DRIVE 2022 - Work Sessions
Every year we organise work sessions for our DRIVE audience in the Effenaar. This year too, we created opportunity for you to have in-depth talks about new methods, opportunities and projects.
Below you find a carefully curated list of work sessions available per day. Please note that there are three work sessions every day, and that they take place in parallel - meaning that you only get to visit one each day.
- Small alterations in the programme below may still occur.
After the work sessions, a vegetarian lunch is served in the restaurant for all of our visitors.
Monday 24-10 | Social Innovation
I. The multi-faceted impact of innovation
Analysing and improving the impact of multi-stakeholder cooperation projects
by: Karin van Beurden, NADR and Jeroen van den Eijnde, ArtEz, NADR
Starting with an analysis of about 40 collaborative projects carried out within the GoCi programme and partners from the NADR network, we will discuss which factors are relevant within a multi-stakeholder collaboration, and how these factors influence the impact of the solutions developed within the collaboration. Questions in the workshop relate to the system levels that solutions impact, what form this impact has, and what the interrelationship of the solution and its impact is, seen from micro, meso, and macro perspectives.
goal: discuss identified factors for successful multi-stakeholder collaboration with impact on various system levels
II. A Digital Twin for healthcare, society and you
What is needed to design trustful Digital Twins?
by: Valentijn Visch, TU Delft (collaboration TUD, EURMC, Design Academy Eindhoven), Dajung Kim, Niko Vegt, Marina Bos-de Vos.
It is expected that the use of a Digital Twin, as a system of monitoring, analysis, and prediction, will grow without us knowing exactly what it means and how it aligns to our values (such as healthcare reliability, patient autonomy, and specific cultural values). In our multidisciplinary research project, we have researched the possibilities and implications of a Digital Twin in healthcare and society, using a case study of high blood pressure among pregnant women.
We have now reached the final phase of the 2 year interdisciplinary project in which students of Design Academy Eindhoven and our design group of the TU Delft are designing a prototype (or provotype) of the Digital Twin. This will demonstrate the possibilities and desirability of the digital twin in healthcare and provide a view on the future design space of a DT (including its extreme boundaries).
goal: In this session we would like to explore in interactive discussions with the audience, supported by our promps, concepts and prototypes, on how design can make a DTs functions of monitoring, prediction and intervention, be perceived as trustful from the perspective of the healthcare, the user (such as a pregnant woman) and the cultural social group.
III. 6 jams in societal innovation
How design can help to deal with institutional resistance
Renske Bouwknegt - Ideate
Societal innovation is of paramount importance to deal with today's and tomorrow's societal challenges. Our national and local governments are in the lead to facilitate societal innovation but are often poorly equipped to do so. These innovation tracks take off optimistically until they get stuck in the murky reality of rules and regulations, unwilling stakeholders, miscommunication, quarrels, angry citizens, etc.
How design can help to create new skills and space to realise societal change?
In this interactive workshop, Ideate presents six mechanisms that are at play and how to deal with them. and invites the participants to contribute to our work.
goal: speed up societal innovation by sharing what design can do to help overcome the 6 jams in societal innovation and to get input from the experts to hone and refine our work on the 6 jams.
Tuesday 25-10 | Public Spaces
I. Collaborative wellbeing-led design for public space.
subtitle: creating long term value by service design
by: Stein Wetzer, Alexandra Coutsoucos, Livework
We believe in service design as an enabler for a choral transition toward regenerative and sustainable cities. To do this in private and public sectors, citizens and city-makers need to be involved in deep participatory approaches and radically collaborative networks to create new and amplify existing regenerative value systems.
Collaboratively designing public spaces as an enabler for (mental) wellbeing.
How can we encourage collaboration between different stakeholders, when the value created is not so immediate and directly tangible? City makers; public servant urbanism, developers, policymakers, social community representatives, environmental & social scientists, landscape architects are invited to think along!
goal: to identify barriers for collaboration and how to tackle these, using service design. The results will be integrated into our project approach, initiating projects (possibly with the experts that are in the session), and used as input to write a whitepaper.
II. More than human sensors? Codesigning biodiversity in the City.
Designing towards the smart green city
by: René van der Veer, Bioto & Geertje Slingerland, RUAS
Bioto foundation, together with Rotterdam municipality and Rotterdam University of Applied Sciences did a co-design research in a "stony" city neighbourhood to find out how a digital platform with plant data can help mobilize intrinsic motivations of citizens to contribute to biodiversity. The results of this research are interesting for municipalities struggling with city biodiversity and for designers working with citizens. The results of the workshop will be used in further research. In this session we will focus on (green)public space design and the effects on humans. Focussing on technical, societal and systemic innovation.
goal: Inspiration and sharing knowledge, brainstorming challenges and approaches for the research
III. The quality of life in smart urban spaces
Input for a public stack research approach to the smart city
by: Paul Rutten, Rotterdam University of Applied Sciences, Teije Terhorst (Waag), Maarten van Veen (Eindhoven)
The proposal for the research project ‘The quality of life in smart urban spaces’ is developed by Fontys, RUAS, and Waag in the context of the NWA Route Smart and Liveable Cities. We are selected to deliver a full proposal by November. The project will start in January 2023.
