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Design e emoção na utilização do mobiliário urbano em espaços públicosPizzato, Gabriela Zubaran de Azevedo January 2013 (has links)
Tradicionalmente, nas áreas da Ergonomia e do Design, o estudo do mobiliário urbano tem sido direcionado aos seus benefícios práticos (funcionais e utilitários), sendo que alguns estudos abordam o tema independentemente do ambiente de uso (público ou privado). Considerando este contexto, esta tese trata das emoções na interação entre usuário, mobiliário urbano e seu espaço público de uso, onde os seguintes pressupostos são adotados: 1) a emoção interfere na utilização do produto do espaço público, assim como, 2) a utilização do mobiliário urbano do espaço público suscita emoção. O trabalho tem como objetivo geral a elaboração de diretrizes para o planejamento e avaliação do mobiliário urbano de espaços públicos com apelo emocional, de forma a orientar os gestores de órgãos públicos responsáveis pelo planejamento, avaliação e manutenção do mobiliário urbano de espaços públicos. A proposta desta tese está baseada em uma abordagem de pesquisa que combina aspectos qualitativos (grupos focados, entrevistas e estudos de caso) e quantitativos (Análise Conjunta), aplicados a diferentes cenários (espaços públicos), compostos por diferentes tipos de mobiliário urbano (e.g. abrigo de ônibus, banco, playground e equipamento de ginástica). Os resultados apontam que, independentemente de gênero, a emoção positiva mais citada entre os usuários entrevistados na utilização do mobiliário urbano nos espaços públicos pesquisados foi a agradabilidade, principalmente associada a atributos relacionados à função prática do produto (e.g. segurança do ambiente) e estética (e.g. beleza da vegetação). Já a principal emoção negativa comunicada foi o medo, decorrente da insegurança urbana e apontado como empecilho ao uso de espaços públicos em geral. Por meio da utilização dos métodos descritos e com base na revisão de literatura foram estabelecidas diretrizes projetuais enfocando agradabilidade e segurança considerando oito constructos principais (físicos e não físicos): i) vegetação; ii) manutenção; iii) usuários; iv) atividades às quais é destinado o espaço; v) edificações que constituem o entorno; vi) mobiliário urbano; vii) acessibilidade; e, viii) privacidade, relacionada ao uso do espaço. / Traditionally, research on urban furniture under the Ergonomics and Design perspective focuses its practical function and some do not consider its environment of use (i.e., either public or private). Considering this context, this thesis deals with emotions in interaction of users with urban furniture and its public space, where the following assumptions are adopted: 1) the emotion interferes with the use of the product of the public space, as well as 2) the use of the urban furniture in public spaces raises emotion. The work aims to describe the development of guidelines for design and evaluation of the urban furniture of public spaces under an emotional appeal in order to guide the managers responsible for the design, evaluation and maintenance of the urban furniture. This proposal is based on a mix-method research approach by combining qualitative studies (e.g. focus group, individual interviews, and study cases) and quantitative studies (e.g. Conjoint Analysis) applied to different scenarios (public spaces) composed of different types of urban furniture (e.g. bus shelter, bench, playground and gym equipment). The results indicate that, regardless of gender, the positive emotion most cited among users interviewed in the use of urban furniture in the public spaces surveyed was the pleasantness, mainly associated with attributes related to its practical function (e.g. environmental safety) and its aesthetics function (e.g. vegetation beauty). Already the main negative emotion communicated was fear, arising from urban insecurity and appointed as an impediment to the use of public spaces in general. By using the methods described and based on the literature review design guidelines were drawn focusing pleasantness and safety and considering eight constructs (physical and nonphysical): i) vegetation; ii) maintenance; iii) users; iv) activities performed in the public space; v) buildings of the environment; vi) urban furniture; vii) accessibility; and, viii) privacy, related to space use.
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GAIA : uma proposta de guia de recomendações de acessibilidade web com foco em aspectos do autismoBritto, Talita Cristina Pagani 30 August 2016 (has links)
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Previous issue date: 2016-08-30 / Não recebi financiamento / In the past 20 years, computer solutions has been used as a support tool for children with
Autism Spectrum Disorder (ASD), as well for their parents, therapists and educators. Those
solutions may be helpful to work social skill, memorizing, communication, vocabulary
acquisition, literacy, and other aspects. However, there is lack of artifacts to guide software
designers to plan and implement computer solutions suitable to the needs of children with
ASD. The literature provide some considerations regarding this factor, but many of them
are understandable only for education or computer professionals exclusively. Besides,
many contributions may have a restrict access due to paywalls. Those factors motivated
the development of GAIA (Guidelines for Accessible Interfaces for people with Autism), a
set of 28 guidelines intend to help software developers and digital educators to better
understand how to develop website that are suitable to the needs of children with Autism.
