Games, UX & Co. for sustainable innovation
Creatables, the cross-innovation event all about sustainability goals for the games industry, companies, start-ups and universities, was a guest in Karlsruhe and online on 15 October 2020 at bizplay, the most important event for gamification and game design in Germany: At bizplay meets creatables, digital pioneers from the creative and games industry, start-ups and universities met SMEs – and together they created trendsetting sustainable innovation in exciting panels, talks and interactive workshops. The focus of bizplay meets creatables was the sustainability goal Good Health & Well-Being of the United Nations.
If you would like to watch the lectures and discussions afterwards: Soon we will provide extensive material on the YouTube channel and Flickr account of MFG.
The basic idea of Creatable is to promote and drive innovation in the context of sustainability. The word Creatable (Creative + Sustainable) stands on the one hand for the fact that creativity is a decisive prerequisite for innovation and on the other hand for the conviction that we have to promote the topic of sustainability as a community.
MFG as the organizer of the conference sees itself as an enabler and promoter of creativity and innovation, as a competent centre for cultural and creative industries. Through numerous initiatives and support programmes, MFG has been in constant exchange with protagonists of the games industry, but also with start-ups, the creative industries and universities in the country for years. Especially in these areas we experience creative digital innovators again and again, who are renewing the world - be it in creative or technical ways. The idea for Creatables was born out of this insight and a situation in which companies and SMEs in all industries and sectors are under increasing pressure for sustainability from politics, society, but also from investors and consumers - and quite rightly so, with all the urgency this requires.
The conference brings together SME, start-ups, game developers, universities and creative industries as an innovation team to promote cross-innovation in the context of sustainability using creative methods and in a very practical way. And sustainability is much more than just a buzzword. It stands for the necessity of change in our world, our society and our daily life.
Companies are increasingly under pressure from investors to actively and transparently incorporate sustainability into their operations in order to secure further investments. Consumers are becoming more and more sensitive to the issue of sustainability and demand credible satisfaction of their needs through sustainably produced products and sustainably operated services. In addition, there is political and social pressure in the context of the climate targets and the 17 UN SDGs.
To face the future, but also the here and now, innovation is needed. Very often, companies from all sectors of the economy ask themselves the question: Where will it come from? Game designers as well as UX designers have valuable knowledge and experience in the areas of retention, engagement and user interface design. So how do I get a user to use a process or a mechanism over and over again out of an intrinsic motivation? How do I impart knowledge to users or how do I teach them something?
At universities young people are equipped with knowledge and tools that enable them to bring innovation into our future. No matter if on a practical technical, creative or scientific level. Start-ups bring new ideas and this lived innovation to the market, working in permanent iteration to find the optimal product-market fit for their products or services. SMEs bring to the table a wealth of experience, knowledge and production capacity from a wide range of fields such as medical technology, engineering, electrical engineering, vehicle construction, packaging technology and mechanical engineering.
Much can be achieved by this joint "thinking together" of all these areas with great potential for innovation in the context of sustainability.