(‘Co’-)Designing for healthy behaviour greatly benefits from integrating insights about individual behaviour and systemic influences. This study reports our experiences in using insights about individual and systemic determinants of behaviour to inform a large co-design project. To do so, we used two design tools that encourage focusing on individual determinants (Behavioural Lenses Approach) and social / systemic aspects of behaviour (Socionas). We performed a qualitative analysis to identify 1) when and how the team applied the design tools, and 2) how the tools supported or obstructed the design process. The results show that both tools had their distinctive uses during the process. Both tools improved the co-design process by deepening the conversations and underpinnings of the prototypes. Using the Behavioural Lenses under the guidance of a behavioural expert proved most beneficial. Furthermore, the Socionas showed the most potential when interacting with stakeholders, i.c. parents and PPTs.
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This paper presents five design prototypes for cool urban water environments developed in the 'Really cooling water bodies in cities' (REALCOOL) project. The REALCOOL prototypes address an urgent need: urban water bodies, such as ponds or canals, are often assumed to cool down their surroundings during days with heat stress, whereas recent research shows that this is not always the case and that urban water bodies may actually have warming effects too. There are, however, indications that shading, vaporising water, and proper ventilation can keep water bodies and their surroundings cooler. Yet, it is necessary to explore how these strategies can be optimally combined and how the resulting design guidelines can be communicated to design professionals. The REALCOOL prototypes communicate the spatial layout and biometeorological effects of such combinations and assist design decisions dealing with urban water environments. The micrometeorological simulations with Envimet showed that the prototypes led to local reductions on daytime PET from 1 °C to 7 °C, upon introducing shade. Water mist and fountains were also cooling solutions. The important role of ventilation was confirmed. The paper discusses and concludes about the use of the prototypes as tools for urban design practice.
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When addressing urban heat problems, climate- conscious urban design has been assuming that urban water bodies such as canals, ditches or ponds cool down their surroundings. Recent research shows that this is not necessarily the case and that urban water bodies may actually have a warming e ect, particularly during late summer season nights. There are however indications that water can have a cooling potential if brought together with the right shading, evaporation and ventilation strategies. Yet, it is not clear how this should be achieved. Knowledge on such spatial configurations should thus be developed and made available to design practice. This challenge is directly addressed by the “REALCOOL” project, a research aiming to define design prototypes showing the physical processes behind the e ective cooling potential of urban water bodies, that design professionals can take as conceptual design frameworks.
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BouwTex gebruikt textiel voor het ontwikkelen van nieuwe toepassingen voor de bouw. Er is onderzoek gedaan naar op textiel gebaseerde bouwoplossingen en vervolgens zijn prototypes ontwikkeld die gebruikt kunnen worden door professionals in de bouwketen. Het project richtte zich met name op de toepassing van textiel bij de renovatie en het hergebruik van gebouwen. Naast materialenonderzoek is ook onderzoek gedaan naar de behoeften van de gebruiker, de perceptie van het gebruik van textiel binnen de architectuur en de bouw. Daarnaast is binnen het ontwerpproces gezocht naar een grotere ruimtelijke en functionele flexibiliteit door het toepassen van textiel. Ook is onderzoek gedaan naar de bijdrage van textiel voor een beter binnenklimaat, wat een positief effect heeft op de leef- en werkomstandigheden. Door middel van workshops en case studies hebben de professionals en studenten samengewerkt om de eigenschappen en het potentieel van textiel als geïntegreerd architectonisch / bouwproduct te verkennen. Kennis van de materiële eigenschappen van textiel werd ontwikkeld tot conceptuele toepassingen voor diverse gebruikersgroepen door studenten en professionals. Van geselecteerde concepten zijn werktekeningen en specificaties gemaakt door architecten, op basis waarvan vervolgens door professionals uit de bouw prototypes zijn gemaakt. De prototypes werden getest en het hele projectproces werd geanalyseerd door onderzoekers. Alle bijdragen van studenten en bedrijven (inclusief prototypes en testopnamen) zijn publiekelijk tentoongesteld. Alle projectpartners werkten samen om de projectbevindingen te verspreiden.