To develop GAIA, this research was conducted in three stages: a) exploratory bibliographic
survey, which generated the first version of the guidelines of GAIA; b) Application of an
online survey to map the knowledge of web developers regarding cognitive, neuronal or
learning disabilities, in order to understand their gap of knowledge; c) interviews with
parents of children with ASD to understand empathically the social, therapeutic and
pedagogic value of the technology for children with ASD. Triangulating the data from the
three stages, it was possible to get the following conclusions: (i) developers have difficult
in understanding the existing materials about web accessibility and also have a lack of
knowledge about cognitive disabilities; (ii) the interviews made possible to understand in
depth the context of use of the technology by children with ASD; (iii) there were recurring
interaction aspects in the interviews that were not found in the literature. With those results,
it was possible to refine the guidelines of GAIA e make them available through a website
hosted in an open-source repository, so they can be easily accessible by people. / Nos últimos 20 anos, soluções computacionais têm sido utilizadas para auxiliar crianças
com Transtorno do Espectro do Autismo (TEA), bem como seus pais, terapeutas e
professores. Estas soluções podem ajudar a trabalhar as habilidades sociais, de
memorização, comunicação, aquisição de vocabulário e letramento, entre outros aspectos.
Porém, há uma lacuna de artefatos que possam nortear os projetistas de software a
planejar e implementar soluções computacionais ajustadas às necessidades de crianças
com TEA. A literatura apresenta algumas considerações, mas muitas são compreensíveis
somente a psicopedagogos ou profissionais de computação, além de várias contribuições
possuírem acesso restrito aos seus conteúdos. Estes fatores motivaram o
desenvolvimento do GAIA (Guia de Acessibilidade de Interfaces web focado em aspectos
do Autismo), um conjunto de 28 recomendações para ajudar desenvolvedores de software
e educadores digitais a entender melhor como desenvolver websites mais adequados às
necessidades de crianças com autismo. Para desenvolver o GAIA, esta pesquisa foi
realizada em três estágios: a) pesquisa bibliográfica exploratória, que originou a primeira
versão das recomendações do GAIA; b) Aplicação de um questionário online para mapear
o conhecimento dos desenvolvedores web sobre deficiências cognitivas, neuronais ou de
aprendizagem, a fim de compreender a lacuna de conhecimento que eles possuem; c)
Entrevista com familiares de crianças com TEA para compreender de forma empática o
valor social, terapêutico e pedagógico da tecnologia para crianças com TEA. Ao triangular
os dados dos três estágios, pode-se chegar às seguintes conclusões: (i) os
desenvolvedores têm dificuldade de compreender os materiais já existentes sobre
acessibilidade web e também compreendem pouco sobre deficiências cognitivas; (ii) as
entrevistas permitiram compreender em profundidade o contexto de uso da tecnologia pela
criança com TEA; (iii) houve aspectos de interação recorrentes nas entrevistas que não
foram encontrados na literatura. Estes resultados permitiram refinar as recomendações do
GAIA e disponibilizá-las em um website hospedado em repositório de código aberto, para
que possa estar de fácil acesso ao público.
