This paper presents the results of the research project ‘Going Eco, Going Dutch’ (2015- 2017), which investigated the production, design and branding of fashion textiles made from locally produced hemp fibers in the Netherlands. For fashion labels and designers it is often difficult to scrutinize the production of textile fabrics manufactured in non-European countries due to physical distance and, often, non-transparency. At the same time, many designers and established fashion brands increasingly search for sustainable textiles that could be recycled or upcycled after being used by consumers. For the project ‘Going Eco, Going Dutch’, local textile manufacturers and fashion brands closely collaborated to explore how to develop fashionable textiles made from locally produced hemp – from the very first fiber to the final branding of the fashion product. In addition to the technical insights on the production of hemp, this paper will present and highlight the importance of the visual identity of the textiles, which was created by using Dutch traditional crafts – suggesting that this should be understood in terms of Kristine Harper’s ‘aesthetic sustainability’ (2017) as an essential design strategy. In addition, this paper will reflect on the importance of storytelling by focusing on locality and transparency, and on creating an emotional bond and connection between producer, product and consumer. This paper will argue that this form of ‘emotional durability’ (Chapman, 2005, 2009) is essential to both design and branding strategies. Moreover, this paper will critically reflect on the performance of Dutchness – Dutch national identity – through these locally produced fibers, textiles and fashion products.
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Background A healthy lifestyle is beneficial for everyone, including students and employees of universities of applied sciences (UAS). Although these groups experience high stress-levels and spent many hours sedentary, only few lifestyle interventions focus on these target groups that potentially could improve their well-being, and physical and mental health. Objective This study explores the lifestyle of students and employees at the Hague UAS using a narrative research method. The study aims to create personas, separate for students and employees, to inform future tailored lifestyle interventions. Methods Semi-structured interviews were conducted with 13 employees (26+ years old; 4 males, 9 females), and 12 students (18-35 years old; 4 males, 6 females, 2 identified as other). Via the storytelling technique[1], participants were asked to describe past situations on lifestyle-related decisions. Two researchers independently extracted stories from the interviews and linked a theme to each story. Analysis involved a cyclic process of constant comparison. The themes were grouped in main themes to create a story web. Thereafter, personas were created for both students and employees. Results Although we are in the midst of analyzing, preliminary distinction can be made between several groups of people. For example, one group tends to be underweight and struggles to maintain a healthy lifestyle. A second group deals with allergies, food intolerances, physical limitations or chronical illnesses. A third group incorporated health in their lifestyle. And a fourth group does not care, has other priorities or has insufficient knowledge about a healthy lifestyle. Conclusion Lifestyle is personal and, therefore, a one-size-fits-all approach for all students and employees is inadequate. In more detail, some people will benefit from social interventions, e.g. setting up a sports competition, others from physical interventions, e.g. nudging the stairs. Our next step is developing tailored lifestyle interventions in co-creation with students and employees.
This Professional Doctorate (PD) project explores the intersection of artistic research, digital heritage, and interactive media, focusing on the reimagining of medieval Persian bestiaries through high dark fantasy and game-making. The research investigates how the process of creation with interactive 3D media can function as a memory practice. At its core, the project treats bestiaries—pre-modern collections of real and imaginary classifications of the world—as a window into West and Central Asian flora, fauna, and the landscape of memory, serving as both repositories of knowledge and imaginative, cosmological accounts of the more-than-human world. As tools for exploring non-human pre-modern agency, bestiaries offer a medium of speculative storytelling, and explicate the unstable nature of memory in diasporic contexts. By integrating these themes into an interactive digital world, the research develops new methodologies for artistic research, treating world-building as a technique of attunement to heritage. Using a practice-based approach, the project aligns with MERIAN’s emphasis on "research in the wild," where artistic and scientific inquiries merge in experimental ways. It engages with hard-core game mechanics, mythopoetic decompressed environmental storytelling, and hand-crafted detailed intentional world-building to offer new ways of interacting with the past that challenges nostalgia and monumentalization. How can a cultural practice do justice to other, more experimental forms of remembering and encountering cultural pasts, particularly those that embrace the interconnections between human and non-human entities? Specifically, how can artistic practice, through the medium of a virtual, bestiary-inspired dark fantasy interactive media, allow for new modes of remembering that resist idealized and monumentalized histories? What forms of inquiry can emerge when technology (3D media, open-world interactive digital media) becomes a tool of attention and a site of experimental attunement to cosmological heritage?
