With the rise of chronic diseases as the number one cause of death and disability among urban populations, it has become increasingly important to design for healthy environments. There is, however, a lack of interdisciplinary approaches and solutions to improve health and well-being through urban planning and design. This case study offers an HCI solution and approach to design for healthy urban structures and dynamics in existing neighborhoods. We discuss the design process and design of ROOT, an interactive lighting system that aims to stimulate walking and running through supportive, collaborative and social interaction.
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Post-war urban neighbourhoods in industrialised countries have been shown to negatively affect the lifestyles of their residents due to their design. This study aims at developing an empirical procedure to select locations to be redesigned and the determinants of health at stake in these locations, with involvement of residents’ perspectives as core issue. We addressed a post-war neighbourhood in the city of Groningen, the Netherlands. We collected data from three perspectives: spatial analyses by urban designers, interviews with experts in local health and social care (n = 11) and online questionnaires filled in by residents (n = 99). These data provided input for the selection of locations to be redesigned by a multidisciplinary team (n = 16). The procedure yielded the following types of locations (and determinants): An area adjacent to a central shopping mall (social interaction, traffic safety, physical activity), a park (experiencing green, physical activity, social safety, social interaction) and a block of low-rise row houses around a public square (social safety, social interaction, traffic safety). We developed an empirical procedure for the selection of locations and determinants to be addressed, with addressing residents’ perspectives. This procedure is potentially applicable to similar neighbourhoods internationally.
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This paper examines how a serious game approach could support a participatory planning process by bringing stakeholders together to discuss interventions that assist the development of sustainable urban tourism. A serious policy game was designed and played in six European cities by a total of 73 participants, reflecting a diverse array of tourism stakeholders. By observing in-game experiences, a pre- and post -game survey and short interviews six months after playing the game, the process and impact of the game was investigated. While it proved difficult to evaluate the value of a serious game approach, results demonstrate that enacting real-life policymaking in a serious game setting can enable stakeholders to come together, and become more aware of the issues and complexities involved with urban tourism planning. This suggests a serious game can be used to stimulate the uptake of academic insights in a playful manner. However, it should be remembered that a game is a tool and does not, in itself, lead to inclusive participatory policymaking and more sustainable urban tourism planning. Consequently, care needs to be taken to ensure inclusiveness and prevent marginalization or disempowerment both within game-design and the political formation of a wider participatory planning approach.
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Hoe kan de verblijfskwaliteit en veiligheidsperceptie van de publieke ruimte versterkt worden door de toepassing van “interactieve objecten”? (objecten die met beeld, licht, geluid en sensoren real time reageren op de gebruikers en de ruimte daarop afstemmen). De ontwikkeling van deze zogenaamde responsieve ruimte staat nog in de kinderschoenen maar is beloftevol vanwege de meerwaarde voor de leefbaarheid en het onderscheidend vermogen van de plek en de bedrijven. In Co-ReUs worden drie verschillende mkb groepen samengebracht: stedenbouwbureaus, creatieve conceptontwikkelaars en lokale ondernemers. We gebruiken de ArenA-Boulevard als proeftuin: een als ongezellig ervaren ruimte (lage verblijfskwaliteit en slechte veiligheidsperceptie). De mkb-ers lossen hiermee hun eigen praktijkproblemen op: Stedenbouwbureaus houden zich bezig met het ontwerp van de publieke ruimte. Zij merken dat hun instrumentarium (herontwerp, herbestrating etc.) te kapitaalintensief en te weinig flexibel is om de verblijfskwaliteit en veiligheidsperceptie op dit soort plekken op te lossen. De bureaus hebben behoefte aan een lichter, gerichter en responsiever instrumentarium. Ze hebben echter beperkte (technologische) kennis hoe interactieve objecten precies een bijdrage kunnen leveren. Creatieve conceptontwikkelaars hebben een ander probleem: zij hebben wél de beschikking over interactieve objecten (geluid, beeld, licht, sensoren) maar die zijn vooral kunstzinnig en evenementiëel. De objecten zijn stuk voor stuk niet ontwikkeld vanuit een stedenbouwkundige opgave waardoor ze hiervoor geen panklare oplossing vormen. Lokale mkb-ers hebben ook een probleem: zij weten niet goed hoe zij op een gecoördineerde manier invloed kunnen uitoefenen op de activering van de publieke ruimte. Project Co-ReUs: 1) analyseert hoe de ruimte wordt gebruikt (nulmeting en Programma van Eisen voor de inzet van interactieve objecten; 2) ontwikkelt ruimtelijk-interactieve interventies in co-creatie met de drie mkb groepen. 3) deze worden op het plein geplaatst en nametingen brengen de effecten in beeld. Het resultaat is een actiegerichte Handleiding met Roadmap voor de ontwikkeling van responsieve publieke ruimtes.
Digital technologies in public spaces have become more prescient, capable, and invisible. As a result, the need to explain and mediate these technologies has become more urgent. Current processes for designing digital trust interaction protocols, visual languages, and interfaces for the urban environment have been dominated by governing actors: policing, government, and tech-companies. When communities are involved in the design process, their participation is limited to formats these organisations prescribe. By default, these designs exclude the lived technological experiences of communities that use the built environment. The outcome is a lopsided appraisal of digital trust, and designs that are insufficiently transparent and equitable– and as a result, not understood and embraced by the communities who must use them. This design-research aims to develop prototypes that include how urban interactive technologies are ‘lived’ in the spaces where they are implemented. These experiences will be teased-out through site-specific aesthetic and performative actions, which in turn inform the design process. The envisioned contribution includes ways of ’doing’ to the field of situated design, and concrete prototypes for alternative digital trust protocols, visual languages, and interfaces. By flipping the current approach on its head, this research argues that the practical and ethical departure points for addressing digital ‘trust deficits’ are already within the diverse communities who use the built environment.