We extend a standard for doing agile scrum teamwork in education that permits individual assessment within teams (IAFOR ECE2020). Since the teacher's bandwidth in education is limited and increasingly under pressure, we focus on course design options that can be used to leverage the bandwidth. One economizing option in courses is to let teams prerecord prototype presentation videos before sprint review takes place. This allocates expensive teacher's time to team interrogation time which enriches interaction and engagement and enables effective sharing between teams to improve communication flow in sparse stakeholder feedback scenarios. We also describe three learning analytic pathways that can be smartly integrated into learning dashboards to monitor student and team progress or into learning recommender systems and chatbots to generate action-directed, just-in-time feedback and advice to students. The first one is for setup that enables control of important team diversity and student inclusion parameters such as demographic, personality and professional traits that are known from the student population in advance and that enables handy attribution of 21st-century skill sets within teams. The second one is the product pathway that builds on a datastream generated from qualitative, quantitative and immersive product features that are known from prototyping. The third one is the process pathway in which information on 21st-century skills is generated that are at play in individual and dynamic team processes. We are convinced that these extensions will further enable effective learning technology that is directed to applying agile scrum in education efficently, both for students as teachers.
DOCUMENT
In this paper we explore the influence of the physical and social environment (the design space) son the formation of shared understanding in multidisciplinary design teams. We concentrate on the creative design meeting as a microenvironment for studying processes of design communication. Our applied research context entails the design of mixed physical–digital interactive systems supporting design meetings. Informed by theories of embodiment that have recently gained interest in cognitive science, we focus on the role of interactive “traces,” representational artifacts both created and used by participants as scaffolds for creating shared understanding. Our research through design approach resulted in two prototypes that form two concrete proposals of how the environment may scaffold shared understanding in design meetings. In several user studies we observed users working with our systems in natural contexts. Our analysis reveals how an ensemble of ongoing social as well as physical interactions, scaffolded by the interactive environment, grounds the formation of shared understanding in teams. We discuss implications for designing collaborative tools and for design communication theory in general.
MULTIFILE
This investigation explores relations between 1) a theory of human cognition, called Embodied Cognition, 2) the design of interactive systems and 3) the practice of ‘creative group meetings’ (of which the so-called ‘brainstorm’ is perhaps the best-known example). The investigation is one of Research-through-Design (Overbeeke et al., 2006). This means that, together with students and external stakeholders, I designed two interactive prototypes. Both systems contain a ‘mix’ of both physical and digital forms. Both are designed to be tools in creative meeting sessions, or brainstorms. The tools are meant to form a natural, element in the physical meeting space. The function of these devices is to support the formation of shared insight: that is, the tools should support the process by which participants together, during the activity, get a better grip on the design challenge that they are faced with. Over a series of iterations I reflected on the design process and outcome, and investigated how users interacted with the prototypes.
DOCUMENT
Hoogwaardig afvalhout van bewoners, bouwbedrijven en meubelmakers blijft momenteel ongebruikt omdat het te arbeidsintensief is om grote hoeveelheden ongelijke stukken hout van verschillende afmetingen en soorten te verwerken. Waardevol hout wordt waardeloos afval, tegen de principes van de circulaire economie in. In CW.Code werken Powerhouse Company, Bureau HUNC en Vrijpaleis samen met de HvA om te onderzoeken hoe een toegankelijke ontwerptool te ontwikkelen om upcycling en waardecreatie van afvalhout te faciliteren. In andere projecten hebben HvA en partners verschillende objecten gemaakt van afvalhout: een stoel, een receptiebalie, kleine meubels en objecten voor de openbare ruimte, vervaardigd met industriële robots. Deze objecten zijn 3D gemodelleerd met behulp van specifieke algoritmen, in de algemeen gebruikte ontwerpsoftware Rhino en Grasshopper. De projectpartners willen nu onderzoeken hoe deze algoritmen via een toegankelijke tool bruikbaar te maken voor creatieve praktijken. Deze tool integreert generatieve ontwerpalgoritmen en regelsets die rekening houden met beschikbaar afvalhout, en de ecologische, financiële en sociale impact van resulterende ontwerpen evalueren. De belangrijkste ontwerpparameters kunnen worden gemanipuleerd door ontwerpers en/of eindgebruikers, waardoor het een waardevol hulpmiddel wordt voor het co-creëren van circulaire toepassingen voor afvalhout. Dit onderzoek wordt uitgevoerd door HvA Digital Production Research Group, met bovengenoemde partners. HUNC heeft ervaring met stadsontwikkeling waarbij gebruik wordt gemaakt van lokaal gekapt afvalhout. Vrijpaleis biedt toegang tot een actieve, lokale community van makers met een sterke band met buurtbewoners. Powerhouse Company heeft ervaring in het ontwerpen met hout in de bouw. Alle drie kunnen profiteren van slimmere circulaire ontwerptools, waarbij beschikbaar materiaal, productiebeperkingen en impactevaluatie worden geïntegreerd. De tool wordt ontwikkeld en getest voor twee designcases: een binnenmeubelobject en een buitengevelelement. Bevindingen hiervan zullen leidend zijn bij de ontwikkeling van de tool. Na afronding van het project is een bètaversie gereed voor validatie door ontwerpers, bewonerscollectieven en onderzoek/onderwijs van de HvA.
