Background: Information is scarce concerning the perceived needs and the amount of health-care utilization of persons with suicidal ideation (SI) compared to those without SI. Aims: To describe the needs and health care use of persons with and without SI and to investigate whether these differences are associated with the severity of the axis-I symptomatology. Method: Data were obtained from 1,699 respondents with a depressive and/or anxiety disorder who participated in the Netherlands Study of Depression and Anxiety. Persons with and without SI were distinguished. Outcome variables were perceived needs and health-care utilization. We used multivariate regression in two models: (1) adjusted only for sociodemographic variables and (2) adjusted additionally for severity of axis-I symptomatology. Results: Persons with SI had higher odds for both unmet and met needs in almost all domains and made more intensive use of mental-health care. Differences in needs and health-care utilization of persons with and without SI were strongly associated with severity of axis I symptomatology. Conclusions: Our results validate previous findings about perceived needs and health-care use of persons with SI. The results also suggest that suicidal persons are more seriously ill, and that they need more professional care, dedication, and specialized expertise than anxious and depressed persons without SI, especially in the domains of information and referral.
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In this paper, we report on the initial results of an explorative study that aims to investigate the occurrence of cognitive biases when designers use generative AI in the ideation phase of a creative design process. When observing current AI models utilised as creative design tools, potential negative impacts on creativity can be identified, namely deepening already existing cognitive biases but also introducing new ones that might not have been present before. Within our study, we analysed the emergence of several cognitive biases and the possible appearance of a negative synergy when designers use generative AI tools in a creative ideation process. Additionally, we identified a new potential bias that emerges from interacting with AI tools, namely prompt bias.
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.This workshop gives you hands-on experience of developing gameplay concepts with a practical tool that will challenge you to see your ideas in a new light. We will reveal unconscious biases, and help you to be both creative and pragmatic with your early designs. Mata and Thomas, who ran 2018’s paper prototyping workshop, are back to help you explore ‘ideation systems’: what they are, why they feel good to use, and why they often don’t fulfil the needs of individuals or companies. At the end of the session you will have learnt and used a new method for stimulating your own creativity, and a way to sanity-check your ideas before you commit to an expensive path of exploration. The workshop will help anyone involved with game concepting and early prototype development – from large companies to indie teams. At the end of the session you will have learnt and used a new method for stimulating your own creativity, and a way to sanity-check your ideas before you commit to an expensive path of development. You’ll be able to take this method back to your studio and use it with the rest of your team to create new concepts for your projects and enhance both morale and collaboration.
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From the article: Though organizations are increasingly aware that the huge amounts of digital data that are being generated, both inside and outside the organization, offer many opportunities for service innovation, realizing the promise of big data is often not straightforward. Organizations are faced with many challenges, such as regulatory requirements, data collection issues, data analysis issues, and even ideation. In practice, many approaches can be used to develop new datadriven services. In this paper we present a first step in defining a process for assembling data-driven service development methods and techniques that are tuned to the context in which the service is developed. Our approach is based on the situational method engineering approach, tuning it to the context of datadriven service development. Published in: Reinhartz-Berger I., Zdravkovic J., Gulden J., Schmidt R. (eds) Enterprise, Business-Process and Information Systems Modeling. BPMDS 2019, EMMSAD 2019. Lecture Notes in Business Information Processing, vol 352. Springer. The final authenticated version of this paper is available online at https://doi.org/10.1007/978-3-030-20618-5_11.
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Collaborative Mixed Reality Environments (CMREs) enable designing Performative Mixed Reality Experiences (PMREs) to engage participants’ physical bodies, mixed reality environments, and technologies utilized. However, the physical body is rarely purposefully incorporated throughout such design processes, leaving designers seated behind their desks, relying on their previous know-how and assumptions. In contrast, embodied design techniques from HCI and performing arts afford direct corporeal feedback to verify and adapt experiential aesthetics within the design process. This paper proposes a performative prototyping method, which combines bodystorming methods with Wizard of Oz techniques with a puppeteering approach, using inside-out somaesthetic- and outside-in dramaturgical perspectives. In addition, it suggests an interdisciplinary vocabulary to share and evaluate PMRE experiences during and after its design collaboration. This method is exemplified and investigated by comparing two case studies of PMRE design projects in higher-art education using the existing Social VR platform NEOS VR adapted as a CMRE.
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Psychiatrisch verpleegkundigen hebben in hun werk regelmatig te maken met mensen die ernstig lijden. Voor een aantal van deze mensen is dit lijden dusdanig ondraaglijk dat zij overwegen om hun leven te beëindigen, een aantal mensen doet dit ook daadwerkelijk. Gemiddeld plegen in Nederland 1600 mensen per jaar suïcide (CBS). Het aantal mensen dat een suïcidepoging doet is rond 94.000 per jaar en 410.000 mensen in de Nederlandse bevolking hebben weleens suïcidegedachten (Ten Have et al. 2006). Hoewel suïcide niet voorbehouden is aan mensen met een psychiatrische diagnose, blijkt uit onderzoek dat bij 47% tot 74% van alle mensen de suïcide is toe te schrijven aan psychiatrische problematiek (Cavanagh et al. 2003). Het uitvragen en bespreken van suïcidaal gedrag is een belangrijk aandachtspunt in elke psychiatrische behandeling. In aansluiting op de internationale term 'suicidal behavior' wordt suïcidaal gedrag gedefinieerd als het geheel aan gedachten, voorbereidingshandelingen en pogingen die een zekere intentie uitdrukken om zichzelf te doden (Hemert et al. 2012). Verpleegkundigen hebben een belangrijke functie in het signaleren, monitoren en behandelen van suïcidaal gedrag.
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Technological development offers new opportunities that could changedesign processes. The present study explores the possibilities of technologies likevirtual reality and 3D scan in the furniture design process. For this purpose, a cocreation process with help of new technologies was carried out from initial ideationto 3D modelling. Each tool has been characterized in terms of user experiencemeasured by questionnaire. This research validates a design process of furniturebased on immersive technology and provide some recommendations for theimplementation and improvement of this process.
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Full text via link. Mensen met financiële problemen hebben vaak een ongezondere leefstijl en vaker lichamelijke en psychische klachten dan mensen zonder geldzorgen. Dat is zorgwekkend, want financiële problemen komen veel voor. Eén op de vijf Nederlandse huishoudens heeft risicovolle of problematische schulden. Huisartsen die alert zijn op de doorwerking van financiële problemen realiseren zich dat het oplossen van de schulden soms de belangrijkste stap is om (op de lange termijn) de klachten op te lossen of te verminderen. Meer aandacht voor problematische schulden in de spreekkamer begint met meer kennis bij huisartsen over de invloed van geldzorgen op gezondheid en bij een warm netwerk om patiënten over te dragen aan partijen die de financiële problemen kunnen helpen oplossen
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