This Master welcomes tough 21st-century design challenges and industry participants to join in the learning process. The design challenges will serve as input for the backbone of the Master: the three consecutive projects.
* The gross financial contribution (in Euro) for an organisation whose briefing is selected.
The 'Home project' is a first assignment lasting 6 weeks (2 sprints). Its complexity is low, and the design challenge pertains to a single well-defined stakeholder. Its main focus is on the group dynamics within the design team itself, and the students are given examples of the desired outcomes (e.g. very similar apps which already exist).
The 'School project' is a second assignment lasting 12 weeks (4 sprints). This has a higher level of complexity, with a broader scope and up to four stakeholders involved. This kind of project requires some preliminary research and strategic planning, as well as some trade-offs between the stakeholders involved. The desired outcome is within existing design conventions (e.g. a wearable fitness monitor), but students are asked to bring a new perspective to it.
The 'World project' is a final assignment lasting 20 weeks (5 sprints), lasting the whole of the second semester. It also serves as the final graduation project of the Master's programme. It is a complex project, dealing with a real-world 'wicked problem' having multiple stakeholders and a complex societal context. Significant research, strategic planning and crafting are needed to complete it. Students need to make difficult design decisions to address the trade-offs that are implicit in this project. The desired outcome is free, and students are encouraged to be original and look beyond existing design conventions.
Seriously interested? Contact Paul Geurts to co-create a design challenge for our students.