Binnen het project Future-Proof Retail werden acht labformules ontworpen en getest. Het EHBR(etail) lab bleek een van de drie succesformules te zijn: alle betrokken stakeholders hebben deze vorm van samenwerking beoordeeld als heel positief. Tussen 2018 en 2020 vonden zes edities van het lab plaats in verschillende gemeenten in Zuid-Holland. Hierbij had De Haagse Hogeschool de leiding. Onder regie van de opleiding Ondernemerschap & Retail Management werden derde jaarsstudenten via een minor ingezet. De bedoeling van deze handleiding is om te zorgen voor een opschaling van het EHBR(etail) lab in meerdere Nederlandse regio’s en in samenwerking met andere hogescholen en mbo-onderwijsinstellingen. Hierbij is het belangrijk om te realiseren dat de regierol niet alleen specifieke expertise en ervaring in businessmanagement vraagt, maar ook een serieuze investering in tijd en geld. Bovendien is intensieve inzet van hbo-studenten nodig: twee dagen per week gedurende een semester, of minimaal een onderwijsblok van tien weken. Tijdens het living lab worden retailers geactiveerd en kan er een nieuw of aangepast businessmodel ontstaan. Zowel voor individuele retailers of een heel winkelgebied. De verschillende vragen die wor den opgepakt in een EHBR(etail) lab, zijn veel breder dan de vragen bij andere labs. Het inhoudelijke proces is compleet anders dan bij een Hype lab en Lab Circularity, namelijk iteratief - hierbij verwij zen wij graag naar de handleidingen van deze twee labs. Studenten doen met de eerste (hulp)vraag van de individuele retailer of van een heel winkelgebied als startpunt een empathisch onderzoek naar de omgeving. Ze gaan op zoek naar de vraag achter de vraag: wat is nu eigenlijk het probleem of de uitdaging van de ondernemer of het collectief? In het EHBR(etail) lab werken hbo-studenten, bij voorkeur samen met mbo-studenten, met onder zoekers en het bedrijfsleven aan innovatief onderzoek. Dat gebeurt in een zogenaamde quadruple helix-omgeving (zie figuur 1). In cocreatie ontwikkelen de verschillende partijen praktische tools. Gemiddeld nemen vijf tot twintig retailers deel aan een lab. Samen met de studenten doen ze bijvoorbeeld onderzoek naar de relevantie van de deelnemende retailers voor bestaande en nieuwe klanten. De studenten lichten bestaande businessmodellen inclusief ‘customer journey’ door. Het lab werkt in sprints van zes à tien weken, en de deelnemers hanteren de methode van design thinking. Het succes van het lab bleek namelijk in grote mate samen te hangen met de design-thinking skills van de betrokken studenten en docenten. Studenten die in labs het probleem van ondernemers en medewerkers konden herkaderen (het probleem áchter het probleem boven tafel wisten te krijgen), konden veel waarde toevoegen aan het leerproces van de ondernemer. Zeker omdat zij volgens design thinking verbeterplannen ook concreet konden toepassen en uittesten in experimenten.
DOCUMENT
Stakeholders must purposely reflect on the suitability of process models for designing tourism experience systems. Specific characteristics of these models relate to developing tourism experience systems as integral parts of wider socio-technical systems. Choices made in crafting such models need to address three reflexivity mechanisms: problem, stakeholder and method definition. We systematically evaluate application of these mechanisms in a living lab experiment, by developing evaluation episodes using the framework for evaluation in design science research. We outline (i) the development of these evaluation episodes and (ii) how executing them influenced the process and outcomes of co-crafting the process model. We highlight both the benefits of and an approach to incorporate reflexivity in developing process models for designing tourism experience systems.
MULTIFILE
Over the last decade, sport and physical activity have become increasingly recognised and implemented as tools to foster social cohesion in neighbourhoods, cities and communities around Europe. As a result, numerous programmes have emerged that attempt to enhance social cohesion through a variety of sport-based approaches (Moustakas, Sanders, Schlenker, & Robrade, 2021; Svensson & Woods, 2017). However, despite this boom in sport and social cohesion, current definitions and understandings of social cohesion rarely take into account the needs, expectations or views of practitioners, stakeholders and, especially, participants on the ground (Raw, Sherry, & Rowe, 2021). Yet, to truly foster broad social outcomes like social cohesion, there is increasing recognition that programmes must move beyond interventions that only focus on the individual level, and instead find ways to work with and engage a wide array of stakeholders and organisations (Hartmann & Kwauk, 2011; Moustakas, 2022). In turn, this allows programmes to respond to community needs, foster engagement, deliver more sustainable outcomes, and work at both the individual and institutional levels. The Living Lab concept - which is distinguished by multi-stakeholder involvement, user engagement, innovation and co-creation within a real-life setting - provides an innovative approach to help achieve these goals. More formally, Living Labs have been defined as “user-centred, open innovation ecosystems based on a systematic user co-creation approach, integrating research and innovation processes in real-life communities and settings” (European Network of Living Labs, 2021). Thus, this can be a powerful approach to engage a wide array of stakeholders, and create interventions that are responsive to community needs. As such, the Sport for Social Cohesion Lab (SSCL) project was conceived to implement a Living Lab approach within five sport for social cohesion programmes in four different European countries. This approach was chosen to help programmes directly engage programme participants, generate understanding of the elements that promote social cohesion in a sport setting and to co-create activities and tools to explore, support and understand social cohesion within these communities. The following toolkit reflects our multi-national experiences designing and implementing Living Labs across these various contexts. Our partners represent a variety of settings, from schools to community-based organisations, and together these experiences can provide valuable insights to other sport (and non-sport) organisations wishing to implement a Living Lab approach within their contexts and programmes. Thus, practitioners and implementers of community-based programmes should be understood as the immediate target group of this toolkit, though the insights and reflections included here can be of relevance for any individual or organisation seeking to use more participatory approaches within their work. In particular, in the coming sections, this toolkit will define the Living Lab concept more precisely, suggest some steps to launch a Living Lab, and offer insights on how to implement the different components of a Living Lab.
