creative_technologies
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| creative_technologies [2026/09/10 10:34] – Felix Hardmood Beck | creative_technologies [2026/09/20 13:33] (current) – Felix Hardmood Beck | ||
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| ====== Creative Technologies ====== | ====== Creative Technologies ====== | ||
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| Eine Version in deutscher Sprache gibt es [[creative_technologies_(deutsche-beschreibung)|hier]]. | Eine Version in deutscher Sprache gibt es [[creative_technologies_(deutsche-beschreibung)|hier]]. | ||
| - | ===== Definition and international positioning ===== | + | At the Department |
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| - | //Creative Technologies// | + | |
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| - | ===== Core approach and working logic ===== | + | |
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| - | Across university programs worldwide, Creative Technologies is framed | + | |
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| - | ===== Media design and media technology integration ===== | + | |
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| - | International descriptions consistently treat media design and media technology as tightly coupled layers. Media design contributes narrative structure, aesthetic form, interaction choreography, | + | |
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| - | ===== Scope of technologies | + | |
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| - | Creative Technologies covers a wide spectrum of tools and media languages. Recurrent international examples include <color /# | + | |
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| - | ===== Fields beyond the standard list ===== | + | |
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| - | Global curricula and professional definitions add further dimensions that go beyond a simple “tech + design” inventory: | + | |
| - | * <color /# | + | Creative Technologies is therefore not tied to a specific medium. It can be about a website, an interactive object, an installation, |
| - | * Creative research methods: <color /# | + | Making plays a central role. Sketches, models, code, and prototypes are not only used to present finished results. They help to understand and develop an idea in the first place. An early prototype |
| - | * <color /# | + | This is where media design |
| - | * Hybrid spatial and event systems: designing experiences that integrate staging, lighting, sound, projection, | + | The field is therefore broad: creative coding, software development, physical computing, embedded systems, digital fabrication, |
| - | ===== Professional roles and sectors ===== | + | This requires a basic understanding of computer science |
| - | In industry, | + | Creative Technologies |
| - | Fields | + | A critical view on technology is equally important. Not everything that is technically possible is automatically meaningful. Questions |
| - | * experience and interaction design for digital products and services. | + | At the same time, Creative Technologies has a strong experimental character. Not every project starts with a known solution. Sometimes it begins with a technology that needs to be explored, an unusual combination of systems, or simply an open question. This can lead to applications, research prototypes, installations, or speculative concepts. Innovation is understood in a similarly broad way: it can mean using existing technologies differently, combining familiar systems in a new way, or approaching a problem from another perspective. |
| - | * media installations, museums, heritage and exhibition technology, and cultural venues. | + | |
| - | * immersive and spatial media in live events, theatre, festivals, and entertainment. | + | |
| - | * creative AI tools, computational media, and data-driven storytelling across creative industries and R&D. | + | |
| - | * smart environments, | + | |
| - | ===== Distinction | + | The professional fields are correspondingly diverse. Creative Technologists can work in design and digital agencies, development departments, |
| - | Compared with classic media design degrees, Creative Technologies requires deeper computational and engineering literacy, including | + | What such a role could look like in the future is explored in a short essay about a day in the life of a //Creative Technologist// in 2035, available [[creative_technologies:a-day-in-the-life-of-kim|here]]. |
| - | ===== Summary ===== | + | Within the Creative Technologies degree programme at the Department of Electrical Engineering and Computer Science, this way of working is developed step by step. The programme starts with foundations in design, digital media, media technology, and programming. Later, topics such as physical computing, electronics, |
| - | Creative Technologies is a global field of interdisciplinary practice that merges media design and media technology with computing and engineering. It focuses on inventing, prototyping, | + | Creative Technologies is therefore less a clearly defined discipline than a way of working: asking questions, understanding |
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