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Design e emoção na utilização do mobiliário urbano em espaços públicosPizzato, Gabriela Zubaran de Azevedo January 2013 (has links)
Tradicionalmente, nas áreas da Ergonomia e do Design, o estudo do mobiliário urbano tem sido direcionado aos seus benefícios práticos (funcionais e utilitários), sendo que alguns estudos abordam o tema independentemente do ambiente de uso (público ou privado). Considerando este contexto, esta tese trata das emoções na interação entre usuário, mobiliário urbano e seu espaço público de uso, onde os seguintes pressupostos são adotados: 1) a emoção interfere na utilização do produto do espaço público, assim como, 2) a utilização do mobiliário urbano do espaço público suscita emoção. O trabalho tem como objetivo geral a elaboração de diretrizes para o planejamento e avaliação do mobiliário urbano de espaços públicos com apelo emocional, de forma a orientar os gestores de órgãos públicos responsáveis pelo planejamento, avaliação e manutenção do mobiliário urbano de espaços públicos. A proposta desta tese está baseada em uma abordagem de pesquisa que combina aspectos qualitativos (grupos focados, entrevistas e estudos de caso) e quantitativos (Análise Conjunta), aplicados a diferentes cenários (espaços públicos), compostos por diferentes tipos de mobiliário urbano (e.g. abrigo de ônibus, banco, playground e equipamento de ginástica). Os resultados apontam que, independentemente de gênero, a emoção positiva mais citada entre os usuários entrevistados na utilização do mobiliário urbano nos espaços públicos pesquisados foi a agradabilidade, principalmente associada a atributos relacionados à função prática do produto (e.g. segurança do ambiente) e estética (e.g. beleza da vegetação). Já a principal emoção negativa comunicada foi o medo, decorrente da insegurança urbana e apontado como empecilho ao uso de espaços públicos em geral. Por meio da utilização dos métodos descritos e com base na revisão de literatura foram estabelecidas diretrizes projetuais enfocando agradabilidade e segurança considerando oito constructos principais (físicos e não físicos): i) vegetação; ii) manutenção; iii) usuários; iv) atividades às quais é destinado o espaço; v) edificações que constituem o entorno; vi) mobiliário urbano; vii) acessibilidade; e, viii) privacidade, relacionada ao uso do espaço. / Traditionally, research on urban furniture under the Ergonomics and Design perspective focuses its practical function and some do not consider its environment of use (i.e., either public or private). Considering this context, this thesis deals with emotions in interaction of users with urban furniture and its public space, where the following assumptions are adopted: 1) the emotion interferes with the use of the product of the public space, as well as 2) the use of the urban furniture in public spaces raises emotion. The work aims to describe the development of guidelines for design and evaluation of the urban furniture of public spaces under an emotional appeal in order to guide the managers responsible for the design, evaluation and maintenance of the urban furniture. This proposal is based on a mix-method research approach by combining qualitative studies (e.g. focus group, individual interviews, and study cases) and quantitative studies (e.g. Conjoint Analysis) applied to different scenarios (public spaces) composed of different types of urban furniture (e.g. bus shelter, bench, playground and gym equipment). The results indicate that, regardless of gender, the positive emotion most cited among users interviewed in the use of urban furniture in the public spaces surveyed was the pleasantness, mainly associated with attributes related to its practical function (e.g. environmental safety) and its aesthetics function (e.g. vegetation beauty). Already the main negative emotion communicated was fear, arising from urban insecurity and appointed as an impediment to the use of public spaces in general. By using the methods described and based on the literature review design guidelines were drawn focusing pleasantness and safety and considering eight constructs (physical and nonphysical): i) vegetation; ii) maintenance; iii) users; iv) activities performed in the public space; v) buildings of the environment; vi) urban furniture; vii) accessibility; and, viii) privacy, related to space use.