Low back pain is the leading cause of disability worldwide and a significant contributor to work incapacity. Although effective therapeutic options are scarce, exercises supervised by a physiotherapist have shown to be effective. However, the effects found in research studies tend to be small, likely due to the heterogeneous nature of patients' complaints and movement limitations. Personalized treatment is necessary as a 'one-size-fits-all' approach is not sufficient. High-tech solutions consisting of motions sensors supported by artificial intelligence will facilitate physiotherapists to achieve this goal. To date, physiotherapists use questionnaires and physical examinations, which provide subjective results and therefore limited support for treatment decisions. Objective measurement data obtained by motion sensors can help to determine abnormal movement patterns. This information may be crucial in evaluating the prognosis and designing the physiotherapy treatment plan. The proposed study is a small cohort study (n=30) that involves low back pain patients visiting a physiotherapist and performing simple movement tasks such as walking and repeated forward bending. The movements will be recorded using sensors that estimate orientation from accelerations, angular velocities and magnetometer data. Participants complete questionnaires about their pain and functioning before and after treatment. Artificial analysis techniques will be used to link the sensor and questionnaire data to identify clinically relevant subgroups based on movement patterns, and to determine if there are differences in prognosis between these subgroups that serve as a starting point of personalized treatments. This pilot study aims to investigate the potential benefits of using motion sensors to personalize the treatment of low back pain. It serves as a foundation for future research into the use of motion sensors in the treatment of low back pain and other musculoskeletal or neurological movement disorders.
The DPP4CD project, “Digital Product Passport(s) for Circular Denim: From Pilot to Practice,” focuses on delivering pilot and scalable Digital Product Passports (DPPs) in the circular denim industry. This aligns with the upcoming European Ecodesign for Sustainable Products Regulation (ESPR), making DPPs mandatory for textiles from 2027. A DPP for circular denim should clearly detail material composition, production methods, repair records, and recycling options to meet EU rules like ESPR, Corporate Sustainability Reporting Directive (CSRD) and European Sustainability Reporting Standards (ESRS). It combines dynamic lifecycle data into a standard, interoperable system that boosts traceability, cuts SME admin burdens, and supports sustainable, circular practices. Led by Saxion and HvA, the multidisciplinary project is based on a real-world Dutch use case with MUD Jeans, a leader in circular denim. The project combines circular economy principles with existing digital technologies, working with partners such as tex.tracer, Tejidos Royo, bAwear, Denim Deal, MODINT, EuFSI and, GS1 Netherlands. Instead of developing new tools, the project applies scalable technologies (augmented DPP extension) and methods e.g. blockchain, life cycle assessments, and traceability standards to denim supply chains. The project defines legal, environmental, technical, and user requirements for DPPs in circular denim and designs a modular, data-driven, and ESPR-compliant system that integrates offline and online components while ensuring interoperability, affordability, reliability, accountability, and scalability. It develops a data framework for material tracking, supported by interoperable digital solutions to improve data-sharing and transparency. A pilot DPP with MUD Jeans will cover the full lifecycle from production to recycling, enabling scalable DPP. The project aims to address societal challenges related to circularity, ensure scalable and implementable solutions, and create a digital platform where knowledge can be developed, shared, and utilised. By combining circular practices with digital technologies, DPP4CD will help textile businesses transition towards sustainable, transparent, and future-proof supply chains.