Western cities are rapidly densifying, and new building typologies are beinginvented to mitigate high-rise and balance residential, commercial andrecreational functions. This vertical urbanization requires rethinking thetraditional design of public space to promote citizens’ well-being. While the scarce studies on high-rise environments indicate several risks, including social fragmentation and privatization of public functions (Henderson-Wilson 2008; Love et al., 2014), mental stress and undermining attention restoration (Mazumder et al., 2020; Lindal & Hartig 2013), evidence on the potential salutary and mitigating effects of architectural design qualities is limited (Suurenbroek & Spanjar 2023).The Building for Well-being research project combines biometric and socialdata-collection techniques to address this gap. It builds on studies investigatinghow built environments allow user engagement (Mallgrave 2013; Simpson2018) and afford important activities (Gibson 1966). This case study focuseson the experiences of predominant users of the NDSM Wharf in Amsterdamas it is transformed from a post-industrial site into a high-density, mixeduseneighborhood. Using eye-tracking, field and laboratory-based surveys, itexplores how residents, passers-by and visitors visually experience, appreciateand perceive the restorative value of the wharf’s recently developed urbanspaces.Thirty-six university students were randomly recruited as test subjects for thelaboratory test and assigned to one of the three user groups. The residentand passer-by groups were primed for familiarity. Each group was assigneda distinct walking mode and participants were told to imagine they werestrolling (residents), rushing (passers-by) or exploring (visitors). The exposuretime to visual stimuli of participants was five seconds per image. Afterwards,they reported on the perceived restorative quality of ten urban spaces,focusing on: (1) sense of being away, (2) level of complexity-compatibilityand (3) fascination, based on an adapted Restorative Components Scale (RCS,Yin et al. 2022; Laumann et al. 2001). Self-reported appreciation per scenewas measured on a 10-point Likert scale and subjects indicated elements inthe ten urban spaces they liked or disliked (see Figure 1). A semi-structuredon-site survey was also carried out to investigate user experiences furtherand for triangulation. Thirty-one users, consisting of residents, passers-byand visitors to the NDSM Wharf, rated their appreciation of the site and itsperceived restorative and design qualities (following Ewing & Clemente, 2013)on a 10-point Likert scale.The meta-data analysis of RCS statistics, appreciation values, eye-trackingmetrics and heatmaps reveals distinct visual patterns among user groups. Thispoints to the influence of environmental tasks and roles (see Figure 2). Strollingand exploring resulted in a comprehensive visual exploration of scenes with ahigher mean total fixation count and shorter mean total fixation duration thangoal-oriented walking. It suggests that walking mode determines the level ofopenness to the environment and that architectural attributes can also steervisual exploration. Scenes with the highest appreciation scores correlatedwith the RCS outcomes. They displayed coherence and opportunities forsocial engagement, contrasting with scenes with inconsistent industrial andcontemporary features. These findings provide spatial designers with insightsinto the subliminal experiences of predominant user groups to promote wellbeing in urban transformation.
A case study and method development research of online simulation gaming to enhance youth care knowlegde exchange. Youth care professionals affirm that the application used has enough relevance as an additional tool for knowledge construction about complex cases. They state that the usability of the application is suitable, however some remarks are given to adapt the virtual environment to the special needs of youth care knowledge exchange. The method of online simulation gaming appears to be useful to improve network competences and to explore the hidden professional capacities of the participant as to the construction of situational cognition, discourse participation and the accountability of intervention choices.
Background: Nurses play an important role in interprofessional pharmaceutical care. Curricula related to pharmaceutical care, however, vary a lot. Mapping the presence of pharmaceutical care related domains and competences in nurse educational programs can lead to a better understanding of the extent to which curricula fit expectations of the labour market. The aim of this study was to describe 1) the presence of pharmaceutical care oriented content in nursing curricula at different educational levels and 2) nursing students' perceived readiness to provide nurse pharmaceutical care in practice. Methods: A quantitative cross-sectional survey design was used. Nursing schools in 14 European countries offering educational programs for levels 4-7 students were approached between January and April 2021. Through an online survey final year students had to indicate to what extent pharmaceutical care topics were present in their curriculum. Results: A total of 1807 students participated, of whom 8% had level 4-5, 80% level 6, 12% level 7. Up to 84% of the students indicated that pharmaceutical care content was insufficiently addressed in their curriculum. On average 14% [range 0-30] felt sufficiently prepared to achieve the required pharmaceutical care competences in practice. In level 5 curricula more pharmaceutical care domains were absent compared with other levels. Conclusions: Although several pharmaceutical care related courses are present in current curricula of level 4-7 nurses, its embedding should be extended. Too many students perceive an insufficient preparation to achieve pharmaceutical care competences required in practice. Existing gaps in pharmaceutical care should be addressed to offer more thoroughly prepared nurses to the labour market.