The Creative Industries activity works specifically with creative arts practices and young people in methodologies of co-creation to combat the effects of marginalization: exploring how the digital medium can offer innovative and socially grounded opportunities for self-expression and creative engagement embedded in the real world.
We apply techniques drawn from interactive media art in fieldwork for social inclusion. Advanced mobile media and grassroots DIY techniques are used to bring creative practice with digital media into community based outreach work.
Extended Creative Media
The Creative Industries group works specifically with creative arts practices and young people in methodologies of co-creation: exploring how the digital medium can offer innovative and socially grounded opportunities for self-expression and creative engagement embedded in the real world.
Our research focus is two-fold:
1) How to support and foster youth-led innovation within the creative sector, in a way that digital technologies become an empowering resource for their initiatives (as opposed to an obstacle);
2) How to design for creative engagement and social inclusion through digital technology (ultimately for marginalized youth who would not otherwise have opportunities for creative activities).
To achieve this, our strategy can be described as having three main components:
- – creative workshop activities in collaboration with local youth work and cultural organisations;
- – participatory design of interactive prototypes;
- – eventual region-wide deployment.
The work of the group can be defined as action research: interventions in context, within existing webs of cultural actors and meaning – with an aim to make an impact. Research techniques employed in the project are based on user-centred methodologies of participatory design, and encourage DIY appropriation and co-production. We also approach collaborations in a bottom-up manner, valuing the existing skills of the actors involved in the process (youth workers, young people, etc.,) and building activities and design based on their input, interests and interactions with technology and society.