Darius-Aurel Frank , Jason Dipalma , Ken Pfeuffer , Germán Leiva & Juan Sánchez Esquivel
01/09-2023 → 27/06-2025
Linda Larsen , Peter Gall Krogh , Bo Kristensen , Eva Brandt , Thomas Markussen , Kristine Samson , Eva knutz , Anna Valgårda , Tom Jenkins , Karen Waltorp & Kasper Vangkilde
From being an ideal, it has become imperative to act responsibly in all matters in society. The term ‘responsible design’ has been described as design that ‘responds to the needs of and challenges faced by the society’ (Eggink et al. 2020). Currently, in the sense of urgency, there is an overwhelming set of initiatives, challenges and re-orientations of previous approaches being both arbitrarily and systematically tried out, including but not limited to sustainability, gender issues, ethnic rights, inclusivity, economic marginalisation, reconnecting man and nature, peace movements, CSR and business ethics, climate crisis responses and food and energy scarcity (Cooper, 2005). Despite this overwhelmingly diverse set of initiatives scattered across institutions, we lack a clear conceptual understanding of what ‘responsible design’ is, its implications and how it may be practised.
The ResQ-Design research network will bring together a diverse set of design researchers from across disciplines and institutions in Denmark for the first time to explore and question a) what responsible design is; b) what drives the responsible design agendas; and what are the broad implications of responsible design for, c) design processes and practices, d) designed solutions, e) design institutions, and f) design educations. This new exploratory research network will include a set of research workshops, exchanges, conference participation, and large-scale grant application writing, which, combined, target the exchange of current ideas, projects and agendas across the network, to establish new research constellations, foster new original ideas and approaches, leading to newly established joint research funding ventures.
The network gathers all DK research based design educations and will facilitate connections to also vocational programs within design.Description
01/08-2023 → 31/07-2026
Ole Sejer Iversen , Marianne Graves Petersen & Line Have Musaeus
GymnasiekoordinatorDescription
01/08-2023 → 31/08-2027
Rikke Toft Nørgård , Emilia Alegria , Kim Holflod , Eva Eriksson , Kristoffer Laigaard Nielbo , Per Møldrup-Dalum & Peter Bjerregaard Vahlstrup
EPIC-WE introduces cultural game jams, culture- and value-sensitive game-making and games through and for culture as a novel approach to empower young people as co-creators of European culture and shapers of their own futures in society, cultural institutions (CHIs) and creative industries (CIs). The backbone of the project is the EPIC-WE helix ecosystem - a transferable framework where youth, CHIs, CIs and higher education institutions (HEIs) cooperate as actors in the ecosystem. Together EPIC-WE engage in cultural games jams to create games through and for culture inspired by cultural heritage. The framework explores the potentials of this approach as a method for strengthening European values, belonging and cultural participation. Through game-making activities, EPIC-WE will equip youth with cultural-creative imagination and competencies to face societal challenges with curiosity, creativity, agency and imagination – what we call Empowered Participation. The project is carried out as an ambitious Design-Based Research and Innovation (DBR) action across three European sites, where EPIC-WE ecosystem actors co-create, and through this, develop, implement and evaluate the proposed framework. The validated DBR innovations are presented as accessible resources that enable organisations across Europe to replicate the EPIC-WE ecosystem, formats, and methods. Through extensive research, capacity building and policy advocacy activities, EPIC-WE will ensure that the project’s results reach a wide range of European CHI, CI and HEI actors, including the game industry, civil society organizations and youth. The consortium is in itself a helix ecosystem, bringing together leading research, cultural and creative sector organisations with multidisciplinary excellence in DBR, participatory and value-sensitive design, game design and youth engagement to empower youth as future culture-makers and game-makers in CHIs, CCIs and HEIs and as value-sensitive agents of change in society.Description
01/03-2023 → 28/02-2026