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Dysfunctional aspects of Software Development : An analysis of how lip-service, deception and organisational politics may side-track the result of well-intended methodologies / Problematiska aspekter inom programvaruutveckling : En analys av hur läpparnas bekännelser, vilseledande och organisationspolitik kan förstöra välmenande metoderGislen, Mikael January 2012 (has links)
This paper tries to identify and understand the human social obstacles for developing quality software. These include lip-service, cutting corners, deception and effects of internal politics. These obstacles can undermine the good intentions behind the software methodologies. The paper draws from the literature in different disciplines and uses an ethnographic research methodology to create a rich picture of the concerning aspects in the framework of one software development company in India. What stands out among the findings are that internal audits has mainly focused on finding errors in documentation procedures but study of the actual practices has often been shallow. In addition the understanding of business risks by the internal auditors have often been weak. Context. The human based obstacles affecting Software Development Methodology analysed in the context of an ISO 9000 quality system in an Indian Software Development company working mainly with Swedish companies. Objectives. Identifying and increasing the understanding of intrinsic negative social aspects such as lip service, cheating and politics which are affecting the results of Software Development Methodologies and if possible suggest some means to mitigate them. In particular to create a deeper understanding of why people cheat and pay lip service to methodologies and to try to understand the political aspects of methodology and quality systems. There are other positive social aspects, but they are not considered since the objective is about understanding the negative aspects and possibly mitigate them. Methods. Ethnographic research using analysis of ISO 9000 and design artefacts, semi-structured interviews, participation in internal audits, Results. Most focus in audits was on documentation and very less focus on underlying methodologies, some indications of lip-service to process and processes were also mainly managed on a higher level in the organization while the understanding and practices were less well established on lower level. It was hard to get a grip on the internal political aspects since the perception of the subject in the informants view was that it is mainly malicious and therefore embarrassing to speak about. Some conflicts between internal quality goals and customers’ needs were also identified. Conclusions. An ethnographic research methodology gives a rich picture. The analysis gives deeper understanding of the problem areas, but not necessary solutions. The author suggests that at the heart of the problem is a difference in world view. Software professionals generally tend to resolve [technical] problems using a reductionist approach, while these intricate challenges cannot easily be resolved by this approach. A more holistic systemic approach is required and while the software methodology is useful to structure the development it does not resolve these dysfunctions. They have to be resolved on another level. It was also found that further studies is required in particular to better understand Internal politics, the effect of Positive and Negative Incentives, the effect of software metrics on quality performance and subjectivity in customers’ perception and expectation. / Uppsatsen försöker förstå mänskliga sociala hinder för att utveckla programvara med hög kvalitet. Dessa hinder inkluderar "läpparnas bekännelser", ta genvägar, vilseleda och internpolitik. Sådana hinder kan underminera utvecklingsmetoder. Denna uppsats bygger på literatur från olika discipliner och använder etnografisk forskningsmetodik för att skapa en rik bild av dessa oroande aspekter inom ramen för ett IT-företag i Indien. Vad står ut är att intern kvalitetsrevision fokuserar för mycket på att finna fel i dokumentationsprocesser medan revision av hur utvecklingsarbetet faktiskt sker har varit för ytligt. Dessutom har de interna revisorernas förståelse av affärsrisker varit svag.
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Självbeskrivning och tjänstekognition : Om processkartläggning på Arbetsförmedlingen / Self-assesment and Service Cognition : Business Process Modeling at the Swedish Employment ServiceFransson, Martin January 2008 (has links)
When duties are documented, new ideas are often created regarding how the work should be carried out. Writing is an important source of development, but unfortunately the possibilities are limited when it comes to transferring new ways of thinking to personnel. As with organizational change in general, employees tend to neglect new instructions. On the basis of their personal ways of thinking, they might find that the new order is incorrect, requires more resources, lacks contact with reality, or cannot be understood. The people who have prepared the new directives think they are surely justified and easy to understand. In their eyes, those who stick to what used to be correct and reasonable seem resistant to change. The aim of this dissertation is to understand the influence of self-assessment on service cognition and to propose how this influence can be utilized to attain strategic aims. The term self-assessment refers here to the activity whereby employees, in a structured manner, collectively assess and document their own instructions. The concept of service cognition refers to individual employee’s conceptions on how to carry out their own tasks, on how colleagues carry out theirs, and on connections between activities in the common workflow. The object of study is self-assessment as business process modeling at the local offices of the Swedish Employment Service. What is explored is the crass but fruitful understanding that new ways of thinking more easily arise among those who define organizational design than among those who are expected to change. Using socio-cognitive theory as well as longitudinal and extensive action research, the reasons are investigated behind the inevitable development of units which are trusted to write their own instructions and, in so doing, start to talk about the way work is done. Despite the independence needed to coordinate by consensus, it seems that the collective mind thereby induced actually enhances opportunities for central control and change: Units designing their own routines surely become better coordinated, but also more controllable and adaptive to strategic change. Furthermore, some principles are presented to support self-assessment regarding organization and change.
