Reducing energy consumption in urban households is essential for reaching the necessary climate research and policy targets for CO2 reduction and sustainability. The dominant approach has been to invest in technological innovations that increase household energy efficiency. This article moves beyond this approach, first by emphasising the need to prioritise reducing energy demand over increasing energy efficiency and, second, by addressing the challenge of energy consumption at the level of the community, not the individual household. It argues that energy consumption is shaped in and by social communities, which construct consciousness of the energy implications of lifestyle choices. By analysing a specific type of community, a digital community, it looks at the role that communication on online discussion boards plays in the social process of questioning energy needs and shaping a “decent lifestyle”. The article explores three social processes of community interaction around energy practices – coercive, mimetic, and normative – questioning the ways in which they contribute to the activation of energy discursive consciousness. In conclusion, the article reflects on the potential implications of these social processes for future research and interventions aimed at reducing energy demand. To illustrate how the three selected social processes influence one another, the article builds on the results of a research project conducted in Amsterdam, analysing the potential contribution of online discussion boards in shaping energy norms in the Sustainable Community of Amsterdam Facebook group.
In dit proefschrift worden de resultaten beschreven van een studie die online wijkplatformen voor thuiswonende ouderen evalueert die werden ontwikkeld op basis van wensen en behoeften van eindgebruikers. Middels deze online wijkplatformen worden ouderen gestimuleerd om maatschappelijk te participeren en wordt gepoogd om in wijken vraag en aanbod van inwoners bij elkaar te brengen. Via deze online platformen kunnen wijkbewoners, zo ook thuiswonende ouderen, verschillende applicaties raadplegen.
For this exploratory study we aim to provide knowledge and insights concerning the processes of setting up, implementing and managing online communities as a part of the product/services offer of media companies. The goal is to increase their reach amongst target groups, to strengthen involvement with their audiences and to entice their audiences to participate. This information should help us to understand the many different aspects important for developing and managing online communities. The research question for this phase is: Which critical success factors play a role in the process of setting up and managing online communities using social media in order to activate and/or engage target audiences? In this exploratory first phase we looked into literature relating to general guidelines and critical success factors in setting up and managing online communities. These aspects include, communication and interaction options, functionalities for sharing information, the content structure given, the importance of socialization within the community, the policies used and the usability of the platform (Ning Shen & Khalifa, 2008).
Door producten en diensten inclusief te ontwerpen kunnen ontwerpers een belangrijke bijdrage leveren aan een inclusievere samenleving, waarin iedereen op eigen wijze kan participeren. In AID gaan negen mkb-ontwerpbureaus Afdeling Buitengewone Zaken (A/BZ), theRevolution, Design Innovation Group, Greenberry, Ideate, Keen Public, Muzus, Netrex Internet Solutions (Leer Zelf Online) en Vrienden van verandering) die rijke maar uiteenlopende ervaring hebben met inclusief ontwerpen op zoek naar antwoorden op de vraag hoe hun vermogen voor inclusief ontwerpen kan worden versterkt. Ze doen dit middels actie-onderzoek in hun eigen beroepspraktijk en door hun ervaringen te delen met onderzoekers, docenten en co-ontwerpers in een ‘learning community’.
Events play an increasingly big role in our society. Whereas events were mainly considered entertainment in the past, the social function of events is becoming more and more apparent, in particular, in the field of social bonding and in creating a feeling of solidarity.During an event, visitors identify with a theme or topic, and interact with each other about it. Thanks to social media, they can continue these interactions online, which leads to a hybrid network of individuals sharing the same interests. Eventually, this may lead to forming new communities, who communicate with each other both online and offline. However, it is not clear yet how exactly these new communities are being created.This PhD research studies the online and offline interaction rituals of various events and online communities. Through interviews and participating observations at events such as Redhead Days and the Elfia fantasy event, processes are mapped out that result in forming communities at and around events.Partner: Tilburg University
Craft your own audience: How can a technology-driven company use online gaming communities, like Minecraft, to reach and engage a young audience? This project creates a context in which reality is simulated, by having students work together for a real client in an international context. In this project we explore innovative ways in which Samsung can engage younger audiences through Minecraft, the world's best-selling game with almost 140 million monthly players (2023). This project is focused on on educating, researching and developing playable prototypes within Minecraft that demonstrate how online gaming communities can be used to connect technology companies with a new generation of users. Societal issueInclusion of different ages around technology literacy and education (21st century skills).Benefit to societyGlobal inclusive community around education and R&D, higher cultural awareness.Collaborative partnersManchester Metropolitan University; Samsung Benelux.