The idea that technologies influence society—both positively and negatively—is not new. This is mainly the terrain of the philosophy and the ethics of technolo-gy research. Similarly, design research aims to help create new technologies in line with individual, social, and societal needs and values. Against this backdrop, it seems essential to expose relations between design and philosophy of tech-nology research, particularly from a methodological perspective. The main goal of this paper is to suggest a preliminary overview of methods and approaches that can inspire and inform interdisciplinary collaboration and, with that, sys-tematic engagement with ethics in design processes. Through interdisciplinary exchange, we propose a preliminary typology of ethics-informed methods and approaches based on two main dimensions, namely theory-grounded approaches to theoretically-flexible techniques and assessment to accompaniment. This mapping intends to help navigate the ethical qualities of selected methods from both disciplines, and it aims to create a platform for fruitful interdisciplinary conversations.
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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.
“Municipal Youth Work taken over by Christians”. (Binnenlands Bestuur, 2009) This heading refers to the work of Youth for Christ in an Amsterdam neighbourhood. This organisation, successful in Youth Work nationwide, last year came out first in an open competition of the Amsterdam district De Baarsjes. Because of this they were commissioned to undertake all the youth work in this multicultural neighbourhood. The conditions were not to evangelise and not to limit recruitment of personnel inside their own circle but to recruit from outside the organisation as well. When they later appeared to have put a job advertisement only on their own website, this led to heated debates. Finally Youth for Christ acknowledged and rectified this mistake. This example is a concrete illustration of the actual and sometimes delicate relationships between philosophy of life and social work
Within the framework of the “Greening Games” project, we will develop, test and distribute flagship didactic materials addressing the interdisciplinary nature of green digital gaming. These will be tested in selected higher education programs and finally shared as open access content for the broader academic and teaching community. It is our core strategic responsibility to educate students about the relations between digital games and environment. We believe that the more aware students of today will become greener game designers, programmers, and academic leaders of tomorrow. At the centre of our partnership’s didactic philosophy are human responsibility, ethical game design and sustainable gaming culture. Societal IssueVideo games serve as technological marvels and cultural reflections. McKenzie Wark suggests they are integral to a shared culture, fostering critical thinking. Games act as arenas for cultural values and environmental awareness. Climate-aware video games, often referred to as 'green games' or 'eco-games,' raise ecological consciousness and reconnect players with nature. For example, Riders Republic, which replicates real-world terrain using satellite imagery, inspires eco-awareness. However, the environmental footprint of video games, reliant on digital electronics and resource-intensive consoles, poses challenges. Developers, manufacturers, and gaming giants must address these impacts. Benjamin Abraham emphasizes sustainable game development as a holistic solution beyond incorporating green content.Benefit to societyBy developing teaching materials on green gaming for higher education, we create the following impact. We will…- increase the awareness of this subject among Bachelor’s and Master’s students.- enhance students’ knowledge of green gaming and their ability to integrate existing solutions into their game projects.- stimulate more research interest among research staff as well as students.- facilitate the uptake of pedagogical resources on green gaming by lecturers and professors.- create a European research community around the topic.- raise the visibility of green game studies among the game industry and wider public.
Despite increasing efforts regarding knowledge valorisation, a significant gap between knowledge development and policy practice remains. Urban Intelligence bridges this gap by bringing cutting edge knowledge to the table, developing new policy concepts and by promoting smart data use.The professorship of Urban Intelligence takes a multimodal and integrated approach by connecting knowledge of transport engineering, urban planning and urban design. Research output encompasses data-driven projects, such as ‘Multimodal Brabant’ and ‘Measurement Weeks Breda‘, which translate big data into knowledge for policy development.Furthermore, data analysis tool and data dashboards for cycling, such as ‘CyclePRINT’ have been developed. To enhance the integration of built environment and transportation, we developed the Bicycle-Oriented Development (BOD) concept. This is currently being integrated into an overarching development philosophy, ‘Multimodal Urban Development’, which integrates the optimisation of multimodal networks, location choices for new urban developments and the provision of shared mobility via mobility hubs.