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dc.contributor.advisorBerg, Arild
dc.contributor.authorSnuparkova, Anna
dc.date.accessioned2023-11-27T12:16:01Z
dc.date.available2023-11-27T12:16:01Z
dc.date.issued2023
dc.identifier.urihttps://hdl.handle.net/11250/3104784
dc.description.abstractThis Master's thesis explores how the implementation of the 'Context for Experience' methodology can have a positive impact on the numerous brownfield locations in Czechia. According to the Czech National Brownfield Database, there are approximately 4,500 mapped brownfield locations identified by the CzechInvest agency. However, the actual number of such abandoned sites is expected to be twice as large and continues to grow. This means that Czechia, already densely populated, has countless unused locations that hold significant potential for sustainable urban development through land recycling. While entities like CzechInvest are addressing the issue of brownfields in the Czech Republic, there are still areas that could benefit from the contribution of a product designer. The thesis outlines few and defines one as the main focus that is raising public awareness about brownfields to encourage stronger action from relevant authorities in dealing with nearby brownfield sites. To accomplish this goal, the Context of Experience methodology is synthesized with other 'design for experience' approaches, including gamification and branding. This leads to the development of a gamified service based on the existing product, Mapy.cz. The proposed service consists of interconnected games that facilitate knowledge transfer about brownfields. The scope of the thesis includes three examples of such games, collectively demonstrating how this designed service can be introduced. The first game, 'Catch the Brownfield,' serves as an introductory priming experience to the proposed solution while providing information to help users understand what constitutes a brownfield. The second game, 'One Man's Brownfield, Another Man's Treasure,' aims to familiarize users with the appearance of brownfields near their location. The third game features two levels, targeting different user groups within the Mapy.cz app. 'The Brownfield Quest' is designed for parents or caretakers and their children, providing a Transmedia Storytelling experience that incorporates various forms of interaction. The second user group for 'The Brownfield Quest' includes the rest of the Mapy.cz users, divided into categories based on their navigation preferences within the app. The overall goal of the third proposed game for both defined user groups is to send an email to a mayor about brownfields falling under the scope of his municipality. Based on user testing, it was determined that this proposed service has the potential to serve as a tool for disseminating knowledge about brownfields while encouraging users to contribute to their revitalization efforts. The evaluation also suggests that, with appropriate modifications, this service could provide valuable benefits to other countries dealing with brownfield challenges.en_US
dc.language.isoengen_US
dc.publisherOslomet - storbyuniversiteteten_US
dc.titleUsing Service Design to Bring Life to Abandoned Buildings and Brownfields in Liberec Regionen_US
dc.typeMaster thesisen_US
dc.description.versionpublishedVersionen_US


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