De innovatiewerkplaats Health Space Design is een living lab waar samen met zorginstellingen praktijkonderzoek wordt gedaan op het snijvlak van ruimte en organisatie. Het doel is om innovaties in de samenhang tussen mensen, gebouw en organisatie te ontwikkelen. De onderzoeken richten zich bijvoorbeeld op gastvrijheid, ontvangst, bewegwijzering, oriëntatie, geluid, bewegen of nieuwbouw.
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This investigation explores relations between 1) a theory of human cognition, called Embodied Cognition, 2) the design of interactive systems and 3) the practice of ‘creative group meetings’ (of which the so-called ‘brainstorm’ is perhaps the best-known example). The investigation is one of Research-through-Design (Overbeeke et al., 2006). This means that, together with students and external stakeholders, I designed two interactive prototypes. Both systems contain a ‘mix’ of both physical and digital forms. Both are designed to be tools in creative meeting sessions, or brainstorms. The tools are meant to form a natural, element in the physical meeting space. The function of these devices is to support the formation of shared insight: that is, the tools should support the process by which participants together, during the activity, get a better grip on the design challenge that they are faced with. Over a series of iterations I reflected on the design process and outcome, and investigated how users interacted with the prototypes.
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This chapter explores the use of “responsive” or “interactive” urban media technologies as a tool or “building block” in the (re)design of urban public spaces. This is especially relevant as in the last two decades, urban development and digital technologies have brought out new types of urban typologies and practices often referred to as “networked urbanism.” These typologies and practices bring out specific challenges with regard to their functioning as public space. We argue that responsive technologies could reinforce qualities of public space in this condition of “networked urbanism”; however, their implementation demands new strategies and above all new forms of cooperation between disciplines such as architecture, urban design, and urban interaction design. To aid such an approach, this chapter introduces a heuristic of five mechanisms of responsive media. These are meant to function as a shared vocabulary aiding designers of various backgrounds to collaborate in an interdisciplinary design process for public spaces in a broader development of networked urbanism.
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In this paper we explore the influence of the physical and social environment (the design space) son the formation of shared understanding in multidisciplinary design teams. We concentrate on the creative design meeting as a microenvironment for studying processes of design communication. Our applied research context entails the design of mixed physical–digital interactive systems supporting design meetings. Informed by theories of embodiment that have recently gained interest in cognitive science, we focus on the role of interactive “traces,” representational artifacts both created and used by participants as scaffolds for creating shared understanding. Our research through design approach resulted in two prototypes that form two concrete proposals of how the environment may scaffold shared understanding in design meetings. In several user studies we observed users working with our systems in natural contexts. Our analysis reveals how an ensemble of ongoing social as well as physical interactions, scaffolded by the interactive environment, grounds the formation of shared understanding in teams. We discuss implications for designing collaborative tools and for design communication theory in general.
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The Covid-19 pandemic triggered governments and designers to revalue and redesign public spaces. This paper focuses on the various design responses to Covid-19 proposed and implemented in public spaces. In particular, we identify the kinds of challenges that such design responses address and the strategies that they use. We selected 56 design examples, largely collected from internet sources. By analyzing the design examples we identified five Covid-related challenges that were addressed in public space: sustaining amenities, keeping a distance, feeling connected, staying mentally healthy, and expanding health infrastructures. For each challenge, we articulated 2 to 6 design strategies. The challenges highlight the potential of public space to contribute to more resilient cities during times of pandemic, also in the future. The design strategies show the possible ways in which this potential can be fulfilled. In our next steps, we will use our findings to develop a program of possibilities; this program will contain a wide range of design strategies for responding to future pandemics and will be made publically accessible in an online database. The program contributes to more resilient post-Covid cities, by offering a variety of possibilities for coping with, and adapting to, pandemic-related shocks and stressors.
