Co-creation is a management initiative, or form of economic strategy, that brings different parties together (for instance, a company and a group of customers), in order to jointly produce a mutually valued outcome. Co-creation brings the unique blend of ideas from direct customers or viewers (who are not the direct users of the product) which in turn gives a plethora of new ideas to the organization.


Meia Wippoo of Waag traveled to Uganda last summer to meet with the BigPicnic partner in the country. How are they implementing co-creation?


At the BigPicnic Festival in Madrid the final results were presented from the project, in the form of a series of recommendations.


What is co-creation? How can the Co-creation Navigator facilitate this? Just two of the questions discussed during a first workshop at Waag.


In Buitenveldert (Amsterdam) neighbours went out on the street and walked around their neighbourhood with the assistance of an app.


For quite a while, we have been sharing our vision on co-creation, human-centred-design, design thinking – in our case 'users as designers'.


What is involved when developing an app for improving the neighborhood together with residents? A first prototype emerged from co-creation sessions with Buitenveldert residents.


An active group of citizens makes great progress with sustainable mobility and connectedness in the area. Intern Hub Coumans about the pilot of the EU project MUV.


Together with residents of Buitenveldert, we look for practical solutions to create a greener and healthier neighbourhood. On January 22nd we held the first meeting.


A cross-over cooperation is a way of approaching social issues that require knowledge drawn from different felds. The new publication ‘Care for Design in Care’ describes the experiences of a diverse team with the cross-over project called FIT. The social issue to be tackled in this project concerns people living with dementia and how they can find suitable products and services that correspond to their needs for living independently at home.


Want to get in touch with that free maker mindset? The 'Bootcamp Curves' approach might help us to explore, fail, learn and give things another go.


Waag has developed a co-creation brainstorm toolkit for cultural heritage professionals to assist them in defining their co-creation process. It has its place very early on in a co-creation project. Practically the toolkit guides you and your team through a structured brainstorm process.


We had the opportunity to play the new game WeQu, which recently launched a Kickstarter campaign. WeQu is a game that allows players to get to know each other better using a set of cards that supports face-to-face conversations.


The Identity Matters conference was a success with more than hundred visitors, nineteen speakers and eight urban visits throughout Amsterdam. In case you weren’t there, here are some insights into the keynotes and conversations.


The process of co-creation is a bit of a black box.


On Monday, October 5th, almost 60 heritage professionals gathered in the Waag’s Anatomical Theatre. Together, we discussed how co-creation can be applied in the heritage sector to create new stories or new connections with audiences.


The RICHES project is all about the constant change in our society in relation to culture. We just started an interview series in which they ask several museums and team members of the RICHES project about their vision on co-creation within the heritage sector. Concept developer Douwe-Sjoerd shares his vision in this Q&A.


A glimpse inside the RICHES project: design thinking methods and co-creation sessions from an anthropological point of view. In a larger European research context we are examining how, in an increasingly digital environment, formal cultural heritage institutions can improve their relevance for an ever more diverse population.


How can a museum or cultural organisation deal with a rapidly changing global society in which each culture has its own wishes, expectations, and needs? Waag’s Urban Reality Lab researches this question within the scope of the RICHES project. In collaboration with local young people and the employees of the Museum of World Cultures, we are mapping current challenges for museums and researching possible solutions to such issues during several co-creation sessions.


In July 2013 the two-year project 'Health-Lab' in Amsterdam ended. Health-Lab was an open experiment environment in Amsterdam (a Living Lab for Care and ICT), where applications were developed and tested with users.


Designer Mickael Boulay visited the symposium 'Design Through Exploration' for new inspiration on user-centered design'.