DOCUMENT
Described are the results of an investigation in the appreciation of distance learning, limited to a case study with an online lab-experiment. Together with other educational institutes and companies Fontys University of Applied Sciences participated in a number of projects in which distance learning courses were developed. Some courses have been integrated in the regular curriculum. Our study was set up to get insight into the appreciation of students for this way of learning, especially concerning online lab-experiments. By using surveys and interviews after the students accomplished either a regular course or a distance learning course on the same object we tried to get a better understanding of how students used the course and appreciated it. Also we wanted to know whether an online lab-experiment is more or less effective than a regular one. Preliminary data analyses have shown that the appreciation of an online lab-experiment is dependent on a number of items, like the educational contents of the experiment itself, the way accompanying theory is presented, possibilities of doing the experiment in an alternative way, the organization around the experiment etc. It appears also that students give serious suggestions on developing other online lab-experiments.
DOCUMENT
Amsterdam as a lab. That is what Amsterdam University of Applied Sciences' three fieldlabs and its many partners have in mind. Functional illiteracy, debts, learning deficiencies or problems caused by extreme precipitation: the city contains plenty of tough issues, demanding novel approaches in which co-creation and participation by residents, social organizations and knowledge institutions are basic principles.In the fieldlabs, people try to change current practices by working with, instead of for or on behalf of those whom it concerns. But how to achieve effective learning environments between parties? How to encourage stakeholder participation in complex issues? And how to build new relations and roles?
DOCUMENT
Moral food lab: Transforming the food system with crowd-sourced ethics
LINK
Described are the results of a study that was set up to get insight into the appreciation of students for distance learning, especially concerning online lab-experiments. We wanted to know whether an online lab-experiment is more or less effective than a regular one and how it can be used in IPD-projects. Preliminary data analyses have shown that the appreciation of an online lab-experiment is dependent on a number of items, like the educational contents of the experiment itself, the way accompanying theory is presented, possibilities of doing the experiment in an alternative way, the organization around the experiment etc. It appears also that students give serious suggestions on developing other online lab-experiments and the way to use it in IPD-projects. A description is given of the web-based experiment "cube measurement", which is carried out using a remotely operated robot and image processing functions. The students' appreciation is discussed and suggestions are given on how comparable experiments can contribute to work in an IPD environment.
DOCUMENT
poster voor de EuSoMII Annual Meeting in Pisa, Italië in oktober 2023. PURPOSE & LEARNING OBJECTIVE Artificial Intelligence (AI) technologies are gaining popularity for their ability to autonomously perform tasks and mimic human reasoning [1, 2]. Especially within the medical industry, the implementation of AI solutions has seen an increasing pace [3]. However, the field of radiology is not yet transformed with the promised value of AI, as knowledge on the effective use and implementation of AI is falling behind due to a number of causes: 1) Reactive/passive modes of learning are dominant 2) Existing developments are fragmented 3) Lack of expertise and differing perspectives 4) Lack of effective learning space Learning communities can help overcome these problems and address the complexities that come with human-technology configurations [4]. As the impact of a technology is dependent on its social management and implementation processes [5], our research question then becomes: How do we design, configure, and manage a Learning Community to maximize the impact of AI solutions in medicine?
DOCUMENT
De Experience Tool: Mapping facts and practice to develop (spatial) experiences (Moes, Schrandt, Manuputty, Admiraal & van der Mark, 2019), is in eerste instantie ontwikkeld door docent-onderzoekers en een oud-student van het Amsterdam Fashion Institute (AMFI) om studenten beter onderbouwde afwegingen te laten maken over inrichting van bijvoorbeeld metrostations, winkels maar ook tentoonstellingen. De toolkit is dus niet ontwikkeld in het kader van Designing Experiencescapes of De Tentoonstellingsmaker van de 21ste Eeuw, maar deze onderzoeken hebben wel een belangrijke inhoudelijke basis gegeven voor de toolkit en zijn dus zeer relevant voor de (toekomstige) tentoonstellingsmaker. Het doel van deze tool is om spelers te inspireren bij en informeren over het creëren van belevingen in (hoofdzakelijk) fysieke ruimtes. De tool is voor iedereen die geïnteresseerd is in het creëren van belevingen en met name interessant voor studenten die een beleving willen neerzetten, in welke vorm dan ook en professionals uit de museale en de retailsector die invloed hebben op het inrichten van fysieke ruimtes.
MULTIFILE