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The Return of Enterprise Day at Marden Bridge Middle School

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The TICE Enterprise day is designed to give an introduction to business and enterprise, within the context of creating an innovative idea around the theme of AR apps and with the aim to inspire an entrepreneurial mindset. 

The workshops are specially designed 2 hourly sessions, with the 120 participating students from Marden Bridge Middle School split into 2 equal groups across the day.  

Following introductions to TICE Mentors Lee Casey (Enterprise) and Mark Pattinson (Graphics), the workshop started with a look at the core skills hoping to develop throughout the session and bring together: Team Working, Communication and Presentation Skills. Plus how students research ideas, use their initiative and work independently.

Students were asked, ”Who do you consider to be entrepreneurial?  A few hands rose to the air to answer with examples of famous chefs, sports stars and YouTube vloggers.  Of those that didn’t answer it was asked,  “Does anyone in your family own their own business?’  To which a lot more hands went up with examples of parents owning their own building firms, web development companies, and accountancy and retail businesses.  

Lee next explained how entrepreneurs could be within our community too, mentioning Lucy and Paul Hull, owners of For Love of The North and who have recently opened their 4th shop at The Spanish City.  Plus the inspirational Dan Ellis, founder of Whitley Bay’s very own community cinema the Jam Jar, of which has just expanded with the opening of a second screen.

Next, it was time for the first team building challenge.  A hypothetical scenario, created to give the teams of 6 the chance to design and make a ‘glass bauble’ sculpture, celebrating the Spanish City’s first birthday, which they had to name & present back to the group.  The ‘glass baubles’ being balloons and teams were only allowed to use the materials supplied including 15 balloons, 4 sheets of A4 paper and a roll of tape within the 20 minutes allocated.

With excitement filling the room, most of the teams started blowing up balloons straight away, with a couple brainstorming their sculpture ideas and planning a more strategic approach. The inevitable happened with balloons beginning to pop and teams losing some of their ‘glass baubles’.  To make sure they finished on time teams had to work together to build their ‘sculptures’.

At the 20 minutes, ‘it’s over’ shout, a mix of sculptures were presented, some a little deflated and loosing ‘air’! Others stood tall, steady and having fulfilled all of the task criteria. Lots of laughter and excitement followed as students explained their sculptures as the popping continued all around.

This team-building task gives students ideas on how they might change the dynamics of the team for the task ahead as it is useful to consider how they organise themselves and how they can work collectively to a deadline.

Graphics Mentor Mark leads the second part of the workshop. Teams were asked to identify a gap in the competitive app market, with a focus on Augmented Reality (AR). Mark gave examples of companies using AR to generate customer engagement and drive their positive experience of a brand.  Groups then worked together to brainstorm, plan, research, design and present their idea at the end in a 1-minute 30-second pitch. Teams could delegate roles out to their team members from project manager to researcher to designer and app developer.

Ideas were drafted, concepts discussed and the final idea developed to consider how the AR technology would work.  The branding element was designed with logo suggestions and marketing ideas proposed.  Students tend to draw upon their own interests or come up with ideas to perhaps improve daily life or that of a loved one. Ideas presented back-included shopping apps for incorporating AR into clothes shopping experiences, restaurant dining and day-to-day food shopping and menu creation.  As well a looking at how well known brands such as Pampers or Nike could target existing customers with an improved personalised buying process.  All very innovative ideas from some young creative entrepreneurs.

What we found when TICE students used the DSDC guidelines for dementia-friendly signage

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This summer, wayfinding and signage specialist Sarah Phillips from Picto Signs Ltd introduced 17 TICE students to the principles of wayfinding. The students were working to a live brief, set by Newcastle marketing agency Crystallised, to promote the dementia-friendly screenings at the Grade II listed Tyneside Cinema in Newcastle.

