Tuesday 16 December 2008

Fourth National Creative Industries Conference

VIC was there...
We participated in this conference and had a small stand.

The Fourth National Creative Industries Conference is taking place at the award-winning Foundation for Arts and Creative Technology (FACT) in Liverpool on Thursday 11th December.

Responding to a rapidly changing economy, the conference agenda will explore the concept of a ‘Creative City’ and what this means in practice today. Looking ahead to 2009 and beyond, delegates will consider the actions required to support diversity and growth, examining the role and impact of Government and the respective roles of property, education, funding and the public sector.

Responding to a rapidly changing economy, the conference agenda will explore the concept of a ‘Creative City’ and what this means in practice today. Looking ahead to 2009 and beyond, delegates will consider the actions required to support diversity and growth, examining the role and impact of Government and the respective roles of property, education, funding and the public sector.

Themes and Objectives

The day will review and the latest policy, strategy and best practice and will explore the following themes and objectives, including:

How has support for the Creative Sector changed during the past decade and what impact has this had on Cities?
How can the creative sector grow and be supported in the context of a rapidly changing global economy?
What is the impact of competing cultural and economic factors on a City’s creative economy? How do these affect funding available and opportunities available across the sector?
How can success in the creative economy be defined when so many companies and projects fall between conflicting aims of economic, community and cultural driven success?
When a City celebrates (Capital of Culture or Olympics) what is the impact on its creative economy?
What is the role of property developers, public and private landlords in relation to supporting wealth generation and property value growth from the creative sector?
How can Cities’ reach out to younger generations to foster creativity and innovation?
What is the impact of partnerships between universities, schools and colleges and a city’s creative economy?
How can cities best respond to the needs of smaller and start up businesses?
What role can ‘Creative Clusters' play and what is their relationship with each other in the context of a region and city?
What actions need to be taken by Government, the public and private sector to ensure better collaboration to ensure the ‘creative and cultural’ economy grows but also doesn’t lose the essence of why it exists?

Chaired by Jo Burns, Director of BOP Consulting, the day will bring together leading policymakers, practioners and opinion formers including:

  • Paul Collard, National Director, Creative Partnerships
  • Tom Bloxham, Founder of Urban Splash
  • Nik Powell, Chief Executive, National Film and Television School
  • Bernd Fesel, Consultant, The European Capital of Culture Ruhr 2010
  • Felicity Goody, Chair, Central Salford URC
  • Dr Beatriz Garcia, Director, Impacts 08 - The Liverpool Model
  • Professor Bill Chambers, Pro Vice Chancellor, Liverpool Hope University
  • Stuart Macfarlane, Cluster Development Manager, Yorkshire Forward
  • Richard Holt, Director, West Midlands Enterprise
  • Toby Hyam, Creative Space Management
  • Andrew Erskine, Tom Fleming Creative Consultancy
  • Volker Buscher, Director, ARUP
  • Richard Holt, Director of UK Consultancy, WM Enterprise Consultants
  • Sarah Elderkin, Development Manager, Design Initiative
  • Dave Moutrey, Director and Chief Executive, Cornerhouse
  • Kevin McManus, Managing Director, Merseyside Acme
  • Guy Smith, Bauman Lyons


Tuesday 2 September 2008

Reminder of the definition of the creative industries

It seems that there is a difference across the wider Europe as to what constitutes the creative industries. It is obvious that even in the Brussels Leonardo office the breadth of disciplines is not fully understood. The DTI established the following definition:
CREATIVE INDUSTRIES - The definition of the creative industries as: “those industries which have their origin in individual creativity, skill and talent and which have a potential for wealth and job creation through the generation and exploitation of intellectual property.”
This includes the following sectors: Advertising, Architecture, Crafts, Design, Designer Fashion, Film and Video, Interactive Leisure Software, Music, Performing Arts, Publishing,Television and Radio and in addition the cultural heritage, tourism and museum industries are identified as being closely related to the creative industries; particularly in the provision of services which often fall within the definition of creative industries.
from the UK Department of Trade and Industry

Monday 14 July 2008

Sketch it out

Could this be the way forward for developing business plans for creative people?

