A new urban consolidation centre, called Binnenstadservice.nl ('Inner city service'), started business in April 2008 in the Dutch city of Nijmegen. The consolidation centre in Nijmegen differs from initiatives in the past, distinguishing itself from other UCC initiatives by its focus on receivers rather than on carriers. After one year already 98 stores joined Binnenstadservice.nl and this number is still growing. Due to Binnenstadservice.nl, fewer trucks enter the city centre and fewer kilometres are driven. In this paper we provide insights into the local effects of the Binnenstadservice pilot after one year, such as air quality, inconvenience for residents and noise nuisance. The effects on local air quality and noise nuisance are limited, due to the amount of passenger and bus traffic remaining. Plans exist to start Binnenstadservice.nl franchises in other Dutch cities, which could result in making Binnenstadservice.nl a more serious partner for carriers to handle the transport of last mile distribution in cities.
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This study provides an illustration of a research design complementary to randomized controlled trial to evaluate program effects, namely, participatory peer research (PPR). The PPR described in current study was carried out in a small sample (N = 10) of young adults with mild intellectual disabilities (MID) and severe behavioral problems. During the PPR intervention, control and feedback to individuals is restored by training them to become participant-researchers, who collaborate in a small group of people with MID. Their research is aimed at the problems the young adults perceive and/or specific subjects of their interest. The study was designed as a multiple case study with an experimental and comparison group. Questionnaires and a semistructured interview were administered before and after the PPR project. Results of Reliable Change Index (RCI) analyses showed a decrease in self-serving cognitive distortions in the PPR group, but not in the comparison group. These results indicate that PPR helps to compensate for a lack of adequate feedback and control, and in turn may decrease distorted thinking and thereby possibly later challenging behavior.
As smart solutions for healthcare (eHealth) are becoming increasingly widespread, apps and other digital devices may effectively complement various forms of psychotherapy. We point at children and adolescents in psychological therapy as a yet-underserved public for similar solutions. Moreover, a shared design sensibility between interaction designers, game designers, and therapists is still lacking. The Games 4 Therapy initiative was launched to address this problem space through practical design explorations. We illustrate its design research agenda, we call for more attention to children and adolescents as important recipients of digitally-mediated psychological therapies, and we offer actionable concepts and game design tactics for interaction designers and psychotherapists. Finally, we discuss our findings by "thinking through" a selection of conceptual design explorations, pointing at the characteristics and tactics we identified in our sketches.
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E-cycling intelligence is a research project directly connected to the PhD-research of Joost de Kruijf at the Utrecht University. Within the program the effects of the introduction of e-bikes in daily commuting are being investigated. Using a large-scale incentive program targeting on behavioral change among car-oriented commuters the next four specific components are being :- Modal shift to e-cycling- Well-being and travel satisfaction of e-bikes vs. car- Weather circumstances and e-cycling- Behavioral intention to e-bike vs. actual behavior Using a combination of three surveys (baseline, one month and half a year) and continuous GPS-measurement on the behavior of more than 800 participants makes this research unique. In collaboration with the TU/e the GPS-dataset is being translated into relevant information on modal shift on different trip purposes offering a new range of possibilities to analyses behavioral change. Knowledge on every of the four topics in the project is translated scientific paper. The expected end of the project is July 2021.With the research not new insights are being gained, the Breda University of Applied Sciences also develops a scientific network of cycling related researchers together with a network of cycling engaged road authorities.
Our world is changing rapidly as a result of societal and technological developments that create new opportunities and challenges. Extended Realities (XR) could provide solutions for the problems the world is facing. In this project we apply these novel solutions in food and hospitality. It aims to tackle fundamental questions on how to stimulate a healthy and vital society that is based on a sustainable and innovative economy. This project aims to answer the question: How can Extended Reality (XR) technologies be integrated in the design of immersive food experiences to stimulate sustainable consumption behavior? A multidisciplinary approach, that has demonstrated its strength in the creative industry, will be applied in the hospitality and food sector. The project investigates implications and design considerations for immersion through XR technology that can stimulate sustainable consumption behavior. Based on XR prototypes, physiological data will be collected using biometric measuring devices in combination with self-reports. The effect of stimuli on sustainable consumption behavior during the immersive experience will be tested to introduce XR implementations that can motivate long-term behavioral change in food consumption. The results of the project contribute towards developing innovations in the hospitality sector that can tackle global societal challenges by exploiting the impact of new technology and understanding of consumer behavior to promote a healthy lifestyle and economy. Next to academic publications and conference contributions, the project will develop a handbook for hospitality professionals. It will outline steps and design criteria for the implementation of XR technologies to create immersive experiences that can stimulate sustainable consumption behavior. The knowledge generated in the project will contribute to the development of the curriculum at the Academy for Hotel and Facility at Breda University of Applied Sciences by introducing a technology-driven experience design approach for the course Sustainable Strategic Business Design.
De creatieve industrie is een spil in innoverend Nederland en design speelt daarbinnen een cruciale rol. Het hbo heeft een belangrijke positie in deze drive voor innovatie. Door ontwerpend onderzoek te enten op de praktijk draagt het hbo actief bij aan kennis over het creatieve ontwerpproces. Het Network Applied Design Research (NADR) wordt een initiatieforgaan met voorbeeldfunctie en best practices van praktijkgericht en ontwerp gerelateerd onderzoek: koers uitzetten, initiatief nemen; visie neerzetten door organisatie van events en output (ondernemend en onderzoekend) die een zuigende werking heeft door te doen/organiseren zodat massa gecreëerd kan worden. Doelen van dit netwerk zijn onder meer: toegepast design onderzoek te emanciperen en de zichtbaarheid ervan te vergroten, kennis te ontwikkelen en de ontwikkelde kennis makkelijker en breder te delen, het stimuleren van de kwaliteit van praktijkgericht onderzoek in de ontwerpende disciplines, netwerkvorming, het opzetten van een body of knowledge & skills en kenniskaart, organisatieverband voor interactie met stakeholders, invloed op beleid en instrumenten. Het netwerk bevestigt de speciale positie die praktijkgericht, ontwerpend onderzoek heeft binnen het totale onderzoekskader. De verkenning in opdracht van SIA naar de positie van praktijkgericht onderzoek in de creatieve industrie onderschrijft dit. NADR vertegenwoordigt hbo-lectoren die vanuit hun lectoraat actief zijn op het gebied van design waarbij wetenschappelijke disciplines als Natural Sciences & Engineering, Humanities, Behavioral & Social Sciences en Arts in meer of mindere mate worden geïntegreerd om een bijdrage te leveren aan het reframen en oplossen van diverse maatschappelijke thema’s als bijvoorbeeld gezondheidszorg of circulaire economie. De verbindende factor is ontwerpen gerelateerd onderzoek en het platform is open voor lectoraten die zich daarmee verwant voelen, van zorg- technische- duurzame- virtuele product ontwerpers tot gameontwerpers, architecten of meer op toegepaste kunst gerichte lectoraten, zolang het ontwerpend onderzoek en integratie van verschillende disciplines bij hen centraal staat.