The Food Club 

The Food Club is a student-led solidarity collective enabling affordable agroecological food access through relational initiatives with local small-scale producers, including a collective purchasing group (G.A.S.), cooking workshops, on-campus markets, and farm visits.

Define the problem/need you are solving or addressing with your project. How does it address the Open Call criteria, such as environmental impact, social engagement, circularity, user experience, resource efficiency, and community-driven solutions?

A historical view of food systems reveals a recurring pattern: global trade policies have favoured transnational corporations while disadvantaging local small-scale farmers. Policies such as the Agreement on Agriculture, TRIPS (Trade-Related Aspects of Intellectual Property Rights), and SPS (Sanitary and Phytosanitary Measures) helped drive agricultural industrialisation, with consequences including higher energy use, reduced biodiversity, and depleted nutrient density. This same pattern is mirrored in universities, where public procurement and catering services favour standardised, transnational corporate suppliers and exclude local producers from the supply chain. For young people, especially students, the problem is lived every day as a convenience trap: the most affordable and accessible food is industrial and commoditised, while fresh, high-quality agroecological food remains unaffordable and harder to find in daily life.

Please describe your project, reflecting on the concept, inspiration, materials, technical aspects, methods and process(es).

Inspired by the peasant-led vision of food sovereignty, The Food Club imagines a future in which agroecologically produced food is accessible to all university students, while local producers, most disadvantaged by the dominant food system, regain power over how food is produced and distributed. The project builds a coalition, braiding the capabilities of three actors: students, who organise as a collective through a solidarity purchasing group, pooling their purchasing power within a student food economy that, at the scale of Politecnico di Milano alone, represents a multi-million-euro opportunity; producer networks such as Campagna Amica and Slow Food, contributing distributed producer ecosystems, logistics know-how, and solidarity infrastructures at scale; and the university, which provides infrastructural support for student-led action. Its long-term goal is a non-profit consumer cooperative where members can propose and run their own initiatives, turning students into active participants in a direct relationship with local producers and institutions.

What do you think makes your project innovative compared to the existing efforts and ideas in the field it addresses?

What makes the project innovative is that it treats food access not as a service to deliver, but as a governance relationship to reorganise around food sovereignty. It brings students and disadvantaged local producers into direct, active relation, shifting both from end-points in a system designed by others to co-designers with growing ownership over how food is sourced, distributed, and accessed. Its distinctiveness also lies in braiding capacities that usually remain separate: students’ aggregated purchasing power, producer networks’ coordination and logistics capabilities, and the university’s infrastructural support. Embedded in a university, it can function as an evolving infrastructure through which successive cohorts of students learn, participate, and refine the model over time. If successful, it could be replicated across universities nationally through partners such as Campagna Amica and Slow Food, and internationally through networks such as La Via Campesina.

The Healing Campus 

A mental health campus that shifts away from hospital-as-machine toward a spatial ecosystem, where patients move through gradients of care, autonomy, and privacy, and architecture becomes part of the healing process.

Define the problem/need you are solving or addressing with your project. How does it address the Open Call criteria, such as environmental impact, social engagement, circularity, user experience, resource efficiency, and community-driven solutions?

Most mental health facilities still feel like systems of control rather than places of healing. Spaces are designed around observation, liability, and efficiency, which often strips patients of autonomy and reinforces stigma instead of supporting recovery. At the same time, mental health issues are becoming more visible and widespread, but the environments we treat them in haven’t meaningfully evolved. There’s a disconnect between how complex and personal mental health is, and how standardized and rigid the spaces are. This project starts from that gap. Instead of treating architecture as a neutral backdrop, it asks what happens if space itself becomes part of the care system. It explores how design can support different emotional states, levels of independence, and forms of therapy, and how a more flexible, human-centered environment could lead to better long-term outcomes.

Please describe your project, reflecting on the concept, inspiration, materials, technical aspects, methods and process(es).

The project proposes a “healing campus” at the Brooklyn Navy Yard, replacing the idea of a single institutional building with a series of interconnected spaces that operate more like a small neighborhood. Different programs—treatment, recovery, research, and community—are distributed across the site rather than stacked into one controlled system. Circulation is organized as a gradient, not a corridor. Patients move through spaces with varying levels of privacy, intensity, and independence, depending on where they are in their recovery. The architecture combines more structured linear elements with softer, curving forms to balance clarity and comfort. Outdoor spaces, gardens, and smaller-scale pavilions are integrated throughout, so movement between programs always includes moments of decompression. Instead of isolating patients, the project creates a system where they can gradually reconnect with themselves, with others, and with the surrounding environment.

