This study examines how philanthropic foundations develop innovative approaches to grant-making by collaborating with social entrepreneurs who are embedded in marginalized communities. Traditionally, foundations award grants that meet predetermined strategic objectives that support their theories of change. However, this study explores an alternative approach known as participatory grant-making, in which philanthropic foundations cede control over strategy and finance by adopting an innovative approach that is based more on trust and collaboration. By analyzing in-depth interviews from 16 executives, directors, and social entrepreneurs in the United States, we demonstrate how participatory grant-making constitutes a social innovation that inverts traditional power dynamics in the philanthropic field by enhancing legitimacy, and thereby facilitating a more interconnected, inclusive, and equitable approach to solving social problems. This article demonstrates how the implementation of participatory grant-making programs can help to counter the increasing criticisms levied at traditional approaches to grant-making.
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Improved cookstoves aimed at reducing exposure to indoor air pollution have had a lasting presence in development and health discussions. Through this article we contribute to current debates in the field by reflecting on our experiences during a cookstove participatory project in two ‘non-notified’ communities, or ‘slums,’ in Bangalore, India. We interrogate the alignment between some of the central tenets and methods of participation and the lived experiences of participating communities. The current predominant recommendations focus on developing and implementing cookstoves tailored for user needs. Yet, the project implementation entered a space of uncertainty where the priorities and needs of participants were diverse and changing. While urban infrastructures related to housing and work security, drainage systems, access to health care, and aspects of governance, citizenship and rights, may seem to fall outside the scope of ICS projects, our experiences show how inescapably they shape participatory processes and technologies. We highlight the need to take a closer look at how we can include these broader and changing priorities and needs in our methodologies and reflect on how we can better respond and align them with the ways in which people live.
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Prevention of non-communicable diseases through, among other factors, increasing vegetables and fruit (V&F) intake is a cost-effective strategy for risk reduction but requires behavioral change. Such changes in adolescents benefit from their active involvement. The Food Boost Challenge (FBC) was developed using a participatory action research approach to enhance healthy eating behaviors, namely V&F products among adolescents. The FBC is an innovation process, involving adolescents, (peer) researchers, and food system partners, like non-governmental and commercial organizations. In 2021–2022, 34 partners provided both cash and in-kind contributions to join the FBC community. Phase 1 involved 200 students identifying barriers and drivers for consumption of F&V products among 1000 pre-vocational adolescents, aged 12–20 years. In phase 2, student teams submitted innovative ideas, resulting in 25 concepts fitting into ≥1 of 4 routes: (I) innovative technology for a healthy diet, (II) new food products/concepts for adolescents, (III) hotspots improving the F&V product experience, and (IV) new routes to market. In phase 3, consortia of adolescents, students, and partners were formed to develop 10 selected concepts into prototypes, and phase 4 offered teams a national platform. Results show that the FBC resonates with all stakeholders, generating valuable insights to increase F&V intake. Prototypes in all four routes have been developed. Additionally, other regions in the Netherlands have adopted the FBC approach. Overall, the FBC is an approach that transforms ideas into actionable measures and shows potential to be adapted to promote various healthy eating behaviors among school students.
