OPEN SOURCE IN URBAN PLANNING AND ARCHITECTURE: EXPERIENCES AND GUIDELINES FROM TRADITIONAL CULTURES, PARTICIPATORY PROCESSES AND COMPUTER SCIENCE

Author(s):  
Santiago M. Pardo-García

Open Source (OS) philosophy can cause important effects both in the design processes and in the professional role of designers. It started as a computer science phenomenon and has rapidly spread to other fields, such as architecture and urban planning. However, there are few studies reflecting about its impact, and there are not guidelines for managing its possible consequences. This article offers some insights considering three main sources: (1) current OS experiences in architecture and urban planning, (2) past traditional and participatory design strategies, and (3) works in computer science about OS. These three topics are conceptually linked using as an index some OS attributes expressed in the OS initiative definition. With that background, guidelines are finally proposed. The article demonstrates that current OS initiatives in architecture and urbanism have many similarities with past design processes and recent computer science experiences. Both subjects can be used as precedents in order to adequately incorporate and adapt OS thinking, a revolution that, depending on the managing skills, could improve the quality of the design and the designer's profession, or provoke a crisis in the current professional model.

2019 ◽  
Vol 5 (1) ◽  
Author(s):  
Hanny Maria Caesarina ◽  
Nahdi Saubari

Ruang terbuka hijau telah dikenal memiliki peranan yang penting dalam meningkatkan kualitas lingkungan perkotaan. Ruang terbuka hijau dalam perencanaan kota kerap dianggap sebagai elemen pendukung terwujudnya smart city. Penelitian ini bertujuan untuk menemukan seberapa jauh peran ruang terbuka hijau lewat penyediaan wifi corner dalam perencanaan kota menuju konsep smart city. Metode yang digunakan adalah deskriptif kualitatif berdasarkan observasi, survey lapangan dan serangkaian wawancara. Studi kasus yang diambil dalam penelitian ini adalah dua kota di Kalimantan Selatan, yaitu Banjarmasin dan Banjarbaru yang telah memiliki konsep smart city. Hasil penelitian menunjukkan bahwa ruang terbuka hijau dalam perencanaan kota memiliki potensi yang kuat sebagai elemen pembentuk smart city. Apabila ruang terbuka hijau suatu kota telah direncanakan dengan baik dari berbagai segi fasilitas dan terkoneksi dengan jaringan internet yang berkualitas, maka dengan sendirinya konsep smart city akan lebih mudah dicapai. Kata kunci: perencanaan kota, ruang terbuka hijau, smart city, wifi corner. Green space has an important role in enhancing environmental quality of a city. Green space often considered as a supporting element for the concept of smart city. This research intended to acknowledge the role of green space through the installation of wifi corner in urban planning towards smart city. The methods that has been used was descriptive qualitative through observation, field survey and interviews. The case study in this research were Banjarmasin and Banjarbaru which already has the smart city concepts. The result shows that green space in urban planning is a potential element towards smart city. A well good planned green space with all the facilities that connected to a good internet network in a city might help forming the concept of smart city. Keywords: green space, smart city, urban planning, wifi corner.


2011 ◽  
Vol 3 (3) ◽  
pp. 48-65 ◽  
Author(s):  
Claudia Ruiz ◽  
William N. Robinson

There is an ample debate over the quality of Free/Libre Open Source Software (FLOSS) with mixed research results. The authors show that a reason for these mixed results is that quality is being defined, measured, and evaluated differently. They report the most popular approaches including software structure measures, process measures, and maturity assessment models. The way researchers have built their samples has also contributed to the mixed results with different project properties being considered and ignored. Because FLOSS projects evolve with each release, their quality does too, and it must be measured using metrics that take into account their communities’ commitment to quality rather than just the structure of the resulting code. Challenges exist in defining what constitutes a defect or bug, and the role of modularity in affecting FLOSS quality. The authors suggest three considerations for future research on FLOSS quality models: (1) defect resolution rate, (2) kind of software product, and (3) modularity—both technical and organizational.


2016 ◽  
Vol 11 (1) ◽  
pp. 14-18 ◽  
Author(s):  
Teija Vainio

Abstract This study analyses motivations, results and technology of the participatory design approach. It is a review based on 32 papers, presenting recent studies on participatory design in architecture and urban planning during the time period from 2000 to 2014. As a result, the main motivations, outcomes and the role of technology are emphasised and discussed. Furthermore, recommendations for future research directions for participatory design research in the field of urban planning are also provided.


Sociologija ◽  
2018 ◽  
Vol 60 (1) ◽  
pp. 275-287 ◽  
Author(s):  
Ana Pajvancic-Cizelj ◽  
Marina Hjuson

This paper aims to answer two main questions: 1. what is the relation between urbanization, gender regimes and everyday lives of women at the European semiperiphery and 2. what is the role of urban planning in shaping gender relevant social changes? The authors present an historical overview of intersections between urbanization, planning and gender regimes, from socialist to present neoliberal conditions, the overview of gender aspects of everyday urban life and also engage with analysis of challenges of gender sensitive planning and development at the European semiperiphery. The analysis is mostly based on the case of Serbia and ex-Yugoslav region and has three main objectives: to define key challenges for engendering urban development and planning in the semiperiphery, to map out the ?knowledge gaps?, and to suggest guidelines for further research. In conclusion the authors state that urbanization at the semiperiphery on the one hand opens new opportunities for women, but also poses new challenges that make gender sensitive to urban planning very relevant for the quality of life of both genders. The ?gender and social double blindness? of urban planning and neoliberal urban development model at the European semiperiphery, are seen both as one of the key challenges to gender equality, as well as one of the consequences of their semiperipherial position.


