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Symbiotic Urban Agriculture Networks (SUANs) are a specific class of symbiotic networks that intend to close material and energy loops from cities and urban agriculture. Private and public stakeholders in SUANs face difficulties in the implementation of technological and organisational design interventions due to the complex nature of the agricultural and urban environment. Current research on the dynamics of symbiotic networks, especially Industrial Symbiosis (IS), is based on historical data from practice, and provides only partly for an understanding of symbiotic networks as a sociotechnical complex adaptive system. By adding theory and methodology from Design Science, participatory methods, and by using agent-based modelling as a tool, prescriptive knowledge is developed in the form of grounded and tested design rules for SUANs. In this paper, we propose a conceptual Design Science method with the aim to develop an empirically validated participatory agent-based modelling strategy that guides sociotechnical design interventions in SUANs. In addition, we present a research agenda for further strategy, design intervention, and model development through case studies regarding SUANs. The research agenda complements the existing analytical work by adding a necessary Design Science approach, which contributes to bridging the gap between IS dynamics theory and practical complex design issues.
The ‘Grand Challenges’ of our times, like climate change, resource depletion, global inequity, and the destruction of wildlife and biodiversity can only be addressed by innovating cities. Despite the options of tele-working, tele-trading and tele-amusing, that allow people to participate in ever more activities, wherever they are, people are resettling in cities at an unprecedented speed. The forecasted ‘rurification’ of society did not occur. Technological development has drained rural society from its main source of income, agriculture, as only a marginal fraction of the labour force is employed in agriculture in the rich parts of the world. Moreover, technological innovation created new jobs in the IT and service sectors in cities. Cities are potentially far more resource efficient than rural areas. In a city transport distances are shorter, infrastructures can be applied to provide for essential services in a more efficient way and symbiosis might be developed between various infrastructures. However, in practice, urban infrastructures are not more efficient than rural infrastructures. This paper explores the reasons why. It digs into the reasons why the symbiotic options that are available in cities are not (sufficiently) utilised. The main reason for this is not of an economic nature: Infrastructure organisations are run by experts who are part of a strong paradigmatic community. Dependence on other organisations is regarded as limiting the infrastructure organisation’s freedom of action to achieve its own goals. Expert cultures are transferred in education, professional associations, and institutional arrangements. By 3 concrete examples of urban systems, the paper will analyse how various paradigms of experts co-evolved with evolving systems. The paper reflects on recent studies that identified professional education as the initiation into such expert paradigms. It will thereby relate lack of urban innovation to the monodisciplinary education of experts and the strong institutionalised character of expertise. https://doi.org/10.1007/978-3-319-63007-6_43 LinkedIn: https://www.linkedin.com/in/karelmulder/
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Professional and academic education increasingly use realistic, rich, safe and interactive tools such as serious gaming. In our case we have used a serious game to teach students how socio-economic and technological opportunities and challenges could shape sustainable businesses in a circular economy. In this paper, we specifically show how local symbiotic networks in a city can be created through a serious game called ReOrganise. Symbiotic networks consist of a heterogeneous set of socio-economic and technological elements. Both types of elements bring forth and undergo multiple complex and dynamic interactions. These involve social interactions among actors and physical exchanges regarding materials and energy products. Economic motivations for actors engaging in symbiosis can be selling waste as by-product or avoiding waste disposal costs. In addition, symbiotic networks often create broader environmental and social benefits, such as resource recycling, or job creation. Every specific case, however, leads to subtle differences in behaviour and outcomes. It is therefore difficult to teach students about the intricacies of network emergence in a strictly theoretical fashion. Serious gaming can be a powerful method to comprehend such intricate dynamics of forming and operating symbiotic networks. Re-Organise, a serious game that we have developed for this purpose, is based on practice-oriented action research, and developed with symbiotic network participants. By adding a case description, Re-Organise can now be used for educational purposes. Re-Organise players represent the actors in an urban agriculture area, such as farmers, restaurants, gardeners, allotment garden communities, etc. The goal of the players is to find as much local use for their waste as possible, while maximizing the fulfilment of their own needs and motivations. We have played Re-Organise multiple times in different education activities at Amsterdam University of Applied Sciences and at the Delft University of Technology. The learning goals of the game play were comprehension of specific technological solutions and boundary conditions, comprehension of different perspectives and goals of the various actors, and application of the aforementioned sociotechnical insights to develop network concepts. In order to examine whether the gameplay would indeed meet our learning goals, we have set up a pretest-posttest experiment. In the experiment, a group of students that played Re-Organise, and a control group that did not play the game, but only learned about theoretical notions of symbiosis, were exposed to questions regarding the learning goals. We found that, by playing the game, the student’s comprehension about the relevant technologies had increased. They learned hands-on about different motivations of stakeholders to engage in symbiosis. In addition, students applied technological knowledge, and behavioural and motivational aspects to co-create new local supply networks. The experience accelerated the learning process, and gave more intricate knowledge and insight into shaping and sustaining symbiotic networks. This paper provides evidence about the positive effect of interactive learning through serious gaming on learning goals in sustainable education. Re-Organise provides a safe and rich learning experience for students, and enables students, and practitioners alike, to display creativity around the shaping of circular networks.