When conducting research in and for the creative industries, there are a wealth of different possible research approaches that can be taken - reflecting the diverse nature of the disciplines (design, arts and crafts, advertising, architecture, fashion, film, music, TV, radio performing arts, publishing and interactive software) and academic contexts (art schools, business schools and universities) involved. The result is that there are variations in the emphasis and approach taken to how students are taught to link theory with practice, and how they view and engage with the concept ʻresearchʼ. The need for understanding and awareness of a range of approaches is critical for anyone learning about and working within design, business and the creative industries today.
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There is an urgent need to engage with deep leverage points in sustainability transformations—fundamental myths, paradigms, and systems of meaning making—to open new collective horizons for action. Art and creative practice are uniquely suited to help facilitate change in these deeper transformational leverage points. However, understandings of how creative practices contribute to sustainability transformations are lacking in practice and fragmented across theory and research. This lack of understanding shapes how creative practices are evaluated and therefore funded and supported, limiting their potential for transformative impact. This paper presents the 9 Dimensions tool, created to support reflective and evaluative dialogues about links between creative practice and sustainability transformations. It was developed in a transdisciplinary process between the potential users of this tool: researchers, creative practitioners, policy makers, and funders. It also brings disciplinary perspectives on societal change from evaluation theory, sociology, anthropology, psychology, and more in connection with each other and with sustainability transformations, opening new possibilities for research. The framework consists of three categories of change, and nine dimensions: changing meanings (embodying, learning, and imagining); changing connections (caring, organizing, and inspiring); and changing power (co-creating, empowering, and subverting). We describe how the 9 Dimensions tool was developed, and describe each dimension and the structure of the tool. We report on an application of the 9 Dimensions tool to 20 creative practice projects across the European project Creative Practices for Transformational Futures (CreaTures). We discuss user reflections on the potential and challenges of the tool, and discuss insights gained from the analysis of the 20 projects. Finally, we discuss how the 9 Dimensions can effectively act as a transdisciplinary research agenda bringing creative practice further in contact with transformation research.
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Het domein Creative Business heeft vanwege diverse ontwikkelingen binnen en buiten de opleidingen besloten om te starten met een beperkt experiment, waarin ervaring kan worden opgedaan met een andere vorm van samenwerking met het werkveld in het opleiden van de professional van de toekomst, met interdisciplinair samenwerken van studenten uit de verschillende opleidingen uit het domein, en met het vormgeven aan maatwerk in de opzet waarin interdisciplinair wordt samengewerkt. Het project is onder de titel ‘Creative Growth Initiative’ gelanceerd. Studenten werkten een semester lang samen met studenten uit andere opleidingen aan een complex vraagstuk dat door een werkveldpartner werd ingebracht. De studenten uit de verschillende opleidingen verbonden daar ook een persoonlijke opdracht aan die leidde tot een bijdrage aan het groepsproduct en dat waarborgde dat elke student ook een stap zette in de ontwikkeling van een professional met specifieke kenmerken. Het lectoraat Teaching, Learning & Technology werd gevraagd te adviseren bij het ontwerp en om de uitvoering en opbrengsten van het eerste prototype te evalueren.
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Arts in Health, also known as Arts for Health, is an umbrella term used to describe the domain of using the arts to enhance our (mental) health and well-being. It involves a heterogeneous range of professionals who use the arts in various ways, with different goals and outcomes. The practices of these professionals can be placed on a continuum based on the variety of goals and outcomes, ranging from promoting social connection or well-being to treating (mental) health conditions. Recent discussions in the Netherlands have raised questions about the position of creative arts therapists on this continuum. This opinion paper addresses this issue by providing a brief overview of the development of the profession of creative arts therapists, the working areas of creative arts therapists and the growing evidence base of creative arts therapeutic interventions. The practices of creative arts therapists are positioned on the continuum, where the emphasis on and accountability for the clients’ (mental) health increases and evidence-informed use of the arts within a more clearly delineated and legally safeguarded professional framework are present. Knowing where the practices of creative arts therapists are placed can assist in identifying when to choose creative arts therapists, other professionals combining arts and healthcare, or a combination of professionals.
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In dit artikel wordt eerst beschreven wat het verschil is tussen Evidence Based Practice (EBP) en Practice Based Evidence (PBE). Vervolgens wordt ingegaan op het toepassen van EBP en PBE in de praktijk. Dit gebeurt met behulp van de begrippen normativiteit en contextualiteit. Tot slot worden, in het licht van het voorafgaande, de rollen beschreven die de professional kan innemen ten aanzien van het verbeteren en ontwikkelen van zijn handelen. Aan bod komen de 'reflective practitioner', de 'evidence based practitioner' en de 'scientist practitioner'.
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In this paper, we report on the initial results of an explorative study that aims to investigate the occurrence of cognitive biases when designers use generative AI in the ideation phase of a creative design process. When observing current AI models utilised as creative design tools, potential negative impacts on creativity can be identified, namely deepening already existing cognitive biases but also introducing new ones that might not have been present before. Within our study, we analysed the emergence of several cognitive biases and the possible appearance of a negative synergy when designers use generative AI tools in a creative ideation process. Additionally, we identified a new potential bias that emerges from interacting with AI tools, namely prompt bias.
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The present study attempts to explore the field of creative music workshops with the elderly. A growing amount of research has been carried out into running (creative) workshops, and besides we know a lot about the elderly and ageing. The aim of this research is to gather knowledge on the merging of both subjects, creative music workshops with the elderly in the so-called ‘fourth age’. In particular, this research project has been carried out as a study of a potential professional field for musicians and music educators. For this reason the research objective is focused on the position of the workshop leader and what is needed to run creative music workshops with elderly in residential homes for the elderly successfully. We therefore aim to explore aspects connected to this practice such as entrepreneurship, musicianship and leadership.
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Based on the theory of embodied cognition we developed NOOT, at tangible tool that allows marking audio-moments during creative sessions. A detailed analysis of using NOOT in practice lead to a reconceptualization of NOOT within processes of external scaffolding. It also spurred a new design project focused on reflection during group sessions
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The report from Inholland University is dedicated to the impacts of data-driven practices on non-journalistic media production and creative industries. It explores trends, showcases advancements, and highlights opportunities and threats in this dynamic landscape. Examining various stakeholders' perspectives provides actionable insights for navigating challenges and leveraging opportunities. Through curated showcases and analyses, the report underscores the transformative potential of data-driven work while addressing concerns such as copyright issues and AI's role in replacing human artists. The findings culminate in a comprehensive overview that guides informed decision-making in the creative industry.
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We De Try: Creative Methods of Storylistening and Storytelling tells the story of a research journey the author underwent in trying to gain a better understanding of diversity and inclusion in higher education. Through insights generated by the exploration of methods of storytelling and storylistening, the research problematises using stories as tools for diversity and inclusion in higher educational institutions. In order to be transformed by that which emerges (storylistening) in a manner that is non-extractive, avoids reinforcing existing power imbalances, and recognises that stories transcend time and space asks for exploring questions relating to practicing care, generosity, and honouring and catering to different needs.
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