In this masterclass, Fontys teacher-researcher Jos Pieterse explains human behaviour concerning creating food waste (throwing away good food) using behaviour models such as Dynamo and Triade. Presented are also a list of questions that can be used to assess a person’s willingness to change his/her behaviour.
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(‘Co’-)Designing for healthy behaviour greatly benefits from integrating insights about individual behaviour and systemic influences. This study reports our experiences in using insights about individual and systemic determinants of behaviour to inform a large co-design project. To do so, we used two design tools that encourage focusing on individual determinants (Behavioural Lenses Approach) and social / systemic aspects of behaviour (Socionas). We performed a qualitative analysis to identify 1) when and how the team applied the design tools, and 2) how the tools supported or obstructed the design process. The results show that both tools had their distinctive uses during the process. Both tools improved the co-design process by deepening the conversations and underpinnings of the prototypes. Using the Behavioural Lenses under the guidance of a behavioural expert proved most beneficial. Furthermore, the Socionas showed the most potential when interacting with stakeholders, i.c. parents and PPTs.
MULTIFILE
In this masterclass, Fontys teacher-researcher Jos Pieterse explains human behaviour concerning creating food waste (throwing away good food) using behaviour models such as Dynamo and Triade. Presented are also a list of questions that can be used to assess a person’s willingness to change his/her behaviour.
MULTIFILE
Alcohol use disorder (AUD) is a pattern of alcohol use that involves having trouble controlling drinking behaviour, even when it causes health issues (addiction) or problems functioning in daily (social and professional) life. Moreover, festivals are a common place where large crowds of festival-goers experience challenges refusing or controlling alcohol and substance use. Studies have shown that interventions at festivals are still very problematic. ARise is the first project that wants to help prevent AUD at festivals using Augmented Reality (AR) as a tool to help people, particular festival visitors, to say no to alcohol (and other substances). ARise is based on the on the first Augmented Reality Exposure Therapy (ARET) in the world that we developed for clinical treatment of AUD. It is an AR smartphone driven application in which (potential) visitors are confronted with virtual humans that will try to seduce the user to accept an alcoholic beverage. These virtual humans are projected in the real physical context (of a festival), using innovative AR glasses. Using intuitive phone, voice and gesture interactions, it allows users to personalize the safe experience by choosing different drinks and virtual humans with different looks and levels of realism. ARET has been successfully developed and tested on (former) AUD patients within a clinical setting. Research with patients and healthcare specialists revealed the wish to further develop ARET as a prevention tool to reach people before being diagnosed with AUD and to extend the application for other substances (smoking and pills). In this project, festival visitors will experience ARise and provide feedback on the following topics: (a) experience, (b) awareness and confidence to refuse alcohol drinks, (c) intention to use ARise, (d) usability & efficiency (the level of realism needed), and (e) ideas on how to extend ARise with new substances.
Kinderen met een autisme spectrum stoornis (ASS) kunnen zich vaak moeilijk in anderen verplaatsen en hebben moeite met sociale interactie. In de behandeling van kinderen met ASS wordt ingezet op het trainen van deze sociale vaardigheden (SoVa). SoVa-trainingen hebben echter te weinig effect. Het probleem van de huidige sociale vaardigheidstraining (SoVa) is enerzijds het gebrek aan motivatie bij kinderen met ASS om de training vol te houden en anderzijds de beperkte toepassing van dat wat in de SoVa training wordt geleerd naar het dagelijks leven. Zorgprofessionals concluderen dat aanpassing van de werkvormen gewenst is en hiervoor is een innovatieve blik nodig. De professionals willen nadrukkelijk kijken naar de inzet van digitale toepassingen. Om het effect van de SoVa-trainingen te vergroten wordt in dit project een zgn. Behaviour Change Support System (BCSS) ontwikkeld. Dit BCSS zal bestaan uit een aantal (digitale) toepassingen die met elkaar een logisch samenhangend geheel vormen, passend bij de doelen en methodische kaders die professionals hanteren in de SoVa-trainingen. De toepassingen moeten een set van op maat aan te bieden interventies zijn, gericht op belangrijke c.q. vaak benodigde vaardigheden in sociale interactie. Naast de ontwikkeling van het BCSS richt het project zich ook op het delen van kennis die gegenereerd wordt gedurende het ontwikkelproces van dit BCSS. Het project is een samenwerkingsverband tussen de lectoraten Zorg voor Jeugd, Zorg & Innovatie in de Psychiatrie en iHuman (NHL Hogeschool), het lectoraat User- Centered Design (Hanzehogeschool) en het lectoraat ICT innovatie in de Zorg (Windesheim). Daarnaast wordt samengewerkt met zorgaanbieders van kinder en jeugdpsychiatrie in Noord Nederland (Accare, Kinnik en GGZ Drenthe), diverse scholen basis- en voortgezet onderwijs in Noord-Nederland, het RGOc, de RUG en het kenniscentrum Kinder en Jeugdpsychiatrie. De ontwikkeling van de digitale toepassingen wordt gedaan door 8Dgames.
Traffic accidents are a severe public health problem worldwide, accounting for approximately 1.35 million deaths annually. Besides the loss of life, the social costs (accidents, congestion, and environmental damage) are significant. In the Netherlands, in 2018, these social costs were approximately € 28 billion, in which traffic accidents alone accounted for € 17 billion. Experts believe that Automated Driving Systems (ADS) can significantly reduce these traffic fatalities and injuries. For this reason, the European Union mandates several ADS in new vehicles from 2022 onwards. However, the utility of ADS still proves to present difficulties, and their acceptance among drivers is generally low. As of now, ADS only supports drivers within their pre-defined safety and comfort margins without considering individual drivers’ preferences, limiting ADS in behaving and interacting naturally with drivers and other road users. Thereby, drivers are susceptible to distraction (when out-of-the-loop), cannot monitor the traffic environment nor supervise the ADS adequately. These aspects induce the gap between drivers and ADS, raising doubts about ADS’ usefulness among drivers and, subsequently, affecting ADS acceptance and usage by drivers. To resolve this issue, the HUBRIS Phase-2 consortium of expert academic and industry partners aims at developing a self-learning high-level control system, namely, Human Counterpart, to bridge the gap between drivers and ADS. The central research question of this research is: How to develop and demonstrate a human counterpart system that can enable socially responsible human-like behaviour for automated driving systems? HUBRIS Phase-2 will result in the development of the human counterpart system to improve the trust and acceptance of drivers regarding ADS. In this RAAK-PRO project, the development of this system is validated in two use-cases: I. Highway: non-professional drivers; II. Distribution Centre: professional drivers.
Lectorate, part of HAS green academy
Lectorate, part of NHL Stenden Hogeschool