Deze casestudie geeft inzicht in verschillende soorten kennis die kenmerkend zijn voor applied design research. Er wordt onderscheid gemaakt tussen kennis over de huidige situatie, over wenselijke alternatieven en over effectieve oplossingen om daar te komen. Ofwel, kennis hoe het is, kennis over hoe het kan zijn en kennis over hoe het zal zijn als we effectieve oplossingen toepassen. Elk van deze soorten kennis heeft andere kwaliteitscriteria.
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Eindpublicatie van het programma Innoveren in Dienstverlening. In negen verschillende projecten werden door creatieve bureau's methoden van service design toegepast. De verschillende projecten zijn uitgevoerd met dienstverleners rondom Utrecht CS, het UMC Utrecht en de Hogeschool Utrecht
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This paper examines how a serious game approach could support a participatory planning process by bringing stakeholders together to discuss interventions that assist the development of sustainable urban tourism. A serious policy game was designed and played in six European cities by a total of 73 participants, reflecting a diverse array of tourism stakeholders. By observing in-game experiences, a pre- and post -game survey and short interviews six months after playing the game, the process and impact of the game was investigated. While it proved difficult to evaluate the value of a serious game approach, results demonstrate that enacting real-life policymaking in a serious game setting can enable stakeholders to come together, and become more aware of the issues and complexities involved with urban tourism planning. This suggests a serious game can be used to stimulate the uptake of academic insights in a playful manner. However, it should be remembered that a game is a tool and does not, in itself, lead to inclusive participatory policymaking and more sustainable urban tourism planning. Consequently, care needs to be taken to ensure inclusiveness and prevent marginalization or disempowerment both within game-design and the political formation of a wider participatory planning approach.
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https://journal.gerontechnology.org/currentIssueContent.aspx?aid=2248 "Abstract Purpose Existing solutions facilitating mobility among older adults mainly focus on supporting physical disabilities. However, solutions are more likely to succeed when current activities and capabilities serve as a starting point. Participatory design is a suitable approach to detect these. We investigated (i) how participatory design techniques can be applied to obtain insight into the daily activities and capabilities of older adults, and (ii) what the design implications are of taking these activities and capabilities as a basis for the development of a mobility-enhancing application. Method Research context was a three-year European project comprising health care managers, researchers, and designers from Belgium, the Netherlands, Italy, Spain, and Germany. Older adults were involved in each of the four-step iterative design process (participatory design sessions, scenarios, user requirements, and user evaluation). Results & Discussion (i) Reflection on the design process showed that particular issues should be considered in selecting participatory design tools (e.g., diaries and photo assignments are more suited than interviews) and organizing joint sessions (e.g., reserve more time for informal activities, address privacy concerns, and provide opportunity to ventilate doubts towards technology). The participatory design methods appeared suited to provide input for the application’s functionalities based on activities and capabilities. (ii) A mobility-enhancing mobile application for older adults should apply (a) Demographics: validated user profiles as a basis, but enable personalization; (b) Cognitive and physical abilities: Facilitate activities close to the home of the older adults; (c) Safety perception: Support older adults cognitively during their activities outdoor, but also prior to and afterwards and foster social contact. Future work The results of the current study have been used as input for prototype development, which has been tested in a pilot study in Spain and The Netherlands."
