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HBO/WO

MBO

9 november 2023

Design Thinking - Introductie

In deze video introduceren we de module Design Thinking en leggen we uit hoe de module in elkaar zit.

Video

Hogeschool Saxion

17 november 2023

Design Thinking - Ontwerpmethode

In deze video hebben we het over verschillende soorten ontwerpmethoden.

Video

Hogeschool Saxion

23 maart 2024

DESIGN THINKING BEYOND POST-ITS

Dit e-book is ontwikkeld als een project van het Centre of Expertise for Creative Innovation, als onderdeel van de stimuleringsregeling open en online onderwijs: pijler Open leermateriaal. Alle cases zijn terug te vinden en gratis te downloaden via de DORP community op edusources.

Document

Mark Jacobs, Esther Bouw, Guido Stompff, Ruben Logjes

21 juni 2017

2. How to Design a Successful Business Model: Design Thinking

In this block, you’ll learn about designing a business model. An introductory video will bring you up to speed on what is business model innovation. Then an instruction video will tell you about design thinking and how that helps to come up with creative business model ideas.

Website

Harry Bouwman, Mark de Reuver, Timber Haaker

25 juli 2024

Podcast as examination

The materials we share here were made for the 2023-2024 course "Wicked Legal Ethics" at Erasmus School of Law, but the podcast has been used as examination in different courses. The podcast examination is a very useful method for allowing students to develop critical reflection and creative expression. The podcast is a partial group examination, to be combined with individual testing. Testing every student on an individual level on course content before the creative podcast process, puts every group member on an equal footing and provides them with the confidence to enter into constructive and critical discussions with their fellow students. The podcast has been discussed in M. Luth-Morgan et al, “Chat-GPT als katalysator voor meer authentieke toetsing: praktijkvoorbeelden uit het ethiekonderwijs” Ars Aequi sept 2024 (Dutch).

Document

Lonneke Poort, Margreet Luth-Morgan

3 november 2025

Prototyping

In deze kennisclip wordt het creatieve proces van schetsen en prototypen uitgelegd aan de hand van een inspirerend voorbeeld: een “notitie-e-reader” genaamd Icebreaker. De spreker laat zien hoe een schets helpt om ideeën tastbaar te maken, beter te communiceren en feedback uit te lokken. Daarna wordt uitgelegd hoe prototyping werkt binnen het Double Diamond-model — van low- tot high-fidelity ontwerpen — en hoe testen en itereren leiden tot verbeterde oplossingen, zoals bij de slaaprobot Somnox. De boodschap: durf te tekenen, te proberen en te falen — dat is de kern van creative confidence.

Video

Hogeschool Saxion

10 juni 2025

Designing a Research Experiment

Main Concepts Design (in research): The art or process of deciding how something will look and work by creating a plan or making models. Design thinking: A human-centered, iterative process used to solve complex problems by prioritizing the user's needs. Cross-innovation: Looking at other industries or fields for ideas to improve your experiment design. User stories: Short descriptions of what a user needs and why, written from their perspective (“As a…, I want…, so that…”). Measurements: The data collected during an experiment (e.g., time, heart rate, reactions). Outcomes: The results you expect or aim to learn from your experiment. Learning Goals Understand how design applies to research experiments Transform research questions into designed, testable experiences Apply creative design strategies, including inspiration, problem–solution approaches, and cross-industry innovation Use user stories to clearly express research requirements Integrate measurement and data goals into experiment planning Key Takeaways Design is not only about aesthetics — it’s an active planning process. Designing your experiment means defining what participants will experience and what you will measure. Inspiration can come from other fields like gaming, engineering, or education. User stories help communicate needs and goals between researchers and developers. Always connect your design choices to your research variables, hypotheses, and data collection goals. Further Exploration Search for “Agile user stories examples for research projects” Search for “Design thinking in scientific research” Search for “Cross-innovation examples in VR education” Search for “How to design experiments in virtual reality”

Video

Lucia M Rabago Mayer, Jordi Weldink, Amanda Poulin

24 september 2025

Amateur Craft as Method-in-the-Making:

