.This workshop gives you hands-on experience of developing gameplay concepts with a practical tool that will challenge you to see your ideas in a new light. We will reveal unconscious biases, and help you to be both creative and pragmatic with your early designs. Mata and Thomas, who ran 2018’s paper prototyping workshop, are back to help you explore ‘ideation systems’: what they are, why they feel good to use, and why they often don’t fulfil the needs of individuals or companies. At the end of the session you will have learnt and used a new method for stimulating your own creativity, and a way to sanity-check your ideas before you commit to an expensive path of exploration. The workshop will help anyone involved with game concepting and early prototype development – from large companies to indie teams. At the end of the session you will have learnt and used a new method for stimulating your own creativity, and a way to sanity-check your ideas before you commit to an expensive path of development. You’ll be able to take this method back to your studio and use it with the rest of your team to create new concepts for your projects and enhance both morale and collaboration.
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In Nederland is er een groeiende behoefte aan collectieve huisvesting voor ouderen om de kloof tussen 'ageing in place' en institutionele zorgvoorzieningen te overbruggen. Participatie van ouderen in de concept- en ontwerpfase is belangrijk om het marktaanbod af te stemmen op de behoeften van (toekomstige) bewoners. Sociale ondernemers vinden het echter een uitdaging om ouderen te betrekken. Dit hoofdstuk verkent verschillende manieren waarop ouderen betrokken kunnen worden bij het ontwikkelen van nieuwe wooninitiatieven. De ladder van burgerparticipatie wordt hier gebruikt om verschillende rollen te verkennen die (toekomstige) bewoners zouden kunnen spelen met verschillende niveaus van invloed, van niet-participatie tot burgerkracht. Overwegingen voor betekenisvolle participatie worden besproken. Verder wordt een Nederlandse casestudy gepresenteerd waarin vastgoed werd getransformeerd op basis van de betrokkenheid van ouderen, die illustreert hoe door het gebruik van een innovatieve methode partnerschappen kunnen worden gevormd tussen (toekomstige) bewoners en besluitvormers. Dit hoofdstuk concludeert dat naast de huisvesting zelf, ook de gebouwde omgeving en de buitenomgeving in beschouwing moeten worden genomen om de leefomstandigheden van ouderen te verbeteren.
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The establishment of new housing initiatives for older people begins with the participation of (future) residents. This study explored how participation is experienced by both facilitators and (future) residents and what lessons are learned regarding the facilitation of meaningful participation. Participation was studied through semi-structured interviews and focus group sessions from the perspective of 34 (future) residents and facilitators involved in participation processes in a diverse set of four housing projects from the Netherlands. The results focused on three phases: the initiation phase, the concepting and development phase, and the transition towards an established form of group housing. From the outset of such processes, it was important to involve all relevant stakeholders and to create a shared vision about the participation process. Discussions in small groups, the use of references, creative elements, and the creation of the right atmosphere were experienced as valuable during the concepting and design phase. In the third phase, the role of the organisation and residents needed to be discussed again. Participation should be a continuous process, during which trust, communication and having an open attitude are key. This study showed how innovative approaches can contribute to the creation of an environment in which older people can impact the actual design of housing, and make it more inclusive. Original article at: https://doi.org/10.3390/buildings12030367 © 2022 by the authors. Licensee MDPI.
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The 'Media Battle' is a concept for a competitive one-week pressure-cooker contest, in which students develop a creative product for companies or other organisations. It brings together education, research and professional practice, with benefits for all parties involved. We guide participating organisations to develop a detailed problem description ensuring that descriptions are sufficiently clear and focused for students to work on during a week. Students spend the week developing their concept such that it can be pitched to their client organisation. Students are trained in pitching and are coached in developing creative concepts. Several groups have the same client. On the last day, clients select their favourite concept, while a jury selects a winner among the concepts of different clients. Most concepts are further developed in 'regular courses', while some concepts, usually the winning ones, are subject of further development in the curriculum. In this article we will describe our experiences with media battles and discuss critical success and failure factors.
