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En balansgång mellan gatans värden : En studie av de boendes perspektiv på Swedenborgsgatan som sommargågata / A Balancing Act Between a Street’s Values : A Study of the Residents’ Perspective on Swedenborgsgatan as a Shared SpaceForsberg, Matthias January 2021 (has links)
Den här studien undersöker det årligen återkommande gatuexperimentet kallat sommargågata som introducerades till utvalda Stockholmsgator sedan 2015. Det är en typ av delat utrymme enligt Stockholms stads ambition att öka tillgängligheten och framkomligheten för främst gång- och cykeltrafik, samt att skapa en urban plats med identitet och gemenskap via nya aktiviteter. Stockholms stad har gjort en enkät med verksamheter och boende på Swedenborgsgatan som indikerar vilka förändringar på gatan som uppskattas eller föraktas, men utan större insyn i detaljer kring varför de berörda aktörerna tycker så. Det här är ett kunskapsglapp vilket den här studien avser fylla genom resonemang med stöd ifrån litteratur kring tillgänglighet, framkomlighet och placemaking, vilka sammavägs på gågatan. Syftet är att undersöka uppskattade, illa omtyckta eller saknade kvalitéer från de som bor längs gatan genom intervjuer. Intervjufrågorna kretsar kring boendes upplevelser rörande ett socialt gaturum, gemenskap, säkerhet, framkomlighet, rörelsebehov, att bo nära en livlig gata samt boendes övergripande användning av sommargågatan. Studien finner att de flesta boende uppskattar initiativet sommargågatan, medan många fortfarande kommer med förbättringsförslag. Dessa inkluderar att reglera cykeltrafiken för att öka trafiksäkerheten för gående och cyklister, förbättrade offentliga utemöbler och gratisaktiviteter som passar både vuxna och barn samt att hålla sommargågatan till ett säsongsfenomen eftersom dess framgång länkas till det varma vädret. En minoritet av de intervjuade ogillar eller till och med avskyr sommargågatan och föredrar normalutförandet med biltrafik och bilparkering. Det beror på för många störningar från restaurang eller bar-relaterad vistelse, ofta sent på kvällen, eller p.g.a. för många hinder eller osäkerheter som trafikant. De flesta av dessa åsikter stämmer väl med enkätundersökningen genomförd av Stockholm stad på samma gata, medan en statistisk sammanställning av deltagarnas åsikter inte kan tillgodoräknas p.g.a. för få medverkande. Ett slutligt resonemang kring den obalans som tycks finnas på sommargågatan mellan framkomlighet, tillgänglighet och den urbana platskaraktären beror av flera olika målgruppers åtskilda behov vilket kan möjligen handla om en ovan användargrupp med avseende på avsaknad av regler, samt att användarna ställs inför nya krav på ansvar och interaktion sinsemellan. / This study examines Swedenborgsgatan as subject to an annual street experiment called Summer Pedestrian Street (Sommargågata) introduced to a handful of streets of Stockholm since 2015. It is a type of shared space part of the city’s plan to increase access and mobility for mainly walking and cycling, and to create an urban place with identity which engages the community in new activities. The city of Stockholm gathers resident opinions on Swedenborgsgatan through a survey which indicate what street design elements and activities people and businesses like and dislike, but which omit details on stakeholders’ opinions. This is a knowledge gap that this study seeks to fill with support from literature on placemaking, access and mobility, introduced in balance. The aim is to investigate qualities enjoyed, despised or missed by those whom live next to the street through interviews. Questions center around residents’ perceptions concerning sociability, safety, mobility, livability near a lively street and the overall usability of the temporary street conversion. The study finds that most residents partaking in the study appreciate the initiative of the Summer Pedestrian Street, while most still having suggestions for improvement. Such suggestions include regulating bicycle traffic more for increased pedestrian and bicycle safety, improved (free) outdoor seating to attract a wider group of people, street activities that both children and adults can simultaneously enjoy and keeping the street conversion a seasonal phenomenon due to heavy reliance on summer weather to succeed. A minority of those interviewed dislike or even despise the street conversion and prefer the regular street layout with car traffic and street parking. This is due to disturbances from restaurant and bar related sociability often late at night, or due to mobility obstacles or safety issues from traffic. Most of these opinions are consistent with the larger survey done on the same street by the city of Stockholm, while statistically quantifiable results cannot be verified due to a small number of participants. A final thought on why there seems to be an imbalance between mobility, accessibility and place (i.e., conflicts), depend on the many different user needs all in the same space and might be due to the street’s users not being used to shoulder this type of responsibility on their own, when it comes to interaction and responsibility with others using the street.
