Abstract

Placemaking is the process of creating a place, with space and users as the main elements, and aims to increase the value of a place. Along with developments of technology especially the digitalization of architecture, the adjustment of the process of creating a place becomes an issue that deserves attention in the field of architecture. Therefore, the term digital placemaking was born as a form of adaptation to the existence of digital interventions on placemaking. This paper aims to determine the role of digital technology in creating a place (placemaking) with an architectural context and knowing the development of design products as a result of technological developments related to placemaking. The methods used in this research are quantitative and qualitative. A Likert scale scoring method is used in the quantitative method to classify the sub-aspects that meet and do not meet the placemaking parameters. The qualitative method used is a grounded theory of the respondents’ open questions which are then packaged in a descriptive discussion. The findings of this study indicate that the level of placemaking fulfilment through digital interventions can be achieved and has the potential to be applied in Indonesia. This is shown by the achievement of the placemaking parameter from a case study of digital placemaking applications in the City of Dreams, Macau. All sub-aspects from the aspects of sociability, uses and activities, as well as access and linkages, meet the placemaking parameter. Almost all sub aspects of comfort and image fulfill the placemaking parameter, except for the sub-historic and green aspects.

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