O planejamento, a criança e o jogo: o geodesign na identificação de valores cotidianos e simbólicos no território
Ano de defesa: | 2019 |
---|---|
Autor(a) principal: | |
Orientador(a): | |
Banca de defesa: | |
Tipo de documento: | Tese |
Tipo de acesso: | Acesso aberto |
Idioma: | por |
Instituição de defesa: |
Universidade Federal de Minas Gerais
Brasil ARQ - ESCOLA DE ARQUITETURA Programa de Pós-Graduação em Arquitetura e Urbanismo UFMG |
Programa de Pós-Graduação: |
Não Informado pela instituição
|
Departamento: |
Não Informado pela instituição
|
País: |
Não Informado pela instituição
|
Palavras-chave em Português: | |
Link de acesso: | http://hdl.handle.net/1843/30623 |
Resumo: | The objective of the research reported in this thesis is, from the geodesign, to represent and design changes in land use and cover as an alternative future for the territory of Tirol, Santa Leopoldina, Espírito Santo, Brazil. It starts with the following questions: how to make geodesign, as a methodological process of landscape planning, playful enough for the participation and engagement of children? How can playfulness be defined in a way to make the territory and the landscape readable for the representation and design of values, whilst empower children to see themselves as protagonists in the activation of the community and in the physical intervention of place? The theoretical-conceptual framework is built up with the elaboration of a theoretical model of values based on Lefebvre's Theory of Representations (2006), defending, in landscape planning, the articulation between the representations of values and the values of representation, that is, considering the quotidian and the symbolic in the production of the territory. Also, it is complemented by the decoding of the dialectical image concept between children and elders and the relation of the child with toy and game, both formulated by Benjamin (1987a, 1987b). It is a provocation for the displacement of Homo Faber (a man of functionalist modernism) towards Homo Ludens (a playful man who animates everyday life through culture). Four contour hypotheses are elaborated: 1) children recognize and appropriate values; 2) children create new values; 3) children activate an amplify community participation; 4) children contribute to the Municipal Master Plan. Geodesign is used as a methodological process of collaborative planning in the integration with geogames (analogical or digital games anchored in the landscape), based on a regressive-progressive guide structured in four sequential phases, with the participation of children throughout the process and, at times, their families: Landscape of Origins, Landscape of Ancestors, Landscape of the Present and Landscape of the Future. The results show a new approach, anchored in the dialectic form-content, in which ludic spaces are created from the inhabitants’ own cognition and perception related to the (re)production of their territory. They also show the protagonist role of children, who detain the potency to create a ludic city. |