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Journey to Machu Picchu: Where History, Culture, and Imagination IntertwineEdwards, Sarah Grace 24 July 2023 (has links)
This thesis began as an exploration of how to create an immersive design through an immersive design experience. The project I used to study this inquiry was the design of a new country pavilion at Epcot in Walt Disney World based on Peru. This project revealed that in architecture, the design process is integral to the outcome; they are interwoven and cannot be separated. Weaving has emerged throughout every level of this investigation, from the intertwining of the overarching ideas to the physical and metaphysical weaving within the project. The method in which I worked became a weaving of the study of artifacts with the use of traditional architectural techniques and the exploration of emerging design technologies.
Traditional architectural design processes must be iterated on and adapted to better address more specialized sectors of the industry. For a themed entertainment project specifically, the design process must be catered to understanding and enhancing the user experience. I argue that a more immersive, multimedia design process is necessary to appropriately address these issues. / Master of Architecture / This thesis began as an exploration of how to create an immersive design through an immersive design experience. The project I used to study this inquiry was the design of a new country pavilion at Epcot in Walt Disney World based on Peru. This project revealed that in architecture, the design process is integral to the outcome; they are interwoven and cannot be separated. Weaving has emerged throughout every level of this investigation, from the intertwining of the overarching ideas to the physical and metaphysical weaving within the project. The method in which I worked became a weaving of the study of artifacts with the use of traditional architectural techniques and the exploration of emerging design technologies.
Traditional architectural design processes must be iterated on and adapted to better address more specialized sectors of the industry. For a themed entertainment project specifically, the design process must be catered to understanding and enhancing the user experience. I argue that a more immersive, multimedia design process is necessary to appropriately address these issues.
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VNĚJŠÍ OBYTNÝ PROSTOR – REVITALZACE VITROBLOKU / OUTSIDE LIVING ROOM - REVITALIZATION OF URBAN COURTYARDKoňaříková, Michala January 2015 (has links)
Main aim of the thesis is to create an outdoor living space inside of tradition housing blocks. Principles of placemaking were used during a design process. One of the main ideas is to return a water to the urban courtyard according to its history.
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Let Me Tell You About Homestuck: The Online Production of PlaceShort, Jennifer 01 January 2014 (has links)
This thesis investigates the potential for the online production of place, specifically as it applies to the host site for the Homestuck web comic, MS Paint Adventures, and its attendant fandom. The proliferation of digital environments such as video games, web sites, and chat rooms has led to numerous opportunities for the study of online spaces and the numerous practices that take place within them. The lack of physical location in online spaces can, however, make it difficult to conceptualize of a web site as real, a problem that has often led researchers to develop new theories of space that do not rely on material places. This thesis was inspired by questions about the potential for the production of online place, and how and to what extent this operation can be studied through the application of a theory of place. Applying Certeau's theory of place from The Practice of Everyday Life this thesis theorizes the operations through which Andrew Hussie created MS Paint Adventures as a habitable place. Hussie accomplishes this through the generation and maintenance of authority, the creation of stable and ordered elements, and the establishment of the "proper," the rules and reality that govern the site. In addition, I theorize about the space that MS Paint Adventures as a place attempts to create, a space where readers are encouraged and enabled to engage with the web comic Homestuck and with each other through meaningful online interaction, and about the ways in which the site can be, and is, inhabited. Ultimately, I explore the extent to which web sites, though lacking physical location, can be fairly and logically conceived of, and therefore examined as, habitable places.