What do you think makes your project innovative compared to the existing efforts and ideas in the field it addresses?

What’s different here is not just the program, but the way it’s organized. The project treats mental healthcare as something that happens across a system of spaces, not inside a single building. That allows for more flexibility in how people receive care, and more control over how they move through it. It also challenges the idea that these environments need to feel closed off. Parts of the campus are intentionally more public, creating points of overlap between patients, staff, and the broader community, which can help reduce stigma over time. The project isn’t proposing a perfect solution, but a different framework—one that prioritizes choice, spatial variation, and long-term adaptability. If applied more broadly, this approach could influence how future healthcare environments are designed, shifting them toward systems that are less institutional and more responsive to the people using them.

Does it impact or reflect young people need(s) and how?

Young people today are more open about mental health, but the spaces designed to support them haven’t really caught up. Most facilities still feel institutional, controlled, and disconnected from everyday life, which can make it harder to seek help or stay engaged in recovery. This project responds to that gap by rethinking mental health care as something more flexible and spatially diverse. Instead of a single, rigid environment, it offers a range of spaces that support different emotional states, levels of independence, and ways of interacting—whether someone needs privacy, community, or something in between. It also reflects how younger generations move through space more fluidly, valuing choice, informality, and connection to nature. By creating an environment that feels less like a hospital and more like a place people can actually exist in, the project aims to make care more accessible, less stigmatized, and more aligned with how young people live.

Thor(No) Tech   

Thor(No) Tech is a biomimetic system inspired by the thorny devil’s skin that passively captures atmospheric humidity, transforming environmental moisture into a sustainable resource through adaptive design and bio-based materials.

Define the problem/need you are solving or addressing with your project. How does it address the Open Call criteria, such as environmental impact, social engagement, circularity, user experience, resource efficiency, and community-driven solutions?

Thor(No) Tech addresses the growing challenge of indoor humidity management and water scarcity by exploring passive, nature-inspired alternatives to energy-intensive climate control systems. Conventional dehumidification relies heavily on electricity and mechanical processes, contributing to environmental impact and resource consumption. Inspired by the microstructure of the thorny devil’s skin, Thor(No) Tech proposes a biomimetic system capable of capturing and channeling atmospheric moisture through capillary structures and hygroscopic bio-based materials.
The project combines computational design, biomaterials, and additive manufacturing to create a scalable and adaptable humidity-regulating system. By transforming excess humidity into a usable resource, the project promotes resource efficiency and circular thinking. Its modular and potentially customizable design supports different spatial conditions and user needs, improving indoor environmental quality while encouraging a more conscious relationship with natural processes. Thor(No) Tech ultimately explores how design can collaborate with nature to develop sustainable, low-energy solutions for everyday environments.

Please describe your project, reflecting on the concept, inspiration, materials, technical aspects, methods and process(es).

Thor(No) Tech is a biomimetic system for passive humidity control in indoor environments. Inspired by the Australian thorny devil lizard, the project translates the animal’s natural water-harvesting strategy into a design solution. The lizard’s textured skin forms a capillary network that passively collects and transports water across its body, allowing it to hydrate in arid conditions.
The system consists of a hybrid structure: a rigid, high-precision shell 3D printed in PHA and a removable bio-based insert that absorbs moisture from the surrounding air. The shell uses a concentric infill strategy to ensure structural stability while reducing warping, fabrication time, and material consumption.
The insert is composed entirely of renewable materials selected for their hygroscopic properties, biodegradability, and structural performance. Lightweight and efficient in humidity absorption and desorption, it fits precisely within the shell, supporting a quiet, energy-free system that responds to indoor conditions like a natural process.

What do you think makes your project innovative compared to the existing efforts and ideas in the field it addresses?

