An important challenge for facility management is to integrate the complex and comprehensive construct of different service processes and physical elements of the service facility into a meaningful and functional facility design. The difficulty of this task is clearly indicated by the present study that shows that different employee categories for interpersonal services have quite different perceptions of the facility design that stem from different but coherent needs and interests. Employees with management perspectives (i.e. top managers and facility managers) were significantly more positive about the facility design than frontline employees and their supervisors with providers’ perspectives. Also, providers attributed a more important role to facility design with respect to delivering interpersonal services than management did. We found strong indications for the need for cross-functional cooperation in decision making about the facility design, creating a more balanced setting and possibly empowering providers for the service encounter.
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Societal developments show that future demands for visualization can be expected to grow. In many areas of organized human activities organizations may turn away from textual and numerical flatlands, and rely on the convenient and multidimensional digital worlds. Virtual worlds for facility management, design, and planning are no exception, it has an enormous potential to help organizations finding the right spaces that fit the human activities they perform. However, a major take-up of virtual worlds in this context allowing a comparison between present and future, is yet to come. Perhaps such applications, interweaving virtual and real worlds in order to design better facilities are at its beginning stages. One thing is clear: sophisticated applications may have remained absent until today, but it will come to us. Digital worlds start to normalize and the design of organizational spaces can benefit from that development. In this current article the effects of the proposed integrationof visualization with facilities were studied in a case study design. It was assessed whether the participants would actually change the design, without data on the organizational performance, and to what extent this affected staff satisfaction. This study however showed no design changes and no statistically significant changes in the affective responses ofparticipants between pre-test and post-test stages. However, in this current case the sample size may have been too small for generalization purposes. The connection of virtualworlds with organizational data, which were not applied in this current case but were in fact applied in our earlier studies, may be vital for the efficacy of interactive facility management, design, and planning. It is concluded that data on organizational performance serve as a linking pin between facility management and virtual worlds. Interaction can thus be improved by using organizational data as ‘subtitles’ which stimulate a more active use of the visualization.
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Deze publicatie is als volgt opgebouwd. In hoofdstuk 1 wordt het onderwerp ingeleid en wordt uitgelegd hoe deze publicatie tot stand is gekomen. In hoofdstuk 2 wordt een impressie gegeven van de verschillen en overeenkomsten tussen de ateliers. In hoofdstuk 3 gaat Mathijs Rutten, directeur Facility Management, in op de vraag wat er nodig is om al die ateliers ook echt een plekje te geven in de gebouwen van de hogeschool. Daarna komt in hoofdstuk 4 Siebren Baars aan het woord. Hij is - naast zijn functie als docent-onderzoeker - een ervaren architect die verschillende schoolgebouwen heeft ontwikkeld. Hij gaat in op rol die de fysieke onderwijsomgeving van gebouwen ateliers speelt in het onderwijs. De 31 ateliers zijn beschreven in hoofdstuk 5 en worden voorafgegaan door een inleiding van Frank Scholten. In hoofdstuk 6 beschrijven Roelien Wierda en Ron Barendsen hun ervaringen tijdens de ontwikkeling van het InnovationLab. Tenslotte gaat Gerry Geitz in hoofdstuk 7 in op de relatie tussen ateliers en Design Based Education
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The IMPULS-2020 project DIGIREAL (BUas, 2021) aims to significantly strengthen BUAS’ Research and Development (R&D) on Digital Realities for the benefit of innovation in our sectoral industries. The project will furthermore help BUas to position itself in the emerging innovation ecosystems on Human Interaction, AI and Interactive Technologies. The pandemic has had a tremendous negative impact on BUas industrial sectors of research: Tourism, Leisure and Events, Hospitality and Facility, Built Environment and Logistics. Our partner industries are in great need of innovative responses to the crises. Data, AI combined with Interactive and Immersive Technologies (Games, VR/AR) can provide a partial solution, in line with the key-enabling technologies of the Smart Industry agenda. DIGIREAL builds upon our well-established expertise and capacity in entertainment and serious games and digital media (VR/AR). It furthermore strengthens our initial plans to venture into Data and Applied AI. Digital Realities offer great opportunities for sectoral industry research and innovation, such as experience measurement in Leisure and Hospitality, data-driven decision-making for (sustainable) tourism, geo-data simulations for Logistics and Digital Twins for Spatial Planning. Although BUas already has successful R&D projects in these areas, the synergy can and should significantly be improved. We propose a coherent one-year Impuls funded package to develop (in 2021): 1. A multi-year R&D program on Digital Realities, that leads to, 2. Strategic R&D proposals, in particular a SPRONG/sleuteltechnologie proposal; 3. Partnerships in the regional and national innovation ecosystem, in particular Mind Labs and Data Development Lab (DDL); 4. A shared Digital Realities Lab infrastructure, in particular hardware/software/peopleware for Augmented and Mixed Reality; 5. Leadership, support and operational capacity to achieve and support the above. The proposal presents a work program and management structure, with external partners in an advisory role.
