In this whitepaper (available in Dutch and English) some practical tips for sensory and consumer research during product development are provided.
MULTIFILE
Survivors of father–daughter incest often suffer from complex trauma and sensory insensitivity, making it difficult to decipher the sensations in the body and experience body ownership, self-location and agency. This case study illustrates how sensory focused, Trauma-Centred Developmental Transformations can help restore or develop a bodily self, desensitize fear-based schemas, revise deeply buried beliefs and extend repertoire.
DOCUMENT
Given that it is essential for hotels to understand how guests experience hospitality, hotel managers need more concrete and tangible insights into this issue to improve their service. Quantitative research on experience of the physical environment and employee contact has shown that the comfort of hotel rooms and an inviting ambience are the factors that most influence guest loyalty. This exploratory paper employs verbal and visual association methods to translate comfortable and inviting into tangible sensory characteristics. Results show association of comfortable with lingering, sitting, resting, natural colours, rounded-off rectangles, and multiple layers. By contrast, inviting is associated with common (meeting) areas such as corridors, white, grey, transparency, and colourful accessories. Visual dataproved suitable for identifying tangible (sensory) characteristics, and delivering concrete recommendations for improving invitingness and comfort.
MULTIFILE
This project develops a European network for transdisciplinary innovation in artistic engagement as a catalyst for societal transformation, focusing on immersive art. It responds to the professionals in the field’s call for research into immersive art’s unique capacity to ‘move’ people through its multisensory, technosocial qualities towards collective change. The project brings together experts leading state-of-the-art research and practice in related fields with an aim to develop trajectories for artistic, methodological, and conceptual innovation for societal transformation. The nascent field of immersive art, including its potential impact on society, has been identified as a priority research area on all local-to-EU levels, but often suffers from the common (mis)perception as being technological spectacle prioritising entertainment values. Many practitioners create immersive art to enable novel forms of creative engagement to address societal issues and enact change, but have difficulty gaining recognition and support for this endeavour. A critical challenge is the lack of knowledge about how their predominantly sensuous and aesthetic experience actually lead to collective change, which remains unrecognised in the current systems of impact evaluation predicated on quantitative analysis. Recent psychological insights on awe as a profoundly transformative emotion signals a possibility to address this challenge, offering a new way to make sense of the transformational effect of directly interacting with such affective qualities of immersive art. In parallel, there is a renewed interest in the practice of cultural mediation, which brings together different stakeholders to facilitate negotiation towards collective change in diverse domains of civic life, often through creative engagements. Our project forms strategic grounds for transdisciplinary research at the intersection between these two developments. We bring together experts in immersive art, psychology, cultural mediation, digital humanities, and design across Europe to explore: How can awe-experiences be enacted in immersive art and be extended towards societal transformation?
In de ontwikkeling van voedingsmiddelen draait alles om smaak. Eten moeten vooral lekker zijn, toch? Om smaak en andere producteigenschappen in kaart te brengen wordt sensorisch onderzoek (SO) uitgevoerd. In de praktijk gebeurt dit vaak onder suboptimale omstandigheden vanwege bijvoorbeeld onvoldoende beschikbaarheid van panelleden en een gebrek aan tijd. Belangrijke beslissingen worden vervolgens gebaseerd op onbetrouwbare, invalide resultaten. Er is daarom een behoefte naar snelle, betrouwbare en valide methodieken. Daarbij geldt dat voedselkeuze een complex proces dat verder gaat dat het analytisch beoordelen van producteigenschappen. Zo kan de context van consumptie van invloed zijn op de perceptie van smaak. In het sensorisch onderzoeksveld is hier steeds meer aandacht voor. Hiermee beweegt SO zich richting consumentenonderzoek (CO). De overlap en wederzijdse beïnvloeding van elementen uit SO en CO zijn relevant tijdens verschillende fases van het productontwikkelingsproces. In dit postdoconderzoek zal Vera van Stokkom een snelle en flexibele onderzoeksmethode ontwikkelen en