Toekomstige professionals moeten complexe problemen kunnen oplossen. Hoeleren we dit hbo-studenten? Design thinking en ontwerpgericht onderzoek bieden beiden dezelfde logica voor het ontwerpen van onderbouwde oplossingenvoor complexe problemen. Ze verschillen in accent, met name in inhoudelijke uitgangspunten en de organisatie van het ontwerpproces. Zowel design thinkingals ontwerpgericht onderzoek zijn geschikt voor het oplossen van complexeproblemen, zeker als hun sterke punten in opeenvolgende ontwerpcycli wordengecombineerd.
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Societal actors across scales and geographies increasingly demand visual applications of systems thinking – the process of understanding and changing the reality of a system by considering its whole set of interdependencies – to address complex problems affecting food and agriculture. Yet, despite the wide offer of systems mapping tools, there is still little guidance for managers, policy-makers, civil society and changemakers in food and agriculture on how to choose, combine and use these tools on the basis of a sufficiently deep understanding of socio-ecological systems. Unfortunately, actors seeking to address complex problems with inadequate understandings of systems often have limited influence on the socio-ecological systems they inhabit, and sometimes even generate unintended negative consequences. Hence, we first review, discuss and exemplify seven key features of systems that should be – but rarely have been – incorporated in strategic decisions in the agri-food sector: interdependency, level-multiplicity, dynamism, path dependency, self-organization, non-linearity and complex causality. Second, on the basis of these features, we propose a collective process to systems mapping that grounds on the notion that the configuration of problems (i.e., how multiple issues entangle with each other) and the configuration of actors (i.e., how multiple actors relate to each other and share resources) represent two sides of the same coin. Third, we provide implications for societal actors - including decision-makers, trainers and facilitators - using systems mapping to trigger or accelerate systems change in five purposive ways: targeting multiple goals; generating ripple effects; mitigating unintended consequences; tackling systemic constraints, and collaborating with unconventional partners.
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This article will briefly discuss the implications of the recognition of ecological justice in relation to environmental education (EE) and education for sustainable development (ESD). It is argued that the present conception of environment taught through EE and ESD negates the subjectivity of non-human species and ignores the ethical imperatives of ecological justice. Evocating environmental ethics, major directions integrating ecological justice into EE and ESD are proposed. This is an Accepted Manuscript of an article published by Taylor & Francis in "Chinese Journal of Population, Resources and Environment" on 09/23/14, available online: https://doi.org/10.1080/10042857.2014.933498 LinkedIn: https://www.linkedin.com/in/helenkopnina/
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Entangled Machines is a project by Mariana Fernández Mora that interrogates the colonial and extractive legacies underpinning artificial intelligence (AI). By introducing slowness and digital kinship as critical frameworks, the project reconceptualises AI as embedded within intricate social and ecological networks, thereby contesting dominant narratives of efficiency and optimisation. Through participatory, practice-based methodologies such as the Material Playground, the project integrates feminist and non-Western epistemologies to articulate alternative models for ethical, sustainable, and equitable AI practices. Over a four-year period, Entangled Machines develops theory, engages diverse communities, and produces artistic outputs to reimagine human-AI interactions. In collaboration with partners including ARIAS Amsterdam, Archival Consciousness, and the Sandberg Institute, the research seeks to foster decolonial and interdisciplinary approaches to AI. Its culmination will be an “Anarchive” – a curated assemblage of artistic, theoretical, and archival outputs – that serves as a resource for rethinking AI’s socio-political and ecological impacts.
Within the framework of the “Greening Games” project, we will develop, test and distribute flagship didactic materials addressing the interdisciplinary nature of green digital gaming. These will be tested in selected higher education programs and finally shared as open access content for the broader academic and teaching community. It is our core strategic responsibility to educate students about the relations between digital games and environment. We believe that the more aware students of today will become greener game designers, programmers, and academic leaders of tomorrow. At the centre of our partnership’s didactic philosophy are human responsibility, ethical game design and sustainable gaming culture. Societal IssueVideo games serve as technological marvels and cultural reflections. McKenzie Wark suggests they are integral to a shared culture, fostering critical thinking. Games act as arenas for cultural values and environmental awareness. Climate-aware video games, often referred to as 'green games' or 'eco-games,' raise ecological consciousness and reconnect players with nature. For example, Riders Republic, which replicates real-world terrain using satellite imagery, inspires eco-awareness. However, the environmental footprint of video games, reliant on digital electronics and resource-intensive consoles, poses challenges. Developers, manufacturers, and gaming giants must address these impacts. Benjamin Abraham emphasizes sustainable game development as a holistic solution beyond incorporating green content.Benefit to societyBy developing teaching materials on green gaming for higher education, we create the following impact. We will…- increase the awareness of this subject among Bachelor’s and Master’s students.- enhance students’ knowledge of green gaming and their ability to integrate existing solutions into their game projects.- stimulate more research interest among research staff as well as students.- facilitate the uptake of pedagogical resources on green gaming by lecturers and professors.- create a European research community around the topic.- raise the visibility of green game studies among the game industry and wider public.
Inside Out is an innovative research project that translates cutting-edge microbiome science into immersive, multisensory experiences aimed at long-term behavioral and mental health transformation. Combining extended reality (XR), speculative gastronomy, and narrative therapy, the project enables participants to explore their inner microbiome landscape through taste, smell, touch, and interactive storytelling. This pioneering methodology connects gut-brain science with emotional and sensory engagement. Participants experience their bodies from the inside out, cultivating a visceral understanding of the symbiotic microbial worlds within us. The project includes AI-generated "drinkable memories," microbiome-inspired food designs, haptic-olfactory VR environments, and robotic interactions that choreograph the body as terrain. Developed in collaboration with designers from Polymorf, producer Studio Biarritz, psychiatrist-researcher Anja Lok, and microbiome scientists from Amsterdam UMC and the Amsterdam Microbiome Expertise Center, Inside Out bridges scientific rigor with artistic expression. The project seeks to: • Increase embodied understanding of the microbiome’s role in health and well-being • Shift public perception from hygiene-based fear to ecological thinking • Inspire behavioral change related to food, gut health, and mental resilience The outcomes are designed to reach a large audience and implementation in science museums, art-science festivals, and educational programs, with a view toward future clinical applications in preventive healthcare and mental well-being. By making the invisible microbiome tangible, Inside Out aims not only to inform, but to transform—redefining how we relate to the ecosystems within us.