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Design e emoção na utilização do mobiliário urbano em espaços públicosPizzato, Gabriela Zubaran de Azevedo January 2013 (has links)
Tradicionalmente, nas áreas da Ergonomia e do Design, o estudo do mobiliário urbano tem sido direcionado aos seus benefícios práticos (funcionais e utilitários), sendo que alguns estudos abordam o tema independentemente do ambiente de uso (público ou privado). Considerando este contexto, esta tese trata das emoções na interação entre usuário, mobiliário urbano e seu espaço público de uso, onde os seguintes pressupostos são adotados: 1) a emoção interfere na utilização do produto do espaço público, assim como, 2) a utilização do mobiliário urbano do espaço público suscita emoção. O trabalho tem como objetivo geral a elaboração de diretrizes para o planejamento e avaliação do mobiliário urbano de espaços públicos com apelo emocional, de forma a orientar os gestores de órgãos públicos responsáveis pelo planejamento, avaliação e manutenção do mobiliário urbano de espaços públicos. A proposta desta tese está baseada em uma abordagem de pesquisa que combina aspectos qualitativos (grupos focados, entrevistas e estudos de caso) e quantitativos (Análise Conjunta), aplicados a diferentes cenários (espaços públicos), compostos por diferentes tipos de mobiliário urbano (e.g. abrigo de ônibus, banco, playground e equipamento de ginástica). Os resultados apontam que, independentemente de gênero, a emoção positiva mais citada entre os usuários entrevistados na utilização do mobiliário urbano nos espaços públicos pesquisados foi a agradabilidade, principalmente associada a atributos relacionados à função prática do produto (e.g. segurança do ambiente) e estética (e.g. beleza da vegetação). Já a principal emoção negativa comunicada foi o medo, decorrente da insegurança urbana e apontado como empecilho ao uso de espaços públicos em geral. Por meio da utilização dos métodos descritos e com base na revisão de literatura foram estabelecidas diretrizes projetuais enfocando agradabilidade e segurança considerando oito constructos principais (físicos e não físicos): i) vegetação; ii) manutenção; iii) usuários; iv) atividades às quais é destinado o espaço; v) edificações que constituem o entorno; vi) mobiliário urbano; vii) acessibilidade; e, viii) privacidade, relacionada ao uso do espaço. / Traditionally, research on urban furniture under the Ergonomics and Design perspective focuses its practical function and some do not consider its environment of use (i.e., either public or private). Considering this context, this thesis deals with emotions in interaction of users with urban furniture and its public space, where the following assumptions are adopted: 1) the emotion interferes with the use of the product of the public space, as well as 2) the use of the urban furniture in public spaces raises emotion. The work aims to describe the development of guidelines for design and evaluation of the urban furniture of public spaces under an emotional appeal in order to guide the managers responsible for the design, evaluation and maintenance of the urban furniture. This proposal is based on a mix-method research approach by combining qualitative studies (e.g. focus group, individual interviews, and study cases) and quantitative studies (e.g. Conjoint Analysis) applied to different scenarios (public spaces) composed of different types of urban furniture (e.g. bus shelter, bench, playground and gym equipment). The results indicate that, regardless of gender, the positive emotion most cited among users interviewed in the use of urban furniture in the public spaces surveyed was the pleasantness, mainly associated with attributes related to its practical function (e.g. environmental safety) and its aesthetics function (e.g. vegetation beauty). Already the main negative emotion communicated was fear, arising from urban insecurity and appointed as an impediment to the use of public spaces in general. By using the methods described and based on the literature review design guidelines were drawn focusing pleasantness and safety and considering eight constructs (physical and nonphysical): i) vegetation; ii) maintenance; iii) users; iv) activities performed in the public space; v) buildings of the environment; vi) urban furniture; vii) accessibility; and, viii) privacy, related to space use.
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Interface Design – a User-Centered Design Process : A qualitative study how to improve the Usability of a web-based consumer tool that measuring the quality of streamed videosLarsson, Ingrid January 2015 (has links)
The purpose of this examination is to study how to create a user-friendly interface to a new non-released website. The research has been done in collaboration with the research institute Acreo and a project named Streamingkollen; a consumer tool that aims to improve the customer’s quality of experience (QoE) of streamed videos by measuring the video streaming quality. In this study the focus has consequently been placed on the users of the service, in order to optimize their experience of the website and the interface. In order to achieve a high level of usability, a user centered design process has been used. A user analysis, a heuristic evaluation and user tests on prototypes have been used as methods in the design process and the development of the interface. The result from the user tests shows that the major reason why the user disliked, felt frustrated or couldn’t manage the service was when the design of the site was not consistent and minimal, when words, phrases and concepts on the site were not familiar and communicated in the same language as the users and when they lacked informative feedback of the operations made on the site. The user-centered development in the study gave good results; many of the potential usability problems were identified and avoided.
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Usability Evaluation of Notebook Computers and Cellular Telephones Among Users with Visual and Upper Extremity DisabilitiesMooney, Aaron Michael 26 July 2002 (has links)
Information appliances such as notebook computers and cellular telephones are becoming integral to the lives of many. These devices facilitate a variety of communication tasks, and are used for employment, education, and entertainment. Those with disabilities, however, have limited access to these devices, due in part to product designs that do not consider their special needs. A usability evaluation can help identify the needs and difficulties those with disabilities have when using a product and universal design principles can then be applied to enhance accessibility and usability. This study addresses the usability of two of the most common information appliances - notebook computers and cellular telephones.
