Dienst van SURF
© 2025 SURF
Our IPD-projects have changed: more international partners became involved and simultaneously we started to carry out real projects for real companies. This caused a number of problems. In order to be able to give full support to the projects and conclude them with a nice, formal symposium we need financial funds. Therefore companies were asked for additional sponsoring, which introduced new problems. How we dealt with all these problems is explained in this paper. Other ways of co-operating with different partners in the IPD-projects are also considered. A recent development is to create combinations with students from secondary technical education that already work in practice. First experiments have started in February 2004. First results and further plans on these combinations are reported here.
An Update on Social Media in Project Management
From the article: "The object of this paper is to explore the actual practice in project management education in the Netherlands and compare it to reference institutions and recent literature. A little over 40% of the Higher Education institutions in the Netherlands mentions PM education in programs and/or courses. A total of 264 courses, minors and programs in the Netherlands found. In reference institutions 33 courses and programs are found and 36 publications deal with actual teaching of project management in Higher Education. Comparing these sources finds traditional methods of teaching and testing, a roughly comparable focus on subjects and an unsupported high claim of learning level, while the number of credits assigned to project management is relatively small. There is a strong focus on planning without execution, which is critiqued as is the promoted Project Based Learning."
The pace of technology advancements continues to accelerate, and impacts the nature of systems solutions along with significant effects on involved stakeholders and society. Design and engineering practices with tools and perspectives, need therefore to evolve in accordance to the developments that complex, sociotechnical innovation challenges pose. There is a need for engineers and designers that can utilize fitting methods and tools to fulfill the role of a changemaker. Recognized successful practices include interdisciplinary methods that allow for effective and better contextualized participatory design approaches. However, preliminary research identified challenges in understanding what makes a specific method effective and successfully contextualized in practice, and what key competences are needed for involved designers and engineers to understand and adopt these interdisciplinary methods. In this proposal, case study research is proposed with practitioners to gain insight into what are the key enabling factors for effective interdisciplinary participatory design methods and tools in the specific context of sociotechnical innovation. The involved companies are operating at the intersection between design, technology and societal impact, employing experts who can be considered changemakers, since they are in the lead of creative processes that bring together diverse groups of stakeholders in the process of sociotechnical innovation. A methodology will be developed to capture best practices and understand what makes the deployed methods effective. This methodology and a set of design guidelines for effective interdisciplinary participatory design will be delivered. In turn this will serve as a starting point for a larger design science research project, in which an educational toolkit for effective participatory design for socio-technical innovation will be designed.
Aanleiding Nieuwsuitgeverijen bevinden zich in zwaar weer. Economische malaise en toegenomen concurrentie in het pluriforme medialandschap dwingen uitgeverijen om enerzijds kosten te besparen en tegelijkertijd te investeren in innovatie. De verdere automatisering van de nieuwsredactie vormt hierbij een uitdaging. Buiten de branche ontstaan technieken die uitgeverijen hierbij zouden kunnen gebruiken. Deze zijn nog niet 'vertaald' naar gebruiksvriendelijke systemen voor redactieprocessen. De deelnemers aan het project formuleren voor dit braakliggend terrein een praktijkgericht onderzoek. Doelstelling Dit onderzoek wil antwoord geven op de vraag: Hoe kunnen bewezen en nieuw te ontwikkelen technieken uit het domein van 'natural language processing' een bijdrage leveren aan de automatisering van een nieuwsredactie en het journalistieke product? 'Natural language processing' - het automatisch genereren van taal - is het onderwerp van het onderzoek. In het werkveld staat deze ontwikkeling bekend als 'automated journalism' of 'robotjournalistiek'. Het onderzoek richt zich enerzijds op ontwikkeling van algoritmes ('robots') en anderzijds op de impact van deze technologische ontwikkelingen op het nieuwsveld. De impact wordt onderzocht uit zowel het perspectief van de journalist als de nieuwsconsument. De projectdeelnemers ontwikkelen binnen dit onderzoek twee prototypes die samen het automated-journalismsysteem vormen. Dit systeem gaat tijdens en na het project gebruikt worden door onderzoekers, journalisten, docenten en studenten. Beoogde resultaten Het concrete resultaat van het project is een prototype van een geautomatiseerd redactiesysteem. Verder levert het project inzicht op in de verankering van dit soort systemen binnen een nieuwsredactie. Het onderzoek biedt een nieuw perspectief op de manier waarop de nieuwsconsument de ontwikkeling van 'automated journalism' in Nederland waardeert. Het projectteam deelt de onderzoekresultaten door middel van presentaties voor de uitgeverijbranche, presentaties op wetenschappelijke conferenties, publicaties in (vak)tijdschriften, reflectiebijeenkomsten met collega-opleidingen en een samenvattende white paper.
This project develops a European network for transdisciplinary innovation in artistic engagement as a catalyst for societal transformation, focusing on immersive art. It responds to the professionals in the field’s call for research into immersive art’s unique capacity to ‘move’ people through its multisensory, technosocial qualities towards collective change. The project brings together experts leading state-of-the-art research and practice in related fields with an aim to develop trajectories for artistic, methodological, and conceptual innovation for societal transformation. The nascent field of immersive art, including its potential impact on society, has been identified as a priority research area on all local-to-EU levels, but often suffers from the common (mis)perception as being technological spectacle prioritising entertainment values. Many practitioners create immersive art to enable novel forms of creative engagement to address societal issues and enact change, but have difficulty gaining recognition and support for this endeavour. A critical challenge is the lack of knowledge about how their predominantly sensuous and aesthetic experience actually lead to collective change, which remains unrecognised in the current systems of impact evaluation predicated on quantitative analysis. Recent psychological insights on awe as a profoundly transformative emotion signals a possibility to address this challenge, offering a new way to make sense of the transformational effect of directly interacting with such affective qualities of immersive art. In parallel, there is a renewed interest in the practice of cultural mediation, which brings together different stakeholders to facilitate negotiation towards collective change in diverse domains of civic life, often through creative engagements. Our project forms strategic grounds for transdisciplinary research at the intersection between these two developments. We bring together experts in immersive art, psychology, cultural mediation, digital humanities, and design across Europe to explore: How can awe-experiences be enacted in immersive art and be extended towards societal transformation?