Thor(No) Tech is innovative because it challenges the environmental limitations of conventional humidity control systems. Both electric dehumidifiers and common low-cost passive alternatives rely on energy consumption, synthetic desiccants, or disposable components that generate material waste and require frequent replacement.
This project proposes a different approach by combining biomimicry, biodegradable materials, and digital fabrication to create a passive and regenerative system. Inspired by the thorny devil’s capillary skin, Thor(No) Tech translates this natural water-harvesting strategy into a hybrid structure composed of a precisely 3D printed PHA shell and a fully bio-based hygroscopic insert.
Unlike conventional solutions, the system operates without electricity, cords, or disposable cartridges. The insert is biodegradable and replaceable, while the shell is durable and material-efficient. By reducing energy use, waste, and synthetic materials, Thor(No) Tech introduces a more circular and nature-aligned approach to indoor humidity control.

Does it impact or reflect young people need(s) and how?

The project reflects the growing demand among younger generations for sustainable, low-impact alternatives to conventional technologies. Many young people are increasingly aware of the environmental cost of everyday appliances, electronic waste, and energy consumption, and are seeking solutions that align with circular and regenerative design principles.
By proposing a passive humidity control system that operates without electricity, or complex maintenance, Thor(No) Tech responds to this need for simpler and more responsible products. The use of bio-based materials, biodegradable components, and material-efficient digital fabrication reflects values of environmental responsibility and conscious resource use.
At the same time, the project encourages a different relationship between users and technology, and that emphasizes awareness of natural processes and environmental conditions. In this way, Thor(No) Tech supports a generation interested not only in functionality, but also in meaningful, sustainable design solutions.

Tubler system   

Through this project, I aimed to demonstrate that waste can be integrated into everyday products, reducing the amount we generate. creating value by transforming our own production waste into functional design.

Define the problem/need you are solving or addressing with your project. How does it address the Open Call criteria, such as environmental impact, social engagement, circularity, user experience, resource efficiency, and community-driven solutions?

This project addresses the issue of overlooked industrial waste in furniture production—materials that are routinely discarded despite retaining functional value. Cardboard tubes, leftover textiles, foam remnants, and partially used tension straps are reimagined as resources rather than waste. By transforming these materials into functional furniture for internal use, the project applies circular design principles, extending material lifecycles and reducing waste at its source. It demonstrates resource efficiency by relying entirely on materials already available within the factory.
The reuse of discarded tension straps, reassembled into a structural binding element, reflects a hands-on, human-centred approach and highlights inefficiencies in existing practices. This intervention encourages more responsible everyday habits and greater awareness among workers. The project reduces environmental impact, supports circularity, and enhances user experience through interactive design. It proposes a scalable model where design transforms waste into value, contributing to more resilient and responsible industrial systems.

Please describe your project, reflecting on the concept, inspiration, materials, technical aspects, methods and process(es).

The Tubler system is a furniture project developed from industrial waste generated within a furniture factory. The concept is based on rethinking discarded materials, primarily cardboard tubes used for winding upholstery fabrics- as the main structural element of new products.
The design process focused on minimal intervention and maximum reuse. Cardboard tubes of varying diameters are assembled into stable structures, while discarded tension straps are repurposed and stitched together to function as a binding system. Additional materials, such as leftover foam and textile scraps, are used to create seating elements.
Technically, the project avoids adhesives by introducing notching in the tubes, allowing for better strap grip and structural stability. Through prototyping and testing, it was discovered that a solid top surface was unnecessary, resulting in a more open, interactive form.

The outcome is a coffee table and stool, fully made from waste, demonstrating a practical and scalable circular design approach.

What do you think makes your project innovative compared to the existing efforts and ideas in the field it addresses?

What makes this project innovative is its direct integration within an existing production system, using only in-house waste without additional processing or external materials. Rather than recycling through industrial means, it applies a hands-on, low-tech approach that preserves material value and reduces energy use. The repurposing of discarded tension straps as a structural binding element introduces an unconventional yet effective solution. Additionally, the project challenges standard furniture typologies by embracing openness and interactivity, showing how waste can shape not only material choices but also user experience and design thinking.

Does it impact or reflect young people need(s) and how?

Yes, the project reflects young people’s needs by promoting sustainability, creativity, and awareness of responsible consumption. It encourages a shift from passive use to active engagement through interactive design. By transforming industrial waste into functional furniture, it supports circular thinking and DIY culture, which are increasingly important to younger generations. The project makes production processes more transparent and accessible, fostering a mindset of reuse, adaptability, and critical thinking about materials and everyday objects.