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PurposeThis paper aims to consider the relationship between urban events and urban public space, asking whether cities have enough space for events and whether events have enough space in cities.Design/methodology/approachPolicy analysis surrounding events and festivals in the Netherlands is used to understand the dynamics of urban events, supported by content analysis of policy documents. A vignette of event space struggles in Amsterdam illustrates the contradictions of the event/space relationship.FindingsThe research identifies a policy shift in the Netherlands towards urban events from expansive, festivalisation strategies to defensive, NIMBYist policies. It exposes contradictions between protecting space as a living resource and the exploitation of space for regenerative purposes. Three future scenarios for urban events are outlined: conflict and competition, growth and harmony and digitalisation and virtualisation.Practical implicationsDevelops scenarios for the future relationship between events and urban space.Originality/valueProvides an analysis of the recursive spatial implications of the growth of the events sector for cities and the growth of cities for events.
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Design education has a nuanced relationship with examples. Although they are considered useful teaching tools, their use is often restricted to illustrating the design theories and principles around which the curriculum is structured. In contrast, professional designers view examples as autonomous entities and use them to initiate a critical dialogue with their current problem space. Therefore, students should be facilitated in cultivating their own repertoire of solutions and learn to initiate conversations between existing solutions and design challenges to gain a better understanding of the problem space and generate new designs. This paper outlines a small-scale experiment conducted with master's students in Applied Data Science at Utrecht University who took a course on designing recommender system interfaces. The students were provided with a set of examples of recommender interface designs as their main instructional tool. They could use this set to curate their own solution repertoire. As a result, the majority of the participants' work displayed more diverse designs, and they used design patterns distilled from those examples generatively, developing innovative designs. Based on this case study, we tentatively conclude that a design curriculum built around examples, complemented by theories, could be advantageous, as long as special attention is given to helping students initiate fruitful iterations between their challenges and a set of solutions.
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Academic design research often fails to contribute to design practice. This dissertation explores how design research collaborations can provide knowledge that design professionals will use in practice. The research shows that design professionals are not addressed as an important audience between the many audiences of collaborative research projects. The research provides insight in the learning process by design professionals in design research collaborations and it identifies opportunities for even more learning. It shows that design professionals can learn about more than designing, but also about application domains or project organization.
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A level designer typically creates the levels of a game to cater for a certain set of objectives, or mission. But in procedural content generation, it is common to treat the creation of missions and the generation of levels as two separate concerns. This often leads to generic levels that allow for various missions. However, this also creates a generic impression for the player, because the potential for synergy between the objectives and the level is not utilised. Following up on the mission-space generation concept, as described by Dormans, we explore the possibilities of procedurally generating a level from a designer-made mission. We use a generative grammar to transform a mission into a level in a mixed-initiative design setting. We provide two case studies, dungeon levels for a rogue-like game, and platformer levels for a metroidvania game. The generators differ in the way they use the mission to generate the space, but are created with the same tool for content generation based on model transformations. We discuss the differences between the two generation processes and compare it with a parameterized approach.
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What is a pop-up store and how can it be used for organisational counterspacing? The pop-up can be interpreted as a fashionable and hypermodern platform focusing on the needs of a younger generation of consumers that searches for new experiences and is prone to ad hoc decision-making. From this perspective, the pop-up is a typical expression of the experience economy. But it is more. The ephemeral pop-up store, usually lasting from one day to six months, is also a spatial practice on the boundary between place as something stable/univocal and space as something transitory/polyphonic. Organizational theory has criticized the idea of a stable place and proposed the concept of spacing with a focus on the becoming of space. In this article, the pop-up store is introduced as a fashionable intervention into organizational spacing. It suggests a complementary perspective to non-representational theory and frames the pop-up as co-actor engaging everyday users in appropriating space. Drawing on Lefebvre’s notions of differential space, festival and evental moment, theory is revisited and then operationalized in two pop-up store experiments. Apart from contributing to the ongoing theoretical exploration of the spacing concept, this article aims to inspire differential pop-up practices in organisations. https://www.linkedin.com/in/overdiek12345/
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