The methodology should be a uniform approach that also is flexible enough to accommodate all combinations that make up the different solutions in 6 OPs. For KPIs A and B this required the use of sub-KPIs to differentiate the effects of each (individual and combination of) implemented solutions and prevent double counting of results. This approach also helped to ensure that all 6 OPs use a common way and scope to calculate the various results. Consequently, this allowed the project to capture the results per OP and the total project in one ‘measurement results’ template. The template is used in both the individual OP reports and the ‘KPI Results: Baseline & Final results’ report where all results are accumulated; each instance providing a clear overview of what is achieved. This report outlines the details of the methodology used and applied. It is not just meant to provide a clarification of the results of the project, but is also meant to allow others who are embarking on adopting similar solutions for the purpose of CO2 reduction, becoming more energy autonomous or avoid grid stress or investments to learn about and possibly use the same methodology.
The aim of the research-by-design project The Hackable City is to develop a research agenda and toolkit that explores the role of digital media technologies for new directions for urban planning and city-making. How can citizens, design professionals, local government institutions and others creatively use digital technologies in collaborative processes of urban planning and management? The project seeks to connect developments of, on the one hand, city municipalities that develop smart-city policies and testing these in ‘urban living labs’ and, on the other hand, networked smart-citizen initiatives of people innovating and shaping their own living environments. In this contribution we look at how self-builders in urban lab Buiksloterham in Amsterdam have become ‘hackers’ of their own city, cleverly shaping the future development of a brownfield neighbourhood in Amsterdam’s northern quarter.
The main question in this PhD thesis is: How can Business Rules Management be configured and valued in organizations? A BRM problem space framework is proposed, existing of service systems, as a solution to the BRM problems. In total 94 vendor documents and approximately 32 hours of semi-structured interviews were analyzed. This analysis revealed nine individual service systems, in casu elicitation, design, verification, validation, deployment, execution, monitor, audit, and version. In the second part of this dissertation, BRM is positioned in relation to BPM (Business Process Management) by means of a literature study. An extension study was conducted: a qualitative study on a list of business rules formulated by a consulting organization based on the Committee of Sponsoring Organizations of the Treadway Commission risk framework. (from the summary of the Thesis p. 165)
De managementgame is de populaire benaming voor het ontwerpvak BK6ON5, een verplicht vak voor derdejaars Bachelors van de faculteit Bouwkunde, met ieder jaar zo’n 300-350 studenten. Een rollenspel, waarbij studenten in groepen van 9-10 rollen gedurende 10 weken een gebied analyseren en een ontwikkelingsvisie voor de komende 50 jaar formuleren. Elk jaar wordt een actuele casus waar vraag naar is opgepakt: Herontwikkeling van Blaak (Rotterdam 2013), Pompenburg (Rotterdam 2014), Campus TU (Delft 2015), barrièrewerking A20 (Schiedam 2016), M4H (Schiedam en Rotterdam 2017), Spoorzone (Dordrecht en Zwijndrecht 2018), Alexanderpolder (Rotterdam 2019) en Van A tot Z (Rotterdam 2020). Met deze cases wordt geschiedenis geschreven: toenemende complexiteit en integraliteit, gevolgen van klimaatverandering, economische ontwikkeling, verschuivende politieke verhoudingen, de verschuivingen in sturing op ontwikkeling, een meer circulaire economie en inclusieve samenleving. Het beschrijven van de opeenvolgende processen, de relatie met de gemeente die de opdracht heeft geformuleerd en de impact van de ‘lessons learned’ is de essentie van het voorstel. Het is niet alleen een rijke leeromgeving om te bestuderen, maar de uitkomsten van die studie zijn ook weer zeer bruikbaar voor de gemeente. De beschrijving van de cases en ontwerpoplossingen laat ook zien hoe een vak, gewaardeerd door studenten én professionals, kan worden vormgegeven. Er zit een beproefd didactisch concept achter de managementgame, wat ook op andere scholen, zeker in andere steden maar ook op andere schaal en zelfs context, kan worden toegepast. Die toelichting is een zinvolle kennisdeling in zich zelf, passend in de doelstelling van de City Deal Kennis Maken.
In recent years, disasters are increasing in numbers, location, intensity and impact; they have become more unpredictable due to climate change, raising questions about disaster preparedness and management. Attempts by government entities at limiting the impact of disasters are insufficient, awareness and action are urgently needed at the citizen level to create awareness, develop capacity, facilitate implementation of management plans and to coordinate local action at times of uncertainty. We need a cultural and behavioral change to create resilient citizens, communities, and environments. To develop and maintain new ways of thinking has to start by anticipating long-term bottom-up resilience and collaborations. We propose to develop a serious game on a physical tabletop that allows individuals and communities to work with a moderator and to simulate disasters and individual and collective action in their locality, to mimic real-world scenarios using game mechanics and to train trainers. Two companies–Stratsims, a company specialized in game development, and Society College, an organization that aims to strengthen society, combine their expertise as changemakers. They work with Professor Carola Hein (TU Delft), who has developed knowledge about questions of disaster and rebuilding worldwide and the conditions for meaningful and long-term disaster preparedness. The partners have already reached out to relevant communities in Amsterdam and the Netherlands, including UNUN, a network of Ukrainians in the Netherlands. Jaap de Goede, an experienced strategy simulation expert, will lead outreach activities in diverse communities to train trainers and moderate workshops. This game will be highly relevant for citizens to help grow awareness and capacity for preparing for and coping with disasters in a bottom-up fashion. The toolkit will be available for download and printing open access, and for purchase. The team will offer training and facilitate workshops working with local communities to initiate bottom-up change in policy making and planning.
CRYPTOPOLIS is a project supported by EU which focuses on the financial management knowledge of teachers and the emerging field of risk management and risk analysis of cryptocurrencies. Cryptocurrency has shown to be a vital and rapidly growing component in today’s digital economy therefore there is a need to include not just financial but also crypto literacy into the schools. Beside multiple investors and traders the market is attracting an increasing number of young individuals, viewing it as an easy way to make money. A large pool of teenagers and young adults want to hop on this train, but a lack of cryptocurrency literacy, as well as financial literacy in general amongst youth, together with their inexperience with investing makes them even more vulnerable to an already high-risk investment.Therefore, we aim to increase the capacity and readiness of secondary schools and higher educational institutions to manage an effective shift towards digital education in the field of crypto and financial literacy. The project will develop the purposeful use of digital technologies in financial and crypto education for teaching, learning, assessment and engagement.