STEAMProcess has the ambition to foster disruptive innovation for research and science, promoting the use of artistic soft skills in science/tech.

In particular the project wants to:

1. Encourage programmes for skills development and lifelong learning to include a clear component for culture and creativity. It is crucial to assess the actual use and impact of the projects funded in the frame of programmes, such as Erasmus+, that are promoting the transition from STEM to STEAM training.

2. Support programmes integrating the arts into STEM curricula as well as cross-sectorial projects blending the arts with STEM disciplines. The studio and the laboratory are learn-by doing, learn-by-making educational experiences. The iterative process and experimentation are key components to advances and discoveries in both fields. Artists, designers, and scientists alike are utilizing data in new and interesting ways to inform their practices and affect positive change. Productive cross-disciplinary collaborations are being formed in both the academy and in the workplace.

3. The development of a Cultural and Creative Sector literacy policy, for example through an own-initiative report or via a pilot project/preparatory action. Such literacy policy would help to stimulate the interest and demand for European cultural diversity, as well as stimulate creative thinking across EU citizens, in particular, focused on specific policy issues. Art school students and graduates are also having a huge impact on social innovation by bringing to light and helping to solve important global issues. Architects and designers have a unique and ethical responsibility to develop, for example, environmentally creative solutions. And artists play an increasingly significant role in addressing societal challenges as many shift toward work that is collaborative and community-based.

The European Commission’s support for the production of these outputs does not constitute an endorsement of the contents, which reflect the views only of the authors, and the Commission cannot be held responsible for any use which may be made of the information contained therein.

PUBLICATION: Introducing the (A) in STEM Processes

The material in this publication was collected from all across the globe in the pursuit of wanting to understand how the arts and science collide. The cases were collected by all our project partners from the different corners of Europe, each bringing their own point of view and understanding of the themes with them.

As we analyzed the case data, we formed the three phases: Insight, Process and Output. This thinking follows a very general model of any project. First, we have the idea, next we plan and create it, and lastly we show the end product. Categorizing these arts and science cases into the unique phases helped us to understand what kind of collision exists already between them.

We hope that this publication inspires teachers, artists and scientists to think of what we can all learn from both the arts and science in order to more holistically and meaningfully understand the world we live in. To also appreciate the incredible advances we have made in science, that enable and provide unforeseen tools for artists to make new art and visions for the future. And to let these visions once again inspire scientists to think of how to realize the possible visions of how life could be. And thus, complete the creative process – in order to start another one again and anew.

Read the publication here: STEAMProcess – Introducing the (A) in STEM Processes (

Download the Main Points Presentation of the publication: Introducing the (A) in STEM Processes Main Points Presentation [4Mb]


STEAM Methodology Handbook

STEAM is the research and education field that integrates Arts into scientific disciplines (Science, Technology, Engineering, Mathematics). The goal of the STEAM approach is not to teach scientists to “play the artist” or artists to “play the scientist”, but to unite artists and scientists, their research and their visions, to understand – and change – the world.

“Art and Science both aim at understanding the universe.” – Fabiola Gianotti, particle physicist, general director at CERN

This handbook offers a series of activities dedicated to both artists and scientists: why? Because, following the path indicated by the new movement launched by the President of the European Commission Ursula Von der Leyen, “to build a future that is beautiful, sustainable and inclusive, it is necessary to create a space of encounter situated at the crossroads between art, culture, science and technology”. The complex problems of the contemporary world require complex solutions: combining art and science means stratifying the research processes, stimulating creativity, innovation and critical thinking.

Read the handbook here: STEAMProcess Handbook [PDF, 724Kb]

Download the Italian translation: STEAMProcess Methodology Hankbook, Italian [691Kb]


STEAM Facilitator’s guide

This guide is aimed at facilitators who seek to foster the relationship between different disciplines and sectors in STEAM projects within the framework of higher education. It focuses on the need to develop a transdisciplinary look at learning processes from the understanding of the complexity of the world and the need to seek simple solutions in their application. This requires being able to formulate new questions, something in which the Arts are a privileged framework. The aims to vindicate the A of Arts as a field of knowledge generation on an equal footing with the rest: Science, Technology, Engineering and Mathematics. The guide provides resources and reflections to facilitate the task of really connecting these different fields of knowledge, although it emphasizes the facilitation processes that can be promoted from the arts, culture or creativity, the currently weakest link in the chain.

Download the Facilitator’s Guide here: STEAM Facilitator’s Guide [2.33Mb]


STEAM Process Game

The STEAM Process game is an educational tool for the training of students and STEM professionals in Artistic Skills, in order to stimulate a STEAM approach to research and design. Download the game set, print and cut the cards and templates, and start playing!

Download the printable game set here: STEAMProcess Game [2.26Mb]

Podcast Series – STEAM: WHy arts matter

Listen to the podcast series below. All five episodes will be released in 2022.

