Not Signed-In
Which clippings match 'Community-generated Content' keyword pg.1 of 1
07 JULY 2014

Hollow: An Interactive Documentary

"Hollow is a web–based documentary and participatory project that examines the future of rural America through the residents of West Virginia's McDowell County. ... the project is also primer for how to make the most of the college experience – Director Elaine McMillion leveraged resources at Emerson College, where she was earning an MFA, to produce Hollow."

(Shannon Carroll, 6 September 2013, PBS)

1
2

TAGS

2013American life • Appalachian • community participatory projectcommunity-generated content • decline • digital storiesdigital storytellingdocumentarydocumentary truth • Elaine McMillion • Emerson College • gradual decline • history • Hollow (2013) • hybrid experiencehypermediainteractive digital narrativesinteractive documentaryinteractive information visualisationinteractive multimediainteractive storytellinglayers of data • McDowell County • MFAOp-Docs • participatory project • personal significance • personal stories • rural America • rural lifescrolling experienceshort documentarysmall town Americasocial historytheir storiestimelinetruth and realityvideo portraitweb-based documentary

CONTRIBUTOR

Simon Perkins
06 DECEMBER 2011

Design for enabling sustainable livelihoods in communities

"This paper focuses on how designers can contribute to enabling sustainable livelihoods in communities, especially communities of people with physical disabilities. This is a new area of design research and practice. The paper draws on a case study of the role and contribution of designers in one of the most disadvantaged communities in a semi–urban area of Thailand between 2007 and 2010. This was a collaborative project with nineteen community members with physical impairment in the Samutprakran province. This community had a long history of developing crafts for income generation. The aim was to explore and test new approaches that would result in a model leading to alternative livelihoods, including transforming their capabilities and using available resources in their community to achieve positive outcomes. Participatory Action Research (PAR), Human–Centered Design (HCD) and Sustainable Livelihoods Approach (SLA) were employed as research strategies and approaches. The project was structured around three workshops targeting three successive stages: 1) recruiting participants for a case study and facilitating the gathering of their own data and doing the necessary analysis; 2) enabling them to create and make their own choices to improve their situation; and 3) monitoring and evaluating the effectiveness of the implementation. There were four key findings. Firstly, the community participants stated that they had achieved the livelihood goals that they desired. They also devised a complementary income–generating activity which enabled them to continue to improve their capabilities, earn income and reinforce their value in their community, and to reduce their vulnerability. From the researcher's perspective, PAR integrated with HCD and combined with SLA were shown to be effective strategies and approaches because they facilitate the transfer of knowledge to the participants, giving them both incentive and ownership in their ideas and actions, enabling them to create and pursue their own solutions. Finally, this study demonstrated the benefits of reorientation of the designer's role from that of a solution provider to that of an agent of sustainable change."

(Siriporn Peters, 4 May 2011)

2). Siriporn Peters (2011). "Design for enabling sustainable livelihoods in communities", Iridescent: Icograda Journal of Design Research ISSN 1923–5003.

1

TAGS

academic journal • alternative livelihoods • capabilities • case studycommunity • community participants • community-generated content • complementary income-generating activity • craftdata gatheringdesign research • design research and practice • disabilitydisadvantaged communitiesHCDhuman-centred design • income generation • livelihood • livelihood goals • ownershipPARParticipatory Action Research • people with physical disabilities • physical disabilities • physical impairmentresearch and practiceresearch approachesresearch strategies • semi-urban • SLA • sustainability • sustainable change • sustainable livelihoods • sustainable livelihoods approach • Thailandtransfer of knowledgetransformationvulnerabilityworkshops

CONTRIBUTOR

Simon Perkins
11 MAY 2006

Face Your World: Neighbourhood Kids Photograph Their World

"[Face your World was] especially developed for kids from 6 to 12 years old, in 3 neighborhoods in Columbus, Ohio. It contains 4 different aspects: a multi user computer game with which the kids can recreate their own surroundings, a bus with 6 work spaces for the children, 3 bus stops on which the children's creations are exposed, and a web site showing the worlds and with more information on the project.

With digital photo cameras, the kids take pictures of their own neighborhoods. These photos are uploaded to the "face your world" system on the bus. After logging in, the kids can recreate their environment in a 3D space, using their own pictures as well as those that are already in the database.

The interactor consists of the 3D navigation mode and the 2D edit mode. In the navigation mode the user can place new objects in the 3D world by choosing a flat object or a box, and a texture from the database (a building or a car for example) to 'stick on' the object. The objects can be moved, rotated, lifted, scaled, deformed and deleted. It is also possible to modify an object in the 2D edit mode. On this 2D drawing board the kids can cut, draw, paint, type, mirror and erase.
While navigating and building their world, the children can take screen shots, which will be displayed on the bus stops and web site.

In the 3D world, the users are represented by avatars. This way, the kids can see each other navigate through the world. The world is one shared place in which every child also has its own exclusive area, where no one else is allowed to build, unless they ask for permission. The kids can then negotiate in a chat environment. This chat space can also be used to just send each other messages, making communication and cooperation a vital part of constructing a world."
(V2_Lab, 16.07.2002, center for art and media technology in Rotterdam)

1

TAGS

applied researchbus • center for art and media technology • childrencommunitycommunity participatory projectcommunity-generated contentdigital storiesexperimentation • Face your World • interdisciplinary • Jeanne van Heeswijk • kids • Marco Christis • neighbourhoodNetherlandsOhioparticipationphotograph • recreate • research centreresearch instituteRotterdamtheory buildingUSA
Sign-In

Sign-In to Folksonomy

Can't access your account?

New to Folksonomy?

Sign-Up or learn more.