10,067 research outputs found

    Expanding Data Imaginaries in Urban Planning:Foregrounding lived experience and community voices in studies of cities with participatory and digital visual methods

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    “Expanding Data Imaginaries in Urban Planning” synthesizes more than three years of industrial research conducted within Gehl and the Techno–Anthropology Lab at Aalborg University. Through practical experiments with social media images, digital photovoice, and participatory mapmaking, the project explores how visual materials created by citizens can be used within a digital and participatory methodology to reconfigure the empirical ground of data-driven urbanism. Drawing on a data feminist framework, the project uses visual research to elevate community voices and situate urban issues in lived experiences. As a Science and Technology Studies project, the PhD also utilizes its industrial position as an opportunity to study Gehl’s practices up close, unpacking collectively held narratives and visions that form a particular “data imaginary” and contribute to the production and perpetuation of the role of data in urban planning. The dissertation identifies seven epistemological commitments that shape the data imaginary at Gehl and act as discursive closures within their practice. To illustrate how planners might expand on these, the dissertation uses its own data experiments as speculative demonstrations of how to make alternative modes of knowing cities possible through participatory and digital visual methods

    Bonding through Designing; how a participatory approach to videography can catalyse an emotive and reflective dialogue with young people

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    Young people at risk of failing through the educational-net post compulsory schooling, or who have done so already, are too often subsumed under negative- based rhetoric such as disengaged, disaffected, and NEET (Not in Education, Employment or Training). This rhetoric suggests that young people are responsible for their, supposedly, demobilised capacity and fails to acknowledge the fundamental adversities highly disadvantaged young people can face, further camouflaging the most vulnerable. In this paper I reflect on my experience of collaborating with a group of young people, identified by their schoolteachers as vulnerable and at risk of nonparticipation. I reflect on my incremental approach to building and sustaining research bonds, and the catalysing role creativity played. By transporting the technique of Direct Animation into a participatory design context, the participants produced metaphorical videography exploring their ambitions, motivations and anticipations for the future; a conduit through which they explored, translated, and narrated their experiences

    Advancing Social Capital through Participatory Approaches: Case of Community-Based Slum Upgrading in Yogyakarta, Indonesia

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    Social capital discourse has come to be the foremost and essential aspects in achieving sustainable development, participatory democracy and just cities. Indonesia is like most Asian countries where people spatially and socially co-live in a community that is related to a network of small clusters. However, the formal study related to social capital is hardly founded. Based on its characters, Gotong Royong which is a socio-cultural ethic of the togetherness philosophy in Indonesia can be perceived as an Indonesian social capital practice. Advancing social capital through participatory approaches will need a deep consideration about the role of professional and community engagement. Successful collaborations between wider actors in participatory approaches could lead to a fundamental transformation that can both preserve and nurture social capital values. High level of social capital within communities can potentially underpin the successful community participation towards communal goals

    Learning by gaming:ANT and critical making

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    Relationships among theory, gaming, learning and socio-technical design are explored in the two contributions which compose the section. The theory in question is ANT, re-interpreted through critical making - an umbrella term for various distinctive practices that link traditional scholarship in the humanities and social sciences to forms of material engagement. Sergio Minniti describes an ongoing project called Game of ANT, which draws upon the critical making approach to design an interactive technology and a workshop experience through which scholars and students can conceptually-materially engage with ANT, hence exploring and approaching it from novel points of view. Game of ANT adopts the Latourian vision of technoscience as war and physically embodies this idea by proposing a sort of war game during which participants play the roles of human or non-human actors engaging with the competitive dynamics of socio-technical life. The commentary by Stefano De Paoli proposes new directions to develop the project, by deepening the concept of game and its value for design and learning processes.</p
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