Study programme


In the first year of the Bachelor’s programme in Creative Technology, you will work on developing a broad foundation. You will encounter subject from a range of disciplines, such as Design, Electric and Dynamic Systems, Programming and Physical Computing. This first year consists of four modules and you will spend about one third of your time on projects. In each module, you will gain more insight into the various professional roles and themes in your future field of interest. You will also learn how to devise practical solutions to complex problems.

Every Creative Technology student is assigned a personal tutor, whose job is to ensure your progress in the first two years. One of the tools used for this purpose will be your digital portfolio. Your tutor is also the person with whom you will confer on your own development as a creative engineer. You can be sure that in this process you will be offered plenty of space for exploring and taking the initiative.

Module 1: We create identity

This module is intended as an introduction to Creative Technology (both as a discipline and as a subject). The most important elements are:

  • an inspiring introduction to the broad field of Creative Technology;
  • an introduction to the sub-fields that are essential to the programme, such as Smart Technology, New Media, Computer Science, (Visual) Storytelling;
  • an introduction to project organization and Creative Applications;
  • activation of your own professional development as a Creative Engineer. 


The theme of module 2 is Smart Technology. This module deals with electronic and digital systems of increasing complexity, as well as with the interaction with the physical world, from simple links to complex distributed 'smart environments'. You will learn how to:

  • design and realize interactive programmes for screen-oriented and embedded applications;
  • convert the theory of smart environments into functioning distributed applications;
  • understand mathematical concepts for modelling systems and apply these concepts to the design and realization of creative applications;
  • do mathematics, while simultaneously , learning the basic principles of physics, such as sound analysis and synthesis and electric systems;
  • apply the principles of drawing in perspective and 3D to the design process;
  • realize project objectives in a team and reflect on your own role within the team.


The central theme in this module is the generation of ideas to match specific client wishes (ideation), to research and test (exploration, tinkering) and to visualize, present and evaluate (realize, present, make) the ideas. The most important elements are:

  • ideation and tinkering, explorative research;
  • format, design, context, tangible models;
  • users and user scenarios;
  • physical systems (dynamic systems): modelling, simulation and mathematics;
  • an introduction to electronics;
  • (interactive) visualization, 3D modelling.

One of the tasks of a Creative Engineer is to generate ideas, both independently and at the client's request. The Creative Engineer then processes these ideas, tinkers with them and plays with them before they are ready to be marketed or produced. There are many ways of making ideas tangible so that they can be worked on, or be presented to clients. This module focuses on this entire process, placing it firmly in the context of your life and work in the (near) future.

Module 4: Art, impact & technology

In Module 4, you will design and realize an interactive installation for a well-known local art and technology festival. You will use and integrate methods and techniques you familiarized yourself with earlier in the Creative Technology programme. The primary objective of your design is to have a high impact on installation users, irrespective of its practical application, utility or deployment.

Additional elements in this module include:

  • Human Factors: understanding the interaction between uses and system elements and conducting user surveys;
  • Introduction to the theory of probability and statistics, as a means of supporting your activities in conducting methodological user surveys;
  • More basic programming skills (Algorithms).

All-in all, the four first-year modules will contribute to the goals of this Bachelor’s programme in the following ways: 

Learn more about the 2nd year.

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