PurposePalliative care improves quality of life of patients and relatives facing life-threatening illnesses; it places their needs central (WHO, 2015). It is however unknown if facility design in Dutch hospice care facilities fulfils these needs. This paper aims to establish if services and spaces of hospice care providers match with needs of users.DesignThis explorative study includes a literature review on needs and supporting services and spaces, using evidence-based design and indoor-environment design literature. Semi-structured interviews were conducted with caregivers and support staff.FindingsPatients in the final stages of life need a last refuge that requires a higher standard when compared to regular healthcare environments. The spaces and service delivery processes at hospices seem to be optimal while in other (hospice) care settings users miss adequate spaces and services. In addition, management in care systems needs to reconfigure accordingly in order to offer flexible customisation e.g. allocation of staff. Several space and service requirements have been identified, like domesticity, lay-out, style of décor, space for loved ones, quiet, and personal artefacts.Practical implicationsThe research findings will be used for follow-up research that will result in aligning the designs of spaces and services with needs of hospice care users.Originality/ValueThe role of facility management in palliative care has rarely been studied. Current findings may be regarded as a starting point for further investigation in this area, allowing hospice care to improve its spaces and services in order to meet patients’ and relatives’ needs.
DOCUMENT
PurposeThe purpose of this paper is to create an overview of current literature and identify gaps in what is known about stimulating interaction through spaces and services provided on university campuses.Design/methodology/approachThe authors used the preferred reporting items for systematic reviews and meta-analyses (PRISMA) statement methodology for systematic literature review. In total, 3,616 articles were screened, 31 articles were included. Facility Directors from 13 Dutch Universities were asked to define the search terms related to services.FindingsSpaces and services were mostly studied separately. The majority of papers (18/31) were based on perceptions (surveys or interviews). The following critical success factors were identified in the literature: geographic proximity, cognitive proximity, scale, transitional spaces, comfort and experience, shared facilities and events, local buzz and networks. These factors are interrelated. The authors present a new relational model, from spaces and services, through interaction to innovation, visualising how the identified papers are related.Research limitations/implicationsThe scope of possible findings may have been narrowed because prior relevant studies were rather limited and as a consequence of the search strategy designed to limit the number of unrelated hits. Some knowledge gaps may not have been identified, as only a few mainstream concepts related to the critical success factors were used for comparison. Nevertheless, the literature review provides a reliable overview of current academic knowledge regarding critical success factors for spaces and services that stimulate interaction on campuses.Originality/valueThis paper offers a novel perspective by emphasising the relational chain from interaction to innovation, visualising the large diversity in research fields and summarising the critical success factors in the literature.
DOCUMENT
In May 2018, the new Dutch Intelligence and Security Services Act 2017 (Wet op de Inlichtingen- en veiligheidsdiensten, Wiv) will enter into force. It replaces the previous 2002 Act and incorporates many reforms to the information gathering powers of the two intelligence and security services as well as to the accountability and oversight mechanisms. Due to the technologyneutral approach, both the civil and the military intelligence services are now authorized to, for example, intercept communications in bulk, hack third parties, decrypt files, store DNA or use any other future innovative technology. Also, the national security legislation extends the possibilities for the indiscriminate collection of data, and for the processing, storage and analysis thereof. The process leading to the law includes substantial criticism from the various stakeholders involved. Upon publication of this report, an official consultative referendum is being organized on the new act. The aim of this policy brief is to provide an international audience with a comprehensive overview of the most relevant aspects of the act and its context. In addition, there is considerable focus on the checks and balances as well as the bottlenecks of the Dutch intelligence gathering reform. The selection of topics is based on the core issues addressed during the parliamentary debate and on the authors’ insights.
DOCUMENT
This study proposes a framework to measure touristification of consumption spaces, consisting of concentration of retail capital, business displacement and standardization of the consumption landscape. This framework is tested using business registration data and rent price estimates for consumption spaces in Amsterdam between 2005 and 2020. Touristification emerges from concentrations of retail capital and standardization, but occurs without causing significant business displacement. A cluster analysis identifies different variations of touristification. Besides the more typical cases these include nightlife areas, gentrifying consumption spaces and specialized retail areas. This suggests that local contingencies cause consumption spaces to respond differently to increasing tourism.
