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dc.contributor.advisorGulden, Tore
dc.contributor.advisorPavel, Nenad
dc.contributor.advisorBendtzen, Steen Ory
dc.contributor.authorSkirstad, Ingunn
dc.contributor.authorMarsteen, Nora Margrete
dc.date.accessioned2021-08-16T12:37:40Z
dc.date.available2021-08-16T12:37:40Z
dc.date.issued2021
dc.identifier.urihttps://hdl.handle.net/11250/2768049
dc.description.abstractSpending time outdoors and in nature is known to be beneficial for your mental health and physical wellbeing. Regardless, people’s perception of what being outdoors might involve, and their knowledge about nature, varies individually and culturally. These differences become increasingly visible in multicultural communities, such as at Romsås. Yet, the knowledge about why and how one can stimulate more activity in the local outdoors environment is low. This thesis, therefore, studies how we can design for experiences, behavior change, and activity in the outdoor areas at Romsås to increase the wellbeing of the residents. Furthermore, this study focuses on engaging children and their guardians to use the outdoors through storytelling. Ethnographic research was conducted to obtain findings from the community and culture at Romsås. In-depth interviews, cultural probing, active and passive observations, and an analysis of a local Facebook-group’s content were conducted and deliberated on in relation to existing theoretical data. In some cultures, the woods are considered a place connected with fear and many do not have “the right to roam”, allemannsretten, as Norway has. Without previous experiences with the woodlands, people do not know where to go, what to do or how to dress properly. Not knowing leads people to not participate, meaning there is a need for guidance and an easily accessible information channel. The research indicates that the pedagogic approach of using storytelling and drawing to collect data from preschoolers might give valid results. It impacts children’s imagination, however, findings suggest that kids need the physical space that is researched upon. Children can easily contribute to stories as long as the conditions are correctly facilitated. This includes being present in the familiar environment, stating a short, clear, and simple task in addition to having a facilitator that listens while the kids perform and explain their assignment. Bluppi Reiser is a design proposal that utilizes transmedia storytelling to inform and engage with children and their guardians in the local outdoor environment through play. The concept spreads across pedagogic books, a game app, and a web page, where it blurs the line between the real world and imagination. Enticing consumers to move around and discover new areas in the outdoors. Footprints extracted from the story mark pathways to local meeting places and hiking destinations. Children and adults help the alien Bluppi understand us through the facilitation of imagination, thus the participants can add and create more content to bring their personalized Bluppi to life. As Bluppi is an abstract figure, it is a starting point that has the potential to introduce new topics in relation to events such as the litter picking day “rusken”, discussion of hard feelings or cultural differences. Considering Bluppi being an alien, the character is by fault a vulnerable outsider playing on people's empathy to create engagement. The concept is dependent on the municipality taking responsibility for IT and management of the service. Further work should involve visualization of content and user testing to quality check the analysis done through this thesis.en_US
dc.language.isoengen_US
dc.publisherOsloMet - storbyuniversiteteten_US
dc.relation.ispartofseriesMAPD;2021
dc.subjectTransmedia storytellingen_US
dc.subjectService designen_US
dc.subjectExperience designen_US
dc.subjectRomsåsen_US
dc.subjectEngagementen_US
dc.subjectOutdoorsen_US
dc.titleExperiences with nature: An exploration of storytelling’s impact on children and their guardiansen_US
dc.typeMaster thesisen_US
dc.description.versionpublishedVersionen_US
dc.subject.nsiVDP::Teknologi: 500::Industri- og produktdesign: 640en_US


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