The usability of notebook computers was evaluated using a remote ethnographic method where participants recorded usability-related critical incidents. Participants included those with a wide range of abilities, such as legal blindness, total blindness, and upper extremity physical disabilities. Objective and subjective measures were used to determine the effects of several specific design parameters for cellular telephones.
The notebook computer study revealed that participants have difficulty with non-standard keyboard layouts, the use of isometric pointing devices, case latches, and inadequate system feedback. User performance and ratings in the cellular telephone study were the best with the 12 mm lateral pitch and 0.7 mm key height, while the fewest task failures were committed using the 0.5 mm keystroke. Participants also preferred telephone models with large <Power>, <Send> and <End> keys located in prominent locations, and 22-point and 36-point display fonts. These results were used to generate product-specific design guidelines that can be used to design notebook computers and cellular telephones that are more usable and accessible for users with visual and upper extremity physical disabilities. Universal design implications are also discussed. / Master of Science
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Konsekvenser av bristande användbarhet i ett säkerhetsklassat it-system / Consequences of lack of usability in a secure IT systemSwenning Leyser, Egil, Järpemo, August January 2021 (has links)
Det finns mycket forskning om designriktlinjer för att öka användbarheten i säkra it-system samt att problem med användbarheten kan ge problem i it-system. Men forskningen om vilka faktiska konsekvenser som kan uppstå av hur användbarhet implementerats i säkra it-system, är begränsad. Syftet med studien är att fylla denna kunskapslucka och genomfördes som en fallstudie som baserar sig på kvalitativa intervjuer med sju deltagare. Deltagarna intervjuades gällande deras användning av it-systemet PRIO, deras svar analyserades sedan för att hitta teman. Dessa teman användes som grund när vi arbetade genom resultatet. Vi hittade att PRIO har bristande användbarhet och hittade konsekvenser på grund av detta: brist på information och brist på enkelhet i it-systemet som leder till handhavandefel, dålig prestanda som leder till långa uppstartstider som i sin tur leder till säkerhetsrisker tack vare den mänskliga faktorn, samt att driftstörningar leder till att it-systemet inte går att använda. / There is a lot of research on design guidelines to increase the usability of secure IT systems and that problems with usability can cause problems in IT systems. However, research on the actual consequences that can arise from how usability has been implemented in secure IT systems is limited. The purpose of the study is to fill this gap of knowledge and the study was conducted as a case study based on qualitative interviews with seven participants. The participants were interviewed about their use of the IT system PRIO, their responses were then analyzed to find themes. These themes were used as a basis when we worked through the results. We found that PRIO has a lack of usability and found consequences because of this: lack of information and lack of simplicity in the IT system leading to handling errors, poor performance leading to long start-up times which in turn leads to security risks due to the human factor, and that operational disruptions leads to the IT system not being able to be used. / <p></p><p></p><p></p><p></p>
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Designing a Mobile Application to Measure Walking Speed for NPH PatientsLindén, Martin January 2023 (has links)
Impairments in walking and balance are symptoms of normal pressure hydrocephalus. Measuring walking speed is therefore important for diagnosing and following the rehabilitation of patients with the diagnosis. However, performing the measurement at the hospital is costly and requires a lot of resources. Therefore, this study aims to propose a design concept enabling patients to measure their walking speed at home. When designing for the elderly and people with cognitive impairments there are various aspects that need to be considered. For instance, one needs to consider that these individuals may have reduced vision, attention, and memory. Through a literature review, guidelines on how to design both generally and specifically for the target group have been gathered. These guidelines were used to develop a prototype which has been evaluated in usability tests and interviews. In total, eleven people participated in the study. The study included a low-fidelity evaluation and a high-fidelity evaluation of the prototype. While the prototype was generally considered intuitive and user-friendly, participants suggested improvements such as reducing unnecessary instructions. Further, it was evident that some elements were hard to see. Overall, participants had a positive attitude to the application and to perform measurements outside of the hospital. The evaluations resulted in a set of final design requirements that concluded simplicity, clarity, and visibility to be vital when designing for the elderly and people with cognitive impairments. / Nedsättningar i gång och balans är symtom på normaltryckshydrocefalus. Att mäta gånghastighet är därför viktigt för att diagnostisera och följa rehabiliteringen av patienter med diagnosen. Att utföra mätningen på sjukhuset är dock kostsamt och kräver mycket resurser. Därför syftar denna studie till att föreslå ett designkoncept som gör det möjligt för patienter att mäta sin gånghastighet hemma. När man designar för äldre och personer med kognitiva funktionsnedsättningar finns det olika aspekter som måste beaktas. Till exempel måste man tänka på att dessa individer kan ha nedsatt syn, uppmärksamhet och minne. Genom en litteraturgenomgång har riktlinjer för hur man designar både generellt och specifikt för målgruppen samlats in. Dessa riktlinjer användes för att utveckla en prototyp som har utvärderats i användarberhetstester och intervjuer. Totalt deltog elva personer i studien. Studien inkluderade en utvärdering av prototypen tidigt i designprocessen och en i slutet av designprocessen. Medan prototypen i allmänhet ansågs logisk och användarvänlig, föreslog deltagarna att minska onödiga instruktioner. Vidare var det uppenbart att vissa element i prototypen var svåra att se. Sammantaget hade deltagarna en positiv inställning till applikationen och att utföra mätningar utanför sjukhuset. Utvärderingarna resulterade i en uppsättning slutliga designkrav som beskriver enkelhet, tydlighet och synlighet som avgörande vid design för äldre och personer med kognitiva funktionsnedsättningar.
