The concept of the Daily Urban System (DUS) has gained relevance over the past decades as the entity to examine and explain the functionality of the urban landscape. Daily Urban Systems are usually defined and measured by the strength of commuter or shopper flows between the nodes of the system. It is important to realize that these Daily Urban Systems are the accumulated pattern of individuals making frequent, recurring trips to other localities than their own. Understanding the microeconomic decisions behind these spatial interactions will help in assessing the functional and spatial structure of DUS. In this paper is explored how, based on Dutch empirical data, the individual household’s spatial interactions shape the daily urban system and how the destination of these interactions correlates with personal and spatial variables and motives for interaction. The results show that the occurrence of non-local spatial interactions can be explained by the size-based Christallerian hierarchy of the localities of residence, but that it is the regional population – or market potential – that explains and moderates the sorting of households and the intensity and direction of their spatial interactions in the DUS, matching agglomeration theory.
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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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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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