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Culture and Creativity Take Center Stage in the EU: How We Got to the EIT-KIC, and What Lies Ahead 文化与创意在欧盟占据中心位置:我们是如何进入 EIT-KIC 的?
Pub Date : 2024-04-22 DOI: 10.30682/diid8123a
Pier Luigi Sacco
The foundation for the EIT-KIC Culture and Creativity was laid in many steps, through a series of EU policy developments. Moving from the seminal report on The Economy of Culture promoted by the acting European Commissioner for Culture Jan Figel in 2006, we have witnessed a gradual development of the idea that cultural and creative sectors are a main driver of socio-economic development in Europe. This trajectory can be reconstructed in the sequence of the Work Plans for Culture that have spanned the last decade and in a few milestones such as the European Year of Cultural Heritage 2018 and its major legacies, the European Framework for Action on Cultural Heritage and the New European Agenda for Culture. Let’s briefly consider how all such components have been instrumental to the birth of the EIT-KIC Culture and Creativity, and how an understanding of such process is still fundamental today to fully appreciate the potential and criticalities of this new, ambitious endeavor.
EIT-KIC 文化与创意中心的基础是通过一系列欧盟政策发展分步奠定的。从 2006 年欧盟代理文化专员扬-菲戈尔(Jan Figel)提出《文化经济》的开创性报告开始,我们目睹了文化和创意产业是欧洲社会经济发展的主要驱动力这一理念的逐步发展。这一发展轨迹可以从过去十年间的一系列文化工作计划,以及 2018 欧洲文化遗产年及其主要遗产、《欧洲文化遗产行动框架》和《欧洲文化新议程》等一些里程碑事件中得到重构。让我们简要地思考一下,所有这些组成部分是如何对 EIT-KIC 文化与创意中心的诞生起到推动作用的,以及对这一进程的理解是如何在今天对充分认识这一雄心勃勃的新事业的潜力和关键性起到根本性作用的。
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引用次数: 0
Debating (In)Justice of Energy Futures Through Design 通过设计辩论能源未来的(不)公正性
Pub Date : 2024-04-22 DOI: 10.30682/diid8123g
Roberta Antognini, Maria Luce Lupetti
This article presents a design investigation of how to address social justice concerns in participatory activities when debating energy futures. As the climate crisis grows and technological progress exacerbates environmental issues, the design field is increasingly committed to understanding and mitigating the impact of new products in the world. This is resulting in a conscious redesign of products or in developing strategies to nudge sustainable behaviours. Yet little methodological work exists on how to address social concerns when designing in the context of energy transitions. This paper explores this gap by delineating an energy scenario of Switzerland in 2030, designing two fictional artefacts and a participatory toolkit, and then hosting a world café with twelve participants. The results provide insights into the value as well as the methodological challenges of designing for debating justice in energy futures.
本文介绍了在讨论能源未来时,如何在参与性活动中解决社会公正问题的设计调查。随着气候危机的加剧和技术进步对环境问题的加剧,设计领域越来越致力于了解和减轻新产品对世界的影响。这导致人们有意识地重新设计产品,或制定策略来引导可持续行为。然而,关于在能源转型背景下进行设计时如何解决社会问题的方法论研究却少之又少。本文通过描绘 2030 年瑞士的能源情景,设计两个虚构的人工制品和一个参与式工具包,然后举办一个有 12 位参与者参加的世界咖啡馆,对这一空白进行了探索。研究结果让我们深入了解了为辩论能源未来的公正性而进行设计的价值和方法论挑战。
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引用次数: 0
Synesthetic Identities 审美认同
Pub Date : 2024-04-22 DOI: 10.30682/diid8123i
Chiara Scarpitti, Daniela Piscitelli, Antonella Rosmino
Synesthetic identities is part of a research study that looks at the landscape as a living organism, mutable and connected to a complex ecosystem of physical and immaterial elements. Starting with well-established theoretical principles, the paper describes an experiment conducted in 2021 using brain-computer interfaces to demonstrate how the visual landscape is not immutable, identical for everyone, and static in time. Instead, it strictly depends on the relationship established with the viewer and the interpolation of a series of variables - sound, colour, and light - that influence perception. The outcome demonstrates how it is necessary to rethink visual landscapes by looking at them as plural, mutable systems, constantly reconfigured by the relationship with the human body, thus opening up new design possibilities in the field of visual design.
