Introduction: Cancer survivors face physical, lifestyle, psychological, and psychosocial challenges. Despite the availability of aftercare services, survivors still have unmet needs. Digital aftercare programs may offer support, but their use is limited. This study aimed to examine what is needed to improve uptake and adoption of these programs. Additionally, it explored sociodemographic and clinical variables that may influence these needs. Methods: A mixed-methods approach was used, involving qualitative interviews and a questionnaire. The research was guided by the COM-B model of behaviour, which considers capability, opportunity, and motivation crucial for behaviour. Qualitative analysis was performed using the framework method. Statistical analyses involved descriptive statistics and regression analysis. Results: Fourteen cancer survivors were interviewed, and 213 participants completed the questionnaire. Findings indicated that most respondents had a positive or neutral attitude towards digital aftercare programs, believing these could address their cancer-related challenges. Still, only a small percentage had experience with them, and most were unaware of their existence. Many expressed a desire to be informed about them. Some were uncertain about their effectiveness. Others were concerned about a lack of reimbursement. No significant influence of the sociodemographic and clinical variables was found. Conclusion: Cancer survivors are generally positive about digital aftercare programs but are often unaware of their availability. Raising awareness, clarifying their value, and providing support and reimbursement could enhance uptake and adoption. Implications for Cancer Survivors: The current insights can help improve participation in digital aftercare programs, ultimately fostering health, well-being, and quality of life of cancer survivors.
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Lecturers in higher education are expected to make use of the expanding amount of available resources when designing their courses(Baron & Zablot, 2015). This use of resources includes selecting, structuring and presenting materials; behaviour often referred to as curation (e.g. Anderson, 2015). Little is know about how lecturers approach this task of educational curation and what shapes their curational behaviour (Leighton & Griffioen, 2021). This poster aims to share the first findings of our study into the attitudes and beliefs that influence how lecturers in higher education approach this task.
Mobility hubs facilitate multimodal transport and have the potential to improve the accessibility and usability of new mobility services. However, in the context of increasing digitalisation, using mobility hubs requires digital literacy or even owning a smartphone. This constraint may result in the exclusion of current and potential users. Digital kiosks might prove to be a solution, as they can facilitate the use of the services found at mobility hubs. Nevertheless, knowledge of how digital kiosks may improve the experience of disadvantaged groups remains limited in the literature. As part of the SmartHubs project, a field test with a digital kiosk was conducted with 105 participants in Brussels (Belgium) and Rotterdam (The Netherlands) to investigate the intention to use it and its usability in the context of mobility hubs. This study adopted a mixed methods approach, combining participant observation and questionnaire surveys. Firstly, participants were asked to accomplish seven tasks with the digital kiosk while being observed by the researchers. Finally, assisted questionnaire surveys were conducted with the same participants, including close-ended, open-ended and socio-demographic questions. The results offer insights into the experience of the users of a digital kiosk in a mobility hub and the differences across specific social groups. These findings may be relevant for decision-makers and practitioners working in urban mobility on subjects such as mobility hubs and shared mobility, and for user interface developers concerned with the inclusivity of digital kiosks.