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U-Med : A Mobile Application and a Reverse Vending Machine for Individuals to Reduce Unused Medication WasteBacaksizlar, Ecenur January 2022 (has links)
Medication waste, both packaging and actual drug waste, has been having a tremendous impact on the environment and healthcare budget. However, this is even more concerning after Covid-19 affects the drug purchasing behaviours and causes potentially more unused medications while many people are not able to access healthcare. Some of the main challenges of lack of contribution to the life after the purchase of unused medicine are the patient’s lack of knowledge of how to dispose of them, the medication distribution, the legislation and not having an encouraging sustainable system to reduce medication waste on a bigger scale. This project focused on understanding medicine usage behaviours in Turkish society and developing a circular model called U-Med (Unused Medications). The model has a mobile application and reverse vending machines which are linked with e-Nabız (e-Heartbeat, an application that Turkish citizens and health professionals access to health data collected from health institutions) to reduce medication waste by providing individuals to dispose of or share their unused medicines with the healthcare system or the other industries that can reuse. The concept also aims to show a sustainable approach which can influence decision-making in legislation on medication distribution. This project includes face-to-face, semi-structured interviews in a neighbourhood in Sarıyer, Istanbul Turkey with 5 patients, 3 doctors, 3 nurses and 5 pharmacists along with the health director in the municipality of Sarıyer. Additionally, remote interviews were organised with a non-profit organisation in Greece called GIVMED which has similar concerns. Apart from these, a Turkish survey among 88 Turkish citizens about medication usage behaviour was conducted.
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A Space for Us : Rethinking public space for the common good.Feil, Ekaterina January 2021 (has links)
This design project delves into the realm of public spaces, considering sociocultural, sociopolitical, and participatory design aspects, catalyzed by the Covid-19 pandemic's lockdowns. By repurposing a parking lot, the project endeavors to scrutinize, trial, and understand the reactions and needs through a design interaction and multifunctional furniture set, the simple story of Prototype.
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A participatory approach to eliminating Musculoskeletal disorder risk factors in a paper industry workflow : Developing an assisting tool for paper industry workers by exploring work tasks through participatory design activitiesLindqvist, Johan January 2024 (has links)
This project was implemented as a Master thesis project in Industrial design engineering (IDE). In collaboration with Billerud Karlsborg, the project was initiated to develop proposal for a technological solution for eliminating a manual handling work task in the production line for coated paper products. The design process was implemented as a Participatory design approach, inviting the workers of the production unit to collaborate in design activites and workshops. The participatory approach was based on the Scandinavian perspective on Participatory design, with influences from the comtemporary views on collaborative design. The project included a holistic ergonomic analysis focused on the assessment of musculoskeletal disorder risk factors in the work task flagged by workers as a cause of work strain. The focused work task documented in detail and assessed through REBA and RULA assessment. The work task involves manual handling of a stack of residual paper that is rolled to a tube, by hand, and subsequently lifted and pushed to a grinder inlet for re-purposing. While the ergonomic analysis confirm that there are postural risk factors present, the pace of work suggests that adequate resting for preventing work stain related to the focused task is possible during work. However, the percieved work strained is suggested to originate from work task in close connection to the focused task. A proposal for a concept that sufficiently eliminates the risk factors found in the focused task is developed based on a human-centered design and anthropometric principles. The development concludes with the construction of a prototype, but time constraints denies evaluation of the prototype with end