Working alongside the Dementia Friends team from the Baltic Centre for Contemporary Art, the Professor of Cultural Gerontology at Newcastle University Andrew Newman, Laura Rothwell from Crystallised and the Tyneside Cinema team, Sarah also introduced Stirling University’s Dementia Services Development Centre (DSDC) guidelines for dementia-friendly signage and touched upon the opportunities the guidelines present for public buildings like the Tyneside Cinema.

Using extracts from the DSDC’s ‘Good Practice in Design for Dementia and Sight Loss’, the students conducted an assessment of three critical areas of the cinema building – the Café Bar, entrance hall, and toilets.

Download the report here: <<https://thisiscreativeenterprise.com/wp-content/uploads/2019/11/Dementia-Design-Report-Picto.pdf>>

Spreading the word about dementia-friendly screenings at Tyneside Cinema

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‘Fill your beautiful boots,’ Jenny said. And so, I did, which is how I come to be writing this. My Create Stage Blog. With a wry smile. Because how on earth did that happen? The stars seemed to align, that’s how, and so it came to pass that 17 students from Berwick Academy and George Stephenson High School, created a marketing campaign to a live brief from Laura Rothwell and the team at Crystallised.

The students’ marketing campaign combined video scripts, leaflets, press releases, Crowd Funder pages, and an exploration into how we might put the technology of the future to great use. All with strict word counts and all within three days.

And the campaign’s purpose? To promote the dementia-friendly cinema screenings at the Tyneside Cinema. To tell more people about the fact that every month, people who are living with dementia and their families, friends and carers are welcomed to enjoy classic films in the elegant Classic theatre.

This year’s Create Stage began at Tyneside Cinema, our generous host for the first two days. We welcomed Anthony and Anneliese from Baltic who gave us information about becoming Dementia Friends with an engaging and warm presentation about dementia and the impact it can have on people’s lives.

We learned that:

    1. Dementia is not a natural part of ageing
    2. Dementia is caused by diseases of the brain
    3. It’s not just about losing your memory
    4. People can still live well with dementia
    5. A person is more than their diagnosis

“Anthony and Anneliese started off the session by emphasising that dementia is a thing that is consistently viewed in a negative light when actually we should think more positively and support people who are living with it. This was a very strong message as I don’t think anyone before the session viewed it from that perspective. Overall the session was very educational and interesting, and I personally would encourage others to take the session and learn the truth about dementia.” Richard Gardner, George Stephenson High School

“On the first day, we went to Tyneside Cinema. And met these two, lovely people from the Baltic who talked to us about dementia friends and what dementia is we learned about how it affects not only the person living with dementia but also the people around them.” Nicole Fuller, George Stephenson High School

Pledges signed, and Dementia Friends badges received, the students then welcomed Andrew Newman from Newcastle University. Andrew is the University’s Professor of Cultural Gerontology, and he gave an insightful presentation, which focused on the capabilities of those living with dementia. He talked about the role cultural activity has to play in ageing well, drawing on some of the research he has conducted via arts-based projects.

After lunch, Laura Rothwell, Founder and Managing Director of arts and heritage marketing agency, Crystallised spoke to the students. She revealed how she came to a career in marketing and what it’s like to work with organisations with a social conscience that make a social difference.

Then, in her role as Consulting Director of Marketing and Communications at Tyneside Cinema, Laura set the students their brief to start spreading the word about the cinema’s dementia-friendly cinema screenings.

Her project was part of our exploration of the Humans taking back control trend.


Creative writing project briefs 2019:


TICE CREATE Stage: Creative Writing – copywriting and marketing
Title: Spread the word | Humans taking back control #comeandsee
Project Outline: You’ll develop a marketing campaign to let more people who are living with dementia and their carers know about the Dementia Friendly Cinema screening programme at Tyneside Cinema

Working to a live brief, set by Crystallised founder Laura Rothwell you’ll learn about Tyneside Cinema and about the Dementia Friendly Cinema screening programme it offers.

You’ll also hear from signage and wayfinding expert Sarah Phillips about how dementia can affect a person’s experience of a building like Tyneside Cinema.

