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Uma experiência de desenvolvimento aberto e colaborativo de ambientes virtuais de participação social na UNIRIOSilva, Jonas da 27 September 2017 (has links)
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Previous issue date: 2017-09-27 / PROQUALI (UFJF) / A sociedade brasileira e a própria Administração Pública anseiam por profundas transformações na gestão da coisa pública, que a torne mais eficaz e proba. Neste sentido, as práticas governamentais relacionadas à participação social sustentada por Tecnologias da Informação e Comunicação (TIC) são vistas como uma alternativa para tornar as instituições públicas mais democráticas, eficazes e responsivas às demandas da sociedade. Embora diversas iniciativas de participação social com o uso de sistemas de informação (SI), também chamados de Ambientes Virtuais de Participação Social (AVPS), estejam sendo concebidas e experimentadas, a participação social no contexto de diversas instituições públicas, ainda é reduzida ou mesmo inexistente. O desafio está em como expandir esta prática, transformando a cultura institucional em relação à participação social. A UNIRIO, como uma Instituição Federal de Ensino Superior (IFES), à princípio um espaço que se espera ser democrático e participativo, é um exemplo onde a participação social, sobretudo com o uso de tecnologias, é pouco ou praticamente não explorada na vivência de sua comunidade. O objetivo deste trabalho foi conduzir uma pesquisa-ação no âmbito da UNIRIO, visando ampliar a participação social da comunidade universitária com o uso de AVPS. A pesquisa-ação foi conduzida no contexto de um projeto voltado à inovação institucional e compreendeu a realização de um evento de desenvolvimento aberto e colaborativo - o primeiro Hackathon da UNIRIO - para o desenvolvimento de AVPS institucionais e a promoção da prática participativa interna. Esta pesquisa possibilitou: a compreensão de quais etapas e atividades devem ser desenvolvidas ao longo de um projeto de Hackathon no contexto de uma IFES para promover a participação social e construir AVPS, como ocorre o engajamento dos membros da instituição e membros externos a ela, o que os motiva, e quais foram os efeitos causados pela realização do evento na UNIRIO. / The Brazilian society and the Brazilian Public Administration look for deep transformations in the management of public affairs, to make it more effective and realiable. Government practices related to social participation supported by Information and Communication Technologies (ICT) are seen as an alternative to make public institutions more democratic, effective and responsive to the demands of society. Although several initiatives of social participation with the use of Information Systems (IS), also called Social Participation Virtual Environments (SPVE), are being conceived and tried, social participation in the context of several public institutions is still reduced or even nonexistent. The challenge is how to expand this practice, transforming organizational culture in relation to social participation. UNIRIO, as a public university is expected to be a democratic and participative space. However, it is an example where social participation, especially with the use of technologies is little or practically unexplored in its community experience. The aim of this work was to conduct an action research within UNIRIO, aiming to broaden the social participation within the university community with the use of SPVE. The action research was conducted in the context of a organization innovation project and comprised an open and collaborative development event - the first UNIRIO Hackathon - aimed at the development of institutional SPVE and the promotion of internal participatory practice. This research made possible the understanding of which steps and activities should be developed during a Hackathon project in the context of an Federal University to promote social participation and build SPVE, such as the engagement of members of the institution and members outside it, which motivates them, and what were the effects caused by the event at UNIRIO.
