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研究生: 彭卡娜
Pornchanthong, Kanyanat
論文名稱: 趣味地方營造: 以包容性外掛行動重新平衡曼谷城市遺產的地方感
Playful Placemaking: Urban Play Plug-in Action to Inclusively Rebalance
the Sense of Place in Bangkok's Urban Heritage
指導教授: 林 蕙玟
Lin, Hui-Wen
學位類別: 碩士
Master
系所名稱: 規劃與設計學院 - 創意產業設計研究所
Institute of Creative Industries Design
論文出版年: 2024
畢業學年度: 112
語文別: 英文
論文頁數: 254
中文關鍵詞: 城市遊戲場所感場所營造城市遺產
外文關鍵詞: Urban play, Sense of Place, Placemaking, Urban Heritage
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  • 在曼谷城市遺產區 (拉達那哥欣) 的發展脈絡下,除了旅遊產業的日漸增長,以及中央和地方政府制定的城市發展政策之外,許多研究表明,從國家接管並支持國家主導之仕紳化的執行,尤其基於地方本位之地方置換 (place-based displacement) 形式的是「創意階層」。具體來說,是那些對於創意城市發展抱有美好意圖、來到城市遺產區開發項目的設計師、城市建築師和學者。然而,其結果偏向於支持中上階級的生活形式,並取代了對原居民而言的地方意義。正如世界上許多城市皆已發生的,其可能導致地方上貧困者被迫離開城市遺產區的結果。

    本研究旨在探討將趣味和城市遊戲的特色與本質整合之可能性。城市遊戲是指不同人的需求可以透過個人在城市公共空間中的遊戲行為來表達的通用語言,(Steven,2007)其在玩家之間的建立信任、相互理解和共享價值觀中有至關重要的作用(Swanson,2020),並能夠為地方營造框架創造出想像和體驗城市的新方式(Ackermann 等人,2016 ),以在創意城市開發項目的前期製作階段,重新創建收集和理解當地人需求和期望的過程,設計出趣味的地方營造外掛程式,改善地方營造過程,為計劃在社區中開發項目的設計師、城市規劃建築師和學者培養與強化地方感。本研究採用質性方法,藉由文獻探討與專家訪談,探討在地方營造框架中利用趣味及程式遊戲特色的可能性,並以行動研究方法以設計及評估曼谷城市遺產區真實環境中的趣味地方營造外掛原型。

    In the context of Bangkok’s urban heritage area (Rattanakosin), in addition to the growth of the tourism industry and the urban development policy done by central and local government, many studies have shown that those who took over from the state to support the execution of the State-led Gentrification, especially in place-based displacement form are the “Creative Class” Specifically, the designers, urban architects, and scholars, who came to develop the project in the urban heritage area with the good intention of creative city development, but the result turned out to support the upper middle class's lifestyle while replacing the meaning of place from the original inhabitants, potentially leading to forced displacement of the poor from the urban heritage area. as has happened in many cities around the world.

    This research is designed to discover the possibility of integrating the characteristics and essentials of Play and Urban play which is the universal language that different people’s needs can express through their playful behavior in urban public space, (Steven, 2007) plays a crucial role in creating trust, mutual understanding, and shared values between players (Swanson, 2020), and also be able to create new ways of imagining and experiencing the city. (Ackermann et al. 2016) into a placemaking framework to recreate the process of gathering and comprehending the needs and expectations of the local people during the pre-production phase of a creative city development project in order to design the playful placemaking plug-in to improve the placemaking process to foster the sense of place for designers, urban planning architects, and scholars who planned to develop the project in the community. This research employs qualitative methods. Explore the possibility of utilizing the characteristics of Play & Urban play in a placemaking process through a literature review and expert interview. In addition, action research was conducted to design and evaluate a prototype of a playful placemaking plug-in in the real-world context of Bangkok's urban heritage area.