Digitalisation and datafication leave their traces in public space. Its physical manifestations, resulting from digital city development and the advent of platform-economy-based applications, impact urban physical space and urban life. This project analyses the design choices in all layers of digital applications and assesses their implications for urban space and planning as well as the potential for public and civic participation and input using the public stack model. We focus on the techno-ethical values of citizens, define moral limitations of digital twins, and create a shared knowledge base around 5G and connect digital city making and urban planning in city governance.
goal of the session: To get input and feedback from stakeholders and experts on the goals and design of our research proposal, leading to an even better-informed starting point, conceptually as well as empirically and to create a community of experts.
Wednesday 26-10 | Circular Design
I. Loopholes
final validation of a serious game to use data for a circular business model
by: Troy Nachtigall, University of Applied Sciences Amsterdam (UASA)
Loopholes is a serious design game designed by the Digital Society School and Wearable Data Studio. Loopholes generates and evaluates products and services to enable and increase circularity through data. Based on five years of research in industrial design as part of the ArcInTexETN Marie Curie Fellowship; Loopholes embodies systemic circularity. Much like the Business Model Canvas, Loopholes takes a holistic look at the Design, Manufacture, Use and Analysis of product service systems. As a Design Game, Loopholes helps find the enabling transitions to make a products/services circular systems.
goal: We want to validate that the game works for participants from several industries before final release. Please note: We are looking for edge cases, that will be submitted by the participants. Participants will play the game and receive a complex mapping of their product/service and find out more about opportunities to use date to improve circularity. Input is used to improve the tool before the final release.
II. The value of design for preventing premature obsolescence
How to extend product lifetimes from a user/market perspective.
by: Ruth Mugge, Renske van den Berge, Lisa Magnier, Delft University of Technology
Background: In May 2023, the Horizon2020 PROMPT-project will deliver a testing program for premature obsolescence to test electronic products at an early stage. For this project, we studied the user/market aspects that stimulate or inhibit early product replacement. Furthermore, we investigated the role of product design for tackling these user/market aspects of replacement. For example, design may encourage users to better maintain products or to upgrade these with new features. Our research resulted in a list of design guidelines that companies/designers can use to develop longer-lasting products. We introduce these guidelines and the testing program to a wider audience at DRIVE. We would like to invite participants to provide feedback on the presented guidelines and to share their industry/designer experience on this topic.
Our work session focuses on the most inner loops of the Circular Economy. It discusses the value of product design for encouraging users to extend the lifetime of their products (e.g., via better maintenance and repair) and thereby prevent premature obsolescence.
goal: knowledge sharing of our scientific insights, obtaining feedback on our design guidelines and a preliminary validation of our test program.
III. CIRCONNECT
optimising the circular design platform for knowledge sharing
by: Pieter van Os & Petra Graatsma (CIRCO)
CIRCONNECT is the inspiring, connecting, and catalyzing knowledge junction in the field of circular design. With our collaborating partners, we develop knowledge and experience in the field of circular design and unlock this knowledge via our platform.
During the workshop we hope to take the circular design knowledge platform to a next level, emphasizing the connection with knowledge institutes. Guided by a series of questions, we will elaborate on the CIRCONNECT mechanism of knowledge inputs and outputs together with the participants. Does it work? As a next step, we will explore alternative mechanisms.
We especially invite partners from knowledge institutes to join our session.
goal: The results will be used to optimise the CIRCONNECT platform for the target audience.
Thursday 27-10 | Immersive Content
I. Immersive Content for Senior Citizens
Enhancing VR with Multisensory Storytelling
by: Frank Kloos, Amsterdam University of Applied Sciences (AUAS)
Students from the minor Immersive Environments (CMD, Amsterdam University of Applied Sciences) created Amstelpark VR, a 360° video experience for senior citizens who are not able to go outside, enhanced with additional sensory elements, such as scent and the sensation of wind. The VR experience was presented in a physical space that was designed to mentally prepare the viewers for the virtual experience that they were about to enter.
In this session we would like to explore ideas and suggestions on how to take this challenge a step further. We feel that by addressing more senses than sound and vision, especially for senior citizens, we can find ways to make virtual reality a technology that can improve quality of life and provide a gentle and surprising new form of media entertainment for the upcoming generation of housebound elderly people.
