Seamless integration of air segment in the overall multimodal mobility chain is a key challenge to provide more efficient and sustainable transport services. Technology advances offer a unique opportunity to build a new generation of transport services able to match the evolving expectations and needs of society as a whole. In this context, the passenger-centric approach represents a method to inform the design of future mobility services, supporting quality of life, security and services to citizens traveling across Europe. Relying on the concepts of inclusive design, context of use and task analysis, in this article, we present a comprehensive methodological framework for the analysis of passenger characteristics to elicit features and requirements for future multimodal mobility services, including air leg, that are relevant from the perspective of passengers. The proposed methodology was applied to a series of specific use cases envisaged for three time horizons, 2025, 2035 and 2050, in the context of a European research project. Then, passenger-focused key performance indicators and related metrics were derived to be included in a validation step, with the aim of assessing the extent of benefit for passengers that can be achieved in the forecasted scenarios. The results of the study demonstrate the relevance of human variability in the design of public services, as well as the feasibility of personalized performance assessment of mobility services.
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X-TEAM D2D project is focused on integrating Air Traffic Management and Urban Air Mobility into an overall multimodal transport network to address the potential increase in efficiency of the overall transportation system in the future, considering the operational domain of the urban and extended urban environment up to a regional extent and passenger-centric perspective. This paper presents the analysis of the Door to Airport trajectory of business passengers until 2035. The results indicate the system's expected performance in 2035 under normal and disrupted scenarios providing insight on the expected impact of future technologies.
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Design educators and industry partners are critical knowledge managers and co-drivers of change, and design graduate and post-graduate students can act as catalysts for new ideas, energy, and perspectives. In this article, we will explore how design advances industry development through the lens of a longitudinal inquiry into activities carried out as part of a Dutch design faculty-industry collaboration. We analyze seventy-five (75) Master of Science (MSc) thesis outcomes and seven (7) Doctorate (PhD) thesis outcomes (five in progress) to identify ways that design activities have influenced advances in the Dutch aviation industry over time. Based on these findings, we then introduce an Industry Design Framework, which organizes the industry/design relationship as a three-layered system. This novel approach to engaging industry in design research and design education has immediate practical value and theoretical significance, both in the present and for future research. https://doi.org/10.1016/j.sheji.2019.07.003 LinkedIn: https://www.linkedin.com/in/christine-de-lille-8039372/
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This paper analyses co-creation in urban living labs through a multi-level network perspective on system innovation. We draw on the case House of Skills, a large, multi-stakeholder living lab aimed at developing a ‘skills-based’ approach towards labour market innovation within the Amsterdam Metropolitan Region. Ouranalysis helps understand stakeholder dynamics towards system innovation, drawing on an innovative living lab example and taking into consideration the multi-layered structures that comprise the collaboration. Our conceptual framework provides an important theoretical contribution to innovation studies and offers a practical repertoire that can help practitioners improve co-creation of shared value in living labs, towards orchestrating flexible structures that strengthen the impact of their initiatives.
