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A master's thesis from Aalborg University
Book cover


Sustainable gift-exchange

Author

Term

4. Term

Publication year

2022

Abstract

Denne afhandling undersøger, hvordan gaveforbrug kan gøres mere bæredygtigt ved at fokusere på selve praksissen for gaveudveksling — de vaner, normer og forventninger, der former, hvordan vi giver og modtager gaver. Det er et bæredygtigt designprojekt, der bruger samarbejdende (deltagende) design til at inddrage mennesker i at udvikle løsninger. Projektet bygger på Pedersens ramme Staging negotiation spaces, som handler om at skabe rammer, hvor folk trygt kan tale, reflektere og afprøve nye måder at gøre ting på, og på generativ designforskning (Sanders & Stappers), som bruger kreative øvelser til at fremkalde idéer og forestille sig alternativer. Derudover anvendes social praksisteori (Shove, Pantzar og Watson) til at forstå, hvordan materialer, betydninger og færdigheder opretholder vores nuværende gavevaner. Med udgangspunkt i denne ramme og et litteraturreview gennemførte afhandlingen 10 semistrukturerede interviews (styrede, åbne samtaler) og 5 generative designworkshops. I workshopperne blev fokus snævret ind til genbrugsgaver. Indsigter fra det empiriske arbejde blev omsat til et endeligt koncept: et brætspil for familier. Spillet igangsætter og understøtter samtaler om genbrugsgaver og introducerer strategier til at ændre praksissen for gaveudveksling. Målet er at få familier til at overveje genbrugsvalg og på sigt understøtte et mere bæredygtigt gaveforbrug.

This thesis explores how to make gift consumption more sustainable by focusing on the social practice of gift exchange — the habits, norms, and expectations that shape how we give and receive gifts. It is a sustainable design project that uses collaborative (participatory) design methods to involve people in creating solutions. The work draws on Pedersen’s Staging negotiation spaces framework, which creates settings where people can safely talk, reflect, and try out new ways of doing things, and on generative design research (Sanders & Stappers), which uses creative activities to elicit ideas and imagine alternatives. It also applies social practice theory (Shove, Pantzar, and Watson) to understand how materials, meanings, and skills sustain current gift-giving routines. Building on this framework and a literature review, the study included 10 semi-structured interviews (guided, open-ended conversations) and 5 generative design workshops. For the workshops, the focus was narrowed to second-hand gifts. Insights from this empirical work were translated into a final concept: a family board game. The game prompts and supports conversations about second-hand gifts and introduces strategies for changing gift-exchange practices. The aim is to encourage families to consider second-hand options and, over time, to support more sustainable gift consumption.

[This summary has been rewritten with the help of AI based on the project's original abstract]