About the study

The Creative Technology programme aims at graduates who are social problem solvers.

International in all facets

Creative Technology has been awarded the prestigious ECA Certificate for Quality in Internationalisation, true recognition for our efforts of making this programme international in all its facets: the purpose, function and organisation of our education. This means you will not only study in an international environment but you will also be stimulated to incorporate different cultures and perspectives while developing sustainable solutions.

Goal of the study

There is a fading boundary between the natural physical world and the world of (interactive, intelligent, understanding) human constructions. Creative Technology educates designers who are fluent speakers of the languages of both worlds and who can unite the two. We educate designers, in a community of students with different backgrounds, interests and motivation. These designers will be valuable in application areas of any kind.

CreaTe concentrates on “design for the digital world” (game design, web design, interaction design, motion design and motion graphic design, and visual communication).

The engineering goals of Creative Technology cover aspects of Computer Science and Electrical Engineering (programming, web technology, sensors, communicating systems, dynamical systems and system control).

Obviously, Creative Technology aims at applications in Creative Industry and entertainment, but also at cross-overs with other sectors such as healthcare. 

Learning, training and persuasion through serious games are equally important. And so is enhancing reality for various purposes, e.g. to stage interaction while participants are at different locations, to create distraction, to create a feeling of well-being, to improve perception, or to improve safety and security. One finds ideas and concepts for enhanced reality in interior design, in architecture, in public space, in health care and in many other areas.

As a Creative Technology graduate you qualify as a designer in the sense of Herbert Simon, who defines design as “a way to improve situations”. A designer needs not only rational and analytical ways of thinking, but also “design thinking”, where emotional and cultural aspects become important. Design thinking often comes up in the context of “experience design.” Experience design is primarily a way of looking at design. It is the practice of designing products, processes, services, events, and environments with a focus placed on the quality of the user experience and culturally relevant solutions. Less emphasis is placed on increasing and improving functionality of the design. Creative Technology is a university programme with ample attention for design thinking and experience design.

Creative Technology aims for graduates who are capable of innovation by the introduction of artefacts for new and sometimes unexpected purposes. New and better use of existing technology is more important than the introduction of new technology. Their creativity concentrates on making life safer, healthier, easier, more exciting or just more fun. They need science, but also an understanding of human behaviour, and affinity with the creation of visual (and other) experience.

Intended learning outcomes

  • (1) Self-managing the designer’s process of creation
    1. Graduates understand autonomous design, and have the skills and knowledge to act as an autonomous designer, so
      1. they can identify and choose projects;
      2. they can explain and justify ideas in context;
      3. they have developed personality and a personal style.

    2. Graduates understand and are skilled in creative thinking and creative acting, so
      1. they know and can apply creative thinking techniques;
      2. they know and can apply divergent and convergent thinking;
      3. they know and can apply tinkering.

    3. Graduates understand and have the knowledge to employ multidisciplinary design methods, so
      1. they understand and can apply phasing in the systematic design process;
      2. they understand and can apply demand driven and explorative design;
      3. they can design in a team, and invoke help of experts;
      4. they have the knowledge and skills to document and report;
      5. they have the knowledge and skills to incorporate the user in the design process;
      6. they have the knowledge and skills to evaluate design options and take design decisions.
  • (2) Understanding and use of technology
    1. Graduates understand and can use technology in the following domains:
      1. software, algorithms, physical interaction;
      2. web technology, web services and data management;
      3. behaviour of physical systems, (especially in the electrical domain);
      4. sensing, implicit interaction;
      5. telecommunication.

    2. Graduates can rely on a basic knowledge of physics, mathematics and engineering in support of their understanding and use of technology.
  • (3) Designing for interaction, expression, impact and experience
    1. The graduates understand and can use expressive technology, so
      1. they have knowledge and skills in expressive media, like stills and moving images, sound and 3d-modelling;
      2. they have knowledge and skills in storytelling, story worlds, and messaging.

    2. The graduates
      1. have knowledge of and can investigate human technology relationship and human design relationship;
      2. are familiar with arts and culture;
      3. are aware of human factors, and of social patterns and societal structures.
  • (4) Societal and economic value
    1. The graduates have knowledge and skills to bring creative technology to the market, so
      1. they have the knowledge to perform a market analysis;
      2. they are familiar with attracting capital and financing;
      3. they understand intellectual property rights;
      4. they can write a business plan.

    2. Graduates are aware of the roles of designers in society, and the standards (ethically and legally) for professional behaviour.
  • (5) Academic and professional skills
    1. Graduates can communicate with experts and non-experts about all aspects of their field, this communication covers
      1. presentation;
      2. justification;
      3. documentation;
      4. scientific debate (to a limited extent); in this communication the graduate knows how to employ modern media.

    2. Graduates are
      1. capable of logical reasoning;
      2. inquisitive and capable of posing proper questions;
      3. they have knowledge of research methods;
      4. they can set up their own research (to a limited extent);
      5. they can critically evaluate results obtained (by themselves and others);
      6. they can work in a team;
      7. they are capable of critical reflection and can adapt their behaviour on the basis of that reflection;
      8. they are aware of gaps in their own knowledge and skills;
      9. they are prepared to learn and capable of learning.