You’ll explore the history of the cinema, find stories to tell about the space and work with Laura, Katherine and Angela to create a marketing campaign about the screening programme that will spread the word to new people who are living with dementia and their families and carers who would enjoy coming to the cinema.

Then we met Sarah Phillips, Director of Picto, a specialist signage and wayfinding company. Sarah introduced the students to wayfinding and her experiences working on the Haven Court project, a dementia-specific facility in South Tyneside, where she applied the Studio LR dementia signage system.

In the second part of her presentation, Sarah explained how she’d completed the DSDC Intersection of Dementia + Design Course at RIBA in London and what she’d learnt about wayfinding for people living with dementia as a result.

The students then explored the Grade II listed cinema building, assessing different areas including the entrance and foyer, toilets, cafe and wayfinding within Tyneside Cinema.

Participants were split into four groups and equipped with worksheets, recommendations from the DSDC, a camera and tape measures. They were asked to review each aspect and assess whether they were dementia-friendly and to make suggestions for areas that could be improved. Supported by Sarah, the students’ results will be collated and passed onto the Cinema Board as part of the live brief.

Project results: please view the final results of the students’ work – Spread the word Final Project.

Credit: Lauren Birtles, Kirstin Blake, Saskia Morton, Amanda Smith and Emily Swinney from Berwick Academy. Becca Richardson, Richard Gardner and Callum Thomas from George Stephenson High School.


TICE CREATE Stage: Creative Writing – scriptwriting
Title: We work, we learn | Brands as buddies #StartingConversations
Project Outline: You’ll work with a videographer and make a film to let more people who are living with dementia and their carers know about the Dementia Friendly Cinema screening programme and the use of immersive tech to promote increased accessibility at Tyneside Cinema.

You’ll work with videographer Alex Wright to create a film about the screening programme and the work that the other groups are doing to spread the word to new people who are living with dementia and their families and carers who would enjoy coming to screenings.

On day two, we met immersive technology specialist, Dave Black, from Pitch Black Productions. Based at PROTO in Gateshead, Dave introduced the students to the magic of multisensory, immersive experiences, including his work with the Philharmonia Orchestra.

Dave’s work was integral to one of the student’s set projects which aimed to explore the trends of Brands as Buddies and multisensory storytelling.

Project results: please view the final results of the students’ work – We work, we learn Final Project.

Credit: Rebecca Adelson, Emily Cruickshanks, Elise Cowe, Carly Hindhaugh, Kaitlyn Mather and Rhiannon Pringle from Berwick Academy. Nicole Fuller and Ethan Kellacher-Douglas from George Stephenson High School.


TICE CREATE Stage: Creative Writing – feature writing
Title: Experience is for everyone | Brands as buddies #walkwithme
Project Outline: Can technology help people living with dementia and their families and friends to experience Tyneside Cinema?

You’ll be exploring the history of the cinema, finding stories to tell about the space and working with Sarah Phillips to think in terms of 3D spaces and with Dave Black to think about what information you need to gather to create an immersive, engaging and ultimately helpful guide to the cinema – from the city it’s in and the spaces it offers, to the people they might meet and the experiences they could enjoy.

Students were given an opportunity to use VR headsets and asked to start imagining how the technology could help people living with dementia and their families and friends to experience the Tyneside Cinema.

Next on the agenda was a heritage tour of the cinema. Students watched a newsreel and were shown the Classic Cinema where the dementia screenings take place.

And then, after lunch, it was time for tea. And cakes. And strawberries. With Alex and Cynthia and their carers Janice and Lauren. The students hosted a tea party in the cinema for two of the people living with dementia who enjoy the screenings. The students wanted to find out what the screenings mean to cinema-goers, why they enjoy coming to the cinema and what else might be done to improve the experience.

Project results: please view the final results of the student’s work – Experience is for everyone Final Project.

Credit: Isaac Smith from George Stephenson High School.