users. The concept is therefore presented as renders of a 3D-model. / Det här projektet har utförts som ett examensarbete inom Civilingenjör Teknisk design, på uppdrag av Billerud Karlsborg. Syftet med projektet var att utveckla ett tekniskt lösningsförslag till ett av Billerud utvalt arbetsmiljöproblem vid en av arbetstationerna i pappersbruket i Karlsborg. I samarbete med arbetarna i den berörda produktionslinjen genomfördes en participativ designprocess, innefattade planering och genomförande av participativa designaktiviteter och workshops baserade på de skandinaviska teorierna kring participativ design, med influens från nyare perspektiv kring co-design. Som en del i arbetet utfördes en övergipande ergonomisk analys avseende belastningsergonomiska riskkällor vid en fokuserad arbetsstation, med en detaljerad kartläggning av den arbetsuppgift som arbetarna upplever som problematisk. Den fokuserade arbetsuppgiften innefattar manuell hantering av en restprodukt som behöver rullas ihop för hand och därefter lyftas samt skjutas till en kvarn för återvinning. Den ergonomiska analysen utfördes med hjälp av REBA- och RULA-bedömningar, vilka bekräftade att en potentiell risk för belastningsergonomiska skador i det arbetssätt som utövas, men där produktionstakten och systemets styrning tyder på att tillräcklig vila är möjlig under arbetet för att motverka skador från lågintensivt muskelarbete. Arbetsmiljöproblemet bedöms däremot inte vara obefintligt då arbetarnas totala arbete innefattar ytterligare moment av fysisk belastning, och där arbetsmiljöproblemet eventuellt kan vara ett resultat av närliggande moment till den fokuserade arbetsuppgiften. Som lösningsförslag på problemet utvecklas ett koncept som eliminerar de funna riskkällorna i den avgränsade arbetsuppgiften, med utgångspunkt i användarcentrerad design och utefter antropometriska riktlinjer. Utvecklingen av en fysisk prototyp för utvärdering med arbetarna påbörjades, men hann inte slutföras innan projektet avslutades. Istället presenteras konceptet genom rendingar av en 3D-modell.
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Microservices to Address the Change Challenges in Socio-Technical Evolutionary-Teal Organizations / A Design-Science-Research ApproachSell, Johann 06 September 2023 (has links)
Neue Organisationsformen, wie evolutionäre Organisationen, bilden in vielen Kooperationsszenarien sozio-technische Konstrukte mit modernen CSCW Anwendungen aus. Daher erfordern Veränderungen dieser sozialen Systeme eine kontinuierliche Anpassung der technischen Tools an die neuen sozialen Konfigurationen.
Diese Dissertation ist als Design Science Research (DSR) Projekt konzipiert und addressiert die folgende Forschungsfrage (RQ): “Wie können soziotechnische, evolutionäre Organisationen die Herausforderungen der joint optimization und des organizational choice während ihrer autopoietischen Veränderungsprozesse addressieren?”
Die Fallstudie Viva con Agua de St. Pauli e.V. wurde mittels qualitativer und ethnographischer Methoden im Rahmen der entsprechenden DSR Zyklen untersucht. Das Forschungsprojekt fokussiert die Entwicklung von Artefakten indem sowohl eine technische, als auch eine soziale Perspektive eingenommen wird.
Aus der technische Perspektive wird die RQ durch eine Microservice-Plattform adressiert. Die Architektur dient der Verteilung von Verantwortlichkeit für die Software in einem heterogenen Netzwerk von Entwickler:innen. Dabei müssen diverse neue Herausforderungen beachtet werden, wie etwa die Verteilung des User Interface.
Durch die Betrachtung der RQ aus der sozialen Perspektive wird der USMU Workshop entwickelt. Dieses Artefakt dient der Verbindung der Charakteristika evolutionärer Organisationen mit agiler Software Entwicklung und mit Methoden des partizipativen Designs.
Die Studien zeigen, dass beide Artefakte die RQ adressieren. Zudem konnte ich für beide Artefakte wertvolle Verbesserungsmöglichkeiten aufzeigen. Somit motivieren die Ergebnisse den nächsten Schritt des Projekts und die vorliegende Thesis wird Bestandteil des zyklischen Ablaufs eines DSR Projekts. / The emergence of new types of organizational structures, such as evolutionary-teal organizations, almost always leads to the development of socio-technical constructs when it comes to working in collaboration with modern CSCW applications. A consequence of this is that the social system’s autopoietic change processes create challenges that compel one to adjust the implementation of the technical tool to the social system’s new configuration.
