Resumo Este artigo apresenta o uso de projeto colaborativo (PC) em arquitetura como forma de inclusão social de pessoas com deficiência visual (PcDV), por meio de uma parceria entre uma associação de cegos (comunidade) e programa de pós-graduação em arquitetura e urbanismo (instituição de ensino superior). Este artigo mostra resultados de uma ação de codesign, que irá subsidiar o objetivo do projeto de pesquisa mais amplo que visa definir métodos, técnicas e ferramentas de codesign aplicadas à inclusão das PcDV no processo de projeto de arquitetura, urbanismo, paisagismo e interiores. A pesquisa relata duas etapas de um PC: desenvolvimento do projeto de interiores da sala de espera/recepção e da área externa para convívio e lazer (com os adultos da associação), e elaboração de dois brinquedos para esses espaços (com as crianças da associação). Focus group, interação com maquete tátil e passeios acompanhados são os métodos. Os resultados demonstram a importância de PC como forma de inclusão das PcDV, aumentando o bem-estar e a autoestima dos usuários à medida que estes participam efetivamente da criação do ambiente no qual estão inseridos e conseguem sair da zona passiva, que normalmente se encontram no processo de projeto em arquitetura.
Eyespace: projeto colaborativo de um óculos para pessoas com deficiência visual no cenário internet of things Eyespace: collaborative project of a glasses for people with visual impairment in the internet of things scenario
This article presents the scenario of programming use by architects and engineers, creating their own unique tools. The goal is to emulate and understand the phenomenon of Building Information Modeling (BIM) software customization by developing plug-ins that can explore the human-environment relationship. Demonstrate the process for building a plugin that seeks to equalize the theory of accessibility technical standards, visually impaired and architects. Use Design Science Research methodologies to guide the construction of artifacts for specific practical problems and the Collaborative Design/Co-design to understand and know the users' expertise. It is argued that the low quality of projects that include elements for the orientation of the visually impaired in Brazil is often related to an unstructured methodology in which important aspects such as the real needs of this group and the human-environment relationship are neglected.
This article presents the use of tactile models and prototype as common language tools among designers, blind and visually impaired (B&VI), inserted in a collaborative design methodology. With the objective of realizing an interior architecture project and an outdoor area, including toys, for an association for visually impaired people in the city of Passo Fundo, RS, Brazil. It describes the process of participation and interaction between Association members, both adults and children, and architects in the development of these projects. It shows results of two co-design actions, which will subsidize a broader objective of a research that aims to define co-design methods, techniques and tools applied to the inclusion of Visually Impaired People in the process of architecture, urbanism, landscaping and interior design. The research related two co-design. The first is the co-design of the waiting / reception room and the external area for socializing and leisure, carried out with the adults of the association, took place in three moments: in the focus group, in the interaction with the tactile model and on the tours accompanied. The second co-design was carried out with the children of the association to develop two toys, the first to be inserted within the proposal of improving reception/ waiting, and the second for placement in the outdoor area of socializing and leisure. The interaction among designers, blind and visually impaired was intensive, allowing modifications and diverse insights about types of floors, layout and better and adequate colors for the best comfort and mobility inside the spaces. It seeks to demonstrate the importance of co-design as a way of including B&VI, as they are able to increase well-being and self-esteem, while effectively participating in the creation of the environment in which they are inserted; they manage to leave the passive zone that they normally find themselves in with regard to the architectural design process. The next steps of the research are to finalize the toy design of the external area and the execution of all spaces.
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