Rebecca from Berwick Academy learned that Alex, who is living with dementia, said, “I enjoy going to Tyneside Cinema over other cinemas because it’s friendly, relaxed, quieter, and it makes me remember the days I used to go as a kid.”

Callum Thomas from George Stephenson High School, wrote, “Throughout the Create Stage, we have learnt all about dementia and dementia-friendly cinema screenings. On day one we had a talk about dementia and played games which taught us all about it. Then we had a talk about signage and how that can affect people’s interpretation of different things. On day two, we had a talk about technology such as AR and VR, and then we had a heritage tour of the Tyneside cinema before going to speak with people who are living with dementia.

On day three, it was time to take each of the three briefs and write up all our learnings. Using an IT suite in the Media Department at Northumbria University, the students were supported by Hannah Moth from Crystallised, branding specialist Angela Lynch and MA student Sharon Thomas to create one of the following outputs in just six hours:

• A press release
• A leaflet
• A Crowd Funder page
• A 450+ word long-form article
• A 90-second script

“The TICE trip has been a great experience for us. We have learned much more about the creative writing industry. We were taught about the effects of dementia, how those living with dementia can be helped, and what we can do as a community to help people with dementia.

We found the information very helpful throughout our projects on the last day of the Create Stage. There has been a great mix of fun and getting hard work done, and we didn’t feel as if there was a single moment that we were not having a good time. We liked learning about the signs.” Rhiannon Pringle and Lauren Birtles, Berwick Academy

“I learnt that people with dementia are just like every other person, just because they may not remember what they did the day before, doesn’t mean that they are any different or should be treated in any different to me and you. Alex had memories from when he was younger and what jobs he was doing when he was in his twenties.” Callum Thomas, George Stephenson High School

The students’ work is now being collated to create a Crowd Funder page and press release, which will support the funding of the dementia-friendly screenings at the Tyneside Cinema.

Creative Writing Create Stage Gallery 2019:

 

Packaged up and ready to be launched!

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This year’s Graphics projects focused on particularly challenging and forward-thinking industry projects and students had only three days to think above and beyond and bring their vision onto computer screens. Alongside mentor Mark Pattinson, Jack Mercer, UX Designer at Hedgehog Lab, kindly offered his invaluable expertise to students from John Spence Community High School and Hebburn Comprehensive School to help them flourish as young creatives. Not only were they exploring current, important themes in the industry but they were also developing even further on their software skills in Adobe Photoshop and Illustrator.

Despite the long list of things they had to achieve over a short period of time, the results from TICE Graphics showcased nothing but dedication, remarkable attention to detail and impressive talent.


Graphics project briefs 2019:


Project one: Great product, poor packaging
Trend: Mainstream sustainability
Supported by: Reproflex3
Mentored by: Mark Pattinson

Project outline: Global brands are becoming more and more aware of the importance of sustainable packaging and how this affects our environment on a global scale. This issue is a key discussion across global news with plastics and materials simply thrown into the sea…can you imagine if these materials were biodegradable…they would simply disintegrate without harming the environment?

Trevor Lowes, Managing Director of Reproflex3, stopped by Northumbria University to highlight those exact issues. Reproflex3 provides pre-press packaging products and services to markets including flexographic printers, creative agencies and major FMCG brand owners. With his wealth of knowledge and experience in the field, he shared some fascinating insight into sustainable product packaging.

Brands sell great products but the fact that some of these products may come in a piece of packaging that is NOT sustainable / and harmful to our environment, becomes an issue and can affect not just the brand, but sales in products as consumers will simply NOT buy a product unless its packaging is ticking all of the sustainable boxes (pun intended).

Why Sustainable packaging? – It’s simple…to help protect and better our environment for many years to come. Renewable, recyclable and biodegradable packaging is the future for many brands around the world, but this doesn’t mean the packaging needs to look poor…. with simple consideration on what materials, inks and finishes will be used, packaging can look even better than it’s ever looked before! Now we need to tell the world about it!

