4 resultados para urban interaction design

em DRUM (Digital Repository at the University of Maryland)


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Alternate Reality Game (ARG) represent a new genre of transmedia practice where players hunt for scattered clues, make sense of disparate information, and solve puzzles to advance an ever-evolving storyline. Players participate in ARGs using multiple communications technologies, ranging from print materials to mobile devices. However, many interaction design challenges must be addressed to weave these everyday communication tools together into an immersive, participatory experience. Transmedia design is not an everyday process. Designers must create and connect story bits across multiple media (video, audio, text) and multiple platforms (phones, computers, physical spaces). Furthermore, they must engage with players of varying skill levels. Few studies to-date have explored the design process of ARGs in learning contexts. Fewer still have focused on challenges involved in designing for youth (13-17 years old). In this study, I explore the process of designing ARGs as vehicles for promoting information literacy and participatory culture for adolescents (13-17 years old). Two ARG design scenarios, distinguished by target learning environment (formal and informal context) and target audience (adolescents), comprise the two cases that I examine. Through my analysis of these two design cases, I articulate several unique challenges faced by designers who create interactive, transmedia stories for – and with – youth. Drawing from these design challenges, I derive a repertoire of design strategies that future designers and researchers may use to create and implement ARGs for teens in learning contexts. In particular, I propose a narrative design framework that allows for the categorization of ARGs as storytelling constructs that lie along a continuum of participation and interaction. The framework can serve as an analytic tool for researchers and a guide for designers. In addition, I establish a framework of social roles that designers may employ to craft transmedia narratives before live launch and to promote and scaffold player participation after play begins. Overall, the contributions of my study include theoretical insights that may advance our understanding of narrative design and analysis as well as more practical design implications for designers and practitioners seeking to incorporate transmedia features into learning experiences that target youth.

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This research-design thesis explores the implementation of Regenerative Stormwater Conveyance (RSC) as a retrofit of an existing impervious drainage system in a small catchment in the degraded Jones Falls watershed in Baltimore City. An introduction to RSC is provided, placing its development within a theoretical context of novel ecosystems, biomimicry and Nassauer and Opdam’s (2008) model of landscape innovation. The case site is in Baltimore’s Hampden neighborhood on City-owned land adjacent to rowhomes, open space and an access point to a popular wooded trail along a local stream. The design proposal employs RSC to retrofit an ill-performing stormwater system, simultaneously providing a range of ecological, social and economic services; water quantity, water quality and economic performance of the proposed RSC are quantified. While the proposed design is site-specific the model is adaptable for retrofitting other small-scale impervious drainage systems, providing a strategic tool in addressing Baltimore City’s stormwater challenges.

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This thesis proposes a master plan for Salisbury, MD that presents solutions to the challenges faced by small towns along tidal waterways. Salisbury’s challenges include flooding and sea level rise, poorly defined arteries framing downtown and disconnecting neighborhoods, and a lack of vibrant, mixed use development. These issues are common to small towns and present opportunities for transformative design.

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Scientific studies exploring the environmental and experiential elements that help boost human happiness have become a significant and expanding body of work. Some urban designers, architects and planners are looking to apply this knowledge through policy decisions and design, but there is a great deal of room for further study and exploration. This paper looks at definitions of happiness and happiness measurements used in research. The paper goes on to introduce six environmental factors identified in a literature review that have design implications relating to happiness: Nature, Light, Surprise, Access, Identity, and Sociality. Architectural precedents are examined and design strategies are proposed for each factor, which are then applied to a test case site and building in Baltimore, Maryland. It is anticipated that these factors and strategies will be useful to architects, urban designers and planners as they endeavor to design positive user experiences and set city shaping policy.