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 Research Methodology (2009). There 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. The 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.

Publication Details

Journal
Repositorio Digital Institucional de la Universidad de Buenos Aires (Universidad de Buenos Aires)
Published
2024-11-12
Primary Topic
Urban Green Space and Health
Type
article
Field-Weighted Citation Impact
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article

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

Repositorio Digital Institucional de la Universidad de Buenos Aires (Universidad de Buenos Aires)
Urban Green Space and Health
article

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

article en

Abstract

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). There 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. The 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.

Repositorio Digital Institucional de la Universidad de Buenos Aires (Universidad de Buenos Aires)
Sustainable cities and communities
Openalex Percentile: Top 46%
Urban Green Space and Health
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