• 제목/요약/키워드: Participatory Design Workshop

검색결과 17건 처리시간 0.028초

Effects of Participatory Design on the Development of Space Concept in Young Children

  • Kang, Tae-Sun;Cho, Sung-Min
    • International Journal of Advanced Culture Technology
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    • 제9권2호
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    • pp.64-71
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    • 2021
  • The purpose of this study is to analyze the impact of participatory design workshops conducted to design forest play spaces that reflect young children's needs and demands on the development of spatial concepts in young children. As a research method for this purpose, we used the participatory design workshop (6 times) and Landscape Montage Techniques (LMT). We conducted this study at the "Songsan-mulbit Forest Experience Center for children (FECC)" located in Gwangsan-gu, Gwangju Metropolitan City, from the second week of May to third week of June 2018 for preschoolers in K-kindergarten (six and seven-year-old integrated classes; 41 preschoolers in total). We conducted the LMT evaluation on the same preschoolers before and after the workshop, and the drawings of 39 preschoolers drawn for LMT evaluation before and after the workshop were subject to the final evaluation. As a result of the study, the cognitive levels for the spatial concept after the workshop are higher than those for the spatial concept before the workshop, especially showed the result of comparing the LMT values of 6 age and 7 age, there were significant differences on pre and post workshop in p<0.01.

컨셉도출 툴킷을 활용한 참여적 디자인 프로세스 - 백화점 유모차 및 대여 시스템의 디자인 사례연구 - (Participatory Design Process with Concept Generation Toolkits - A Case Study of Designing the Stroller and Its Renting System for Department Stores -)

  • 성기원;신현경;강학화;남택진
    • 디자인학연구
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    • 제16권1호
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    • pp.73-82
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    • 2003
  • 본 연구는 제품 개발 단계에서 참여적 디자인 프로세스의 타당성을 검증하고, 이 과정에서 사용자의 적극적인 참여를 유도하기 위해 개발된 컨셉도출 툴킷과 참여적 디자인 워크숍의 효용성에 대해 재고해보는 데 목적이 있다. 이를 위해 유모차 디자인 사례를 선택하여, 컨셉도출 툴킷 (접착포 모형 유모차, 대여 코너를 위한 블록 배치 놀이)을 개발하고 세 차례의 워크샵을 통해서 디자인 개발을 하였다. 사례 연구를 통해서 참여적 디자인은 사용자의 적극적인 참여를 통해 사용 환경에 대한 보다 나은 이해를 제공하고, 디자이너의 선입견을 배제할 수 있도록 도와주며 디자인 팀의 간과할 수 있는 문제를 파악하게 해줄 수 있다는 점을 발견하였다. 또한 참여적 디자인 방법은 디자인 문제에 적합한 툴킷의 개발과 기획에 바탕을 두어야 한다는 점과 사용자들이 제시한 컨셉을 종합ㆍ분석해서 디자인에 적용하는 방법에 대한 필요성을 파악할 수 있었다.

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학교건축 디자인 지표의 사용자 참여설계 적용에 관한 연구 (A Study on the Efficient Application of Design Indicators to User Participatory Design for School Facilities)

  • 조창희;오형석;이화룡
    • 교육시설 논문지
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    • 제20권3호
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    • pp.3-12
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    • 2013
  • The study explored empirically user participatory design methods for realizing user demand efficiently and evaluating alternatives systematically by using design indicators such as the design quality indicators system of the UK. In the empirical exploratory process utilizing design indicators, the study selected design indicators, and conducted a survey of design realization methods, evaluation methods, and user participatory design utilizing design indicators. Also, concerning the empirical exploratory process, it can be classified into a preliminary survey aimed at those majoring in architecture; a user group survey aimed at elementary school students, parents, and teachers; and a professional group survey aimed at professionals in architecture. In particular, the study carried out the survey for the empirical exploratory process of user participatory design by combining on-line and off-line methods.

사용자 참여설계를 통한 교실공간계획에 관한 연구 - 인천광역시 학교공간 혁신사업 사례를 중심으로 - (A Study on the Classroom Space Planning through User Participation Design - Focusing on the case of School Space Innovation Project in Incheon -)

  • 손석의;김승제
    • 교육시설 논문지
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    • 제28권4호
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    • pp.11-17
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    • 2021
  • This study is aimed at presenting an efficient management plan of user participatory design in a situation where the School Space Innovation Project is in progress. 2 schools that were the targets of the Incheon School Space Innovation Project in 2019 were selected for this, and features such as the physical environment of that classroom, classroom usage plan, and the stepwise outcome of the user participatory design workshop were contemplated. Especially the workshop outcome was compared and analyzed quantitatively, focusing on the actual master plan and zoning plan, in order to identify the feature that opinions of various users are reflected on the actual plan. As a result, the following conclusion could be reached. Firstly, it was confirmed that the expression about the user preferential space influences the classroom usage plan of that classroom. Vague expressions about the whole space held a large majority of the objects for the linguistic expression of the preferential space. The expression mode as limited as the expression of the actions that users want to carry out in the space. On the other hand, when the usage purpose of the classroom was definite, it was confirmed that the demand for furniture·facility is relatively high. Secondly, according to the analysis of zoning for each function, it seems that the stereotype, which is arranged on the basis of the chalkboard at the front of existing classrooms, was applied in the case of the learning zone. However, in cases of other functions, a tendency was identified that the user carries out an image description that reflects the physical features of the space. Sufficient preparation will need to precede for the efficient management of the user participatory design workshop and the acceptance of various opinions. It seems that especially the classroom usage plan, number of workshops, consultation of each step, and the education about the space expression mode affect the master plan.