valideren. Elementen van SO en CO zullen geïntegreerd worden in een methodiek onder de werktitel Rapid Sensory & Consumer Modules Tool (RSCM-tool). De methodiek zal worden gericht op de productcategorie groenten. Groenten passen bij uitstek in een gezond en duurzaam voedingspatroon. Ook zal worden onderzocht of de RSCM-tool kan worden ingezet bij ouderen, omdat bij ouderen achteruitgang in sensorische perceptie plaatsvindt. Met dit postdoconderzoek wordt kennis en ervaring opgedaan over de toepassing van een nieuwe sensorische onderzoeksmethodiek (RSCM) die uiterst relevant is voor onderzoek met, en onderwijs op het gebied van voeding. Dit postdoconderzoek valt onder het Research and Innovation Centre Agri, Food & Life Sciences van Hogeschool Inholland. Naast een verbreding en verdieping op de onderzoekslijn Gezondheid in de Metropool en het domeinoverstijgende onderzoeksprogramma Food for Happy Ageing, zal dit onderzoek bijdragen aan duurzame curriculuminnovatie binnen de opleiding Food Commerce and Technology en de profilering van Hogeschool Inholland als kennispartner.
This project aims to develop a measurement tool to assess the inclusivity of experiences for people with varying challenges and capabilities on the auditory spectrum. In doing so, we performed an in-depth exploration of scientific literature and findings from previous projects by Joint Projects. Based on this, we developed an initial conceptual model that focuses on sensory perception, emotion, cognition, and e[ort in relation to hearing and fatigue. Within, this model a visitor attraction is seen as an “experienscape” with four key elements: content, medium, context, and individual. In co-creative interviews with experts by experience with varying challenges on the auditory spectrum, they provided valuable insights that led to a significant expansion of this initial model. This was a relevant step, as in the scientific and professional literature, little is known about the leisure experiences of people with troubled hearing. For example, personal factors such as a person’s attitude toward their own hearing loss and the social dynamics within their group turned out to greatly influence the experience. The revised model was then applied in a case study at Apenheul, focusing on studying differences in experience of their gorilla presentation amongst people with varying challenges on the auditory spectrum.Societal issueThe Netherlands is one of the countries in Europe with the highest density of visitor attractions. Despite this abundance, many visitor attractions are not fully accessible to everyone, particularly to visitors with disabilities who sometimes are not eligible to ride due to safety concerns, yet when eligible generally still encounter numerous barriers. Accessibility of visitor attractions can be approached in various ways. However, because the focus often lies on operational and technical aspects (e.g., reducing stimuli at certain times of the day by turning o[ music, o[ering alternative wheelchair entrances), strategic and community-focused approaches are often overlooked. More importantly, there is also a lack of attention to the experience of visitors with disabilities. This becomes apparent from several studies from Joint Projects, where visitor attractions are being visited together with experts by experience with various disabilities. Nevertheless, experience is often being regarded as the 'core product' of the leisure sector. The right to meet, discover, develop, relax and thus enjoy this core product is hindered for many people with disabilities due to a lack of knowledge, inaccessibility (physical, digital, social, communicative as well as financial) and discrimination in society. Additionally, recreation entrepreneurs still face a significant gap in reaching the potential market of guests with disabilities and their networks. Thus, despite the numerous initiatives in the leisure sector aimed at improving accessibility on technical and operational fronts, often people with disabilities are still not being able to experience the same kind of enjoyment as those without. These observations form the pressing impetus for initiating the current research project, tapping into the numerous opportunities for learning, development and growth on making leisure offer more inclusive.Benefit to societyIn total, the current project approach comes with a number of enrichments in terms of both knowledge and methodology: a mixed-methods approach that allows for comparing data from different sources to obtain a more complete picture of the experience; a methodological co-design process that honours the 'nothing about us without us' principle; and benchmarking for a group (i.e., people with challenges on the auditory spectrum) that despite the size of its population has thus far mostly been overlooked.