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dc.contributor.advisorV. Michael Bove.en_US
dc.contributor.authorNavarro, Edwina Portocarreroen_US
dc.contributor.otherProgram in Media Arts and Sciences (Massachusetts Institute of Technology)en_US
dc.date.accessioned2018-05-23T16:32:30Z
dc.date.available2018-05-23T16:32:30Z
dc.date.copyright2018en_US
dc.date.issued2018en_US
dc.identifier.urihttp://hdl.handle.net/1721.1/115736
dc.descriptionThesis: Ph. D., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2018.en_US
dc.descriptionCataloged from PDF version of thesis.en_US
dc.descriptionIncludes bibliographical references (pages 215-219).en_US
dc.description.abstractIn recent years the world became mostly urban, communication untethered and objects surpassed humans connected to the Internet. We are being shaped by the intersection of urbanization and ubiquitous computing. "Smart Cities" offer an efficiency-driven solution by "programming" the city, but this centralized approach forgets that it is the people that make the city and that playing is central to being human. Digital or physical, play is an act of creation and appropriation, a respite in a world geared towards consumption, efficiency and technological determinism. Simultaneously, playgrounds are suffering abandonment. Poorly designed, they are deemed childish and boring, the streets insecure and parents too busy. Portable computing devices have taken over most of the playtime and confined it to human-screen interaction. With less time spent outdoors, social networks and video games have become important hubs where we converge to play-mediated, across distance, with people we might never meet. This dissertation proposes that the advantages of connected play need not be exclusive to the indoors, and that playgrounds today need no real estate. Additionally, it hypothesizes that connected play in the public space enhances the social integration function that playgrounds as architectural constructs have previously served. Drawing from research in play, cognitive development, ubiquitous computing, architecture, telepresence and urban planning, this dissertation posits the redesign of playgrounds into Networked Playscapes. Grounded in the public space, they take existing urban affordances and add largely invisible technological underpinnings so as to support connected play. Deployed in Mexico City, Networked Playscapes is illustrated through three experiments: Triciclo, Andamio and ListenTree. Placed at highly marginalized areas and designed with a broad definition of play, they provide infrastructure for connection at different scales while centering on ludic interaction as the purpose to come together across social and geographic divisions. Space informs play as much as play can inform space. This thesis will discuss design guidelines driven by local idiosyncrasies and physical affordances for grounding and place making, and proposes taking the telepresent quality of imaginative play as the parameter to make congruous use of physical computing embedded in architectural constructs and nature itself.en_US
dc.description.statementofresponsibilityby Edwina Portocarrero Navarro.en_US
dc.format.extent219 pagesen_US
dc.language.isoengen_US
dc.publisherMassachusetts Institute of Technologyen_US
dc.rightsMIT theses are protected by copyright. They may be viewed, downloaded, or printed from this source but further reproduction or distribution in any format is prohibited without written permission.en_US
dc.rights.urihttp://dspace.mit.edu/handle/1721.1/7582en_US
dc.subjectProgram in Media Arts and Sciences ()en_US
dc.titleNetworked Playscapes : redefining the playgrounden_US
dc.typeThesisen_US
dc.description.degreePh. D.en_US
dc.contributor.departmentProgram in Media Arts and Sciences (Massachusetts Institute of Technology)en_US
dc.identifier.oclc1036986738en_US


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