Tumble: a vertical mouse for left and right hand

Tumble is a vertical, wireless computer mouse that keeps your hand in a more relaxed position when working and can be used by both right- and left-handed users thanks to its symmetrical design.

Define the problem/need you are solving or addressing with your project. How does it address the Open Call criteria, such as environmental impact, social engagement, circularity, user experience, resource efficiency, and community-driven solutions?

Unfortunately, many products and technology are designed for right-handed use, ignoring the fact that almost 20% of the population is left-handed and must constantly adapt and retrain to use tools that are not designed for them.
The same situation applies to the vertical computer mouse market where most models are designed for right-handed users.
Tumble offers a universal solution that can be used comfortably by both right- and left-handed users; simply flip the mouse over.
Its ergonomic design provides a more natural position of the hand when working, helping to prevent wrist pain, while ensuring equal accessibility.
Tumble highlights the social problem of ignoring left-handed people.
It adapts to people, and does not force them to relearn or use it in a way that is “unnatural” for them.

Please describe your project, reflecting on the concept, inspiration, materials, technical aspects, methods and process(es).

Tumble was inspired by my family, half of whom are left-handed.
Watching them, I realized that even simple tasks like opening a single-door refrigerator can become awkward and counterintuitive when design favors the right hand.
The idea for Tumble’s shape emerged while I was sculpting an ergonomic mouse from clay. I made a rough model of a right-handed vertical mouse, flipped it, and tried using it with my left hand. My hand imprints on both sides brought me to thought: why not make a vertical mouse symmetrical?
After creating several clay prototypes, I tested them with friends and refined the form, ensuring comfort even for users with long nails.
Tumble is made of plastic with a silicone insert for a secure, comfortable grip. The battery compartment allows it to be more mobile, making it practical for everyday use.

What do you think makes your project innovative compared to the existing efforts and ideas in the field it addresses?

The main distinguishing feature of Tumble is its symmetrical and ergonomic shape, which allows it to be used with both right and left hand.
In the vertical mouse market most products are designed for right-handed users, with separate mirrored versions for the left – but why not combine both in a single solution?
Tumble is suitable for personal use, but it is also a perfect solution for offices, schools, libraries, computer clubs, and other public spaces where people rotate or work in shifts,
allowing everyone to feel comfortable working the way they want.
Different color variations make it possible to find the perfect option that suits any workspace and bring users joy.

Does it impact or reflect young people need(s) and how?

There’s a growing trend of left-handed people choosing to use their dominant hand more. As a result of this more products and stationery designed for left-handed use are becoming available. But this is still not enough. Many people do not realize that it is wrong to retrain left-handed individuals. Many children are still forced to retrain themselves to use their right hand for every task. This behavior forces them to become accustomed to inconvenient and unhealthy movements. Subsequently, using the right hand instead of the dominant one becomes a habit, even if it causes severe discomfort.
The availability of commonly used devices, such as left-handed computer mice, can help people to recognize the depth of this problem.
Tumble’s design and bright colors make the problem more visible. It normalizes using objects in the way that feels most natural and comfortable.

WAHA: A Modular Biopolymer-Based System for Soil Reclamation and Water Optimization in Arid Regions

WAHA is an algae biomass and agricultural residue based planter system that passively captures and stores rainwater, prevents surface evaporation, and regenerates the soil over time, without any active irrigation or synthetic infrastructure.

Define the problem/need you are solving or addressing with your project. How does it address the Open Call criteria, such as environmental impact, social engagement, circularity, user experience, resource efficiency, and community-driven solutions?

WAHA addresses the intertwined challenges of water scarcity and soil degradation in arid regions, where rainfall is limited, evaporation is extreme, and degraded soils repel water, preventing vegetation growth. Conventional solutions rely on irrigation, plastic devices, or large-scale infrastructure, often making them costly, energy-intensive, and unsustainable. WAHA responds with a passive, biodegradable system that captures rainwater, reduces evaporation through shading, and gradually improves soil structure. Made from agricultural waste and algae-based biopolymers, it supports circularity by decomposing into nutrients that enhance microbial life and water retention. The design promotes resource efficiency by requiring no external energy or maintenance, and enables community-driven deployment due to its low cost and simplicity. By supporting multi-species planting and localized ecosystems, WAHA enhances environmental impact while fostering long-term resilience. It redefines user experience by shifting from product use to ecological participation, where communities actively regenerate their landscapes.

