Adaptive governance describes the purposeful collective actions to resist, adapt, or transform when faced with shocks. As governments are reluctant to intervene in informal settlements, community based organisations (CBOs) self-organize and take he lead. This study explores under what conditions CBOs in Mathare informal settlement, Nairobi initiate and sustain resilience activities during Covid-19. Study findings show that CBOs engage in multiple resilience activities, varying from maladaptive and unsustainable to adaptive, and transformative. Two conditions enable CBOs to initiate resilience activities: bonding within the community and coordination with other actors. To sustain these activities over 2.5 years of Covid-19, CBOs also require leadership, resources, organisational capacity, and network capacity. The same conditions appear to enable CBOs to engage in transformative activities. How-ever, CBOs cannot transform urban systems on their own. An additional condition, not met in Mathare, is that governments, NGOs, and donor agencies facilitate, support, and build community capacities. This is the peer reviewed version of the following article: Adaptive governance by community-based organisations: Community resilience initiatives during Covid‐19 in Mathare, Nairobi. which has been published in final form at doi/10.1002/sd.2682. This article may be used for non-commercial purposes in accordance with Wiley Terms and Conditions for Use of Self-Archived Versions
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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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The coronavirus created a new reality: a digital revolution has transformed education at universities around the world within a couple of weeks. In most European countries, the governments obliged universities to cancel face-to-face education because of the high health risks involved. This shift was needed because of the risk of infection with COVID-19. Arguments that were given to cancel face-to-face education were the age of the students, the international body of students and a large amount of traffic involved. Before the COVID-19 pandemic, most honors educators would agree that honors education thrives on face-to-face encounters. Creating a committed community is one of the main pillars of honors teaching (Wolfensberger, 2012). In this article, we describe how the honors program of the Human Geography and Spatial Planning department of Utrecht University, a research university in the Netherlands, has adapted to the current pandemic to meet the needs of the honors students. The aim of this article is to explain how the digitalization of education, due to the coronavirus, has led to an adapted honors course with a focus on wellbeing and creating community.
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First Virtual Reality Museum for Migrant Women: creating engagement and innovative participatory design approaches through Virtual Reality Spaces.“Imagine a place filled with important stories that are hard to tell. A place that embodies the collective experience of immigrant women during their temporary stay”. In this project the first museum around immigrant women in Virtual Reality is created and tested. Working with the only migration centre for women in Monterrey, Lamentos Escuchados, project members (professional developers, lecturers, and interior design, animation, media and humanity students) collaborate with immigrant women and the centre officials to understand the migrant women stories, their notion of space/home and the way they inhabit the centre. This VR museum helps to connect immigrant women with the community while exploring more flexible ways to educate architects and interior designers about alternative ways of doing architecture through participatory design approaches.Partners:University of Monterey (UDEM)Lamentos Escuchados
This project entails a feasibility study to assess the possibility of creating an open-access, community-based makerspace in the Vietnamese city of Can Tho. The aim of the project is to kickstart the community based circular economy by utilizing residual flows from the plastic catching process. Plastic catchers trap both plastic and biomass that will be converted into new products to strengthen both the local economy and providing Dutch SME-company Orange Star Solutions with the necessary raw materials to convert into produce. The project will make use of a plot of land bordering the Song Can Tho river. The owner proposed that the plot of land could be used in a way to generate income, preferable in a way that would show environmental awareness. This could be done by using the vast amounts of (in)organic waste that is littering the environment. The collection of the waste is mainly done by local waste pickers. The waste pickers, part of the informal economy, could unleash their full potential if there is a physical location where waste is upcycled and sold, circumventing the bury, burn or bale-and-export economy. The extracted plastic will be converted into pans, cups, pots and crockery. The biomass, predominantly water hyacinth, will serve as one of the ingredients for compost hence, reducing the reliance on chemical fertilizers.
This project establishes a collaborative network centered around the Amsterdam Museum, comprising key stakeholders from prominent cultural institutions, including the Centraal Museum Utrecht and the Rotterdam Museum. The consortium is designed to explore the transformative potential of co-creation in museums, focusing on enhancing visitor engagement, fostering inclusivity, and integrating digital technologies into cultural practices. Key personnel will provide interdisciplinary expertise in communication and cultural heritage, facilitating a robust understanding of stakeholder dynamics and collaborative processes. The research aims to analyze how co-creation can bridge the gap between museums and their diverse audiences, creating a sense of ownership and connection. Initial observational findings suggest that co-creation practices significantly enhance visitor experiences while revealing stakeholders' desires for deeper collaborative opportunities. To achieve these objectives, qualitative methods such as semi-structured interviews, focus groups, and ethnographic observations will be employed, delivering rich insights into the impact of co-created programming. An essential output of this project will be an academic publication aimed at foundational research on effective co-creation practices within the cultural sector. Furthermore, the consortium will pursue a larger grant application to secure sustainable funding for ongoing research initiatives, ensuring the long-term viability and impact of this collaborative network. This will not only advance academic discourse but also facilitate knowledge transfer between academia and museums, enriching cultural engagement strategies. Ultimately, the project aspires to enhance the visibility and societal relevance of cultural institutions, fostering innovative solutions to contemporary challenges through collaborative research and community involvement.