How to create innovative cultural activities in cultural sector?

In the digital era, when technology permeates almost every aspect of our lives, culture and education are not left behind. The report "Online cultural activities for adults. Report and guide on best practices 2022", developed as part of the Mobile Culture project, is a testament to this dynamic relationship between culture and new technologies. Project funded by the Erasmus+ program aimed to gather the best practices in non-formal cultural education for adults in Europe.
The purpose of the publication is not only to present how art, culture, and technology intersect but also to indicate how to create valuable cultural activities for adults, especially those with limited participation opportunities. The report includes analyses and conclusions from four partner countries: Poland, Spain, Greece, and Italy. Each country presents its unique approach to combining culture with innovative technology and challenges and successes in this area.
Based on desk research, analysis of 20 examples and interviews with the experts, here are 10 strategies for creating innovative, engaging and boosting creativity cultural activity in the cultural sector.
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Openness to experimentation:
This strategy involves being open to trying new ideas, approaches, and technologies in cultural activities. It encourages institutions and individuals to step out of their comfort zones and explore innovative ways of engaging audiences. For example, an art museum could experiment with virtual reality technology to create immersive exhibitions or collaborate with artists to create interactive installations. -
Passion and commitment:
This strategy emphasizes the importance of having a strong passion and commitment to the cultural activity being created. It involves dedicating time, effort, and resources to ensure the project's success. For instance, a theatre company could have a passionate team of actors, directors, and designers committed to creating unique and thought-provoking performances. -
Gaining experience as a participant:
This strategy suggests that individuals should have first-hand experience as participants in cultural activities before creating and implementing their own. By participating in similar activities, they can gain insights into what works well and what doesn't, allowing them to create more engaging experiences. For example, someone interested in organizing online workshops could participate in various online workshops to understand the dynamics and best practices. -
Profound knowledge of the target group:
This strategy emphasizes the importance of understanding the target audience and their practices related to using new technologies. It involves conducting research and gathering insights about the target group's preferences, needs, and behaviours. This knowledge can then be used to tailor cultural activities to their interests and preferences. For instance, a cultural institution targeting young adults could create online activities that align with their digital habits and interests. -
Participatory approach:
This strategy means involving the audience in creating and implementing cultural activities. It encourages collaboration and co-creation, allowing the audience to have a sense of ownership and engagement. For example, a museum could invite visitors to contribute ideas for an upcoming exhibition or encourage them to share their experiences on social media platforms. -
Creating inclusive experiences:
This strategy focuses on making cultural activities accessible to people with a wide range of abilities and disabilities. It involves applying Universal Design principles to ensure everyone can participate and enjoy the activities. For example, a theatre company could provide captioning or sign language interpretation for their online performances to make them accessible to individuals with hearing impairments. -
Interdisciplinary mindset and approach:
This strategy encourages the integration of different disciplines and perspectives in creating cultural activities. It involves collaborating with experts from various fields to bring diverse ideas and approaches. For example, a cultural festival could collaborate with artists, scientists, and technologists to create interactive installations that combine art, science, and technology. -
Attractive and engaging format:
This strategy emphasizes the importance of creating cultural activities that stand out and capture the audience's attention. It involves exploring innovative formats, storytelling techniques, and interactive elements to make the activities engaging and memorable. For example, a literature festival could incorporate virtual reality storytelling experiences or gamified elements to make the event more immersive and interactive. The use of digital tools. -
Close cooperation between different institution departments:
This strategy highlights the importance of collaboration and coordination between different departments within an institution. It involves breaking down silos and fostering cross-departmental collaboration to ensure the smooth implementation of cultural activities. For example, a museum could collaborate with its education department, marketing department, and curatorial team to create a comprehensive and well-rounded cultural program. -
Skillful selection of collaborators and project partners:
This strategy suggests that institutions should carefully select collaborators and project partners from whom they can learn. It involves seeking out individuals or organizations with relevant expertise and experience to enhance the quality and impact of the cultural activities. For example, a cultural institution could partner with a technology company to leverage their expertise in creating interactive digital experiences.
These strategies provide a framework for creating innovative cultural activities, but their implementation will vary depending on the specific context and goals of each institution or individual.
More information and interesting facts about best online activities in culture can be found in the report or on the website mobileculture.eu.
This report is part of the Mobile Culture project. The purpose of it is to provide educators and professionals working in cultural institutions and non-governmental organizations (NGOs) with knowledge, innovative methods, and digital tools to create better cultural offerings for adults. The project aims to support individuals who work with groups that have fewer opportunities, such as seniors, the unemployed, people with disabilities, migrants, refugees, and low-skilled individuals at risk of digital exclusion. The project emphasizes the use of easy and accessible digital tools and a learning-by-doing methodology to boost creativity and expression among adults. The goal is to demonstrate how new technologies can contribute to the development of valuable cultural activities.
The Mobile Culture project partners are: the leader - Culture Shock Foundation (Poland), Clictic (Spain), Roes Cooperativa (Greece) and Escape4Change (Italy).
Further reading:
Mobile Culture. New technologies for cultural education – online course