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R & D aspects
line   R&D ASPECTS


Main goals and approaches:
  • Holistic understanding and cross-competence development
  • Critical analysis
  • Conseptual understanding and R&D
  • Experimental projects
  • Living labs, human testbeds
  • General context: creative economy, creative industries

Social, cultural and technological changes (global and local levels)

  • Some key notions & directions (economy): creative economy, experience economy, entertainment economy, design economy, story economy, image economy, participatory economy
  • Some key notions & directions (society): information society, media society, techno society, biosociety, risk society
  • Globalization - its consequences (sustainable development, global governance, social responsibility, corporate citizenship, etc.)
  • Global + local = glocal (regionalism)
  • Global signs of change; trends and weak signals
  • Speed: accelerating rhythm of life and economy

New tribes and identities

  • Global brands and lifestyles
  • Hypermobile lifestyles (nomads with mobile instruments, travellers, cosmocrats, global jetset, etc.)
  • Slow lifestyles (slow food, slow city)
  • Postmodern and transmodern lifestyles
  • Identity tuning: from given lifestyles to "own design"
  • From static products to customized brands
  • "No logo" and "antibranding" movements (green & ethical customers)

New media: social media, interactive media, hybrid media

  • Participatory media (blogs, wikis, RSS, tagging, social bookmarking, media sharing [music, photo, video], mashups, podcasts, participatory video projects, videoblogs)
  • Virtual societies, virtual lifestyles
  • New trends and developments in marketing: viral & buzz marketing, long tail, news sources
  • Wellness/well-being technologies, therapeutic well-being design
  • Socio-economic impacts of ubiquitous (r)evolution

Cross-competence & transdisciplinarity

  • New requirements for knowledge and understanding
  • Cultural changes of various competence fields
  • Birth of new competence areas
  • Cross-competence training and consulting
  • Fusion of competencies
  • Integrated knowledge management

Creativity and innovative environments

  • Creativity and serendipity
  • Innovation systems/environments & branding (design, architecture, communication, marketing, art and media)
  • New innovation process models
  • Fusion of technology waves and innovations
  • Participatory innovation environment (24/7 principle)
  • 24 hour DesignLab (online design community & online research community, real time problem solving, brainstorming lab)
  • Social and lifestyle companies
  • Cross-competence & education
  • New viewponts, ways and means for education (24 hour LearningLab)

Accelerating intelligence

  • Future trends of computing: nanotechnology, quantum computing, grid computing, AI (artificial intelligence), eletronic paper, RSS, personal info agents, etc.
  • From connecting people to connecting everything (ubiquitous)
  • Ambience design, ambient intelligence
  • Ubiquitous (r)evolution
  • Smart materials and spaces
  • Smart architecture and smart advertising
  • Wearable computing (WearComp), wearable intelligence
  • Participatory branding (online, do your own brand)
  • Emergence of innovation media
  • Co-operation between design and technology (design and science)
  • Accelerating intelligence & education

Local dimensions

  • Locality as brand - participatory models (project)
  • Cross-competence training & development (design, architecture, communication, marketing, art and media mixed with other locality development competence areas)
  • Sustainable Information Society: Civic participation
  • Challenges of creative areas (city, town, region, etc.)