Within the Erasmus+ project Common European Numeracy Framework (CENF) (2018-2021) a framework was developed on numeracy in response to the challenges and needs of the 21st century.
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The current Covid-19 pandemic has underlined the importance of urban public spaces in achieving health and social well-being (Dobson, 2021; Poortinga et al., 2021), prompting policymakers and urban planners to rethink their approach to the design of these spaces. They now propagate adapting urban public spaces more directly to human needs (Suurenbroek et al., 2019), often at a neighbourhood level, while also embracing a more-than-human perspective that includes the well-being of the natural ecosystem at large (Maller, 2020; Houston et al., 2018). The latter becomes imperative as other shocks and stressors, such as climate change and biodiversity loss, are impending, straining urban spaces and their residents to show resilience in times of complex challenges. “Learning from Covid-19”, a need emerged for new design approaches for public spaces, contributing both to social and ecological resilience.This paper presents results from the research project "From Prevention to Resilience". It moves beyond merely responding to the pandemic by designing social and physical barriers in public space to prevent the virus from spreading. Instead, it seizes the opportunity to explore how an integrated design approach to public space could contribute to social and ecological resilience (Boon et al., 2021). The project, funded by the Dutch organization for health research and care innovation, is a collaboration between the chairs of Spatial Urban Transformation and Civic Interaction Design (AUAS) and an international partner consortium.This paper builds on our compiled database of design strategies addressing the Covid-crisis, expert sessions with a Community of Practitioners, and interviews with Dutch spatial design firms and municipalities. It first introduces a "Design Framework for Neighbourhood Resilience" and its core concepts. Next, it validates this framework through a research-by-design approach. Spatial and social design agencies applied the framework in real-life design cases in Amsterdam and allowed for its empirical grounding and practice-based development. Ultimately, the paper defines a design framework that builds resilience for the well-being of all urban inhabitants and initiates a dialogue between disciplines to address resilience integrally when designing public spaces and forms of civic engagement.ReferencesBoon, B., Nirschl, M., Gualtieri, G., Suurenbroek, F., & de Waal, M. (2021). Generating and disseminating intermediate-level knowledge on multiple levels of abstraction: An exploratory case in media architecture. Media Architecture Biennale 20, 189–193. https://doi.org/10.1145/3469410.3469430Dobson, J. (2021). Wellbeing and blue‐green space in post‐pandemic cities: Drivers, debates and departures. Geography Compass, 15. https://doi.org/10.1111/gec3.12593Houston, D., Hillier, J., MacCallum, D., Steele, W., & Byrne, J. (2018). Make kin, not cities! Multispecies entanglements and ‘becoming-world’ in planning theory. Planning Theory, 17(2), 190–212. https://doi.org/10.1177/1473095216688042 Maller, C. (2020). Healthy Urban Environments: More-than-Human Theories (1st ed.). Routledge, Taylor & Francis Group. https://www.routledge.com/Healthy-Urban-Environments-More-than-Human-Theories/Maller/p/book/9780367459031Poortinga, W., Bird, N., Hallingberg, B., Phillips, R., & Williams, D. (2021). The role of perceived public and private green space in subjective health and wellbeing during and after the first peak of the COVID-19 outbreak. Landscape and Urban Planning, 211, 104092. https://doi.org/10.1016/j.landurbplan.2021.104092 Suurenbroek, F., Nio, I., & de Waal, M. (2019). Responsive public spaces: exploring the use of interactive technology in the design of public spaces. Hogeschool van Amsterdam, Urban Technology.https://research.hva.nl/en/publications/responsive-public-spaces-exploring-the-use-of-interactive-technol-2
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Learner metacognition can positively impact learning. However, little is known about how to effectively design game-based learning environments such that metacognition is promoted in learners. Previous research does not provide sufficiently structured and empirically verified insights for designers and researchers to make informed design decisions. This paper describes the development of a design framework for metacognition in game-based learning. The framework is derived from existing literature and cases, and further elaborated through a formative expert evaluation. For instruction, gameplay, and the integration of both, the resulting framework defines specific design dimensions that indicate the relevant areas in which informed design-decisions are likely to affect learners' metacognition. As such, this framework aids specification of designs, structured comparisons between different designs, and focused research effort in identifying specific design guidelines for metacognition in game-based learning.
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Business decisions and business logic are an important part of an organization’s daily activities. In the not so near past they were modelled as integrative part of business processes, however, during the last years, they are managed as a separate entity. Still, decisions and underlying business logic often remain a black box. Therefore, the call for transparency increases. Current theory does not provide a measurable and quantitative way to measure transparency for business decisions. This paper extends the understanding of different views on transparency with regards to business decisions and underlying business logic and presents a framework including Key Transparency Indicators (KTI) to measure the transparency of business decisions and business logic. The framework is validated by means of an experiment using case study data. Results show that the framework and KTI’s are useful to measure transparency. Further research will focus on further refinement of the measurements as well as further validation of the current measurements.
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This leaflet showcases a design framework for buildingcommunity resilience in urban neighbourhoods. Atits core, the framework challenges designers andother professionals to not only consider resilience inhuman communities, but also in other-than-humancommunities, including plants and animals. Theframework proposes a set of five concepts that helpbridging these two perspectives; each concept describesan important condition for community resilience toemerge for both humans and non-humans.
