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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Nature in cities serves a multitude of purposes, one of which is that it provides citizens opportunities to recover from stressful daily urban life. Such stress recovering effects of nature can be experienced through urban green, which in urban planning and design contexts can be divided into large natural areas - urban green space - and small scale elements in urban streets: the urban greenscape. The current study aims at finding the extent to which various small scale natural elements in residential streets and their possible configurations influence citizens' preferences for those streets. The research was conducted through an online survey in four cities in the Netherlands (n = 4,956). It used stated choice methods in a virtual environment street design. The method yielded high quality data, indicating that the use of virtual environments and imagery is suitable for stated choice research in the built environment. The results show that especially trees very strongly influence preference, indicating they deserve more attention and space in cities. Grass, which is typically favored by local governments, and vertical green have the smallest effects in residential streets. Furthermore, the concept of greenscape intensity is introduced as the intensities of both the element and the configuration were found to be highly relevant. The results clearly show that the higher either of these intensities, the more likely a respondent will prefer the greenscape design. Furthermore, low intensity on the one can be compensated by high intensity on the other. With these results, urban design professionals and local governments can better trade-off the different aspects of costs versus positive effects of urban greenscape designs.
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This paper presents five design prototypes for cool urban water environments developed in the 'Really cooling water bodies in cities' (REALCOOL) project. The REALCOOL prototypes address an urgent need: urban water bodies, such as ponds or canals, are often assumed to cool down their surroundings during days with heat stress, whereas recent research shows that this is not always the case and that urban water bodies may actually have warming effects too. There are, however, indications that shading, vaporising water, and proper ventilation can keep water bodies and their surroundings cooler. Yet, it is necessary to explore how these strategies can be optimally combined and how the resulting design guidelines can be communicated to design professionals. The REALCOOL prototypes communicate the spatial layout and biometeorological effects of such combinations and assist design decisions dealing with urban water environments. The micrometeorological simulations with Envimet showed that the prototypes led to local reductions on daytime PET from 1 °C to 7 °C, upon introducing shade. Water mist and fountains were also cooling solutions. The important role of ventilation was confirmed. The paper discusses and concludes about the use of the prototypes as tools for urban design practice.
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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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from the article: Abstract Based on a review of recent literature, this paper addresses the question of how urban planners can steer urban environmental quality, given the fact that it is multidimensional in character, is assessed largely in subjective terms and varies across time. The paper explores three questions that are at the core of planning and designing cities: ‘quality of what?’, ‘quality for whom?’ and ‘quality at what time?’ and illustrates the dilemmas that urban planners face in answering these questions. The three questions provide a novel framework that offers urban planners perspectives for action in finding their way out of the dilemmas identified. Rather than further detailing the exact nature of urban quality, these perspectives call for an approach to urban planning that is integrated, participative and adaptive. ; ; sustainable urban development; trade-offs; quality dimensions
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Ook uit internationaal wetenschappelijk onderzoek blijkt dat er verschillen zijn tussen ouderen in de stad en op het platteland [3-5]. In de rijke delen van de Europese Unie hebben ouderen in de landelijke gebieden een hogere levenstevredenheid dan in de stad. Mensen lijken tevreden in een dorp, wellicht omdat het verwachtingspatroon geringer is. Als het op veroudering aankomt, biedt de hogere dichtheid van de stad een grotere nabijheid tot allerlei diensten die de kwaliteit van leven van ouderen vergroten. Door specifieke economische factoren kunnen deze diensten niet in dezelfde mate worden aangeboden in landelijke gebieden [6]. Woonomstandigheden, zo blijkt uit onderzoek [7], zijn beter voor onze ouderen in de stad dan op het platteland, hoewel de verschillen niet zo uitgesproken groot zijn. En dan heb je nog de gesegregeerde woonwijken voor ouderen, zoals in de Verenigde Staten. Denk daarbij aan Sun City Arizona en The Villages in Florida [8, 9]. Deze wijken bieden een eenheidsworst en zonderen ouderen af in een cocon van geboden comfort, waarbij zij verdwijnen uit het reguliere straatbeeld van omliggende steden. Een in vrijheid gekozen gevangenschap. Een echte seniorvriendelijke stad is een generatievriendelijke stad zoals u wilt, waar niet alleen ruimte is voor één generatie, maar voor alle generaties: van wieg tot graf.
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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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The 5th generation of mobile communications is designed to employ both FR1 and FR2 bands throughout the world. The higher frequency bands (i.e., FR2 n257 26.50 - 29.50 GHz) are posing several challenges to operators and national telecom agencies for performing electromagnetic fields (EMF) measurements. In this work we present the design and preliminary evaluation of an FR2 sensor node to measure EMF radiations in urban environments. The design is carried out in an RF circuit design software, i.e., Keysight ADS, where the various nonidealities (i.e., nonlinearities, noise behavior and electromagnetic response) of the various sub blocks of the systems are accounted for. The sensor concept is then implemented in a prototype board technology (i.e., X-microwave) and its response is experimentally verified in the FR2 band.
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This paper describes how an urban commons is established on the Amsterdam market square Plein ’40-’45, to explain how an experimental learning environment can be a living lab for improving collaborative governance arrangements. We detail how this improvement is facilitated by an experimental learning environment that engages stakeholders in a process where practical solutions are developed and systemic obstacles are addressed and redesigned simultaneously. Our study is guided by the research question: How can an experimental learning environment develop practical solutions as a means to address systemic obstacles and improve collaborative governance arrangements?
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The World Health Organization (WHO) strives to assist and inspire cities to become more “age-friendly”, and the fundamentals are included in the Global Age-Friendly Cities Guide. An age-friendly city enables residents to grow older actively within their families, neighbourhoods and civil society, and oers extensive opportunities for the participation of older people in the community. Over the decades, technology has become essential for contemporary and future societies, and even more imperative as the decades move on, given we are nearly in our third decade of the twenty-first century. Yet, technology is not explicitly considered in the 8-domain model by the WHO, which describes an age-friendly city. This paper discusses the gaps in the WHO’s age-friendly cities model in the field of technology and provides insights and recommendations for expansion of the model for application in the context of countries with a high human development index that wish to be fully age-friendly. This work is distinctive because of the proposed new age-friendly framework, and the work presented in this paper contributes to the fields of gerontology, geography urban and development, computer science, and gerontechnology. Original article at MDPI; DOI: https://doi.org/10.3390/ijerph16193525 (This article belongs to the Special Issue Quality of Life: The Interplay between Human Behaviour, Technology and the Environment)
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