scholarly journals Spatialising Grief. A Landscape-based investigation of atmosphere and recovery

2021 ◽  
Author(s):  
◽  
Patrick Gregory

<p>I consider atmosphere as a spatial layer of a site and as such, a critical aspect of how urban landscapes are experienced. In this way atmosphere is understood as more than a feeling or sense of connection to a place, thus an intangible fixture that allows spaces to be both unique and general to a person at a given moment (Andersson 73 - 76) .Atmospheric space is thus nonphysical and engages a sensation of emotion and thought rather than the senses of sight, touch, and sound. I identify this layer of space lacks coherence within the urban fabric of cities which tend to focus on landscape as a focus of movement and functions. Spaces for reflection are most often formalised within the city, reflecting on a general scale rather than allowing for individual reflection. Memorials are designed to represent the grief of the city in regards to a specific event and work as a symbolic statement. In this way whilst memorials prompt a form of reflection on collective grief, they do not make a context for individuals personal connections to their own grieving process..This design considers how landscape architecture can design urban spaces that carry such influence. To approach this issue the project uses atmosphere, an ethereal layer of design, to create spaces that allow for positive reflection for those grieving by way of small triggers or ‘vignettes’. These subtle aspects of design prompt a walker experiencing grief to transcend the space, if only for a moment, and aid their recovery process. The project draws on both landscape design discourse and psychology. Research on grief clinically and emotionally has demonstrated a general process of one’s relationship to grief and its eventual transition from a hostile antagonist relation to a friendly companion (Vaughn 36 - 40). This recovery process, yielded in distinct shifts and changes,has formed the basis for the ‘vignettes’ in this design. These moments have informed the design and driven the composition of connection between space and griever. The project explores how atmosphere can be used in design (method) as a ‘connector’ between the user and site. Existing atmospherics of the site are identified and used as a foundation with subtle and minimally noticeable elements. This design approach allows for both a more general engagement for the everyday user whilst creating a canvas for the more reflective walker to interpret. This design research contributes to discourse that uses emotions to create subtle and light handed landscapes. It shows that when engaging with complex emotions, such as grief, joy, and fear, bold or literal gestures in the landscape are not always required.</p>

2021 ◽  
Author(s):  
◽  
Patrick Gregory

<p>I consider atmosphere as a spatial layer of a site and as such, a critical aspect of how urban landscapes are experienced. In this way atmosphere is understood as more than a feeling or sense of connection to a place, thus an intangible fixture that allows spaces to be both unique and general to a person at a given moment (Andersson 73 - 76) .Atmospheric space is thus nonphysical and engages a sensation of emotion and thought rather than the senses of sight, touch, and sound. I identify this layer of space lacks coherence within the urban fabric of cities which tend to focus on landscape as a focus of movement and functions. Spaces for reflection are most often formalised within the city, reflecting on a general scale rather than allowing for individual reflection. Memorials are designed to represent the grief of the city in regards to a specific event and work as a symbolic statement. In this way whilst memorials prompt a form of reflection on collective grief, they do not make a context for individuals personal connections to their own grieving process..This design considers how landscape architecture can design urban spaces that carry such influence. To approach this issue the project uses atmosphere, an ethereal layer of design, to create spaces that allow for positive reflection for those grieving by way of small triggers or ‘vignettes’. These subtle aspects of design prompt a walker experiencing grief to transcend the space, if only for a moment, and aid their recovery process. The project draws on both landscape design discourse and psychology. Research on grief clinically and emotionally has demonstrated a general process of one’s relationship to grief and its eventual transition from a hostile antagonist relation to a friendly companion (Vaughn 36 - 40). This recovery process, yielded in distinct shifts and changes,has formed the basis for the ‘vignettes’ in this design. These moments have informed the design and driven the composition of connection between space and griever. The project explores how atmosphere can be used in design (method) as a ‘connector’ between the user and site. Existing atmospherics of the site are identified and used as a foundation with subtle and minimally noticeable elements. This design approach allows for both a more general engagement for the everyday user whilst creating a canvas for the more reflective walker to interpret. This design research contributes to discourse that uses emotions to create subtle and light handed landscapes. It shows that when engaging with complex emotions, such as grief, joy, and fear, bold or literal gestures in the landscape are not always required.</p>


2021 ◽  
Vol 7 (01) ◽  
pp. 01-12
Author(s):  
Triyadi Guntur Wiratmo ◽  
Banung Grahita ◽  
Riama Maslan ◽  
Fadillah Fadillah ◽  
Dianing Ratri

