HyperPlant : interacción con plantas en espacios habitados inteligentes, desde una perspectiva vincular, basada en domótica y fitorremediación

This project aims to design a human - plant interaction bonding system, based in air phytoremediation, for indoor residential urban spaces, tested in Lima, Peru. This successive approximation model combines descriptive and prescriptive stages, and it is inspired by Blessing and Chakrabarti?s Design...

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Detalles Bibliográficos
Autor principal: Kong Yi, Maria Natalia
Otros Autores: La Manna, Ilaria
Formato: Tesis de maestría acceptedVersion
Lenguaje:Español
Publicado: Universidad de Buenos Aires. Facultad de Arquitectura, Diseño y Urbanismo 2024
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Acceso en línea:http://repositoriouba.sisbi.uba.ar/gsdl/cgi-bin/library.cgi?a=d&c=aaqmas&cl=CL1&d=HWA_7943
https://repositoriouba.sisbi.uba.ar/gsdl/collect/aaqmas/index/assoc/HWA_7943.dir/7943.PDF
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Sumario:This project aims to design a human - plant interaction bonding system, based in air phytoremediation, for indoor residential urban spaces, tested in Lima, Peru. This successive approximation model combines descriptive and prescriptive stages, and it is inspired by Blessing and Chakrabarti?s Design Research Methodology (2009).\nThere are three main concepts developed throughout the research process: bonding, smart spaces and hybrid realities. Regarding hybrid realities, gamification was introduced as an immersion resource, merging the physical world with a fictional narrative where the plant?s avatar lives, and giving a sense of reality to interaction. For that reason, the prototype was designed to understand the user?s motivations, according to Chou?s theory (2016), during discovery and onboarding stages.\nThe most outstanding finding met through the experimentation of the prototype was how easy and quickly the user felt a connection with the plant. Even though the test only took place for one week, the user?s diary showed emotion and sense of attachment towards the plant, caused by the avatar.