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1.
ABSTRACT

Participatory design has as both its purpose and means, the democratic engagement and empowerment of end-users in design processes. The situation of participatory design, as a unit of analysis, is however, laden with complex power dynamics and interactions amongst participating actants; this contributes to advancing as well as inhibiting both the employment of the means and the achievement of the goals of democratic engagement and empowerment. This paper presents the case of participatory design with a community-based organisation, in the design of technology artefacts for one of their service centres. Using Situational Analysis, a critical qualitative inquiry methodology, the paper unpacks the complex interactions and surfaces the hidden power mechanisms and hegemonic dynamics in the participatory design situation. Further, on the premise that reflection and reflexivity can facilitate critical review, empowerment of users, and self-development in design teams, the paper presents an analysis of the extent to which reflexivity was achieved in the participatory design sessions, and discusses the mechanisms that were employed in this situation to mitigate the identified barriers against democratic engagement and empowerment.  相似文献   

2.
Insurgent movements advocating environmental protection have garnered attention from design disciplines for their capacity to envision sustainable powerful transformations of human environments. In the last twenty years, the recognition of this potential has entered into research agendas, which have mainly focused on explaining through case studies how these phenomena have been able to affect institutional planning efforts in relation to environmental issues. Following a Participatory Action Research approach, this article presents a design experience carried out by a partnership established between a grass-roots association and university researchers in the Simeto River Valley (Sicily, Italy). It shows how design research techniques, borrowed from place making and community design approaches, can be used as instruments to promote goals of community-based organisations and advance their capacity in conceiving actions to transform local environments.  相似文献   

3.
Karl Palmås  Otto von Busch 《CoDesign》2015,11(3-4):236-249
In recent years, various critiques of participative approaches to design processes have been presented. Participatory urban planning has been subject to a specific form of criticism, which posits that such processes are ‘post-political’, inasmuch as they merely legitimise the power and political agendas of elites. In reviewing a case of participatory urban planning in Gothenburg, Sweden, this article suggests that actor-network theory can be operationalised as an alternative means to account for democratic deficiencies of co-design practices. It thus uses the concept of translation to describe how the original interests of participants may be betrayed, as successive translations cause objectives to drift. It also suggests that the key agency in these unfortunate betrayals is not human, but emerges through the material modes of collaboration. The article thus endeavours to contribute to the debate on how co-design processes may become more effective means to democratise urban planning and design.  相似文献   

4.
《CoDesign》2013,9(2):110-127
Abstract

Participatory design (PD) has proven successful in the design of technologies in Western markets and shows promise as a method for humanitarian technology development. However, there have been few studies of PD in developing markets. In general, these studies have noted several process challenges due to cultural, societal and geographical differences. These challenges are restricting the widespread use of PD approaches for, and with underserved communities, and in turn reducing the long-term impact each project could make. This article presents findings from the implementation of creative capacity building workshops in rural Cambodia. Findings include suggested refinements to the design process; the need for flexible delivery methods; and the development of guiding questions for understanding the participant and ensuring appropriate educational content. The workshops show promise as a methodology for enhancing designer–participant collaboration in PD.  相似文献   

5.
《CoDesign》2013,9(2):99-116
Children are usually more competent than acknowledged by adults and designers. Valuable user perspectives are lost if only information from adult carers such as teachers and parents is included in the design process. Participatory projects can be empowering processes resulting in empowered outcomes, i.e. increased physical empowerment of children and products that raise their quality of life. In this paper, a theoretical platform for developing a design methodology for participatory design with underprivileged children in developing countries is presented. The framework consists of an explanation of psychological empowerment in the context of participatory design processes, a definition of participatory design with children, and a model distinguishing between different levels of user participation. Experiences and results from a case study conducted with children using prosthetic legs in Cambodia are described. The case study shows that through simple participatory techniques, children can give designers insight into their needs and desires.  相似文献   

