When we make games, we have many implicit understandings of what constitutes an interaction from a player and what constitutes their goal for playing; however, in trying to build a method of understanding a simple interaction (such as finding a key to open a gate) numerous limitations of our understanding were revealed. This talk presents Prof. Mata Haggis-Burridge’s and Thomas Buijtenweg’s development of a new model for understanding video games and interactive media: the Journey to Content. The approach looks at core structural elements of digital games and breaks them down into constituents that help us to understand the player, content, gates, and keys. This model presents an unusual and revealing insight into both the structure of existing games and the assumptions that are usually sublimated by creators. Unlike high-level analysis models, such as the MDA Framework and Bartle’s Taxonomy of Players, the Journey to Content model examines the moment-to-moment interactions of players within both the system of the game and their wider societal context. Early application of the concepts from the model have shown that it has practical use for designers, and that it has potential for stimulating new game concepts. The model also has implications for metrics analysis and study/development of interactive systems beyond games. The talk also contains information about four types of ‘immersion’ in video games: systems immersion, spatial immersion, social/empathic immersion, and narrative immersion. It is discussed how these four types can be impacted in a variety of positive and negative ways by an individual change to a game. These four types of immersion are then compared and combined with the Journey To Content model to reveal new research questions.
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Augmented Play Spaces (APS) are (semi-) public environments where playful interaction isfacilitated by enriching the existing environment with interactive technology. APS canpotentially facilitate social interaction and physical activity in (semi-)public environments. Incontrolled settings APS show promising effects. However, people’s willingness to engagewith APSin situ, depends on many factors that do not occur in aforementioned controlledsettings (where participation is obvious). To be able to achieve and demonstrate thepositive effects of APS when implemented in (semi-)public environments, it is important togain more insight in how to motivate people to engage with them and better understandwhen and how those decisions can be influenced by certain (design) factors. TheParticipant Journey Map (PJM) was developed following multiple iterations. First,based on related work, and insights gained from previously developed andimplemented APS, a concept of the PJM was developed. Next, to validate and refinethe PJM, interviews with 6 experts with extensive experience with developing andimplementing APS were conducted. Thefirst part of these interviews focused oninfluential (design) factors for engaging people into APS. In the second part, expertswere asked to provide feedback on thefirst concept of the PJM. Based on the insightsfrom the expert interviews, the PJM was adjusted and refined. The Participant JourneyMap consists of four layers: Phases, States, Transitions and Influential Factors. There aretwo overarchingphases:‘Onboarding’and‘Participation’and 6statesa (potential)participant goes through when engaging with an APS:‘Transit,’‘Awareness,’‘Interest,’‘Intention,’‘Participation,’‘Finishing.’Transitionsindicate movements between states.Influential factorsare the factors that influence these transitions. The PJM supportsdirections for further research and the design and implementation of APS. Itcontributes to previous work by providing a detailed overview of a participant journeyand the factors that influence motivation to engage with APS. Notable additions are thedetailed overview of influential factors, the introduction of the states‘Awareness,’‘Intention’and‘Finishing’and the non-linear approach. This will support taking intoaccount these often overlooked, key moments in future APS research and designprojects. Additionally, suggestions for future research into the design of APS are given.
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Learning objects are bits of learning content. They may be reused 'as is' (simple reuse) or first be adapted to a learner's particular needs (flexible reuse). Reuse matters because it lowers the development costs of learning objects, flexible reuse matters because it allows one to address learners' needs in an affordable way. Flexible reuse is particularly important in the knowledge economy, where learners not only have very spefic demands but often also need to pay for their own further education. The technical problems to simple and flexible are rapidly being resolved in various learning technology standardisation bodies. This may suggest that a learning object economy, in which learning objects are freely exchanged, updated and adapted, is about to emerge. Such a belief, however, ignores the significant psychological, social and organizational barriers to reuse that still abound. An inventory of these problems is made and possible ways to overcome them are discussed.
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The promotor was Prof. Erik Jan Hultink and copromotors Dr Ellis van den Hende en Dr R. van der Lugt. The title of this dissertation is Armchair travelling the innovation journey. ‘Armchair travelling’ is an expression for travelling to another place, in the comfort of one’s own place. ‘The innovation journey’ is the metaphor Van de Ven and colleagues (1999) have used for travelling the uncharted river of innovation, the highly unpredictable and uncontrollable process of innovation. This research study began with a brief remark from an innovation project leader who sighed after a long and rough journey: ‘had I known this ahead of time…’. From wondering ‘what could he have known ahead of time?’ the immediate question arose: how do such innovation journeys develop? How do other innovation project leaders lead the innovation journey? And could I find examples of studies about these experiences from an innovation project leader’s perspective that could have helped the sighing innovation project leader to have known at least some of the challenges ahead of time? This dissertation is the result of that quest, as we do know relatively little how this process of the innovation project leader unfolds over time. The aim of this study is to increase our understanding of how innovation project leaders lead their innovation journeys over time, and to capture those experiences that could be a source for others to learn from and to be better prepared. This research project takes a process approach. Such an approach is different from a variance study. Process thinking takes into account how and why things – people, organizations, strategies, environments – change, act and evolve over time, expressed by Andrew Pettigrew (1992, p.10) as catching “reality in flight”.