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From the article: Abstract Knowledge is essential to the product designer. It contributes to a better understanding of the difficulties in a design. With the right knowledge, design errors can be recognised in the early stage of product design, and appropriate measures can be applied before these errors escalate and delay the project. The axiomatic complexity theory, part of the Axiomatic Design methodology, can warn the designer in this process by disclosing his lack knowledge to fully understand the design. The Cynefin framework is a sense-making framework that distinguishes an organisational situation within four contexts. The state of relevant knowledge is the most important parameter to determine the actual context where an organisation, system, or design process is currently located. When knowledge is acquired, the context changes. Axiomatic Design and the Cynefin framework are applied in this paper to characterise the relation between the quality of the design and the knowledge of its designer. It is investigated if one follows the other, and how prompt that relation is. The outcome is that the quality of a design is proportional to the accumulation of applied knowledge to the product design. Therefore the quality of the design follows knowledge implementation but does not exceed the level of relevant knowledge of the designer. Knowledge should not be restricted to the designers only. Other people, e.g. production and maintenance-engineers, will also need the knowledge to take care of the product as the life cycle advances.
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The concept of immersion has been widely used for the design and evaluation of user experiences. Augmented, virtual and mixed-reality environments have further sparked the discussion of immersive user experiences and underlying requirements. However, a clear definition and agreement on design criteria of immersive experiences remains debated, creating challenges to advancing our understanding of immersive experiences and how these can be designed. Based on a multidisciplinary Delphi approach, this study provides a uniform definition of immersive experiences and identifies key criteria for the design and staging thereof. Thematic analysis revealed five key themes – transition into/out of the environment, in-experience user control, environment design, user context relatedness, and user openness and motivation, that emphasise the coherency in the user-environment interaction in the immersive experience. The study proposes an immersive experience framework as a guideline for industry practitioners, outlining key design criteria for four distinct facilitators of immersive experiences–systems, spatial, empathic/social, and narrative/sequential immersion. Further research is proposed using the immersive experience framework to investigate the hierarchy of user senses to optimise experiences that blend physical and digital environments and to study triggered, desired and undesired effects on user attitude and behaviour.
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Het Co-Design Canvas is een instrument om samenwerkingen rondom maatschappelijke uitdagingen met verschillende betrokkenen open en transparant te starten, plannen, uitvoeren en evalueren. Het biedt een hulpmiddel aan overheden, burgers, bedrijven, non-profitorganisaties, kennisinstellingen en andere belanghebbenden om helder te kunnen communiceren en samenwerken. Het maakt verschillen in belangen, kennis, ervaring en machtsverhoudingen inzichtelijk, staat vanaf het begin stil bij gewenste positieve impact en concrete resultaten en zorgt ervoor dat ieders stem echt gehoord wordt.
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Purpose: To facilitate the design of viable business models by proposing a novel business model design framework for viability. Design: A design science research method is adopted to develop a business model design framework for viability. The business model design framework for viability is demonstrated by using it to design a business model for an energy enterprise. The aforementioned framework is validated in theory by using expert opinion. Findings: It is difficult to design viable business models because of the changing market conditions, and competing interests of stakeholders in a business ecosystem setting. Although the literature on business models provides guidance on designing viable business models, the languages (business model ontologies) used to design business models largely ignore such guidelines. Therefore, we propose a business model design framework for viability to overcome the identified shortcomings. The theoretical validation of the business model design framework for viability indicates that it is able to successfully bridge the identified shortcomings, and it is able to facilitate the design of viable business models. Moreover, the validation of the framework in practice is currently underway. Originality / value: Several business model ontologies are used to conceptualise and evaluate business models. However, their rote application will not lead to viable business models, because they largely ignore vital design elements, such as design principles, configuration techniques, business rules, design choices, and assumptions. Therefore, we propose and validate a novel business model design framework for viability that overcomes the aforementioned shortcomings.
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Background: China faces a serious shortage of competent nurses who can address the healthcare needs of older people in an ageing society. Chinese higher education institutes face serious challenges when it comes to developing new curricula that are capable of educating sufficient numbers of competent gerontological nurses. Therefore, the aim of this research study was to identify and verify competencies for gerontological nurses in China that are needed to provide nursing care for the growing number of older people in all care settings. This study takes into account the possible opportunities that trends and developments may offer in the near future.Methods: In this study, a two-phase research design was used. The first phase concerned needs analysis, including a situational analysis, a trend analysis and a competence analysis. This process resulted in a draft competence framework. The second phase addressed the verification of the competence framework through a two-round Delphi study with a panel of Chinese and European experts. This process led to the final competence framework.Results: The final competence framework for gerontological nursing in China included six competencies divided into 13 essential and five relevant learning outcomes. The competencies are: ‘providing gerontological care’, ‘communication and collaboration’, ‘organization of gerontological nursing care’, ‘health promotion’, ‘evidence-based nursing and lifelong learning’ and ‘professional behaviour’.Conclusion: The framework comprehensively covers the six core competencies that nurses who care for older people should possess. These competencies are well-embedded in a Chinese context. The framework therefore offers concrete, practical suggestions for the competencies and skills that nursing graduates will need to work in current and future professions related to gerontological nursing education and practice.
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