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Some of the most valuable companies in the world accumulated their fortunes as a result of a business model innovation built upon matured technologies. Now the majority of them are investing and shifting their focus to the development of new technologies such as AI, blockchain and genetic editing. If an organization is to remain profitable, it needs to be able to quickly adjust its structure to the rapidly changing context. We contend that a way to do so is to build an organizational structure that is conductive to both generative and evaluative prototypes. We report on our action research with a leading European airline following the transformation of a team of four into a new department, through the lenses of continuous prototyping. We then propose an initial framework that conceptualises organizational prototypes and provides a rational and systematic way of approaching the devising of such. Finally, we outline several directions for further research. https://doi.org/10.33114/adim.2019.07.227 LinkedIn: https://www.linkedin.com/in/christine-de-lille-8039372/
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Introduction: There is a lack of effective interventions available for Pediatric Physical Therapists (PPTs) to promote a physically active lifestyle in children with physical disabilities. Participatory design methods (co-design) may be helpful in generating insights and developing intervention prototypes for facilitating a physically active lifestyle in children with physical disabilities (6–12 years). Materials and methods: A multidisciplinary development team of designers, developers, and researchers engaged in a co-design process–together with parents, PPTs, and other relevant stakeholders (such as the Dutch Association of PPTs and care sports connectors). In this design process, the team developed prototypes for interventions during three co-creation sessions, four one-week design sprint, living-lab testing and two triangulation sessions. All available co-design data was structured and analyzed by three researchers independently resulting in themes for facilitating physical activity. Results: The data rendered two specific outcomes, (1) knowledge cards containing the insights collected during the co-design process, and (2) eleven intervention prototypes. Based on the generated insights, the following factors seem important when facilitating a physically active lifestyle: a) stimulating self-efficacy; b) stimulating autonomy; c) focusing on possibilities; d) focusing on the needs of the individual child; e) collaborating with stakeholders; f) connecting with a child's environment; and g) meaningful goal setting. Conclusion: This study shows how a co-design process can be successfully applied to generate insights and develop interventions in pediatric rehabilitation. The designed prototypes facilitate the incorporation of behavioral change techniques into pediatric rehabilitation and offer new opportunities to facilitate a physically active lifestyle in children with physical disabilities by PPTs. While promising, further studies should examine the feasibility and effectivity of these prototypes.
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Mbo-studenten maken veel ongezonde voedingskeuzes, maar in de Interventiedatabase Gezond en Actief Leven (www.loketgezondleven.nl) staan weinig effectieve interventies geregistreerd specifiek gericht op voedingskeuzes bij deze groep.1 In dit artikel wordt daarom de ontwikkeling beschreven van twee prototypes van apps om gezonde voedingskeuzes onder mbo-studenten te stimuleren. https://ntvd.media/artikelen/hoe-krijg-je-mbo-studenten-toch-geinteresseerd/ LinkedIn: https://www.linkedin.com/in/gittekloek/ https://www.linkedin.com/in/stefanie-salmon-508999a/ https://www.linkedin.com/in/sylvia-schipper-a3b8007/
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This investigation explores relations between 1) a theory of human cognition, called Embodied Cognition, 2) the design of interactive systems and 3) the practice of ‘creative group meetings’ (of which the so-called ‘brainstorm’ is perhaps the best-known example). The investigation is one of Research-through-Design (Overbeeke et al., 2006). This means that, together with students and external stakeholders, I designed two interactive prototypes. Both systems contain a ‘mix’ of both physical and digital forms. Both are designed to be tools in creative meeting sessions, or brainstorms. The tools are meant to form a natural, element in the physical meeting space. The function of these devices is to support the formation of shared insight: that is, the tools should support the process by which participants together, during the activity, get a better grip on the design challenge that they are faced with. Over a series of iterations I reflected on the design process and outcome, and investigated how users interacted with the prototypes.
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Binnen het Expertisecentrum Gezondheidszorg en Technologie van Fontys (Fontys EGT1) loopt het meerjaarse project Verpleeghuis van de Toekomst (VETO). Binnen Fontys EGT wordt ruimte gegeven aan een minor gezondheidszorg en technologie aan derdejaars studenten, stagiaires en afstudeerders. Studenten werken in interdisciplinaire groepen aan projecten en onderwijs, onder andere aan het maken van prototypes die met eindgebruikers getest worden.
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Interactive design is an emerging trend in dementia care environments. This article describes a research project aiming at the design and development of novel spatial objects with narrative attributes that incorporate embedded technology and textiles to support the wellbeing of people living with dementia. In collaboration with people with dementia, this interdisciplinary research project focuses on the question of how innovative spatial objects can be incorporated into dementia long-term care settings, transforming the space into a comforting and playful narrative environment that can enhance self-esteem while also facilitating communication between people living with dementia, family, and staff members. The research methodologies applied are qualitative, including Action Research. Participatory design methods with the experts by experience—the people with dementia—and health professionals have been used to inform the study. Early findings from this research are presented as design solutions comprising a series of spatial object prototypes with embedded technology and textiles. The prototypes were evaluated primarily by researchers, health professionals, academics, and design practitioners in terms of functionality, aesthetics, and their potential to stimulate engagement. The research is ongoing, and the aim is to evaluate the prototypes by using ethnographic and sensory ethnography methods and, consequently, further develop them through co-design workshops with people living with dementia.
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