Our world is changing rapidly as a result of societal and technological developments that create new opportunities and challenges. Extended Realities (XR) could provide solutions for the problems the world is facing. In this project we apply these novel solutions in food and hospitality. It aims to tackle fundamental questions on how to stimulate a healthy and vital society that is based on a sustainable and innovative economy. This project aims to answer the question: How can Extended Reality (XR) technologies be integrated in the design of immersive food experiences to stimulate sustainable consumption behavior? A multidisciplinary approach, that has demonstrated its strength in the creative industry, will be applied in the hospitality and food sector. The project investigates implications and design considerations for immersion through XR technology that can stimulate sustainable consumption behavior. Based on XR prototypes, physiological data will be collected using biometric measuring devices in combination with self-reports. The effect of stimuli on sustainable consumption behavior during the immersive experience will be tested to introduce XR implementations that can motivate long-term behavioral change in food consumption. The results of the project contribute towards developing innovations in the hospitality sector that can tackle global societal challenges by exploiting the impact of new technology and understanding of consumer behavior to promote a healthy lifestyle and economy. Next to academic publications and conference contributions, the project will develop a handbook for hospitality professionals. It will outline steps and design criteria for the implementation of XR technologies to create immersive experiences that can stimulate sustainable consumption behavior. The knowledge generated in the project will contribute to the development of the curriculum at the Academy for Hotel and Facility at Breda University of Applied Sciences by introducing a technology-driven experience design approach for the course Sustainable Strategic Business Design.
De innovatiewerkplaats Campus Design (CD) richt zich op de duurzame ontwikkeling (SDG) van de campus door middel van praktijkgerichte oplossingen en onderzoek. Vanuit het lectoraat Facility Management van de Hanze, werkt CD samen met kennis- en onderwijsinstellingen, overheden en het bedrijfsleven, bijvoorbeeld om de kwaliteit, gastvrijheid en inclusiviteit te verbeteren zodat iedereen zich welkom voelt op de campus. CD streeft naar een betere aansluiting tussen de ruimte en organisatie op de campus; ook de vergroening en biodiversiteit rekenen we daartoe. Dit doen we door praktijkvragen van onderwijsinstellingen en het bedrijfsleven te koppelen aan praktijkgericht onderzoek van onze senior-onderzoekers, onderzoekers, docenten en studenten, onder meer in architectuur, facility management, gastvrijheid, kunsten en vastgoed. Onze multidisciplinaire aanpak is zeer actiegericht; we willen de campuspraktijk écht veranderen en laten zien dat het betaalbaar is én werkt. We zorgen er dus voor dat oplossingen niet alleen theoretisch en empirisch uitstekend onderbouwd zijn, maar vooral ook praktisch toepasbaar en bewijsbaar beter. Door de goede samenwerking met onze partners, genereert CD oplossingen die onderwijsinstellingen inspireren en hen helpen de SDG te implementeren.