该研究将景观视为一个有生命的有机体,它是可变的,并与由物理和非物质元素组成的复杂生态系统相连。论文从成熟的理论原则出发,描述了 2021 年利用脑机接口进行的一项实验,以证明视觉景观并非一成不变、对每个人都相同,也并非时间上的静态。相反,它严格取决于与观众建立的关系,以及一系列影响感知的变量--声音、颜色和光线--的插值。这一成果表明,有必要重新思考视觉景观,将其视为多元、可变的系统,并通过与人体的关系不断进行重构,从而为视觉设计领域开辟新的设计可能性。
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引用次数: 0
The Innovation System in Transformation 转型中的创新体系
Pub Date : 2024-04-22 DOI: 10.30682/diid8123d
Jenny Tingvall Kornmacher, Elena Vai
In the light of the pressing global challenges, our need for innovation has dramatically changed. Instead of technical innovation alone, we need solutions on a much larger scale as well. The text analyses the transformation of the discourse on innovation in the last two decades, trying to illustrate the progressive shift of meanings, actors and tools involved in the process and what caused it. In the last decade, a slow mutation has occurred from the concept of creative and critical practice in the hands of creative individuals to creativity-driven innovation brought by the whole Cultural and Creative Sector and Industries (CCSI), and promoted by the establishment of the new EIT Culture & Creativity Knowledge Innovation Community in 2023. Nowadays, the debate on how to improve innovation and competitiveness must shift the attention from subjects and objects to support structures and ecosystems. Thanks to the analysis of case-studies, four possible contemporary design approaches to innovation have been identified: advanced design innovation, responsible innovation, knowledge innovation, cross-sectoral innovation. The selected case-studies and an interview with a Swedish artist illustrate the role of universities, research centres and public labs as structures supporting cross-sectorial innovation including CCSI in their research since the beginning.
面对紧迫的全球挑战,我们对创新的需求发生了巨大变化。我们不再仅仅需要技术创新,还需要更大规模的解决方案。本文分析了过去二十年中有关创新的论述的转变,试图说明这一过程中所涉及的含义、参与者和工具的逐步转变以及造成这种转变的原因。在过去的十年中,从创意个人手中的创意和批判性实践的概念,到整个文化创意部门和产业(CCSI)带来的创意驱动型创新,再到2023年新成立的欧洲信息与通信技术学院文化与创意知识创新社区所推动的创新,发生了缓慢的转变。如今,关于如何提高创新和竞争力的讨论必须将注意力从主体和客体转移到支持结构和生态系统上来。通过对案例研究的分析,确定了四种可能的当代创新设计方法:先进的设计创新、负责任的创新、知识创新和跨部门创新。所选的案例研究和对一位瑞典艺术家的访谈说明了大学、研究中心和公共实验室作为支持跨部门创新的结构所发挥的作用,其中包括从一开始就在研究中使用的 CCSI。
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引用次数: 0
Our Creative Nature: Future Skilling Research in Times of Transition 我们的创造性:转型时期的未来技能研究
Pub Date : 2024-04-22 DOI: 10.30682/diid8123c
S. Zehle, Sónia Alves
This essay introduces CYANOTYPES, a collaborative multi-year research project that set out to explore and address how people across the creative sector — arts, culture, and design in all their manifestations — might organise learning in the (immediate) future, and outlines a creative agency model to facilitate the development of curricula and custom learning journeys, contending that especially in the context of the growing role of intelligent systems in the creative process, a focus on creative agency makes sense to frame the analysis as well as the design of learning processes.
这篇文章介绍了 "CYANOTYPES"--一个合作多年的研究项目,该项目旨在探索和解决创意领域(艺术、文化和设计的所有表现形式)的人们在(近期)未来如何组织学习的问题,并概述了一个创意机构模型,以促进课程和定制学习旅程的开发,文章认为,特别是在智能系统在创意过程中发挥越来越大作用的背景下,关注创意机构对于分析和设计学习过程具有重要意义。
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引用次数: 0
Boosting Sustainable Consumption Behaviour Through Consumer Education in the Fashion Retail and Service Environment 在时尚零售和服务环境中通过消费者教育促进可持续消费行为
Pub Date : 2024-04-22 DOI: 10.30682/diid8123f
Alessandra Spagnoli, Valeria M. Iannilli
Due to the growing environmental impact of the fashion industry, the demand for sustainable consumption is currently an urgent issue. The exponential increase of textile waste and the progressive reduction of product lifespan call for a shift to circular models, and in this context, consumer awareness has also become crucial. The retail environment, driven by an increasing shift towards a servitisation of the consumer experience, with its associated Product-Service Systems (PSSs), can provide a compelling opportunity to nurture consumer awareness, thus acting as a proactive mechanism to induce more responsible and sustainable behaviour. Within this framework, retail design is emerging as a key driver for sustainable behavioural changes in fashion consumption. This article, therefore, reflects on how fashion brands are actively orchestrating strategies within retail, defining dedicated PPSs to promote responsible consumption practices involving informative content, empowerment tools and co-creation initiatives that, going beyond awareness, can evolve into advocacy.
