Study orientation tools are frequently grounded in the notion that achieving person-environment (PE) fit is key to academic success. Nevertheless, the literature reveals two notable gaps: the focus on predictive rather than explanatory role of PE fit within a broader set of variables, and its varying impact on outcomes across study programmes. This study aimed to address these gaps by investigating the relative importance of PE fit within a comprehensive set of pre-enrolment predictors to predict programme-specific persistence. We analysed data from 1305 prospective first-year students across five study programmes, with at least 200 students per programme. Data analysis included propensity score weighting and logistic LASSO regressions with cross-validation. The results indicated prediction accuracy in each programme ranging from 67% to 77% in the training data, which reduced to 50–75% in the test data, reflecting good prediction of persistence but challenges in predicting dropout. Inspection of the retained predictors revealed varying predictors across study programmes, with interest and skill fit variables representing the largest effects. This study underscores the necessity of programme-specific predictions to understand the relationship between PE fit and first-year persistence. The findings lay the groundwork for more personalised feedback in study orientation tools.
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Although empathy is an essential aspect of co-design, the design community lacks a systematic overview of the key dimensions and elements that foster empathy in design. This paper introduces an empathic formation compass, based on a comparison of existing relevant frameworks. Empathic formation is defined here as the formative process of becoming an empathic design professional who knows which attitude, skills and knowledge are applicable in a co-design process. The empathic formation compass provides designers with a vocabulary that helps them understand what kind of key dimensions and elements influence empathic formation in co-design and how that informs designers’ role and design decisions. In addition, the empathic formation compass aims to support reflection and to evaluate co-design projects beyond the mere reliance on methods. In this way, empathic design can be made into a conscious activity in which designers regulate and include their own feelings and experiences (first-person perspective), and decrease empathic bias. We identify four important intersecting dimensions that empathy is comprised of in design and describe their dynamic relations. The first two opposing dimensions are denoted by empathy and differentiate between cognitive design processes and affective design experiences, and between self-and other orientation. The other two dimensions are defined by design research and differentiate between an expert and a participatory mindset, and research-and design-led techniques. The empathic formation compass strengthens and enriches our earlier work on mixed perspectives with these specific dimensions and describes the factors that foster empathy in design from a more contextual position. We expect the empathic formation compass—combined with the mixed perspectives framework—to enhance future research by bringing about a deeper understanding of designers’ empathic and collaborative design practice.
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Empathy tasks, which invite students to identify with historical actors or describe their perspectives, are a common phenomenon in history education. The aim of this study is to explore the differences in students’ answers when completing an empathy task asking for an account written in first person (“imagine you are in the past”) or in third person (“imagine someone in the past”), or a task in which no empathy at all is asked. Students in Dutch secondary education (N = 254) participated by completing a task on the Dutch Iconoclasm. Our analysis of student answers focused on aspects of historical empathy: historical contextualization, affective elements and perspective taking.We found that both empathy tasks stimulated students to include concrete details and emotions of historical actors. The texts of students who were not asked to empathize included more multiple perspectives. Students who completed the empathy task in first person, showed more presentism and moral judgements of the past than students who completed a task in third person.
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There has been limited adoption of Immersive Journalism (IJ) by the audience; simultaneously, the audience’s perspective is rarely considered in the production and research of IJ. At this point, however, it is crucial to incorporate an audience perspective to identify potentially unintended effects of IJ and improve on the innovation of IJ. This study investigates the audience’s experience and evaluation of IJ by qualitatively analyzing their thoughts after viewing two IJ cases. Our results indicate that the audience may pick up on intended effects, such as a sense of presence and an intense emotional experience, but some also express unease towards these effects. Furthermore, the audience struggles to comprehend this study’s two immersive journalistic cases as part of the journalistic genre. These findings provide insight into the gap between the initial hype and the current reality of IJ and provide the basis for propositions for future IJ productions.