The brief: As the new home to promote a brand, Instagram is the ideal place to, reach new customers, engage with your audience, and advertise a new product or service. This is where an Instagram marketing campaign is needed. The purpose of an Instagram marketing campaign is to try and reach as many people as possible to get a message out.
The students were required to create an Instagram campaign for a new range of sustainable packaging used by one of the following brands: Marks and Spencer / B&Q / Nestle / Tesco / John Lewis.

Project results: please view the final results of the students’ work – Great packaging, poor packaging project results 1 and Great product, poor packaging project results 2.

Credit: Jamie Whitehead, Rachael Finlay, Scarlett Collinson and Jennie Mothersdale from Hebburn Comprehensive School. Shahd Ahmed, Rubi Ravestijn, Freya Mather, Meg Pears, Rebecca Henderson and Hannah Moore from John Spence Community High School.


Project two: Shop till you drop
Trend: Multisensory experience & The new space race
Supported by: Hedgehog Lab
Mentored by: Mark Pattinson

Project outline: When parents shop, a lot of the time they will have their children with them… and to be honest, children do get bored quite easily, being dragged from store to store and needed to behave! Retail stores worldwide have come up with a great idea on how to keep the kids happy whilst Mum or Dad shops. They have introduced interactive games instore, that keep the kids entertained whilst parents’ shop. These interactive games can be a walk-up gaming console, an interactive gaming projector, or simply digital devices where kids can choose what game they want to play.

Why interactive gaming entertainment instore? – Retail store managers recognise that children can, and often do affect the length of time their parents spend in retail stores and that children also influence their parents’ purchase decisions, behaviour, and the length of time they spend in-store shopping.

Retail store managers rarely provide any entertainment for children and involve them in the shopping experience and even when they do, they fail to do it in the right way.
A study in Hungary reveals that children would like to be actively involved in the shopping experience by completing little “missions” or “challenges” on an entertainment level.

Students were required to create an interactive game for kids for the retail store ‘NEXT’ under the theme of space. They were challenged to research games and entertainment consoles and understand what level of entertainment would be appropriate for the type of kids that visit the NEXT store with their parents.

As part of their research on Day 1, the team made their way to NEXT in Eldon Square to explore the space and identify some ways that games could realistically and effectively be placed in stores. By looking at NEXT from as a designer rather than a consumer, this gave them the inspiration they needed to step out of their comfort zone and create something exciting. From that point onwards, they had a clear direction and were bringing some fantastic ideas to life.

Project results: please view the final results of the students’ work – Shop till you drop project results.

Credit: Paul Leonard, Sabrina Ann Hosie and Will Joyce from Hebburn Comprehensive School. Ellah Brown, Connor Ling, Mackenzie Patton, Andrew Caygill and Noah Myers from John Spence Community High School.


Graphic Design TICE Create Stage photo gallery 2019:

 

Exploring VR Storytelling, the Refill Initiative & Life on Mars

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Animation is everywhere. It is a broad subject area encompassing a huge range of varied skills in creating content for the entertainment, advertising and education industries. It requires a huge variety of traditional and digital creative skills – from illustration to storytelling. Here outlines each brief topic and the skills the students gained to produce their project work over three days for the first year of TICE Animation.


Animation project briefs 2019:


Project One: A Sense of Place
Trend: Multisensory experience
Sponsored by: Kaleidoscope CFA and Belsay Hall, Castle and Gardens (English Heritage)
Mentored by: Chloe Rodham

Project outline: Without an accompanying tour guide, it is hard to gain an understanding of the history of a place you are visiting. Information boards can tell us facts and stories, but new technology can really help us imagine events in a different time, in an entertaining way by making it feel as if we were really there.

Project outcome: How can experiences be designed to give us the feeling of a place without us actually being there to us stories from history? Can you tell a story through sight, sound and smell? With this project, you will design and mock up a virtual reality or augmented reality experience at Belsay Hall Castle & Gardens which engages all our senses.