由于时尚产业对环境的影响越来越大,对可持续消费的需求已成为当务之急。纺织品废弃物的指数级增长和产品寿命的逐步缩短要求向循环模式转变,在这种情况下,消费者的意识也变得至关重要。在消费者体验日益向服务化转变的推动下,零售环境及其相关的产品服务系统(PSS)可以为培养消费者意识提供一个极具吸引力的机会,从而成为诱导更负责任和更可持续行为的积极机制。在这一框架内,零售设计正成为时尚消费中可持续行为改变的关键驱动力。因此,本文反思了时尚品牌如何在零售业内积极协调战略,定义专门的 PPSs,以促进负责任的消费行为,其中涉及信息内容、赋权工具和共同创造倡议,这些都超越了意识,可以发展成为倡导。
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引用次数: 0
Design Interventions for the Sustainable Livelihood of the Bamboo Craft Community 为竹工艺社区的可持续生计设计干预措施
Pub Date : 2024-04-22 DOI: 10.30682/diid8123l
Avinash Shende, Mandar Rane, Purba Joshi
Bamboo is a plentifully available material in India’s North-Eastern Region (NER), comprising eight states. Bamboo craft serves as a crucial source of livelihood in these states. Meghalaya, one of the NER states, has a centuries-old tradition of practising the woven bamboo craft. The state is somewhat isolated from mainstream developmental activities, leading to a persistently unchanged livelihood structure over generations. The absence of infrastructure and limited technological access has empowered these communities to exercise increased autonomy, thereby preventing them from participating in the country’s circular economy. The paper delves into the challenges faced by bamboo craft communities, exploring issues related to their practices, livelihoods, and culture. It also shares the experiences and insights gained from a three-year-long collaborative design intervention project called Shken.in.
竹子是印度东北部地区(NER)(由八个邦组成)大量使用的材料。竹编工艺是这些邦的重要生计来源。梅加拉亚邦是东北地区的一个邦,拥有数百年的竹编工艺传统。该邦在某种程度上与主流发展活动隔绝,导致世世代代的生计结构持续不变。基础设施的缺乏和有限的技术准入赋予了这些社区更多的自主权,从而阻碍了他们参与国家的循环经济。本文深入探讨了竹工艺社区面临的挑战,探讨了与他们的习俗、生计和文化相关的问题。它还分享了从一个名为 Shken.in 的为期三年的合作设计干预项目中获得的经验和见解。
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引用次数: 0
Unleashing Culture and Creativity Power in European Education Processes 在欧洲教育进程中释放文化和创造力的力量
Pub Date : 2024-04-22 DOI: 10.30682/diid8123b
Valentina Gianfrate, Marta Marteska-Samek
The European educational system stands in a unique position at the crossroads of training, research and innovation, in shaping sustainable and resilient economies, and in making its territories greener, more inclusive and more digital through culture and creativity. This paper is the result of a one-year collaboration between the Alma Mater Studiorum — Università di Bologna and the Jagiellonian University, under the umbrella of the EIT Culture & Creativity (EIT C&C), in the interim co-chairing of the Direction linked to the Action Program 1 Talent Scaler, to define activities and strategies for the operationalization of the Strategic Objective 1 about Education. This involvement opened up the possibility to activate a fruitful international cooperation with all the members of Una Europa, the alliance of Europe’s eleven largest leading research universities that aim to create a truly European inter-university environment, a University of the Future.
