21,144 research outputs found

    Designing a serious game for community-based disease prevention in the Amazon

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    Many developing regions around the world rely on community-based healthcare strategies and practices to deal with prevention and control of often neglected diseases, by educating the local population and healthcare professionals, on the mechanisms by which such diseases spread and how they can be controlled. In this paper we describe a multiplayer serious game designed to raise awareness, and foster adoption of preventive measures among local citizens and community-health professionals about Leishmaniosis. We also discuss how the underlying concept for this game and its mechanics have been iteratively designed and developed in collaboration with a group of people with relevant medical and research expertise as well as practical knowledge resulting from working with our target population

    Design Fiction Diegetic Prototyping: A Research Framework for Visualizing Service Innovations

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    The file attached to this record is the author's final peer reviewed version. The Publisher's final version can be found by following the DOI link.Purpose: This paper presents a design fiction diegetic prototyping methodology and research framework for investigating service innovations that reflect future uses of new and emerging technologies. Design/methodology/approach: Drawing on speculative fiction, we propose a methodology that positions service innovations within a six-stage research development framework. We begin by reviewing and critiquing designerly approaches that have traditionally been associated with service innovations and futures literature. In presenting our framework, we provide an example of its application to the Internet of Things (IoT), illustrating the central tenets proposed and key issues identified. Findings: The research framework advances a methodology for visualizing future experiential service innovations, considering how realism may be integrated into a designerly approach. Research limitations/implications: Design fiction diegetic prototyping enables researchers to express a range of ‘what if’ or ‘what can it be’ research questions within service innovation contexts. However, the process encompasses degrees of subjectivity and relies on knowledge, judgment and projection. Practical implications: The paper presents an approach to devising future service scenarios incorporating new and emergent technologies in service contexts. The proposed framework may be used as part of a range of research designs, including qualitative, quantitative and mixed method investigations. Originality: Operationalizing an approach that generates and visualizes service futures from an experiential perspective contributes to the advancement of techniques that enables the exploration of new possibilities for service innovation research

    Teamworking and the "sharpening" of peripherical vision

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    Managers and organizations are normally focussed on a number of key issues and targets, such as strategic positioning, operations, competitors, internal processes, human relations, etc. Focus is fundamental to effective exploitation. Focus, however, carries with it some attendant risks. It may, for example, lead to an underestimation of critical moves taking place at the periphery outside the focus of attention. In such instances, peripheral vision becomes crucial to organizational survival. In this paper, we discuss how teams and teamworking may help re-educate attention and in so doing ‘sharpen’ peripheral vision in organizational contexts. A typology is built, which specifies how different types of teams deal with focus and periphery in practice. Next, we discuss the specific cases of the groups that are most oriented towards the periphery to uncover how they manage collective action and collective imagination. The paper finishes with a number of practical suggestions derived from the previous theoretical work. Six strategic practices are critically analyzed: zooming, improvisation, bricolage, scenario thinking, wild cards and weak signals.periphery, peripheral vision, teams, weak signals, minimal structures

    Design Creativity: Future Directions for Integrated Visualisation

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    The Architecture, Engineering and Construction (AEC) sectors are facing unprecedented challenges, not just with increased complexity of projects per se, but design-related integration. This requires stakeholders to radically re-think their existing business models (and thinking that underpins them), but also the technological challenges and skills required to deliver these projects. Whilst opponents will no doubt cite that this is nothing new as the sector as a whole has always had to respond to change; the counter to this is that design ‘creativity’ is now much more dependent on integration from day one. Given this, collaborative processes embedded in Building Information Modelling (BIM) models have been proffered as a panacea solution to embrace this change and deliver streamlined integration. The veracity of design teams’ “project data” is increasingly becoming paramount - not only for the coordination of design, processes, engineering services, fabrication, construction, and maintenance; but more importantly, facilitate ‘true’ project integration and interchange – the actualisation of which will require firm consensus and commitment. This Special Issue envisions some of these issues, challenges and opportunities (from a future landscape perspective), by highlighting a raft of concomitant factors, which include: technological challenges, design visualisation and integration, future digital tools, new and anticipated operating environments, and training requirements needed to deliver these aspirations. A fundamental part of this Special Issue’s ‘call’ was to capture best practice in order to demonstrate how design, visualisation and delivery processes (and technologies) affect the finished product viz: design outcome, design procedures, production methodologies and construction implementation. In this respect, the use of virtual environments are now particularly effective at supporting the design and delivery processes. In summary therefore, this Special Issue presents nine papers from leading scholars, industry and contemporaries. These papers provide an eclectic (but cognate) representation of AEC design visualisation and integration; which not only uncovers new insight and understanding of these challenges and solutions, but also provides new theoretical and practice signposts for future research

    Country life: agricultural technologies and the emergence of new rural subjectivities

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    Rural areas have long been spaces of technological experimentation, development and resistance. In the UK, this is especially true in the post-second world war era of productivist food regimes, characterised by moves to intensification. The technologies that have developed have variously aimed to increase yields, automate previously manual tasks, and create new forms of life. This review focuses on the relationships between agricultural technologies and rural lives. While there has been considerable media emphasis on the material modification, and creation, of new rural lives through emerging genetic technologies, the review highlights the role of technologies in co-producing new rural subjectivities. It does this through exploring relationships between agricultural technologies and gender, changing approaches to understanding and intervening in animal lives, and how automation shifts responsibility for productive work on farms. In each of these instances, even ostensibly mundane technologies can significantly affect what it is to be a farmer, a farm advisor or a farm animal. However, the review cautions against technological determinism, drawing on recent work from Science and Technology Studies to show that technologies do not simply reconfigure lives but are themselves transformed by the actors and activities with which they are connected. The review ends by suggesting avenues for future research
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