
🌍 World Usability Day 2025
Today we’re celebrating the glorious day when designers, devs, researchers, and users from all over the world come together for the 21st time in a row to say:
— “Please, stop making products that are impossible to use.”
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Managing people and businesses is no easy task, but you don’t have to face this mission alone.
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Personal development is learning to face life’s challenges with harmony and positivity, transforming each obstacle into an opportunity for growth.
This Creative Economy pathway empowers you to navigate creative multiverses, discover your Ikigai, and build a strong personal brand.
The digital creative economy is crucial for the job market, driving innovation and creating jobs that significantly strengthen the country’s economy.
The “Startup Saga” course is an innovative and engaging learning experience designed for young adults who want to explore entrepreneurship in the context of the digital creative economy.
The adventures and challenges of building a company from scratch are a journey of constant learning, filled with challenges that shape the path to success.
Stay informed about what matters in the digital creative economy!

Today we’re celebrating the glorious day when designers, devs, researchers, and users from all over the world come together for the 21st time in a row to say:
— “Please, stop making products that are impossible to use.”
Back in ’73, in the Bronx, a community fed up with violence figured the best way to fight back was through rhymes, dance, and spray painting walls. That’s how Hip Hop was born—proof that when the system slams doors shut, art kicks open windows in style. 💡 Historical Context

While the world thought video games were just a teen distraction, Take-Two Interactive came in, looked at Sid Meier, and was like, “Dude, this Civilization thing is pure gold.” And they were totally right. 💡
What went down: On November 7, 2005, Take-Two Interactive Software (the same powerhouse behind Grand Theft Auto and Red Dead Redemption) acquired Firaxis Games, the creators of the legendary Civilization franchise. This wasn’t just a market move — it was a statement: digital creativity is a strategic asset. 🧩
Connection to the Creative Economy: Firaxis wasn’t just selling games. They were selling […]

While the world was getting used to boring PowerPoint presentations and sleepy coffee breaks, something different popped up: the Stream Unconference — an event where nobody’s just an audience and everyone can take the stage.