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Article
Publication date: 5 January 2024

Jannicke Baalsrud Hauge and Yongkuk Jeong

This research analyses challenges faced by users at various levels in planning and designing participatory simulation models of cities. It aims to identify issues that hinder…

Abstract

Purpose

This research analyses challenges faced by users at various levels in planning and designing participatory simulation models of cities. It aims to identify issues that hinder experts from maximising the effectiveness of the SUMO tool. Additionally, evaluating current methods highlights their strengths and weaknesses, facilitating the use of participatory simulation advantages to address these issues. Finally, the presented case studies illustrate the diversity of user groups and emphasise the need for further development of blueprints.

Design/methodology/approach

In this research, action research was used to assess and improve a step-by-step guideline. The guideline's conceptual design is based on stakeholder analysis results from those involved in developing urban logistics scenarios and feedback from potential users. A two-round process of application and refinement was conducted to evaluate and enhance the guideline's initial version.

Findings

The guidelines still demand an advanced skill level in simulation modelling, rendering them less effective for the intended audience. However, they have proven beneficial in a simulation course for students, emphasising the importance of developing accurate conceptual models and the need for careful implementation.

Originality/value

This paper introduces a step-by-step guideline designed to tackle challenges in modelling urban logistics scenarios using SUMO simulation software. The guideline's effectiveness was tested and enhanced through experiments involving diverse groups of students, varying in their experience with simulation modelling. This approach demonstrates the guideline's applicability and adaptability across different skill levels.

Details

The International Journal of Logistics Management, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0957-4093

Keywords

Article
Publication date: 25 September 2009

Heiko Duin, Jannicke Baalsrud Hauge and Klaus‐Dieter Thoben

Ideation, which is the generation of ideas, is the most crucial step in the early stage of innovation projects. Creativity methods can be applied for ideation purposes. Here, the

Abstract

Purpose

Ideation, which is the generation of ideas, is the most crucial step in the early stage of innovation projects. Creativity methods can be applied for ideation purposes. Here, the paper aims to present a concept for combining a multi‐player online game called refQuest with concepts from the Synectics method.

Design/methodology/approach

After presenting the two concepts of the refQuest gaming engine and the Synectics method, an approach of how the elements of the gaming engine can be used to implement the Synectics method is shown. Beside this, an initial evaluation of the usefulness of using serious gaming for ideation purposes is given.

Findings

It is found that the elements of the Synectics method fit very well with the concepts of the gaming engine of refQuest. A concept for integration could be derived.

Originality/value

The online game refQuest is suitable to support the ideation process. Including concepts from Synectics is possible and would enhance the gaming concept.

Details

On the Horizon, vol. 17 no. 4
Type: Research Article
ISSN: 1074-8121

Keywords

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