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Het lectoraat Co-Design van Hogeschool Utrecht doet met een systemisch-inclusieve ontwerpende aanpak praktijkgericht onderzoek, om complexe maatschappelijke vraagstukken te helpen oplossen. Binnen die onderzoeken stellen we vragen over het ontwerpproces en de mensen die daarbij betrokken zijn. Hoe kun je goed co-designen in de weerbarstige werkelijkheid? Wat kan helpen in die ontwerpende aanpak? Hoe kunnen mensen die niet zijn opgeleid als ontwerpers volwaardig meedoen in het ontwerpproces, en wat hebben zij daarvoor nodig aan ontwerpend vermogen? De kennis over ontwerpend vermogen die we de afgelopen vier jaar hebben opgedaan, delen we in dit boekje. We hebben dat proces getekend en beschreven als een reisverhaal van Co, die ons meeneemt op een boot over een rivier, door stroomversnellingen en langs landschappen. Met bijdragen van: Marry Bassa, Anita Cremers, Tanja Enninga, Anita van Essen, Christa van Gessel, Berit Godfroij, Joep Kuijper, Remko van der Lugt, Caroline Maessen, Lenny van Onselen, Dirk Ploos van Amstel, Karlijn van Ramshorst, Carolijn Schrijver, Fenne Verhoeven, Danielle Vossebeld, Rosa de Vries
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(‘Co’-)Designing for healthy behaviour greatly benefits from integrating insights about individual behaviour and systemic influences. This study reports our experiences in using insights about individual and systemic determinants of behaviour to inform a large co-design project. To do so, we used two design tools that encourage focusing on individual determinants (Behavioural Lenses Approach) and social / systemic aspects of behaviour (Socionas). We performed a qualitative analysis to identify 1) when and how the team applied the design tools, and 2) how the tools supported or obstructed the design process. The results show that both tools had their distinctive uses during the process. Both tools improved the co-design process by deepening the conversations and underpinnings of the prototypes. Using the Behavioural Lenses under the guidance of a behavioural expert proved most beneficial. Furthermore, the Socionas showed the most potential when interacting with stakeholders, i.c. parents and PPTs.
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Urban densification is promoted for sustainable urban growth, yet it also generates concerns about negative health impacts on local citizens. Engaging local citizens in the co-design of densification projects is therefore crucial to address their needs and concerns. The use of immersive Virtual Reality (VR) technologies creates potential for advancing the participatory co-design of healthier urban spaces by allowing citizens to not only visualize but also experience the impacts of future designs or “what-if” scenarios. Theoretically grounded in an extended version of Sheppard's approach, which we call the Experiencing the Future Framework (EFF), we developed a study to create and evaluate an immersive VR application called CoHeSIVE. This application was designed to facilitate participatory co-design processes for healthy public spaces. CoHeSIVE, as the technological manifestation of our framework, was created through iterative workshops with end-user input. During the final workshop with 41 participants, both qualitative and quantitative data were collected, including user behavior and experiences with CoHeSIVE, especially regarding its experiential and interactive components. The vast majority of participants had positive experiences and recommended CoHeSIVE for participatory co-design processes. Participants felt confident in their design outcomes and found the user interface easy to use and effective for making and communicating design decisions. The most preferred design attributes were found to be many and clustered trees, several benches, large grass areas, high-rise buildings, more lampposts and the presence of a fountain, showing that the design outcomes were meaningful for the selected local context. Future enhancements of CoHeSIVE might include adding more design attributes, enhancing visual representations, adding multi-user capabilities, integrating generative AI and expanding CoHeSIVE's applicability to other contexts.
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Van de flaptekst: Service design - het ontwerpen van dienstverlening verbetert bestaande diensten of ontwerpen geheel nieuwe. Daarbij wordt gekozen voor een andere invalshoek: creatief onderzoekend en gericht op de ervaringen van individuele gebruikers. Dit is een eindpublicatie van het prgramma Innoveren in Dienstverlening. In negen verschillende projecten werden door creatieve bureaus methoden van service design toegepast. Van dit boek is ook een Engelstalige versie beschikbaar.
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The growth of migrants and refugees puts pressure on the building of temporary settlements. Most are designed based on functional aspects, especially during Covid crisis. Emotional well-being connected to the notion of home is missing, impeding an inclusive community. Being There is a VR-experience of migration spaces developed through participatory-design approaches centred around needs connected to home. Thematic analysis based on 28 interviews with Latin-American migrant/refugee women and volunteers, revealed the meaning of home, based on: culture, temporary transition, togetherness, and journey. The insights were used to create the VR animations (of the journey), the ideal temporary space, the interactions (with migrant voice-overs) and Volumetric-Captured character scenarios. It revealed the importance and possibilities to translate notions of home into VR-experiences to raise empathy and awareness for the importance of designing settlements regarding sense of home and shows how VR helps architects to understand, design and communicate temporary spaces.
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