Societal one-way directed approaches of sustainable primary school building design cause persistent physical building problems. It affects the performances of the societal challenge of designing real sustainable school buildings, as well as the educational and social processes, and its end-user performances. Conventional building construction approaches build traditionally their designs on a syntheses of dialogues and consensus during decision-making processes, due to a variety of different interests. Principals define their ambitions and requirements into a team of mainly technical domain related disciplines. There are no design methods available that connect human systems and ecosystems integrated and balance the dynamic multi-level scaled mechanisms of human needs and sustainability development factors. The presented analytic framework recognizes similarity patterns between these multi-level scaled social systems, ecosystems and sustainable development entities, qualitatively as well as quantitatively. It delivers a new polarity based dynamic system that contributes to the client briefs and physical building morphological factors from a more sustainable development base. This theoretical approach establishes Sustainability-Centered Guidelines for primary schools (SCGs) design and building.
Purpose: The purposes of this study were, first, to (re)design the user-interface of the activity tracker known as the MOX with the help of input from elderly individuals living independently and, second, to assess the use of and experiences with the adapted Measure It Super Simple (MISS) activity tracker in daily life. Methods: The double diamond method, which was used to (re)design the user-interface, consists of four phases: discover, define, develop, and deliver. As a departure point, this study used a list of general design requirements that facilitate the development of technology for the elderly. Usage and experiences were assessed through interviews after elderly individuals had used the activity tracker for 2 weeks. Results: In co-creation with thirty-five elderly individuals (65 to 89-years-old) the design, feedback system, and application were further developed into a user-friendly interface: the Measure It Super Simple (MISS) activity. Twenty-eight elderly individuals (65 to 78-years-old) reported that they found the MISS activity easy to use, needed limited help when setting the tracker up, and required limited assistance when using it during their daily lives. Conclusions: This study offers a generic structured methodology and a list of design requirements to adapt the interface of an existing activity tracker consistent with the skills and needs of the elderly. The MISS activity seemed to be successfully (re)designed, like the elderly who participated in this pilot study reported that anyone should be able to use it.
The Brains4Buildings project aims to develop methods to design new smart building climate management systems that, among other things, reduce energy consumption, increase comfort and respond flexibly to user behavior. We set out to develop design guidelines to help B4B stakeholders when designing innovative user interfaces for such systems. We built upon our prior user research and requirements (deliverables 3.04 & 3.09) to formulate design dimensions. The dimensions encompass the different elements of user control and system feedback and the range in which they can exist. The design dimensions played a key role as a foundation for the design process and during evaluation and analysis. Within this work package, we ultimately want to gain a deeper understanding of the elements of the design dimensions and to formulate design guidelines. Building climate systems are generally designed for the specific context/building they are built into and thus the goals for the user interfaces can vary greatly. Therefore, a well-defined use case was necessary, which we defined in collaboration with one of our work package partners - Spectral. We chose an iterative approach to design for the use case, moving between design, prototype and test phases, depending on the insights gained along the way. Finally, we synthesized a list of key insights that led to design guidelines. In our final deliverable (D3.11) we aim to evaluate these guidelines.
