptual Blockbusing, 1979].
[20] Roth, Gerhard, Erkenntnis und Realität: Das reale Gehirn und seine Wirklichkeit.
Der Diskurs des Radikalen Konstruktivismus, 8. Ed., Suhrkamp Taschenbuch
Verlag, Frankfurt am Main, 2000, pp 229-225.
[21] Bohm, David, On Creativity. Edited by Lee Nichol, Routledge, London, New
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York, 1998, p. 4.
[22] The concept of self-referentiality of the brain refers to a functional closed brain that
only interacts within its own state. We are not standing in front of our
environment, but our world passes through us. The brain compensates the principal
isolation of all neuronal systems from the world, by determining how each incident
affects the brain. (See Roth 2000).
[23] Take up from different authors, which participate in the Discourse of the Radical
Constructivism.
[24] Maturana, Humberto R., Varela, Francisco J., Der Baum der Erkenntnis. Die
biologischen Wurzeln menschlichen Erkennens. Taschenbuchausgabe, Goldmann
Verlag, München, 1987, p 212.
[25] Schmidt, Siegfried J. (Ed.), Kognition und Gesellschaft, Der Diskurs des Radikalen
Konstruktivismus 2. Suhrkamp Taschenbuch Verlag, Frankfurt am Main 1992.
[26] Damásio, Antonio, Der Spinoza-Effekt. Wie Gefühle unser Leben bestimmen. List,
München, 2003, p 67.
[27] Damásio distinguishes between emotions and feelings in the following way: the
first are defined as chemical and neuronal responses of our body (e.g. blood
pressure, muscle tone and facial appearance by fear) which are always directed to
the exterior; the second as the mental and private experience of the emotions (e.g.
panic and timidity are feelings of fear). This differentiation is significant in
research but not really important for students to understand the usefulness of
emotions and feelings. Both work as an especially sensitive perception system and
help us to comprehend the world: to amplify desires and dislikes and to distinguish
good from bad, useful from harmful, meaningful from irrelevant.
[28] De Bono, Edward, De Bono’s Thinking Course, revised and updated, BBC Books,
London, 2000, p 95.
[29] Siebert, Horst, Der Konstruktivismus als pädagogische Weltanschauung. Entwurf
einer konstruktivistischen Didaktik. Reihe „Wissenschaft in gesellschaftlicher
Verantwortung“, Band 44, VAS Verlag, Frankfurt a. M., 2002, p 67.
[30] Dewey 1997, p 30.
[31] De Bono 2000, p 17.
[32] in Adams 1986, p .
[33] De Bono 2000, p 14.
Professor Katja Tschimmel
Department of Design
Escola Superior de Artes e Design (ESAD)
Av. Calouste Gulbenkian
4460 Senhora da Hora
Portugal
Tel: +351 229552644
Email: katjatschimmel@esad.pt
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