    Abstract i 中文摘要 ii Acknowledgement iii Table of Contents iv List of Figures vii Chapter 1 - Introduction 1 1.1 ResearchBackground 1 1.1.1 Tourism Gentrification and State-Led Gentrification in Bangkok's Urban Heritage Area, Rattanakosin 1 1.1.2 Rise of the Creative Class and the Displacement under the Cover-up of Creative Cities Development 6 1.2 Research Purpose: Playful placemaking to inclusively rebalance the sense of place in Bangkok’s urban heritage 13 1.2.1 Why Placemaking? 13 1.2.2 The Significant of Urban Play 14 1.3 Research motivation 16 1.3.1 Personal motivation 16 1.3.2 Relationship to the Creative Industries 17 1.4 Research Objective and Research Question 19 Chapter 2 - Literature Review 20 2.1 Sense of Place 20 2.1.1 Definition and Development of Sense of Place 20 2.1.2 Significant Element in Creating a Sense of Place 21 2.2 Placemaking 25 2.2.1 Definition and Development of Placemaking 26 2.2.2 Theory and Framework Related to Placemaking 27 2.3 Characteristics of Play and Urban play 28 2.3.1 Definition and Characteristic of Play 29 2.3.2 The Establishment of a “Magic circle of playfulness”32 2.3.3 The Evolution of Playable City Movement and Urban Play 33 2.3.4 Global Urban Play's Case study 34 2.4 Urban Heritage 54 2.4.1 Potential, Challenge and the Conservation of Urban Heritage 55 2.4.2 Sense of Place and the Distinctiveness aspect of Urban Heritage 57 Chapter 3 - Methodology 58 3.1 Research Design 58 3.2 Research Process 59 3.3 Theoretical Framework 60 3.4 Research Timeline 61 3.5 Research Methods 62 3.5.1 Participatory Action Research 62 3.5.2 Participatory Observation 63 3.5.3 In-depth interview 64 3.5.3 Plug-in Methods 64 Chapter 4 - Design and Prototype 65 4.1 The Designer’s Current Challenges Toward the process of Working with the Space and Community 65 4.1.1 Case of Yaowalen & Finding Teresa, A Theatrical Walking Tour in Bangkok Design Week 2023 66 4.1.2 Thematic Coding 68 4.1.3 Key Findings : Designers Faced Issues 72 4.1.4 Inclusion Criteria 79 4.2 The Establishment of The Magic Circle and the Play Experiences Design 80
 4.2.1 Finding Extract 81 4.2.2 Synthesized Findings 83 4.3 Constructing Concept/Rule or Space/Tools 85 4.3.1 Applying the Typology Tags to Cases 88 4.3.2 Playful Placemaking Design Schemas 97 Chapter 5 - Test and Finalize 102 5.1 Placemaking Week Bangkok 2023 and Biblio-dis-theque 103 5.1.1 Placemaking Week Bangkok 2023 103 5.1.2 Biblio-dis-theque 104 5.2 Playful Placemaking Plug-in 106 5.2.1 Adopted Playful Placemaking Design Schemas 03 and 05 108 5.2.2 Playful Placemaking Workshop Planning 112 5.2.2.1 Participants 112
 5.2.2.2 Facilities and Itinerary 114 5.2.2.3 Collage Materials 116 5.2.3 Workshop Reflection 118 5.2.3.1 Visualization Data 119 5.2.3.2 The Interpretation of Visualizations and Behavioral Patterns 122 5.2.3.3 Potential Points for Further Development of the Mobile Library 124 5.2.4 Design and Production of Mobile Library 126 5.2.5 Evaluate the Playful Placemaking Design Schemas 129 5.2.5.1 In-Depth Interview Findings 129 5.2.5.2 Mobile Library Activation Activity and Participant Feedback 146 5.2.6 Adjustment of the Design Schemas 03 155 5.3 Conclusion 158 Chapter 6 - Contribution and Further Research 182 6.1 Contribution 182 6.2 Further Research Suggestion 184 References 186 Appendices 191

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