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Creating and testing the first Brand Segmentation Model in Augmented Reality using Microsoft Hololens. Sanoma together with SAMR launched an online brand segmentation tool based on large scale research, The brand model uses several brand values divided over three axes. However they cannot be displayed clearly in a 2D model. The space of BSR Quality Planner can be seen as a 3-dimensional meaningful space that is defined by the terms used to typify the brands. The third axis concerns a behaviour-based dimension: from ‘quirky behaviour’ to ‘standardadjusted behaviour’ (respectful, tolerant, solidarity). ‘Virtual/augmented reality’ does make it possible to clearly display (and experience) 3D. The Academy for Digital Entertainment (ADE) of Breda University of Applied Sciences has created the BSR Quality Planner in Virtual Reality – as a hologram. It’s the world’s first segmentation model in AR. Breda University of Applied Sciences (professorship Digital Media Concepts) has deployed hologram technology in order to use and demonstrate the planning tool in 3D. The Microsoft HoloLens can be used to experience the model in 3D while the user still sees the actual surroundings (unlike VR, with AR the space in which the user is active remains visible). The HoloLens is wireless, so the user can easily walk around the hologram. The device is operated using finger gestures, eye movements or voice commands. On a computer screen, other people who are present can watch along with the user. Research showed the added value of the AR model.Partners:Sanoma MediaMarketResponse (SAMR)
Kinderen met een autisme spectrum stoornis (ASS) kunnen zich vaak moeilijk in anderen verplaatsen en hebben moeite met sociale interactie. In de behandeling van kinderen met ASS wordt ingezet op het trainen van deze sociale vaardigheden (SoVa). SoVa-trainingen hebben echter te weinig effect. Het probleem van de huidige sociale vaardigheidstraining (SoVa) is enerzijds het gebrek aan motivatie bij kinderen met ASS om de training vol te houden en anderzijds de beperkte toepassing van dat wat in de SoVa training wordt geleerd naar het dagelijks leven. Zorgprofessionals concluderen dat aanpassing van de werkvormen gewenst is en hiervoor is een innovatieve blik nodig. De professionals willen nadrukkelijk kijken naar de inzet van digitale toepassingen. Om het effect van de SoVa-trainingen te vergroten wordt in dit project een zgn. Behaviour Change Support System (BCSS) ontwikkeld. Dit BCSS zal bestaan uit een aantal (digitale) toepassingen die met elkaar een logisch samenhangend geheel vormen, passend bij de doelen en methodische kaders die professionals hanteren in de SoVa-trainingen. De toepassingen moeten een set van op maat aan te bieden interventies zijn, gericht op belangrijke c.q. vaak benodigde vaardigheden in sociale interactie. Naast de ontwikkeling van het BCSS richt het project zich ook op het delen van kennis die gegenereerd wordt gedurende het ontwikkelproces van dit BCSS. Het project is een samenwerkingsverband tussen de lectoraten Zorg voor Jeugd, Zorg & Innovatie in de Psychiatrie en iHuman (NHL Hogeschool), het lectoraat User- Centered Design (Hanzehogeschool) en het lectoraat ICT innovatie in de Zorg (Windesheim). Daarnaast wordt samengewerkt met zorgaanbieders van kinder en jeugdpsychiatrie in Noord Nederland (Accare, Kinnik en GGZ Drenthe), diverse scholen basis- en voortgezet onderwijs in Noord-Nederland, het RGOc, de RUG en het kenniscentrum Kinder en Jeugdpsychiatrie. De ontwikkeling van de digitale toepassingen wordt gedaan door 8Dgames.
Cross-Re-Tour supports European tourism SME while implementing digital and circular economy innovations. The three year project promotes uptake and replication by tourism SMEs of tools and solutions developed in other sectors, to mainstream green and circular tourism business operations.At the start of the project existing knowledge-gaps of tourism SMEs will be researched through online dialogues. This will be followed by a market scan, an overview of existing state of the art solutions to digital and green constraints in other economic sectors, which may be applied to tourism SME business operations: water, energy, food, plastic, transport and furniture /equipment. The scan identifies best practices from other sectors related to nudging of clients towards sustainable behaviour and nudging of staff on how to best engage with new tourism market segments.The next stage of the project relates to two design processes: an online diagnostic tool that allows for measuring and assessing (160) SME’s potential to adapt existing solutions in digital and green challenges, developed in other economic sectors. Next to this, a knowledge hub, addresses knowledge constraints and proposes solutions, business advisory services, training activities to SMEs participating. The hub acts as a matchmaker, bringing together 160 tourism SMEs searching for solutions, with suppliers of existing solutions developed in other sectors. The next key activity is a cross-domain open innovation programme, that will provide 80 tourism SMEs with financial support (up to EUR 30K). Examples of partnerships could be: a hotel and a supplier of refurbished matrasses for hospitals; a restaurant and a supplier of food rejected by supermarkets, a dance event organiser and a supplier of refurbished water bottles operating in the cruise industry, etc.The 80 cross-domain partnerships will be supported through the knowledge hub and their business innovation advisors. The goal is to develop a variety of innovative partnerships to assure that examples in all operational levels of tourism SMEs.The innovation projects shall be presented during a show-and-share event, combined with an investors’ pitch. The diagnostic tool, market scan, knowledge hub, as well as the show and share offer excellent opportunities to communicate results and possible impact of open innovation processes to a wider international audience of destination stakeholders and non-tourism partners. Societal issueSupporting the implementation of digital and circular economy solutions in tourism SMEs is key for its transition towards sustainable low-impact industry and society. Benefit for societySolutions are already developed in other sectors but the cross-over towards tourism is not happening. The project bridges this gap.