The increasing concentration of people in urban environments in an era of globalisation means that social, economic, and environmental resources for living and working are under pressure. Urban communities experience increased stress levels due to inadequate and overburdened infrastructure and services, challenges due to ethnic and cultural diversity, socio-economic inequalities as well as the impact of environmental degradation. For these communities to build resilience under these circumstances therefore requires a multipronged approach. The underlying question this project will answer is: “What are the key characteristics of experiencescapes that contribute to resilience-building in communities?” The project will dive into the identification of building blocks of experiencescapes and roles of relevant actors that can support communities in building resilience. Within the context of a multidisciplinary approach, this project applies a range of qualitative research methods, such as in-depth interviews, focus groups, participant observation, storytelling techniques, life stories, as well as various biometric quantitative methods, available through the experience lab of BUas. The outcome of the project will enable practitioners and researchers alike in various sectors to understand what and how they can contribute to creating an environment in which people can meaningfully interact in a way that builds resilience in communities. This outcome is communicated not only through academic publications and conference contributions, but also through public reports and a handbook for practitioners and students. These reports and handbooks support identification and application of building blocks of experiencescapes that support building resilience in communities. Finally, the knowledge generated in the project will contribute to the development of curricula of various educational programmes at Breda University of Applied Sciences by expanding the scope of experience design into the area of people-to-people relationships.
Postdoc research project Transformation through Interactive Narrative DesignMedia psychologist dr. Christian Roth's postdoc project Transformation through Interactive Narrative Design (TIND) is part of the Professorship Performative Creative Processes, the school Games & Interaction, and the Expertisecentrum Onderzoek, Innovatie en Internationalisering (OOI). Here, Christian interweaves education and practice-oriented research. He studies the artistic, pedagogical and academic perspectives regarding the power of transformation through applied Interactive Narrative Design (IND).Within the two-year postdoc research project TIND, Christian studies the training of interactive narrative designers with the goal of developing teaching methods and learning tools for artists and designers, such as game and interaction designers, to enable them to create more effective artefacts.Why interactive narrative design?IND offers agency, defined as the ability to influence narrative progression and outcomes in a meaningful way. As such, it carries the potential to create and emotional impact and spark transformative change. This enables interactors to explore different points of view and to feel the weight of their own choices and consequences. This, in turn, allows for a more thorough understanding of complex multi-stakeholder issues, which could have a significant impact on the success of emerging artistic, and learning applications.The TIND project will enable designers through an interdisciplinary approach, including applied game design, immersive theatre, behavioral and cognitive psychology, and the learning sciences.A good example for offering different perspectives on a complex topic is the narrative simulation Mission Zhobia: Winning the Peace, which is used for the training of peacekeepers. Or the news game, I am Mosul, which aims to raise awareness around the effects of war by bringing it close to home: choose your Dutch city and make choices on how to survive if the war was there. And the interactive story Adventures with Anxiety offers a new understanding by letting interactors play anxiety embodied within a wolf. IND is a complex and challenging interdisciplinary field in which design knowledge from other media can often not be directly transferred. As a new medium, it introduces new affordances in technique and user experience. This requires practice-based research for further development of the educational format, demonstrating its potential while identifying and overcoming common learners’ challenges. This project aims to develop a framework for the design and evaluation of meaningful interactive narrative experiences that effectively stimulate a variety of cognitive and emotional responses such as reflection, insight, understanding, and potential behavior change. It provides tools, methods and activities to enable aspiring or practicing narrative designers through an interdisciplinary approach, including game design, immersive theatre, behavioral and cognitive psychology, and the learning sciences.HKU education means to prepare students for success in the creative industries and IND plays an important role for current and future jobs in education, arts and entertainment. IND has the potential to create an emotional impact and spark transformative change by offering agency, defined as the ability to influence narrative progression and outcomes in a meaningful way. This enables interactors to feel the weight of their own choices and their consequences, to explore different perspectives, and to more thoroughly understand complex multi-stakeholder issues, which could have significant impact on the success of emerging artistic, and learning applications.The planned output is a collection of design tools and methods for interdisciplinary workshops and courses, which can be integrated into different curricula at the HKU, thereby enhancing existing programs while enabling the refinement of training methods. Once completed, this postdoc project delivers a training method with multiple applications designed to harness the power of interactive storytelling for transformative personal and societal impact.ColloborationsThe research project is directly embedded in the curriculum of the HKU schoolGames & Interaction with annual educational offerings such as the Minor Interactive Narrative Design (MIND) and HKU wide broad seminars. Course evaluation and literature research will be used to create new and adjusted training for different HKU schools and the industry.More informationAre you interested to learn more about the postdoc research project Transformation through Interactive Narrative Design? Get in touch with Christian Roth: christian.roth@hku.nl