欧洲教育系统处于培训、研究和创新的十字路口,在塑造可持续和有韧性的经济,以及通过文化和创造力使其领土更加绿色、更具包容性和更加数字化方面具有独特的地位。本文是博洛尼亚大学母校与雅盖隆大学在欧洲高等教育研究所(EIT)文化与创造力(EIT C&C)框架下开展为期一年的合作的成果,在此期间,双方共同主持了与行动计划1 "人才扩展 "相关的指导工作,以确定实施战略目标1 "教育 "的活动和战略。Una Europa 是欧洲最大的 11 所顶尖研究型大学的联盟,旨在创建一个真正的欧洲大学间环境,即未来大学。
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引用次数: 0
Bringing Culture to People: A Co-design Method for Redefining the Role of the Museum 将文化带给人们:重新定义博物馆角色的共同设计方法
Pub Date : 2024-04-22 DOI: 10.30682/diid8123j
Patrizia Marti, Annamaria Recupero, Georg Regal, Andreas Sackl
ICOM (International Council of Museums) envisions a role for the museum as an accessible and inclusive institution open to the public, which operates professionally and with the participation of communities. This vision requires research and practice to be fully implemented. The paper illustrates the participatory ideation and evaluation of new museum services that are inclusive and accessible for people who cannot visit the museum due to disability and age-related impairments. It illustrates the co-design process carried out within the EU project BeauCoup, which aims to make the cultural heritage accessible beyond the museum’s walls. This objective implies that the museum must play a key role in promoting inter-institutional partnerships between the cultural and the social sectors to engage marginalised communities. The paper describes the approach and the outcomes of the co-design process which involved various stakeholders and institutions, offering a reflection on the benefits and shortcomings of the approach.
根据国际博物馆理事会(ICOM)的设想,博物馆应成为一个向公众开放的无障碍和 包容性机构,以专业方式运作,并让社区参与其中。要全面实现这一愿景,需要开展研究和实践。本文介绍了对新博物馆服务的参与式构思和评估,这些服务对因残疾和年龄相关障碍而无法参观博物馆的人具有包容性和无障碍性。它说明了在欧盟 BeauCoup 项目内开展的共同设计过程,该项目旨在让文化遗产走出博物馆的围墙。这一目标意味着博物馆必须发挥关键作用,促进文化部门与社会部门之间的机构间合作,让边缘化社区参与进来。本文介绍了由各利益相关方和机构参与的共同设计过程的方法和成果,并对该方法的优点和不足进行了反思。
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引用次数: 0
Design: Episteme and Doxa. Co-design as an Opportunity to Share Choices 设计:设计:认识论和理论。共同设计是分享选择的机会
Pub Date : 2024-04-22 DOI: 10.30682/diid8123h
Luciano Perondi, Mario Bisson
This paper delves into the concept of co-design, a collaborative approach involving stakeholders in the conceptualization and design phases to understand diverse perspectives and jointly define project directions. Examining the relationships between co-design, Design Thinking, and user-centred design, the paper emphasises distinctions in their goals and methods. It addresses potential biases in co-design processes, providing strategies to mitigate analogical relations, cognitive effort minimization, and emotional influences. Epistemological reflections highlight the efficacy of participatory methods in generating theoretical hypotheses while underscoring the need for evidence-based validation. The article explores co-design’s applications in speculative design and ludo-didactics (game design). In speculative design, co-design aids in framing problems and generating plausible contextualizations, while in game design, participatory processes, particularly playtesting, enhance the exploratory and refinement phases. The paper suggests avenues for further research, emphasising the strategic placement of Co-design processes in project phases, considering potential biases, and exploring its application in disruptive innovation contexts.
本文深入探讨了协同设计的概念,这是一种让利益相关者参与概念化和设计阶段的合作方法,旨在了解不同观点,共同确定项目方向。本文探讨了协同设计、设计思维和以用户为中心的设计之间的关系,强调了它们在目标和方法上的区别。论文探讨了协同设计过程中的潜在偏差,提供了缓解类比关系、认知努力最小化和情感影响的策略。对认识论的反思强调了参与式方法在产生理论假设方面的功效,同时强调了基于证据的验证的必要性。文章探讨了共同设计在推测性设计和游戏设计(ludo-didactics)中的应用。在推测性设计中,共同设计有助于确定问题的框架和产生合理的情境;而在游戏设计中,参与性过程,尤其是游戏测试,则加强了探索和完善阶段。本文提出了进一步研究的途径,强调在项目阶段战略性地安排协同设计过程,考虑潜在的偏差,并探索其在颠覆性创新环境中的应用。
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引用次数: 0
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