Contribution to conference magazine https://husite.nl/ssc2017/ Conference ‘Smart Sustainable Cities 2017 – Viable Solutions’ The conference ‘Smart Sustainable Cities 2017 – Viable Solutions’ was held on 14 June 2017 in Utrecht, the Netherlands. Over 250 participants from all over Europe attended the conference.
This paper puts forward a conceptual framework to analyse emergence and the development of planned knowledge locations in cities (science and technology parks, creative factories, knowledge hubs, etc.). It argues that the study and the practice of developing these precincts can benefit from explicitly considering the broader territorial context, the time dynamics and the co-evolutionary processes through which they unfold. The advantages of such as framework are illustrated with the support of two European knowledge locations: Arabianranta (Helsinki, Finland) and Biocant (Cantanhede, Portugal).
Creativity has become increasingly important for the development of tourism in cities in recent years. As competition between cities grows, they increasingly seek to distinguish themselves through creative strategies. In the field of tourism, however, such strategies may arguably be counter-productive, as the race to produce distinction often results in cities adopting similar creative development models. In particular, many cities rely on the ideas of creativity 'gurus' such as Richard Florida and Charles Landry to provide creative solutions to a wide range of cultural, social and economic problems. However, by following such exogenous prescriptions, adopting forms of 'fast policy' and copying ideas from other 'creative cities' through 'policy tourism', the result is often a form of serial reproduction, unattractive to the very tourists cities seek to attract. This review article examines the search of many cities for distinction through creativity, and analyses the development of different forms of creativity, including creative industries and creative cities strategies and creative tourism. It argues that the shift away from tangible to intangible competitive advantage is continuing, with a trend towards relational forms of tourism based on creativity and embedded knowledge. These processes are illustrated by reviews of the literature relating to cities around the world.
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In dit KIEM project werkt het lectoraat Co-design van Hogeschool Utrecht samen met enkele creatieve bedrijven aan het verstevigen en uitwerken van het instrumentarium van creatieven om een rol te spelen in de energietransitie. Uitgangspunt is een eerder (binnen het programma Smart Energy Cities) ontwikkelde maar nog prille aanpak om gemeenten en bewonersinitiatieven te ondersteunen bij wijkgerichte energietransitie projecten. Het unieke aan deze integrale aanpak ligt in de inzet van een multidisciplinair team van marktexperts die de benodigde sociaal/ maatschappelijke ontwikkelroute en de technisch/ economische ontwikkelroute met elkaar moeten verbinden. Hierbij is een belangrijke en nieuwe rol weggelegd voor creatieven en hun ontwerpende en gebruikersgerichte aanpak (waarin o.a. design thinking en service design een belangrijke rol spelen). De betrokken creatieven geven aan behoefte te hebben aan ondersteuning bij het doorontwikkelen (in tools & methoden) en onderbouwen van hun eigen werkwijze in deze context. In dit KIEM project ligt de focus op het onderbouwen van het huidige (en nog prille) model voor een integrale aanpak. Tegelijkertijd zal het gaan om het nader invullen van het model met tools en methoden, en het volgen van de toepassing hiervan in de praktijk. Dit zal bijdragen aan het opschaalbaar maken van deze aanpak, en het zal de creatieven in staat stellen om hun toegevoegde waarde in dergelijke energietransitietrajecten te expliciteren. In dit KIEM project willen de samenwerkingspartners daarnaast bepalen hoe ook de overige vraagstukken (waarvoor uitgebreider en langdurig onderzoek en ontwikkeling nodig is) geadresseerd kunnen worden in een vervolgonderzoek; bv. in een SIA RAAK project.
The Academy for Leisure & Events has always been one of the frontrunners when it comes to the development, design and implementation of cultural tourism and creative industry business models as well as lifelong learning programmes.These programmes are attended by a variety of leisure and tourism professionals, including public authorities in leisure, culture and nature fields.The CULTURWB project addresses the need for strengthening the development of the cultural tourism industry.The experts from BUas together with the other project partners have utilised diverse research methodologies (marketing and branding, strategy business planning, digital tourism, sustainable development, strategy and action plan implementation, etc.) to develop and pilot a toolkit for Lifelong Learning courses in the field of cultural tourism and heritage. They have also designed and implemented a master’s programme in the WB countries and created an online platform for communication between stakeholders, industry leaders, managers, workforce, and academia.PartnersHochschule Heibronn, FH Joanneum Gesellschaft, World University Service - Österreichisches Komitee (WUS Austria), Dzemal Bijedic University of Mostar (UNMO), University of East Sarajevo (UES), The University of Banja Luka (UBL), University of NIS (UNI), University of Montenegro (UoM), Sarajevo Meeting of Cultures (SMOC), rovincial Institute for the Protection of Cultural Monuments (PZZZSK), Tourism Organisation of Kotor Municipality (TO Kotor)
PUBLIC PLAY SPACE promotes innovative and creative practices for the co-design of inclusive, cohesive and sustainable public spaces, through the use of games and digital technologies, in a transnational and European perspective, fostering the process of placemaking.Participation of citizens in the design of the public space is recognized as fundamental to build inclusive, cohesive and sustainable public space. As local governments grow more and more interested in civic participation, it becomes important to explore available methodologies addressing challenges related with participatory processes. Games have been proposed since the 1960s as a means of facilitating participatory processes by enabling cooperative environments to shape and support citizens’ interaction. The change led by Information and Communication technologies opens the debate on how advanced technologies, from video games to Virtual and Augmented Reality can help to open the process of co-creation to new audiences, enhancing citizen participation, both with respect to the design and space usage. PUBLIC PLAY SPACE aims to explore the process of development and use of innovative video-games for public space co-design through a wide range of actions targeted at education, knowledge production, debate rising and audience development; it will focus on the following actions:- On-line platform development;- State of the art book development;- 3 Creative & Capacity building workshops on advanced video-games co-development;- 3 Open-Game Events / Public space co-creation workshops with citizens (T: Neighbourhood associations, young people, citizens);- A Co-created touring exhibition on Games for placemaking, taking place in 6 cities;- 1 symposium on games for co-design;- Public Play Space experience book.