This thesis is structured according to the design science research (DSR) approach and focuses on the research question (RQ): “How can socio-technical evolutionary-teal organizations address the challenges of joint optimization and organizational choice during their autopoietic processes?”
For this purpose, the case study Viva con Agua de St. Pauli e.V. is investigated using a qualitative ethnographical approach during the DSR cycles. Addressing the RQ, two artifacts are designed from a technical as well as a social perspective. While the technical perspective primarily investigates the adjustments of technology, the social perspective focuses on the management of change in socio-technical evolutionary-teal organizations.
I propose a microservice platform as an artifact that addresses the RQ from a technical perspective. The microservice architecture aims at spreading the responsibility for the software through a heterogeneous ecosystem of developers.
The newly designed USMU workshop is addressing the RQ from the social perspective. It strives to intertwine the characteristics of evolutionary-teal organizations with agile software development and participatory design methods.
In my studies, I examine the fact that both artifacts can be used to address the RQ. Additionally, I was able to identify valuable improvements for both of my artifacts. Hence, the project follows the lifecycle of a DSR project by reasoning through the results presented here for its next iteration.
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Entwerfen Entwickeln Erleben 2014 – Beiträge zum Technischen Design: Dresden, 26.-27. Juni 2014Krzywinski, Jens, Linke, Mario, Wölfel, Christian, Kranke, Günter 20 October 2014 (has links)
Die Konferenz »Entwerfen – Entwickeln – Erleben« bietet ein besonderes Podium zum Austausch von Wissenschaftlern und Praxisvertretern aus den zentralen Bereichen der Produktentwicklung. Der vorliegende Band enthält Beiträge der EEE2014 unter anderem zu Innovationsstudien und Zukunftskonzepten für verschiedenste Branchen, zu Design Thinking und Designprozessen von frühen Phasen bis zum Qualitätsmanagement, Methoden und Werkzeugen von Mindcards bis Eye-Tracking sowie zu den Themen User Experience und Nutzererleben, Öko-Design, Universal Design und partizipative Gestaltung.
Die Technischen Universität Dresden und technischesdesign.org ermöglichten in Kooperation mit der Gruppe Virtuelle Produktentwicklung der Wissenschaftlichen Gesellschaft für Produktentwicklung (WiGeP), dem Mathematisch-Physikalischen Salon der Staatlichen Kunstsammlungen Dresden und der Hochschule für Bildende Künste Dresden die fachübergreifende Diskussion des Schwerpunkt-Themas inmitten der Dresdner Altstadt. In diesem Band sind die Beiträge zum Technischen Design enthalten, ein weiterer Band (http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-144963, herausgegeben von Ralph Stelzer) fasst die Beiträge zur Konstruktionstechnik und zur Virtuellen Produktentwicklung zusammen.:Das Futur II Innovationskonzept zur Optimierung schienengebundener Fahrzeuge
Christian Scholz 11
Eco Design Tool – Qualitative Entscheidungsunterstützung in der Produktgestaltung
Georg Dwalischwili, Malte Koslowski und Nikolaus Marbach 27
Innovationsstudien als Treiber anwendungsorientierter Forschung – Beispiele aus dem Agrarbereich
Christoph Philipp Schreiber, Thomas Herlitzius und Jens Krzywinski 43
Produktentwicklung von Bekleidung und technischen Textilien – 3DDesign/Konstruktion für biegeweiche Materialien
Sybille Krzywinski, Ellen Wendt, Jana Siegmund und Lina Girdauskaite 57
Design Thinking: Allgemeingültiger Innovationsprozess?
Gavin Melles und Rebekka Fuge 69
Neue Industrial Design Prozesse für die Produktentwicklung – Die Überarbeitung der VDI/VDE-Richtlinie 2424
Gerhard Reichert, Robert Watty und Christian Zimmermann 77
UXX Enterprise oder: Über den Sinn und Unsinn von Entwerfen, User Experience und Modellbau im Spannungsfeld zwischen Design
Thinking und User Centered Design
Oliver Gerstheimer 87
Anwenderorientierte strategische Ausrichtung von Design bei technologiegeprägten Unternehmen
Frank Thomas Gärtner 103
Partizipative Softwareentwicklung am Beispiel der Findung eines Interaktionskonzeptes
Ingmar S. Franke und Frank Peter 115
Die Konzeptvisualisierung als frühe Entscheidungsunterstützung im Rahmen komplexer Produktentwicklungen
Frank Mühlbauer und Jens Krzywinski 129
Qualitätsmanagement im Designprozess
Matthias Richter 145
Der Raum als unterstützendes Werkzeug im Designprozess. Wie wirkt sich das Design der Arbeitsumgebung auf kreative Teamarbeit
aus?