A book about how to solve problems using pictures has become a surprise bestseller in the US. Author Dan Roam explains why drawing can be such a powerful work tool


In late 1987, the Irish airline leasing magnate Tony Ryan asked Michael O'Leary, his accountant, to help launch a new airline. One of the first jobs Ryan had for O'Leary was to go the US and study Southwest Airlines. The Texas-based carrier had for years been the world's most profitable airline, in spite of defying traditional airline logic in every aspect of operations.
O'Leary came back from his field trip a man possessed. He immediately went to work on turning Ryanair into Europe's first "low-cost" carrier, and in the process turned the entire European airline model on its head. We'll never know exactly what O'Leary saw at Southwest, but whatever it was, it inspired a vision in O'Leary that still burns.
I'm going to take a guess that he saw "the napkin".
American business lore tells us that one late night in 1967, Rollin King (another wannabe airline tycoon) asked his lawyer, Herb Kelleher, out for a drink. That evening, King told Kelleher about an idea he had for an airline. Picking up a pen, King wrote the names of Texas's three biggest cities on his cocktail napkin: Houston, Dallas, and San Antonio. Then he connected the three with a triangle. It was a bone-headedly simple drawing, illustrating a bone-headedly simple concept: forget the "hub-and-spoke" system; instead, just connect the secondary airports at the three places most businesspeople in Texas wanted to go.
It worked. Kelleher bought the idea, and Southwest took off using the napkin as its route map - it has never looked back.
I love that story. As an impassioned advocate of the use of simple pictures in business, I can't think of a better example of how a quick sketch on the back of a napkin can convey an idea.
I've always drawn; sketching things out is one of the clearest memories I have of childhood. When I started my working life, my first job was as a graphic designer, and it made sense that I drew all the time, because everyone in design draws. But when I moved into managing my own businesses and then into management consulting, the fact that I drew made me odd, because nobody in business draws.
Which I always thought was a shame, since I knew that every time I picked up a pen in a meeting and started sketching out my idea, magic would happen in the room. People would pay an extraordinary amount of attention to what I was saying, would actively look and listen, and most important of all, would quickly join in the development of the idea.
Twenty years of consulting for organisations such as Microsoft, Wal-Mart, Wells Fargo and the US Navy has left me convinced in the power of pictures as a business tool. I know that any business challenge - business strategy, resource allocation, project management, product development, you name it - can be clarified, if not outright solved, through the use of a picture. And I also know that the pictures that work are so simple that anybody can draw them.
I doubt if it will surprise anyone when I say that pictures can convey more specific and memorable information than words, that pictures - especially of complex concepts - "stick" better than bullet lists, that pictures can communicate many ideas simultaneously and immediately, and above all, that pictures can transcend language barriers. What may be surprising is that the pictures I'm talking about are something we can all create.
Thinking with pictures is not the exclusive domain of the artistically talented or trained. It's a talent we are all born with, yet few of us ever have the opportunity to improve - 75% of the neurons in our brains that are processing sensory information are processing vision, and sight is far-and-away the most important means for us to learn about the world around us. Think about this: walk into a class of primary school children and - with the teacher's permission, of course - ask the six-year-olds how many can draw. Every hand will go up. Now ask how many can read: perhaps two little hands will go up. Now walk into a secondary school and ask the 16-year-olds the same two questions. How many can draw? Maybe three hands. How many can read? Every hand.
Don't get me wrong: reading and writing are fundamental and essential. So is vision. The reason most businesspeople are uncertain about their ability to solve problems with pictures is that they are uncertain about their ability to draw. "I'm not visual; I can't draw," is the comment I hear from someone in every meeting I attend. My response is that if we're visual enough to walk into the room and find a place to sit down without falling down, we're visual enough to understand everything we are going to talk about, and to find value in it. I've never been let down.
To help people overcome this lack of confidence, I break the entire "visual thinking" process down into four discrete steps: looking, seeing, imagining, and showing. Each step makes demands on a different part of our innate visual abilities, and each step plays an important role in learning to take in the big picture.
Most important of all, once we realise how good we already are at visually processing the world around us, we realise that drawing itself is only a small part of visual thinking, and it comes at the very end of the process, not at the beginning.
Nothing is more engaging to a live audience than seeing a picture created in real time. It really is pure magic. Partly that's because when we see the problem and solution drawn out for us, we mentally participate in the process and "get" what we're seeing. Even more importantly, a picture drawn by hand is not perfect, and its imperfections invite commentary and discussion, rather than the arguments about minute details that usually accompany a "finished" diagram. In fact, because a more polished picture looks "done", it is more likely to shut down discussion than stimulate it.
Like anything, becoming confident enough to start drawing in a business meeting or presentation takes practice. Next time you face a business problem, try this on your own:
1. Draw a small circle in the middle of a page and label it "my business" (or "me").
2. Now, off to one side, draw a larger second circle, and call it "my customers".
3. Draw an arrow between the circles, and label it "my sales channel".
4. Add a few words describing that channel: is it "good", "needs improvement", "solid", "stretched", etc.
5. On the other side of the "my customer" circle, draw a third circle and call it "my competitor".
6. Is this circle bigger than yours? Is it closer to your customers, or further away? Think about what you're starting to see here in the relationships of these circles, and note down any thoughts that occur.
7. Draw an arrow between "competitor" and "customer" and describe that channel.
We've just started, and already our minds are starting to seeing sizes, relationships, and interactions that would have been invisible if we hadn't started drawing. Keep going and see what emerges. Within seconds we'll begin to come up with ideas that we wouldn't have had if we'd just been talking. We can't help it: all we're doing is feeding our brains the chance to do what they love - solve problems with pictures.
· Dan Roam is author of "The Back of the Napkin: Solving Problems and Selling Ideas with Pictures"

