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Industrial Design Engineering [Open] Innovation (IDE) is a 3-year, English taught, VWO entry-level, undergraduate programme at The Hague University of Applied Sciences (THUAS). The IDE curriculum focuses on the fuzzy front end of (open) innovation, sustainable development, and impact in the implementation phase of product-service design. The work field of Industrial Design Engineering and Open Innovation, like many other domains, is growing increasingly more complex (Bogers, Zobel, Afuah, Almirall, Brunswicker, Dahlander, Frederiksen, Gawer, & Gruber, 2017). Not only have the roles of designers changed considerably in the last decades, they continue to do so at increasing speed. Therefore, industrial design engineering students need different and perhaps more competencies as young professionals in order to deal with this new complexity. Moreover, in our transitional society, lifelong learning takes a central position (Reekers, 2017). Students need to give their learning path direction autonomously, in accordance with their talents and interests. IDE’s Quality & Curriculum Committee (QCC) realized in 2015 there is too much new knowledge to address in a 3-year programme. Instead, IDE students need to learn how to become temporary experts in an array of topics, depending on the characteristics of each new project they do (see Textbox 1). The QCC also concluded that more than just incremental changes to the current curriculum were needed; thus, the idea for a flexible, choice-based semester approach in the curriculum was born: ‘Curriculum M’ (Modular). A co-creational approach was applied, in which teaching staff, students, alumni, prospective students, industry (including the (international) social profit sector), and educational advisors collaborated to develop a curriculum that would allow students to become not just T-shaped (wide basis, one expertise) professionals, but U- or W-shaped professionals, with strong links to other disciplines.
Engineering students have to learn to create robust solutions in professional contexts where new technologies emerge constantly and sometimes disrupt entire industries. The question rises if universities design curricula that enable engineering students to acquire these cognitive skills. The Cynefin Framework (Kurtz & Snowden, 2003; Snowden & Boone, 2007) can be used to typify four complexity contexts a system or organisation can be found in: chaos, complex, complicated and obvious.The Cynefin framework made it possible to create the research question for a case-study: To what extend does the Business Engineering curriculum enable bachelors to find business solutions in the complexity contexts of the Cynefin framework? The results show that 80% of the methods are suitable for complicated contexts and no distinction is made between contexts. This means students are taught to approach most contexts in the same way and are not made aware of differences between the contexts. Making sense of the methods in the curriculum with the Cynefin framework was insightful and suggestions for improvement and further research could be substantiated
This short paper describes the first prototyping of a self-evaluation process of Curriculum Agility at a Faculty of Technology in Sweden. The process comprises guided, semi-structured, individual interviews at different organisational levels within the faculty, a joint narrative based on those interviews, prioritizing development strategies per level, and jointly mapping them on importance and implementation time. The self-evaluation is part of and based on the research on the principles of Curriculum Agility. The results show the interplay in timely curriculum change for futureproof engineering education between the teaching staff, the systems and the people who control the systems. The self-evaluation brings together the different perspectives and perceptions within the faculty and gives insight in how those affect he willingness towards and occurrence of curriculum development. This work in progress indicates how doing such a qualitative self-evaluation paves the road for transparent strategic dialogues on a holistic level about what to give attention and organize differently.
The Jean Monnet Chair in Sustainable EU Economy is a teaching and research position awarded by the European Commission to Dr Beata Kviatek and is hosted by the International Business School at Hanze University of Applied Sciences Groningen, the Netherlands. It is the first time that the Jean Monnet Chair is hosted by a university of applied sciences.Project descriptionThe Jean Monnet Chair is awarded to professors with an excellent profile and expertise in European Union studies, following a positive evaluation of the candidate and the proposed actions by independent experts as excellent with regard to the relevance, quality, and impact. The implementation of the proposed actions is supported by a three-year grant, co-financed by the Erasmus Plus Programme of the European Union and the hosting organisation.GoalsThe Jean Monnet Chair in Sustainable EU Economy, led by Dr Beata Kviatek, aims to:develop knowledge on EU efforts to develop a low carbon, more resource efficient, strong and resilient economy that supports the development of a climate-neutral, green, fair and social Europe;enhance, innovate and promote excellence in teaching and research on European integration and sustainable EU economy at universities of applied sciences and, in particular, business schools;foster dialogue and exchanges of ideas between the academic world, policy makers, businesses, and society at large by providing a meeting place for debate, sharing of knowledge and people-to-people dialogue on European integration and sustainable EU economy.ValorisationThe Jean Monnet Chair (JMC) in Sustainable EU Economy is important because it addresses the challenges society faces by linking local and regional actions with national and European goals for sustainability.The JMC generates knowledge and insights for policy-makers, promotes excellence in teaching and research, fosters a dialogue between the academic world and society, and reaches out to the wider public. In that way the Jean Monnet Chair creates value for the hosting organization as well as the region.The Chair brings the knowledge on EU leadership in sustainability worldwide and the EU priorities and policies for sustainable economy to the classroom and provides guidelines for its broader integration into the business curriculum of higher education. This allows to innovate and update the business curriculum in order to meet the growing need for well-educated, competent professionals who are familiar with a European perspective.The Jean Monnet Chair provides a platform for meeting, debate, and knowledge sharing. In that way the Chair strengthens the social engagement of Hanze UAS locally, regionally, nationally, and internationally, and contributes to the implementation of the Hanze UAS mission and the Strategic Plan.The Hanze motto “share your talent. move the world.” is leading in the work programme of the Jean Monnet Chair that includes promotion of excellence in teaching and research of sustainable EU economy and sharing the gained experience and knowledge with other international business schools and universities.