AbstrakPemanfaatan maskot, yang juga disebut "Yuru-chara", untuk place branding. adalah hal yang biasa dilakukan di Jepang. Dalam beberapa kasus, seperti Kumamon yang digunakan sebagai maskot kota Kumamoto, terbukti sukses. Beberapa tahun terakhir kota-kota di Indonesia seperti Surabaya, Malang, dan Balikpapan telah mencoba menggunakan maskot dalam membentuk citra kotanya. Meski demikian, sebagian besar maskot tersebut tidak diterima dengan baik oleh masyarakat. Penelitian ini bertujuan untuk menemukan kerangka kerja praktis dalam merancang maskot yang efektif untuk city branding yang menarik bagi publik dan merepresentasikan kota dengan baik. Framework tersebut dibuat dengan mengadopsi pendekatan desain yang digunakan untuk mendesain Yuru-chara di Jepang dengan menggunakan Metodologi Penelitian Desain. Hasilnya, kerangka kerja desain yang terdiri dari empat tahap, yaitu 1) menentukan pesan, (2) membuat penamaan, (3) mendesain, (4) menciptakan dan memelihara visibilitas dapat dikembangkan. Berdasarkan evaluasi yang dilakukan oleh para desainer dan ahli, ditemukan bahwa framework tersebut dapat dimengerti dan berguna untuk menciptakan desain maskot yang menarik, tetapi memiliki kelemahan untuk memenuhi tujuan city branding. Sebagai rekomendasi, perlu ditambahkan tahapan penelitian yang mendalam sebagai proses pendefinisian pesan yang digunakan sebagai dasar ide desain. Kata Kunci: yuruchara, desain maskot, desain karakter, city branding, metode desain  AbstractThe utilization of a mascot called “Yuru-chara” for place branding is a common practice in Japan. In several cases, for instance, Kumamon, the mascot of Kumamoto city proven to be successful. In recent years, cities in Indonesia such as Surabaya, Malang, and Balikpapan have tried to use mascots in their city branding. Nevertheless, most of the mascots are not well-received by the public. This research intends to find a practical framework to design an effective mascot for city branding that is appealing to the public and properly represents the city. The framework is created by adopting the design approach that is used for designing Yuru-chara in Japan, using Design Research Methodology.  As a result, a design framework that consists of four phases, which are 1) specifying message, (2) creating naming, (3) designing, (4) creating and maintaining visibility to developed. Based on the evaluation performed by designers and experts, it is discovered that the framework is understandable and useful for creating appealing mascot design, but has a weakness to fulfill the city branding purpose. As a recommendation, an in-depth research phase needs to be added as a process for defining the message used for the basis of the design idea.  Keywords: yuru-chara, mascot design, character design, city branding, design method


2020 ◽  
Vol 13 (1) ◽  
pp. 16-23
Author(s):  
Agatha Maisie Tjandra ◽  
Lalitya Talitha Pinasthika ◽  
Rangga Winantyo

In the recent five years, City parks have been developing rapidly in urban cities in Indonesia. Built in 2007, Taman Gajah Tunggal is one of the city parks located in Tangerang. This park is situated at The Center of Tangerang City on the edge of Cisadane River. Like many public spaces in Indonesia, this park has littering issues by visitors’ lack of care. This re- search is offered to develop social marketing by using a digital game for gaining awareness of Taman Gajah Tunggal’s visitors age 17-30 years old about littering issues. This paper focused on developing the prototyping process in iteration design method by using a digital game to suggest possibilities design for future development interactive installation design in public space which can bring a new experience.


2020 ◽  
Author(s):  
Karen Davies ◽  
Bie Nio Ong ◽  
Sudeh Cheraghi-Sohi ◽  
Katherine Perryman ◽  
Caroline Sanders

BACKGROUND Background: There is a growing interest in using mobile applications in supporting health and wellbeing. Evidence directly from people with dementia regarding the acceptability, usability and usefulness of mobile apps is limited. It builds on ‘My Health Guide’ which was co-designed with people with cognitive disabilities. . OBJECTIVE Objective This paper describes the protocol of a study evaluating an app designed for supporting wellbeing with people living with dementia, specifically focusing on enhanced safety through improved communication METHODS Method: The study will employ design research, using participatory qualitative research methods over three cycles of evaluation with service users, their families and practitioners. The study will be developed in partnership with a specialist home care service in England. A purposive case selection will be used to ensure that the cases exemplify differences in experiences. The app will be evaluated in a ‘walkthrough’ workshop by people living with early stage dementia and then trialled at home by up to 12 families in a ‘try-out’ cycle. An amended version will be evaluated in a final ‘walkthrough’ workshop in cycle 3. Data will be collected from at least four data sources during the try-out phase and analysed thematically (people with dementia, carers, practitioners and app usage). An explanatory, multiple-case study design will be used to synthesise and present the evidence from the three cycles drawing on Normalisation Process Theory to support interpretation of the findings. RESULTS Results: The study is ready to be implemented but has been paused to protect vulnerable individuals during the Coronavirus in 2020. The findings will be particularly relevant for understanding how to support vulnerable people living in the community during social distancing and the period following the pandemic, as well as providing insight into the challenges of social isolation arising from living with dementia CONCLUSIONS Discussion: Evaluating a mobile application for enhancing communication, safety and wellbeing for people living with dementia contributes to key ambitions enshrined in policy and practice, championing the use of digital technology and supporting people with dementia to live safely in their own homes. The study uses a co-design method to enable the voice of users with dementia to highlight the benefits and challenges of technology and shape future development of apps that potentially enhances safety through improved communication.


