Most higher education alumni work in professional fields, making higher education responsible for the provision of high-quality professionalism throughout society. However, higher education does not yet fulfil its role as a provider of methodologies for the renewal of professionalism. In this lecture, Didi Griffioen outlines the characteristics of professionalism, asserting that current methodologies for the continuous renewal of different elements of professionalism are lacking. By positioning itself as provider of these methodologies, higher education can play a more relevant role in society while also contributing to its own professional renewal and innovativeness.
Boek van 22 Design lectoren, waaronder Karin van Beurden (Saxion, lectoraat Industrial Design)Onderzoekers bestuderen de wereld zoals die is. Ontwerpers willen de wereld veranderen. Applied design research is een vorm van praktijkgericht onderzoek waarin beide benaderingen worden geïntegreerd, om nieuwe kennis op te doen én om praktische oplossingen te ontwikkelen. Maar hoe doe je dat, aangezien ontwerpen en onderzoeken sterk verschillen en beantwoorden aan verschillende standaarden? Dit boek is geen receptenboek, maar het biedt wel een kijkje in de keuken van 22 lectoren aan diverse hogescholen. Ze passen applied design research toe op diverse gebieden, variërend van de gezondheidszorg tot aan retail. Elke bijdrage biedt een ander perspectief en demonstreert dat met illustratieve voorbeelden. Géén geeft een volledige uitleg, maar samen bieden ze een rijk beeld van wat applied design research is, hoe het toe te passen en wat je ervan kunt verwachten.Auteurs: Peter Joore, Guido Stompff, Jeroen van den Eijnde, Daan Andriessen, Karin van Beurden. Rens Brankaert, Anke Coumans, Tessa Cramer, Wander Eikelboom, Tomasz Jaskiewicz, Christine de Lille, Remko van der Lugt, Masi Mohammadi, Sebastian Olma, Anja Overdiek, Eke Rebergen, Perica Savanovic, Wina Smeenk, Aletta Smits, Peter Troxler, Koen van Turnhout, Job van ’t Veer, Eveline Wouters, Marieke Zielhuis, Antien Zuidberg.
MULTIFILE
Evaluating player game experiences through biometric measurementsThe BD4CG (Biometric Design for Casual Games project) worked in a highly interdisciplinary context with several international partners. The aim of our project was to popularize the biometric method, which is a neuro-scientific approach to evaluating the player experience. We specifically aimed at the casual games sector, where casual games can be defined as video or web-based games with simple and accessible game mechanics, non threatening themes and generally short play sessions. Popular examples of casual games are Angry Birds and FarmVille. We focussed on this sector because it is growing fast, but its methodologies have not grown with it yet. Especially the biometrics method has so far been almost exclusively used domain by the very large game developers (such as Valve and EA). The insights and scientific output of this project have been enthusiastically embraced by the international academic arena. The aim of the grant was to focus on game producers in the casual sector, and we have done so but we also established further contacts with the game sector in general. Thirty-one outputs were generated, in the form of presentations, workshops, and accepted papers in prominent academic and industry journals in the field of game studies and game user research. Partners: University of Antwerpen, RANJ, Forward Games, Double Jungle, Realgames, Dreams of Danu, Codemasters, Dezzel, Truimph Studios, Golabi Studios
To decrease the environmental impact caused by the construction sector, biobased materials need to be further developed to allow better integration and acceptance in the market. Mycelium composites are innovative products, with intrinsic properties which rise the attention of architects, designers and industrial companies. Until now, research has focused on the mechanical properties of mycelium products. The aim has been improving their mechanical strength, to achieve wider application in the construction sector. Alongside this, to introduce mycelium composites to a wider market, the aesthetic experience of the public also needs to be considered. In the context of this proposal, it is argued that users of biobased products can shift their attitudes towards their surroundings by adjusting to the visual aesthetics within their environment or products they surround themselves with (Hekkert, 1997). This can be further attributed to colours which can be experienced as warm or cold, aggressive or inviting, leading to experiences that may include pleasure or displeasure indicating the future success of the bio based product. Mycelium composites can be used as building materials, but also as interior design materials, therefore visible to its user. It is to determine the appropriate methodologies to confer colour to mycelium composites that the companies Impershield and Dorable came together to form the consortium for the present project. The investigated ways are: 1. Through the preliminary colouring of fibres and their use as substrate for mycelium growth 2. The surface treatment of the final product. The Centre of Expertise BioBased Economy (CoEBBE) and the Centre of Applied Research for Art and Design (CARADT) will be guiding the research through their experience with mycelium composites. This project will lay the basis to enhance visual appearance of mycelium composites, with the utilization of natural pigments, natural paints and coatings.
The Academy for Leisure & Events has always been one of the frontrunners when it comes to the development, design and implementation of cultural tourism and creative industry business models as well as lifelong learning programmes.These programmes are attended by a variety of leisure and tourism professionals, including public authorities in leisure, culture and nature fields.The CULTURWB project addresses the need for strengthening the development of the cultural tourism industry.The experts from BUas together with the other project partners have utilised diverse research methodologies (marketing and branding, strategy business planning, digital tourism, sustainable development, strategy and action plan implementation, etc.) to develop and pilot a toolkit for Lifelong Learning courses in the field of cultural tourism and heritage. They have also designed and implemented a master’s programme in the WB countries and created an online platform for communication between stakeholders, industry leaders, managers, workforce, and academia.PartnersHochschule Heibronn, FH Joanneum Gesellschaft, World University Service - Österreichisches Komitee (WUS Austria), Dzemal Bijedic University of Mostar (UNMO), University of East Sarajevo (UES), The University of Banja Luka (UBL), University of NIS (UNI), University of Montenegro (UoM), Sarajevo Meeting of Cultures (SMOC), rovincial Institute for the Protection of Cultural Monuments (PZZZSK), Tourism Organisation of Kotor Municipality (TO Kotor)