quantum inspire 2025
Based on the previous collaboration with Waag Futurelab in 2024, the project pivoted towards a new direction. In 2025, we focused on conveying quantum technology through engaging interactive experiences for university students.
*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
LecturerProduct Owner / Manager
project overview
17 first-year UX Design students at The Hague University of Applied Sciences (THUAS) joined the collaboration project with Research group Civic Technology THUAS.
As a lecturer, I guided the students to manage their own projects that resolves the given design challenge within the design process for 8 weeks.
My Role as a Lecturer & Product Owner / Manager
Facilitated client alignment and design brief clarification
Translated complex quantum concepts into digestible ideas for the students
Provided individual design feedback in weekly stand-ups
Encouraged experimentation and metaphorical thinking
Align the outputs with the project requirements
design challenge
demystify quantum computing for students through interactive storytelling
The Project Should Have a Clear Scope
Last year, I noticed that ‘students’ can be ‘tech-minded citizens’ and vice versa. From there, I identified the need to narrow down the project scope by having a specific target user. Also, compared to my previous project course(s), fewer users were involved during the research phase, leading to a lack of quantitative tracking and validity in insights. Thus, I aimed to foster active participation and define clear measurable indicators in the 2025 version.
Still, Quantum Computing is a Tough Topic
On our first day, the students and I made a word cloud to visualise the students’ current impression towards the quantum technology.
research
The students conducted more than 50 in-depth user interviews. From data analysis, 96+ insights in total were extracted. Below shows the compilation of the user persona from the students.
ideation
The students went through ideation for 3 weeks. They were guided to conduct 1-2 iterations based on feedback.
16 outcomes were created. The bar graph shows which key strategies from the given design challenge were applied.
Overview: Design Directions
Final Design
direction 1
Game & Interactive Experiences
Some students converted complex quantum concepts into play, simulation, or interactive storytelling.
For this direction, I mentored students on applying interaction design principles and media-based storytelling to build intuitive and engaging learning formats.
Key Characteristics
Systems Thinking through Play
Learners engage with interconnected variables, consequences, and decision-making, especially in simulation and choice-based formats.
Embedded Learning Mechanics
Concepts are internalised not through explanation, but through gameplay itself, learning by doing, not reading.
Role-Playing for Perspective Shifts
Many concepts place users in a character role (e.g., office worker, judge, gambler), promoting empathy and engagement.
Replayability & Outcome Variability
Scenarios often allow for multiple outcomes or paths, encouraging repeated play and deeper understanding through iteration.
direction 2
Exploratory & Reflective Concepts
Other students came up with experiences that focused on content creation, storytelling, emotion, or education through metaphor and community.
For these ideas, I mentored students on applying information hierarchy and media theory to build intuitive flows and reflective engagement.
Key Characteristics
Metaphorical Framing
Quantum concepts are translated into emotional, cultural, or personal metaphors (e.g., journaling, dating, art), allowing intuitive access.
Personal Relevance & Self-Discovery
Users reflect on their identity, behavior, or daily life through the lens of quantum ideas (e.g., personality test, daily challenge, pattern generator).
Narrative as Explanation
Information is conveyed through storytelling rather than instruction; emphasising emotion, pacing, and tone.
Cultural and Social Contextualisation
Platforms like TikTok or creative design tools ground quantum topics in current media cultures or community-based expression.
reflection
Change in Understanding towards Quantum Computing
During the course, I asked the students to self-assess their understanding of quantum computing, which is the central focus of the Quantum Inspire project.
The results indicate that the activities, projects, and instructional design were effective in making complex quantum concepts accessible and engaging for a non-technical audience. (Scale: 0 to 10, n=15).
6.07
after
3.65
Before
as a lecturer
Compared to last year, I felt significantly more confident guiding this project, having actively deepened my understanding of the topic through various events and learning opportunities.
As a result, each concept explored in the course went beyond surface-level definitions and engaged with ideas like superposition, entanglement, and qubits in a way that offered greater clarity and relevance. We made a conscious effort to ensure these abstract concepts were not only accurate but also relatable to the students. I also observed a marked improvement in the diversity and depth of the ideas developed.
In the end, the client rated the quality of student outcomes a perfect 10/10.