Please describe your project, reflecting on the concept, inspiration, materials, technical aspects, methods and process(es).

WAHA is a biodegradable, modular system designed to support vegetation growth in arid and degraded soils through passive water harvesting and soil regeneration. The concept is inspired by natural leaf structures and traditional water-retention practices, translating them into a form that channels rain and dew toward plant roots while shading the soil to reduce evaporation. The system is made from a bio-composite of agricultural straw and algae-based polymers, creating a low-cost, moldable material that gradually decomposes. As it breaks down, it enriches the soil with organic matter, improves water retention, and supports microbial activity. Technically, WAHA combines form-driven water collection, microclimate creation, and material lifecycle design into a single intervention. The modules are produced through simple molding processes and can be deployed without infrastructure. Over time, the product disappears, leaving behind improved soil conditions and enabling the establishment of resilient, multi-species plant systems.

What do you think makes your project innovative compared to the existing efforts and ideas in the field it addresses?

WAHA is innovative in how it combines material, function, and lifecycle into a single regenerative system. Unlike existing solutions that rely on plastic containers or irrigation infrastructure, WAHA uses a fully biodegradable bio-composite made from straw and algae, turning waste materials into a functional environmental tool. Its key distinction lies in shifting the focus from simply supporting plant growth to actively rebuilding soil systems. While many approaches target individual trees, WAHA enables multi-species growth, improves soil structure, and enhances water retention through both form and decomposition. It is also designed as a disappearing intervention: it performs its function, then decomposes into nutrients, leaving no waste or retrieval requirement. This integration of passive water harvesting, soil regeneration, and circular material logic creates a scalable, low-tech solution that aligns ecological processes with design, offering a fundamentally different approach to land restoration.

Does it impact or reflect young people need(s) and how?

WAHA reflects the needs of young people by addressing one of their most urgent concerns: climate change and environmental degradation, while offering a tangible, actionable solution. Rather than relying on complex technologies or large institutions, it enables direct participation in ecological restoration through a simple, low-cost system that can be deployed by individuals, students, or local communities. It also aligns with a growing shift among younger generations toward sustainability, circular design, and regenerative practices. WAHA demonstrates how design can move beyond consumption and instead restore natural systems, making it both educational and empowering. By being accessible, scalable, and rooted in local materials, WAHA encourages community engagement and grassroots action, allowing young people to actively contribute to environmental recovery. It transforms environmental concern into practical involvement, fostering awareness, responsibility, and long-term connection to the landscapes they inhabit.

WaveHalt. Artificial reef system to prevent beach erosion in Platja Llarga

Regeneration of Tarragona’s coastal seabed by means of a modular and scalable artificial reef system

Define the problem/need you are solving or addressing with your project. How does it address the Open Call criteria, such as environmental impact, social engagement, circularity, user experience, resource efficiency, and community-driven solutions?

Coastal ecosystems are under increasing pressure from sand erosion, artificialization, and biodiversity loss. In many Mediterranean beaches, natural sediment dynamics are disrupted, leaving flat, unstable seabeds with low ecological complexity. This not only accelerates shoreline retreat but also weakens marine habitats and local socio-economic resilience. My project addresses this challenge through a modular artificial reef system designed to reduce wave energy during storm conditions while fostering native marine life. By combining coastal engineering principles with ecological design, the system promotes sediment stabilization and habitat regeneration simultaneously. It aligns with the Open Call criteria by delivering measurable environmental impact, using resource-efficient marine concrete solutions, and proposing a scalable, circular system designed for long-term ecological integration. The project also considers community stakeholders like divers, coastal users, and local authorities, ensuring that the intervention enhances both ecosystem health and public coastal experience.

Please describe your project, reflecting on the concept, inspiration, materials, technical aspects, methods and process(es).