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In large organizations, innovation activities often take place in separate departments, centers, or studios. These departments aim to produce prototypes of solutions to the problems of operational business owners. However, too often these concepts remain in the prototype stage: they are never implemented and fall into what is popularly termed the Valley of Death. A design approach to innovation is presented as a solution to the problem. However, practice shows that teams that use design nevertheless encounter implementation challenges due to the larger infrastructure of the organization they are part of. This research aims to explore which organizational factors contribute to the Valley of Death during design innovation. An embedded multiple case study at a large heritage airline is applied. Four projects are analyzed to identify implementation challenges. A thematic data analysis reveals organizational design, departmental silos, and dissimilar innovation strategies contribute to the formation of, and encounters with, the Valley of Death. Arising resource-assignment challenges that result from these factors are also identified. Materialization, user-centeredness, and holistic problem framing are identified as design practices that mitigate encounters with the Valley of Death, thus leading to projects being fully realized. https://doi.org/10.1111/dmj.12052 LinkedIn: https://www.linkedin.com/in/christine-de-lille-8039372/
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Residential public charging points are shared by multiple electric vehicle drivers, often neighbours. Therefore, charging behaviour is embedded in a social context. Behaviours that affect, or are influenced by, other publiccharging point users have been sparsely studied and lack an overarching and comprehensive definition. Consequently, very few measures are applied in practice to influence charging behaviour. We aim to classify and define the social dimension of charging behaviour from a social-psychological perspective and, using a behaviour change framework, identify and analyse the measures to influence this behaviour. We interviewed 15 experts onresidential public charging infrastructure in the Netherlands. We identified 17 charging behaviours rooted in interpersonal interactions between individuals and interactions between individuals and technology. These behaviours can be categorised into prosocial and antisocial charging behaviours. Prosocial charging behaviour provides or enhances the opportunity for other users to charge their vehicle at the public charging point, for instance by charging only when necessary. Antisocial charging behaviour prevents or diminishes this opportunity, for instance by occupying the charging point after charging, intentionally or unintentionally. We thenidentified 23 measures to influence antisocial and prosocial charging behaviours. These measures can influence behaviour through human–technology interaction, such as providing charging etiquettes to new electric vehicle drivers or charging idle fees, and interpersonal interaction, such as social pressure from other charging point users or facilitating social interactions to exchange requests. Our approach advocates for more attention to the social dimension of charging behaviour.
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This article focuses on the role of ethical perspectives such as deep ecology and animal rights in relation to environmental education, arguing that such perspectives are well-placed to reposition students as responsible planetary citizens. We focus on the linkage between non-consequentialism, animal rights, and deep ecology in an educational context and discuss the broader issue of ethics in education. Finally, we discuss how the inclusion of deep ecology and animal rights perspectives would improve current environmental education programs by deepening the respect for nonhumans and their inclusion in the ethical community. https://www.linkedin.com/in/helenkopnina/
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This deaf-led work critically explores Deaf Tech, challenging conventional understandings of technologies ‘for’ deaf people as merely assistive and accessible, since these understandings are predominantly embedded in medical and audist ideologies. By employing participatory speculative workshops, deaf participants from different European countries envisioned technologies on Eyeth - a mythical planet inhabited by deaf people - centered on their perspectives and curiosities. The results present a series of alternative socio-technical narratives that illustrate qualitative aspects of technologies desired by deaf people. This study advocates for expanding the scope of deaf technological landscapes, emphasizing the needs of establishing deaf-centered HCI, including the development of methods and concepts that truly prioritize deaf experiences in the design of technologies intended for their use.
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Background: Digital health is well-positioned in low and middle-income countries (LMICs) to revolutionize health care due, in part, to increasing mobile phone access and internet connectivity. This paper evaluates the underlying factors that can potentially facilitate or hinder the progress of digital health in Pakistan. Objective: The objective of this study is to identify the current digital health projects and studies being carried out in Pakistan, as well as the key stakeholders involved in these initiatives. We aim to follow a mixed-methods strategy and to evaluate these projects and studies through a strengths, weaknesses, opportunities, and threats (SWOT) analysis to identify the internal and external factors that can potentially facilitate or hinder the progress of digital health in Pakistan. Methods: This study aims to evaluate digital health projects carried out in the last 5 years in Pakistan with mixed methods. The qualitative and quantitative data obtained from field surveys were categorized according to the World Health Organization’s (WHO) recommended building blocks for health systems research, and the data were analyzed using a SWOT analysis strategy. Results: Of the digital health projects carried out in the last 5 years in Pakistan, 51 are studied. Of these projects, 46% (23/51) used technology for conducting research, 30% (15/51) used technology for implementation, and 12% (6/51) used technology for app development. The health domains targeted were general health (23/51, 46%), immunization (13/51, 26%), and diagnostics (5/51, 10%). Smartphones and devices were used in 55% (28/51) of the interventions, and 59% (30/51) of projects included plans for scaling up. Artificial intelligence (AI) or machine learning (ML) was used in 31% (16/51) of projects, and 74% (38/51) of interventions were being evaluated. The barriers faced by developers during the implementation phase included the populations’ inability to use the technology or mobile phones in 21% (11/51) of projects, costs in 16% (8/51) of projects, and privacy concerns in 12% (6/51) of projects.
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