"The purpose of this consultation is to update the DCMS Creative Industries classification and we are inviting input from interested parties. We have been engaging with industry and partner organisations over potential changes via a Technical Working Group of the Creative Industries Council and are now at a point where we would like to go out to consultation and seek wider views.
We have been working with partners (NESTA, Creative Skillset and Creative and Cultural Skills), to review and update the classification used in the DCMS Creative Industries Economic Estimates (CIEE). We intend to use this review 'Classifying and Measuring the Creative Industries', referenced below, as an objective starting point to suggest which occupations and industries should be included in the updated DCMS classification.
The review uses the idea of 'creative intensity' (the proportion of people doing creative jobs within each industry) to suggest which industries should be included. If the proportion of people doing creative jobs in a particular industry is substantial, above a 30% threshold, the industries are candidates for inclusion within the Creative Industries classification.
Similar to the outlook in our current Creative Industries Economic Estimates, the 'creative intensity' approach focuses on industries where the creative activity happens. The intention is to produce a classification which provides direct estimates of employment and the contribution to the economy, with no double counting - rather than attempting to capture all activity further down the value chain, for example, retail activities. The classification generated in this way can be used as a starting point for indirect estimates which include wider economic effects along the supply chain.
Any approach has data and methods constraints, which may affect some industries more than others. These limitations are reflected in the consultation and consultees are invited to suggest alternatives, supported by evidence-based argument. Weaknesses in the underlying classifications and data used to construct these estimates, which are identified by users, will be fed-back to the organisations which set these standards and provide these data so that we can influence longer-term improvements."
(Department for Culture, Media & Sport, 19 April 2013)
"The UK's creative economy is one of its great national strengths, historically deeply rooted and accounting for around one-tenth of the whole economy. It provides jobs for 2.5 million people - more than in financial services, advanced manufacturing or construction - and in recent years, this creative workforce has grown four times faster than the workforce as a whole.
But behind this success lies much disruption and business uncertainty, associated with digital technologies. Previously profitable business models have been swept away, young companies from outside the UK have dominated new internet markets, and some UK creative businesses have struggled to compete.
UK policymakers too have failed to keep pace with developments in North America and parts of Asia. But it is not too late to refresh tired policies. This manifesto sets out our 10-point plan to bolster one of the UK's fastest growing sectors."
(Hasan Bakhshi, Ian Hargreaves and Juan Mateos-Garcia, April 2013, NESTA)
"Prototyping in Public Services describes an approach that can be used to help develop new and innovative services by testing ideas out early in the development cycle.
NESTA has produced a guide for policymakers, strategy leads, heads of service, commissioners and anyone else in a public service looking for new methodologies that can help them to better meet the needs of their communities. It sits alongside the Prototyping Framework: A guide to prototyping new ideas which provides examples of activities that can happen at different stages of a prototyping project.
The guide and toolkit are early outputs from our prototyping work and are based on work NESTA and its partners have been doing with several local authorities and third sector organisations. We will continue to learn about prototyping as an approach that can be used to develop public services, through our practical programmes."
(NESTA, UK)
"'With their evocative multidimensional camera, the designers have attempted to embody Hugh Everett's many-worlds theory in an object that adds to the cinematic tradition of The Matrix (1999), Lost (2004-10), Fringe (2008-ongoing), and Source Code (2011), to name just a few.
With researchers working to harness the the peculiar workings of our subatomic world, we, as designers, were given an opportunity to explore the implications of one of its more concrete and immediate applications: quantum computing.
Working with EPSRC, NESTA, the RCA, and a group of scientists from the Quantum Information Processing Interdisciplinary Research Collaboration (QIPIRC), the 5th Dimensional Camera was produced for the 2010 IMPACT! exhibition as a metaphorical representation of quantum computation - a fictional device capable of capturing glimpses of parallel universes."
(Superflux Ltd.)
"There is a growing interest in the role that design can play in catalysing, harnessing, spreading and scaling social innovation around the world. This is expressed in two key ways:
> by a growing number of professional designers and design disciplines applying their skills to addressing social issues; and
> by the adoption of design tools, techniques and methods by a growing number of other disciplines focused on developing social innovation.
Perhaps the most recognisable facet of this interest has been the rise of 'design thinking' not only in business, but increasingly in public service and policy fields. Fuelled by design agencies such as IDEO in the US, non-profit bodies such as the Design Council in the UK, and education institutions such as Stanford's 'd.school', design thinking has begun to be recognised as a key ingredient underpinning innovation (whether that be social innovation or not). Indeed, according to Sir George Cox, past chairman of the Design Council, design is what bridges creativity (the generation of new ideas) and innovation (the successful implementation of new ideas). In other words, design could be described as:
'the human power to conceive, plan, and realize products that serve human beings in the accomplishment of any individual or collective purpose' (Richard Buchanan, 2001)."
(Ingrid Burkett, Knowledge Connect)
Fig.1 AT.AW [http://www.at-aw.com]