Providing users with a sense of place – related to a specific geographic location in which one is situated, or linked to a faraway place, or even giving place-like qualities to virtual spaces such as massively multiplayer online role-playing games – has been deemed central for several forms of digital interactions. In the past decade, studies from human-computer interaction and computer-supported cooperative work have specifically addressed this theme, but the scarcity of works of place specificity focusing expressly on interactive TV suggests a gap in the current research, whereas the latest developments in mobile TV would seem highly coherent with such topic. To contribute to closing this gap, some initial directions are suggested here by pointing at compatible treatments of the notion of place in related fields, for example, the design of pervasive urban games. Game designers and game scholars might provide operational concepts that help understanding the role and the potentialities of places for interactive TV. Two general types of artifacts are selected here: works that are anchored to the experience of faraway places and works that leverage the physical location in which the user is. Their analysis yields three design strategies (experience anchoring, place permeability, and distributed storytelling), offered here as “objects to think with” and to spur further research and design. By pointing at them and at other similar strategies, similarities between digital games, ITV products, and other similar artifacts emerge and allow us to speculatively trace possible future convergences.
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In our research we focus on the architectural characteristics of a location, seen as a precondition to appeal to the imaginative power of learners that plays a part in satisfying their (presupposed) spiritual hunger and longings for a better world. The concepts space, nonplace, and place, in their relation to the concepts place attachment and sense of place are central in our research. In written and videotaped texts, pupils tell about their attachment to places and sense of place. The preliminary analysis of the texts of the pupils shows that friends and teacher(s) occupy a central place in these pupils’ place attachment and sense of place.
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The purpose of this paper is to discuss the insights gained by testing in a design studio a particular research-by-design strategy, focusing on the generation of innovative solutions for climate change adaptation. The strategy is based on the Design Thinking Process and has been applied in the climate adaptation design studio, which took place in 2022 at a Master of Architecture degree program in the Netherlands. The case study area was the Zernike university campus in Groningen, the Netherlands, which is situated in the verge between the city and the surrounding rural landscape, facing the urgent climate change challenges of the wider region, mainly floodings due to increased frequency of rainfalls and sea level rise. Furthermore, the area faces particular challenges, such as the increasing demand for serving additional needs, beyond the current educational and business related functions, such as (student) housing. Three indicative design research projects were selected to illustrate the tested research-by-design strategy, while systematic input has been collected from the participating students regarding the impact of this strategy on their design process. The results reveal that this strategy facilitates the iterative research-by-design process and hence offers a systematic approach to convert the threats of climate change into opportunities by unravelling the potentials of the study area, resulting in place-based, innovative and adaptive solutions.
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Academic design research often fails to contribute to design practice. This dissertation explores how design research collaborations can provide knowledge that design professionals will use in practice. The research shows that design professionals are not addressed as an important audience between the many audiences of collaborative research projects. The research provides insight in the learning process by design professionals in design research collaborations and it identifies opportunities for even more learning. It shows that design professionals can learn about more than designing, but also about application domains or project organization.
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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.
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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.
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The purpose is to give an overview of the extent, range and nature of existing definitions of the concept ‘ageing in place’. Providing such an overview may be helpful, for policy makers, researchers, communities and service providers, to make sense of the versatility and uses of the concept, and allow the improvement and increase the success of efforts to contribute to the quality of life of older people. The overview was created using Arksey and O’Malley’s scoping review methodology. Out of 3,692 retrieved articles, 34 met the inclusion criteria. These studies concentrate on the following five key themes concerning ‘ageing in place’: ‘ageing in place’ in relation to place, to social networks, to support, to technology and to personal characteristics. Each of these key themes consists of other aspects, like physical place and attachment to place for the keyword place. This study concludes that the concept ‘ageing in place’ is broad and can be viewed from different (i.e. five) key themes. A more thorough understanding of ‘ageing in place’ provides knowledge about the existing key themes and aspects. These findings might provide practical support for professionals and governments when they develop their policies about ‘ageing in place’ integrally and to develop fit policies.
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This chapter investigates the deeply mediatized experience of place and space within the lived practice of events by studying two annual Dutch cultural events as cases: Oerol Festival (2017) and 3FM Serious Request (2017). Drawing on substantial datasets containing online and offline participant observations, both short in situ interviews and longer in-depth interviews with a total of 248 interviewees and large datasets from Twitter and Instagram, this chapter demonstrates that media concurrently de-spatialize, in the sense that they diminish spatial borders and overcome distance, and affirm embodied experiences of being-in-place. I argue that it is liveness - the potential connection, through media, to events that matter to us as they unfold - that creates the closeness between the near and the far elements within the “eventsphere” and binds it all together into one event-space.
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Dames en heren, het is mij een grote eer dat u met zo velen gekomen bent om te luisteren naar mijn openbare les in het kader van mijn benoeming tot lector product design & engineering. Ik begrijp best dat u gekomen bent, want product design & engineering is belangrijk. Zonder product design & engineering was u hier tenslotte niet eens geweest. De auto, trein of bus waarmee u hier gekomen bent, zijn mede tot stand gekomen dankzij product design & engineering. Dat u mij ook achter in de zaal kunt horen, heeft u te danken aan ditzelfde vakgebied. En dat u aan het eind van deze openbare les mogelijk pijn in uw rug heeft door een oncomfortabele zit is er ook een gevolg van. Kortom: product design & engineering is een belangrijk vakgebied waarmee we in ons dagelijks bestaan voortdurend geconfronteerd worden, aangenaam of niet. Mijn voordracht valt in drieën uiteen. Eerst sta ik stil bij de titel: Van vuistbijl tot mobieltje. Aan de hand van deze objecten illustreer ik de historische achtergronden van het vakgebied product design & engineering. Daarna ga ik dieper in op het begrip ontwerpen. Het derde deel van mijn openbare les gaat over de ambitieuze plannen van de kenniskring product design & engineering. Ik sluit mijn openbare les af met het mobieltje, maar hoe blijft nog even een verrassing.
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There has probably never been such an intense debate about the layout of the countryside as the one that is currently raging. There are serious concerns about the landscape, which is being rapidly transformed by urbanization and everything associated with this process, and not only in the Netherlands but also far beyond its borders. Everyone has something to say in this society-wide debate, from local to national governments, from environmental factions to the road-user's lobby, and from those who are professionally involved to concerned private parties. In many cases it is a battle between idealized images and economic models, between agricultural reality and urban park landscapes, between ecological concerns and mobility. This issue of OASE explores the potential significance of architectonic design for transformation processes on the regional scale. Besides considering the instruments that are available to the designer to fulfil this task, the authors also consider how the design can exercise a 'positive' influence on such processes. The various contributions shed light on the potential significance of territory in contemporary design practice and offer critical reflection on the topical discourse that has evolved over recent years.
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