Het AZC in Leersum heeft een vaste opvangcapaciteit voor 625 mensen. De vluchtelingen die er worden opgevangen hebben vaak een inactieve leefstijl, zijn belemmerd in het gebruikmaken van regulier sportaanbod, kampen met fysieke en mentale gezondheidsklachten en verkeren in een kwetsbare positie. Het Living Lab Utrechtse Heuvelrug wilde bewoners van het AZC betrekken in haar activiteiten. Samen met het COA en lokale partners is gewerkt aan het opzetten van een duurzaam sport- en beweegaanbod voor deze bewoners. Dit heeft geresulteerd in het aanbieden en opzetten van verschillende sportactiviteiten als voetbal, walk & talk, hardlopen, fitness, boulderen en bootcamp. Er is ook veel energie gestoken om zwemlessen aan te bieden, maar dat is nog niet gelukt (wel veelbelovend vervolg). Het voetbal liep zo goed op de locatie van het AZC, dat er al snel contact is gezocht met een lokale club om een veld te gebruiken. Dit, een toernooi en oefenwedstrijden zorgde ook voor positieve zichtbaarheid van de bewoners en brengt weer nieuwe mogelijkheden zoals vaste deelname binnen de voetbalvereniging voor bewoners van het AZC. Bewoners geven aan dat deelname aan de activiteiten enorme positieve impact kan hebben op hun welzijn. Ook bleken betrokken vrijwilligers eens te meer onmisbaar voor de organisatie van de activiteiten. Ook studenten van de HU hebben hierin een rol gespeeld.
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Our society faces many challenges, necessitating collaborative efforts among multiple stakeholders. Our students learn this in living labs. This paper explores preliminary research on introducing co-design to novices. We introduce a case study exploring how design educators can support students in developing co-design competencies. Central to this study is our Co-Design Canvas, introduced as a pivotal tool for fostering open dialogue among diverse stakeholders. This stimulates collaboration through effective teamwork and empathic formation. The research questions aim to discover effective methods for introducing the Co-Design Canvas to living lab students, and to identify the necessary prior knowledge and expertise for both novices and educators to effectively engage with and teach the Co-Design Canvas. The paper advocates for a pedagogical shift to effectively engage students in multi-stakeholder challenges. Through a series of workshops, the Co-Design Canvas was introduced to novices. We found that this required a significant cognitive stretch for staff and students. The paper concludes by presenting a, for now, final workshop format consisting of assignments that supports introducing the Canvas and thereby co design to societal impact design novices. This program better prepares students and coaches for multi stakeholder challenges within living labs.
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Wereldwijd schieten ze als paddenstoelen uit de grond: living labs. Deze ‘levende laboratoria’ zijn er in alle soorten en maten. Meestal wordt het lab gezien als een onderzoeks- en ontwikkelomgeving om een probleem met verschillende partijen op een innovatieve manier op te lossen. De thema’s van de labs variëren van het ontwerpen van de lichtste boot of de snelste (zonne)auto tot het opnieuw inrichten van een havengebied, halvering van koolstof-uitstoot van het goederenvervoer in steden, nieuwe zorgconcepten of het versterken van de lokale democratie. Wat iemand van het meedoen aan een living lab zou kunnen leren wordt uitgelegd aan de hand van een living lab waaraan de auteur zelf als deelnemer drie keer heeft meegedaan, Aalto Camp for Societal Innovation (ACSI).
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Due to societal developments, like the introduction of the ‘civil society’, policy stimulating longer living at home and the separation of housing and care, the housing situation of older citizens is a relevant and pressing issue for housing-, governance- and care organizations. The current situation of living with care already benefits from technological advancement. The wide application of technology especially in care homes brings the emergence of a new source of information that becomes invaluable in order to understand how the smart urban environment affects the health of older people. The goal of this proposal is to develop an approach for designing smart neighborhoods, in order to assist and engage older adults living there. This approach will be applied to a neighborhood in Aalst-Waalre which will be developed into a living lab. The research will involve: (1) Insight into social-spatial factors underlying a smart neighborhood; (2) Identifying governance and organizational context; (3) Identifying needs and preferences of the (future) inhabitant; (4) Matching needs & preferences to potential socio-techno-spatial solutions. A mixed methods approach fusing quantitative and qualitative methods towards understanding the impacts of smart environment will be investigated. After 12 months, employing several concepts of urban computing, such as pattern recognition and predictive modelling , using the focus groups from the different organizations as well as primary end-users, and exploring how physiological data can be embedded in data-driven strategies for the enhancement of active ageing in this neighborhood will result in design solutions and strategies for a more care-friendly neighborhood.
Physical rehabilitation programs revolve around the repetitive execution of exercises since it has been proven to lead to better rehabilitation results. Although beginning the motor (re)learning process early is paramount to obtain good recovery outcomes, patients do not normally see/experience any short-term improvement, which has a toll on their motivation. Therefore, patients find it difficult to stay engaged in seemingly mundane exercises, not only in terms of adhering to the rehabilitation program, but also in terms of proper execution of the movements. One way in which this motivation problem has been tackled is to employ games in the rehabilitation process. These games are designed to reward patients for performing the exercises correctly or regularly. The rewards can take many forms, for instance providing an experience that is engaging (fun), one that is aesthetically pleasing (appealing visual and aural feedback), or one that employs gamification elements such as points, badges, or achievements. However, even though some of these serious game systems are designed together with physiotherapists and with the patients’ needs in mind, many of them end up not being used consistently during physical rehabilitation past the first few sessions (i.e. novelty effect). Thus, in this project, we aim to 1) Identify, by means of literature reviews, focus groups, and interviews with the involved stakeholders, why this is happening, 2) Develop a set of guidelines for the successful deployment of serious games for rehabilitation, and 3) Develop an initial implementation process and ideas for potential serious games. In a follow-up application, we intend to build on this knowledge and apply it in the design of a (set of) serious game for rehabilitation to be deployed at one of the partners centers and conduct a longitudinal evaluation to measure the success of the application of the deployment guidelines.
Dutch society faces major future challenges putting populations’ health and wellbeing at risk. An ageing population, increase of chronic diseases, multimorbidity and loneliness lead to more complex healthcare demands and needs and costs are increasing rapidly. Urban areas like Amsterdam have to meet specific challenges of a growing and super divers population often with a migration background. The bachelor programs and the relating research groups of social work and occupational therapy at the Amsterdam University of Applied Sciences innovate their curricula and practice-oriented research by multidisciplinary and cross-domain approaches. Their Centres of Expertise foster interprofessional research and educational innovation on the topics of healthy ageing, participation, daily occupations, positive health, proximity, community connectedness and urban innovation in a social context. By focusing on senior citizens’ lives and by organizing care in peoples own living environment. Together with their networks, this project aims to develop an innovative health promotion program and contribute to the government missions to promote a healthy and inclusive society. Collaboration with stakeholders in practice based on their urgent needs has priority in the context of increasing responsibilities of local governments and communities. Moreover, the government has recently defined social base as being the combination of citizen initiatives, volunteer organizations , caregivers support, professional organizations and support of vulnerable groups. Kraktie Foundations is a community based ethno-cultural organization in south east Amsterdam that seeks to research and expand their informal services to connect with and build with professional care organizations. Their aim coincides with this project proposal: promoting health and wellbeing of senior citizens by combining intervention, participatory research and educational perspectives from social work, occupational therapy and hidden voluntary social work. With a boundary crossing innovation of participatory health research, education and Kraktie’s work in the community we co-create, change and innovate towards sustainable interventions with impact.