Hemingway Challenge: Participants took six word propositions to the public using Hemingway’s famous short story format during the Brighton Festival.
Monetising Consequences: Game to test value creation model devised by and played with participants at the FuseBox
Make it. Real: First of a series of making sessions where participants were challenged and supported to give iterative dimensions to abstract elements of their business ideas.
The Measuring Room: Participants evaluating their creative space requirements using Artist-in-Practice, CiCi Blumstein’s installation, The Measuring Room.
The FuseBox24 Model: Visualisation of the programme’s core framework, by FuseBox Studio Co-ordinator, Rosalie Hoskins.
New England House: The ‘50s built, industrial high-rise home of the FuseBox and it’s diverse and eclectic group of residents from a range of business sectors.
Planning tools: Foreground - whiteboards on wheels for iterative business planning were made available to all participants; Background, the iterative programme schedule adorns the FuseBox studio wall.
Schedule: Programme content was iteratively developed and often reworked in response to participant feedback and emerging needs. Its visibility in the space contributed to the collective sense of adventure.
Schedule: Programme content was iteratively developed and often reworked in response to participant feedback and emerging needs. Its visibility in the space contributed to the collective sense of adventure.
SeriousFun: The term emerging from one of the participants during a reflective session, describing the programme and its ethos.
Sharing Wall: Established by the FuseBox24 participants to share skills, needs and thanks, located centrally inside the FuseBox studio early on in the programme.
Visual Exploration: The other side of awhiteboard on wheels, this visualisation represents an early stage concept.