organisation, agility, fundamentals, Framework, prototypes, Organisatie, and wendbaarheid
Abstract
In our current and turbulent times, it is clear that some sort of organisational agility, in which-ever way achieved, is necessary to survive and thrive as an organisation. The question is how to achieve such manoeuvrability. We propose the use of design (thinking), with a focus on prototyping to iteratively develop greater organisational agility. Based on literature research into the circumstance that drive change, design, prototyping and a number of organisations that seem to have incorporated the right tactics, as well as observations made at a change-programme for a large Dutch corporate, we have developed a model to guide this process. The model proposes that an organisation should focus on developing a shared sense of purpose, to guide all its undertakings. Afterwards, employees should collaborate on iteratively creating the right (digital & physical) environments, culture and personal grounding for them and the organisation, to be able to achieve this purpose. Based on certain (dynamic) criteria and these various domains, personal responsibilities (action agendas) may constantly evolve and keep the organisation agile. This paper explains the reasoning behind the model and calls for further experimentation to take place to verify its effectiveness. LinkedIn: https://www.linkedin.com/in/christine-de-lille-8039372/
Leeuwen,van, J.P. (Jos), Lector, Quanjer, A.J., Lid lectoraat, and Jylhä, Antti, Lid lectoraat
Subjects
public space, Sensors, prototype, Interfaces, lampposts, Openbare ruimte, Sensoren, and lantaarnpalen
Abstract
Speech interactions are often associated with virtual assistants and smart home devices, designed primarily for private contexts. A less developed domain is speech interfaces in public contexts. In a smart city development project, we explored the potential of distributed conversational speech interfaces in lampposts. Deploying a research-through-design method, we created a lo-fi prototype of the speech interface that test subjects could interact with during experiments in a lab setting. Our first exploratory prototype consisted of a loudspeaker that acted as the interface and preconceived dialogues designed to investigate the boundaries of desirable and acceptable experiences regarding issues such as privacy. Experiencing the interaction with this rudimentary prototype helped people envision potential use cases and reflect on privacy issues: the dialogues revealed subjective limits of what kind of (personal) information people were willing to share with the lamppost. They also elicited thoughts on possible consequences in the social context of citizens. LinkedIn: https://www.linkedin.com/in/atjylha/ https://www.linkedin.com/in/josvanleeuwen/
Mulder, I.J., Lector, Bont, C.J.P.M., and Waart,van, P., Lid lectoraat
PIN-C 2015: Proceedings of the 4th Participatory Innovation Conference 2015: Reframing design, The Hague, The Netherlands, 18-20 May, 2015. :337-345
Subjects
Internet of things and open data
Abstract
Emerging pervasive technologies such as the Internet of Things and Open Data will have severe impact on the experience, interactions and wellbeing of citizens in future smart cities. Local governments are concerned how to engage and embed citizens in the process of smart city development because without them it is difficult for governments and industrial technology providers to understand what future city is desired. We explore how prototyping methods can be used in a multi-helix approach towards a participatory domain in which multiple stakeholders collaboratively envision a desired future smart city. We adopted the different qualities of generative sessions, hackathons and design jams in our method of participatory prototyping for smart cities. Results show that participants appreciate this setting for exploration, experimentation, and making, in diverse teams with members from industry, government, university, and citizens. We will discuss issues for improvement of participatory prototyping to make it more robust for use in urban development processes.
Leeuwen,van, J.P. (Jos), Lector, Quanjer, A.J., Lid lectoraat, and Jylhä, Antti, Lid lectoraat
User Experience & Urban Creativity. 1(2):85-85
Subjects
public space, Sensors, lampposts, prototype, Interfaces, Openbare ruimte, Sensoren, lantaarnpalen, and prototypen
Abstract
This essay reports on a research project aiming at validation of a concept for an Al-driven speech interface for smart services in public spaces. The research team created a simple experience prototype that simulated the envisioned functionality and was used to experiment with subjects in dialogues. The interaction with the prototype invoked a provocative experience that allowed test subjects to better imagine the impact that such a concept for smart services would have in their neighbourhood. LinkedIn: https://www.linkedin.com/in/atjylha/ https://www.linkedin.com/in/josvanleeuwen/
Rachel, Miles, Hogeschool van Amsterdam, and Kenniscentrum Create-It
Subjects
3D fashion design, 3D design software, Fashion design, and Digital prototyping
Abstract
The short-term aim of this R&D project (financed by the Centre of Expertise Creative Industries) is to develop a virtually simulated textile database that renders 3D visual representations of these fabrics. The idea is for this database to be open source and be able to interface with 3D design applications such as those of Lectra. The textile database will include a number of different digital datasets per textile that contain information about the fabric’s drape, weight, flexibility etc., to virtually render prototypes in a 3D simulated environment. As such, in building garments via a 3D software design application, designers will be able to see how a garment changes as new textiles are applied, and how textiles behave when constructed as different garments. This will take place on 3D avatars, which may be bespoke body scans, and will allow for coordinated and precise fitting and grading.
ECCE '10 Proceedings of the 28th Annual European Conference on Cognitive Ergonomics. :377-378
Subjects
Human-centered computing, Human computer interaction (HCI), Interaction paradigms, and Web-based interaction
Abstract
Motivation -- Communication technologies providing location-based and social applications may stimulate social cohesion and community building in deprived neighbourhoods. This study investigates the expertise required to develop mobile, social and context-sensitive applications. Research approach -- Advanced students in Media Technology were instructed to create a mobile, social and context-sensitive application using a concept and programming tools of their own choosing. The students' progress was observed and the results were assessed in terms of technical soundness and social success. Findings/Design -- This study shows that it is not necessary to rely on computer experts or social experts to successfully create applications to increase the social cohesion within communities. Research limitations/Implications -- This study was limited by allowing participants to use themselves and their friends as the target community instead of an external community which is different from themselves. The success of the social computing apps was not investigated with an external community, this remains to be done in a subsequent studies. Originality/Value -- The study concerns an applied study into the use of communication technologies for community building. Take away message -- The results of a programming exercise indicate that applied science students are very well able to develop mobile, social and context-sensitive applications.