quantum inspire 2025

Following the 2024 collaboration with Waag Futurelab, the 2025 edition of Quantum Inspire shifted toward a more focused educational goal:

Designing interactive experiences that help HBO (Dutch university of applied sciences) students understand quantum computing through interactive experiences.

While the previous year explored broad public engagement, this iteration aimed to improve clarity, research validity, and measurable learning outcomes.

*This version only contains projects from 2025. Click here to check the 2024 version.


Timeline

04.2025 - 07.2025 

Client

Research group Civic Technology, The Hague University of Applied Sciences


Role

Lecturer

Product Manager

Context

The 2025 edition represents a refinement phase rather than a new initiative.

In collaboration with THUAS Civic Technology research group, I guided 17 first-year UX design students throughout the overall 8-week design process as a lecturer, supporting the delivery of student outcomes.

This project was intentionally designed as an iteration of the 2024 Quantum Inspire course. Rather than restarting from scratch, I focused on improving scope clarity, research validity, and measurable outcomes based on lessons learned from the previous year.

Problem Definition


Background

Quantum Inspire is a Dutch cloud-based quantum computing project, funded by the NWO, that expands public access to quantum technology.

The collaboration with THUAS Civic Technology research group aimed to seek ideas on how to increase students’ awareness of quantum computing.

Key Observations from 2024

  • Reflection on the previous iteration revealed two major issues:

    1. The target group was too broad (“students” vs “tech-minded citizens”), reducing design focus.

    2. Limited research participation weakened insight validity and measurable outcomes.

    Together with the client, we refined the project scope to focus specifically on HBO students.

  • At the beginning of the course. I initiated word-cloud exercises to see how students associated quantum computing with confusion and complexity.

    Quantum computing remained intimidating and abstract for students.

core problem

How might we design interactive learning experiences that make quantum computing approachable while improving research validity and measurable learning outcomes?

OKRs & Hypothesis

Objectives

  1. Increase students’ awareness of quantum computing

  2. Deliver outcomes that expand beyond the previous year’s scope

Key Results

  1. Deliver 12+ diverse outcomes among 17 registered students

    Students often drop the 6 ECTS project course midway. As a lecturer, I aimed to maintain engagement while delivering diverse outputs aligned with client expectations.

  2. Increase engagement rate measured by Likert scale

    Familiarity with quantum computing was evaluated before and after the course to measure project impact.

  3. Participate in 3+ quantum-related activities

    I personally set this goal to deepen domain understanding and improve guidance quality.

  4. Guide students to involve more users in validation

    • 30+ users for survey-based research

    • 3+ users for qualitative research methods

I hypothesised that:

Hypothesis 1

Lecturer

Deeper understanding of quantum computing would enable better guidance and support more diverse metaphorical exploration.

Hypothesis 2

project

Narrowing the target group to HBO students would improve research relevance and participant recruitment.

Approach

My role extended beyond teaching design tools.

I focused on:

  • aligning client expectations with educational goals

  • translating complex quantum concepts into design opportunities

  • encouraging metaphorical thinking

  • structuring feedback loops for measurable improvement


Key improvement over 2024

stronger research participation and clearer measurable indicators.

process

The project followed an iterative design process:

  • 50+ in-depth interviews conducted

  • 96+ insights extracted

  • 3-week ideation phase

  • 1-2 iterations per concept

  • feedback-driven refinement

Key insights:

  • Learners struggle with abstraction

  • Engagement increases when concepts connect to emotion or decision-making

  • Interactive formats reduce cognitive barriers

Overview: Design Directions

Values overlap as multiple strategies were applied to a single concept.

Results

Results suggest:

  • increased conceptual understanding

  • improved engagement with complex topics

  • stronger confidence among non-technical learners

Client feedback confirmed:

“Student outcomes were rated 10/10 in quality”

3.65

Before the course

6.07

after the course

Learning outcomes through self-assessment (n=15)

16 final design outcomes

mainly emerged in 2 directions:

direction 1

Game & Interactive Experiences

  • simulations

  • role-playing scenarios

  • systems thinking through play

  • learning by doing

direction 2

Exploratory & Reflective Concepts

  • metaphor-based storytelling

  • emotional framing

  • self-reflection and personal relevance

→ Narrative framing allowed abstract concepts to become emotionally meaningful.

Reflection

Compared to the previous year, I entered this iteration with deeper domain understanding.

This allowed:

  • more accurate concept translation

  • richer discussions around superposition, entanglement, and qubits

  • greater diversity and conceptual depth in student outcomes

Most importantly:

Educational design succeeds not by simplifying complexity, but by designing meaningful ways for learners to encounter it.

Looking back across both years, the biggest shift was moving from experimenting with possibilities (2024) to designing with intentional constraints and measurable impact (2025).

Next: QUantum inspire 2024