STEAMProcess has the ambition to foster disruptive innovation for research and science.

The project promotes the use of artistic soft-skills in science/tech education and practice.

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.

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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.).

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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South-Eastern Finland University of Applied Sciences

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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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...

Cultural Institutions for the Promotion of STEAM Approach: The Best Practices of the Leonardo da Vinci Museum in Milan and the Serpentine Gallery in London

What can cultural institutions do to foster a STEAM approach, in which art acts as a stimulus for the dissemination and understanding of scientific research and science acts as a stimulus for the search for new artistic languages ​​and new means of expression? For several years, the most important museums have been promoting initiatives aimed...


Aspects of Art-School Relationship

Beyond the political correctness of incorporating the ‘A’ for Arts into the STEM formula, it is important to understand the various aspects that can be played by the arts, and culture and creativity in general, in relation to the formal and non-formal educational environment. Although it may seem evident, the arts involve a series of...


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