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Seoul City: Combating Isolation for Single-Person Households through Space Design such as Sharing Warehouses, Community Kitchens, and Creative Workshops
- Development and implementation of <Ma-eum Maru>, a community space aimed at alleviating the sense of isolation among middle-aged and older single-person households. - Charming space design reinterpreting the nostalgic feel of schools; the first location is the Dongdaemun-gu Family Center. - A leisure-oriented community space fostering hospitality, respect, learning, achievement, and loose connections. - Seoul City is committed to building social networks for single-person households … Experience the transformative "power" of space.[Session 1] City, Design and AI
[Sang Lee] Today's presentation topic is 'Urban Design and Artificial Intelligence'. Since it's not too difficult a topic, I hope you can listen comfortably. I am currently a Creative Director at TikTok, working on AI system implementation. Before that, I was a Design Director at Google, and prior to that, I was the head of C+ AI Plon Studio at Microsoft. Before that, I worked at LYIN Digital. This year, I wrote a book called 'AI Works, Humans Grow' which fortunately became a bestseller. Thank you.
Challenges and Tasks of City of SEOUL
There are numerous definitions of universal design by experts and scholars. Among the definitions, I think The University of Buffalo defines universal design best: "A design process that enables and empowers a diverse population by improving human performance, health and wellness, and social participation.” Universal design is not a result, but rather a process of making. In this context, through various projects, the city of Seoul is implementing universal design that involves the public, solves everyday problems, and ensures that no one is marginalized. Each and All, between individuality and versatility, how can a design for a particular person become a design for all?
AI and Social Robot in Universal Design City
The world we exist in consists of matter and spirit. Materials can be connected to robots and minds can be connected to AI, and a society where these two coexist is coming. Depending on how artificial intelligence combines with the most important nature of humans, our future can be either dystopia or utopia. In order to contribute to opening up a positive future with robots and technology, I would like to introduce the experience of conducting research and business on trans-advanced artificial intelligence robots.[Panel Discussion 1] Empowering Global Design Capabilities through Urban Initiatives
[Chair] We have arranged this special gathering today to highlight DDP's contributions in leading global design culture, strengthening industrial competitiveness, and spreading design values. We are honored to have Mr. Craig Kiner, Mr. Junggi Sung, Mr. Sang Lee, Prof. Dr. Peter Zec, and Curator Dahyoung Chung join us for an in-depth discussion about balance, universality, and public nature in urban design. This session will serve as a cultural forum to examine how design thinking outcomes influence our city's competitiveness and policy development. Today's discussion will particularly focus on the philosophy and culture inherent in design, inclusive design, accessibility, and non-discriminatory design, along with their contexts, experiences, and creativity.
Creative Design for Social Problem Solving and Social Responsibility Therethrough
The top 10% of the world's population are able to spend $10 a day (about 10,000 won). This means that the other 90%, being unable to spend $10 a day, are very poor. 80% of them spend only about $2 a day. Design is not about making things pretty and beautiful to increase sales, but about finding and solving problems in a certain situation. Solving problems in an innovative and creative way is an essential part of design. Which group has more problems in life: the 10% of the population who can spend $10 a day or the 90% who can't? The 10% of people have issues with desires, and 90% have issues with needs. In other words, 90% of people have problems that are directly related to survival and they need to be considered more seriously. But 99.9% of designers only design for the top 10%. The real social problem is to leave it alone and only engage in the problem of fueling human desires.A new tool to discover an integrated and demand-oriented policy agenda for near future__ De-sign:Re-form
Design, which first started as an activity of creating tangible goods, is now creating intangible values in the form of experience and service design. As demand for digital services including mobile applications rises, user experience design that creates a system that evokes emotions started to get attention, and service design which focuses on finding invisible needs of users and developing a new service model has been widely adopted and used in various areas of industry including hospitals, banks, education institutions, etc.
We Solve Problems Around Us on Our Own! (1)
Citizens are the people who best know the various discomforts experienced while living in a city. There is a limit for public officers and administrative experts who try to close the distance to solve the problems felt by the citizens. In 2015, the SMG introduced “design governance” as a public design project to receive reports from people on public problems and improve the problems with a team comprising citizens, experts, and businesses. All the progress and outcomes of the project were made public on the website to be spread and utilized flexibly.[Special Interview] Prof. Dr. Peter Zec
As someone currently traveling across Asia, could you share your thoughts on what you find most inspiring about Seoul’s design compared to other cities in the region? I think Seoul has developed very strongly in the last decades and I would compare the designers from Seoul and from Korea with the designers from Italy.
Increased Happiness Index: Reduced Stress With a Change of Design.
Korea is the Republic of Stress. According to the Korea Institute for Health and Social Affairs in 2016, over 90% of adults are stressed in their everyday life. In the 2016 Seoul Survey, over 53.5% of Seoul citizens responded they felt stressed in the past two weeks. As such, stress is becoming increasingly generalized and chronic in the lives of contemporary people, but there is no definite measure to avoid stress. Based on this idea, the SMG planned “stress-free design” as a part of the social problem-solving design in 2016. By breaking away from the conventional method of improving the physical environment and providing material support, the SMG attempted a new public policy to take care of mental health. The purpose is to lower stress faced in each life cycle and situation and bring healthy life to individuals and society by improving factors that hinder the mental health of citizens through design.Architect as social innovator
This presentation focuses on the projects led by MVRDV, a self-declared social innovators group, to explore how architecture can function as a tool for social innovation. In cities we live in, there are many conflicting values such as natural elements versus artificial factors, the desire to concentrate intensely versus the desire to keep some distance, and physical architectural spaces versus people who use the spaces. MVRDV believes that we can move beyond the dichotomy of conflicts and leverage creative design to drive social innovation.[Abstract] Design with 10%
<Bridging the Gap of Experience> The gap of experience refers to the disparity that arises in the process of using products and services when designers and users come from different backgrounds and life experiences. Can a designer ever fully understand the user? If it were a product made solely for oneself, perhaps it would be possible. However, in designs intended for others—especially for the majority—it is almost impossible for a designer to completely understand all users. The smaller the experience gap, the higher the level of user satisfaction. This is because the better a designer understands the user’s circumstances and context, the more accurately they can create what the user truly needs. Conversely, when the gap is large, it is difficult to satisfy users. Therefore, the designer’s goal must be to reduce the gap of experience.