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Purpose: To gain a rich understanding of the experiences and opinions of patients, healthcare professionals, and policymakers regarding the design of OGR with structure, process, environment, and outcome components. Methods: Qualitative research based on the constructive grounded theory approach is performed. Semi-structured interviews were conducted with patients who received OGR (n=13), two focus groups with healthcare professionals (n=13), and one focus group with policymakers (n=4). The Post-acute Care Rehabilitation quality framework was used as a theoretical background in all research steps. Results: The data analysis of all perspectives resulted in seven themes: the outcome of OGR focuses on the patient’s independence and regaining control over their functioning at home. Essential process elements are a patient-oriented network, a well-coordinated dedicated team at home, and blended eHealth applications. Additionally, closer cooperation in integrated care and refinement regarding financial, time-management, and technological challenges is needed with implementation into a permanent structure. All steps should be influenced by the stimulating aspect of the physical and social rehabilitation environment. Conclusion: The three perspectives generally complement each other to regain patients’ quality of life and autonomy. This study demonstrates an overview of the building blocks that can be used in developing and designing an OGR trajectory.
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This overview can be regarded as an atlas or travel guide with which the reader can follow a route along the various professorships. Chapter 2 centres on the professorships that are active in the field of Service Economy. Chapter 3 is dedicated to the professorships that are focussed on the field of Vital Region. Chapter 4 describes the professorships operating in the field of Smart Sustainable Industries. Chapter 5 deals with the professorships that are active in the field of the institution-wide themes of Design Based Education and Design Based Research. Lastly, in Chapter 6 we make an attempt to discover one or more connecting themes or procedures in the approach of the various professorships. This publication is not intended to give a definitive answer to the question as to what exactly NHL Stenden means by the concept of Design Based Research. The aim of this publication is to get an idea of everything that is happening in the NHL Stenden professorships and to pique one’s curiosity to find out more.
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In today's world, understanding different viewpoints is key for societal cohesion and progress. Robots have the potential to provide aid in discussing tough topics like ethnicity and gender. However, comparably to humans, the appearance of a robot can trigger inherent prejudices. This study delves into the interplay between robot appearance and decision-making in ethical dilemmas. Employing a Furhat robot that can change faces in an instant, we looked at how robot appearance affects decision-making and the perception of the robot itself. Pairs of participants were invited to discuss a dilemma presented by a robot, covering sensitive topics of ethnicity or gender. The robot either adopted a first-person or third-person perspective and altered its appearance accordingly. Following the explanation, participants were encouraged to discuss their choice of action in the dilemma situation. We did not find significant influences of robot appearance or dilemma topic on perceived anthropomorphism, animacy, likeability, or intelligence of the robot, partly in line with previous research. However, several participants hearing the dilemma from a first-person perspective changed their opinion because of the robot's appearance. Future work can expand with different measures such as engagement, in order to shed light on the intricate dynamics of human-robot interaction, emphasizing the need for thoughtful consideration in designing robot appearances to promote unbiased engagement in discussions of societal significance
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Online working adds a new dimension to our jobs. When I see myself working and interacting, I’m involved very differently than when I only act from my own perspective. From my first-person and newly acquired second-person perspective, I have slowly but surely come to form an opinion about this. From the first-person it was about contents, or fellow stakeholders. Second-person questions are: Why are we doing this? Is this really a job? It is argued that a good thing about the online "revolution" could be that it could lead to a reappraisal for honest craftsmanship!
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Designers are increasingly collaborating with various stakeholders to address complex societal challenges. These challenges often require a codesign approach, where differ-ent actors with diverse perspectives and experiences unite to explore innovative ave-nues for change. Such collaboration requires empathy between the actors to under-stand each other’s perspective better in their interactions. This paper aims to assist so-cial designers in orchestrating such empathic codesign processes by introducing an Em-pathic Journey framework. This conceptual and practical framework is based on em-pathic design theory and three design cases which used Virtual Reality for perspective exchange between actors. The framework addresses the importance of integrating an emotional spark through immersion and the necessity of embedding immersive experiences in a larger journey.
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Expectations are high for digital technologies to address sustainability related challenges. While research into such applications and the twin transformation is growing rapidly, insights in the actual daily practices of digital sustainability within organizations is lacking. This is problematic as the contributions of digital tools to sustainability goals gain shape in organizational practices. To bridge this gap, we develop a theoretical perspective on digital sustainability practices based on practice theory, with an emphasis on the concept of sociomateriality. We argue that connecting meanings related to sustainability with digital technologies is essential to establish beneficial practices. Next, we contend that the meaning of sustainability is contextspecific, which calls for a local meaning making process. Based on our theoretical exploration we develop an empirical research agenda.
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