Scenario and gaming techniques have a number of complementary characteristics. In this article, the design and evaluation of a gaming-scenario experiment for the exploration of development planning in an urban network in the Netherlands is presented. Two gaming sessions were held using two long-term scenarios (2030) as varying contexts. The combined gaming-scenario approach made it possible to evaluate the impact of external future developments and trends on the administrative and spatial development. Evaluation results of the gaming experiment indicate that the gaming-scenario approach generated new and critical insights on development planning and the future of the urban network. Through the game, the principal, the game leaders but most of all the stakeholder-participants experienced and realized that the management of development planning in urban networks is a very difficult task and is full of pitfalls.
This article explores the use of design thinking as a method to develop scenario for the future of hotels. Using a Dutch case study, this article shows how a new concept for hotels – the Lifestyle Hub – was created using design thinking as methodology. The Lifestyle Hub concept provides ingredients to hotel owners as well as public policymakers to help understand how future guests may expect to make use of individually tailored hospitable facilities in destinations around the world. Moreover, design thinking allows researchers and businesses to generate highly differentiated customer-centred, experience-based business concepts, thus adding to the toolkit of futures researchers. We conclude that design thinking provides new insights for hospitality and tourism and presents a valuable alternative to current future scenarios approaches.
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Dit is een bijdrage van Wouter Teeuw, lector Ambient Intelligence bij het Saxion Kenniscentrum Design en Technologie, aan het NIOC Congres 2011. De ambiance in een winkel wordt een steeds belangrijker verkoop aspect. Bedrijven doen er alles aan om de stemming van klanten te beïnvloeden. Zo brengen supermarkten met een uitgekiende muziekkeuze hun klanten in een vrolijkere koopstemming en weten winkeliers dat de geur van versgebrande koffie of gebraden kip wonderen doet. Ook wordt ingespeeld op de gemoedsstemming op het moment van kopen, relevante gebeurtenissen (WK voetbal) of persoonlijke lifestyle (halal voedsel). Naar de prikkeling van zintuigen en de invloed hiervan op het koopgedrag is uitgebreid onderzoek gedaan. Maar hoe zit het met de invloed van informatietechnologie op het koopgedrag? Bij Saxion doen we onderzoek naar hoe gepersonaliseerde informatie op schermen en sociale media van invloed zijn op het koopgedrag. We schetsen een aantal toekomst scenario’s gebaseerd op technologische ontwikkelingen.
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Due to the existing pressure for a more rational use of the water, many public managers and industries have to re-think/adapt their processes towards a more circular approach. Such pressure is even more critical in the Rio Doce region, Minas Gerais, due to the large environmental accident occurred in 2015. Cenibra (pulp mill) is an example of such industries due to the fact that it is situated in the river basin and that it has a water demanding process. The current proposal is meant as an academic and engineering study to propose possible solutions to decrease the total water consumption of the mill and, thus, decrease the total stress on the Rio Doce basin. The work will be divided in three working packages, namely: (i) evaluation (modelling) of the mill process and water balance (ii) application and operation of a pilot scale wastewater treatment plant (iii) analysis of the impacts caused by the improvement of the process. The second work package will also be conducted (in parallel) with a lab scale setup in The Netherlands to allow fast adjustments and broaden evaluation of the setup/process performance. The actions will focus on reducing the mill total water consumption in 20%.
This PD project aims to gather new knowledge through artistic and participatory design research within neighbourhoods for possible ways of addressing and understanding the avoidance and numbness caused by feelings of vulnerability, discomfort and pain associated with eco-anxiety and chronic fear of environmental doom. The project will include artistic production and suitable forms of fieldwork. The objectives of the PD are to find answers to the practice problem of society which call for art that sensitises, makes aware and helps initiate behavioural change around the consequences of climate change. Rather than visualize future sea levels directly, it will seek to engage with climate change in a metaphorical and poetic way. Neither a doom nor an overly techno-optimistic scenario seem useful to understand the complexity of flood risk management or the dangers of flooding. By challenging both perspectives with artistic means, this research hopes to counter eco-anxiety and create a sense of open thought and susceptibility to new ideas, feelings and chains of thought. Animation and humour, are possible ingredients. The objective is to find and create multiple Dutch water stories, not just one. To achieve this, it is necessary to develop new methods for selecting and repurposing existing impactful stories and strong images. Citizens and students will be included to do so via fieldwork. In addition, archival materials will be used. Archives serve as a repository for memory recollection and reuse, selecting material from the audiovisual archive of the Institute of Sound & Vision will be a crucial part of the creative work which will include two films and accompanying music.
Building Blocks for Liveable Neighbourhoods. Four suburbs in the province of Noord-Brabant are case-studies for a new method of urban development. Participation and scenario's are the starting point. The tools for local stakeholders to (literally) shape their own future environment are the end result.Societal issue: Gap between the plannend world and the daily life in city neighbourhoods. People are eager to take responsibility for their living environment but have no tools or knowledge to do it.Benefit to society: The method developed in this design research project enables the different stakeholders to connect, align and be effective in shaping their common future living environment.