The current project aims at better understanding how narrative characteristics in stories function in the liking, moral evaluation, and enjoyment of narratives featuring morally ambiguous characters (MACs). Shafer and Raney (2012) found that viewers differently enjoyed a heroic versus MAC-centered narrative. Building on this approach, a mixed-method design was used to investigate character development in two morally ambiguous narratives. Results of both a qualitative content analysis and an experiment provide support for the claim that character development is a central mechanism to explain viewer responses to MACs in narrative content. Thus, this study provides new directions for understanding characters in media research.
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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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Introduction: Sensor-feedback systems can be used to support people after stroke during independent practice of gait. The main aim of the study was to describe the user-centred approach to (re)design the user interface of the sensor feedback system “Stappy” for people after stroke, and share the deliverables and key observations from this process. Methods: The user-centred approach was structured around four phases (the discovery, definition, development and delivery phase) which were fundamental to the design process. Fifteen participants with cognitive and/or physical limitations participated (10 women, 2/3 older than 65). Prototypes were evaluated in multiple test rounds, consisting of 2–7 individual test sessions. Results: Seven deliverables were created: a list of design requirements, a personae, a user flow, a low-, medium- and high-fidelity prototype and the character “Stappy”. The first six deliverables were necessary tools to design the user interface, whereas the character was a solution resulting from this design process. Key observations related to “readability and contrast of visual information”, “understanding and remembering information”, “physical limitations” were confirmed by and “empathy” was additionally derived from the design process. Conclusions: The study offers a structured methodology resulting in deliverables and key observations, which can be used to (re)design meaningful user interfaces for people after stroke. Additionally, the study provides a technique that may promote “empathy” through the creation of the character Stappy. The description may provide guidance for health care professionals, researchers or designers in future user interface design projects in which existing products are redesigned for people after stroke.
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Both within the Netherlands and beyond, young people often start their formal foreign language (FL) education just as they reach adolescence. Speaking the FL in class can be intimidating, and this challenge is often exacerbated as teachers lack ready access to engaging speaking activities. In language classrooms around the world, improvisational drama techniques (IDTs) have been shown to engender positive affective reactions (e.g. enjoyment) and spoken interaction. Yet little research has been conducted on how to train FL teachers to implement IDTs. With this doctoral research project, the goal was to discover which characteristics of a professional development program (PDP) can foster integration of IDTs in the FL classroom and in turn stimulate affective factors related to willingness to communicate among secondary school pupils. The first three studies focused on developing design principles for the PDP and consequently a prototype for this training. The following two studies involved testing and refining this prototype by offering this training to FL teachers. Finally, the impact of the PDP was evaluated among trained teachers’ pupils. The collective findings revealed that the PDP design was viable in its relevance to teachers in galvanizing them to implement IDTs. Their pupils found drama activities to be engaging and fun, and they expressed greater willingness to communicate than during other types of speaking activities. This project was conducted through the Multilingualism and Education Research Group at the University of Applied Sciences Utrecht in conjunction with Utrecht University, Faculty of Humanities.
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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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Roleplaying, acting out the part of a character other than yourself, is a very popular pasttime. There exist a wide range of possible experiences from friendgroups playing Dungeons & Dragons around a kitchen table, to players going on weekend trips where they don costumes and act out being elves and wizards with like-minded people, and many steps in between. It is possible for a player's emotions while playing to affect them outside of the game as well, and the other way around too. This phenomenon is called bleed, and is the subject of much discussion in roleplaying design circles, with creators actively designing their games with bleed in mind. A game might intentionally seek to invoke bleed, which can create powerful emotional experiences, or seek to mitigate its effects by using a variety of common safety tools and good design practices. This talk will introduce Raymond Vermeulen's Professional Doctorate research project, which studies the mechanisms of bleed in analogue roleplaying games, the emotional design of this genre of game, and how this can be applied to the creation of digital narrative games as well.
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Service design is literally the design of services. Service designers improve existing services or design completely new ones. Nothing new so far. Services have been around for centuries, and every service was conceived and designed by someone. However, service design takes a different angle; a different perspective as its starting point: it is a process of creative inquiry aimed at the experiences of the individual user. ‘Service design, insights from 9 case studies’ is the final publication of the Innovation in Services programme. During this programme, creative design agencies applied the methods of service design in nine different projects.
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This study presents the initial findings of a four year iterative research project. In this project nine teams of lecturers, researchers and students collaboratively (re)designed parts of their curricula. This paper focuses on the character of their multi-role collaboration in the situation, the interaction and in the processes by applying the analytic framework by Dillenbourg (1999) .
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Jaarboek van de afstudeerders van HAS hogeschool, opleiding Food design 2016 met hun concepten ingedeeld in schakels van de keten: - In het deel Agri & Ingredients zijn ingrediënten en agrarische producten zoals groenten, peulvruchten als startpunt genomen van innovatie. - In het deel Factory treft u technologische innovaties en ontwikkelingen gericht op product, proces en kwaliteitsborging. - In het deel Channel kunt u innovaties in het marktkanaal, zoals blurring, omnichannel en online fooddiensten verwachten. - In het hoofdstuk Consumer zijn concepten te vinden die gericht zijn op specifieke doelgroepen, zoals ouderen, mensen met anosmie en stoeremannen.
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