The latest newsletter of 2020 is available. The opening topics are about the project’s changes because of the COVID19 pandemic. Project’s dissemination continued with a new kind of dissemination strategies that have become the common standard of the events. This second issue addresses with further details the topics of the project’s evaluation and the theoretical support for the co-creation motivation.
Last saturday, Rete delle Case del Quartiere together with the Municipality of Turin presented the first divulgative event focused on giving a general idea and facilitating a first approach to disruptive technologies used in the framework of CO3 project. The first event concerned Augmented reality and Gamification and is one of the events called “Divulgative events on disruptive technologies and strategies”. The event was live-streamed using zoom.
Research of user participation started back in the 70’s on Nigel Cross organized the conference called ‘Design Participation’ under the Design Research Society. Nowadays, the term design participation or participatory design refers to three different approaches, that are co-creation,co-production, and co-design.
Ruth S. Contreras (FUB) participated in DEVHR 2020 Forum, presenting the conference titled “Beyond voting: Gamification in Citizen Participation” the last October 6th.
The meetings joining CO3 technology partners, direct and indirect stakeholders, both held in group or as face to face interviews, will provide insights to outline the CO3 service scenarios and use case on the base of a common understanding of the capabilities offered by technologies and needs and opportunities offered by the pilots. The aim of these discussions is to explore the end-users point of view on how the disruptive technology focused by CO3 will be able to enable future public services towards the co-creation, co-production and co-management.
Important part of the approach in the CO3 project is that of Participatory Action Research in order to develop community interventions that promote collaboration and commoning to wider social groups in the city. The participatory research process enables researchers to step back cognitively from familiar routines, forms of interaction, and power relationships in order to fundamentally question and rethink established interpretations of situations and strategies.
Several authors agreed to define gamification as the usage of game mechanics and principles in non-game applications like business, energy, and politics. The objective is to incentivize the user to participate in the process and catch their interest to continue interacting with the product/service/platform.
Bernard Stiegler, the president of the Institut de Recherche et d’Innovation du Centre Pompidou, passed away on Wednesday August 5th, 2020. As a philosopher, he has devoted a large part of his work to the relationship between technology and society, questioning the urgency that challenges us all today. He has never ceased to work to link theory to practice through experimentation, in an inseparable bond between intellectual and scientific rigor and a passion for collective work.
Some co-creation processes encounter quantitative and qualitative barriers that limit the number of contributions. It is possible to overcome the limitations with the inclusion of blockchain technology promoting user participation because their contributions in terms of ideas are traceable in a shared database and their investment rewarded proportionally.
Cards are an excellent tool for interactive multi participatory meetings where the time slot is limited. It provides a fast mechanism to symbolize concepts that are under anañysis by the participants. The following lines will give you a couple of tips.
Alex Blanco (FUB) participated in the Immersive Learning Research Network 2020 (ILRN2020) VR conference, presenting the conference paper titled “A literature review of e-government services with gamification elements” elaborated during the CO3 project the first year as preliminary work for contributing in the gamification strategies.
A fundamental part of CO3 is involving grassroot movements on commoning and commoners, PAs, university campuses, retailers, artists and other relevant stakeholders, in a process of mobilisation, mutual learning and doing things together. These are torn apart in our post- (or current-) COVID situation; Physical space should be shared with limitations in the number of people present at the same time and restrictions for specific categories, conditions, etc. Overturning the general principle, so that remote and distance interactions are again not discouraged over in-presence interactions between people, while maintaining a strong bond with the actual physical space.
This document resembles several and initial design proposals as contributions to the current discussion and action that the CO3 Consortium is supporting as a response to new and unforeseen challenges related to the Covid-19 pandemia. Proposed solutions or scenarios should be examined for their feasibility within CO£ project’s boundaries by the whole Consortium.
The traditional chain of service design – ideate, design, implement – based on the service manager/owner vision is no longer enough to get to provide processes and services that meet the current scenarios. The phases of ideation and design are the steps in which the value creation start and it cannot take place separately from the place where it will be exchanged.