Binnen het SIA-RAAK onderzoeksproject 'Touchpoints: persuasief ontwerpen voor duurzaam en gezond gedrag' werkten de lectoraten Crossmediale Communicatie in het Publieke Domein (PubLab) en Codesign (Hogeschool Utrecht; FNT) twee jaar lang samen met bureaus uit de creatieve industrie, kennisinstellingen en gedragswetenschappers. Het eindresultaat bestaat uit een praktisch toepasbare toolbox die de creatieve industrie ondersteunt bij ontwerpen voor duurzaam en gezond gedrag, gebaseerd op een breed scala aan theoriën uit de sociale wetenschappen. Deze publicatie is een weergave van de highlights van het project en de resultaten daarvan in onderzoek, praktijk en wetenschap.
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The Co-Design Pressure Cooker was set up to gather knowledge on co-design in product development activities of Small-to-Medium Enterprises(SMEs). This booklet gives an impression of ten projects conducted in the Province of Utrecht, the Netherlands. In these ten projects, a total of 22 companies were involved. 5000 booklets have already been printed in Dutch and handed out to SMEs for knowledge dissemination. We have received ample requests from the international community, which leads us to believe that there is an international audience for the cases conducted and knowledge gathered. This is why we decided to publish an English version of this booklet. The booklet will be followed by a scientific publication on the knowledge gathered for the academic community. Feel free to contact us for more information on this project
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Designers are increasingly collaborating with various stakeholders to address complex societal challenges. These challenges often require a codesign approach, where differ-ent actors with diverse perspectives and experiences unite to explore innovative ave-nues for change. Such collaboration requires empathy between the actors to under-stand each other’s perspective better in their interactions. This paper aims to assist so-cial designers in orchestrating such empathic codesign processes by introducing an Em-pathic Journey framework. This conceptual and practical framework is based on em-pathic design theory and three design cases which used Virtual Reality for perspective exchange between actors. The framework addresses the importance of integrating an emotional spark through immersion and the necessity of embedding immersive experiences in a larger journey.
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The context of a societal challenge provides insight into the complexity of the (eco-)system surrounding the current problematic situation: the environment, the stakeholders (including nature), the highlights and frustrations, the conflicts and dilemmas, and the opportunities for change. Why is this co-design session arranged? What problematic situation is encountered? Who (individual or group) took the initiative to act? Is there a specific reason to collaboratively start taking up this societal challenge? Does everyone in this session recognise the problematic situation? Why or why not?
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Purpose: Most speech-language pathologists (SLPs) working with children with developmental language disorder (DLD) do not perform language sample analysis (LSA) on a regular basis, although they do regard LSA as highly informative for goal setting and evaluating grammatical therapy. The primary aim of this study was to identify facilitators, barriers, and needs related to performing LSA by Dutch SLPs working with children with DLD. The secondary aim was to investigate whether a training would change the actual performance of LSA. Method: A focus group with 11 SLPs working in Dutch speech-language pathology practices was conducted. Barriers, facilitators, and needs were identified using thematic analysis and categorized using the theoretical domain framework. To address the barriers, a training was developed using software program CLAN. Changes in barriers and use of LSA were evaluated with a survey sent to participants before, directly after, and 3 months posttraining. Results: The barriers reported in the focus group were SLPs’ lack of knowledge and skills, time investment, negative beliefs about their capabilities, differences in beliefs about their professional role, and no reimbursement from health insurance companies. Posttraining survey results revealed that LSA was not performed more often in daily practice. Using CLAN was not the solution according to participating SLPs. Time investment remained a huge barrier. Conclusions: A training in performing LSA did not resolve the time investment barrier experienced by SLPs. User-friendly software, developed in codesign with SLPs might provide a solution. For the short-term, shorter samples, preferably from narrative tasks, should be considered.
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In urban planning, 3D modeling and virtual reality (VR) provide new means for involving citizens in the planning process. For municipal government, it is essential to know how effective these means are, to justify investments. In this study, we present a case of using VR in a municipal process of civic participation concerning the redesign of a public park. The process included codesign activities and involved citizens in decision-making through a ballot, using 3D-rendered versions of competing designs. In codesign, 3D-modeling tools were instrumental in empowering citizens to negotiate design decisions, to discuss the quality of designs with experts, and to collectively take decisions. This paper demonstrates that, in a ballot on competing designs with 1302 citizens, VR headsets proved to be equally effective compared to other display technologies in informing citizens during decision making. The results of an additional, controlled experiment indicate that VR headsets provide higher engagement and more vivid memories than viewing the designs on non-immersive displays. By integrating research into a municipal process, we contribute evidence of cognitive and engagement effects of using 3D modeling and immersive VR technologies to empower citizens in participatory urban planning. The case described in the paper concerns a public park; a similar approach could be applied to the design of public installations including media architecture.
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De energietransitie heeft invloed op iedereen, waarbij we anders zullen gaan wonen, werken en produceren. Het is een collectieve en transformatieve opgave waar veel verschillende stakeholders bij betrokken zijn. Om de energietransitie te laten slagen, is draagvlak nodig. Om deze reden kiezen steeds meer gemeenten voor een wijkgerichte aanpak. Een wijkgerichte aanpak komt tegemoet aan de wens van lokale bewoners om (ruimtelijk) beleid mede vorm te geven. Wanneer dit lukt, neemt het vertrouwen in de overheid toe.
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Projectvoorstel RAAK-publiek Vanaf 1 januari 2015 wordt de Wet Maatschappelijke Ondersteuning (WMO) gedecentraliseerd van het rijk naar gemeenten, waardoor gemeenten verantwoordelijk worden voor ouderen die met begeleiding nog zelfstandig kunnen wonen. De rijksoverheid vindt ook dat de zelfredzaamheid van alle burgers groter moet worden, en ziet hierbij een belangrijke rol weggelegd voor (informatie- en communicatie-) technologie (ICT).
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Bed-ridden nursing home residents are in need of environments which are homelike and facilitate the provision of care. Design guidance for this group of older people is limited. This study concerned the exploration and generation of innovative environmental enrichment scenarios for bed-ridden residents. This exploration was conducted through a combination of participatory action research with user-centred design involving 56 professional stakeholders in interactive work sessions. This study identified numerous design solutions, both concepts and products that are available on the marketplace and that on a higher level relate to improvements in resident autonomy and the supply of technological items and architectural features. The methodology chosen can be used to explore the creative potential of stakeholders from the domain of healthcare in product innovation.
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