6.
Brian Dixon 《CoDesign》2020,16(2):97-110
ABSTRACT

Participatory design’s (PD) shift from the workplace to civic settings has led to a reorientation of the field’s political bearings. Informed by science and technology studies, practice is now often framed in terms of design things, infrastructuring, and John Dewey’s concept of ‘publics’. Taking the publics concept as a starting point, the present article seeks to contribute by providing a broader outline of Dewey’s democratic vision. It is proposed that Dewey’s vision may be seen to offer a potentially useful perspective that directly relates the ‘publics’ concept to the areas of freedom, experientialism, and the institutions of government. Linking to contemporary developments in PD and beyond, the vision is seen to carry conceptual and practical implications, which, if borne out, would connect the discipline’s capacity to ‘spark’ publics into being to the processes of policy formation and institutional reform.  相似文献   

7.
This paper describes a process used to develop and test a framework to produce thermal simulation post-processed information meaningful to building design decision-making. The framework adopts a user-centred approach in which the building designer is considered the ultimate simulation tool user either directly or indirectly when supported by consultants. The framework supports the building designer's ‘modus operandi’ and is developed through a set of interdisciplinary research methods. Participatory Action Research, Thematic Analysis and Grounded Theory are used, together with principles from Information Visualization, dynamic thermal modelling and Building Design, following a design approach to problem-solving taken from the discipline of Interaction Design. The various elements of the framework and their connections are derived from analysis of sequences of design actions made by novice designers undertaking complex design activities. Tests of the framework are undertaken through an online questionnaire and five semi-structured interviews with UK architectural design practices.  相似文献   

8.
台北市地狭人稠,经济发展之余越来越注重提升生活环境质量,除了都市计划的法定公园绿地外,小区居民渴望步行可及、生态永续的小区开放空间(community open space).参与式规划设计是了解使用者需求的一个重要设计方法,预先规划未来经营管理的共同维护单位与办法则是另一个能否让开放空间有效利用的关键.自2009年起,罗斯福路绿生活轴线实现了一个与非政府组织(NGO)、小区居民共同规划设计的过程,并透过小区、社群、NGO组织的认养与维护,让这些绿点充分融人当地生活.  相似文献   

9.
《CoDesign》2013,9(4):213-234
In this paper we present Fictional Inquiry, a collaborative Participatory Design technique that provides an approach that allows designers to shape the context of collaborative design activities. Fictional Inquiry allows designers to address specific issues when inquiring into existing use practices, or exploring the future in the collaborative design process. Fictional Inquiry entails bypassing existing socio-cultural structures by creating partially fictional situations, artifacts, and narratives that mediate collaborative design activities. In this paper we present the Fictional Inquiry technique through three cases that highlight the applicability of the technique when staging the design situation, evoking ideas for possible futures, and initiating organizational change. We present a general framework for understanding and staging Fictional Inquiry, and provide an account of how Fictional Inquiry was used in three quite different design situations.  相似文献   

10.
11.
This article describes a climate change adaptation planning process triggered by a group of researchers and stakeholders in a context where no collective responses or long-term plans for protecting a vulnerable coastal system had been initiated, despite local perceptions of vulnerability and risk. The case study shows the application of two methods: scenario workshops and adaptation pathways in the context of a participatory action research methodological design. Participatory action research and qualitative scenario methods are highlighted as accelerators of climate change adaptation processes by calling to action, facilitating and connecting diverse social groups with a stake in a long-term plan towards a more adapted society. The experience leads to the conclusion that planning climate change adaptation has to go far beyond the technical dimension and take into account those affected (in the present and the future) by decisions made. A holistic approach to climate change adaptation planning will depend on the interrelations of managerial and top-down approaches with localized initiatives driven through an inclusive and collective action research process.  相似文献   

12.
参与式教学是我国为培养创新型人才所倡导的一种教学模式,在环境工程专业污染源调查实习课程中引入参与式教学是一次有益的教学探索。参与式教学的实施过程由分析阶段、方案形成阶段、方案执行监控阶段和方案评价反馈阶段组成。尽管参与式教学面临教学环境、实习内容、学生差异性和教师灵活性等诸多挑战,但也取得了一定的收获,比如教师的教学行为得到理解和尊重,学生的学习主动性增强。  相似文献   

