Design and research are two fields of knowledge that each has its traditions, methods, standards and practices. These two worlds appear to be quite separate, with researchers investigating what exists, and designers visualising what could be. This book builds a bridge between both worlds by showing how design and research can be integrated to develop a new field of knowledge. This book contains 22 inspiring reflections that demonstrate how the unique qualities of research (aimed at studying the present) and design (aimed at developing the future) can be combined. This book shows that the transdisciplinary approach is applicable in a multitude of sectors, ranging from healthcare, urban planning, circular economy, and the food industry. Arranged in five parts, the book offers a range of illustrative examples, experiences, methods, and interpretations. Together they make up the characteristic of a mosaic, each piece contributing a part of the complete picture, and all pieces together offering a multi-facted perspective of what applied design research is, how it is implemented and what the reader can expect from it.
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In this study, we address the function of role models for entrepreneurship students. By using entrepreneurs as role models, students can get a better and realistic picture of the complexity of the entrepreneurial path. Choosing whom to interview as role model can be diverse, but it can be problematic if, as a result of that choice, the learning effect in the same group of students is different.
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A case study and method development research of online simulation gaming to enhance youth care knowlegde exchange. Youth care professionals affirm that the application used has enough relevance as an additional tool for knowledge construction about complex cases. They state that the usability of the application is suitable, however some remarks are given to adapt the virtual environment to the special needs of youth care knowledge exchange. The method of online simulation gaming appears to be useful to improve network competences and to explore the hidden professional capacities of the participant as to the construction of situational cognition, discourse participation and the accountability of intervention choices.
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The aim of this research is to explore the potential of Mixed Reality (MR) technologies for Operator Support in order to progress towards Industry 4.0 (I4.0) particularly for SMEs. Through a series of interventions and interviews conducted with local SMEs, potential use cases and their drawbacks have been identified. From this, insights were derived that serve as a starting point for conducting further experiments with MR technology in the smart manufacturing laboratory at the THUAS in Delft. The intervention consisted of a free form workshop in which the participants get ‘tinkering’ time to explore MR in their own work environment. The various levels of awareness were assessed in three stages: during an introductory interview, and after an instruction meeting and some ‘tinkering’. The study took place in the period from January 2022 to July 2022 with 10 local SMEs in the Netherlands. The results show that for all SMEs the awareness and understanding increased. The use cases identified by operators themselves concerned Quality Control, Diagnostics, Instruction, Specification and Improvement of Operations. Drawbacks foreseen related to Ergonomic Concerns, Resistance from operators, Technical considerations, Unavailability of MR device and an insufficient digital infrastructure to support MR in full extent. The use case most promising to the participants was further developed into a physical prototype for an ‘assisted assembly cell’ by which the aspects of ergonomics and the mentioned technical considerations could be analysed.
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Background: The full potential of social entrepreneurship remains challenging to achieve, despite continuous efforts in various economies, including South-East Asia. Several obstacles need to be addressed, such as the scarcity of skilled employees, limited business understanding among founders, difficulties accessing funding and infrastructure, and the absence of proper social impact measurement. Higher education institutions (HEIs) often face constraints in engaging and supporting early entrepreneurial activities, exacerbating the imbalance in the social entrepreneurship landscape. This imbalance has been observed in both Thailand and Myanmar. Research objectives: The Erasmus+ funded project, STEPup, running from 2020 to 2023, recognized an opportunity to foster innovative social entrepreneurship practices tailored for disruptive business settings in these two countries. By applying the challenge-based learning approach through interactive case challenge proceedings involving social entrepreneurs, faculty mentors and students, the development of the entrepreneurial mindset of the latter group was studied. Research design and methods: To accomplish this, a multi-method research design was chosen, which involved a case-challenge experience within the framework of 6 universities, a questionnaire-based survey conducted among the student population which took part in the case-challenge experience and desk research. Results: The study revealed the necessity for a self-organizing and organic support system for social entrepreneurship. The objective of this paper is to present recommendations and strategic guidelines to enhance access and opportunities for existing social enterprises and social entrepreneurs seeking to establish and sustain a social enterprise ecosystem. The proposed framework leverages the support, expertise, and structure of existing higher education institutions. Conclusions: Higher Education Institutions can serve as excellent cases demonstrating how to design and develop resource hubs for social enterprise practitioners and engage stakeholders from all sectors to address social issues and promote awareness.
