Between 2009 and 2013 a project has been executed in the Utrecht region to strengthen the workplace innovation capacity of SMEs (My Company 2.0). The participating companies were asked to fill in a questionnaire on the workplace innovation capacity of the company at two moments: at the beginning (T0) and at the end of the project (T1). The workplace innovation capacity was measured with questions about the organization (responds on changing demands in the environment), labor (employee flexibility), strategy (innovation with other companies) and market (improvement or renewal of products/services). We divided the companies (n=103) into two groups, namely companies that implemented an intervention an companies that did not. We found that the companies that received an intervention during the project had a significantly higher score with regard to the workplace innovation capacity at T1 compared to T0. The companies in which no intervention took place had a small (not significant) decrease in workplace innovation capacity between the baseline- (T0) and the post- test (T1). We also compared the data with data from a national reference population. It appeared that the companies in our study scored higher in workplace innovation capacity at both measurements (T0 and T1) than the reference population
To achieve emission reduction targets and to improve local air quality of cities, the uptake of Electric Freight Vehicles (EFV) is essential. Knowledge concerning why companies do adopt EFV is lacking. Research about the diffusion of innovations and the market of EFV shows that frontrunner companies with an innovative or early adopting mindset are adopting (or willing to adopt) EFV. Increase in demand of EFV by such companies can help take a step forward towards mass production of EFV and eventually reduction in purchase cost of EFV. The main objective of this paper is to get insights into the decision-making attributes of frontrunner companies. A qualitative approach was used and 14 interviews were conducted among frontrunner companies delivering goods in the city of Amsterdam. Results show that innovators and early adopters are all motivated by socially or environmentally positive effects of EFV. Strategic motives played a role for all companies who already adopted EFV. All companies wanted to adopt EFV but technical limitations, due specialrequirements for the goods transported, are a reason to not adopt EFV. Getting insights into the preferences of frontrunner companies, the (local) authorities can adjust their policy, schemes and sustainability campaigns to attract more companies adopting EFV. Manufacturing companies can use the insights from this research to adapt their vehicle technology to answer needs of the potential customer for faster adoption rate.
The essence of a democratic process is the guarantee that citizens have free and easy access to public information. How can that be made possible and how can people learn to use that information critically? In earlier papers (Boef, et.al. 2008 and 2009), we discussed the relationship between public library, press and the free access to relevant information. In this paper, we concentrate on the role of journalistic media in making public information accessible for the citizen. Our starting point is the fact that the citizen, in shaping her or his position in relation to political and other societal issues needs fewer opinions of others, but more reliable information; verified and certified by professionals. That way, the citizen will become enabled to create and to ground his or her opinion. Based on that solid foundation, opinions and comments of others can be appreciated and rated. Finally, we will discuss the ongoing process of the disappearing of independent media and the negative effect on the democratic process, and hence the need for a new generation of Internet savvy civil journalists.
Digital transformation has been recognized for its potential to contribute to sustainability goals. It requires companies to develop their Data Analytic Capability (DAC), defined as their ability to collect, manage and analyze data effectively. Despite the governmental efforts to promote digitalization, there seems to be a knowledge gap on how to proceed, with 37% of Dutch SMEs reporting a lack of knowledge, and 33% reporting a lack of support in developing DAC. Participants in the interviews that we organized preparing this proposal indicated a need for guidance on how to develop DAC within their organization given their unique context (e.g. age and experience of the workforce, presence of legacy systems, high daily workload, lack of knowledge of digitalization). While a lot of attention has been given to the technological aspects of DAC, the people, process, and organizational culture aspects are as important, requiring a comprehensive approach and thus a bundling of knowledge from different expertise. Therefore, the objective of this KIEM proposal is to identify organizational enablers and inhibitors of DAC through a series of interviews and case studies, and use these to formulate a preliminary roadmap to DAC. From a structure perspective, the objective of the KIEM proposal will be to explore and solidify the partnership between Breda University of Applied Sciences (BUas), Avans University of Applied Sciences (Avans), Logistics Community Brabant (LCB), van Berkel Logistics BV, Smink Group BV, and iValueImprovement BV. This partnership will be used to develop the preliminary roadmap and pre-test it using action methodology. The action research protocol and preliminary roadmap thereby developed in this KIEM project will form the basis for a subsequent RAAK proposal.
Due to the existing pressure for a more rational use of the water, many public managers and industries have to re-think/adapt their processes towards a more circular approach. Such pressure is even more critical in the Rio Doce region, Minas Gerais, due to the large environmental accident occurred in 2015. Cenibra (pulp mill) is an example of such industries due to the fact that it is situated in the river basin and that it has a water demanding process. The current proposal is meant as an academic and engineering study to propose possible solutions to decrease the total water consumption of the mill and, thus, decrease the total stress on the Rio Doce basin. The work will be divided in three working packages, namely: (i) evaluation (modelling) of the mill process and water balance (ii) application and operation of a pilot scale wastewater treatment plant (iii) analysis of the impacts caused by the improvement of the process. The second work package will also be conducted (in parallel) with a lab scale setup in The Netherlands to allow fast adjustments and broaden evaluation of the setup/process performance. The actions will focus on reducing the mill total water consumption in 20%.
Physical rehabilitation programs revolve around the repetitive execution of exercises since it has been proven to lead to better rehabilitation results. Although beginning the motor (re)learning process early is paramount to obtain good recovery outcomes, patients do not normally see/experience any short-term improvement, which has a toll on their motivation. Therefore, patients find it difficult to stay engaged in seemingly mundane exercises, not only in terms of adhering to the rehabilitation program, but also in terms of proper execution of the movements. One way in which this motivation problem has been tackled is to employ games in the rehabilitation process. These games are designed to reward patients for performing the exercises correctly or regularly. The rewards can take many forms, for instance providing an experience that is engaging (fun), one that is aesthetically pleasing (appealing visual and aural feedback), or one that employs gamification elements such as points, badges, or achievements. However, even though some of these serious game systems are designed together with physiotherapists and with the patients’ needs in mind, many of them end up not being used consistently during physical rehabilitation past the first few sessions (i.e. novelty effect). Thus, in this project, we aim to 1) Identify, by means of literature reviews, focus groups, and interviews with the involved stakeholders, why this is happening, 2) Develop a set of guidelines for the successful deployment of serious games for rehabilitation, and 3) Develop an initial implementation process and ideas for potential serious games. In a follow-up application, we intend to build on this knowledge and apply it in the design of a (set of) serious game for rehabilitation to be deployed at one of the partners centers and conduct a longitudinal evaluation to measure the success of the application of the deployment guidelines.