학교건축 사용자 참여디자인의 효율적 운영 방법 연구 (A Study on the Efficient Operation Methodology of User Participatory Design for School Facilities)

  • 조창희;이화룡
    • 교육시설 논문지
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    • 제22권1호
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    • pp.3-12
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    • 2015
  • The user participatory design process collects users' opinions efficiently through a feedback process such as various user workshops and conferences. When users who actually participated in a design process use the facility in which they were a participant, their satisfaction with the design quality of the facility they use may be enhanced; therefore, user participatory design methods in school construction are deemed to enlarge consistently the interest in a school of students, parents, teachers, and local residents. This paper selected the most appropriate user participatory design methods through an analysis of actually applied cases, and applied them to the empirical exploration process. Also, problems incurred through the empirical exploration process were solved by various user participatory design methods based on actually experienced cases and the results of workshops performed. As such, this paper deduced problems by applying user participatory design methods in practice, and solved problems by executing the empirical exploration process again. Through this, the paper proposed a variety of user participatory design methods for improving school design and raising user satisfaction.

유아참여 워크숍을 통한 숲놀이 활동 및 공간 요소의 도출에 관한 연구 (A Study on the Deduction of the Forest Play Activity and Space through Preschooler Participatory Workshop)

  • 강태순
    • 한국조경학회지
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    • 제46권5호
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    • pp.69-81
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    • 2018
  • 최근 사용자의 필요와 요구가 반영된 조경공간계획을 위한 방법으로 사용자 참여 워크숍이 적용되고 있다. 또한, 빠른 속도로 증가하고 있는 유아숲체험원의 조성에 대한 질적 향상이 요구되고 있다. 따라서 본 연구의 목적은 유아숲체험원을 조성함에 있어 사용자의 기본적인 필요와 요구를 담은 계획요소(숲놀이 활동과 공간)를 유아참여 워크숍을 통해 도출하는 것에 있다. 이를 위해 유아발달상의 요구가 충족된 유아 참여디자인 주요 도구를 선정하고, 단계별 워크숍을 수행하였다. 첫 번째, 사전 워크숍단계에서 유아참여(K유치원 6, 7세 통합반 41명) 결과를 통해 계획요소의 표준유형을 도출하였다. 두 번째, 본 워크숍단계에서 대상지(송산물빛유아숲체험원)에 도입할 계획요소를 참여유아(사전워크숍 참여유아)들의 선택을 통해 도출하고, 그 과정과 결과를 분석하였다. 유아 참여과정에서 사용된 도구는 사전워크숍에서 '그림그리기', 본 워크숍에서 계획요소 표준유형 차트(숲놀이활동 픽토그램 차트, 숲놀이공간 실사이미지 차트)이다. 그 결과, 첫 번째 도출된 숲놀이 활동의 표준유형은 38개이다. 인지놀이 27개(기능 16, 구성 4, 상징 4, 규칙 있는 게임 3), 기타 놀이 9개(감각(탐색) 5, 기타 4), 사회놀이 2개(혼자, 집단) 유형으로 구성된다. 숲놀이 공간의 표준유형은 21개이다. 놀이시설 공간 8개(시설 5개, 자연 3개), 수공간 2개 외 5 공간 11개로 구성된다. 두 번째, 대상지에 적용한 결과, 대상지 내 도입할 숲놀이 활동은 전체적으로는 기능놀이가, 단위활동으로는 오르기와 물놀이가 가장 많이 선택되었다. 또한 유아발달놀이 측면에서는 기능, 구성, 상징, 규칙 있는 게임, 기타 놀이가 고르게 선택되었다. 대상지 내 도입할 숲놀이 공간의 경우, 유아의 성별 나이별 선택결과는 유아의 전체 선택 결과와 비슷한 경향을 보이나, 남아는 여아보다 신체, 모험 등의 기능놀이공간을, 여아는 남아보다 쉼터공간을 더 선호하는 것으로 분석되었다. 이 결과는 유아의 숲놀이 행태에 대하여 직접 관찰한 선행연구의 결과와 유사하였으며, 유아들이 대상지를 인지하고, 대상지 내에 도입할 계획요소를 선택한 것으로 분석된다. 따라서 본 연구에서의 참여디자인 워크숍 과정과 과정별 도구들은 연구의 목적에 맞게 구축 적용된 것으로 파악되며, 향후 유아숲체험원 조성계획 시 적용할 수 있는 사례로서 가치가 있다.

