Dienst van SURF
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Technological development offers new opportunities that could changedesign processes. The present study explores the possibilities of technologies likevirtual reality and 3D scan in the furniture design process. For this purpose, a cocreation process with help of new technologies was carried out from initial ideationto 3D modelling. Each tool has been characterized in terms of user experiencemeasured by questionnaire. This research validates a design process of furniturebased on immersive technology and provide some recommendations for theimplementation and improvement of this process.
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Within European cities, entrepreneurs engage in private and public collaborative initiatives that work towards reducing local solid waste streams (Futurium, 2019). Furniture and interior design products account for nearly 50% of these waste streams, making them a key priority on the EU agenda to prevent climate change (Vanacore et al, 2021). New legislation to extend producer responsibility and reduce waste incineration is developing on a national level (PBL, 2021) and collaborative initiatives for urban upcycling are emerging (Ministerie I&W, 2023; Futurium, 2019). Business models to support upcycling are evolving, but their configuration and effectiveness is little understood.
This investigation explores relations between 1) a theory of human cognition, called Embodied Cognition, 2) the design of interactive systems and 3) the practice of ‘creative group meetings’ (of which the so-called ‘brainstorm’ is perhaps the best-known example). The investigation is one of Research-through-Design (Overbeeke et al., 2006). This means that, together with students and external stakeholders, I designed two interactive prototypes. Both systems contain a ‘mix’ of both physical and digital forms. Both are designed to be tools in creative meeting sessions, or brainstorms. The tools are meant to form a natural, element in the physical meeting space. The function of these devices is to support the formation of shared insight: that is, the tools should support the process by which participants together, during the activity, get a better grip on the design challenge that they are faced with. Over a series of iterations I reflected on the design process and outcome, and investigated how users interacted with the prototypes.
Phosphorus is an essential element for life, whether in the agricultural sector or in the chemical industry to make products such as flame retardants and batteries. Almost all the phosphorus we use are mined from phosphate rocks. Since Europe scarcely has any mine, we therefore depend on imported phosphate, which poses a risk of supply. To that effect, Europe has listed phosphate as one of its main critical raw materials. This creates a need for the search for alternative sources of phosphate such as wastewater, since most of the phosphate we use end up in our wastewater. Additionally, the direct discharge of wastewater with high concentration of phosphorus (typically > 50 ppb phosphorus) creates a range of environmental problems such as eutrophication . In this context, the Dutch start-up company, SusPhos, created a process to produce biobased flame retardants using phosphorus recovered from municipal wastewater. Flame retardants are often used in textiles, furniture, electronics, construction materials, to mention a few. They are important for safety reasons since they can help prevent or spread fires. Currently, almost all the phosphate flame retardants in the market are obtained from phosphate rocks, but SusPhos is changing this paradigm by being the first company to produce phosphate flame retardants from waste. The process developed by SusPhos to upcycle phosphate-rich streams to high-quality flame retardant can be considered to be in the TRL 5. The company seeks to move further to a TRL 7 via building and operating a demo-scale plant in 2021/2022. BioFlame proposes a collaboration between a SME (SusPhos), a ZZP (Willem Schipper Consultancy) and HBO institute group (Water Technology, NHL Stenden) to expand the available expertise and generate the necessary infrastructure to tackle this transition challenge.
The climate change and depletion of the world’s raw materials are commonly acknowledged as the biggest societal challenges. Decreasing the energy use and the related use of fossil fuels and fossil based materials is imperative for the future. Currently 40% of the total European energy consumption and about 45% of the CO2 emissions are related to building construction and utilization (EC, 2015). Almost half of this energy is embodied in materials. Developing sustainable materials to find replacement for traditional building materials is therefore an increasingly important issue. Mycelium biocomposites have a high potential to replace the traditional fossil based building materials. Mycelium is the ‘root network’ of mushrooms, which acts as a natural glue to bind biomass. Mycelium grows through the biomass, which functions simultaneously as a growth substrate and a biocomposite matrix. Different organic residual streams such as straw, sawdust or other agricultural waste can be used as substrate, therefore mycelium biocomposites are totally natural, non-toxic, biological materials which can be grown locally and can be composted after usage (Jones et al., 2018). In the “Building On Mycelium” project Avans University of Applied Sciences, HZ University of Applied Sciences, University of Utrecht and the industrial partners will investigate how the locally available organic waste streams can be used to produce mycelium biocomposites with properties, which make them suitable for the building industry. In this project the focus will be on studying the use of the biocomposite as raw materials for the manufacturing of furniture or interior panels (insulation or acoustic).
Professionals van woningbouwcorporaties en gemeentes die zich bezig houden met verduurzaming hebben vragen over hergebruik van afvalhout uit hun (renovatie) projecten. De doelstelling van dit voorstel is het onderzoeken van de mogelijkheden om hout te hergebruiken door gebruik te maken van innovatieve digitale productietechnieken, en om implementatiestrategieën hiervoor te ontwikkelen voor publieke organisaties in de bouwsector, in het bijzonder woningcorporaties en gemeentes. Strategieën omvatten concrete voorstellen om a) afvalhout van woningen in te zamelen en te verwerken; b) waarde toe te voegen aan houtafvalstromen door middel van digitale productie; c) de betrokkenheid en acceptatie van huurders te vergroten bij circulaire verwerking van hout in nieuwe toepassingen; en d) goede toepassingen voor een circulaire economie te realiseren. Het project onderzoekt aard en omvang van houtafvalstromen uit woningrenovatie en identificeert de mogelijkheden voor het hergebruik van specifieke fracties daarvan voor (lokale) toepassingen. Uit voorgaande projecten blijkt dat digitale productie mogelijkheden biedt om stedelijk afval om te zetten in zinvolle circulaire producten. Digitale productie maakt de (lokale) creatie van unieke prototypen en grootschalige toepassingen mogelijk. Het onderzoek wordt uitgevoerd in vier werkpakketten. De eerste identificeert de aard van huishoudelijk houtafval (volume, houtsoort, verzamelproces) door zorgvuldig cases van Ymere en Rochdale te bestuderen. Daarnaast worden er een raamwerk van indicatoren gedefinieerd om projectresultaten te kunnen evalueren. Het tweede werkpakket onderzoekt welke toepassingen kunnen worden bedacht, gegeven de beschikbare houtfracties. In het derde werkpakket wordt een aantal case studies uitgevoerd voor concrete projecten van de deelnemende woningcorporaties. Deze applicaties hebben als doel het potentieel van digitale productie met houtafval te laten zien, rekening houdend met het perspectief van bewoners. Het biedt belangrijke inzichten in de uitvoerbaarheid van concrete toepassingen uit teruggewonnen hout. In het vierde werkpakket worden alle projectbevindingen gecombineerd in een set implementatie strategieën voor publieke organisaties in het stedelijk domein.