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‘Legacy: Participatory Music Practices with Elderly People as a Resource for the Well-being of Healthcare Professionals’ was a qualitative research project into the learning and well-being of hospital nurses and nursing home caregivers working with vulnerable elderly people and participating in live music practices Meaningful Music in Healthcare (MiMiC) and Music and Dementia in the Netherlands.The data collection (2016-2019) employed an ethnographic approach and data triangulation of participant observation, episodic interviews and group discussions. The constructivist grounded theory approach to data analysis proceeded from sensitising concepts to initial and focused coding, ultimately reconstructed into a thick description merging empirical data, theory and the researcher’s interpretations. The emerging core categories, Participation, Experience and Learning Benefits, were conceptualised within an epistemological framework of philosophical pragmatism.The findings suggest that, through an emerging community of practice, healthcare professionals could collaborate with musicians to connect with patients or residents. The collaboration enabled the use of shared musical experiences as a resource for compassionate care. Still, allowing oneself to participate musically and showing emotional vulnerability were challenging. The accumulation of ‘experiencing’ and collegial encouragement supported healthcare professionals’ participation beyond their professional performance.Person-centred music-making resonated with the values of person-centred care. It enabled healthcare professionals to take time and become engaged with patients or residents in musical situations. Healthcare professionals described gaining new understandings of the patients or residents and each other, which could be seen promoting a cultural shift from task-centredness towards relationship-focused person-centred care.Musicians’ communication provided new professional insights into teamwork. Also, observing patients and residents’ responses to the music evoked sympathetic joy in healthcare professionals. Looking through the eyes of ‘the other’ was central for nurses and caregivers’ meaning-making of the value of music-making and awareness of its impact on patients, residents and themselves. The perceived benefits of the music practices for healthcare professionals’ job resources and satisfaction seemed connected to changes in care relationships, work atmosphere, sense of mindfulness and recognition.The conclusions of the research suggest that participatory music practices might be considered as supportive of delivering person-centred care. The findings could be applied in training programmes and professional development of musicians, nurses and caregivers.
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Sport for development (SFD) initiatives have faced numerous criticisms around the focus on individual-level (micro) outcomes and lack of integration at the community (meso) and structural (macro) levels. As a result, there is growing recognition that programmes need to find ways to work with and engage a wide range of community members and stakeholders through more inclusive, participatory approaches. One such approach is known as Living Labs. In the following conceptual article, we present the Sport and Social Cohesion Lab (SSCL) project, which implemented a Living Lab approach in various sport-based programmes from four different European countries. The main components of the Living Lab framework are presented, and practical insights are derived from the project. In addition, the unique and sometimes critical role of sport is reflected upon in relation to the Living Lab context. Through this, this article provides practitioners and academics with potential building blocks to implement Living Labs and/or embed participatory approaches in sport and physical activity contexts and social settings more generally.
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This paper introduces the open-source Urban Belonging (UB) toolkit, designed to study place attachments through a combined digital, visual and participatory methodology that foregrounds lived experience. The core of the toolkit is the photovoice UB App, which prompts participants to document urban experiences as digital data by taking pictures of the city, annotating them, and reacting to others’ photos. The toolkit also includes an API interface and a set of scripts for converting data into visualizations and elicitation devices. The paper first describes how the app’s design specifications were co-created in a process that brought in voices from different research fields, planners from Gehl Architects, six marginalized communities, and citizen engagement professionals. Their inputs shaped decisions about what data collection the app makes possible, and how it mitigates issues of privacy and visual and spatial literacy to make the app as inclusive as possible. We document how design criteria were translated into app features, and we demonstrate how this opens new empirical opportunities for community engagement through examples of its use in the Urban Belonging project in Copenhagen. While the focus on photo capture animates participants to document experiences in a personal and situated way, metadata such as location and sentiment invites for quali-quantitative analysis of both macro trends and local contexts of people’s experiences. Further, the granularity of data makes both a demographic and post-demographic analysis possible, providing empirical ground for exploring what people have in common in what they photograph and where they walk. And, by inviting participants to react to others’ photos, the app offers a heterogeneous empirical ground, showing us how people see the city differently. We end the paper by discussing remaining challenges in the tool and provide a short guide for using it.