“STEAM: why arts matter” is a podcast for those people who want to understand how the arts contribute to our society and are revolutionizing future education. This podcast is part of the STEAMProcess project, an European Erasmus+ Project developed and coordinated by XAMK, Changemakers AB, Materahub, Sineglossa and Conexiones Improbables. The project has the ambition of fostering disruptive innovation and promotes the use of artistic softskills in science/tech education and practice.

From STEM to STEAM – with Silja Suntola

In this episode we discuss what STEAM means, what are the “A” skills and how the European education is related with STEAM.


The Art-Thinking Approach – With Alessia Tripaldi

In this episode we learn what is the art approach and how does art get in action in our daily life. We also discuss new institutions for transdisciplinarity.


Future Needs Arts – With Roberto Gómez de la Iglesia

In the third episode, we ponder the role of the arts in future societies and discuss the theme of transdisciplinarity and its applications.


The industries of culture and creativity – with Paolo Montemurro

In the fourth episode we learn what are the cultural and creative industries and how they contribute to the society. We also discuss the themes of creativity, future and education.


Creativity is transforming the labor market – with Tom Løyche

In this last episode of the STEAM: Why Arts Matter podcast series, we discuss Future Jobs and the role of creativity with the themes of STEAM, technology and the labor market. We also hear about the process of designing effective education program for Future Jobs.

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Silja Suntola
Project Manager
+358 50 439 0518

Minna Porvari
Communications Manager

Project Objectives

Fostering cross-fertilization between technical/scientific skills and artistic/humanistic skills through the creation of innovative training materials and teaching supporting tools.

1. Identification of a skills frame characterizing the most innovative subjects in the arts/science cross-fertilization field

2. Creation of a replicable methodology supported by gamification, aimed at integrating artistic and creative skills with technological skills, stimulating new forms of entrepreneurship and facilitating the formation of diverse teams giving birth to innovative projects

3. Solidification of common experience and best practices to promote STEAM cross-fertilization in a cohesive way across the European Union

Project Products

Intellectual Output 1 – Art Skills Framework

The objective of IO1 is to create the framework of the A (Art) Skills; the soft skills that are typical of artistic processes.

In the general perspective of introducing the variable A in the STEM processes, it is, in fact, necessary to define the added value that artists can bring to the STEM sectors in terms of soft skills (e.g. the ability to think out of the box, the ability to manage unknowns, the ability to establish an empathic relationship with heterogeneous contexts, etc.).

Read the publication here: STEAMProcess – Introducing the (A) in STEM Processes (

Arts in Science, Technology, Engineering and Mathematics. Graphic by Henna Suortti.
Intellectual Output 2 – STEAM Methodology Skills Framework

The aim of IO2 is the development of a methodology aimed at designing an innovative response to an economic or social challenge through cross-fertilization.

The methodology stems from the hackathon methodology (challenge, limited time, competition between teams), including the letter “A” of arts among the STEM competencies: from STEM to STEAM. The main features of the methodology make it a useful tool not only with toward its primary purpose – i.e. the generation of ideas and solutions from a specific need – but also from an educational point of view: the challenge favors teamworking, stimulating participants to collaborate with people often unknown, or coming from fields of study or professions far from their own; the limited time favors problem-solving: as reported in the literature on creative thinking (see for example Edward De Bono), the more the human mind is stressed by constraints the more lateral thinking is activated.

Intellectual Output 3 – STEAMProcess Game

The objective of IO3 is the creation of an original and engaging educational tool for the training of students and STEM professionals in Artistic Skills, in order to stimulate a STEAM approach to research and design.

Through a gamification process, the methodology developed during IO2 will be “translated” into a game aimed at training the creative and artistic skills of professionals and students in the scientific sector.


Xamk is a responsible institute of higher education focusing on wellbeing, technology and creative industries. Its research, development and innovation (RDI) activities are divided into four focus areas: Forest, the Environment and Energy; Sustainable Wellbeing; Digital Economy; and Logistics, Marine Technology and Transport. The work in these focus areas aims to create ecosystems that generate innovations, combining research, education and business activities. In addition, Xamk operates and develops novel and relevant research infrastructure and laboratories in order to support its RDI activities and projects.

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Changemaker is a privately held consultancy company with extensive knowledge and experience in fundraising and project development, sustainable development, matchmaking and innovation services, digital service development, games and visualization. Based in Gothenburg, Sweden, with partners and customers in Sweden, Denmark and Germany.

For more than 20 years Changemaker has helped companies and organizations with tailor-made solutions for leadership, team building and change management. They offer workshops and lectures, project leading and process competence, for both businesses, schools and individuals. Their incentives and intentions are to create change, participation, sustainability, joy and creativity.

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Changemaker AB

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Materahub manages international pilot projects to support cultural and creative industries, encouraging innovation and inclusion processes and a new entrepreneurial vision to face contemporary challenges.

