THE PDCA-CYCLE MIGHT NOT BE APPLICABLE in situations where change is unplanned or emergent. In situations of planned change the Deming cycle is used worldwide and proven to be very effective. However in an emergent change process the PDCA might not be the applicable. These emergent changes increase. In those cases, like Lao Tzu said: ‘A good traveller has no fixed plans, and is not intent on arriving’. Studying cultures that have another view on planning might help to find a new approach that fits in times of emergent change. Experiences in Africa lead to a new model for change called ACCRA (c). It also has reflection-in-action as its core. But it requires attention to people, considering the context and showing commitment as well along the whole process. This article describes the design and first experiences with a new approach for improvement in emergent change processes.
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On 13 June 2018, Susana Menéndez said farewell as member of the Executive Board of The Hague University of Applied Sciences. To mark that occasion, a symposium was held on leadership in the internationalization of higher education, of which Susana has been a champion over the past ten years.
There is increasing interest for the use of Virtual Reality (VR) in the field of sustainable transportation and urban development. Even though much has been said about the opportunities of using VR technology to enhance design and involve stakeholders in the process, implementations of VR technology are still limited. To bridge this gap, the urban intelligence team of NHTV Breda University of Applied Sciences developed CycleSPEX, a Virtual Reality (VR) simulator for cycling. CycleSpex enables researchers, planners and policy makers to shape a variety of scenarios around knowledge- and design questions and test their impact on users experiences and behaviour, in this case (potential) cyclists. The impact of infrastructure enhancements as well as changes in the surrounding built environment can be tested, analysed an evaluated. The main advantage for planners and policy makers is that the VR environment enables them to test scenarios ex-ante in a safe and controlled setting.“The key to a smart, healthy and safe urban environment lies in engaging mobility. Healthy cities are often characterized by high quality facilities for the active modes. But what contributes to a pleasant cycling experience? CycleSPEX helps us to understand the relations between cyclists on the move and (designed) urban environments”
In 2007 at Ropecon, a large Finnish roleplaying convention, Emily Care Boss coined the term bleed to refer to emotional transference that sometimes happened to players of roleplaying games. Bleed describes an effect where emotions and attitudes experienced while roleplaying a character continue on after the roleplaying session was over, or the other way around, where a player brings their own feelings into the character they are embodying. For example, a player would roleplay a romance with another player's character, and then develop feelings for said player after the game was over. Bleed can create powerful effects in a roleplaying session, both positive and negative, which has resulted in the development of various best practices and safety tools that analogue game designers can draw upon, and roleplaying games frequently have mechanics designed around inducing and maximizing particular types of bleed in their players. Bleed mechanics lend themselves particularly well to exploring queer and otherwise marginalized identities, generating empathy, and exploring acts of political resistance. They are a powerful tool in the analogue game designers’ toolbox. Digital games make comparatively far less use of bleed in their designs than analogue games—the concept of bleed is not well-known among digital game designers. Consequently, there is little guidance for designing digital bleed mechanics, and insufficient safety tools with which to do so. With how powerful these effects can be, the knowledge and tools gaps for digital games needs addressing. This research project will create primarily digital narrative games that are explicitly designed to invoke bleed, and seeks to provide designers with new frameworks and safety tools to create bleed effects for digital games. Games will be created with varying themes and approaches regarding identity and storytelling to explore how, in particular, narrative design influences bleed in digital games.
Value increase by design through the development of an international network in Visual DesignThe VIVID project aimed to create a cross-border virtual network in the Visual Design sector, a sector that creatively translates communication into multimedia applications. This sector is constantly evolving and offers great economic potential for the 2 Seas area, using new media and technology to develop visual communication tools which are more efficient, more understandable and can also be applied internationally. That said, there are two main barriers preventing this sector from expanding in the 2 Seas area: its fragmentation and a brain drain. Of highly educated professionals towards the capitals (Amsterdam, London, Paris, Brussels). The VIVID partnership wants to cluster organisations and to strengthen the sector by: - Promoting cooperation and knowledge-exchange with the participating universities and higher education institutions for new applications in the visual design sector. - Stimulating creative entrepreneurship and supporting start-up businesses, especially young professionals. - Showcasing and profiling visual design to a wider audience, as well as the uses and applications of visual design in trade and industry.Partners: AVANS University of Applied Sciences (NL), House of Visual Culture (NL), Strategic Project Organisation Kempen (BE), Les Rencontres Audiovisuelles (FR), Pictanovo (FR), Southampton Solent University (UK), Anglia Ruskin University Cambridge (UK) and the City of Breda (NL).