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Optimizing The Design Of Multimodal User InterfacesReeves, Leah 01 January 2007 (has links)
Due to a current lack of principle-driven multimodal user interface design guidelines, designers may encounter difficulties when choosing the most appropriate display modality for given users or specific tasks (e.g., verbal versus spatial tasks). The development of multimodal display guidelines from both a user and task domain perspective is thus critical to the achievement of successful human-system interaction. Specifically, there is a need to determine how to design task information presentation (e.g., via which modalities) to capitalize on an individual operator's information processing capabilities and the inherent efficiencies associated with redundant sensory information, thereby alleviating information overload. The present effort addresses this issue by proposing a theoretical framework (Architecture for Multi-Modal Optimization, AMMO) from which multimodal display design guidelines and adaptive automation strategies may be derived. The foundation of the proposed framework is based on extending, at a functional working memory (WM) level, existing information processing theories and models with the latest findings in cognitive psychology, neuroscience, and other allied sciences. The utility of AMMO lies in its ability to provide designers with strategies for directing system design, as well as dynamic adaptation strategies (i.e., multimodal mitigation strategies) in support of real-time operations. In an effort to validate specific components of AMMO, a subset of AMMO-derived multimodal design guidelines was evaluated with a simulated weapons control system multitasking environment. The results of this study demonstrated significant performance improvements in user response time and accuracy when multimodal display cues were used (i.e., auditory and tactile, individually and in combination) to augment the visual display of information, thereby distributing human information processing resources across multiple sensory and WM resources. These results provide initial empirical support for validation of the overall AMMO model and a sub-set of the principle-driven multimodal design guidelines derived from it. The empirically-validated multimodal design guidelines may be applicable to a wide range of information-intensive computer-based multitasking environments.
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Form-Based Codes, Design Guidelines and Placemaking: The Case of Hayward, CA.Ma, Cindy 01 June 2012 (has links) (PDF)
Throughout history planning codes and standards have been used to regulate the built environment for health, power, order, and economic reasons. More recently, in the urban design and planning field, planning codes and standards have emerged to become tools in the process of “placemaking”. The concept of placemaking builds from the desire of humans to create places, not spaces, which are unique, attractive, identifiable, and memorable. It is a concept that is comprised of visual and social components, recognizing the need for both in the creation of successful places. In the field of urban design and planning, form-based codes (FBCs) and design guidelines have emerged to become two types of planning tools used in the process of placemaking. This study explores the relationship between FBCs, design guidelines, and placemaking, investigating it through an extensive literature review, and then in the context of the case of Hayward, California through an update of the City’s Downtown design requirements and guidelines. To frame the update of the Hayward’s Downtown design requirements and guidelines this study used an exploratory methodology that combined quantitative and qualitative methods. Archival research was conducted to provide a historical narrative of the City and the Downtown area and a documents analysis was conducted to reveal information about existing Downtown policies and programs. Community participation through the crowdsourcing platform of MindMixer was used to collect community input and feedback about concepts of place in Downtown. The data analysis and findings from these methods were combined with findings from the literature review to formulate recommendations that were used in the update of Hayward’s Downtown design requirements and guidelines document. Keywords:
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