Urban experimentation has gained traction with (supra-)national and local politics as a method for catalyzing change in urban systems and practices. Yet, with experiments becoming more commonly driven by established actors, concerns persist about their potential to sidestep political issues of power, exclusion and conflict fundamental to societal change. This paper seeks to unpack what exactly is at stake when the political is ignored or neutralized during an urban experiment. Using theories on the political as an analytical lens, the paper presents a case study of an urban experiment in Amsterdam, dissecting the ways in which (de)politicization operates in the experiment. The findings demonstrate that ignoring the political in urban experimentation risks excluding certain voices and options from being considered, which ultimately leads to stagnation. The paper concludes by outlining future challenges for research and practice that addresses (de)politicization in urban experiments.
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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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In a matter of weeks last year, discussions regarding tourism in cities changed from how to deal with overtourism to how to deal with ‘no tourism’. Shortly thereafter, a great number of posts on LinkedIn, websites, and blogs highlighted how the tourism crisis that resulted from the COVID-19 pandemic could help reinvent tourism, into something more equal, inclusive, and sustainable. And so, online – at leastin mypersonalonlinebubble – there seemedtobe a real momentum for proper, transformative changes in (urban) tourism. How can we rebuild urban tourism in a sustainable and resilient way?
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Dit paper presenteert de voorlopige resultaten van het project SUMMALab waarin een nieuwe ‘meta-lab’ benadering wordt getest. SUMMALab is een meta-lab rond mobiliteits-experimenten in de Metropoolregio Amsterdam, de Metropoolregio Rotterdam-Den Haag en de gemeenten Den Haag, Delft en Rotterdam. Een meta-lab is nietzelf een lab, maar een verzamelplaats waar verschillende onderzoeken en experimenten in samenhang worden gebracht zodat er sneller en beter van de experimenten geleerd kan worden. De meta-lab benadering respecteert en ondersteunt enerzijds lokale leeragenda's en hun focus op lokale oplossingen voor lokale problemen, en gebruikt anderzijds het potentieel van lokale experimenten om bij te dragen aan een centrale leeragenda gebaseerd op de 'grote maatschappelijke uitdagingen'.
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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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Current global trends show that different regions of the globe face an increased level of urbanization, and there is a swift aging process from the Western to the Eastern European countries. Romania is a typical country expecting to triple the percentage of the older population aged 65 and over in the next 30 years. Urban policies often neglect such demographic perspectives. The World Health Organization launched the age-friendly city and communities' movement that proposes solutions for older people to age actively by improving their welfare and social participation. The concept of an age-friendly city comprised eight dimensions: (1) outdoor spaces and buildings; (2) transportation; (3) housing; (4) social participation; (5) respect and social inclusion; (6) civic participation and employment; (7) communication and information; and (8) community support and health services. It raises some important questions about how to measure and evaluate urban policies in this framework. Current work presents the process of adaptation and validation for the Romanian older population of a standardized tool - the Age-Friendly Cities and Communities Questionnaire (AFCCQ). The validation study was conducted in Bucharest (n = 424) on a representative sample of older people, who were asked to rate their life in the city, following the eight dimensions and an additional one regarding their financial situation. Four clusters were differentiated in the analysis, resulting in different views of older adults on their experience of living in the city, showing that people's socio-economic status, their living arrangements and health situation play a role in shaping their views on city life. The results highlight the importance of standardized tools to design urban policies following an age-friendly agenda.
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Mobility hubs facilitate multimodal transport and have the potential to improve the accessibility and usability of new mobility services. However, in the context of increasing digitalisation, using mobility hubs requires digital literacy or even owning a smartphone. This constraint may result in the exclusion of current and potential users. Digital kiosks might prove to be a solution, as they can facilitate the use of the services found at mobility hubs. Nevertheless, knowledge of how digital kiosks may improve the experience of disadvantaged groups remains limited in the literature. As part of the SmartHubs project, a field test with a digital kiosk was conducted with 105 participants in Brussels (Belgium) and Rotterdam (The Netherlands) to investigate the intention to use it and its usability in the context of mobility hubs. This study adopted a mixed methods approach, combining participant observation and questionnaire surveys. Firstly, participants were asked to accomplish seven tasks with the digital kiosk while being observed by the researchers. Finally, assisted questionnaire surveys were conducted with the same participants, including close-ended, open-ended and socio-demographic questions. The results offer insights into the experience of the users of a digital kiosk in a mobility hub and the differences across specific social groups. These findings may be relevant for decision-makers and practitioners working in urban mobility on subjects such as mobility hubs and shared mobility, and for user interface developers concerned with the inclusivity of digital kiosks.
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To date, a range of qualitative and mixed-methods approaches have been applied to assess the age-friendliness of cities and communities. The Age-Friendly Cities and Communities Questionnaire (AFCCQ) has been developed to fill a gap for a systematic quantitative method approach to evaluate baseline age-friendliness in cities and communities and then measure ongoing efforts to become more age-friendly, aligned with the model by the World Health Organization (WHO). As such, it offers a valid and valuable quantitative method for cities to assess age-friendliness. This paper presents the process and results of a study undertaken to test the validity and reliability of the AFCCQ for the Australian context. It is part of a broader cross-cultural project seeking to test the AFCCQ across Europe, Asia, Oceania, and North America to generate methodological insight and comparable data. Informed by consultation with local experts in population and ageing research, as well as with people aged 65 and over, the instrument proved reliable in the Australian context before being distributed to 334 older people in Greater Adelaide for validation. Results show that the AFCCQ-AU proved a valid and reliable tool for evaluating the age-friendliness of larger cities and communities in Australia. Overall, the total score indicated moderate-good satisfaction with the age-friendliness features of the Greater Adelaide Region with the domain of Housing scoring highest (highly satisfactory). Psychometric validation and cluster analysis led to the identification of five typologies of older people living in Greater Adelaide, characterised by distinct socio-demographic profiles and concomitant experiences and evaluations of age-friendliness. This Australian validation adds further weight to the role of the AFCCQ in being able to assess the age-friendliness of cities and communities across the WHO's Global Network for Age-Friendly Cities and Communities. Used in combination with the rich and nuanced qualitative data at the local level, the tool has the ability to create significant outcomes for older people and their communities.
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