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Kinderen met een autisme spectrum stoornis (ASS) kunnen zich vaak moeilijk in anderen verplaatsen en hebben moeite met sociale interactie. In de behandeling van kinderen met ASS wordt ingezet op het trainen van deze sociale vaardigheden (SoVa). SoVa-trainingen hebben echter te weinig effect. Het probleem van de huidige sociale vaardigheidstraining (SoVa) is enerzijds het gebrek aan motivatie bij kinderen met ASS om de training vol te houden en anderzijds de beperkte toepassing van dat wat in de SoVa training wordt geleerd naar het dagelijks leven. Zorgprofessionals concluderen dat aanpassing van de werkvormen gewenst is en hiervoor is een innovatieve blik nodig. De professionals willen nadrukkelijk kijken naar de inzet van digitale toepassingen. Om het effect van de SoVa-trainingen te vergroten wordt in dit project een zgn. Behaviour Change Support System (BCSS) ontwikkeld. Dit BCSS zal bestaan uit een aantal (digitale) toepassingen die met elkaar een logisch samenhangend geheel vormen, passend bij de doelen en methodische kaders die professionals hanteren in de SoVa-trainingen. De toepassingen moeten een set van op maat aan te bieden interventies zijn, gericht op belangrijke c.q. vaak benodigde vaardigheden in sociale interactie. Naast de ontwikkeling van het BCSS richt het project zich ook op het delen van kennis die gegenereerd wordt gedurende het ontwikkelproces van dit BCSS. Het project is een samenwerkingsverband tussen de lectoraten Zorg voor Jeugd, Zorg & Innovatie in de Psychiatrie en iHuman (NHL Hogeschool), het lectoraat User- Centered Design (Hanzehogeschool) en het lectoraat ICT innovatie in de Zorg (Windesheim). Daarnaast wordt samengewerkt met zorgaanbieders van kinder en jeugdpsychiatrie in Noord Nederland (Accare, Kinnik en GGZ Drenthe), diverse scholen basis- en voortgezet onderwijs in Noord-Nederland, het RGOc, de RUG en het kenniscentrum Kinder en Jeugdpsychiatrie. De ontwikkeling van de digitale toepassingen wordt gedaan door 8Dgames.
-Chatbots are being used at an increasing rate, for instance, for simple Q&A conversations, flight reservations, online shopping and news aggregation. However, users expect to be served as effective and reliable as they were with human-based systems and are unforgiving once the system fails to understand them, engage them or show them human empathy. This problem is more prominent when the technology is used in domains such as health care, where empathy and the ability to give emotional support are most essential during interaction with the person. Empathy, however, is a unique human skill, and conversational agents such as chatbots cannot yet express empathy in nuanced ways to account for its complex nature and quality. This project focuses on designing emotionally supportive conversational agents within the mental health domain. We take a user-centered co-creation approach to focus on the mental health problems of sexual assault victims. This group is chosen specifically, because of the high rate of the sexual assault incidents and its lifetime destructive effects on the victim and the fact that although early intervention and treatment is necessary to prevent future mental health problems, these incidents largely go unreported due to the stigma attached to sexual assault. On the other hand, research shows that people feel more comfortable talking to chatbots about intimate topics since they feel no fear of judgment. We think an emotionally supportive and empathic chatbot specifically designed to encourage self-disclosure among sexual assault victims could help those who remain silent in fear of negative evaluation and empower them to process their experience better and take the necessary steps towards treatment early on.
Het overstijgende doel van dit project is bijdragen aan een inclusieve en gezonde samenleving door de gezondheid en het welzijn van startende mbo-opgeleide zorgprofessionals te bevorderen. Dit draagt bij aan het beperken van uitval en uitstroom (gerelateerd aan beroepsvitaliteit) bij de Hoven en vergelijkbare zorgorganisaties. Op de langere termijn ondersteunt het project het vergroten van duurzame inzetbaarheid waardoor de doelgroep minder gezondheidsklachten krijgt en blijft participeren in het arbeidsproces. Hiervan is bekend dat gezond werken bijdraagt aan hun welzijn(SER,2023) en als extra opbrengst blijft deze doelgroep in hogere mate behouden voor het leveren van gezondheidszorg aan alle burgers. Dit sluit goed aan bij het concept positieve gezondheid(Huber et al.,2011), waarin werk een belangrijke rol speelt, als element van sociaalmaatschappelijke participatie. Positieve gezondheid is het vermogen van mensen om met de fysieke, emotionele en sociale uitdagingen van het leven om te gaan en daarbij zoveel mogelijk eigen regie te voeren. We realiseren de doelstelling door verander-, onderzoeks- en ontwerpmethodieken te combineren, zoals creatieve actiemethodologie, design thinking, participatief ontwerp, co-creatie en user-centered design(Brown&Katz,2011; Delnooz,2019; Dolmans&Tigelaar,2012). Voor de participatie van mbo-professionals (afgestudeerd en in opleiding) gaan we specifieke onderzoeksinstrumenten gebruiken dan wel ontwikkelen die aansluiten bij de doelgroep (o.a. Photo voice en reflectiemethodes zoals Korthagen(Tigelaar et al.,2008)). We zorgen voor kort cyclisch testen, evalueren en ontwerpen in co-creatie met eindgebruikers en experts.