The project proposes a modular artificial reef system designed as both a coastal protection infrastructure and a living ecological scaffold. Inspired internally by the structural logic of branching corals such as Acropora palmata, the geometry is conceived to dissipate wave energy while creating microhabitats for marine species. The design process combined biological research, coastal engineering principles, and digital simulation. Wave behavior, storm conditions, and seabed bathymetry informed the reef’s crest height, porosity, and spatial configuration. CFD simulations were used to evaluate energy dissipation and sediment interaction before prototyping. The structure is conceived for binder-jetting fabrication in marine-grade recycled concrete. The modular logic allows phased deployment, enabling scalability and adaptability to different coastal contexts while maintaining ecological functionality and structural performance.

What do you think makes your project innovative compared to the existing efforts and ideas in the field it addresses?

What makes this project innovative is its integration of coastal engineering performance with ecological regeneration within a single design framework. While many artificial reefs are primarily conceived either as habitat structures or as breakwaters, this system is developed from the outset to operate simultaneously as sediment-stabilizing infrastructure and biodiversity catalyst. The innovation lies in its performance-driven geometry: wave energy dissipation, porosity, and crest dimensions are defined through hydrodynamic analysis rather than purely volumetric or aesthetic considerations. Instead of deploying massive barrier structures, the project proposes a modular cluster system that works with natural wave refraction patterns and local bathymetry. Additionally, the reef is conceived as a scalable, adaptable system rather than a fixed object, allowing site-specific calibration. The project reframes artificial reefs as regenerative coastal systems rather than static underwater constructions.

Does it impact or reflect young people need(s) and how?

This project reflects young people’s urgent need for climate-responsive and regenerative design solutions. My generation is growing up in the context of accelerating coastal erosion, biodiversity loss, and increasing climate instability. Beaches are not only ecological systems but also social and cultural spaces that shape collective identity and well-being. By proposing a reef system that protects coastlines while restoring marine life, the project responds to the demand for solutions that are not extractive, but restorative. It also represents a shift in how infrastructure is imagined: not as rigid defense, but as adaptive, nature-integrated systems. Furthermore, the project bridges science, technology, and design. Fields increasingly interconnected in the careers of young creatives. It embodies a mindset that values interdisciplinary thinking, long-term ecological responsibility, and community awareness, aligning with the priorities and environmental consciousness of younger generations.

NEXT GEN DESIGN OPEN CALL 2026 LAUNCHED: “FUTURES WORTH LIVING” 

Five leading European design platforms invite young European designers to disrupt with purpose. 
The second edition of the Next Gen Design Competition has launched its 2026 Open Call, inviting young creatives across Europe to engage with a world in flux and address urgent global challenges through bold, regenerative, and inclusive design. Under the theme “Futures Worth Living,” the competition calls on young creatives from 18 to 35 who are born, studying, or living in Europe to challenge outdated systems and propose human-centered innovations that protect the environment, strengthen social cohesion, and reimagine how we live together.

Exceptional Opportunities for Winners

From all submissions, the jury will select 50 winning projects to join the Next Gen Design Cohort 2026, gaining outstanding opportunities for international visibility and professional development. 

The selected works will be presented through the Next Gen Design Traveling Exhibition, reaching international audiences and industry leaders. The exhibition will premiere at the Mikser Festival in Novi Pazar in June 2026, before continuing to What Design Can Do Live, Vienna Design Week, Barcelona Design Week, and Skopje Design Week later that year.

Selected designers will participate in fully funded residency programs in one of the five partner cities. During intensive 4–5 day design sprints, participants will collaborate in teams to tackle local challenges and present their solutions to expert juries. Travel, accommodation, and daily expenses are fully covered.

At each residency location, three projects will receive monetary awards from a €2,000 regional prize fund (1st Prize: €1,000; 2nd Prize: €600; 3rd Prize: €400), supporting further education and project development in circular design.

International Jury of Change-makers

Submissions will be evaluated by a diverse panel of forward-thinking innovators, social change-makers, and leading practitioners of sustainable and social design: Henriette Waal – Designer, researcher, co-founder of Atelier Luma, and artistic leader of Veenweide Atelier (The Netherlands); Juan Umbert – Entrepreneur, CEO, innovator, and creative soul (Barcelona, Spain); Nikola Radeljković – Industrial designer, Numen / ForUse (Croatia); Elli Schindler – Managing director of designaustria and designforum Wien (Austria); and Emile Smeenk – Designer, entrepreneur, and founder of Cool Bricks and Nature Nomads (The Netherlands).