Sunday 29 June 2008

Design Show Liverpool

- Success

Design Show Liverpool took place in the city's Contemporary Urban Centre over four days: 19th - 22nd June. The show brought 173 exhibitors together with almost 7,000 design savvy visitors.

Feedback from the show has been overwhelmingly positive. One visitor commented that there was "a lot of creative design talent blended neatly under one roof. Liverpool Design Show is the new paradigmatic showcase for cutting edge, yet accessible design excellence."

Sarah Elderkin Development Director, Design Initiative says "we are delighted to have worked with Momentous Events to create an event of this scale and quality in Liverpool. We have been working to support the design industry in Liverpool and the region for 16 years; encouraging new businesses, promoting the best talent and helping them to find buyers. Design Show Liverpool has been a great platform for designers in Merseyside and beyond, with half of the exhibitors being from the North West region."

Monday 23 June 2008

ERASMUS for young entrepreneurs

The Enterprise and Industry Directorate-General of the European Commission has published the call for proposals "ERASMUS for young entrepreneurs". The overall objective is to facilitate and assist nascent EU entrepreneurs to gain experience in an established entrepreneur’s company in another EU member state. The deadline for submission of project proposals is 20 August 2008.

The full text of the call for proposals and the application forms are available on the following website: http://ec.europa.eu/enterprise/funding/files/themes_2008/calls_prop.htm

An information meeting on this call will take place on Monday 23 June 2008 (9:30 - 13:00 at the Centre Borschette, 36 Rue Froissartstraat, 1040 Brussels). The meeting can also be followed via webstreaming (the relevant link is soon available on the above mentioned website). Please register for this meeting by sending an e-mail to: entr-entrepreneurship@ec.europa.eu

from Margret

Thursday 22 May 2008

Jolly Rogerings

Review from Saturday May 17, 2008
The Guardian

Steven Poole is intrigued by rich provocations and swaggering prose on the morality of cultural 'piracy' in Matt Mason's The Pirate's Dilemma