DOCUMENT
Augmented Play Spaces (APS) are (semi-) public environments where playful interaction isfacilitated by enriching the existing environment with interactive technology. APS canpotentially facilitate social interaction and physical activity in (semi-)public environments. Incontrolled settings APS show promising effects. However, people’s willingness to engagewith APSin situ, depends on many factors that do not occur in aforementioned controlledsettings (where participation is obvious). To be able to achieve and demonstrate thepositive effects of APS when implemented in (semi-)public environments, it is important togain more insight in how to motivate people to engage with them and better understandwhen and how those decisions can be influenced by certain (design) factors. TheParticipant Journey Map (PJM) was developed following multiple iterations. First,based on related work, and insights gained from previously developed andimplemented APS, a concept of the PJM was developed. Next, to validate and refinethe PJM, interviews with 6 experts with extensive experience with developing andimplementing APS were conducted. Thefirst part of these interviews focused oninfluential (design) factors for engaging people into APS. In the second part, expertswere asked to provide feedback on thefirst concept of the PJM. Based on the insightsfrom the expert interviews, the PJM was adjusted and refined. The Participant JourneyMap consists of four layers: Phases, States, Transitions and Influential Factors. There aretwo overarchingphases:‘Onboarding’and‘Participation’and 6statesa (potential)participant goes through when engaging with an APS:‘Transit,’‘Awareness,’‘Interest,’‘Intention,’‘Participation,’‘Finishing.’Transitionsindicate movements between states.Influential factorsare the factors that influence these transitions. The PJM supportsdirections for further research and the design and implementation of APS. Itcontributes to previous work by providing a detailed overview of a participant journeyand the factors that influence motivation to engage with APS. Notable additions are thedetailed overview of influential factors, the introduction of the states‘Awareness,’‘Intention’and‘Finishing’and the non-linear approach. This will support taking intoaccount these often overlooked, key moments in future APS research and designprojects. Additionally, suggestions for future research into the design of APS are given.
DOCUMENT
Over the past decade, journalists have created in-depth interactive narratives to provide an alternative to the relentless 24-hour news cycle. Combining different media forms, such as text, audio, video, and data visualisation with the interactive possibilities of digital media, these narratives involve users in the narrative in new ways. In journalism studies, the convergence of different media forms in this manner has gained significant attention. However, interactivity as part of this form has been left underappreciated. In this study, we scrutinise how navigational structure, expressed as navigational cues, shapes user agency in their individual explorations of the narrative. By approaching interactive narratives as story spaces with unique interactive architectures, in this article, we reconstruct the architecture of five Dutch interactive narratives using the walkthrough method. We find that the extensiveness of the interactive architectures can be described on a continuum between closed and open navigational structures that predetermine and thus shape users’ trajectories in diverse ways.
DOCUMENT
Can you remember the last time the ground gave way beneath you? When you thought the ground was stable, but for some reason it wasn’t? Perhaps you encountered a pothole on the streets of Amsterdam, or you were renovating your house and broke through the floor. Perhaps there was a molehill in a park or garden. You probably had to hold on to something to steady yourself. Perhaps you even slipped or fell. While I sincerely hope that nobody here was hurt in the process, I would like you to keep that feeling in your mind when reading what follows. It is the central theme of the words that will follow. The ground beneath our feet today is not as stable as the streets of Amsterdam, your park around the corner or even a poorly renovated upstairs bedroom. This is because whatever devices we use and whatever pathways we choose, we all live in hybrid physical and digital social spaces (Kitchin and Dodge 2011). Digital social spaces can be social media platforms like Twitter or Facebook, but also chat apps like WhatsApp or Signal. Crucially, social spaces are increasingly hybrid, in which conversations take place across digital spaces (WhatsApp chat group) and physical spaces (meeting friends in a cafe) simultaneously. The ground beneath our feet is not made of concrete or stone or wood but of bits and bytes.
DOCUMENT
Recent developments in digital technology and consumer culture have created new opportunities for retail and brand event concepts which create value by offering more than solely marketing or transactions, but rather a place where passion is shared. This chapter will define the concept of ‘fashion space’ and consumer experience, and delves into strategies for creating experiences that both align with a brand’s ethos and identity and build brand communities. It will provide insight on creating strong shared brand experiences that integrate physical and digital spaces, AR and VR. These insights can be used for consumer spaces but also for media and buyer events, runway shows, test labs and showrooms. Since its launch in 2007, international fashion brand COS has focused on creating fashion spaces that build and reinforce a COS fashion community. COS retail stores with their extraordinary architecture, both traditional and contemporary, contribute stories and facilitate intense brand experiences. Moreover, COS’ dedication to share the artistic inspirations of its people led to collaborating on interactive and multi-sensory installations which allow consumers to affectively connect to the brand’s personality and values. Thus, the brand was able to establish itself firmly in the lifestyle of its customers, facilitating and developing their aesthetics and values. This is an Accepted Manuscript of a book chapter published by Routledge/CRC Press in "Communicating Fashion Brands. Theoretical and Practical Perspectives" on 03-03-2020, available online: https://www.routledge.com/Communicating-Fashion-Brands-Theoretical-and-Practical-Perspectives/Huggard-Cope/p/book/9781138613560. LinkedIn: https://nl.linkedin.com/in/overdiek12345
MULTIFILE
Project objectives Radicalisation research leads to ethical and legal questions and issues. These issues need to be addressed in way that helps the project progress in ethically and legally acceptable manner. Description of Work The legal analysis in SAFIRE addressed questions such as which behavior associated with radicalisation is criminal behaviour. The ethical issues were addressed throughout the project in close cooperation between the ethicists and the researchers using a method called ethical parallel research. Results A legal analysis was made about criminal law and radicalisation. During the project lively discussions were held in the research team about ethical issues. An ethical justification for interventions in radicalisation processes has been written. With regard to research ethics: An indirect informed consent procedure for interviews with (former) radicals has been designed. Practical guidelines to prevent obtaining information that could lead to indirect identification of respondents were developed.
DOCUMENT