Office well-being aims to explore and support a healthy, balanced and active work style in office environments. Recent work on tangible user interfaces has started to explore the role of physical, tangible interfaces as active interventions to explore how to tackle problems such as inactive work and lifestyles, and increasingly sedentary behaviours. We identify a fragmented research landscape on tangible Office well-being interventions, missing the relationship between interventions, data, design strategies, and outcomes, and behaviour change techniques. Based on the analysis of 40 papers, we identify 7 classifications in tangible Office well-being interventions and analyse the intervention based on their role and foundation in behaviour change. Based on the analysis, we present design considerations for the development of future tangible Office well-being design interventions and present an overview of the current field and future research into tangible Office well-being interventions to design for a healthier and active office environment.
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The Office Jungle is an experimental office environment designed to make offices more "wild". Through this demonstration and associated design vision, we make a first attempt to reflect on and to define what characterizes wildness and how it could empower people in more playful and active lifestyles, particularly in the workplace. In our understanding, wildness is not an exclusive property of nature, but rather a condition that can be designed for. How wildness can be designed is described here in a set of design principles called "Design for Wildness", inspired by the work of Gibson. The Office Jungle, a large geodesic sphere of 2 meters in diameter, is part and parcel of these design principles and can be used as a tool to design other wild environments. Such environments could benefit people working in the office, many of whom have been suffering the consequences of a sedentary lifestyle.
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Eating healthier at work can substantially promote health and well-being among knowledge workers. However, little has been investigated on designing digital tools and interventions specialized in improving workday eating routines. This paper presents a user-centered contextual inquiry based on mixed-methods with an online questionnaire and a semi-structured interview. This study aimed to understand knowledge workers’ eating experiences and identify design opportunities and application strategies of digital tools to improve current practices. The questionnaire feedback from 54 Dutch knowledge workers revealed that their concerns over productivity, health and nutrition, energy support, and well-being could be decisive in shaping their eating routines at work. Furthermore, the results of 12 interview sessions suggested a set of expected digital features to encourage healthy eating at work, including health knowledge access, goal setting and self-tracking, technology-assisted health programs, and social support. Additionally, our findings also indicated that these digital features should be integrated into the office setting to offer personalized feedback and contextualized health interventions. Based on these findings, we derive design opportunities for workplace digital tools to promote healthy eating and discuss their potential contributions and future work to improved office vitality.
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Professionals van woningbouwcorporaties en gemeentes die zich bezig houden met verduurzaming hebben vragen over hergebruik van afvalhout uit hun (renovatie) projecten. De doelstelling van dit voorstel is het onderzoeken van de mogelijkheden om hout te hergebruiken door gebruik te maken van innovatieve digitale productietechnieken, en om implementatiestrategieën hiervoor te ontwikkelen voor publieke organisaties in de bouwsector, in het bijzonder woningcorporaties en gemeentes. Strategieën omvatten concrete voorstellen om a) afvalhout van woningen in te zamelen en te verwerken; b) waarde toe te voegen aan houtafvalstromen door middel van digitale productie; c) de betrokkenheid en acceptatie van huurders te vergroten bij circulaire verwerking van hout in nieuwe toepassingen; en d) goede toepassingen voor een circulaire economie te realiseren. Het project onderzoekt aard en omvang van houtafvalstromen uit woningrenovatie en identificeert de mogelijkheden voor het hergebruik van specifieke fracties daarvan voor (lokale) toepassingen. Uit voorgaande projecten blijkt dat digitale productie mogelijkheden biedt om stedelijk afval om te zetten in zinvolle circulaire producten. Digitale productie maakt de (lokale) creatie van unieke prototypen en grootschalige toepassingen mogelijk. Het onderzoek wordt uitgevoerd in vier werkpakketten. De eerste identificeert de aard van huishoudelijk houtafval (volume, houtsoort, verzamelproces) door zorgvuldig cases van Ymere en Rochdale te bestuderen. Daarnaast worden er een raamwerk van indicatoren gedefinieerd om projectresultaten te kunnen evalueren. Het tweede werkpakket onderzoekt welke toepassingen kunnen worden bedacht, gegeven de beschikbare houtfracties. In het derde werkpakket wordt een aantal case studies uitgevoerd voor concrete projecten van de deelnemende woningcorporaties. Deze applicaties hebben als doel het potentieel van digitale productie met houtafval te laten zien, rekening houdend met het perspectief van bewoners. Het biedt belangrijke inzichten in de uitvoerbaarheid van concrete toepassingen uit teruggewonnen hout. In het vierde werkpakket worden alle projectbevindingen gecombineerd in een set implementatie strategieën voor publieke organisaties in het stedelijk domein.
The impacts of tourism on destinations and the perceptions of local communities have been a major concern both for the industry and research in the past decades. However, tourism planning has been mainly focused on traditions that promote the increase of tourism without taking under consideration the wellbeing of both residents and visitors. To develop a more sustainable tourism model, the inclusion of local residents in tourism decision-making is vital. However, this is not always possible due to structural, economic and socio-cultural restrictions that residents face resulting to their disempowerment. This study aims to explore and interpret the formal processes around tourism decision-making and community empowerment in urban settings. The research proposes a comparative study of three urban destinations in Europe (The Hague in the Netherlands, San Sebastian in Spain and, Ioannina in Greece) that experience similar degree of tourism growth. The proposed study will use a design-based approach in order to understand tourism decision-making and what empowers or disempowers community participation within the destinations. Based on the findings of primary and secondary data, a community empowerment model will be applied in one the destinations as a pilot for resident engagement in tourism planning. The evaluation of the pilot will allow for an optimized model to be created with implications for tourism planning at a local level that can contribute to sustainable destinations that safeguard the interests of local residents and tourists.
Many companies struggle with their workplace strategy and corporate real-estate strategy, especially when they have a high percentage of knowledge workers. How to balance employee satisfaction and productivity with the cost of offices.This project focused on developing methods and tools to design customer journeys and predict the impact of investments and changes on user satisfaction with the work environment. The tools, including a game and simulation tool, allowed to focus on the needs of particular subgroups of employees while at the same time keeping an overview on the satisfaction and perceived productivity of all employees and guests. We applied Quality Function Deployment techniques to understand how needs of different types of users of (activity-based) office environments can catered for in smart customer-centric office design.