scholarly journals (a) Rangatahi Project: an exploration of architects and rangatahi collaborating in the design of spaces in order to activate youth agency

2021 ◽  
Author(s):  
Mitra Homolja

<p>Today’s rangatahi (youth) have exhibited a great capacity to address social and environmental issues and propose solutions toward the future of people and the environments we live in. Although society claims to value the wellbeing of rangatahi, there seems to be very marginal space for the voices of youth to be heard. The aim of this project is to explore design processes that redistribute power and agency between architects and rangatahi in a manner that is not extractive, but mutually beneficial. It asks how we can do this in a democratic way; moreover, it explores how to do it in the midst of unprecedented global challenges. With my co-researcher Ellie Tuckey, we concurrently explore our research agendas through our individual conceptual frameworks. My focus is on the agency of rangatahi in the design process and the evolving role that architects have to play in the awhi (care) of this agency. With an emphasis on decolonisation and agency, this thesis takes a methodology inspired by generative design research and cooperative inquiry. This is applied to collaboration with rangatahi at the front end of design processes, fostering collaborative processes that lead to collaborative outcomes. We have undertaken three real-life community ‘incubator’ projects, which explore how spatial understanding can occur earlier in the design process with the aid of immersive tools. Our approach began by first acknowledging rangatahi as experts in their own right, just as architects are experts in spatial design. This thesis explores how communication can be enriched, with a particular focus on collaboration and co-opting emerging design tools such as computer game simulations, virtual reality and video media. This multimedia body of work culminates in an individual thesis, with a collaborative contribution of A Mana ki te Mana Process - one way of engaging with rangatahi through a decolonised lens.</p>

2021 ◽  
Author(s):  
Mitra Homolja

<p>Today’s rangatahi (youth) have exhibited a great capacity to address social and environmental issues and propose solutions toward the future of people and the environments we live in. Although society claims to value the wellbeing of rangatahi, there seems to be very marginal space for the voices of youth to be heard. The aim of this project is to explore design processes that redistribute power and agency between architects and rangatahi in a manner that is not extractive, but mutually beneficial. It asks how we can do this in a democratic way; moreover, it explores how to do it in the midst of unprecedented global challenges. With my co-researcher Ellie Tuckey, we concurrently explore our research agendas through our individual conceptual frameworks. My focus is on the agency of rangatahi in the design process and the evolving role that architects have to play in the awhi (care) of this agency. With an emphasis on decolonisation and agency, this thesis takes a methodology inspired by generative design research and cooperative inquiry. This is applied to collaboration with rangatahi at the front end of design processes, fostering collaborative processes that lead to collaborative outcomes. We have undertaken three real-life community ‘incubator’ projects, which explore how spatial understanding can occur earlier in the design process with the aid of immersive tools. Our approach began by first acknowledging rangatahi as experts in their own right, just as architects are experts in spatial design. This thesis explores how communication can be enriched, with a particular focus on collaboration and co-opting emerging design tools such as computer game simulations, virtual reality and video media. This multimedia body of work culminates in an individual thesis, with a collaborative contribution of A Mana ki te Mana Process - one way of engaging with rangatahi through a decolonised lens.</p>


2016 ◽  
Vol 11 (1) ◽  
pp. 34
Author(s):  
Maral Babapour Chafi

Designers engage in various activities, dealing with different materials and media to externalise and represent their form ideas. This paper presents a review of design research literature regarding externalisation activities in design process: sketching, building physical models and digital modelling. The aim has been to review research on the roles of media and representations in design processes, and highlight knowledge gaps and questions for future research.


2012 ◽  
pp. 1613-1637
Author(s):  
William Stuart Miller ◽  
Joshua D. Summers

A new design process modeling approach focused on the information flow through design tools is discussed in this chapter. This approach is applied to three long term mechanical engineering design projects spanning 24 months, 12 months, and 4 months. These projects are used to explore the development of the new modeling approach. This is a first step in a broader effort in 1) modeling of design processes, 2) establishing case study research as a formal approach to design research, and 3) developing new design process tools. The ability of engineers to understand the dynamic nature of information throughout the design processes is critical to their ability to complete these tasks. Such understanding promotes learning and further exploration of the design process allowing the improvement of process models, the establishment of new research approaches, and the development of new tools. Thus, enhancing this understanding is the goal of this research effort.


2021 ◽  
Author(s):  
Ellie Tuckey

<p><b>In Aotearoa New Zealand our history of colonisation means that Western structures imbue all areas of our lives and the world in which we live is based upon Western ideologies. In its many states – buildings, space, process and theory – architecture holds an important role in society as a physical and abstract framework that structures the ways in which we live. Architects have the agency and power to represent identity in built form and this places responsibility on them to ensure that the values and worldviews of others are represented genuinely.</b></p> <p>This thesis explores how architects (particularly Pākehā) can enable Third Space in the design process. Third Space is the culmination of a theoretical framework that examines decolonisation, architecture and identity, and design process. It is a figurative environment in which contributors from different backgrounds can bring forth ideas, values and opinions to be meaningfully discussed and valued. A flexible strategy – informed by ‘a kind of Kaupapa Pākehā way’ and participatory action research methodologies – utilises immersive tools such as PC games, virtual and augmented realities to explore the catalysation of Third Space in three projects. The first two projects resulted in the development of two different PC games that aimed to aid the architect’s collaboration with Christchurch and Kiribati youth respectively. The lessons learnt from these two incubator projects were brought into the third project which explored decolonising education with Ngāti Toa rangatahi.</p> <p>This research found that for meaningful discussion and negotiation to occur in this conceptual Third Space, there needs to be a balance of power and agency between designers and community end-users. It found that high-quality relationships based on the concept of Third Space can be enabled through greater spatial understanding, something that can be supported by visuospatial languages such as computer games and immersive virtual and augmented reality experiences. This is represented in a collaboratively developed process with fellow student Mitra Homolja and called A Mana ki te Mana Process.</p>


