Difference between revisions of "L'appar(ten)enza inganna"

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(Created page with "Category:Test {| |- | <h2>Author:</h2> | <h3>Höweler + yoon architecture</h3> |- | colspan="2" | <h4>Boston, usa, 2014 |- | colspan="2" |http://www.howeleryoon.com/work/4...")
 
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<h2>Author:</h2>
<h2>Author:</h2>
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<h3>Höweler + yoon architecture</h3>
<h3>Tamalacà srl + festival for accessible cities</h3>
|-
|-
| colspan="2" |
| colspan="2" |
<h4>Boston, usa, 2014
<h4>foligno, italy, 2018
|-
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| colspan="2" |http://www.howeleryoon.com/work/48/swing-time
| colspan="2" |https://tamalaca.com/progetti/lappartenenza-inganna/
|}
|}
{{GAME
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Swing Time is a temporary installation developed within the framework of the Massachusetts Convention Center Authority’s urban renewal initiative. The installation integrates energy generation and plays, demonstrating the relation between production and consumption.
L’appar(ten)enza inganna is a playful and recreational experimental path designed to promote participatory planning debate on the topic of urban accessibility and universal design.


The urban playscape is composed of 18 welded polypropylene swings, which hang under a customfabricated solar canopy. The swings are designed in three different sizes so that the community can engage and play with Swing Time as individuals or in groups.
The game aims at facilitating a discussion oriented to design feasible, low-cost and replicable solutions to address problems related to the removal of urban obstacles and architectural barriers. The activity is structured as a role-playing game based on use of cards and inspired by Tactical Urbanism approach.


Swing Time uses solar energy harvested from a series of photovoltaic cells that translate UV rays into electrical illumination.
Each participant is assigned a character-card to be played which describes the character's needs and in some cases provides a time constraint to consider for the proposals development. The characters to be interpreted refer to the stakeholders who usually work in our cities with different roles and rules in the design of public space (e.g. architects, municipality technicians, administrators, inhabitants, Superintendence for Architectural Heritage and Landscape, etc.).


Responsive in real-time to environmental conditions, the playscape’s illumination corresponds to a daily accumulation of solar power, translating UV rays into a visual register that indexes the abundance of solar energy. Photovoltaic cells integrated into the canopy capture and store solar energy during daylight hours. Through an automated system, the accumulated energy is distributed into LED lights located on the swings.
A set of tool-cards to be used for the development of the final solution is also assigned to every team. Each tool-card has a different cost and timing and in addition, some of them are given empty to invite participants identifying new possible unexplored tools. The game starts with the presentation of a typical and unsolved situation on the removing of architectural barriers due to the inability of the different parts involved to find a shared solution and with the assignment of a budget to each team.


Moreover, accelerometers installed within each swing directly respond to the acceleration forces and tilt exerted by users.
At this point participants can start the discussion trying to find the best compromise and taking into account everyone characters points of view. The objective is to identify a fast, low cost and creative shared solution able to solve immediately the problem addressed and to satisfy the needs of every character.


When the swings are not moving, they emit soft White light, thanks to the energy collected during the day.
The winner team is the one who finds a replicable and scalable solution that stays within the budget, meets the timing and satisfies the different parts in the most balanced way possible. L’appar(ten)enza inganna represents an innovative tool for supporting urban planning participatory process devoted to design more inclusive public spaces and cities through the promotion of constructive dialogue between different stakeholders normally involved in the design and planning of our cities.


As the swings increase in momentum from a static position, a microcontroller adjusts the LED output through a gradient scale from white blue to purple.
L’appar(ten)enza inganna has been inspired by a real experience that showed and put on evidence how is difficult finding a shared design solution when different stakeholders are involved and how these processes lead often to solutions not exhaustive with respect to the needs of everyone.


The responsive elements of Swing Time invite users to interact with the swings and with each other. The overall theme of Swing Time is to entice people of all ages to engage in active public play. Public play creates a community laboratory and raises awareness of energy consumption and production


<br />
[[File:P1 Main.jpg]]
[[File:P1 1.jpg]]


<br />
<br />

Revision as of 15:15, 27 October 2020

Author:

Tamalacà srl + festival for accessible cities

foligno, italy, 2018

https://tamalaca.com/progetti/lappartenenza-inganna/
GAME.png
Purpose
Purpose Activation.pngActivation
Purpose Interconnection.pngInterconnection
Purpose Collaberating.pngCollaborating
Purpose Raise awareness.pngRaise Awareness
Purpose Educate.pngEducate
Purpose Visualise needs.pngVisualize Needs
Purpose Simulate impact of decisions.pngSimulate Impact of Decisions
Purpose Decision making.pngDecision Making
Purpose Designing.pngDesigning
Co-Creation
Co-Creation Co-analysis.pngCo-Analysis
Co-Creation Co-design.pngCo-Design
Co-Creation Co-implementation.pngCo-Implementation
Co-Creation Co-maintenance.pngCo-Maintenance
Co-Creation Co-monitoring.pngCo-Monitoring
Empty.png
Empty.png Empty.png Empty.png
Outcome
Outcome Decision making.pngDecision Making
Outcome Knowledge.pngKnowledge
Outcome Assesment.pngAssessment
Outcome Design.pngDesign
Outcome Inclusion.pngInclusion
Outcome Awareness.pngAwareness
Outcome Partnership.pngPartnership
Empty.png Empty.png
PLAY.png
Mechanics
Mechanics Alternitive reality.pngAlternative Reality
Mechanics Role play.pngRole Play
Mechanics Rule based play.pngRule Based Play
Mechanics Location based.pngLocation Based
Mechanics Simulations.pngSimulations
Mechanics Mapping.pngMapping
Mechanics Geolocation.pngGeolocation
Mechanics Hypothesis.pngHypothesis
Mechanics Metagame.pngMetagame
Tech&Tools
Technology & Tools Analoge Tangibles.pngAnaloge Tangibles
Technology & Tools AR VR.pngAR / VR
Technology & Tools Audio Visual.pngAudio Visual
Technology & Tools Data AI.pngData AI
Technology & Tools Data Collection Visualization.pngData Collection/Visualization
Technology & Tools Digital Interface.pngDigital Interface
Technology & Tools Mobile.pngMobile
Empty.png Empty.png
Aesthetics
Aesthetics Sensation.pngSensation
Aesthetics Imagination.pngImagination
Aesthetics Assemblage.pngAssemblage
Aesthetics Pysical activity construction.pngPhysical Activity / Construction
Aesthetics Realism.pngRealism
Empty.png
Empty.png Empty.png Empty.png
SPACE.png
Scale
Scale Metropolitan.png Metropolitan
Scale City.png City
Scale District.png District
Scale Neighbourhood.png Neighbourhood
Scale Street.png Street
Scale Undefined.png Undefined
Empty.png Empty.png Empty.png
Audience
Audience Community.png Community
Audience Planning expert.png Planning Expert
Audience Stakeholders.png Audience Stakeholders
Audience Policy Makers.png Policy Makers
Empty.png Empty.png
Empty.png Empty.png Empty.png
Scope
Scope Individual.png Individual
Scope Small group.png Metropolitan
Scope Larger group.png Small Group
Scope Crowd.png Crowd
Scope Pre-defined.png Pre-Defined
Empty.png
Empty.png Empty.png Empty.png



L’appar(ten)enza inganna is a playful and recreational experimental path designed to promote participatory planning debate on the topic of urban accessibility and universal design.

The game aims at facilitating a discussion oriented to design feasible, low-cost and replicable solutions to address problems related to the removal of urban obstacles and architectural barriers. The activity is structured as a role-playing game based on use of cards and inspired by Tactical Urbanism approach.

Each participant is assigned a character-card to be played which describes the character's needs and in some cases provides a time constraint to consider for the proposals development. The characters to be interpreted refer to the stakeholders who usually work in our cities with different roles and rules in the design of public space (e.g. architects, municipality technicians, administrators, inhabitants, Superintendence for Architectural Heritage and Landscape, etc.).

A set of tool-cards to be used for the development of the final solution is also assigned to every team. Each tool-card has a different cost and timing and in addition, some of them are given empty to invite participants identifying new possible unexplored tools. The game starts with the presentation of a typical and unsolved situation on the removing of architectural barriers due to the inability of the different parts involved to find a shared solution and with the assignment of a budget to each team.

At this point participants can start the discussion trying to find the best compromise and taking into account everyone characters points of view. The objective is to identify a fast, low cost and creative shared solution able to solve immediately the problem addressed and to satisfy the needs of every character.

The winner team is the one who finds a replicable and scalable solution that stays within the budget, meets the timing and satisfies the different parts in the most balanced way possible. L’appar(ten)enza inganna represents an innovative tool for supporting urban planning participatory process devoted to design more inclusive public spaces and cities through the promotion of constructive dialogue between different stakeholders normally involved in the design and planning of our cities.

L’appar(ten)enza inganna has been inspired by a real experience that showed and put on evidence how is difficult finding a shared design solution when different stakeholders are involved and how these processes lead often to solutions not exhaustive with respect to the needs of everyone.