New technology allows us to explore entirely new avenues of creativity. After a research trip to Belsay Hall Castle and Gardens, and an introduction to storytelling from Craig Hawkes, students used photoshop to develop characters and animate them. They then used After Effects to mock up how their experience would function in a 360-degree platform, as well as considering what sounds could be added to enhance the experience.

Project results: please view the final results of the students’ work – A sense of place final project.

Credit: Adam Lawler and Jessica Carson from Boldon School. James Taylor, Matthew Brown and Luke Carter from Churchill Community College.


Project Two: Plastic not-so-fantastic
Trend: Mainstream sustainability and Humans Taking Back Control
Sponsored by: Northumbrian Water and Northumbria University
Mentored by: Chloe Rodham

Project outline: Outline: Right now, an estimated 12.7 tonnes of plastic ends up in from plastic bottles, to bags and microbeads ends up in our ocean which damages aquatic life and potentially our own health too. Companies are thinking about how they can help with this. As an animator, your skills can be used to help share important and serious messages in an entertaining way.

Project Outcome: Reusing single-use plastic and paper, create a short, stop motion animated campaign film for The Refill Initiative, directed at both the public and businesses like cafes and restaurants, to encourage the use of refillable water. The film should highlight why we should be reducing single-use plastics and the problems of ocean-bound plastic.

Stop motion animation is a technique which allows you to create moving imagery through moving objects and capturing a sequence of photographs. Using stop motion animation as the technique for this project was an ideal opportunity to reuse some of the materials which are causing so many problems. Northumbrian Water gave us some serious food for thought in their talk about the problems of single-use plastic and really got us thinking about the importance of spreading the message and doing anything we can no matter how small to help the cause.

Project results: please view the final results of the students’ work – Plastic not-so-fantastic Final Project.

Credit: Katherine Martin and Molly Wills from Churchill Community College. Gabriel Santiago, Dominic Mills, Andrew Henderson and Bobby Boyle from St Wilfrid’s Roman Catholic College.


Project Three: Life on Mars
Trend: The new space race
Sponsored by: Electro Cat Studios and Life Science Centre
Mentored by: Chloe Rodham and Phil Jeffes

Project outline: As commercial space travel becomes an increasingly real prospect and we continue to investigate the potential for human survival on Mars our fascination with space grows. Mars has the largest volcano in the solar system at a staggering 370 miles diameter and the average temperature is -60 Celsius. As we continue to explore space and gather knowledge about other planets, our entertainment and education industries will increasingly produce content relating to new discoveries.

Project outcome: How could you use facts to help you to design a game set in space? The game itself exists but requires some elements to be designed and animated. You must create designs for Mars Rover vehicles and Mars Lander rockets as well as collectable items that the Rover can pick up during the gameplay. These components must be animated as loops and exported using the correct formats to work within the game.

Students heard from interactive exhibit developer at Life Centre – Martin O’Leary about how he goes about designing exhibition spaces and content. After undertaking their own research about Mars the students worked in pairs to design Mars Rover’s and Landers as well as collectable objects. They animated them in Photoshop, created sprite sheets and uploaded them to the game.

Project results: please view the final results of the students’ work – Life on Mars Final Project.

Credit: Liam Ramsey, Calum McKimmie and Jonathon Atkinson from Churchill Community College. Brandon Dickinson, Jack Graham, Kaan Kilictas, Logan Ebanks, Alexander James Lyons, Candito Fernandes and Robert Adamson from St Wilfrid’s Roman Catholic College.


TICE Animation Create Stage gallery:

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Welcome to This is Creative Enterprise (TICE)

Hello!

TICE is a national award winning non-profit organisation working in collaboration with educational institutions and creative industry networks.

Our work is the crosspoint of art, design, education, communication, science, culture and technology.

Here you'll find a vast range of blog posts coming from all the projects and programmes we run throughout the North East region. Some written by our TICE team, some straight from the young people themselves. Have a browse... This is Creative Enterprise!