13.
ABSTRACT

Engaging marginalised children, such as disabled children, in Participatory Design (PD) entails particular challenges. The processes can effect social changes by decidedly attending to their lived experience as expertise. However, involving marginalised children in research also requires maintaining a delicate balance between ensuring their right to participation as well as their protection from harm. The resulting tensions are politically charged, affected by myriads of power differences and create moral dilemmas. We present seven case studies, drawing from two participatory design research projects. They illustrate the in-situ judgements taken to address specific dilemmas and provide nuanced insights into the trade-offs required by child-led participatory design processes. Subsequently, we identify three challenges: positioning our work to the children’s carers’ values, protecting ourselves, and enabling the (relative) risk-taking associated with participation for children. We call for this micro-ethical approach to be used when reporting research ethics in practice, and as a guidance for the training of researchers and practitioners.  相似文献   

14.
《CoDesign》2013,9(3):173-191
A design process that involves the participation of children should effectively elicit the needs of child users by considering characteristics such as their age-appropriate levels of cognitive ability, shyness, language skills, and motor-sensory capabilities. Since the 1960s, a variety of methods and guidelines have emerged specialising in children. Participatory design deals with the problem of enabling users to participate in the design process and with the task of generating ideas by means of generative toolkits and workshops. Hence, participatory design enables designers to look at problems from a child's standpoint and, simultaneously, deal with childhood traits such as shyness and immature language skills. This paper introduces two participatory design toolkits: namely Info Block and Info Tree. These toolkits enable users to build information architecture (IA) that can, firstly, reflect their cognitive characteristics and, secondly, elicit user needs with respect to the information architecture design of children's websites. In a case study, the toolkits were used to evaluate the usability of the Yahoo!® Kids (Korea) directory. The results show that the information architecture of children differs from that of adults in depth, breadth, and clarity of contents and logicality. Finally, suggestions are made to improve the usability of children's websites.  相似文献   

15.
16.
Multimedia and Planning: Introduction

Digital Ethnographies in the Planning Field

Video as a Tool in Community Engagement

Using Participatory Video to Enrich Planning Process

Film, Space and Place Identity: Reflections on Urban Planning

Multimedia and Planning:Commentary  相似文献   

17.
Young people have much to offer urban planning, yet are not often included in such processes. A unique partnership in Boulder, Colorado, provides a venue for young people’s participation in city planning. Boulder is in many ways a learning laboratory with progressive ideals and sustainability thinking. As the city began planning for its Comprehensive Housing Strategy, tensions about the future of density within the city emerged. Participatory planning can have significant impacts on children and can also contribute new ideas to planning processes. In this study, young people demonstrated attitudinal changes toward government, increased recognition of diverse needs within a city, and integration of social and environmental sustainability into their recommendations for neighborhood planning.  相似文献   

18.
ABSTRACT

We propose computational empowerment as an approach and a Participatory Design (PD) response to challenges related to the emerging need for digital literacy in lower secondary education. Our approach extends the current focus on computational thinking to include a concern for how children and youth are empowered through constructive, analytical and critical engagement with technology. We argue that PD has the potential to drive a computational empowerment agenda in education by connecting political PD with contemporary visions for addressing a future digitised labour market and society. We provide a model for understanding and engaging with computational empowerment and report on the emergence of the computational empowerment agenda in a Danish context and how this agenda is reflected in the newly developed curriculum for a course on technology comprehension running on trial basis in 46 schools across Denmark.  相似文献   

19.
Brands undeniably constitute a significant asset for a company and are usually specified in its organisational strategy. Typically, employees are not invited to participate in debates or decisions about branding since they access brand information in a unidirectional way. Many of them do not even know how to convey appropriate messages and fail to recognise the importance of brand consistency. In this article we propose a heuristic for an interaction structure aimed at brand artefact co-design, through a computer-mediated platform, so that employees may learn about the brand, develop brand knowledge, propose meaningful brand artefacts and manage the evaluation of their peers’ proposals. We prepared a non-functional prototype of a Participatory Brand Centre and tested it in focus group sessions with the University of Aveiro's employees. We found that though our proposal is consistent with employees’ brand-related needs, authorship is a sensitive issue.  相似文献   

20.
在愈演愈烈的建筑设计市场竞争中,上海中森建筑与工程设计顾问有限公司积极实施创新型战略转型,传承既有优势资源的同时,通过组织构架和核心业务创新,保持中森设计在住宅、公建设计等设计类型领域的持续快速发展。  相似文献   

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