260,875 research outputs found

    Forms and Functions of Participatory Evaluation in International Development: A Review of the Empirical and Theoretical Literature

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    Background: Since the late 1970s participatory approaches have been widely promoted to evaluate international development programs. However, there is no universal agreement of what is meant by participatory evaluation.  For some evaluators, participatory evaluations involve the extensive participation of all stakeholder groups (from donor to non-recipients) in every phase of the evaluation (from design to dissemination). For others, the participation of donors in the design constitutes a participatory evaluation approach. Participatory evaluation approaches are best considered on a continuum. In other words, there are many gradations to participation and evaluations should be classified accordingly.  Purpose: The lack of shared meaning of participatory evaluation approaches also impedes serious discussion on their use including their merits and demerits, suggestions for their improvement, and their overall effectiveness. The purpose of this article is to present an examination of the literature on participatory evaluation approaches to highlight commonalities and differences. Setting: Not applicable Intervention: Not applicable. Research Design: Not applicable. Data Collection and Analysis: Desk review. Findings: This article clearly demonstrates how broadly participatory evaluation is conceptualized and practiced and underscores the clear need for specification and precision when discussing what is meant by participatory evaluation. Recommendations for how evaluators should describe participatory evaluations are provided. Keywords: participatory evaluation; collaborative evaluation; empowerment evaluation; stakeholder-based evaluatio

    Apply the We! Design methodology in E-learning 2.0 system design : a pilot study

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    During the emergence of Web 2.0, the methodologies and technologies of E-learning have developed to a new era, E-learning 2.0, emphasises on social learning and the use of social interaction tools. The students are the main end-user of the E-learning 2.0 systems, so it is essential to take students' opinions into consideration during the design process of such systems. The We!Design participatory design methodology is proposed for incorporating undergraduate students in the development of educational systems. This pilot study aims to investigate how the We!Design methodology would work and what the results might propose, and gather initial preferences and improve the quality and efficiency of the larger scale studies in the future

    The challenges of participatory research with 'tech-savvy' youth

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    This paper focuses on participatory research and how it can be understood and employed when researching children and youth. The aim of this paper is to provide a theoretically and empirically grounded discussion of participatory research methodologies with respect to investigating the dynamic and evolving phenomenon of young people growing up in networked societies. Initially, we review the nature of participatory research and how other researchers have endeavoured to involve young people (children and youth) in their research projects. Our review of these approaches aims to elucidate what we see as recurring and emerging issues with respect to the methodological design of involving young people as co-researchers. In the light of these issues and in keeping with our aim, we offer a case study of our own research project that seeks to understand the ways in which high school students use new media and network ICT systems (Internet, mobile phone applications, social networking sites) to construct identities, form social relations, and engage in creative practices as part of their everyday lives. The article concludes by offering an assessment of our tripartite model of participatory research that may benefit other researchers who share a similar interest in youth and new media

    Writing PD: accounting for socially-engaged research

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    As participants in participatory process, PD academics report on the practices and outcomes of their work and thereby shape what is known of individual projects and the wider field of participatory design. At present, there is a dominant form for this reporting, led by academic publishing models. Yet, the politics of describing others has received little discussion. Our field brings diverging sensibilities to co-design, conducting experiments and asking what participation means in different contexts. How do we match this ingenuity in designing with ingenuity of reporting? Should designers, researchers and other participants all be writing up participatory work, using more novel and tailored approaches? Should we write more open and playful collaborative texts? Within some academic discourse, considerable value is placed on reflexivity, positionality, inclusivity and auto-ethnography as part of reflecting. Yet, PD spends no time in discussing its written outputs. Drawing on the results of a PDC’16 workshop, I encourage us to challenge this silence and discuss “Writing PD”

    The role of simulation in designing for universal access

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    It is known that the adoption of user-centred design processes can lead to more universally accessible products and services. However, the most frequently cited approach to user-centred design, i.e. participatory design, can be both problematic and expensive to implement., particularly over the difficulty of finding and recruiting suitable participants. Simulation aids offer a potentially cost-effective replacement or complement to participatory design. This paper examines a number of the issues associated with the use of simulation aids when designing for Universal Access. It concludes that simulation aids can play an effective role, but need to be used with due consideration over what insights they provide

    Tapping into effective emotional reactions via a user driven audio design tool.

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    A major problem when tackling any audio design problem aimed at conveying important and informative content, is the imposing of the designer’s own emotion, taste and value systems on the finished design choices, rather than reflecting those of the end user. In the past the problem has been routed in the tendency to use passive test subjects in rigid environments. Subjects react to sounds without no means of controlling what they hear. This paper suggests a system for participatory sound design that generates results by activating test subjects and giving them significant control of the sounding experience under test. The audio design tool application described here, the AWESOME (Auditory Work Environment Simulation Machine) Sound Design Tool, sets out to enable the end user to have direct influence on the design process through a simple yet innovative technical applications This web based device allows the end users to make emotive decisions about the kinds of audio signals they find most appropriate for given situations. The results can be used to both generate general knowledge about listening experiences and more importantly, as direct user input in actual sound design processes
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