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Design and Facilitation of Event-Based Open Innovation : A study about regular company arrangements for enhanced innovativeness / Design och underlättande av händelsebaserad öppen innovationHermann, Jonas January 2018 (has links)
Den tidiga fasen av företags innovationsprocess har fått stor uppmärksamhet i modern akademisk forskning. Det diskuteras hur man strukturerar denna fas kallad “fuzzy front end” kopplat till innovation och även ett koncept som allmänt kallas “öppen innovation” har introducerats - involvering av tredje parts individer i utvecklingsprocessen. Detta examensarbete fokuserar huvudsakligen på öppen innovation genom olika event för att främja innovationsarbete såsom: workshops, hackathons, idea jams och andra typer av sammanhang som inkluderar både externa deltagare och experter samt anställda och partners inom organisationer. Genom att designa, vara värd för, övervaka samt utvärdera ett hackathon för innovation som heter LiveHacks, samlar detta examensarbete relevant information för att förstå motiven för företag såväl som individer att delta i ett sådant sammanhang. Slutligen bedöms i detta examensarbete hur man kan organisera framgångsrika öppen innovations-eventsåsom hackathons. Dessutom har en generaliserad mall som tredje part skall kunna ta efter utvecklats. / The front end of a corporate’s innovation process has caught much attention in contemporary academic research. Efforts discuss how to structure the “fuzzy frontend of innovation” and introduce a concept widely known as “open source” – the involvement of third party individuals to the development process. This Masters thesis specifically focuses on open innovation through the medium of event-based innovation facilitation; e.g through workshops, hackathons, idea jams and other events that include both external users and experts as well as employees or partners within organizations. By designing, hosting, monitoring and evaluating an innovation event called “LiveHacks”, this thesis collects relevant data to understand both, the motives of corporations as well as of individuals to participate in open innovation events. Finally, this thesis assesses how to host successful open innovation events and develops a generalized template for third party adoption.
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Au code, citoyens : mise en technologies des problèmes publics / Armed with code : from public problems to technologies of participationErmoshina, Kseniia 28 November 2016 (has links)
La thèse étudie les applications dites citoyennes pour mobiles et web qui sont développées en réponse aux problèmes publics variés et basées sur le principe de crowdsourcing. Elle s’intéresse à la fois à la conception de ces dispositifs, à leurs usages et aux façons dont ces outils transforment la communication des citoyens entre eux, et avec les pouvoirs publics. Elle explore les nouveaux formats d’innovation, comme les hackathons civiques, et interroge l’usage du code informatique en tant que nouvel instrument d’action collective.La thèse mobilise une méthodologie qui puise dans les répertoires des STS, de la sociologie des problèmes publics, de la science politique, des sciences de l’information et communication. Appuyée sur l’étude d'applications citoyennes en France et en Russie, elle pose différentes questions : comment traduit-on les problèmes publics en code informatique ; qu’est-ce que ces applications font et font faire ?; comment transforment-elles la participation citoyenne ?La recherche montre que les interfaces des applications façonnent et standardisent la participation en se basant sur les documents de référence : les lois, les réglementations normatives et techniques. Cependant, la standardisation a ses limites : se focalisant sur les moments de faille et des épreuves, telles que les tests, les mises à jour, le débogage des applications, l’enquête rend visibles les détournements et les bricolages mis en place par les usagers qui dépassent le cadrage par les interfaces et participent à la fois à la réécriture des applications et à la redéfinition des problèmes publics.La comparaison entre applications développées par les administrations publiques et projets portés par la société civile permet de distinguer deux façons de communiquer : les chaînes courtes et les chaînes longues. Sans les opposer, la thèse se place dans « l’entre-deux » et analyser les articulations, les agencements de ces réseaux socio-techniques. / The PhD dissertation studies new digital participative technologies called "civic apps", applications for mobile and web developed in response to a large scope of public problems and based on the principle of crowdsourcing. The research focuses on the conception of these tools, their usages and the way these tools transform the communication among citizens and between citizens and public administrations. It also explores new formats of civic tech innovation, such as civic hackathons, and question the usage of programming code as a new tool of collective action.The thesis calls upon the methodologies of sociology of science and technology, sociology of public problems, political science and science of information and communication. Based on a case-study of several civic apps in France and Russia, the inquiry adresses the following question: how does the translation of public problems into programming code occur ? And how do these applications transform civic participation?The research shows that the interfaces standardize and format the practices of participation, using documents such as laws, technical norms and standards. However, this standardization has its limits. Focusing on the moments of failure and trial, such as tests, updates or debug of applications, the inquiry highlights the practices of bricolage and detournement, deployed by users in order to overcome the framing by design and participate in the rewriting of the applications.The thesis compares civic applications with the applications developed by public administrations and distinguishes two models of communication called the "long chains" and the "short chains". However, instead of opposing administrative and civic initiatives, the thesis proposes to think from "in-between", analyzing the articulations and arrangements of these socio-technical networks.
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