The Pirate's Dilemma: How Hackers, Punk Capitalists and Graffiti Millionaires Are Re-Mixing Our Culture and Changing the World

by Matt Mason


One couldn't wish for a more colourful circus of corporate stupidity and vindictiveness than the public actions of the major record labels over the past decade. They have secretly installed spyware on people's computers and sued American college students; last month, one label filed a US court claim that throwing their promotional CDs in the bin constituted a violation of copyright. At the same time, they have been demanding a tax on iPods, the proceeds from which would flow directly into their pockets, and firing the A&R staff upon whom their future depends. None of this, of course, is meant to protect the interests of musicians, only of their executive leeches.
It is a farcical ongoing case study in how not to respond to what former pirate-radio DJ Matt Mason calls "the pirate's dilemma". Despite some special pleading in the introduction, he really means "the pirate dilemma": the pirates themselves are not mulling much over ethical quandaries, but they are forcing everyone else to figure out how to live with them. Much of the book is focused on how large companies ought to respond to the fleet-footed challenge of copyists, mash-uppers and other rebels against "intellectual property". What, for example, did Nike do when a Japanese DJ called Nigo started ripping off its famous Air Force One trainer design and selling versions in crazy new materials and colours at a high-fashion premium? It didn't sue; instead, it started making similar far-out designs itself, and then invested in Nigo's company.

Mason offers this reassuring take-home message for corporations: that piracy often identifies gaps in the market, or new spaces that the market could expand to fill. Inspirational stories abound. Hollywood was founded by film-makers fleeing Edison's burdensome patents on cinema equipment in New York; American cable TV companies initially "refused to pay the networks for broadcasting their content"; the BBC's Radio 1 was inaugurated as a "pirate copy" of the pirate station Radio London, to try to stamp out once and for all the Jolly Rogers of the airwaves.

So far, so comfy. But Mason has a sly habit of suddenly wrenching the argument into a new context, arguing at one point, for instance, that the production of cheap generic anti-HIV drugs in India, fought bitterly by big pharma, is another form of contemporary (and heroic) "piracy", pointing up a way in which current laws and regulations are "broken". Later on, there is even an abrupt segue from hip-hop to the Post-Autistic Economics movement (which argues that neoclassical or "mainstream" economics is delusionary): cheeky, but it works.

The best parts of the book, meanwhile, take the leisure to build vivid, detailed histories of countercultures that the author loves, tracing hip-hop, for example, back to the birth of MCing thanks to a studio oversight in Jamaica in 1967. There is a wonderful proof that disco was invented by a nun, Sister Alicia Donohoe, at an orphanage in the 1940s - she created a "party room" for the children equipped with a fridge, record player and multicoloured balloons. Subliminal memories of that space inspired a former resident, David Mancuso, to give his series of famous disco parties at the Loft in 1970s New York. There is also a history of graffiti as the civic reclaiming of public space, which includes the remarkable fact that, during the great subway "cleanup" of the 1980s, many painted carriages were just dumped in the ocean. Mason's prose style is a lovely, swaggering mash-up of the analytical and the street. I was happy to be told, of one hip-hop dandy, that his "fashion game was mighty healthy".

There is, though, a tension running through Mason's arguments, as to whether we should applaud those he calls "pirates" for their creative anti-corporate rebellion, or admire them insofar as they subsequently become corporate successes themselves. Here is a graffiti tagger who builds a T-shirt empire; and here is a soft-drinks company that makes a near-subliminal but highly successful marketing deal with 50 Cent. Is this really comparable to the spirit of anarchic creativity he celebrates? When big sportswear companies try "street advertising" through graffiti, he evidently disapproves. This tension is not resolved, but is in the end overtly framed in the following superbly wry sentence: "Hip-hop mastered the art of the sustainable sellout through the notion of keeping it real."

