People in western countries spend approximately 90% of their time indoors. This severely affects their health (WHO 2013; Klepeis et al. 2001). The health risks are exacerbated if people travel between indoor spaces by car or public transport. Buildings on streets specifically designed to create a human scale and connected with the street-space can potentially invite people to walk and enhance their engagement with their surroundings (O’Mara 2019; Ewing et al. 2013). Since the 1960s, influential empirical studies have raised awareness of the walkability of streets (e.g. Jacobs 2008) but reliable evidence on the effectiveness of applied design solutions remains scarce (Spanjar & Suurenbroek 2020). This eye-tracking study focused on the visual ‘scanning’ of streetscapes and people’s appreciation of applied design principles. The aim was to gather together lessons learned from a variety of streetscapes in cities around the world and use them to inform the design of new developments in the Netherlands. Google Street View was used to select 19 images of streets in high-density environments with human-scale attributes in their façades and street-spaces. They were presented in a randomized order in a laboratory setting to 40 participants, who viewed them for 5 seconds. The participants’ visual explorative behaviour was recorded with advanced eye-tracking technology. A survey recorded their overall appreciation of the scenes and mouse-tracking collated their specific areas of interest (see fig. 1). The comparative analysis of the participants’ aggregated eye-fixation images together with the supplementary methods suggests that certain attributes for creating a human scale catch the eye in the first few seconds and are highly appreciated. These include the variety of a street’s façades, a street’s enclosedness, and the level of detail in the transition zone between the private ground floor and the public street (see fig. 2). Green features are particularly valued and might have important restorative qualities for people who spend most of their time indoors (Kaplan 1995; Ulrich 1984). Future research should focus on the design of façades and the street-space itself, taking people’s indoor lives and related stress levels as a starting point.
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People in western countries spend approximately 90% of their time indoors. This severely affects their health (WHO 2013; Klepeis et al. 2001). The health risks are exacerbated if people travel between indoor spaces by car or public transport. Buildings on streets specifically designed to create a human scale and connected with the street-space can potentially invite people to walk and enhance their engagement with their surroundings (O’Mara 2019; Ewing et al. 2013). Since the 1960s, influential empirical studies have raised awareness of the walkability of streets (e.g. Jacobs 2008) but reliable evidence on the effectiveness of applied design solutions remains scarce (Spanjar & Suurenbroek 2020). This eye-tracking study focused on the visual ‘scanning’ of streetscapes and people’s appreciation of applied design principles. The aim was to gather together lessons learned from a variety of streetscapes in cities around the world and use them to inform the design of new developments in the Netherlands. Google Street View was used to select 19 images of streets in high-density environments with human-scale attributes in their façades and street-spaces. They were presented in a randomized order in a laboratory setting to 40 participants, who viewed them for 5 seconds. The participants’ visual explorative behaviour was recorded with advanced eye-tracking technology. A survey recorded their overall appreciation of the scenes and mouse-tracking collated their specific areas of interest (see fig. 1). The comparative analysis of the participants’ aggregated eye-fixation images together with the supplementary methods suggests that certain attributes for creating a human scale catch the eye in the first few seconds and are highly appreciated. These include the variety of a street’s façades, a street’s enclosedness, and the level of detail in the transition zone between the private ground floor and the public street (see fig. 2). Green features are particularly valued and might have important restorative qualities for people who spend most of their time indoors (Kaplan 1995; Ulrich 1984). Future research should focus on the design of façades and the street-space itself, taking people’s indoor lives and related stress levels as a starting point.
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The principal aim of this study is to explore the relations between work domains and the work-related learning of workers. The article is intended to provide insight into the learning experiences of Dutch police officers during the course of their daily work. Interviews regarding actual learning events and subsequent changes in knowledge, skills or attitudes were conducted with police officers from different parts of the country and in different stages of their careers. Interpretative analyses grounded in the notion of intentionality and developmental relatedness revealed how and in what kinds of work domains police officers appear to learn. HOMALS analysis showed work-related learning activities to vary with different kinds of work domains. The implications for training and development involve the role of colleagues in different hierarchical positions for learning and they also concern the utility of the conceptualisation of work-related learning presented here.
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When it comes to shopping and spending time in the city, much of the traditional offering has made place for something new, usually more expensive: coffee bars like Starbucks with a wide range of cafés and lattes; bakery stores with a big choice of luxury croissants, sourdough, gluten free or spelt bread; concept stores with a mix of special brands, vintage stores and again good coffee or glass of prosecco at 17.00. But a crafts shop, a furniture upholstery or a good butcher? Hard to find. One of the main reasons for this change is that newcomers generally bring more money to an area but also different lifestyles and tastes, going with the flow of the latest trends and ready to pay for special brands and exceptional or innovative concepts. In the meantime, prices are booming. The term we often use for this phenomenon is gentrification: in my view, it describes a process whereby the renovation of a particular city area attracts newcomers with a higher socio-economic status who in turn make the area more popular. The effect of this popularity is an increase in housing prices as well as leisure offerings, meaning (recreative) shops, bars and sport or cultural activities, which tend to push out the original residents of their own neighbourhood. In this article you can read about gentrification and its visible effects on three shopping areas that feature market places and leisure activities – Van der Pek street, Zonneplein and Purmerplein situated in Amsterdam North, a previously traditional area. I will share with you the outcomes of our research into the liveability of these shopping areas, and our placemaking suggestions, based on the key indicators of the placemaking movement (Madden, 2018).
