CREATIVE PROJECT PLANNING
Session developed by UWTSD and Materahub
Authored by Lewis Pearson and Paolo Montemuro
During this module, the groups learn how to use project planning basic concepts and tools, namely the Creative Project Canvas, in order to develop their project structure/
business model (depending on the challenge they chose). The Creative Project Canvas is the tool suggested for the groups to
during the entire training week, to plan and reflect on the project/solution/prototype
to be delivered at the end of the pilot.
Introducing and explaining to the participants what planning competences are and
why they are crucial through practical examples and case studies in real personal and
professional life by engaging them in a quick planning skills activity and brainstorm.
- Introducing the Creative Project Canvas tool by explaining its ultimate goals, use and components.
- Engaging the participants in a concrete application of the Creative Project Canvas to plan a successful project/idea and guiding them through a brainstorming and reflection activity to explore the tool
usefulness and purposes.
Facilitators for this workshop must have cultural management background and project development experience in the cultural and creative industries. It is important to have professional experience in designing business models and sustainability strategies for cultural projects. Design and/ or artistic expertise and experience with personal and professional development training in the Arts and Humanities adds a very valuable plus to the session. Ideally, the module should be delivered by a team of two trainers, covering both required backgrounds.
9.30 am – 11.00 am
introduction to planning
2.30 pm – 3.00 pm
11.00 pm – 1.00 am
3.00 pm – 5.30 pm
Group work and mentoring
1.00 pm – 2.30 pm
- Each working group has defined the structure of their project
with clearly identified target audience and purpose
room/ equipment requirements
- 1 Creative Project Canvas (big size)
- Paper, pens, post-it
Outline of activities
Introduce effective planning methods including SMART Goals and the role of planning canvases/ frameworks. Provide the trainees with an opportunity to explore potential goals for their project and to practice communicating those goals to the other participants.
This short session provides an explanation of the importance of good planning and the role of tools such as SMART goals. The trainees are provided with a SMART goals template and asked to discuss and identify several goals in relation to their challenge. The trainees informally present their goals and initial thoughts on the steps required to reach them, for constructive critique from the rest of the participants. This process lays the foundation for the activities to follow.
Introducing the Creative Project Canvas tool by explaining its ultimate goals, use and components.
The trainer will present the entire Creative Project n of the Creative Project Canvas tool Introduction Canvas block after block trying to give examples from real projects developed in the cultural and creative sector.
If the students know already the Business Model Canvas it is important to clarify the differences between the blocks of this tool and those in the Creative Project Canvas.
Engaging the participants in a concrete application of the Creative Project Canvas to plan a successful project/idea and guiding them through a brainstorming and reflection activity to explore the tool usefulness and purposes.
After the presentation of each block (suggested) or at the end of the presentation of the whole Creative Project Canvas, the trainer will invite students to try and fill each block adding info relevant for the project, challenge solution or prototype the students will be working on.
After the session, the Creative Project Canvas will be the main planning tool used by students during the rest of the training course to develop their projects, adding day after day more input to have a clear vision and plan for their ideas.
All the modules
For a 5 day duration programme, with a group of 25 students, the recommended outline has been defined as follows.
Initiation & Ideation
Ice-breaking session where students introduce themselves
and discuss their goals and expectations about the programme through a series of interactive exercises. This is followed by team-building exercises to define the working groups. At the end of the session, challenges are presented and, through design thinking strategies, teams should be able to decide and briefly present the dea they will be developing throughout the rest of the days.
Creative Project Planning
During this day, the groups learn how to use project planning basic concepts and tools, namely the Creative Project Canvas, in order to develop their project structure/ business model (depending on the challenge they chose). The Creative Project Canvas is the tool suggested for the groups to during the entire training week, to plan and reflect on theproject/solution/prototype to be delivered at the end of the pilot.Go to the module 2
Intellectual Property and Strategy for CulturalProfessionals
Students will learn the basics of intellectual property (with special focus on copyright) and how such regulations can affect their work (projects, business or career wise).
In the second part of the session, through a series of examples of AH projects (businesses and non-profit), they will be introduced to other differentiation factors and how they can strategically use them in their projects in order to reach their own goals more effectively.
Pitch and Communication
The Pitch and Communication session starts with some pitch warm-up exercises, so the teams can test a first approach to present their projects to each other.
They learn how to structure and deliver a good 5 minutes pitch and also about essential communication rules and techniques that will help them define the communication strategy for their projects.
As the day ends, a series of drama exercises allow students to learn and test their most natural and important communication tool: their own bodies.
Final Pitch Day
In the final day, the teams will present their 5 minutes pitch to a panel of 5 juries, who will give feedback on the project and the presentation performance and decide which team is the winner.Go to the module 5
Body as Communication Device
In this session, participants are introduced to ideas and exercises that explore presence in relation to the body as a communicative devise and they are invited to partake in a number of exercises.Go to the complementary module