How to Apply & Deadline

The call is currently open. For more information, full evaluation criteria, and submission guidelines, visit the competition page: www.nextgendesign.eu/open-call-2026/ 

Eligible designers must submit their applications, including project descriptions and visual materials, via the online form at www.nextgendesign.eu/application-form

Deadline for submissions is midnight on March 24, 2026.

For competition-related inquiries, please contact competition@nextgendesign.eu

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FOR THE EDITORS

For photos, visual assets and other press materials, please visit the Next Gen Design Press Pack.

For any press enquiries or more information regarding Nex Gen Design, please contact comms@whatdesigncando.com

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ABOUT NEXT GEN DESIGN

Next Gen Design is a three-year, multinational program that brings together research, competitions, and public events to encourage the European design sector — particularly emerging designers — to create, adopt, and promote sustainable design solutions aligned with the European Green Deal. 

Five major international design platforms and annual festivals – Skopje Design Week (North  Macedonia), Mikser Festival (Serbia), designaustria (Austria), What Design Can Do (the Netherlands), and Barcelona Creativity & Design Foundation / Barcelona Design Week (Spain) — have joined forces to launch Next Gen Design collaborative initiative aimed at strengthening youth participation in the design sector while advancing a shift toward circular, socially responsible design practices across Europe.

The initiative emerges at a moment when the world is facing intensifying climate and social challenges. Across the globe, young people have responded with remarkable energy and creativity, raising their voices and calling for more ambitious action to protect their future. Yet a clear gap persists between acknowledging these concerns and translating them into meaningful change. Next Gen Design responds directly to this challenge by creating opportunities for young designers to actively participate in shaping more sustainable and inclusive systems.

At the core of the project is the development of an innovative educational and engagement platform embedded within leading European design festivals. Combining physical and digital formats, the platform expands the role of festivals beyond cultural events, positioning them as spaces for learning, experimentation, and collaboration around circular economy principles. 

Through annual design competitions in 2025 and 2026, open calls, research surveys, events, and international residencies, the program encourages young creatives to explore how design can address environmental and social issues while imagining more resilient futures.

The partnership also highlights the role that emerging designers can play in advancing the goals of the European Green Deal. By supporting designers aged 18–35 across Europe, the project seeks to nurture a generation of professionals who view sustainability, circularity, and social responsibility as integral to their practice. In doing so, it aims to harness the creativity and innovation of young talents while fostering a deeper sense of responsibility toward communities and the planet.

The project is co-funded by the European Union through the Creative Europe Program.

Austrian Federal Ministry for Housing, Arts, Culture, Media and Sport Recognises Next Gen Design as a Creative Europe “Best Practice”

The Creative Europe Desk Austria, operating under the Austrian Federal Ministry for Housing, Arts, Culture, Media and Sport, has selected Next Gen Design – Young Designers for Next Generation Europe as one of the Best Practice Projects of the EU Creative Europe programme (2021–2027).

Among all Austrian coordinators and project partners, Next Gen Design was highlighted as an exemplary project for illustrating the programme’s core themes and long-term development. The recognition underlines the project’s strong contribution to European cultural cooperation, sustainability, and the empowerment of emerging creative professionals.

Next Gen Design – Young Designers for Next Generation Europe brings together five leading international design platforms and festivals:
Barcelona Design & Creativity Foundation, What Design Can Do (Amsterdam), Skopje Design Week, Mikser Festival (Belgrade), and designaustria, Austria’s knowledge centre and professional representation for design, based at designforum Wien.

By combining their expertise and networks, the consortium supports young designers across Europe, fostering sustainable design practices, professional collaboration, and meaningful participation of the next generation in shaping a greener and more responsible Europe.

As part of the Creative Europe Desk Austria’s Best Practice initiative, the project is documented on www.creativeeurope.at, contributing to a representative overview of outstanding Creative Europe projects. This highlights the diversity of approaches and themes addressed by the programme, including green and digital transition, design and creativity, audience development, inclusion and gender equality, international cooperation, and capacity building.

The consortium welcomes this recognition as an important milestone and as encouragement to continue strengthening transnational collaboration and the role of young designers in Europe’s future.