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We need mental and physical reference points. We need physical reference points such as signposts to show us which way to go, for example to the airport or the hospital, and we need reference points to show us where we are. Why? If you don’t know where you are, it’s quite a difficult job to find your way, thus landmarks and “lieux de memoire” play an important role in our lives.
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This dissertation focuses on the question how money mules are recruited and which mechanisms play a role. Money mules are people who receive money from victims of online fraud. They are an indispensable link in the commission of financial-economic cybercrimes, such as phishing and bank helpdesk fraud, because they break the financial trail from victims to core members. The crucial role of money mules in the crime script and the possible consequences for young money mules themselves make them a valuable target group for scientific research. Almost no empirical research has been conducted into money mules and the involvement mechanisms of cybercrime. However, this knowledge is necessary for the development and application of prevention measures: interventions aimed at money mules disrupt the execution of various forms of online fraud, which can reduce victimization of cybercrime among citizens and businesses. In total, the dissertation consists of six empirical chapters, in which different research methods were used. This includes questionnaires and expert interviews, but also more unique and innovative methods such as online field experiments and analysis of police investigations into cybercriminal networks. The dissertation shows that money mules - still - form a crucial link in the world of financial-economic cybercrime. It is clear that this phenomenon manifests itself in different ways over time: online bank accounts, international bank accounts and crypto wallets are currently popular among cybercriminal networks because they offer even more anonymity than bank accounts at large traditional banks. This also means that money mules are also recruited for their identification cards instead of their bank card, which offenders use to open up accounts for themselves. It can be concluded that the social environment of money mules forms a criminal opportunity structure. Money mules are approached via-via and actively addressed; online on social media such as Instagram and Telegram but also offline on the street, at school or at the metro station. Social relationships therefore offer cybercriminal networks access to co-offenders, including money mules, and can explain why young people become involved in the world of cybercrime. Financial motivations play a role here, because money mules often look up to the luxurious lifestyle of criminals and give up bank account details in exchange for compensation. Risk perceptions regarding the likelihood of being caught and the consequences of money muling are low and money mules justify the criminal behavior. In addition to financial considerations, some recruiters also exert pressure or even threaten with violence. This reflects the heterogeneous nature of the target group and makes it clear that various involvement mechanisms play a role.
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De verschillen in belangen, betrokkenheid, gebruiksvormen en gebruiksdoeleinden van de publieke ruimte tussen volwassenen en jongeren brengt spanningen met zich mee. Deze spanningen dragen niet bij aan een gezonde leefomgeving. Het is daarom belangrijk om te onderzoeken hoe we de publieke ruimte zo kunnen vormgeven dat iedereen er zich welkom, veilig en thuis voelt. In dit rapport wordt dit onderzocht vanuit de positie van jongeren. De leidende vraag voor dit rapport is: Hoe kan op democratische wijze met jongeren een inclusieve publieke ruimte gecreëerd worden? Deze vraag roept ook een tweetal deelvragen op: Wat zijn de voorwaarden voor de inclusieve publieke ruimte voor jongeren? Hoe krijgt jongerenparticipatie vorm in het creëren van inclusieve democratische publieke ruimte?
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In media audience research we tend to assume that media are engaged with when they are used, however ‘light’ such engagement might be. Once ‘passive media use’ was banned as a reference to media use, being a media audience member became synonymous with being a meaning producer. In audience research however I find that media are not always the object of meaning making in daily life and that media texts can be hardly meaningful. Thinking about media and engagement, there is a threefold challenge in relation to audience research. The coming into being of platform media and hence of new forms of media production on a micro level that come out of and are woven into practices of media use, suggests that we need to redraft the repertoire of terms used in audience research (and maybe start calling it something else). Material and immaterial media production, the unpaid labour on the part of otherwise audience members should for instance be taken into account. Then, secondly, there is the continuing challenge to further develop heuristically strong ways of linking media use and meaning making, and most of all to do justice, thirdly, to those moments and ways in which audiences truly engage with media texts without identifying them with those texts.
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This paper will describe the rationale and findings from a multinational study of online uses and gratifications conducted in the United States, Korea, and the Netherlands in spring 2003. A survey research method of study was conducted using a questionnaire developed in three languages and was presented to approximately 400 respondents in each country via the Web. Web uses and gratifications were analyzed cross-nationally in a comparative fashion and focused on the perceived involvement in different types of on-line communities. Findings indicate that demographic characteristics, cultural values, and Internet connection type emerged as critical factors that explain why the same technology is adopted differently. The analyses identified seven major gratifications sought by users in each country: social support, surveillance & advice, learning, entertainment, escape, fame & aesthetic, and respect. Although the Internet is a global medium, in general, web use is more local and regional. Evidence of media use and cultural values reported by country and online community supports the hypothesis of a technological convergence between societies, not a cultural convergence.
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This investigation explores relations between 1) a theory of human cognition, called Embodied Cognition, 2) the design of interactive systems and 3) the practice of ‘creative group meetings’ (of which the so-called ‘brainstorm’ is perhaps the best-known example). The investigation is one of Research-through-Design (Overbeeke et al., 2006). This means that, together with students and external stakeholders, I designed two interactive prototypes. Both systems contain a ‘mix’ of both physical and digital forms. Both are designed to be tools in creative meeting sessions, or brainstorms. The tools are meant to form a natural, element in the physical meeting space. The function of these devices is to support the formation of shared insight: that is, the tools should support the process by which participants together, during the activity, get a better grip on the design challenge that they are faced with. Over a series of iterations I reflected on the design process and outcome, and investigated how users interacted with the prototypes.
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