With the increasing mobility and connectivity of technological devices in smart cities, games are also used to address urban challenges like citizenship or equality. In my thesis, I argue that the design of many of these game solutions does not fit the challenge they try to address. For example, Pokémon Go ultimately became more a social facilitator than a pure for-profit app, while Geocaching for education purposes has proven ineffective. In order to assess the efficacy of the design of these solutions and suggest future improvements, I introduce an interdisciplinary method called ‘The Action Space Analysis’ which can be used to measure and judge how well the design fits with a challenge. First, I suggest a perspective on game design focused on the acceptance that whatever possible actions are contained in the game, some player will play them. Secondly, the city challenges are understood as the pursuit of a city model, an understanding of how you want the city to be. The action space analysis takes a game design and uncovers all possible actions of the game to check and score how well these actions fit the city model pursued. This checks how present the possibility is of players performing the desired actions from the city model. I check this for Geocaching, Ontdek Overvecht, Cities: Skylines, and Pokémon Go. The action space analysis works as validation method that allows designers to improve their games, critics to analyse city solutions better, and municipalities to pass informed judgment on suggested solutions.
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Dames en heren, het is mij een grote eer dat u met zo velen gekomen bent om te luisteren naar mijn openbare les in het kader van mijn benoeming tot lector product design & engineering. Ik begrijp best dat u gekomen bent, want product design & engineering is belangrijk. Zonder product design & engineering was u hier tenslotte niet eens geweest. De auto, trein of bus waarmee u hier gekomen bent, zijn mede tot stand gekomen dankzij product design & engineering. Dat u mij ook achter in de zaal kunt horen, heeft u te danken aan ditzelfde vakgebied. En dat u aan het eind van deze openbare les mogelijk pijn in uw rug heeft door een oncomfortabele zit is er ook een gevolg van. Kortom: product design & engineering is een belangrijk vakgebied waarmee we in ons dagelijks bestaan voortdurend geconfronteerd worden, aangenaam of niet. Mijn voordracht valt in drieën uiteen. Eerst sta ik stil bij de titel: Van vuistbijl tot mobieltje. Aan de hand van deze objecten illustreer ik de historische achtergronden van het vakgebied product design & engineering. Daarna ga ik dieper in op het begrip ontwerpen. Het derde deel van mijn openbare les gaat over de ambitieuze plannen van de kenniskring product design & engineering. Ik sluit mijn openbare les af met het mobieltje, maar hoe blijft nog even een verrassing.
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Taking into account the lack of uniform guidelines for the design and classification of safety recommendations, a relevant framework was developed according to academic and professional literature. The framework includes nine design criteria for recommendations, it incorporates classifications of their scope and expected effectiveness, and it was used to perform a questionnaire survey across aviation professionals involved in the generation of safety recommendations. The goal of the survey was to capture (1) whether practitioners are knowledgeable about the design criteria, (2) the degree to which they apply those criteria along with corresponding reasons, (3) perceptions of the expected effectiveness of types of controls introduced through recommendations, (4) the frequency of generating each control type and respective explanations, and (5) the extent to which practitioners focus on each of the categories of recommendations’ scope and the relevant reasons. Overall, the results showed: an adequate level of knowledge of the design criteria; a strong positive association of the knowledge on a particular criterion with the degree of its implementation; a variety of frequencies the recommendations are addressed to each of the scope areas; a reverse order of perception of the expected effectiveness of control types compared to the literature suggestions. A thematic analysis revealed a broad spectrum of reasons about the degree to which the design criteria are applied, and the extent to which the various types of recommendations are generated. The results of the survey can be exploited by the aviation sector to steer its relevant education and training efforts and assess the need for influencing the direction safety recommendations are addressed. Similar research is suggested to be conducted by organizations and regional and international agencies of any industry sector by ensuring a larger sample.
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Recomposing E-Waste introduces circular strategies to sound artists and designers working with digital music instruments (DMIs) such as desktop synthesizers, small keyboards and controllers, and experimental hardware and software for sound art and music production. It explores and documents the re-purposing of obsolete smartphones, transforming them into fully working DMIs that can be used to create new sound works and music. The target groups are artists, designers and musicians working with sound and digital technology who are looking for ways to reinvent their practice in sustainable ways, depending less on the latest ICT equipment. The research is designed to address the goal number 3, “Extending product life”, of the National Circular Economy Programme 2023-2030 (Ministry of Infrastructure and Water Management 2023). Waag Futurelab and Willem de Kooning Academy (Rotterdam University of Applied Sciences, RUAS) will collaborate with Codarts University of the Arts, postmarketOS, Fairphone, ThePhoneLab and FIBER Foundation to develop a prototype DMI made entirely from obsolete smartphones and other repurposed materials. The DMI will be used to teach, validate and disseminate innovative artistic and design research strategies that provide cultural practitioners with training in digital tools, know-how, and a conceptual framework to combine creativity with circularity. It will exemplify how to increase the functional lifespan of mobile devices through reverse-engineering and repurposing, reducing thereby the resource use and waste that often accompanies digital cultural production. The outcomes of the research will equip creatives with practical strategies to resist planned obsolescence, the market strategy the ICT industry deploys to increase the sales of newer devices and make still-working hardware seemingly useless. This will enable artists to play a guiding role in reshaping our society’s relationship with digital devices, not only on a symbolic but also on a functional and material level.