In the first year of the Bachelor’s programme Creative Technology, you will work on establishing a broad foundation. You will study various disciplines, such as Mathematics, Electrical and Dynamic Systems, Programming and Physical Computing, in addition to (Visual) Design and Design for an Optimal User Experience. You will gain insight into the different professions and themes of your future field. You will also start engaging in the development of practical solutions for complex issues and learn to apply the knowledge you have gained in challenging team projects.

Four fascinating subjects in the first year

At the University of Twente, your education is divided into modules (four per year). Central to each one is a current societal or business issue. For example, what will living and working look like in the future?

Overview of first year modules

Module 1: we create identity

The first module is an introduction to Creative Technology 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 essential to the programme, such as Smart Technology, New Media, Computer Science, (Visual) Storytelling;
  • An introduction to project organization and Creative Applications;
  • Working on your own professional development as a Creative Engineer.

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Module 2: smart environments

This module deals with the interaction between electronic and digital systems. You will also touch on the interaction between systems and ‘the real world’, from simple relationships to complicated ‘smart environments’. You will learn about:

  • Designing and developing interactive programmes for screen-oriented and embedded applications;
  • Converting the theory of smart environments into functioning distributed applications, or applications that can be subdivided into parts that can operate simultaneously;
  • Understanding mathematical concepts for modelling systems and applying these concepts to the design and realization of creative applications;
  • Basic principles of physics, such as sound analysis and synthesis, and electric systems;
  • Applying the principles of drawing in perspective and 3D to the design process;
  • Realizing project objectives in a team and reflecting on your own role within the team. 

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Module 3: living and working tomorrow

One of a Creative Engineer’s tasks – in other words, one of your tasks – is to generate ideas, both independently and at the client's request. As a Creative Engineer, you process these ideas and tinker and play with them by developing different concepts, facilitating an informed decision on what goes into production and commercialized. This module focuses on this complex process, offering you a preview of your life and work in the (near) future. The most important elements are: 

  • Visualizing the idea, which you then tinker and play with – a process that includes exploratory research;
  • Format, design, context, tangible models;
  • Human Factors: understanding the interaction between users and system elements;
  • Physical systems (dynamic systems): modelling, simulation and mathematics;
  • An introduction to electronics;
  • (Interactive) visualization, 3D modelling. 

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Module 4: art, impact and technology

Can you develop human feelings of pity in an artificial, lifeless installation? Can you make music with light? In Module 4, you will design and realize an interactive installation for Gogbot, a local art and technology festival. You will use and integrate methods and techniques you familiarized yourself with in the previous modules. Additional elements in this module include: 

  • Experience Design:
  • 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).

Want to find out more about this module?

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