33 research outputs found
Analisis Kelayakan Lokasi Tempat Pemrosesan Akhir Sampah Airmadidi Bawah Kabupaten Minahasa Utara
Waste Treatment Location (TPA) in North Minahasa Regency need attention, because of the existing TPA has been ineffective so that will impact on the operational feasibility of the TPA. The current TPA is a reservoir of garbage from all over North Minahasa Regency. The management of waste in the TPA is only dredging and filling with the new waste. A new TPA becomes an urgency as a replacement for the old, because without the a new waste disposal location , may cause contamination. This study aimed to evaluate the feasibility of Waste Disposal Location (TPA) in Airmadidi Regency based on eligibility criteria of Indonesia National Standard. The benefits of this research that it can be use as a reference for the Planning and Regional Development studies in North Minahasa Regency to determent the worthiness of the existing waste Treatment location, and can be taken into consideration for regional planning regarding the worthiness of the existing waste treatment location. Research results show that in TPA Airmadidi the level of feasibility is enough or qualified in terms with minor repairs. In the aspect of social and community perceptions show that the level of eligibility Very Good, whereas in the physical aspects show that the aspects of waste management are at the feasibility level is less. It can be predicted that the capacity of Waste Treatment Location (TPA) in Airmadidi Regency until the end of 2025 is 458,121.9 metrics. This shows at the end of 2025 could still accommodate a charge of 8479.75 metrics with a high pile has reached 9.81 meter. It means that the existing TPA can still operate above 10 years but with less remaining operating time. However at the end of 2030, the existing TPA is already over load of 173,911.82 metrics with a height of pile 13.8 meter
Unpacking the thinking and making behind a slow technology research product with slow game
Motivated by prior work on everyday creativity, we adopt a design-oriented approach seeks to move beyond designing for explicit interactions to also include the implicit, incremental and, at times even, unknowing encounters that slowly emerge among people, technologies, and artifacts over time. We contribute an investigation into designing for slowness grounded in the practice of making a design artifact called Slow Game. We offer a detailed critical-reflective accounting of our process of making Slow Game into a research product. In attending to key design moves across our process, we reveal hidden challenges in designing slow technology research products and discuss how our findings can be mobilized in future work
Exploring the composite intentionality of 3D printers and makers in digital fabrication
In this paper, we identify new relationships between technologies and people in the context of digital fabrication. Our research applies a postphenomenological lens to understand and identify such relationships by using the concept of intentionality, an idea that relates to how humans and technologies, in their corporeal sense, direct themselves at the world rather than their purpose of action. We conducted a study wherein we first modified four 3D printers that highlight technological intentionality by either reducing, redirecting, reshaping, or redistributing the CAD model and filament of a given print. Next, experienced makers were invited to print models with one of four printers and reflect upon the effects of the coupling between their intentionality and that of the 3D printer. We contribute descriptions for new ways to frame human-technology relationships within the context of digital fabrication and highlight three relationships with machines: anticipatory, itineration and resistance, and their implications
The TA Framework: Designing Real-time Teaching Augmentation for K-12 Classrooms
Recently, the HCI community has seen increased interest in the design of
teaching augmentation (TA): tools that extend and complement teachers'
pedagogical abilities during ongoing classroom activities. Examples of TA
systems are emerging across multiple disciplines, taking various forms: e.g.,
ambient displays, wearables, or learning analytics dashboards. However, these
diverse examples have not been analyzed together to derive more fundamental
insights into the design of teaching augmentation. Addressing this opportunity,
we broadly synthesize existing cases to propose the TA framework. Our framework
specifies a rich design space in five dimensions, to support the design and
analysis of teaching augmentation. We contextualize the framework using
existing designs cases, to surface underlying design trade-offs: for example,
balancing actionability of presented information with teachers' needs for
professional autonomy, or balancing unobtrusiveness with informativeness in the
design of TA systems. Applying the TA framework, we identify opportunities for
future research and design.Comment: to be published in Proceedings of the 2020 CHI Conference on Human
Factors in Computing Systems, 17 pages, 10 figure
Playing Games with Tito:Designing Hybrid Museum Experiences for Critical Play
This article brings together two distinct, but related perspectives on playful museum experiences: Critical play and hybrid design. The article explores the challenges involved in combining these two perspectives, through the design of two hybrid museum experiences that aimed to facilitate critical play with/in the collections of the Museum of Yugoslavia and the highly contested heritage they represent. Based on reflections from the design process as well as feedback from test users, we describe a series of challenges: Challenging the norms of visitor behaviour, challenging the role of the artefact, and challenging the curatorial authority. In conclusion, we outline some possible design strategies to address these challenges
Displacement: attending to the role of things in theories of practice through design research
In this chapter, we focus on understanding the role of non-human elements or what we refer to as things in everyday domestic practices through the concept of displacement. Our concept of displacement is informed by design research inquiries known as material speculations and postphenomenological notions of withdrawal and multistability. We use displacement alongside the philosophical concepts and design research to explore our understanding of things in theories of practice. Displacement describes how things are part of practices without us knowing fully what a thing is, its direct use by humans, or the particular practices they are embedded within