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KEM's for mission-driven innovation
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  • Key Enabling Methodologies (KEMs) for mission-driven innovation
  • Tabel of contents
  • Introduction to the agenda
    • 1. Introduction
      • 1.1 Background: Mission-driven Innovation Policy
      • 1.2 Key Enabling Methodologies or KEMs
      • 1.3 Categories of KEMs
      • 1.4 Conditions and the use of KEMs
      • 1.5 This agenda
  • Categories
  • 2 Vision and imagination
    • 2.2 State of the art
    • 2.3 Challenges and research questions
    • 2.4 References
  • 3. Participation and co-creation
    • 3.2 State of the art
    • 3.3 Challenges and research questions
    • 3.4 References
  • 4. Behaviour and empowerment
    • 4.2 State of the art: perspectives on behavioural change
    • 4.3 Challenges and research questions
    • 4.4 References
  • 5. Experimental Environments
    • 5.2 State of the art: from modeling to experimentation
    • 5.3 Challenges and research questions
    • 5.4 References
  • 6. Value Creation and upscaling
    • 6.2 State of the art
    • 6.3 Challenges and research questions
    • 6.4 References
  • 7. Institutional change
    • 7.2 State of the art
    • 7.3 Challenges and research questions
    • 7.4 References
  • 8. System change
    • 8.2 State of the art
    • 8.3 Challenges and research questions
    • 8.4 References
  • 9. Monitoring and effect measurement
    • 9.2 State of the art
    • 9.3 Challenges and research questions
    • 9.4 References
  • Methods in the Mission-Driven Innovation Policy
    • 10. Methods in the Mission-Driven Innovation Policy
      • 10.1 Programming and KEM research
      • 10.2 Methodological challenges in the missions
      • 10.3 Cohesive application
  • Notes
    • About the development of this agenda
    • Colophon
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  1. 5. Experimental Environments

5.4 References

Corbetta, A., Kroneman, W., Donners, M., Haans, A., Ross, P., Trouwborst, M., ... & Mentink, S. (2018). A large-scale real-life crowd steering experiment via arrow-like stimuli. arXiv preprint arXiv:1806.09801.

Dougherty, D. (2012). The maker movement. Innovations: Technology, governance, globalization, 7(3), 11-14.

Dunne, A. (1999). Hertzian tales: Electronic products, aesthetic experience and critical design. Art Books Intl Ltd.

El Saddik, A. (2018). Digital twins: The convergence of multimedia technologies. IEEE MultiMedia, 25(2), 87-92.

Fredericks, J., Caldwell, G. A., Foth, M., & Tomitsch, M. (2019). The City as Perpetual Beta: Fostering Systemic Urban Acupuncture. In: M. de Lange & M. de Waal (Eds.), The Hackable City. Singapore: Springer.

Irwin, A. (1995). Citizen science: A study of people, expertise and sustainable development. Psychology Press.

Koskinen, I., Zimmerman, J., Binder, T., Redstrom, J., & Wensveen, S. (2011). Design research through practice: From the lab, field, and showroom. Elsevier.

Mayer, I., Bekebrede, G., Harteveld, C., Warmelink, H., Zhou, Q., van Ruijven, T., ... & Wenzler, I. (2014). The research and evaluation of serious games: Toward a comprehensive methodology. British journal of educational technology, 45(3), 502-527.

Olejniczak, K., Borkowska-Waszak, S., Domaradzka-Widła, A., & Park, Y. (2020). Policy labs: the next frontier of policy design and evaluation? Policy & Politics, 48(1), 89-110(22).

Peeters, M. M. R., & Megens, C. J. P. G. (2014). Experiential design landscapes: how to design for behaviour change, towards an active lifestyle. Eindhoven: Technische Universiteit Eindhoven.

Scholl, C., & Kemp, R. (2016). City labs as vehicles for innovation in urban planning processes. Urban Planning, 1(4), 89-102.

Schön, D. A. (1984). The reflective practitioner: How professionals think in action (Vol. 5126). Basic books.

Van Kollenburg, J., & Bogers, S. J. A. (2019). Data-enabled design: A situated design approach that uses data as creative material when designing for intelligent ecosystems. Eindhoven: Technische Universiteit Eindhoven.

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