Design en onderzoek zijn twee kennisgebieden die elk hun eigen tradities, methoden, standaarden en praktijken hebben. Deze twee werelden lijken behoorlijk gescheiden, waarbij onderzoekers onderzoeken wat er is en ontwerpers visualiseren wat er zou kunnen zijn. Dit boek slaat een brug tussen beide werelden door te laten zien hoe design en onderzoek geïntegreerd kunnen worden om een nieuw kennisveld te ontwikkelen. Dit boek bevat 22 inspirerende beschouwingen die laten zien hoe de unieke kwaliteiten van onderzoek (gericht op het bestuderen van het heden) en ontwerp (gericht op het ontwikkelen van de toekomst) gecombineerd kunnen worden. Dit boek laat zien dat de transdisciplinaire aanpak toepasbaar is in een veelheid van sectoren, variërend van gezondheidszorg, stedelijke planning, circulaire economie en de voedingsindustrie. Het boek bestaat uit vijf delen en biedt een scala aan illustratieve voorbeelden, ervaringen, methoden en interpretaties. Samen vormen ze het kenmerk van een mozaïek, waarbij elk stukje een deel van het complete plaatje bijdraagt en alle stukjes samen een veelzijdig perspectief bieden op wat toegepast ontwerponderzoek is, hoe het wordt geïmplementeerd en wat de lezer ervan kan verwachten.
One of the key challenges in the rapid technological advance of Virtual Reality (VR) and Mixed Reality (MR) concerns the design of collaborative experiences. VR systems do not readily support team collaboration because they tend to focus on individual experiences and do not easily facilitate naturalistic collaboration. MR environments provide solutions for collaborative experiences, but establishing smooth communication between hardware components and software modules faces a major hurdle. This paper presents the background to and main challenges of an ongoing project on collaboration in an MR lab, aiming to design a serious 'team collaboration' game. To this end, we utilized a common game engine to engineer a cost-effective solution that would make the game playable in a configuration operated by WorldViz and Volfoni equipment. Evaluation of various solutions in the development process found a Unity 3D Cluster Rendering Beta solution to be the most cost-effective and successful.
One of the key challenges in the rapid technological advance of Virtual Reality (VR) and Mixed Reality (MR) concerns the design of collaborative experiences. VR systems do not readily support team collaboration because they tend to focus on individual experiences and do not easily facilitate naturalistic collaboration. MR environments provide solutions for collaborative experiences, but establishing smooth communication between hardware components and software modules faces a major hurdle. This paper presents the background to and main challenges of an ongoing project on collaboration in an MR lab, aiming to design a serious 'team collaboration' game. To this end, we utilized a common game engine to engineer a cost-effective solution that would make the game playable in a configuration operated by WorldViz and Volfoni equipment. Evaluation of various solutions in the development process found a Unity 3D Cluster Rendering Beta solution to be the most cost-effective and successful.
Designing cities that are socially sustainable has been a significant challenge until today. Lately, European Commission’s research agenda of Industy 5.0 has prioritised a sustainable, human-centric and resilient development over merely pursuing efficiency and productivity in societal transitions. The focus has been on searching for sustainable solutions to societal challenges, engaging part of the design industry. In architecture and urban design, whose common goal is to create a condition for human life, much effort was put into elevating the engineering process of physical space, making it more efficient. However, the natural process of social evolution has not been given priority in urban and architectural research on sustainable design. STEPS stems from the common interest of the project partners in accessible, diverse, and progressive public spaces, which is vital to socially sustainable urban development. The primary challenge lies in how to synthesise the standardised sustainable design techniques with unique social values of public space, propelling a transition from technical sustainability to social sustainability. Although a large number of social-oriented studies in urban design have been published in the academic domain, principles and guidelines that can be applied to practice are large missing. How can we generate operative principles guiding public space analysis and design to explore and achieve the social condition of sustainability, developing transferable ways of utilising research knowledge in design? STEPS will develop a design catalogue with operative principles guiding public space analysis and design. This will help designers apply cross-domain knowledge of social sustainability in practice.
Due to societal developments, like the introduction of the ‘civil society’, policy stimulating longer living at home and the separation of housing and care, the housing situation of older citizens is a relevant and pressing issue for housing-, governance- and care organizations. The current situation of living with care already benefits from technological advancement. The wide application of technology especially in care homes brings the emergence of a new source of information that becomes invaluable in order to understand how the smart urban environment affects the health of older people. The goal of this proposal is to develop an approach for designing smart neighborhoods, in order to assist and engage older adults living there. This approach will be applied to a neighborhood in Aalst-Waalre which will be developed into a living lab. The research will involve: (1) Insight into social-spatial factors underlying a smart neighborhood; (2) Identifying governance and organizational context; (3) Identifying needs and preferences of the (future) inhabitant; (4) Matching needs & preferences to potential socio-techno-spatial solutions. A mixed methods approach fusing quantitative and qualitative methods towards understanding the impacts of smart environment will be investigated. After 12 months, employing several concepts of urban computing, such as pattern recognition and predictive modelling , using the focus groups from the different organizations as well as primary end-users, and exploring how physiological data can be embedded in data-driven strategies for the enhancement of active ageing in this neighborhood will result in design solutions and strategies for a more care-friendly neighborhood.
In the Netherlands approximately 2 million inhabitants have one or more disabilities. However, just like most people they like to travel and go on holiday.In this project we have explored the customer journey of people with disabilities and their families to understand their challenges and solutions (in preparing) to travel. To get an understanding what ‘all-inclusive’ tourism would mean, this included an analysis of information needs and booking behavior; traveling by train, airplane, boat or car; organizing medical care and; the design of hotels and other accommodations. The outcomes were presented to members of ANVR and NBAV to help them design tourism and hospitality experiences or all.