In het begin van elk jaar geeft Harvard Business Review aan welke ideeën naar haar mening in dat jaar gaan doorbreken. Drie van de twintig heb ik er eens voor u uitgepakt. Dat zijn de cybercrimeservice-economie, de happy metadata trails en het effect van de blackberry.
DOCUMENT
Smart Materials, book of ideas is het resultaat van en unieke samenwerking. Deskundigen en leveranciers van smart materials, designers van drie Twentse ontwerpbureaus en studenten Industrieel Product Ontwerpen van Saxion twee intensieve dagen met veel plezier samengewerkt aan dit “Book of Ideas”. Het project “Smart Materials, Book of Ideas” is een van de deelprojecten van het RAAK project “Materialen in Ontwerp” dat van januari 2007 tot medio 2008 gelopen heeft bij het Saxion Kenniscentrum Design en Technologie. Het doel van dit project is het expliciet onder de aandacht brengen van de mogelijkheden van een nieuwe klasse materialen voor het MKB: de “Smart Materials”. Alles is “smart” tegenwoordig en iedereen heeft het over nieuwe mogelijkheden, maar over wat voor materialen en eigenschappen hebben we het eigenlijk? Het is de bedoeling niet alleen een droge opsomming te geven van de eigenschappen en mogelijkheden van smart materials. De mogelijkheden die deze nieuwe materialen kunnen bieden worden tastbaar gemaakt door allerlei creatieve toepassingen te laten zien in (verbeterde) bestaande producten en geheel nieuwe concepten. Op deze wijze wordt geïllustreerd hoe deze nieuwe materialen kunnen bijdragen aan de functionaliteit van een product. De creatieve toepassingen zijn het resultaat van de brainstorm-tweedaagse met materiaaldeskundigen, designers en studenten ‘Industrieel Product Ontwerpen’ (IPO). Met dit boekwerkje wil het Saxion Kenniscentrum Design en Technologie bereiken dat productontwerpers en met name het MKB geïnteresseerd raakt in de mogelijkheden die smart materials direct of in toekomst kunnen bieden. Er ligt voor de bedrijven een grote kans om met deze nieuwe materialen succesvolle innovatieve producten te ontwikkelen.
MULTIFILE
In today’s intellectual capital literature, we see a shift from identifying intangibles towards understanding the dynamics of value creation. As it is not clear what “dynamic” stands for, the aim of this explorative and conceptual paper is to contribute to a better understanding of the dynamic dimension of IC. Based on a review of the early IC literature, the dynamic dimension (or dynamics) of intellectual capital seems to refer to the logic that value creation is the product of interaction between different types of (intangible) resources. As the idea of value creation through combination of knowledge resources is closely related to the New Growth Theory (Romer, 1990, 1994), this paper explores the New Growth Theory and its implications for the dynamic dimension of intellectual capital. Based on the exploration of the New Growth Theory, a conceptual model is presented in which the elements that constitute the dynamic dimension of intellectual capital are integrated. These elements are ideas, things, the process of knowledge creation, the process of continuous innovation, and institutions. The main conclusion of this paper is that the concept of knowledge is more closely related to the dynamic dimension of IC, than the concept of intellectual capital. Therefore, further research would probably benefit from approaching this topic from a knowledge management point of view. It is suggested that further research should focus on exploring the metaphors that contribute to a better understanding of the dynamics of IC, on the contribution that ideas can make to increase the effectiveness of knowledge management, and finally on the institutional arrangements that support the process of knowledge creation and innovation.
DOCUMENT
Alcohol use disorder (AUD) is a pattern of alcohol use that involves having trouble controlling drinking behaviour, even when it causes health issues (addiction) or problems functioning in daily (social and professional) life. Moreover, festivals are a common place where large crowds of festival-goers experience challenges refusing or controlling alcohol and substance use. Studies have shown that interventions at festivals are still very problematic. ARise is the first project that wants to help prevent AUD at festivals using Augmented Reality (AR) as a tool to help people, particular festival visitors, to say no to alcohol (and other substances). ARise is based on the on the first Augmented Reality Exposure Therapy (ARET) in the world that we developed for clinical treatment of AUD. It is an AR smartphone driven application in which (potential) visitors are confronted with virtual humans that will try to seduce the user to accept an alcoholic beverage. These virtual humans are projected in the real physical context (of a festival), using innovative AR glasses. Using intuitive phone, voice and gesture interactions, it allows users to personalize the safe experience by choosing different drinks and virtual humans with different looks and levels of realism. ARET has been successfully developed and tested on (former) AUD patients within a clinical setting. Research with patients and healthcare specialists revealed the wish to further develop ARET as a prevention tool to reach people before being diagnosed with AUD and to extend the application for other substances (smoking and pills). In this project, festival visitors will experience ARise and provide feedback on the following topics: (a) experience, (b) awareness and confidence to refuse alcohol drinks, (c) intention to use ARise, (d) usability & efficiency (the level of realism needed), and (e) ideas on how to extend ARise with new substances.
This PD project aims to gather new knowledge through artistic and participatory design research within neighbourhoods for possible ways of addressing and understanding the avoidance and numbness caused by feelings of vulnerability, discomfort and pain associated with eco-anxiety and chronic fear of environmental doom. The project will include artistic production and suitable forms of fieldwork. The objectives of the PD are to find answers to the practice problem of society which call for art that sensitises, makes aware and helps initiate behavioural change around the consequences of climate change. Rather than visualize future sea levels directly, it will seek to engage with climate change in a metaphorical and poetic way. Neither a doom nor an overly techno-optimistic scenario seem useful to understand the complexity of flood risk management or the dangers of flooding. By challenging both perspectives with artistic means, this research hopes to counter eco-anxiety and create a sense of open thought and susceptibility to new ideas, feelings and chains of thought. Animation and humour, are possible ingredients. The objective is to find and create multiple Dutch water stories, not just one. To achieve this, it is necessary to develop new methods for selecting and repurposing existing impactful stories and strong images. Citizens and students will be included to do so via fieldwork. In addition, archival materials will be used. Archives serve as a repository for memory recollection and reuse, selecting material from the audiovisual archive of the Institute of Sound & Vision will be a crucial part of the creative work which will include two films and accompanying music.
Physical rehabilitation programs revolve around the repetitive execution of exercises since it has been proven to lead to better rehabilitation results. Although beginning the motor (re)learning process early is paramount to obtain good recovery outcomes, patients do not normally see/experience any short-term improvement, which has a toll on their motivation. Therefore, patients find it difficult to stay engaged in seemingly mundane exercises, not only in terms of adhering to the rehabilitation program, but also in terms of proper execution of the movements. One way in which this motivation problem has been tackled is to employ games in the rehabilitation process. These games are designed to reward patients for performing the exercises correctly or regularly. The rewards can take many forms, for instance providing an experience that is engaging (fun), one that is aesthetically pleasing (appealing visual and aural feedback), or one that employs gamification elements such as points, badges, or achievements. However, even though some of these serious game systems are designed together with physiotherapists and with the patients’ needs in mind, many of them end up not being used consistently during physical rehabilitation past the first few sessions (i.e. novelty effect). Thus, in this project, we aim to 1) Identify, by means of literature reviews, focus groups, and interviews with the involved stakeholders, why this is happening, 2) Develop a set of guidelines for the successful deployment of serious games for rehabilitation, and 3) Develop an initial implementation process and ideas for potential serious games. In a follow-up application, we intend to build on this knowledge and apply it in the design of a (set of) serious game for rehabilitation to be deployed at one of the partners centers and conduct a longitudinal evaluation to measure the success of the application of the deployment guidelines.