Mason's cultural view, meanwhile, remains impressively wide-angle. He also discusses authoritatively other aspects of "remix culture", such as the "modding" scene in videogames (where gamers build their own new environments and rule-sets from the open code provided); or the "phantom edit" of George Lucas's first new Star Wars film, in which fans removed all possible trace of the appalling Jar Jar Binks. He is consistently thoughtful, offering rich provocations about the British wave of "happy slapping", or a future in which self-replicating 3D printers become possible. In comparison with most other contemporary books that seek to educate corporate culture about what the kids are doing, Mason exudes the authority, and sheer joyful fascination, of someone who is saturated in what he talks about.

It is possible, though, that two concepts of "piracy" are being conflated. Rule-breaking creativity that opens up new cultural and economic possibilities is one thing; but that's not the same "piracy" as just downloading for free the music you used to pay for. The vast majority of MP3 "sharers" are not doing anything to creatively extend the material, as most of Mason's heroic "pirates" do. You can't actually remix a commercially produced track unless the artist deliberately gives out the original "stems" - separate tracks of drums, bass, vocals and so on. This is what Radiohead did last month with their song "Nude" for a remix competition - but in a deliciously cynical twist, anyone who wanted the stems had to pay for them as five separate "songs" on iTunes. In return for the four quid investment, remixers got to upload their versions to Radiohead's website - and, er, that's it. (By contrast, Nine Inch Nails were already giving away remixable stems for free a couple of years ago.)

Near the bottom of all this lies one very simple question. If the only answer to widespread piracy, as Mason argues, is to "compete like a pirate" yourself, how will the actual producers of "content" get paid in the future? This question recently generated a large public discussion on my website, where, as an experiment in the economics of free distribution with voluntary donations, I had given away an electronic version of one of my own books. It was downloaded by 30,000 people, of whom 17 contributed to the "tip jar". Needless to say, I'm not giving up the day job.

The question comes up in Mason's book, but you'll miss it if you blink. "Artists not getting paid for their work is a problem," he says. Moving swiftly on: "But the fact remains that file-sharing sites such as Napster make an abundance of music available that we otherwise would not have access to." That's true, but on its own it's not a persuasive argument. Robbing a bank would make an abundance of money available to me that I otherwise would not have access to. I may firmly believe that this would be an excellent thing for everyone, but I'd have to make a second argument to show why: maybe I would promise to give the money to the poor, or become a discerning patron of struggling nerdcore musicians, or just buy myself lots of gadgets and nice meals, since at least I would be reinvesting the cash in the economy in a more efficient manner than banks have recently shown themselves able to do.

So it's worth noticing, finally, that Mason is not distributing his own ideas "pirate"-fashion, which presumably would mean slapping this text up for free on an internet wiki to which anyone could contribute edits and additions. Instead, he has published it as an old-fashioned book with a copyright notice and assertion of "moral right", which makes a nice calling card for the speaking engagements detailed on his blog. The publishing industry might soon face the same problems as the music industry currently does; but until then, cash in while you can. Steven Poole's website is at stevenpoole.net

Saturday 10 May 2008

Design Show Liverpool


The VIC Leonardo project with Pacificstream are sponsoring a stand at the Design Show in Liverpool from 19th to 22nd June at the new Contemporary Urban Centre. Designers represented will be furniture by Jon Holmes (Milky Tea), silver ware by Miranda Meilleur, paper work by Kenn Munk (DK), jewellery by Nacho Zapata (ES), fashion assessories by Nook & Willow and design work by Splinter.

Tuesday 6 May 2008

2009 to be European Year of Creativity and Innovation

The European Commission has announced that it would like to make 2009 the European Year of Creativity and Innovation.

Europe is striving to become the world's leading knowledge-based economy by 2010. It is widely agreed that to reach this target will require encouraging people to develop skills in a number of areas that are key to building a knowledge-orientated society.

One of these areas is education and the specific subjects of mathematics, science, information and other technologies. The Year will therefore concentrate on helping people develop better skills in problem-solving and applying knowledge and ideas in real life situations. Activities focusing on social and entrepreneurial innovation will also be encouraged.

