Making design work in the field of dementia requires interdisciplinary research. However, obstacles are likely to occur when healthcare and creative researchers work together. Analyzing the startup phase of ten interdisciplinary projects in the field of dementia, overweight and loneliness we found seven strategies to overcome these barriers: use boundary brokers, combine theory, combine research approaches, organize for collaboration, joint activities, separate activities, and use artefacts. As many dementia research projects involve exploring new products and technologies, particularly the use of artefacts might be an interesting strategy to foster the collaboration of healthcare and creative research disciplines.
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from the article: The ever-increasing specialization of scientific research, combined with the complex challenges that health in society is facing calls for more interdisciplinary design research. However, healthcare and creative researchers come from different worlds that do not automatically align and intensive collaboration between different disciplines is often not without obstacles. We analyzed ten projects that are in the process of interdisciplinary research on solutions for living with dementia, obesity or loneliness. The question we address is: Which strategies do health and creative professionals use to work together in design research? We found that an array of strategies is used to foster collaboration as recommended in literature. However, the strategies to foster interdisciplinary collaboration in research recommended in literature do not easily fit the unpredictability of design research projects and the complexity that comes from doing research in health practice.
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In recent decades, a considerable amount of literature on interdisciplinary collaboration has been published. Interdisciplinary collaboration plays an important role in matching services to the individual needs of children and young people, but working interdisciplinary appears to be hard for youth social work professionals. The aim of this scoping review was to identify, analyse, and summarise literature on stimulating interdisciplinary collaboration among social work professionals working with youth. Seven databases were systematically searched (until March 2017), and grey literature was hand‐searched for relevant publications. Included in this review were empirical studies on at least one (future) social work professional working with youth that (a) focused on interventions for or important elements in interdisciplinary collaboration, team development, or teambuilding/work, (b) were conducted in a Western country; (c) met a clearly written method, and (d) were published in English or Dutch. Eighteen publications met the criteria, in which two categories of studies could be identified: focusing on important elements in interdisciplinary collaboration (ten studies) and focusing on interventions (eight studies). From the ten studies on elements, six overarching elements were distinguished that appear to stimulate interdisciplinary collaboration. (a) Awareness and understanding of the other discipline; (b) communication and interaction: feedback, reflection, and evaluation; (c) team structure; (d) willingness to work together; (e) shared responsibility/norms, and (f) mutual trust. The interventions found in the eight other studies were divided into three forms: training, organisational interventions, and tools. More support for professionals in interventions is needed to stimulate interdisciplinary collaboration. The six overarching elements found in this review can be used in developing these interventions. Further research is needed to develop, test, and systemically measure interventions in order to help youth social work professionals collaborate successfully in an interdisciplinary manner.
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In greenhouse horticulture harvesting is a major bottleneck. Using robots for automatic reaping can reduce human workload and increase efficiency. Currently, ‘rigid body’ robotic grippers are used for automated reaping of tomatoes, sweet peppers, etc. However, this kind of robotic grasping and manipulation technique cannot be used for harvesting soft fruit and vegetables as it will cause damage to the crop. Thus, a ‘soft gripper’ needs to be developed. Nature is a source of inspiration for temporary adhesion systems, as many species, e.g., frogs and snails, are able to grip a stem or leave, even upside down, with firm adhesion without leaving any damage. Furthermore, larger animals have paws that are made of highly deformable and soft material with adjustable grip size and place holders. Since many animals solved similar problems of adhesion, friction, contact surface and pinch force, we will use biomimetics for the design and realization of the soft gripper. With this interdisciplinary field of research we aim to model and develop functionality by mimicking biological forms and processes and translating them to the synthesis of materials, synthetic systems or machines. Preliminary interviews with tech companies showed that also in other fields such as manufacturing and medical instruments, adjustable soft and smart grippers will be a huge opportunity in automation, allowing the handling of fragile objects.
Evaluating player game experiences through biometric measurementsThe BD4CG (Biometric Design for Casual Games project) worked in a highly interdisciplinary context with several international partners. The aim of our project was to popularize the biometric method, which is a neuro-scientific approach to evaluating the player experience. We specifically aimed at the casual games sector, where casual games can be defined as video or web-based games with simple and accessible game mechanics, non threatening themes and generally short play sessions. Popular examples of casual games are Angry Birds and FarmVille. We focussed on this sector because it is growing fast, but its methodologies have not grown with it yet. Especially the biometrics method has so far been almost exclusively used domain by the very large game developers (such as Valve and EA). The insights and scientific output of this project have been enthusiastically embraced by the international academic arena. The aim of the grant was to focus on game producers in the casual sector, and we have done so but we also established further contacts with the game sector in general. Thirty-one outputs were generated, in the form of presentations, workshops, and accepted papers in prominent academic and industry journals in the field of game studies and game user research. Partners: University of Antwerpen, RANJ, Forward Games, Double Jungle, Realgames, Dreams of Danu, Codemasters, Dezzel, Truimph Studios, Golabi Studios
Wat dragen creatieve onderzoeksmethodes bij aan vernieuwing binnen de zorg? We onderzoeken dit binnen tien projecten van het Create Health-programma van ZonMw. In deze projecten wordt kennis ontwikkeld over de toegevoegde waarde van creatieve manieren van werken bij e-health innovatie.