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Secondary school physical education (PE) teachers are continuously challenged to find ways to support students learning and motivate them for an active and healthy lifestyle. To address this complexity, continuing teacher professional development (TPD) is key. Technological tools can facilitate the effective delivery of TPD in this context. Successful implementation of this technology, however, is not self-evident. Based on the general aim of effectively integrating technologies in the educational process and focusing on the needs of educators, this study examines how the evidence-based theoretical TARGET framework for creating a motivating PE learning climate might be embedded into a digital professional development tool for PE teachers, useful in everyday practice. It presents a case study in which a multidisciplinary team of researchers, designers, and end-users iteratively went through several phases of need identification, idea generation, designing, development, and testing. By using a participatory approach, we were able to collect contextualized data and gain insights into users’ preferences, requirements, and ideas for designing and engaging with the tool. Based on these insights the TPD TARGET-tool for PE teachers was ultimately developed. The most prominent characteristics of this tool are (1) the combination of an evaluative function with teaching strategy support, (2) the strong emphasis on ease of use due to the complex PE teaching context, (3) the avoidance of social comparison, and suggestions of normative judgment, and (4) the allowance for a high level of customization and teacher autonomy.
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An emerging body of research indicates that active arts engagement can enhance older adults’ health and experienced well‐being, but scientific evidence is still fragmented. There is a research gap in understanding arts engagement grounded in a multidimensional conceptualization of the value of health and well‐being from older participants’ perspectives. This Dutch nation‐wide study aimed to explore the broader value of arts engagement on older people’s perceived health and well‐being in 18 participatory arts‐based projects (dance, music, singing, theater, visual arts, video, and spoken word) for community‐dwelling older adults and those living in long term care facilities. In this study, we followed a participatory design with narrative‐ and arts‐based inquiry. We gathered micro‐narratives from older people and their (in)formal caregivers (n = 470). The findings demonstrate that arts engagement, according to participants, resulted in (1) positive feelings, (2) personal and artistic growth, and (3) increased meaningful social interactions. This study concludes that art‐based practices promote older people’s experienced well‐being and increase the quality of life of older people. This study emphasizes the intrinsic value of arts engagement and has implications for research and evaluation of arts engagement.
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In light of the current debate on the impact of our current food system on climate changeand related mitigation strategies, addressing the acceptance of sustainability aspects within consumerbehavioral issues is of vital importance. However, the field remains mute on how those strategies canbe designed and employed effectively to stimulate sustainable food consumption behavior. Immersivenarrative design is a promising approach to engaging consumers in this context. Within this study, weshed light on how to create immersive, impactful, interactive narratives in augmented reality (AR)together with consumers. We propose a novel approach to how those stories can be planned, utilizingparticipatory design methods. Within a step-wise process, we develop the storyboard together withconsumers. In the next step, we evaluate multiple approaches with AR application developers onhow this storyline can be enhanced in AR considering the perspective of various stakeholders likedevelopers, behavioral scientists, and consumers. Finally, we propose a conceptual framework for howimmersive narratives can be designed and validated in a collaborative, multidimensional approachfor impactful AR narrative content designs to stimulate sustainable food behavior for consumers.
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Whereas blended learning can deliver several benefits to students in highereducation, their achievement depends on how exactly it is designed. A participatorydesign is recommendable to try to meet the needs of all stakeholders. ThePersuasive System Design-model can be used to motivate students during theonline part of the course. In the design there has to be an optimal blend betweenthe different parts of the course. A participatory design is used to design ablended learning course of autobiographical reflection for second year socialwork students. The blended course was developed in six meetings with aworking group, including all stakeholders (students, teachers, instructional designers,educational experts and professionals). Almost all techniques of the firstthree categories of the PSD-model were used in the design of the blended course.None of the techniques of the fourth category ‘Social Support’ of the PSD-modelwere used, mostly because they touch on the personal process of autobiographicalreflection. It was considered helpful for teachers to have a protocol thatassists them in blending the different parts and this in turn could stimulatestudents to be engaged in the different parts of the blended learning course. Inthis study, we found that the participatory design approach may lead to anengaging blended learning course that encourages the use of persuasive technologywith an optimal focus on content, target group, context and ethical aspectsof the blended course. We suggest adding a new fifth category ‘Blended LearningSupport’.What do you want to do ?New mail
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