Author(s):  
Fonna Forman ◽  
Teddy Cruz

Cities or municipalities are often the most immediate institutional facilitators of global justice. Thus, it is important for cosmopolitans and other theorists interested in global justice to consider the importance of the correspondence between global theories and local actions. In this chapter, the authors explore the role that municipalities can play in interpreting and executing principles of global justice. They offer a way of thinking about the cosmopolitan or global city not as a gentrified and commodified urban space, but as a site of local governance consistent with egalitarian cosmopolitan moral aims. They work to show some ways in which the city of Medellín, Colombia, has taken significant steps in that direction. The chapter focuses especially on how it did so and how it might serve as a model in some important ways for the transformation of other cities globally in a direction more consistent with egalitarian cosmopolitanism.


Author(s):  
Guangchao Zhang ◽  
Xinyue Kou

In recent years, with the rapid development of VR technology, its application range gradually involves the field of urban landscape design. VR technology can simulate complex environments, breaking through the limitations of traditional environmental design on large amounts of information processing and rendering of renderings. It can display complex and abstract urban environmental design through visualization. With the support of high-speed information transmission in the 5G era, VR technology can simulate the overall urban landscape design by generating VR panoramas, and it can also bring the experiencer into an immersive and interactive virtual reality world through VR video Experience. Based on this, this article uses the 5G virtual reality method in the new media urban landscape design to conduct research, aiming to provide an urban landscape design method with strong authenticity, good user experience and vividness. This paper studies the urban landscape design method in the new media environment; in addition, how to realize the VR panorama in the 5G environment, and also explores the image design of each node in the city in detail; and uses the park design in the city As an example, the realization process of the entire virtual reality is described in detail. The research in this article shows that the new media urban landscape design method based on 5G virtual reality, specifically to the design of urban roads, water divisions, street landscapes, and people’s living environment, makes the realization of smart cities possible.


1986 ◽  
Vol 15 (3) ◽  
pp. 273-292 ◽  
Author(s):  
N.J. Williams ◽  
J. Sewel ◽  
F. Twine

ABSTRACTIt has been argued that council house sales will contribute towards a more general process of residualization of public sector housing. Empirical evidence is presented in this context derived from surveys of purchasers and non-purchasers of council dwellings in the city of Aberdeen. This evidence confirms that purchasers and non-purchasers exhibit different socio-economic characteristics and after only four years of the Right to Buy legislation significant numbers of households in social classes I, II and III have left the public sector via the mechanism of sales. The small number of sales relative to the stock as a whole, however, has meant that the overall contribution of sales towards residualization has been small. This evidence from Aberdeen is compared to evidence from elsewhere and related to the varying pattern of sales across the country as a whole.


2011 ◽  
Vol 36 (2) ◽  
pp. 24-35
Author(s):  
Bob Brown

A new urban paradigm, the global city, emerged in the late 20th Century finding acceptance in discussions of urban development. Tied into a global network of exchange, it exists principally as a place of financial speculation and transaction. It is marked by a parallel economy of culture, which underpins a re-conceptualisation and spatial re-formation of the city. Despite its widespread currency, criticisms have challenged its economic sustainability. Further questions have contested its tendency to impose a singular, homogenized space prioritizing consumption while marginalising other concerns. Post-independence Riga's recent experience provides a platform from which to critique the global city paradigm, which the city embraced as it sought to embed itself in the West not only politically but culturally and economically as well. In opposition to this model's intrinsic singular emphasis and exclusionary tendencies, this text will explore the concept of palimpsest; this proposition understands the city as a multiplicity of layers, within which convergences and divergences offer a site from which to generate synergies. This will be framed in reference to recent discourse on the sustainable city and development practice. Recent design-led inquiry situated in the context of Riga will then provide a lens on palimpsest as an alternative form of praxis.


2021 ◽  
Vol 66 (1) ◽  
pp. 219-230
Author(s):  
Raluca-Daniela Duinea

"The City of Oslo in Jan Erik Vold’s Poems. The aim of this paper is to examine, from a cultural and social perspective, the Norwegian urban areas and everyday situations in Jan Erik Vold’s (b. 1939) poems. Our close-reading technique reveals important social aspects, different places and streets, located in the capital city of Norway, Oslo. These urban poems written by the contemporary Norwegian poet Jan Erik Vold contribute to the reconstruction of a new Norwegian cultural identity as it is reflected in a selection of poems taken from Mor Godhjertas glade versjon. Ja (Mother Goodhearted’s Happy Version. Yes, 1968), followed by the poet’s wanderings in the city of Oslo in En som het Abel Ek (One Named Abel Ek, 1988), and concluding with his bitter social criticism in Elg (Moose, 1989) and IKKE. Skillingstrykk fra nittitallet (Not: Broadsides from the Nineties, 1993). Vold’s urban poems emphasise the transition from nyenkle (new simple), friendly and descriptive poems which present closely the city of Oslo on foot, to short, political and social critical poems from the 90s. Thus, it is of great importance to traverse various urban ‘landscapes’ in different periods of time, beginning with the 1960s, followed by the 80s and the 90s. Keywords: Jan Erik Vold, urban poems, social criticism, Norwegian urban areas, the city of Oslo "


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