Danjela Hüsam, Claudia Nicolai, Dora Panayotova und Ulrich Weinberg 155
Entwickeln mit Mindcards – mehr Interaktion in kreativen Prozessen
Stefan Boës, Moritz Mussgnug, Dominik Noli, Bastian Leutenecker und Mirko Meboldt 169
Learning in Action als mannigfaltige Methode zum Erlernen, Erleben und Problem Reframing
Andrea Augsten 181
Potenziale und Herausforderungen für das Design in der Konzeptionsphase von soziotechnischen Systemen
Jennifer Müller, Christophe Kunze und Madeleine Berger 195
Einsatz von mobilen Eye Tracking Technologien in der nutzerorientierten Produktentwicklung
Moritz Mussgnug, Quentin Lohmeyer und Mirko Meboldt 209
Methode zur nutzergerechten Interfacegestaltung auf der Basis eines idealen Informationsablaufs zwischen funktionalen und formalen
Anforderungen
Markus Schmid 219
Multimodale HMI – Untersuchungen zur Erweiterung der Arbeitsgedächtniskapazität durch visuell-taktile Anzeiger
Matti Schwalk und Thomas Maier 233
Assistenzsysteme im industriellen Kontext – Interviews und Kontextanalyse
Anja Knöfel, Ralph Stelzer, Rainer Groh und Jens Krzywinski 243
Design im Bereich der Sicherheitstechnik
Christian Fritz 255
Gestaltungsprinzipien für herstellerproprietäre, mobilfunkbasierte Arbeitsmittel Applikationen – Die Zielgruppenbefragung
Friedrich Niehaus und Tobias Kehrein 263
Optimierung gestalterischer Faktoren für die altersgerechte Mensch-Produkt-Schnittstelle durch Greifkraftmessung
Benedikt Janny, Matthias Haug und Thomas Maier 279
Iteratives Design in der Produktentstehung
Gerhard Glatzel 291
Streaming alternativer Inhalte ermöglicht Barrierefreiheit für einige – und Mehrwerte für viele Zuschauer
Mathias Knigge und Jörn Erkau 303
Kein schales Schimmern – Die Goldene Regel im Designkontext
Heike Raap 309
Möbelentwicklung im Wandel
Tony Gauser 319
Solarkraft in der Produktentwicklung – Anwendungen für Westafrika
Jörg Reiff-Stephan 327
Universal Design – Möglichkeiten und Grenzen
Susanne Trabandt, Linda Geißler und Stefan Schmidt 341
Wahrnehmungsgerechtheit als Gestaltungsaufgabe im Produktdesign
Thomas Gatzky 351
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Micropaisajes para el juego. Modelos de la jugabilidad en el espacio público y su aplicación práctica en la ciudad de ValenciaGómez Chávez, Andrés Eduardo 13 January 2025 (has links)
[ES] La zonificación funcionalista de la ciudad moderna originó el arquetipo paisajístico «playground», confinando el juego urbano a un lugar y tiempo específicos. Durante décadas se dieron desarrollos plásticos de alta calidad lúdica, ejemplos destacados en las propuestas de Noguchi, Van Eyck o Sørensen. Nuevos estándares de seguridad hicieron que en la década de los ochenta se implementara un dispositivo paisajístico caracterizado por una imagen infantilizada. La desactualización de estos artefactos es más visible ahora, al ser carentes de la jugabilidad que se encuentra en el mundo digital donde los avances tecnológicos hacen de los videojuegos una experiencia completamente inmersiva.
Nuestra crítica se fundamenta en la contradicción administrativa de querer gamificar sus rutinas y servicios; sin embargo, jugar en el espacio público está restringido mediante protocolos de orden y vigilancia. Al darse cuenta del vacío existente, ciudades como Londres o Barcelona están modificando sus políticas administrativas, intentando usar el juego como catalizador de procesos de regeneración urbana.
