This working paper is the introduction and exploration of the theme 'Value of waste' for the Energize festival 2015. What is the value of waste? Based on ideas concerning the lifecycle of materials it depends on where you are in this cycle: have you consumed material, then what remains is usually waste that has no value. But if the remains can function as raw materials for a product, then this same waste may turn out to be valuable. When you think in cycles like this, can you say that there is such a thing as waste at all? Or is ‘waste’ simply the stage in which materials are temporarily without value? And if so, who or what determines when something is waste?
DOCUMENT
This paper argues that a first step in finding a sustainable solution for the pressing global issue of ‘waste’, is to consider waste a value attribution rather than a material condition. Doing so means a shift in focus from finding more efficient ways to ‘clean up the mess’ to changing the way in which value is attributed to things. The paper looks at a selection of recent literature on value systems to identify useful concepts and theory for a value-based solution to waste. Furthermore, art and design are proposed to explore and probe suchpotential solutions.
DOCUMENT
This study proposes a systematic value chain approach to helping businesses identify and eliminate inefficiencies. The authors have developed a robust framework, which food-sector entrepreneurs can use to increase profitability of an existing business or to create new profitable opportunities. The value chain approach provides win-win opportunities for players within the value chain. To test the robustness of the framework, the authors use food waste as an example of a critical inefficiency and apply it to two different food sector business cases, each operating in diverse conditions. Because the suggested framework addresses the core elements and parameters for the existence and competitiveness of a business, the model can be adapted to other sectors.
DOCUMENT
Physical rehabilitation programs revolve around the repetitive execution of exercises since it has been proven to lead to better rehabilitation results. Although beginning the motor (re)learning process early is paramount to obtain good recovery outcomes, patients do not normally see/experience any short-term improvement, which has a toll on their motivation. Therefore, patients find it difficult to stay engaged in seemingly mundane exercises, not only in terms of adhering to the rehabilitation program, but also in terms of proper execution of the movements. One way in which this motivation problem has been tackled is to employ games in the rehabilitation process. These games are designed to reward patients for performing the exercises correctly or regularly. The rewards can take many forms, for instance providing an experience that is engaging (fun), one that is aesthetically pleasing (appealing visual and aural feedback), or one that employs gamification elements such as points, badges, or achievements. However, even though some of these serious game systems are designed together with physiotherapists and with the patients’ needs in mind, many of them end up not being used consistently during physical rehabilitation past the first few sessions (i.e. novelty effect). Thus, in this project, we aim to 1) Identify, by means of literature reviews, focus groups, and interviews with the involved stakeholders, why this is happening, 2) Develop a set of guidelines for the successful deployment of serious games for rehabilitation, and 3) Develop an initial implementation process and ideas for potential serious games. In a follow-up application, we intend to build on this knowledge and apply it in the design of a (set of) serious game for rehabilitation to be deployed at one of the partners centers and conduct a longitudinal evaluation to measure the success of the application of the deployment guidelines.