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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

[en] DESIGN IN PLAY: AN UNDERSTANDING OF THE INDUSTRY - DESIGN DEGREE - TOY TRIAD / [pt] DESIGN NO BRINCAR: UMA COMPREENSÃO DA TRÍADE INDÚSTRIA - FORMAÇÃO EM DESIGN - BRINQUEDO

LUCAS BRAZIL SOUSA 12 November 2018 (has links)
[pt] O brinquedo é um artefato lúdico que potencializa a espontaneidade da ação do Brincar das crianças. Ele favorece essa cultura e traz significações acerca da sociedade em que está inserido, assim como influencia a forma como as crianças apreendem o mundo. Contudo, a indústria brinquedista brasileira, por meio de seus brinquedos, difunde e auxilia a/na manutenção de conceitos vigentes na sociedade. Esta pesquisa, de cunho qualitativo interpretativo trata da relação desse setor com o designer, partindo do pressuposto de ser este um agente mediador e catalizador na díade produto-sujeito e com a criança, que é o sujeito ativo do Brincar e aquele que interage com o brinquedo. Após pesquisa bibliográfica e documental sobre o atual contexto do setor industrial brinquedista do país, percebe-se que o objetivo final prioritário das indústrias é o lucro. O desenvolvimento desses artefatos lúdicos e sua venda são direcionados para o acúmulo de capital e isso tem como consequência a subutilização da capacidade do designer como agente ativo em um processo projetual. Com isso, embora a formação em design tenha entre as competências e habilidades a capacitação para o desenvolvimento de projetos, incluindo, projetos de brinquedos, as entrevistas realizadas com crianças em uma brinquedoteca da cidade do Rio de Janeiro demonstraram que o setor industrial potencializa um hiato conceitual entre brinquedo e brincadeira, estimulando o uso do objeto como fim e não como meio. Propõe-se que o designer atue para além dessa indústria e que prossiga pesquisando e encontrando variadas formas de atuação no desenvolvimento de brinquedos, pois com o começo da democratização de novas tecnologias, há espaço e possibilidades desses agentes sociais desenvolverem brinquedos que levem em conta os diferentes brincares e saberes do Brasil. / [en] Toys are a ludic artifact that increase spontaneity in children s play, reflect the society in which they re inserted, and influence the way children aprehend the world. However the Brazilian toy industry, through its toys, disseminates and reinforces conceptions present in modern society. This paper, qualitatively and interpretively looks at the relationship between the toy industry, the designer and the toy itself, the designer being perceived as the mediator and catalytic agent in the product-subject (toy-child) dyad. After bibliographic and documentary research on the country s toy industry current ethos, it becomes evident that its ultimate goal is profit. Therefore the development and marketing of such ludic artifacts envisages financial gain and its consequence is the underutilization of the designer s capacity as an active agent in the production process. After examination and research, this paper finds that a design degree enables these professionals to develop toys that focus on children, the play and its peculiarities, despite the virtual lack of toy design specificities in the country. The children s voices indicate that the industrial sector enhances a gap between toy and play, stimulating the use of toys as an end and not as a means, leaving out local knowledge, traditions and plays from different parts of the country. Ideally the designer should be able to find a place outside that industry where he/she can continue to research to find different ways to develop these children s objects, since with the advent of new technologies democratization, there s scope for these social agents to develop toys that take into account Brazil s diverse play culture and knowledge.
2

La place du jeu non structuré des enfants de 6 à 10 ans dans des espaces publics végétalisés de Montréal : une ethnographie critique

Epikmen, Ipek 07 1900 (has links)
Le déclin du jeu extérieur dans le contexte urbain se manifeste sous forme d’une épidémie de sédentarisation, d'obésité et de dépression chez les jeunes. Il s’inscrit dans un contexte où, depuis la deuxième moitié du 20e siècle, les efforts des villes pour créer des environnements destinés à l’usage des enfants s’orientent principalement vers la production d’espaces ségrégués et fortement régulés. Aujourd'hui, certaines municipalités adoptent des objectifs d’inclusion et manifestent un intérêt à repenser la place des enfants et de leurs activités sur leur territoire. Ainsi, une meilleure compréhension des pratiques de jeu non structuré et des environnements qui les rendent possibles devient nécessaire. Cette recherche a été réalisée dans une approche d’ethnographie critique, dans la perspective d’une facilitatrice de jeu durant l’été 2021, au sein d’un camp de jour promouvant le jeu non structuré et risqué. Elle prend appui sur l’outil TOPO de cartographie comportementale, ainsi que sur des observations participantes. Menée dans trois espaces publics de Montréal, elle porte un regard critique sur les différents facteurs spatiaux et sociaux influençant le jeu des enfants dans la perspective du concept d’affordance. Elle discute l’influence des caractéristiques physiques de l’espace sur le jeu des enfants, l’influence de la perception du risque chez les adultes supervisant le jeu, les conflits avec les autres usagers de l’espace et l’influence de la gestion et de l’entretien de ces espaces publics, menés dans un souci de régulation et d’aseptisation. Cette recherche tente d’offrir un regard holistique et critique sur les conditions favorables au jeu extérieur dans le contexte montréalais. Elle met en lumière l’importance de la plasticité des lieux, des conventions sociales d’utilisation de l’espace et des « capabilités », pour une meilleure compréhension et un meilleur aménagement d’environnements propices au jeu. / The benefits of play for children are innumerable; however, we are observing a decline in outdoor play in cities, tied to a sedentarization, obesity and depression epidemic in young children. This situation is attracting increasing interest in academic and municipal contexts. Until recently, North American cities’ efforts were limited to the provision of segregated children’s spaces. Now that some cities are ready to rethink the place of play in our cities at a larger scale, it becomes important to better understand urban outdoor play and the environments making it possible. This master’s thesis is based on a critical ethnography conducted as a playworker in a day camp promoting unstructured outdoor play in three green public spaces of Montreal, Canada during the summer of 2021. It explores a variety of physical and social factors influencing children’s outdoor play from a perspective of affordances. It discusses the influence of space characteristics on play, the importance of supervising adults’ perception of risk, the conflicts with other users and the influence of different approaches to management and maintenance of public spaces. This research attempts to offer a holistic and critical view on the adequacy of public spaces in terms of facilitating play, in the Montreal context. It highlights the transgressive nature of play and its confrontation with everlasting regulatory practices of public space management. In an attempt to provide a better understanding of planning spaces that can accommodate unstructured play, it discusses the importance of plasticity of spaces, the social conventions around the usage of spaces and capabilities.

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