743 resultados para Upstream participation
La participation en amont de grands projets d'aménagement : les effets sur le projet et ses acteurs.
Resumo:
Depuis plus de trente ans, nos pratiques démocratiques évoluent au rythme de liens grandissants entre les instances décisionnelles et la société civile. Les exemples de démarches participatives s’accumulent et leurs formes sont de plus en plus diverses. Au cours des dernières années, les démarches en amont sont de plus en plus présentes dans le paysage participatif et les organisations sont plus nombreuses que jamais à faire le pari de l’amont. C’est le cas d’Hydro-Québec avec ses les tables d’information et d’échange (TIE). Ces tables, existantes depuis la fin des années 1990 et dirigées par le maître d’ouvrage, regroupent plusieurs acteurs du milieu. Elles se tiennent dès le début du processus de planification. L’Office de consultation publique de Montréal (OCPM) a elle aussi faut le saut en amont en adaptant ses méthodes pour intervenir plus tôt dans le processus pour certains mandats. À travers deux études de cas, une portant sur les TIE du complexe hydroélectrique de la Romaine, et l’autre sur la consultation de l’OCPM sur la planification détaillée du secteur de Griffintown, ce mémoire explore les effets de la participation en amont sur les projets et sur ces acteurs.
Resumo:
Depuis plus de trente ans, nos pratiques démocratiques évoluent au rythme de liens grandissants entre les instances décisionnelles et la société civile. Les exemples de démarches participatives s’accumulent et leurs formes sont de plus en plus diverses. Au cours des dernières années, les démarches en amont sont de plus en plus présentes dans le paysage participatif et les organisations sont plus nombreuses que jamais à faire le pari de l’amont. C’est le cas d’Hydro-Québec avec ses les tables d’information et d’échange (TIE). Ces tables, existantes depuis la fin des années 1990 et dirigées par le maître d’ouvrage, regroupent plusieurs acteurs du milieu. Elles se tiennent dès le début du processus de planification. L’Office de consultation publique de Montréal (OCPM) a elle aussi faut le saut en amont en adaptant ses méthodes pour intervenir plus tôt dans le processus pour certains mandats. À travers deux études de cas, une portant sur les TIE du complexe hydroélectrique de la Romaine, et l’autre sur la consultation de l’OCPM sur la planification détaillée du secteur de Griffintown, ce mémoire explore les effets de la participation en amont sur les projets et sur ces acteurs.
Resumo:
‘Citizen participation’ includes various participatory techniques and is frequently viewed as an unproblematic and important social good when used as part of the regulation of the innovation and implementation of science and technology. This is perhaps especially evident in debates around ‘anticipatory governance’ or ‘upstream engagement’. Here, we interrogate this thesis using the example of the European Union’s regulation of emerging health technologies (such as nanotechnology). In this case, citizen participation in regulatory debate is concerned with innovative objects for medical application that are considered to be emergent or not yet concrete. Through synthesising insights from law, regulatory studies, critical theory, and science and technology studies (STS), we seek to cast new light on the promises, paradoxes and pitfalls of citizen participation as a tool or technology of regulation in itself. As such we aim to generate a new vantage point from which to view the values and sociotechnical imaginaries that are both ‘designed-in’ and ‘designed-out’ of citizen participation. In so doing, we show not only how publics (do not) regulate technologies, but also how citizens themselves are regulated through the techniques of participation. © The Author [2012].
Resumo:
Despite the growing popularity of participatory video as a tool for facilitating youth empowerment, the methodology and impacts of the practice are extremely understudied. This paper describes a study design created to examine youth media methodology and the ethical dilemmas that arose in its attempted implementation. Specifically, elements that added “rigor” to the study (i.e., randomization, pre- and post-measures, and an intensive interview) conflicted with the fundamental tenets of youth participation. The paper concludes with suggestions for studying participatory media methodologies that are more in line with an ethics of participation.
Resumo:
Community development is increasingly using participatory processes that aim to be inclusive and empowering. However, researchers have found that such processes can have contradictory effects. Australian research has highlighted the significant leadership of rural women in sustainable community and economic development and in the adoption of new communication technologies such as the Internet. A focus on gender in participatory development may therefore lead to more effective programs and policies. This chapter outlines an interdisciplinary feminist framework for critically evaluating the participation and empowerment of rural women. This framework was found effective in evaluating an Australian project that aimed to enhance rural women’s access to communication technologies and to empower its participants. Its multiple theoretical and methodological approaches are outlined. The framework advocates an analysis of diversity and difference and the macro and micro contexts. Some principles and strategies for rural women’s inclusion, participation, empowerment, and for participatory feminist evaluation are outlined.
Resumo:
Designers and artists have integrated recent advances in interactive, tangible and ubiquitous computing technologies to create new forms of interactive environments in the domains of work, recreation, culture and leisure. Many designs of technology systems begin with the workplace in mind, and with function, ease of use, and efficiency high on the list of priorities. [1] These priorities do not fit well with works designed for an interactive art environment, where the aims are many, and where the focus on utility and functionality is to support a playful, ambiguous or even experimental experience for the participants. To evaluate such works requires an integration of art-criticism techniques with more recent Human Computer Interaction (HCI) methods, and an understanding of the different nature of engagement in these environments. This paper begins a process of mapping a set of priorities for amplifying engagement in interactive art installations. I first define the concept of ludic engagement and its usefulness as a lens for both design and evaluation in these settings. I then detail two fieldwork evaluations I conducted within two exhibitions of interactive artworks, and discuss their outcomes and the future directions of this research.
Resumo:
This paper seeks to identify the approaches undertaken in implementing equal employment opportunity in the transport industry in Australia and the links between these approaches and indicators of increased participation of women. This male dominated industry employs limited numbers of women with fewer numbers of women in management. The study analyses data from a unique set of equal opportunity progress reports from all organisations in the transport industry that are required to provide public reports under Australian legislation. The findings indicate a correlation between some approaches to equal opportunity and increased numbers of women in some areas. The study is equally remarkable for what it does not find. Despite widespread equal opportunity implementation across a broad number of employment measures there are limited measures that predict increases in the numbers of women in management or in non-traditional roles. This study differs from others in that it identifies issues specific to one industry and links organisational approach to equal opportunity with the employment status of both women and men.
Resumo:
This paper documents the empowering process of a group of public housing residents through different design probing exercises. These exercises worked along with existing social processes without any involvement of designers. This paper shows how a design researcher devised a series of probing tools called "empowerment games" with a group of active users. These games are self-learning tools for making the abstract language of design legible to users. The main purpose of this intitiative was to change the preconception of govenmental bodies and professional designers of the passivity of the users with regard to their designed environment. This was the first case of the application of a participatory design process in Hong Kong subsidized housing. Design empathy is a central skill when working with users throughout the whole design research project.