Marc Lis, what are the main achievements that you have identified for 2019?
There are many! In particular, we have gained a little more visibility, with the publication of a brochure presenting the cluster, and the continued development of our collaborative platform www.creativecluster.lu.
This is a real showcase for all the country’s creative people, their projects and the subsequent opportunities to work together.
There was a nice highlight with the launch of our 1st campaign on social networks. A second campaign is already planned for 2020.
Then of course we continued our main mission of developing synergies and networking, in particular through cross-sector events that have multiplied, with the ICT, HealthTech, CleanTech and Wood clusters.
This underlines the extent to which the creative industries are interdisciplinary and compatible with many other sectors that might seem remote at a first glance.
I am thinking in particular of the Digital Day event at the 2 Museums of the city of Luxembourg, which aimed to create synergies between service providers in the ICT field and creative companies.
What are the main dates to come for 2020?
We are currently preparing a first cross-sectoral project “Creative minds for business” in partnership with the Luxembourg Automobility Cluster. This is a three-phase project, in the form of workshops, which aims to help companies in the automotive sector to pick up new ideas and solutions through the involvement of creative people in the ideation process.
At the same time, we are working on the implementation of a flagship project, aligned with our government’s national strategy, which will aim to activate the creative industries in order to find circular solutions.
Luxinnovation has just celebrated its 35th anniversary. In your opinion, what are the strong pillars of innovation in general for the years to come?
It is important to strengthen the link between the creative industries and industry in general. I see two major pillars in this regard. Firstly, the development of increasingly circular services and products, and the recognition of creative people as a key element in problem-solving processes. Secondly, the realisation of innovations in the fields of gaming, interactive media (VR/AR) and digital media. This should contribute to pushing the limits of what is possible and to offering more solutions in various fields such as HealthTech, Wellness or e-Sports, all in line with the the digital economy.