This research output documents a pandemic-era experiment in which academic researchers used knitting to record and reflect on their digital screen time, exploring craft as a critical research method and a tool for data sensitisation, feminist activism, and embodied knowledge making. Project Overview: A group of academics and amateur knitters from Maastricht University and partner institutions met online during 2020–2021, using knitting to document their own screen time over a week of lockdown. Their creative outputs—a collection of individually knitted rectangles—were later assembled as a tactile "knitted book" to display in arts and crafts contexts, as well as academic contexts. The project linked technofeminist thinking, craftivism, and artistic research practices, aiming to make visible both quantitative and qualitative aspects of technology use during social isolation. Main Topics and Learning Objectives: • Explore how amateur craftwork (knitting) can act as a research method to sensitise and interpret personal data. • Engage with concepts from technofeminism and critical craft studies to understand the role of tactile, embodied methodologies. • Foster social connection, experimentation, and reflection on digital dependency during the COVID-19 lockdown. • Develop awareness of how materials, technique, and individual interpretation shape both method and outcome in collaborative research. Audience: This work suits students, educators, and researchers interested in qualitative and artistic research methods, feminist theory, science and technology studies (STS), and creative digital-literacy pedagogies. It models interdisciplinary practice and encourages engagement with data, methodology, and making as interconnected experiential processes. Authors and Licensing: Authors: Denise Petzold (first and corresponding author), Laura Barendregt, Ruth Benschop, Anna Harris, Laudy van den Heuvel, Bernike Pasveer, Veerle Spronck, Sally Wyatt, affiliated with Maastricht University, TU Delft, Zuyd University of Applied Sciences, and HKU University of Arts Utrecht. The text is suitable for publication in open educational repositories and supports open, collaborative engagement with academic craftwork. The pictures of the digitised version of the book were taken by Eric Bleize. Suggested Citation: “Amateur Craft as Method-in-the-Making: Experiments in Knitting Screen Time during a Pandemic” by Denise Petzold, Laura Barendregt, Ruth Benschop, Anna Harris, Laudy van den Heuvel, Bernike Pasveer, Veerle Spronck and Sally Wyatt (2025), Maastricht University, is licensed under a Creative Commons Attribution 4.0 International License (CC BY 4.0). This license permits reuse, distribution, and adaptation, provided appropriate credit is given.

Document

Denise Petzold, Laura Barendregt, Ruth Benschop, Anna Harris, Laudy van den Heuvel, Bernike Pasveer, Veerle Spronck, Sally Wyatt

6 maart 2023

Drang naar Samenhang | #61 De psychologie van dagdromen

Wanneer we met een activiteit bezig zijn, zoals de auto wassen of een tentamen maken, kunnen allerlei omgevingsfactoren ons afleiden. Maar ook onze eigen gedachten kunnen dat doen en dit wordt mind-wandering of dagdromen genoemd. In deze aflevering bespreken we op basis van psychologisch onderzoek hoe dagdromen onze gedachten en gevoelens beïnvloedt, of mindfulness een effect heeft op onze neiging tot dagdromen en welke voordelen er aan dagdromen kunnen zitten. Muziek: Rolf Zwaan Bronnen Kieran CR Fox, Roger E Beaty, (2019). Mind-wandering as creative thinking: neural, psychological, and theoretical considerations, Current Opinion in Behavioral Sciences, 27. Poerio, G. L., and Smallwood, J. (2016), Daydreaming to navigate the social world: What we know, what we don't know, and why it matters. Social and Personality Psychology Compass, 10. 605– 618. Schooler, J.W., Mrazek, M.D., Franklin, M.S., Baird, B., Mooneyham, B.W., Zedelius, C., & Broadway, J.M. (2014). Chapter one - The middle way: Finding the balance between mindfulness and mind-wandering. Psychology of Learning and Motivation, 60, 1-33. Smallwood, J. & Schooler, J. (2015). The Science of Mind Wandering: Empirically Navigating the Stream of Consciousness. Annual Review of Psychology 66, 487-518 Zwaan, R.A., & Truitt, T.P. (1998). Smoking urges affect language processing. Experimental and Clinical Psychopharmacology, 6, 325-330.

Audio

Anita Eerland, Rolf Zwaan

8 juli 2022

The socio-legal lab

The Socio-Legal Lab: An Experiential Approach to Research on Law in Action is an interactive workbook for socio-legal research projects. It employs the idea of a “lab” as a space for interactive and experiential learning. As an introductory book, it addresses researchers of all levels who are beginning to explore interdisciplinary research on law and are looking for guidance on how to do so. Likewise, the book can be used by teachers and peer groups to experiment with teaching and thinking about law in action through lab-based learning. The workbook is designed to accompany and inspire researchers on their way through a socio-legal research project. It thus covers themes and questions that may arise in the research process, ranging from socio-legal theory to methods and academic communication. While working through this content in an interactive manner, our aim is to empower the reader into thinking more creatively about their methods, while at the same time demistifying them.

Open (Access) Tekst Boek

Siddharth Peter de Souza, Lisa Hahn