Festivals are nowadays a cultural, social, and economic force to be reckoned with. This study will offer an overview of the Dutch festival landscape, which has been lacking. There are commercial initiatives that target only a portion of the festival sector, and there are specific branch organisations or cultural funds that only cover the data of their members, for instance the Netherlands Film Fund reports on ten major Dutch film festivals in their annual Film Facts & Figures of the Netherlands. National institutes such as Statistics Netherlands (CBS) and The Netherlands Institute for Social Research (SCP) also lack substantial data on Dutch festivals.
Career Writing is a narrative approach to qualitative career assessment whereby client (or student) groups use creative, reflective, and expressive forms of writing to foster an internal dialogue about career. It is intended to help individuals construct a career identity by uncovering life themes, assessing drives and wishes, and rewriting stories (i.e., narrative truths) that no longer serve. The starting point for this learning process is usually a crisis, which could be a situation, event, attitude or choice dilemma surrounding work. Research shows that career writing holds promise for university students in the process of career formation and orientation and can help adults facing job loss.
Abundant HCI research exists on the many assistive technologies that provide help with everyday physical and cognitive tasks. However, while a purely assistive approach often casts aging people in passive roles, recent studies suggest that adults may be ‘flourishing’ way into advanced age, even though implicit ageist prejudices are difficult to eradicate. Negative age-related stereotypes are the hidden and yet urgent issue we address in this study. There is a clear opportunity for an anti-ageist perspective in HCI, an approach that we propose as complementary to assistive technologies: in addition to providing solutions for the aging population, we urgently call for designs about aging, to spark a conversation on age, raise awareness and ultimately contrast ageist stereotypes. We point at empathy as a key element to reconceptualize, at least in part, HCI’s contribution to research on aging. We present a design critique of two interactive pieces that, although not without flaws, suggest how future empathy-raising artifacts might be. Our analysis combines pragmatist aesthetics, interaction criticism and ludology, and yields four design tactics (recurring configurations of significant elements) that are generative in bringing about broader design implications towards a different, empathy-based concept of aging in HCI.