Sectorial Plans

PS01 Design, Industry and Crafts
This programmatic axis looks at the relationship between handicraft and industry, not only in its historical and heritage dimension, but in the logic of contemporaneity, as a domain of creation, individual and collective (new work); innovation (regeneration of the economic paradigm, with creativity as a driving force); of social inclusion (not only for locals, but also for immigrants); territorial inclusion (urban-rural relationship) and community resilience. The relationship between industry, stakeholders, creators, publics and socio-economic agents will be privileged.

PS02 Textile and Fashion Design
This programmatic axis contemplates the region’s potential in these domains, not only promoting an active, creative and contemporary relationship with cultural, built and immaterial heritage, but also the involvement of the community in co-creation processes and synergies, with a view to exploiting resources places (natural and physical; immaterial and intangible) for sustainable development based on creative industries and on the renewal of history and identity narratives linked to the Laneira mono-industry. It also includes the distinction between the textile field, in its industrial and artisanal aspects, from those most linked to the design component of weeding, to trends related to new materials and uses, as well as an understanding of Fashion as a fundamental sector of activity for the designers.

PS03 Design, City and Territory
This sectoral plan aims to:

  • empower the city with instruments for the promotion and dissemination of an entrepreneurial culture in the territory, with a view to consolidating practices and routines to support creators and entrepreneurs (information on the role of Design in industries and companies, events, projects and contests);
  • raise awareness among public and private agents involved in the transformation of the territory;
    develop urban policies oriented towards participatory design, that is to improve urban planning, involving the local community in the identification of problems and needs;
  • promote the sustainable and creative regeneration of the city (revitalization of vacant spaces, rehabilitation, etc.);
  • regularize the creation of solutions for the city in a projectual logic (integration of architects, designers and urban planners in the construction of the city);
  • improve the quality of life and enjoyment of the city.

PS04 Design, Culture and other Arts
Design, in its various aspects, is a mediator between the arts, sciences and technologies, naturally indexing them to the field of culture and creativity. Design comprises both visual culture and the material, symbolic and even allegorical environment, arising from the paradigm of the society of the spectacle, with the intrinsic and varied range of creators, audiences and professionals for whom the aesthetic and cultural implications of Design exceed the scope strictly disciplinary, be it more erudite, more popular, massified or authorial. Reciprocally, the other fields of creation and creativity, from music to cinema, from architecture to dance, from literature to photography, from performance to digital games, both summon and integrate, as are felt indelibly in Design, understood simultaneously as art, technique and cultural construction, whose transmedia and hybrid character make it a sign of contemporary life and a powerful reconfigurator of the field of arts and humanities, but also of technologies and their interfaces.

PS05 Design and digital services
With the ability to provide real-time data, engage users and simulate real-life experiences in extreme detail, Virtual and Augmented Reality has enormous potential to transform the city, heritage, public services and generate interactions with citizens. The areas of intervention of Design in contemporary society are gaining increasing space and meaning. In addition to the messages disseminated through traditional media, Design has an important role in terms of content development using new technologies. Design is no longer concerned only with designing products to design experiences and services, which operate changes in the technological paradigm, reconfiguring public space, based on the ubiquity of transmedia devices and content. In this domain, the performance of Design in media literacy, in the recovery and repair of historical memory and industrial heritage, stands out. Participatory and activist design transforms the territorial, urban and rural reality, extending even to the contexts of tourism and teaching-learning.

PS06 Design Education
This programmatic axis contemplates the integration of educational systems in a participatory and democratic paradigm, the creation of educational policies for the promotion of Design in the school community and the awareness of children to understand Design as an instrument to respond to society’s problems, needs and aspirations, covering different types and scales of intervention. In an era characterized by ecological emergence, the effects of economic neo-liberalism and the constant threat to fundamental human rights, Design has been embracing causes that, although starting from its projectual matrix, break with the disciplinary circumscription and with many of the academic and professional conventions, that have characterized it. Design is related to multiple aspects of life in common, mediating relationships and projecting answers to pressing questions of citizenship, sometimes assuming a large ideological and political scope.