De maatschappij verandert razendsnel en vraagt een meer ondernemende en nieuwsgierige houding van studenten en professionals. Kennis en vaardigheden die hiervoor essentieel zijn noemen we binnen Fontys TEC: Technology, Entrepreneurship en Creativity. Wie over TEC-skills beschikt, begrijpt hoe technologie vraagstukken kan oplossen, durft te ondernemen en zoekt naar creatieve oplossingen en samenwerkingen. Onze studenten, afgestudeerden, docenten en onderzoekers leveren zo een proactieve bijdrage aan een duurzame en inclusieve samenleving. Jonge mensen opleiden tot TEC-professionals, dat zien we binnen Fontys als onze hoofdtaak. Deze vaardigheden worden zowel in het onderwijs als in het praktijkgerichte onderzoek aangeleerd en gestimuleerd. De komende jaren bepaalt het thema TEC for Society grotendeels de koers van het onderwijs binnen Fontys. Met vijf inhoudelijke onderzoeksthema’s zet Fontys in op de ontwikkeling naar een kennisintensieve netwerkorganisatie die verbonden is met vraagstukken in de samenleving en het bedrijfsleven. Deze thema’s zijn: • High Tech Systems and Materials • Health • Learning Society • Smart Society • Creative Economy Het thema Learning Society wil een bijdrage leveren aan het leven lang leren en het ontwikkelen van de wenbaarheid en weerbaarheid van de inwoners in onze regio. Binnen dit onderzoeksthema wordt door lectoren uit verschillende domeinen samengewerkt en onderzoek verricht. Dit literatuuronderzoek was een van de startactiviteiten binnen het thema Learning Society. We wilden vanuit verschillende disciplines een beeld krijgen van wat al bekend is over future skills, innovatieve leer- en werkomgevingen en de vragen die daarbij spelen. In deze rapportage delen we onze eerste inzichten.
We live in a digital society which has significantly changed the information landscape affecting every aspect of our lives. The current wave of technological innovation is part of the context in which social work students, practitioners and service users and carers operate. Technology can improve the quality of our lives and learning and can potentially enrich social work practice but that depends on our active involvement. It will not happen without social workers moulding technology developments and uses to their own and service users' needs. However, the technology can also pose challenges and dangers. This chapter outlines some of the major issues when thinking about the digital society from a social work perspective.
This study provides an in-depth understanding of the perceptions of patients with T2DM before use (acceptability) and after use (acceptance) regarding 4 different mobile health apps for diabetes control and self-management. This study was part of the TOPFIT Citizenlab project. TOPFIT Citizenlab is a 3-year research and innovation program in the eastern part of the Netherlands. Citizens, health care professionals (HCPs), and companies have joined forces with researchers to develop and implement technology for health and well-being.
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Due to societal developments, like the introduction of the ‘civil society’, policy stimulating longer living at home and the separation of housing and care, the housing situation of older citizens is a relevant and pressing issue for housing-, governance- and care organizations. The current situation of living with care already benefits from technological advancement. The wide application of technology especially in care homes brings the emergence of a new source of information that becomes invaluable in order to understand how the smart urban environment affects the health of older people. The goal of this proposal is to develop an approach for designing smart neighborhoods, in order to assist and engage older adults living there. This approach will be applied to a neighborhood in Aalst-Waalre which will be developed into a living lab. The research will involve: (1) Insight into social-spatial factors underlying a smart neighborhood; (2) Identifying governance and organizational context; (3) Identifying needs and preferences of the (future) inhabitant; (4) Matching needs & preferences to potential socio-techno-spatial solutions. A mixed methods approach fusing quantitative and qualitative methods towards understanding the impacts of smart environment will be investigated. After 12 months, employing several concepts of urban computing, such as pattern recognition and predictive modelling , using the focus groups from the different organizations as well as primary end-users, and exploring how physiological data can be embedded in data-driven strategies for the enhancement of active ageing in this neighborhood will result in design solutions and strategies for a more care-friendly neighborhood.
The pace of technology advancements continues to accelerate, and impacts the nature of systems solutions along with significant effects on involved stakeholders and society. Design and engineering practices with tools and perspectives, need therefore to evolve in accordance to the developments that complex, sociotechnical innovation challenges pose. There is a need for engineers and designers that can utilize fitting methods and tools to fulfill the role of a changemaker. Recognized successful practices include interdisciplinary methods that allow for effective and better contextualized participatory design approaches. However, preliminary research identified challenges in understanding what makes a specific method effective and successfully contextualized in practice, and what key competences are needed for involved designers and engineers to understand and adopt these interdisciplinary methods. In this proposal, case study research is proposed with practitioners to gain insight into what are the key enabling factors for effective interdisciplinary participatory design methods and tools in the specific context of sociotechnical innovation. The involved companies are operating at the intersection between design, technology and societal impact, employing experts who can be considered changemakers, since they are in the lead of creative processes that bring together diverse groups of stakeholders in the process of sociotechnical innovation. A methodology will be developed to capture best practices and understand what makes the deployed methods effective. This methodology and a set of design guidelines for effective interdisciplinary participatory design will be delivered. In turn this will serve as a starting point for a larger design science research project, in which an educational toolkit for effective participatory design for socio-technical innovation will be designed.
Craft your own audience: How can a technology-driven company use online gaming communities, like Minecraft, to reach and engage a young audience? This project creates a context in which reality is simulated, by having students work together for a real client in an international context. In this project we explore innovative ways in which Samsung can engage younger audiences through Minecraft, the world's best-selling game with almost 140 million monthly players (2023). This project is focused on on educating, researching and developing playable prototypes within Minecraft that demonstrate how online gaming communities can be used to connect technology companies with a new generation of users. Societal issueInclusion of different ages around technology literacy and education (21st century skills).Benefit to societyGlobal inclusive community around education and R&D, higher cultural awareness.Collaborative partnersManchester Metropolitan University; Samsung Benelux.