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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.)
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