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[[:Category:Fachmodul|Fachmodul]] <br/> | [[:Category:Fachmodul|Fachmodul]] <br/> | ||
'' | ''Don’t Shut Up, Don’t Sit Down; Agency, Gamification and Participation'''<br /> | ||
''Instructor:'' [[Pablo Silva Saray]]<br/> | ''Instructor:'' [[Pablo Silva Saray]]<br/> | ||
''Credits:'' 6 [[ECTS]], 2 [[SWS]]<br/> | ''Credits:'' 6 [[ECTS]], 2 [[SWS]]<br/> | ||
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''' | '''Don’t Shut Up, Don’t Sit Down; Agency, Gamification and Participation, is a Fachmodul focused on a multidisciplinary approach that includes and requires the participation of different professionals and students. For the winter semester 21-22, the course expects to have a collaborative session joint with the Architecture and Urban Transformations -NEWROPE- chair at ETH Zürich, another with the Chaal Chaal Agency at Ahmedabad, India, and a couple of guest lectures still to be arranged. '''<br/> | ||
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==DESCRIPTION== | ==DESCRIPTION== | ||
The | By implementing gamification strategies, it is possible to establish collaboration and research spaces that support and inform the spatial design and collective places. | ||
The deficiency and scarcity of spaces for collaboration and free exercise of collective rituals required by any community may be rooted in the negligence and incapacity of the administration entities in charge of its planning and supply. These circumstances lead many of these communities and their Actors to take responsibility for these spatial constructions, many in precarious conditions but not short of understanding or initiative. | |||
As | As External Actors of such groups, some planning practitioners can play a role in creating the institutional support needed for collective learning, spatial intervention, and design. However, those who wish to contribute to such collective projects must be aware of incoherent positions within the dynamics of the social groups that make up the collective. Thus, a distant and abstract understanding of the dilemmas and concerns of the communities does not contribute to the required project solutions. | ||
Therefore, establishing study parameters joined by the community infrastructural or collective projects of different scales must be a central objective for any External Actor. Such parameters must seek to include the representative groups that make up the community, but that inclusion cannot be only in name or through simple statistical methods; on the contrary, the parameters must nourish active and committed participation. | |||
To motivate such endeavor, it is possible to use game mechanisms and dynamics - even in contexts outside the game itself - seeking to transform the individual understanding of collective problems into empowerment resources. This principle for research allows us to use gamification methods in the study of the city. | |||
Finding the elements that foster collaboration and commitment amid seemingly alien activities makes it possible to make community participation a study exercise. Thus, through gamification strategies, it is possible to understand the constant dynamics of the community and abstract them into mechanisms that collectively raise questions about the faced challenges. These questions are structured together as a game. The participants can propose answers and alternatives in a comprehensive context while confronting and accepting parameters from other community agents. | |||
Gamification is not intended to lead participants to seemly childish fantasies; on the contrary, it seeks to commit the imagination with reality and nourish bottom-up participation projects. | |||
Furthermore, within this paradigm of emerging tools, citizens -as core participants and constructors of the city- are continuously evolving through these networks and in order to take active roles as open, resilient, and smart citizens (Barns 2020; Hemment and Townsend 2013). <br /> | |||
==GENERAL OBJECTIVE== | ==GENERAL OBJECTIVE== | ||
Establish collaboration methods in the project process in specific communities and their requirements for collective spaces, using gamification strategies as a study, mediation, and empowerment tool. | |||
Thus, the practical objective of the course is the instrumentalization of spatial interventions that formulate a design and gamification methodology capable of collecting the input that the Resilient-Smart Citizen shares with his/her active participation in the physical space. | |||
Furthermore, as the project intends to establish communication links with the formal urban planning processes, the physical means of designed interventions and the information collected may give rise to other interaction mechanisms and network proposals that have the street level | Furthermore, as the project intends to establish communication links with the formal urban planning processes, the physical means of designed interventions and the information collected may give rise to other interaction mechanisms and network proposals that have the street level citizens at the center of resilient, sustainable, ethical, and agency open Cities. | ||
Although the results | Although the project results should not be specifically built on site, it is expected that the tools obtained during the development of the course will allow students to propose spatial abstractions and artistic proposals that exist either in digital or analog media.<br /> | ||
==SPECIFIC OBJECTIVES== | ==SPECIFIC OBJECTIVES== |
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