Within TIND, Christian Roth studies the training of interactive narrative designers with the goal of developing teaching methods and learning tools for artists and designers to enable the creation of more effective artefacts. Interactive Narrative Design (IND) is a complex and challenging interdisciplinary field introducing new affordances in technique and user-experience. This requires practice-based research for further development of the educational format, demonstrating its potential while identifying and overcoming common learners’ challenges. This project aims to develop a framework for the design and evaluation of meaningful interactive narrative experiences that effectively stimulate a variety of cognitive and emotional responses such as reflection, insight, understanding, and potential behavior change. It provides tools, methods and activities to enable aspiring or practicing narrative designers through an interdisciplinary approach, including game design, immersive theatre, behavioral and cognitive psychology, and the learning sciences. HKU education means to prepare students for success in the creative industries and IND plays an important role for current and future jobs in education, arts and entertainment. IND has the potential to create an emotional impact and spark transformative change by offering agency, defined as the ability to influence narrative progression and outcomes in a meaningful way. This enables interactors to feel the weight of their own choices and their consequences, to explore different perspectives, and to more thoroughly understand complex multi-stakeholder issues, which could have significant impact on the success of emerging artistic, and learning applications. The research project is directly embedded in the curriculum of the HKU school Games & Interaction with annual educational offerings such as the Minor Interactive Narrative Design (MIND) and HKU wide broad seminars. Course evaluation and literature research will be used to create new and adjusted training for different HKU schools and the industry. Outcomes will be shared via an interactive website and events.
Postdoc research project Transformation through Interactive Narrative DesignMedia psychologist dr. Christian Roth's postdoc project Transformation through Interactive Narrative Design (TIND) is part of the Professorship Performative Creative Processes, the school Games & Interaction, and the Expertisecentrum Onderzoek, Innovatie en Internationalisering (OOI). Here, Christian interweaves education and practice-oriented research. He studies the artistic, pedagogical and academic perspectives regarding the power of transformation through applied Interactive Narrative Design (IND).Within the two-year postdoc research project TIND, Christian studies the training of interactive narrative designers with the goal of developing teaching methods and learning tools for artists and designers, such as game and interaction designers, to enable them to create more effective artefacts.Why interactive narrative design?IND offers agency, defined as the ability to influence narrative progression and outcomes in a meaningful way. As such, it carries the potential to create and emotional impact and spark transformative change. This enables interactors to explore different points of view and to feel the weight of their own choices and consequences. This, in turn, allows for a more thorough understanding of complex multi-stakeholder issues, which could have a significant impact on the success of emerging artistic, and learning applications.The TIND project will enable designers through an interdisciplinary approach, including applied game design, immersive theatre, behavioral and cognitive psychology, and the learning sciences.A good example for offering different perspectives on a complex topic is the narrative simulation Mission Zhobia: Winning the Peace, which is used for the training of peacekeepers. Or the news game, I am Mosul, which aims to raise awareness around the effects of war by bringing it close to home: choose your Dutch city and make choices on how to survive if the war was there. And the interactive story Adventures with Anxiety offers a new understanding by letting interactors play anxiety embodied within a wolf. IND is a complex and challenging interdisciplinary field in which design knowledge from other media can often not be directly transferred. As a new medium, it introduces new affordances in technique and user experience. This requires practice-based research for further development of the educational format, demonstrating its potential while identifying and overcoming common learners’ challenges. This project aims to develop a framework for the design and evaluation of meaningful interactive narrative experiences that effectively stimulate a variety of cognitive and emotional responses such as reflection, insight, understanding, and potential behavior change. It provides tools, methods and activities to enable aspiring or practicing narrative designers through an interdisciplinary approach, including game design, immersive theatre, behavioral and cognitive psychology, and the learning sciences.HKU education means to prepare students for success in the creative industries and IND plays an important role for current and future jobs in education, arts and entertainment. IND has the potential to create an emotional impact and spark transformative change by offering agency, defined as the ability to influence narrative progression and outcomes in a meaningful way. This enables interactors to feel the weight of their own choices and their consequences, to explore different perspectives, and to more thoroughly understand complex multi-stakeholder issues, which could have significant impact on the success of emerging artistic, and learning applications.The planned output is a collection of design tools and methods for interdisciplinary workshops and courses, which can be integrated into different curricula at the HKU, thereby enhancing existing programs while enabling the refinement of training methods. Once completed, this postdoc project delivers a training method with multiple applications designed to harness the power of interactive storytelling for transformative personal and societal impact.ColloborationsThe research project is directly embedded in the curriculum of the HKU schoolGames & Interaction with annual educational offerings such as the Minor Interactive Narrative Design (MIND) and HKU wide broad seminars. Course evaluation and literature research will be used to create new and adjusted training for different HKU schools and the industry.More informationAre you interested to learn more about the postdoc research project Transformation through Interactive Narrative Design? Get in touch with Christian Roth: christian.roth@hku.nl