Spatium ◽  
2013 ◽  
pp. 33-39 ◽  
Author(s):  
Natasa Danilovic-Hristic ◽  
Nebojsa Stefanovic

Public interest (citizens, investors, interest groups, NGOs, media and similar) in the urban planning process and proposed planning solutions, certainly is not negligible, however, according to the opinion of the professional public, it has often been wrongly directed and conducted. The legal basis, which in rudimentary outlines prescribes the procedure of the public insight/hearing, i.e. the presentation of the planning document, does not provide sufficient input, however, also does not prevent organization of more qualitative and productive communication with the interested individuals, not only at the very finalization of plan development, but also at the initial phases of the initiative for decision making or forming the conceptual solution. In order to better comprehend the real needs of the citizens, urban planners should much earlier than the public insight i.e. presentation of already formed solutions, get in touch with citizens, interview them, organize workshops, insights and meetings on specific topics, trying to explain the planning procedures, standards and norms, as well as to present all that which is required in order to raise the quality of life in the neighborhood and provide some level of public interest and good, and thus increase the value of real estate. On the other hand, the citizens knowing their living environment the best should participate more actively in its creation, by indicating to the problems and needs, reacting to certain topics and thus assisting the professionals in shaping and committing their planning solutions. To that respect this paper provides certain recommendations, based on international experience, by implementation of which the satisfactory level of democracy (more transparency, inclusivity and effectiveness) of the procedure should be provided in Serbia as well.


2021 ◽  
Author(s):  
◽  
Hamish Beattie

<p>People who are marginalised in slum-upgrading processes can benefit from participatory design strategies. When marginalised slum communities confront and explore conflicting perspectives, values, assumptions and goals through negotiation within participatory design processes, the ability to harness the collective intelligence of people to work towards collective action can be enhanced. However, a tension exists in the participatory design literature between those participatory processes that seek to facilitate social outcomes such as social capital building, and those that seek only to implement an urban development or upgrading project (slum upgrading) as the outcome. Exploring new methods of design participation that integrate both social outcomes and design processes can help alleviate this tension by recognising a diversity of stakeholder perspectives on urban-related issues and help them work towards implementing lasting communal change that explicitly takes into account cooperative development action.  The dissertation explores an innovative approach to participatory slum upgrading, which proposes bringing together speculative architecture, participatory design, and serious gaming approaches to help stakeholders to explore conflicting perspectives, assumptions and corresponding future visions surrounding architectural and urban issues. The research focusses on how these three areas can be brought together to help develop a new approach for designing participatory design tools for marginalised communities. The research explores how a “speculative, participatory, serious urban gaming” (SPS-UG) approach might be used to help marginalised communities consider past, future and present community experiences, reconcile dissimilar assumptions, and generate social outcomes and in-game design responses, while priming participants for further long-term, slum-upgrading design engagement processes. Empirical material for this research was gathered from a range of case study workshops prepared with three landfill-based communities and external partners throughout 2017, which utilised a new SPS-UG computer game I designed called Maslow’s Palace to evaluate the approach. The research shows that the SPS-UG approach was successful in guiding the design of a serious game to help reveal, develop and ground stakeholder knowledge, goals and values surrounding slum-upgrading issues. Through an exploration of social complexities involved in the participatory design process, participants were stimulated to share diverse opinions and aspirations and thus deepen their understanding of self, others, norms and institutions. The SPS-UG approach contributed to slum-upgrading outcomes for communities by aiding slum-upgrading ideation, framing the consideration of alternate views and possible futures, and scaffolding discussions about what the future might look like through visual representation of possible design alternatives. Finally, the research discusses key methodological insights, and the challenges faced when working with marginalised communities while pursuing social and slum-upgrading outcomes through a gaming approach. This is significant when considering how the approach might interface with other slum-upgrading processes outside of the scope of this research or function as a catalyst for the transformation of other physical urban environments and socio-cultural contexts.</p>


Author(s):  
Claudia Ruiz ◽  
William N. Robinson

There is an ample debate over the quality of Free/Libre Open Source Software (FLOSS) with mixed research results. The authors show that a reason for these mixed results is that quality is being defined, measured, and evaluated differently. They report the most popular approaches including software structure measures, process measures, and maturity assessment models. The way researchers have built their samples has also contributed to the mixed results with different project properties being considered and ignored. Because FLOSS projects evolve with each release, their quality does too, and it must be measured using metrics that take into account their communities’ commitment to quality rather than just the structure of the resulting code. Challenges exist in defining what constitutes a defect or bug, and the role of modularity in affecting FLOSS quality. The authors suggest three considerations for future research on FLOSS quality models: (1) defect resolution rate, (2) kind of software product, and (3) modularity—both technical and organizational.


Author(s):  
Satu MIETTINEN ◽  
Melanie SARANTOU

This paper explores the role of improvisation in design thinking for product design processes and design research methods. Improvisation is often at the core of practice-based and participatory design, permitting flexibility. The role of improvisation in the performing arts has received considerable academic attention, however its role in design processes has been neglected, because improvisation is often viewed as the second-best solution to design problems. This paper presents a framework for improvisation by surveying existing scholarship. Additionally, field study data collected between 2011 and 2016, primarily in Namibia and Australia, will be used to illustrate how improvisation is applied by practitioners during their art and design activities. The connective function of improvisation allows designers to negotiate, take risks, unmake and remake formations. This function enables the fluidity of design, to move from one moment in a process to the next, allowing designers to negotiate ways of work during uncertainty.


Sign in / Sign up

Export Citation Format

Share Document