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Online supplements to Smit, E., Tuithof, H., Savelsbergh, E., & Béneker, T. (2023). Geography teachers’ pedagogical content knowledge: A systematic review. Journal of Geography. https://doi.org/10.1080/00221341.2023.2173796 Supplement 1: Extended information on selected studies Supplement 2: Full references of studies used in the review Supplement 3: Codebook Abstract: Pedagogical Content Knowledge (PCK) is the knowledge teachers use to teach a specific subject to a specific audience. The importance of PCK to quality teaching is widely recognized. However, an overview of research about geography teachers’ PCK is missing. To fill this gap, we conducted a systematic review. We analyzed 43 empirical studies, but only 9 used PCK as a framework. Most studies addressed instructional strategies or teaching orientations. The studies were too diverse to draw conclusions on geography teachers’ PCK in general. But portraits of 16 geography teachers emphasized the necessity of geographical knowledge and teaching experience for PCK-quality.
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Designers are increasingly collaborating with various stakeholders to address complex societal challenges. These challenges often require a codesign approach, where differ-ent actors with diverse perspectives and experiences unite to explore innovative ave-nues for change. Such collaboration requires empathy between the actors to under-stand each other’s perspective better in their interactions. This paper aims to assist so-cial designers in orchestrating such empathic codesign processes by introducing an Em-pathic Journey framework. This conceptual and practical framework is based on em-pathic design theory and three design cases which used Virtual Reality for perspective exchange between actors. The framework addresses the importance of integrating an emotional spark through immersion and the necessity of embedding immersive experiences in a larger journey.
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Aan de hand van de ‘customer journey’ beschrijven we in dit rapport welke barrières mensen met een beperking ervaren voor, tijdens en na de reis en hoe de reisindustrie hierop kan inspelen. In dit rapport vatten we de belangrijkste bevindingen samen van vijf onderzoeksrapporten en ons literatuuronderzoek.
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Digital technologies permeate and transform organisational practices. As a society, we need means to explore the uncharted terrain that lies ahead and the desirability and consequences of possible courses of action to move forward. We investigate a design approach, called ‘future probing’, to envision and critically analyse possible futures around digital technologies. We first reconstruct our journey and describe related insights on the process, content and context level. Reflecting on the journey, we then extract a key insight revolving around the challenge for participants to link back from exploring the future to their present practice. In a first attempt at theorizing these difficulties, we see future probing as a practice that opens up adaptive space (Uhl-Bien & Arena, 2017) in which people from different backgrounds engage in dialogue about possible futures of digital technologies. We found that adaptive processes, like semi structuring, temporary decentralisation, and collaboration (Uhl-Bien & Arena, 2018) were supported by the future probing practices and seemed to create space for employees to engage in exploration. There was still a lack of compelling acts of brokering and network cohesion (Uhl-Bien & Arena, 2018). This may indicate why linking back to daily practice is challenging. We assume that organising for adaptability requires a deliberate act of connecting far future explorations with present action, and propose that besides explorative skills, ‘adaptive anticipating’ action is needed to make the connection and that linking back through near future experiments might be a way to achieve this.
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Dit project poogt een bijdrage te leveren aan het versterken van “de kennisketen van de gastvrijheidseconomie” middels de volgende projectdoelstellingen: • SWOT-analyse van huidige situatie, vanuit verschillende stakeholderperspectieven: kijkend vanuit de ontwikkelopgaves die men ziet, aan welke data over de customer journey is behoefte (inventarisatie)? Wat zijn de bijbehorende sterktes, zwaktes, kansen en bedreigingen (analyse)? • Versterken van de kennisketen via: hoe kunnen we kennisketen versterken met nieuwe technieken en door slim organiseren? • Een overzicht van strategische opties: welke strategische opties zijn er om 1.) sterktes te benutten om kansen te pakken en bedreigingen af te wenden en 2.) zwaktes op te lossen door kansen te pakken en gevaren te voorkomen die met bedreigingen meekomen • Input leveren voor 2.0 versie van het manifest van Gastvrij Overijssel en de beoogde oprichting van een “Data Hub” (waarvoor nog geen officiële werktitel) In de opvolgende hoofdstukken en paragrafen gaan we in op de aanpak (hoofdstuk 2) en de uitkomsten (hoofdstuk 3).
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From the article: Innovation project leaders have the challenging role of guiding their team by managing four intertwined processes: developing content, meeting project constraints, stimulating creativity, and guiding group dynamics. This article investigates the role narratives play in leading an innovation project and how an innovation project leader uses stories in practice. We found a variety of stories that relate to all four processes. We argue that the roles of stories can be divided into three different aspects: the story, the storytelling, and the storymaking. Together, these aspects of stories can support managing the four intertwined processes to deliver innovation. Full text available with Wiley licence - http://onlinelibrary.wiley.com/doi/10.1002/pmj.21578/abstract
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