It is argued that sustainability can 't be achieved on an individual level. It has to be achieved on a collective level, not in the short term but in the long term. However, sustainability has disappeared more than ever, precisely because of the scaling-up that technology has brought about. To stay with the stadium metaphor: we all stand and scream for new technology to regain both vision and visibility.
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A 4*4 PitStop is a metaphor for the work method or format used for a pop-up professional network. The method is designed to allow work, innovation and learning to go hand in hand. This format is based on the goals and direction provided by the participating professionals themselves. With this guide, we are sharing the results with professionals who want to start their own 4*4 PitStop.
CHI PLAY '20, November 2–4, 2020, Virtual Event, Canada We have built and implemented a set of metaphors for breathing games by involving children and experts. These games are made to facilitate prevention of asthma exacerbation via regular monitoring of children with asthma through spirometry at home. To instruct and trigger children to execute the (unsupervised) spirometry correctly, we have created interactive metaphors that respond in real-time to the child’s inhalation and exhalation. Eleven metaphors have been developed in detail. Three metaphors have been fully implemented based on current guidelines for spirometry and were tested with 30 asthmatic children. Each includes multi-target incentives, responding to three different target values (inhalation, peak expiration, and complete exhalation). We postulate that the metaphors should use separate goals for these targets, have independent responses, and allow to also go beyond expected values for each of these targets. From the selected metaphors, most children preferred a dragon breathing fire and a soccer player kicking a ball into a goal as a metaphor; least liked were blowing seeds of a dandelion and applying lotion to a dog to grow its hair. Based on this project we discuss the potential and benefits of a suite-of-games approach: multiple games that each can be selected and adapted depending on personal capabilities and interests.
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This PD project aims to gather new knowledge through artistic and participatory design research within neighbourhoods for possible ways of addressing and understanding the avoidance and numbness caused by feelings of vulnerability, discomfort and pain associated with eco-anxiety and chronic fear of environmental doom. The project will include artistic production and suitable forms of fieldwork. The objectives of the PD are to find answers to the practice problem of society which call for art that sensitises, makes aware and helps initiate behavioural change around the consequences of climate change. Rather than visualize future sea levels directly, it will seek to engage with climate change in a metaphorical and poetic way. Neither a doom nor an overly techno-optimistic scenario seem useful to understand the complexity of flood risk management or the dangers of flooding. By challenging both perspectives with artistic means, this research hopes to counter eco-anxiety and create a sense of open thought and susceptibility to new ideas, feelings and chains of thought. Animation and humour, are possible ingredients. The objective is to find and create multiple Dutch water stories, not just one. To achieve this, it is necessary to develop new methods for selecting and repurposing existing impactful stories and strong images. Citizens and students will be included to do so via fieldwork. In addition, archival materials will be used. Archives serve as a repository for memory recollection and reuse, selecting material from the audiovisual archive of the Institute of Sound & Vision will be a crucial part of the creative work which will include two films and accompanying music.
SOCIO-BEE proposes that community engagement and social innovation combined with Citizen Science (CS) through emerging technologies and playful interaction can bridge the gap between the capacity of communities to adopt more sustainable behaviours aligned with environmental policy objectives and between the citizen intentions and the real behaviour to act in favour of the environment (in this project, to reduce air pollution). Furthermore, community engagement can raise other citizens’ awareness of climate change and their own responses to it, through experimentation, better monitoring, and observation of the environment. This idea is emphasised in this project through the metaphor of bees’ behaviour (with queens, working and drone bees as main CS actors), interested stakeholders that aim at learning from results of CS evidence-based research (honey bears) and the Citizen Science hives as incubators of CS ideas and projects that will be tested in three different pilot sites (Ancona, Marousi and Ancona) and with different population: elderly people, everyday commuters and young adults, respectively. The SOCIO-BEE project ambitions the scalable activation of changes in citizens’ behaviour in support of pro-environment action groups, local sponsors, voluntary sector and policies in cities. This process will be carried out through low-cost technological innovations (CS enablers within the SOCIO BEE platform), together with the creation of proper instruments for institutions (Whitebook and toolkits with recommendations) that will contribute to the replication, upscaling, massive adoption and to the duration of the SOCIO-BEE project. The solution sustainability and maximum outreach will be ensured by proposing a set of public-private partnerships.For more information see the EU-website.