This study aims to explore the experiences and needs of individuals after a first episode of psychosis with regard to the way in which information about diagnosis, treatment options and prognosis is communicated with them. psychosis, communicating, stigma, needs, individual’s perception
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Recent developments in digital technology and consumer culture have created new opportunities for retail and brand event concepts which create value by offering more than solely marketing or transactions, but rather a place where passion is shared. This chapter will define the concept of ‘fashion space’ and consumer experience, and delves into strategies for creating experiences that both align with a brand’s ethos and identity and build brand communities. It will provide insight on creating strong shared brand experiences that integrate physical and digital spaces, AR and VR. These insights can be used for consumer spaces but also for media and buyer events, runway shows, test labs and showrooms. Since its launch in 2007, international fashion brand COS has focused on creating fashion spaces that build and reinforce a COS fashion community. COS retail stores with their extraordinary architecture, both traditional and contemporary, contribute stories and facilitate intense brand experiences. Moreover, COS’ dedication to share the artistic inspirations of its people led to collaborating on interactive and multi-sensory installations which allow consumers to affectively connect to the brand’s personality and values. Thus, the brand was able to establish itself firmly in the lifestyle of its customers, facilitating and developing their aesthetics and values. This is an Accepted Manuscript of a book chapter published by Routledge/CRC Press in "Communicating Fashion Brands. Theoretical and Practical Perspectives" on 03-03-2020, available online: https://www.routledge.com/Communicating-Fashion-Brands-Theoretical-and-Practical-Perspectives/Huggard-Cope/p/book/9781138613560. LinkedIn: https://nl.linkedin.com/in/overdiek12345
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The MSP Challenge uses game technology and role-play to support communication and learning for Marine/Maritime Spatial Planning. Since 2011, a role-playing game, a board game and a digital interactive simulation platform have been developed. The MSP Challenge editions have been used in workshops, conferences, education, as well as for real life stakeholder engagement. The authors give an overview of the development of the MSP Challenge and reflect on the value of the approach as an engaging and ‘fun’ tool for building mutual understanding and communicating MSP.
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The main aim of the project is to provide new research in the arts by focusing on the concept of the inter-sensorial as an essential text for the creation of art and culture. It is designed to foreground the role of the sensorium as an underpinning source for many aspects of thought and cultural heritage. This project will blend visual arts with applied arts and traditional local traditions, revealing new light on the artistic facets and customs which are usually overlooked.The extended residencies will promote transnational mobility for emerging artists, facilitating international relationships between different artistic and cultural contexts within the EU. This will promote transnational interconnectivity between artists and cultures, creating a resourceful intercultural fertilisation, endorsing cultural diversity, social inclusion and most of all, further research on the intercultural facets.Through the various side-activities to take place during the mobilities of the artists, the project aims to strengthen and develop diverse audiences by producing the necessary elements for a dialogue, illustrating interpretations of rich layers of tangible and intangible heritage and legacies of European countries related to the tradition of sensorial experiences and how they evolved around traditional customs. Furthermore, it also aims to rethink and project new and innovative ways for documenting, preserving and communicating data to different audiences.
Intelligent technology in automotive has a disrupting impact on the way modern automobiles are being developed. New technology not only has brought complexity to already existing information in the car (digitization of driver instruments) but also brings new external information to the driver on how to optimize the driving style amongst others from the perspective of communicating with infrastructures (Vehicle to Infrastructure communication (V2I)). The amount of information that a driver has to process in modern vehicles is increasing rapidly due to the introduction of multiple displays and new external information sources. An information overload lies awaiting, yet current Human Machine Interface (HMI) designs and the corresponding legal frameworks lag behind. Currently, many initiatives (Pratijkproef Amsterdam, Concorda) are being developed with respect to V2I, amongst others with Rijkswaterstaat, North Holland and Brabant. In these initiatives, SME’s, like V-Tron, focus on the development of specific V2I hardware. Yet in the field of HMI’s these SME’s need universities (HAN University of Applied Science, Rhine Waal University of Applied Science) and industrial designers (Yellow Chess) to help them with design guidelines and concept HMI’s. We propose to develop first guidelines on possible new human-machine interfaces. Additionally, we will show the advantages of HMI’s that go further than current legal requirements. Therefore, this research will focus on design guidelines averting the information overload. We show two HMI’s that combine regular driver information with V2I information of a Green Light Optimized Speed Advise (GLOSA) use case. The HMI’s will be evaluated on a high level (focus groups and a small simulator study). The KIEM results in two publications. In a plenary meeting with experts, the guidelines and the limitations of current legal requirements will be discussed. The KIEM will lead to a new consortium to extend the research.
With the help of sensors that made data collection and processing possible, many products around us have become “smarter”. The situation that our car, refrigerator, or umbrella communicating with us and each other is no longer a future scenario; it is increasingly a shared reality. There are good examples of such connectedness such as lifestyle monitoring of elderly persons or waste management in a smart city. Yet, many other smart products are designed just for the sake of embedding a chip in something without thinking through what kind of value they add everyday life. In other words, the design of these systems have mainly been driven by technology until now and little studies have been carried out on how the design of such systems helps citizens to improve or maintain the quality of their individual and collective lives. The CREATE-IT research center creates new solutions and methodologies in “digital design” that contribute to the quality of life of citizens. Correspondingly, this proposal focuses on one type of digital design—smart products—and investigate the concept of empowerment in relation to the design of smart products. In particular, the proposal aims to develop a model with its supplementary tools and methods for designing such products better. By following a research-through-design methodology, the proposal intends to offer a critical understanding on designing smart products. Along with its theoretical contribution, the proposal will also aid the students of ICT and design, and professionals such as designers and engineers to create smart products that will empower people and the industry to develop products grounded in a clear user experience and business model.