Materahub organizes several international Capacity Building activities, aimed at meeting and contaminating skills between local and international experts, entrepreneurs and policy makers. These are projects funded by the European Erasmus + programs, Cosme, Interreg, Horizion 2020, etc.

Materahub is also a Europe Direct Center for Matera and its province. It is the official information point recognized by the European Commission which aims to promote calls for proposals and initiatives put forward by the European Union and convey the sense of European citizenship.

Since 2010, Materahub has been the Intermediary Organization of the European Erasmus for Young Entrepreneurs program; since 2014 it is the Italian host of the Creative Business Cup, the only international competition dedicated to cultural and creative industries.

Materahub is a member of the Puglia Creative District and is part of the cluster of Cultural Industries and Creative Basilicata Creativa. The Consortium is also included in the international CARP network that promotes cultural routes on the prehistoric art of the Council of Europe.

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Consorzio Materahub – Cultural and Creative Industries

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Sineglossa is a moist, fertile soil for experimentation about everything contemporary.

Sineglossa introduces artists to public and private organizations in order to create synergies among them and to start training, storytelling and development processes, thus responding to the companies’ need for innovation and to public authorities’ need for local development.

Sineglossa carries out the whole process. Relying on a strategic analysis of the organization’s needs, it creatively designs, realizes and communicate tailored artistic interventions in companies or public organizations. Artists are recruited through direct or public calls. Sineglossa monitors the intervention’s outcome. After the realization of the intervention, it encourages both artists and the involved organizations to reflect about it, thus aiming at creating a different thinking paradigm that gives artists a new role in the contemporary society.

Sineglossa intends to facilitate an organic integration of art in the community, understood as made of citizens, public and private organizations. We believe that artists, thanks to their skills and to their distinguishing visionary approach, can contribute with their interventions to the social and economic development of the community.

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sineglossa | Nuovo Rinascimento

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Conexiones improbables is a Platform that promotes and develops Open Innovation projects. It achieves this by implementing a hybrid methodology that combines the needs and challenges of companies or organizations with the creativity and expertise of artists or creators to obtain alternative results. It encourages responsible innovation in terms of impact, sustainability, commitment, deep-rootedness and radicalness (Slow Innovation).

In short, to innovate the ways to innovate.

The ultimate goal is to encourage exploration processes to innovate and transform organizations through artistically and culturally based experiences. It does this by creating a context of high added value, diversity and creativity that is applied to both companies/organizations and their projects. This manages to implement change and innovation.

Conexiones improbables uses an Open Innovation methodology to help all manner of businesses and organisations confront a challenge, problem or need in order to achieve more creative and entrenched results than by using classical innovation methodologies.

The methodology has been recognized by the European Union as a good practice for developing entrepreneurial and innovation potential of the cultural and creative sectors.

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CONEXIONES improbables

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What happens when Arts and Science collide?

STEAM has been an exciting journey to the realm between arts and science. It has certainly sparked many inspiring conversations and a strong interest to dig deeper and see further. I think for many of us it is quite natural to believe there is something in common with great art and science, though it is...

STEAM: Why Arts Matter Podcast episode 1 out now!

“STEAM: why arts matter” is a podcast for those people who want to understand how the arts contribute to our society and are revolutionizing future education. This podcast is part of the STEAMProcess project, an European Erasmus+ Project developed and coordinated by XAMK, Changemakers AB, Materahub, Sineglossa and Conexiones Improbables. The project has the ambition...

Bruno Munari, a “Leonardo” Inspiration for the STEAM Approach

When we talk about the union between art and science, the mind immediately runs to the figure of Leonardo da Vinci, the scientist / artist icon of the Renaissance and of a transversal and multidisciplinary thought, in which technique and aesthetics represent the two faces of creativity. In developing the STEAM methodology, which will soon...

Upcoming Publication: Introducing the (A) in STEM Processes

The STEAMProcess project’s first output will be published soon as a web-based publication. This publication will also contain the material as a downloadable PDF. The objective of IO1 is to create the framework of the A (Art) Skills; the soft skills that are typical of artistic processes.  In the general perspective of introducing the variable...

Is the New European Bauhaus an Opportunity for STEAM Strategies?

The answer is a resounding “yes”. It was no coincidence that the Bauhaus of the 20th century basically engineered a change in the educational paradigm, with limitations at the time that we would find difficult to admit today, such as the role of women in the movement. But it implied a revolution not only in...


Innovating the transition process from STEM to STEAM approach in science, teaching and training

1 September 2020 – 31 October 2022

Project partners

Lead partner: South-Eastern Finland University of Applied Sciences - Xamk

Partners: Changemaker Ab, Consorzio Materahub Industrie Culturali e Creative, Sineglossa and C2masi S.L. - Conexiones Improbables

Focus areas: Digital economy
Xamk Research Units: Creative Industries


Total budget: € 226052

XAMK part of the total budget: € 53357

Financiers and main source of funding: Erasmus+

Index terms