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Sites of Encounter : Engagement Potentials and Considerations for Encompassing RespectAlmqvist, Andreas January 2019 (has links)
In this work, I address challenges of situated alienation from people and place. Using interaction design for placemaking, light is shed on a design space of social places with opportunities for planned and spontaneous activities to be done alone, with known people or with strangers. In research through design, four conceptual design instances were created, drawing from first-person and participatory perspectives, to unpack potentials for engagement and considerations for encompassing respect (meaning vigilant of neoliberal capitalist and masculine power relations). I contribute with sensitizing questions making interaction design aspects more accessible for designers entering this public design space. / Detta arbete fokuserar på utmaningar om platsbaserad främlingskap från människor och platsen ifråga. Interaktionsdesign används här för placemaking, där en designrymd för sociala platser med möjligheter för spontana och planerade aktiviteter att utföra ensam, med vänner eller med främlingar utforskas. Genom en research through design-metodik med förstapersons- och participatory-perspektiv skapades fyra designkoncept som användes för att tydliggöra potentialer för engagemang och omtanke för allomslutande respekt (vilket berör neoliberala kapitalist och maskulina maktrelationer). Jag bidrar med känsliggörande frågor som gör interaktionsdesignsaspekter mer tillgängliga för designers som ger sig i kast med denna publika designrymd.
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Diamond in the Rough: Telling the Story of Hough's League Park with Temporary Environmental Graphic DesignVokoun, Jennifer Ann 15 December 2011 (has links)
No description available.
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Can Place Be Created? Cultivating Sense of Place in New Developments Within Existing Urban ContextsSzymanski, Brian J. 06 August 2010 (has links)
No description available.
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Urban Places for YouthBowman, Shannon 24 October 2013 (has links)
No description available.
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Placemaking in Swedish rural areas : : The role of permaculture farmers in the rural dynamism.Seveon, Axel January 2024 (has links)
Recent event drew the attention of many on the food security and resilience issues. Climate change also questions our capacity to produce food and minimize our impact on soil, water, and biodiversity. The lack of dynamism of the rural areas and the crisis the conventional farmers are going through, forces us to look at other horizons. Permaculture farming, a concept created in the 70’s during the oil crisis, already questioned the conventional farming model and its long-term sustainability, almost ten years before the Brundtland report. Now the permaculture principles have spread in various parts of the world, permaculture farms can be found in many countries, with different climates and different practices. But what about Sweden? In this study we looked at the permaculture farming in the Swedish context. We will try to uncover the processes and realities behind it, we tried to look at the establishment process in the first time, then we focus on the personal motives behind this establishment. In a third question we questioned how they create local or global interactions through their farm and finally we interrogated how this contribute to the placemaking of the communities they are implanted in. To answers those questions, we used the theories of placemaking, neo-endogenous rural development and sustainable livelihoods. We proceeded to four interviews with permaculture practitioners, all located in Sweden. The data we gathered and analyzed through a thematic analysis showed that the farmers engaged in a variety of interactions with their community and even beyond. The results underline the significant role of these farmers in creating dynamism in their rural community and being active actors of the placemaking of their communities. Moreover, the study depicts the potential and the current limitations that farmers are facing. The study shows that permaculture farmers can be important actors of local dynamism if they are supported by their community and institutional structures. In other word they can create the rural development everybody is looking for.
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Osynliga platser : Augmented Reality och graffiti ur ett place-making perspektivWanaraja, Kanchana January 2023 (has links)
Teknisk utveckling ger oss nya sätt att skapa möjligheter att uppleva staden på fler sätt. Graffiti och street art är omdiskuterade ämnen i relation till stadsbyggnad och urbana rum, hur kan de bidra till stadsrummet på nya sätt genom att använda dessa nya tekniker och hur skulle det kunna se ut. Denna uppsats tar upp frågan om graffitis platsskapande egenskaper i en virtuell mijö.Genom litteraturstudier och praktikbaserad forskning samlar den information och forskning för att skapa en diskussion kring detta. Resultatet tyder på att det fortfarande är en relativt kompliceradprocess och därför inte tillgänglig för alla att skapa samt att de platsskapande egenskapergraffitimålande har inte går att jämföra med att konstruera AR. Som upplevelse är dock AR jämförbart med en graffitimålning, och har kanske än mer möjlighet för platsskapande.
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