수서영구임대단지 주거환경개선 방안제시를 위한 주민참여워크숍 과정에 관한 연구 (Research on the Process of Residents-Participated Workshop to Present Schemes for the Environmental Improvement of Susojugong Rental Apartment)

  • 서귀숙
    • 한국주거학회논문집
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    • 제22권3호
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    • pp.47-57
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    • 2011
  • The purpose of this research consists in the process analysis and studying of the Residents-Participated Workshop which aims to improve the environment of common areas at the rental apartments, and also to present the spacial designs for the improved environment. The objects of this research are Susojugong Rental Apartments and total 3 Residents-Participated Workshops were held. The contents of the research are as follows; 1) Background and purposes of resident environmental improvement and associated group of people were examined. 2) Execution of Residents-Participated Workshop programs and the analysis of the process to present the plans of environmental improvement. The results of the research are; 1) representing variety of opinions and the increased sense of participation. 2) possibility of presenting designs initiated by residents through participatory design workshop. 3) improvement of relationships between managerial authorities, specialists and residents. 4) the place of interchange among residents. 5) necessity of assisting workshop tool, Resident-Participated Workshop programs and schedules. Environmentally improved designs which were presented at the workshop have been actually demonstrated at the Rental Apartments of this research. Follow up research on the process of construction, maintenance management of the construction after completion and the full contents should be studied further.

주민참여에 의한 마을마당설계 -서울 동작구 사당동 양지공원- (Community Participatory Neighborhood Park Design -In the Case of Yangi Park in Sadang-dong, Seoul-)

  • 김성균
    • 한국조경학회지
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    • 제29권3호
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    • pp.61-69
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    • 2001
  • This paper presents a case of community participatory neighborhood park design. The site, Yangji park, is located in Sandang-dong, Dongjak-gu, Seoul and the area is about 1,870m. Neighborhood park is defined as an outdoor space which is close to people´s home and is considered to be their own, because of the residents´ collective responsibility, family association, and frequent shared use. It is a place for pleasant rest area for community, sharing a sense of nature and retaining a sense of tradition and culture which is disappearing in a city. It is related to the daily life of the people near the site and becomes a place to let the community increase dialogue and understanding between people. On the other hand, participatory design is a design in which people participate in the design process. Thus people can understand the project well, present their opinions better, and reconcile conflicts between the different interests of people. This design applied a community participatory design method to design a neighborhood park. The major strategies for participatory design were ´workshop´, ´card game´, ´walking site´, ´interview´, and ´questionnaire´. Eight workshops were performed for the participation design. The major spaces and facilities elected by participants were the ´main entrance plaza´, ´entrance symbol space´, ´children´s ´playground´, ´multipurpose sport ground´, ´grass land´, ´foot-pressure area´, ´spaces symbolizing a rock mountain and an old well´, ´space for youth´, ´a pavilion´, etc. From this selection, design concept alternatives were generated by participants. The aster plan was developed from these design alternatives with the help of landscape architects. It was revised by ist visits and community discussions. People were also involved in the construction process and left their own works, such as hand prints, on the site. After construction, residents continued to maintain the park by themselves. As a result, It was found that participatory design was very effective for people´s satisfaction and sustainable park management. By involving people more in the process they developed a sense of community, a sense of ownership, and attachment to the place. In conclusion, it is suggested that we need to develop an effective people´s participation method to Korean society.

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마을 만들기에 있어 주민에 의해 표현되는 풍경 공유성 - 광주광역시 북구 사례를 중심으로 - (Common Characteristics of Landscape Cognition in Participatory Town Design Program - Focusing on the Case of Buk-gu District, Gwangju Metropolitan City -)

  • 김수란;조동범
    • 한국조경학회지
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    • 제34권2호
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    • pp.57-71
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    • 2006
  • The purpose of this study was to find common characteristics in everyday landscape cognition that the residents share and to restore the resulting characteristics through citizen-participatory town design. Through the residents participatory workshop supported by the Gwangju Buk-gu District Autonomy and Citizen Academy of Gwangju YMCA, 304 people from eight administrative districts participated in three programs. In each program, photographed landscape images representing everyday conditions of the townscape were presented in several ways: in program 1, the residents' mental map was studied; in program 2, landscape images of real places were matched to locations on a map; and in program 3, the landscapes were scored on a scale from 1 to 5 according to five descriptive categories. The elements that were recognized as common landscape features were public facilities, pedestrian spaces, school areas, and parks and natural green spaces. Additional results including recognition of the participants affection for the village and a common landscape image shared by the people, as inhabitants looked around at the space of their own lives. It seems possible that more creative townscapes can be created by residents through participatory programs.