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Foreword to the book International Perspectives on Teacher Well-Beingand Diversity: Portals into Innovative Classroom Practice which focuses on key sources for teacher well-being like ownership, meaningfulness, self-efficacy, agencyand autonomy. The book is based on inspiring cases from a variety of schools collected by an international network of experts on the topic.
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In 2015, the UN set 17 global goals, the so-called Sustainable Development Goals (SDGs) for the year 2030, “a universal call to action to end poverty, protect the planet and ensure that all people enjoy peace and prosperity”. Although these challenges are global, their impact manifests itself on a local level. An inspiring challenge for HU UAS Utrecht is to educate self-confident (upcoming) professionals who contribute to the realization of these global goals by creating local impact. In our opinion such professionals are socially involved, cope with complexity, think systemic and work trans-disciplinary. Furthermore, they ‘mix and match’ personal, societal and professional development, which will not be confined to formal education but lasts a lifetime. This complex challenge forges us to transform our thinking about education and how to organize learning, and about how, where and with whom we educate. UAS’s will have to cooperate with private, public and research partners and create communities in which all participants work, learn and develop themselves while facing new challenges.
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Organizations feel an urgency to develop and implement applications based on foundation models: AI-models that have been trained on large-scale general data and can be finetuned to domain-specific tasks. In this process organizations face many questions, regarding model training and deployment, but also concerning added business value, implementation risks and governance. They express a need for guidance to answer these questions in a suitable and responsible way. We intend to offer such guidance by the question matrix presented in this paper. The question matrix is adjusted from the model card, to match well with development of AIapplications rather than AI-models. First pilots with the question matrix revealed that it elicited discussions among developers and helped developers explicate their choices and intentions during development.
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Het doel van het project Every Picture Tells a Story is om samen met het werkveld methoden, technieken en kennis te ontwikkelen voor het produceren van effectieve infographics. Dit is nodig omdat de vraag naar infographics in de markt snel toeneemt. Bedrijfsleven en overheden kiezen er steeds vaker voor om infographics te gebruiken om grote hoeveelheden of complexe informatie begrijpelijk te maken voor hun doelgroepen. Om aan de vraag van deze opdrachtgever te kunnen blijven voldoen hebben producenten van infographics (vaak ontwerpen communicatiebureaus) nieuwe kennis nodig op het gebied van het interdisciplinaire productieproces, communicatie- en mediatechnieken en ‘usability’. Hogeschool Utrecht, Beroepsvereniging voor Nederlandse ontwerpers (BNO), Argumentenfabriek en In60seconds hebben zich voor dit project verenigd in een consortium. Daarnaast hebben zich bedrijven uit het werkveld aangesloten en een onderwijsinstelling, de Universiteit van Amsterdam. De partijen hebben elkaar gevonden in de wens samen nieuwe kennis en vaardigheden te ontwikkelen op het gebied van infographics. Zij streven ernaar toepasbare oplossingen in het werkveld te implementeren. Het consortium zal het onderzoek sturen en de resultaten ervan laten circuleren in onderwijs en praktijk.
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Het doel van het project Every Picture Tells a Story is om samen met het werkveld methoden, technieken en kennis te ontwikkelen voor het produceren van effectieve infographics. Dit is nodig omdat de vraag naar infographics in de markt snel toeneemt. Bedrijfsleven en overheden kiezen er steeds vaker voor om infographics te gebruiken om grote hoeveelheden of complexe informatie begrijpelijk te maken voor hun doelgroepen. Om aan de vraag van deze opdrachtgever te kunnen blijven voldoen hebben producenten van infographics (vaak ontwerpen communicatiebureaus) nieuwe kennis nodig op het gebied van het interdisciplinaire productieproces, communicatie- en mediatechnieken en ‘usability’.
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