PartiCitizzen -A digital platform for citizen-driven urban developmen
Translated title
PartiCitizzen -A digital platform for citizen-driven urban development
Authors
Pedersen, Benny Møller ; Khadka, Mahendra
Term
4. term
Publication year
2016
Submitted on
2016-05-31
Pages
107
Abstract
Cities at Play samarbejder med folkeskoleelever i Sydkøbenhavn for at lære dem om strukturelle forhold, der påvirker deres trivsel. Projektet er planlagt i tre forløb, og antallet af deltagere vokser fra forløb til forløb. Formålet med dette speciale var at udvikle en digital platform, som kan støtte Cities at Play og deltagerne i det tredje og sidste planlagte forløb og potentielt også fremover. I de to første forløb fandtes der ikke et fælles, centralt lager for materialet; derfor gik noget tabt eller blev spredt, og det var svært at bygge videre på viden. Da projektet skulle udvides til et nyt netværk af skoler, blev behovet for et samlet digitalt sted for viden, fællesskab og læring tydeligt. Specialets problemformulering var derfor: Hvordan kan deltagernes indsigter og visioner guide designet af en digital platform, der understøtter læring og fællesskab i Cities at Play? Vi anvendte en brugerinvolverende designramme (participatory design), der gav deltagerne mulighed for i fællesskab at udvikle forslag og løsninger. Til at planlægge og gennemføre processen brugte vi User Innovation Management (UIM), som giver konkrete værktøjer og teknikker. Deltagernes udsagn blev analyseret med Grounded Theory, hvor temaer udledes systematisk af data. Analysen identificerede fire centrale temaer, som strukturerede forskningen og udviklingen af platformens funktioner: Område, Læring, Sprog og Den virkelige verden. På baggrund af disse temaer og workshopbidragene blev der designet 16 centrale funktioner. Et eksempel er et kort, der kan markere fællesskaber, lokalisere instruktionsvideoer og vise positive sociale indikatorer. Processen viste, at den valgte ramme muliggjorde reel brugerinddragelse og forankrede designet i deltagernes udsagn og visioner. Specialet præsenterer de 16 funktioner samt UML-diagrammer (Unified Modeling Language), der visualiserer designet.
Cities at Play works with public school students in southern Copenhagen to explore the structural factors that shape their well-being. The project runs in three iterations, with more participants joining each time. The aim of this thesis was to develop a digital platform to support Cities at Play and its participants during the third and final planned iteration, and potentially beyond. In the first two iterations there was no central place to store materials; as a result, work was lost or scattered, making it hard to build on previous knowledge. As the project expanded to a new network of schools, the need for a shared digital space for knowledge, community, and learning became clear. The core question was: How can participants’ insights and visions guide the design of a digital platform that supports learning and community in Cities at Play? We used a participatory design framework that enabled participants to co-create ideas and solutions. To plan and run this process, we applied User Innovation Management (UIM), which offers concrete tools and techniques. Participants’ input was analyzed using grounded theory, a method that systematically derives themes from data. The analysis identified four central themes that structured the research and informed feature development: Area, Learning, Language, and Real world. Based on these themes and workshop contributions, 16 core features were designed. One example is a map that can plot communities, locate instructional videos, and display positive social indicators. The process showed that the chosen framework enabled genuine participation and anchored the platform’s design in participants’ statements and visions. The thesis presents the 16 features and Unified Modeling Language (UML) diagrams that visualize the design.
[This abstract was generated with the help of AI]
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