Nuestra investigación sobre la jugabilidad en los espacios de juego se desarrolló desde cuatro perspectivas interrelacionadas. Inicialmente, entender el juego como un sistema emergente en la realidad de lo «no serio», donde el entorno debe ofrecer ciertos componentes que permitan la aparición de eventos lúdicos, libres y espontáneos. En segundo lugar, analizar las diferentes perspectivas de la jugabilidad para poder ofrecer un marco teórico propio con atributos necesarios para desarrollar espacios de juego híbridos.
Por otra parte, reforzar el carácter ambiental y natural de los espacios de juego para migrar de elementos plásticos a entornos más naturales, y así incitar a la exploración y al juego libre, aportando a la resiliencia urbana necesaria para afrontar los efectos del cambio climático. Por último, proponiendo una herramienta de diseño participativo para la creación y construcción de dispositivos lúdico ambientales, que denominamos Micropaisajes para el juego. / [CA] La zonificació funcionalista de la ciutat moderna va originar l'arquetip paisatgístic «playgrounds», confinant el joc urbà a un lloc i un temps específic. Durant dècades es van donar desenvolupaments plàstics d'alta qualitat lúdica, exemples a les propostes de Noguchi, Van Eyck o Sørensen. Nous estàndards de seguretat feren que a la dècada dels huitanta s'implementara un dispositiu paisatgístic caracteritzat per una imatge infantilitzada. La desactualització d'estos artefactes és més visible ara, en ser cuidadors de la jugabilitat que es troba al món digital on els avanços tecnològics fan dels videojocs una experiència completament immersiva.
La nostra crítica es fonamenta en la contradicció administrativa de voler gamificar les seues rutines i serveis, però, al mateix temps, jugar a l'espai públic està restringit mitjançant protocols d'ordre i vigilància. Donant-se compte del buit existent, ciutats com Londres o Barcelona es troben girant les seues polítiques administratives intentant fer servir el joc com a catalitzador de processos de regeneració urbana.
La nostra investigació sobre la jugabilitat als espais de joc es va desenvolupar des de quatre mirades que es troben interrelacionades. Inicialment, entendre el joc com un sistema emergent en la realitat de l'allò no seriós, per la qual cosa l'entorn ha d'oferir certs components que permeten emergir l'esdeveniment lúdic, lliure i espontani. En segon lloc, analitzar les diferents perspectives de la jugabilitat per poder oferir un marc teòric propi amb atributs necessaris per a desplegar espais de joc híbrids.
D'altra banda, reforçar el caràcter ambiental i natural dels espais de joc per migrar elements plàstics a entorns més naturals, i així incitar a l'exploració i al joc lliure, aportant a la resiliència urbana necessària per a afrontar els efectes del canvi climàtic. Per últim, proposem una eina de disseny participatiu per a la creació i construcció de dispositius lúdics ambientals. / [EN] The functionalist zoning of the modern city gave rise to the "playground" landscape archetype, confining urban play to a specific place and time. For decades, there were high-quality, artistic creations, such as the works of Noguchi, Van Eyck or Sørensen. New safety standards in the Eighties gave the playground an infantilized look and feel. The outdated look and feel of these artifacts are even more apparent today, as they lack the gameplay and playability found in the digital world, where technological advances have made videogames a completely immersive experience.
Our criticism is based on the administrative contradiction of wanting to gamify routines and services while being restricted to public play spaces by order and surveillance protocols. Realizing the existing void, cities like London or Barcelona are adapting their administrative policies to try to use play as a catalyst for urban regeneration processes.
Our research on playability in playing spaces was developed from four interrelated perspectives. Firstly, understanding the game as an emergent system in the reality of the non-serious, for which the environment must offer certain affordances that allow playful, free and spontaneous events to emerge. Secondly, we analyze the different perspectives of gameplay in order to offer our own theoretical framework with the necessary attributes to develop hybrid playing spaces.
Thirdly, we reinforce the environmental character of play by recommending a migration away from plastic elements to more natural environments. In this way, we encourage exploration and free play, whilst also contributing to urban resilience to counter the effects of climate change. Finally, we propose a participatory design tool for the creation and construction of natural playing spaces. / Gómez Chávez, AE. (2024). Micropaisajes para el juego. Modelos de la jugabilidad en el espacio público y su aplicación práctica en la ciudad de Valencia [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/214020
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