In a landscape where there is limited social mixing, leisure venues which host a vivid cross-section of Amsterdammers, stand out as shining examples of conviviality and hope. Inspired by the concept of hybridity, which breaks down divisions between groups and opens up space for interaction and innovation, we have dubbed such venues ‘hybrid’ places. So what are the secrets of a hybrid place? This tool is the result of trying to answer that question.
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This qualitative study explores how leisure events can facilitate the creation of new narratives by analysing the case of the Kaya Kaya festival in Otrobanda, Curaçao. Kaya Kaya has played an instrumental role in transforming the dominant narrative of Otrobanda from a stigmatised area, perceived as problematic, to a vibrant, artistic neighbourhood. Through interviews and participatory workshops, including collage making, the study provides a nuanced view of how the event enabled narrative change by engaging the local community and altering physical spaces through murals and other art forms. It also examines the consequences of this narrative shift for the place, community, and individuals. The paper contributes to event studies by applying a narrative approach to understand the social value of events and by demonstrating how they can foster new, positive narratives for neighbourhoods. Ultimately, the study reveals that the new, progressive narrative remains incomplete, as a result of narrative construction.
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Introduction: Many adults do not reach the recommended physical activity (PA) guidelines, which can lead to serious health problems. A promising method to increase PA is the use of smartphone PA applications. However, despite the development and evaluation of multiple PA apps, it remains unclear how to develop and design engaging and effective PA apps. Furthermore, little is known on ways to harness the potential of artificial intelligence for developing personalized apps. In this paper, we describe the design and development of the Playful data-driven Active Urban Living (PAUL): a personalized PA application.Methods: The two-phased development process of the PAUL apps rests on principles from the behavior change model; the Integrate, Design, Assess, and Share (IDEAS) framework; and the behavioral intervention technology (BIT) model. During the first phase, we explored whether location-specific information on performing PA in the built environment is an enhancement to a PA app. During the second phase, the other modules of the app were developed. To this end, we first build the theoretical foundation for the PAUL intervention by performing a literature study. Next, a focus group study was performed to translate the theoretical foundations and the needs and wishes in a set of user requirements. Since the participants indicated the need for reminders at a for-them-relevant moment, we developed a self-learning module for the timing of the reminders. To initialize this module, a data-mining study was performed with historical running data to determine good situations for running.Results: The results of these studies informed the design of a personalized mobile health (mHealth) application for running, walking, and performing strength exercises. The app is implemented as a set of modules based on the persuasive strategies “monitoring of behavior,” “feedback,” “goal setting,” “reminders,” “rewards,” and “providing instruction.” An architecture was set up consisting of a smartphone app for the user, a back-end server for storage and adaptivity, and a research portal to provide access to the research team.Conclusions: The interdisciplinary research encompassing psychology, human movement sciences, computer science, and artificial intelligence has led to a theoretically and empirically driven leisure time PA application. In the current phase, the feasibility of the PAUL app is being assessed.
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