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Met een TV-commercial is het relatief eenvoudig: vergroting van naamsbekendheid vereist een andere meting dan het boosten van de sales of het verbeteren van je imago. Wat je meet, wordt dus bepaald door de doelstelling die je hebt. Dit is zo in de (ouderwetse?) traditionele media en bij social media niet anders. Maar hoe doe je dat dan?
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Recently, there has been an increase in interest for the integration of insights from the behavioural sciences into the design process. The Persuasive by Design model aims to provide an evidence-based framework by which designers gain access to relevant theoretical insights from the behavioural sciences. This paper examines the use of the model in two case studies that dealt with complex behavioural change situations. In both studies, the model proved to be a valuable aid in determining target behaviours and operationalizing intervention concepts, especially in the early stages of the design process. Some shortcomings of the model also transpired. The model was seen as too complex, and its psychological frame does not prevent designers to overlook possible systemic moderators of behaviour. Implications for further development of tools that give access to model insights are discussed.
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All social media should have a sticker saying 'Don't Jump for the Tool!' While it is tempting 'to use Twitter', the choice of a medium like Twitter cannot be seen in isolation of strategic goals, instruments and expected results, i.e. a communication strategy. We designed a board game, called the Media Strategy Game, which makes professionals aware of the choices and opportunities involved in developing a communication strategy. By playing the game, assumptions about objectives and results are made explicit and awareness is created for the activities needed to achieve objectives. The game therefore serves to stimulate discussions, provides insights for the development of an efficient media policy, and helps to create consensus. While designed for professionals who need to communicate a message inside or outside of an organization, it has also proved very valuable in trainings and in higher education. Recently a workbook has been added to the board game that helps professionals to formulate their communication strategy by providing 16 hands-on models for business strategy, business modelling, leveraging tools and formulating indicators to measure impact.
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In the Netherlands, there is an increasing need for collective forms of housing for older people. Such housing bridges the gap between the extremes of living in an institutionalised setting and remaining in their own house. The demand is related to the closure of many residential care homes and the need for social engagement with other residents. This study focuses on housing initiatives that offer innovative and alternative forms of independent living, which deviate from mainstream housing arrangements. It draws on recent literature on healthcare ‘rebels’ and further develops the concept of ‘rebellion’ in the context of housing. The main research question is how founders dealt with challenges of establishing and governing ‘rebellious’ innovative living arrangements for older people in the highly regulated context of housing and care in the Netherlands. Qualitative in-depth interviews with 17 founders (social entrepreneurs, directors and supervisory board members) were conducted. Founders encountered various obstacles that are often related to governmental and sectoral rules and regulations. Their stories demonstrate the opportunities and constraints of innovative entrepreneurship at the intersection of housing and care. The study concludes with the notion of ‘responsible rebellion’ and practical lessons about dealing with rules and regulations and creating supportive contexts. Original article at MDPI; DOI: https://doi.org/10.3390/ijerph17176235 And atachment "Supplementary Materials" (This article belongs to the Special Issue Feature Papers "Age-Friendly Cities & Communities: State of the Art and Future Perspectives")
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In the Netherlands, there is a growing need for collective housing for older people to bridge the gap between ageing-in-place and institutional care facilities. Participation of older people in the concept and design phases is important to tune the market supply to the needs of (future) residents, yet social entrepreneurs find it challenging to involve older people. This commentary explores various ways older people can participate in the development of new housing initiatives. The ladder of citizen participation is applied to explore different roles that (future) residents could play with levels of influence varying from non-participation to citizen power. Considerations for meaningful participation are discussed, in order to show how collaborations can be formed between (future) residents and decision makers. Original article at: https://doi.org/10.3390/healthcare9030301 © 2021 by the authors. Licensee MDPI.
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