Purpose: The purpose of this paper is to report the grounded theory empirical validation on key categories within a design-led methodology to envision urban futures. The paper focuses on the editorial products and the design concepts that constitute the heart of the approach. An original elaboration of trend clusters is presented as an exemplification of the outcome of this trend research approach. Although the approach was not created from the viewpoint of tourism and leisure, bibliographic notes on place-making complement it for this journal. Design/methodology/approach: The paper presents empirical findings extracted by the means of the grounded theory, with the purpose to empirically validate two key categories (product and process) of a urban futures methodology. The methodology is an application of High Design, the process in use at Royal Philips BV for two decades. This methodology is contextualized within the constructivist episteme, as defined by the editors of this journal in a separate publication. Bibliographic references to place-making complete the paper. Findings: The following findings are provided: empirical validation of the city.people.light communication platform (qualitative research); empirical validation of the city.people.light workshop practice (qualitative research); and bibliographic descriptions of the design process governing city.people.light and newly developed urban futures trend clusters, at European level, as an exemplification of the program/approach outcome. Research limitations/implications: The paper is structured according to a multi-layered editorial focus. Empirical findings were generated at primary research level in a 2013-2015 grounded theory projected by the author. Furthermore, the author directed the research processes and products that are the object of empirical validation. Newly defined elaborations and a discussion thereof is offered, taking into account contemporary place-making issues. Practical implications: The original design-based methodology is a structured practice in urban futures from applied sciences and corporate innovation viewpoint. In this paper, its key categories are empirically validated through the grounded theory. Additionally, outcome from the original foresight programs is presented and a bibliographic review is provided from the viewpoint of place-making. Social implications: The co-creative methodology herein empirically validated is socio-cultural centered, with a strong drive to coutnerbalance the positivist and engineering corporate mindset through a humanistic concern for people. The framework in terms of place-making takes into account postmodern evolutions of the field. Originality/value: The paper benefits from a unique mix of: epistemic note on tourism, leisure, and the future; original urban futures scenarios and design concepts from a world class corporate innovation program; and the actual empirical core of the grounded theory validation as performed in a dedicated research project. These three separate streams are mutually related.
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Chapter 39 in Health, Tourism and Hospitality: Spas, Wellness and Medical Travel, 2nd Edition takes an in-depth and comprehensive look at the growing health, wellness and medical tourism sectors in a global context. The book analyses the history and development of the industries, the way in which they are managed and organised, the expanding range of new and innovative products and trends, and the marketing of destinations, products and services.
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Publicatie naar aanleiding van de door Stadslab European Urban Design Laboratory georganiseerde Master Class met als thematiek het ontwerpen van een Innovative District voor de Poolse stad Lublin. De Master Class werd gevolgd door 8 internationale deelnemers en stond onder supervisie van Didier Rebois (Europan, Parijs), Marc Glaudemans (Fontys) en Juliette van der Meijden (Fontys)
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The world is rapidly transforming. Economic, ecological and technological developments transcend existing boundaries and challenge the way we innovate. The challenge we face is to reinvent innovation as well, changing the way organisations and industries innovate and cooperate. Only with a new approach we can design a better future: an approach where stakeholders from government, organisations, companies and users participate in new ways of collaboration; an approach where solutions are realised that makes our society future-proof. Participatory innovation means that the innovation team changes: expanding beyond the boundaries of the own organisation. For organisations and companies, this is a huge step. Every partner must be willing to think and act beyond their own borders and participate in a joint effort. Participative innovation is a new way of working, where new challenges are encountered. In the field of urban lighting, this transformation is strongly felt. This paper will further explore the challenge and describe a rich case study where participative innovation is used to rethink, redesign and realise the solutions to transform urban lighting from functional lighting to improving social quality.
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Blended learning, a teaching format in which face-to-face and online learning is integrated, nowadays is an important development in education. Little is known, however, about its affordances for teacher education, and for domain specific didactical courses in particular. To investigate this topic, we carried out a design research project in which teacher educators engaged in a co-design process of developing and field-testing open online learning units for mathematics and science didactics. The preliminary results concern descriptions of the work processes by the design teams, of design heuristics, and of typical ways of collaborating. These findings are illustrated for the case of two of the designed online units on statistics didactics and mathematical thinking, respectively.
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Geospatial technologies have the potential to transform the lives of older adults by providing them with necessary tools to navigate their local communities, access services, connect with others, and access valuable information. However, the usability and accessibility of such technologies often fall short of the needs of older adults. Many existing geospatial tools are not designed with the needs and preferences of older adults in mind; this can lead to usability challenges and limit their usage. This paper explores a participatory approach in developing an inclusive geodata-collection tool that is specifically tailored to older users’ needs. The paper also highlights the importance of incorporating user-centered design principles, participatory design methods, and accessibility guidelines throughout the entire geodata-tool-development process. It also emphasizes the need for ongoing user engagement and feedback in order to ensure that the tool remains relevant and usable in the evolving digital landscape. This participatory approach has resulted in a tool that is easy to use and accessible for older adults; it is available in various languages, thus ensuring that the elderly can actively participate in the prototype’s creation and contribute to the collection of the geospatial information that reflects their lived experiences and needs.
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Abstract Background Visuospatial neglect (VSN) is a cognitive disorder after stroke in which patients fail to consciously process and interact with contralesional stimuli. Visual Scanning Training (VST) is the recommended treatment in clinical guidelines. At the moment, several mixed reality versions of Visual Scanning Training (VST) are being developed. The aim of this study was to explore the opinions of end-users (i.e., therapists) on the use of Virtual Reality (VR) and Augmented Reality (AR) in VSN treatment. Methods Therapists played one VR and two AR Serious Games, and subsequently flled out a questionnaire on User Experience, Usability, and Implementation. Results Sixteen therapists (psychologists, occupational, speech, and physiotherapists) played the games, thirteen of them evaluated the games. Therapists saw great potential in all three games, yet there was room for improvement on the level of usability, especially for tailoring the games to the patient’s needs. Therapists’ opinions were comparable between VR and AR Serious Games. For implementation, therapists stressed the urgency of clear guidelines and instructions. Discussion Even though VR/AR technology is promising for VSN treatment, there is no one-size-fts-all applicability. It may thus be crucial to move towards a plethora of training environments rather than a single standardized mixed reality neglect treatment. Conclusion As therapists see the potential value of mixed reality, it remains important to investigate the efcacy of AR and VR training tools.
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