6.2 Virtual Interactive Design (VID) – shaping digital and ethically correct spaces for creativity and its benefits to stakeholders Keywords AI and ethics in interdisciplinary, digital teaching and learning formats; case studies in design engineering; design theory and the history of design; significance of technological history; ethics in design; interlinked collaborative learning lessons – ‘Cross-Cultural in Europe’, virtual interactive designing formats and ethical questions.
This chapter describes a project, first conceived in 2018, for digital and ethically correct ‘spaces for creativity’, within interactive university learning landscapes and economies. The project is continuing to evaluate the experiences gained over the past years of digitisation, thereby learning how to create future learning landscapes in design and engineering – and beyond. What do we need to shape ethically ‘correct’ compliance, within Europe and around the globe, that will help build ‘digital competencies’ for using digital tools – not only with focus on design engineering and creative industries.
6.2.1 Digital and ethically correct spaces for designing – what role does interactivity play?
The long-term project ‘Digital ethical correct design spaces in the interactive university landscape and economy’ offers an innovative learning opportunity – primarily for master students, but also others taking the module: ‘Virtual Interactive Design (VID) – Cross-Cultural in Europe’. The concept sketch was formulated from a design engineering perspective. Here, design drafting methods, as well as design theory models and methods, shape the basis for didactic tools used for interdis ciplinary, integrated learning. In addition, ‘interactive designing’ has evolved since the 1990s and now means fewer digitally networked tools, as compared to metaphorically interactive design processes. The innovative learning offered by ‘Virtual Interactive Design’ (VID), combines self-learning via online courses – called ‘MOOCs’ (massive open online courses) – as well as blended-learning practical courses that focus on events with the following objectives:
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