In future versions, we would like to take the project a step further and explore possibilities of adding interaction within these experiences, as well as asking ethical questions about technical solutionism.
II. Privacy & Ethics in Immersive Content
Creative Industry Immersive Impact Coalition (CIIIC)
by: PublicSpaces
Immersive content has been on the rise, with consumers becoming increasingly excited about the immense possibilities immersive technologies can unlock. Along with these novel features, arise questions surrounding ethics and the privacy of consumer (biometric) data. During this workshop, we aim to create an open dialogue, where participants can delve into best practices for managing ethics and privacy, how ethics and privacy can best be addressed by (national) policies and embedded into (national) programmes.
goal: promoting knowledge-sharing, input for Creative Industry Immersive Impact Coalition programme and networking
III. Innovating with the makers
Creative Industry Immersive Impact Coalition
by: JP van Seventer, Dutch Game Garden
The use cases for immersive content vary widely and are seemingly endless, from successful applications in for instance media and entertainment, education and training, collaborative working, and manufacturing. For wide-spread adoption of immersive content in the Netherlands, and beyond, it is important to align the questions and needs from the field with research conducted by higher education.
During this workshop, we want to explore common challenges for wide-spread adoption of immersive content that should be addressed in research programmes.
Goal: to align pressing questions/challenges from the field with (practical) research areas by higher education and as input for the development of our CIIIC programme.
Friday 28-10 Experimental Environments
I. Impacting systems with living labs
creating transparancy by mapping challenges and activities of multi-stakeholder co-creation
By: Anja Overdiek (THUAS/RUAS), Dries van Wagenberg (DDF/What if Lab) & Shay Raviv (design researcher / Embassy of Inclusive Society)
The workshop aims to engage societal designers, design researchers and practitioners collaborating in projects, to think “beyond”. The audience will be introduced to the model ”Impacting systems with labs”, which creates an understanding of activities taken within multi-stakeholder design processes (involving labs). From there, visual materials around what we call “implementation” will trigger them to use a new lens looking at their own projects.
Through hands-on work and discussion, the participants can create a structural overview of the facilitators and barriers when “implementing” innovative design. Moreover, by reflecting on the activities within and beyond a project, they could perceive the learning journey of different stakeholders. Finally, the audience can draw conclusions and take lessons for the future.
The workshop aims to bring to dialogue design facilitators, designers, researchers and people from government and industry who aim at “impacting systems”. It is particularly geared to people that are interested in working with inclusive open innovation environments and in sharing and learning from lived experiences in challenges and helpful activities that come with these environments. A special focus will be on the barriers and strategies of “implementation” which are needed to move from a lab setting to systemic change.
goal: The workshop activity will be used to collaboratively unearth practical insights regarding implementation of design projects and further develop current research within “What if Lab's” and “Future-Proof Labs’” programs.
III. Optimising knowledge development in experimental research environments
Reinforcing the role of design professionals and design researchers
by: Marieke Zielhuis - HU University of Applied Sciences Utrecht
In this session, we explore research collaborations as environments with great potential to produce actionable knowledge for designers in practice. When design professionals join in research projects, they can bring in their specific practice perspective to the project. They bring more than their design skills, such as their expertise in getting to the essence, setting a pace, and managing stakeholder. What is more, they will also further develop their own knowledge.
To optimize the process of collaboration for knowledge development, a tool is developed to map the designer’s role, activities, and interactions, especially regarding knowledge development. It helps researchers and designers to reflect on collaborations within experimental environments and to give input for redesigning the collaborations towards an optimized research result.
After a short introduction of the method, the participants will work in 3 groups using the toolkit developed during the research project to help researchers and designers map their project and all the roles they play during the collaboration.
goal: to learn researchers and designers how to arrange optimal knowledge development
IV. Fit for mission. Designing labs for societal transitions
Outlines and contours of a new program
by: CLICKNL & consorts
In this session we will focus on the preconditions and success factors for experimental environments. Experimental environments, as breeding grounds for innovation, have a prominent place in Dutch innovation policies. They are regularly presented as crucial links in tackling complex societal challenges such as climate change or security.
During the past year, CLICKNL, together with various other parties, has been actively preparing a program to strengthen experimental environments in the Netherlands. One of the key goals of the program is to deepen our understanding of how labs can be optimally 'designed' for complex and long-term societal transitions.
goal: In this session the outlines of the program will be explained, and there will be ample space to collectively work on the contours of an (inter)national infrastructure for experimental environments. You will be asked to help define and frame the most pressing practical issues and research questions for the coming years, as we try to identify some rough designs of what experimental environments of the near future will look like.