The Dutch research project “Wijs met techniek” (Tech-Wise) explores ethics education from a tool-based, practical perspective. Especially if and how practical tools for ethical deliberation on the impact of technology can be helpful in ethics education for engineering students. The approach is first intended as a variation on theories in ethics and technology. Secondly, the approach uses a focus on the impact of technology as a way toward ethical deliberation. Both characteristics are intended to better appeal to engineering students. In the project we cover three levels of higher education: a University, a University of Applied Sciences and a School for Vocational Training. Together we are developing and testing a suite of activating working methods that can be tailored to various engineering programmes. A first result of this is the simple workshop format “ethics for engineers”, consisting of five steps with four effective ingredients. In this paper we present the general format of this workshop and dive in particular into a specific instance of the workshop called “Wonderberries”. The experiences from the workshop show that with a carefully chosen combination of engaging orientation, a specific ‘technology’ and a concrete design exercise the ethical questions and subsequent deliberation and reflection can be very rich.
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Peer reviewed research paper SEFI Engineering Education congress 2018 Within higher engineering education, students have to learn to close knowledge gaps that arise in professional assignments, such as capstone projects. These knowledge gaps can be closed through simple inquiry, but can also require more rigorous research. Since professionals work under tight constraints, they face constant trade-offs between quality, risk and efficiency to find answers that are acceptable. This means engineers use pragmatic research tactics that aim for the highest chance to find answers that fit sufficiently to close knowledge gaps in order to solve the problem with optimal use of time and resources. The problem is that research and problem-solving literature richly supplies solid strategies suitable to plan the research in projects as a whole, but hardly supplies flexible tactics to search for information within a project. This paper reports pragmatic tactics that starting bachelor engineering professionals use to acquire sufficiently good answers to questions that arise in the context of their assignments. For this, we conducted semi-structured interviews among computer science engineers with three to five years of work experience. The study reveals three pragmatic tactics: concentric, iterative and probe-response. The ambition level of the project determines when questions are sufficiently answered, and we distinguish tree sufficiency levels: check for viable answer, boost critical demand and change the game. The aim of this research is to add a view that makes pragmatic research choices for novice engineers more open to discussion and realistic.
Design and research are two fields of knowledge that each has its traditions, methods, standards and practices. These two worlds appear to be quite separate, with researchers investigating what exists, and designers visualising what could be. This book builds a bridge between both worlds by showing how design and research can be integrated to develop a new field of knowledge. This book contains 22 inspiring reflections that demonstrate how the unique qualities of research (aimed at studying the present) and design (aimed at developing the future) can be combined. This book shows that the transdisciplinary approach is applicable in a multitude of sectors, ranging from healthcare, urban planning, circular economy, and the food industry. Arranged in five parts, the book offers a range of illustrative examples, experiences, methods, and interpretations. Together they make up the characteristic of a mosaic, each piece contributing a part of the complete picture, and all pieces together offering a multi-facted perspective of what applied design research is, how it is implemented and what the reader can expect from it.
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Craft your own audience: How can a technology-driven company use online gaming communities, like Minecraft, to reach and engage a young audience? This project creates a context in which reality is simulated, by having students work together for a real client in an international context. In this project we explore innovative ways in which Samsung can engage younger audiences through Minecraft, the world's best-selling game with almost 140 million monthly players (2023). This project is focused on on educating, researching and developing playable prototypes within Minecraft that demonstrate how online gaming communities can be used to connect technology companies with a new generation of users. Societal issueInclusion of different ages around technology literacy and education (21st century skills).Benefit to societyGlobal inclusive community around education and R&D, higher cultural awareness.Collaborative partnersManchester Metropolitan University; Samsung Benelux.
This proposal originates from a pilot of the ‘Frontrunners coalition’ on initiatives for the Circular Economy at the city level. This spin off project studies strategizing in hotels, to find innovative solutions how to manage the integration of circularity in the overall business strategy. The theoretical innovation is to better understand the strategizing process by using the theoretical framework of “strategy-as-practices (S-as-P)”. Exploring in two cases the daily challenges of implementing principles of the circular economy at a luxury and a budget hotel (group). The “strategy-as-practices (S-as-P) framework will be used, emphasizing that strategizing is a joint process of (higher) management and other practitioners (within and outside of the company). The data collection and analysis will be executed by Bachelor and Master students of Hotelschool the Hague and faculty of the research centre. The stages of the Design Oriented Research Approach will be used in this project, with a focus on the stages of Analysis & Diagnoses and Solution Design. The hotels will facilitate this research by giving access and support to the operations and (formal) meetings and additional primary data collection. (Small teams of) Student researchers collect qualitative data based on interviews and observations: they will ‘blend’ in during a 10-week period. Faculty of Hotelschool The Hague will safeguard the continuity and alignment in the project in the several rounds in which these steps are executed. The finding will be presented to the participating companies, the coalition in Amsterdam and the Hospitality industry. Direct societal impact is the showcasing of potential initiative and the responsibility of organizations towards circularity in their environment. Another result is the proposal for a larger follow-up project. This larger project will continue this study within a broader set of hotels but will also be studying and developing potential interventions for improvement the strategizing process.
A research theme encompassing educational collaborations, external collaborations, publications, and conference talks on the general topics of UI, UX, interface design, and world readability in video games.Beyond addressing interfaces as only menus and icons ('UI'), the research approaches all contents of a video game as an interface, examining how whole systems are read by, and communicate with, players.