Because of the importance of the cultural sector to the economy, artistic creativity and flair will also be promoted in 2009, as a follow-up to the European Year of Intercultural Dialogue (2008). Other policy areas covered by the Year will include business, media, research, and social, regional and rural development.

According to Ján Figel', Commissioner responsible for education, training, culture and youth, the Year is 'an effective way of helping to meet challenges by raising public awareness, disseminating information about good practices, stimulating education and research, creativity and innovation, and promoting policy debate and change. By combining action at Community, national, regional and local levels, it can generate synergies and help to focus policy debate on specific issues.'

This Commission's proposal will be examined by the European Parliament and the Council later this year.

From Margret

Saturday 12 April 2008

VIC Meeting in Kosice..

..successfully completed. Thank you to our hosts for a good time and looking after us all so well.

Sunday 6 April 2008

The next VIC meeting will be taking place in Kosice, Slovakia - 10th – 11th April 2008

The main item of the meeting will be the continued development of the content and the implementation of the training programme. Some of the considerations that the VIC partners will be 'taking on board' are found below.

The VirIncCreate project offers several innovative approaches, these can be summerised as content innovation, technical and delivery innovation and training innovation.

  • content – the training and support material for the virtual incubator will be totally relevant to the creative industries, not only addressing the pedagogical issues mentioned above, but will be presented in a manner that will be condusive to and engage with those coming from a creative, artistic and design background. This virtual learning environment will be designed to be not only user friendly but culturally and esthetically appropriate to these highly visually aware learners.
  • technical and delivery – the products of this project will be developed using the latest ‘cutting-edge’ technology. (The partners have access to software developers that are producing very innovative approaches to educational software and delivery methods.) Also the technologies used in this project will not only be used for the delivery of the training and business support products but will be integrated into the whole management of the project. Therefore the partners, the trainers, those being trained and those quality assuring and assessing the project and its training products will be using the technology that is fundamental to the VirIncCreate project. For example the web platform using php will be used not only for the communications among the partners and associates but the same technologies will be used for the training and to hold the support material. Integrated into the project will be the use of e-bulletins, web conferencing and significantly the use of PDAs and mobile phone interfaces to deliver the VirIncCreate platform.
  • training – Pedagogical approaches for a training program is very essential and important for the whole process. This is depending on the target group and other factors such as the educational/training institutions, financial aspects, trainers etc. In our project and in order to have better results there will be a combination of innovative training methods. Both types could be ideal for our learning cohort. Learners can educated from a trainer, but also can be more stimulated and willing to learn by employing either of the “new” approaches listed below. Original approaches to training will be based around:

Action learning. In an action learning set learners are able to share their learning in a supportive environment. An action learning set can be with peers from the partnership or a mixed set where they will work with peers from different businesses and regions. These learning methodologies can be established via an actual learning environment, eg workshop, seminar room etc. or via the VirIncCreate platform.

Experiential learning/activity learning or 'learning by doing'Learners will be involved in an active exploration of experience related to their creative discipline. Experience is used to test out ideas and assumptions rather than to obtain practice passively. Practice can be very important but it is greatly enhanced by reflection with assessment a key factor to measuring success. Strategies will be in place for learners to selectively reflect on their experience in a critical way rather than take experience for granted and assume that the experience on its own is sufficient. By learning as they conduct their work they will be committed to the process of exploring and learning. Trainers have an important role in devising appropriate experiences and facilitating reflection.

The nature of the activities will be carefully designed by the trainer and the experience may need to be carefully reviewedand analysed afterwards for learning to take place. A crucial feature of experiential learning is the structure devised by the trainer within which learning takes place.

The challenge within the project is to devise training around these approaches within the limited time and scope of a Pilot Project. However, it is felt that a sufficient contribution to pedagogical approaches to a training programme can be undertaken and suitably assessed to make it worthwhile. It is far better to work in an innovative way, encouraging and supporting engagement in learning than depend upon the traditional methodologies that have been proven not to succeed within business training in the creative industries.

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