2021 ◽  
Author(s):  
Ellie Tuckey

<p><b>In Aotearoa New Zealand our history of colonisation means that Western structures imbue all areas of our lives and the world in which we live is based upon Western ideologies. In its many states – buildings, space, process and theory – architecture holds an important role in society as a physical and abstract framework that structures the ways in which we live. Architects have the agency and power to represent identity in built form and this places responsibility on them to ensure that the values and worldviews of others are represented genuinely.</b></p> <p>This thesis explores how architects (particularly Pākehā) can enable Third Space in the design process. Third Space is the culmination of a theoretical framework that examines decolonisation, architecture and identity, and design process. It is a figurative environment in which contributors from different backgrounds can bring forth ideas, values and opinions to be meaningfully discussed and valued. A flexible strategy – informed by ‘a kind of Kaupapa Pākehā way’ and participatory action research methodologies – utilises immersive tools such as PC games, virtual and augmented realities to explore the catalysation of Third Space in three projects. The first two projects resulted in the development of two different PC games that aimed to aid the architect’s collaboration with Christchurch and Kiribati youth respectively. The lessons learnt from these two incubator projects were brought into the third project which explored decolonising education with Ngāti Toa rangatahi.</p> <p>This research found that for meaningful discussion and negotiation to occur in this conceptual Third Space, there needs to be a balance of power and agency between designers and community end-users. It found that high-quality relationships based on the concept of Third Space can be enabled through greater spatial understanding, something that can be supported by visuospatial languages such as computer games and immersive virtual and augmented reality experiences. This is represented in a collaboratively developed process with fellow student Mitra Homolja and called A Mana ki te Mana Process.</p>


2016 ◽  
Vol 11 ◽  
pp. 34-46
Author(s):  
Maral Babapour Chafi

Designers engage in various activities, dealing with different materials and media to externalise and represent their form ideas. This paper presents a review of design research literature regarding externalisation activities in design process: sketching, building physical models and digital modelling. The aim has been to review research on the roles of media and representations in design processes, and highlight knowledge gaps and questions for future research.


Author(s):  
Eliab Z. Opiyo

This paper presents a study conducted to investigate how structural design process performed by industrial design engineering trainees unfolds. The focus was specifically on structural design of industrial design engineering products, a class of consumer durables designed to endure short and long term regular usage by human beings. The study consisted of a questionnaire survey and interviews, as well as observation of structural design processes. One hundred and eighty two subjects participated in the questionnaire survey. The study gave us some clues on how structural design processes proceed in real life and on how a formal method for structural design may ideally be structured. Furthermore, the results of this study suggest that it is not always important to follow a strictly structured order in executing certain structural design activities. Specifically, sequential execution of the mid-way activities of materials selection, process selection and engineering analysis is somewhat impractical. A linear-cyclic structural design procedural process model is composed based on the findings of the investigation. However, since the study involved only a handful of selected structural design processes, we cannot draw out definitive conclusions regarding the applicability of the composed process model or suggest how strict the process steps must be adhered to. Further studies are needed to verify the validity of the findings of this investigation.


Author(s):  
William Stuart Miller ◽  
Joshua D. Summers

A new design process modeling approach focused on the information flow through design tools is discussed in this chapter. This approach is applied to three long term mechanical engineering design projects spanning 24 months, 12 months, and 4 months. These projects are used to explore the development of the new modeling approach. This is a first step in a broader effort in 1) modeling of design processes, 2) establishing case study research as a formal approach to design research, and 3) developing new design process tools. The ability of engineers to understand the dynamic nature of information throughout the design processes is critical to their ability to complete these tasks. Such understanding promotes learning and further exploration of the design process allowing the improvement of process models, the establishment of new research approaches, and the development of new tools. Thus, enhancing this understanding is the goal of this research effort.


Author(s):  
Camilo POTOCNJAK-OXMAN

Stir was a crowd-voted grants platform aimed at supporting creative youth in the early stages of an entrepreneurial journey. Developed through an in-depth, collaborative design process, between 2015 and 2018 it received close to two hundred projects and distributed over fifty grants to emerging creatives and became one of the most impactful programs aimed at increasing entrepreneurial activity in Canberra, Australia. The following case study will provide an overview of the methodology and process used by the design team in conceiving and developing this platform, highlighting how the community’s interests and competencies were embedded in the project itself. The case provides insights for people leading collaborative design processes, with specific emphasis on some of the characteristics on programs targeting creative youth


2021 ◽  
Vol 1 ◽  
pp. 2409-2418
Author(s):  
Summer D. Jung ◽  
Erika Perttunen ◽  
Senni Kirjavainen ◽  
Tua Björklund ◽  
Sohyeong Kim

AbstractAs design research expands its horizon, there has been a recent rise in studies on nontraditional designers. Previous studies have noted the positive effect of diversity in generating ideas. Among different sources of influence, peers outside the design team have been noted for their positive impact on the design process, yet the research on this topic is still in its early stages. Using qualitative data from 40 small and medium-sized enterprises (SMEs) in the American and Finnish food and beverage industries, the current study examines their interactions with other SMEs, shedding light on the influence of peers on creating new design solutions. The findings suggest that peer companies can act as a frequent and impactful source of inspiration for product design ideas. The most prevalent forms of interaction were co-creating products, sharing information, and sharing ingredients. Furthermore, the interactions were voluntary, organic, and improvisational in nature, and physical proximity or previous connections often initiated the interactions. Taken together, a great number of peer influences contributed towards creative new solutions.


Sign in / Sign up

Export Citation Format

Share Document