The use of the word “social” in the context of information technology goes back to the very beginnings of cybernetics. It later pops up in the 1980s context of “groupware.” The recent materialist school of Friedrich Kittler and others dismissed the use of the word “social” as irrelevant fluff – what computers do is calculate, they do not interfere in human relations. Holistic hippies, on the other hand, have ignored this cynical machine knowledge and have advanced a positive, humanistic view that emphasizes computers as tools for personal liberation. This individualistic emphasis on interface design, usability, and so on was initially matched with an interest in the community aspect of computer networking. Before the “dot-com” venture capitalist takeover of the field in the second half of the 1990s, progressive computing was primarily seen as a tool for collaboration among people.
The professional growth of midwives, essential for optimizing midwifery leadership globally, can be enhanced through twinning collaborations. How twinning promotes growth is unclear. This case study explores how professional growth is affected by cultural differences between twins. We used a longitudinal qualitative design including data from open-ended questionnaires and focus groups. These data were analyzed using a content analysis. Our findings show that cultural differences were capable of both hindering and facilitating professional growth. Within the complex dynamics of twinning, professional growth was facilitated by twins’ preparedness to bridge cultural differences. Common goals positively influenced this process. Friction was more likely, and professional growth was hindered, when midwives were unprepared to bridge cultural differences. To optimize professional growth through twinning, we recommend a clear focus on common goals and consideration of the interaction between the length of a project and the extent of the cultural differences between twins.
Flying insects like dragonflies, flies, bumblebees are able to couple hovering ability with the ability for a quick transition to forward flight. Therefore, they inspire us to investigate the application of swarms of flapping-wing mini-drones in horticulture. The production and trading of agricultural/horticultural goods account for the 9% of the Dutch gross domestic product. A significant part of the horticultural products are grown in greenhouses whose extension is becoming larger year by year. Swarms of bio-inspired mini-drones can be used in applications such as monitoring and control: the analysis of the data collected enables the greenhouse growers to achieve the optimal conditions for the plants health and thus a high productivity. Moreover, the bio-inspired mini-drones can detect eventual pest onset at plant level that leads to a strong reduction of chemicals utilization and an improvement of the food quality. The realization of these mini-drones is a multidisciplinary challenge as it requires a cross-domain collaboration between biologists, entomologists and engineers with expertise in robotics, mechanics, aerodynamics, electronics, etc. Moreover a co-creation based collaboration will be established with all the stakeholders involved. With this approach we can integrate technical and social-economic aspects and facilitate the adoption of this new technology that will make the Dutch horticulture industry more resilient and sustainable.
The presented research project will address parasocial interaction (PSI) directed towards non-player characters (NPCs) within video games. As first described by Horton and Wohl in 1956, the investigation of PSI has been predominantly limited to the context of linear media. Consequently, a significant research gap has emerged, prompting the need for this study. This research endeavors to bridge this gap by conducting multiple studies that delve into different aspects of a character's presence that seem to affect PSI. For example, factors such as obtrusiveness and persistence will be investigated due to their potential influence on the strength of PSI (Hartmann, Schramm, & Klimmt, 2004). Furthermore, the inquiry extends to exploring the collective impact of a group of NPCs on PSI dynamics. To achieve these objectives, the research will employ research through design methods, involving iterative modifications to the NPCs across various test setups. A game-based research environment will be created for participant exposure, leveraging the video game RimWorld (Ludeon Studios, 2018) as a foundational framework that can be adapted as necessary. Employing a quantitative approach, the studies will document the impact different aspects of a character’s presence have on the strength of PSI observed. The outcomes of this research endeavor will be disseminated among fellow game developers through artistic interventions, such as, for example, game jams. This approach seeks to not only contribute to the scholarly understanding of PSI but also offer practical insights in the context of game development.
De grote maatschappelijke opgaven van deze tijd zoals de transities naar een energieneutrale productie- en consumptie, een inclusieve en eerlijke maatschappij en een duurzaam voedselsysteem dagen het ontwerpvak uit. Naast het ontwerpen van nieuwe producten of diensten worden ontwerpers steeds vaker gevraagd om projecten binnen deze transities te faciliteren door ontwerp en om samen te werken met organisaties of multi-stakeholdernetwerken aan schaalbare maatschappelijke oplossingen. Zodoende kunnen ontwerpers als ‘sociale ontwerpers’ in groeiende mate bijdragen aan het vergroten van maatschappelijke veerkracht. Hun open mindset, maar ook hun vermogen om te codesignen en oplossingen met gebruikers te testen maakt hen in de ogen van overheden en andere organisaties geschikt voor deze taak. Tijdens deze taak staan ontwerpers en afstuderende ontwerpstudenten echter voor een grote uitdaging: ze moeten samen met opdrachtgevers bepalen a.) op welke schaal ze binnen een bestaand systeem het beste kunnen interveniëren (b.v. in de wijk, op regionaal of op nationaal niveau) en b.) op welke aspecten (b.v. het veranderen van intenties van stakeholders, van regels voor samenwerking, of van de informatieflow) ze zich het beste kunnen richten om impact te maken. Het Project Impact onderzoek zal uitgangspunten voor deze keuze verkennen zodat ontwerpers hun interventies systematisch kunnen modelleren en communiceren. Project Impact zal hiervoor het denken over ‘leverage points’ (hefboompunten) voor systeemverandering samenbrengen met de expliciete en impliciete praktijkkennis van sociale ontwerpers en een framework ontwikkelen. Dit framework zal niet alleen handvatten geven aan het bepalen van invalshoeken voor sociaal ontwerp, maar ook een taal ontwikkelen om deze overwegingen te delen met opdrachtgevers (overheden, bedrijven) met het doel een betere samenwerking, en uiteindelijk meer impact. Project Impact is een verkenning van de mogelijkheden en dimensies van een dergelijk framework. Het zal ook, in codesign met de doelgroep een eerste handvat voor sociale ontwerpers ontwikkelen, testen en opleveren.