There is a lot of attention for the reduction of city logistics' emissions. But also if city logistics' vehicles are zero emission, the vehicles remain present in urban areas. Zero emission vehicles also occupy valuable urban space during unloading on the road and on sidewalks. Despite the spatial impact of city logistics, it is rarely considered in spatial planning. Based on four case studies, we explore possibilities to actively integrate city logistics in spatial planning policies and practices in order to reduce nuisance, but also to enhance efficiency of deliveries. In the end, spatial planning determines the physical urban conditions in which city logistics operations are taking place for many years. From the results we distil a research agenda to bridge the gap between city logistics as a traffic issue and its integration in spatial planning policies.
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The MSP Challenge uses game technology and role-play to support communication and learning for Marine/Maritime Spatial Planning. Since 2011, a role-playing game, a board game and a digital interactive simulation platform have been developed. The MSP Challenge editions have been used in workshops, conferences, education, as well as for real life stakeholder engagement. The authors give an overview of the development of the MSP Challenge and reflect on the value of the approach as an engaging and ‘fun’ tool for building mutual understanding and communicating MSP.
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The Maritime Spatial Planning (MSP) Challenge game: Short Sea Shipping (SSS) Edition is a table-top strategy board game, designed for policy-makers and stakeholders involved in MSP, short-sea shipping and the Blue Economy. It is a ‘serious game’, allowing the development of a better understanding of the issues involved in MSP through creative and imaginative role playing, taking into account the relevant professional and personal experience of the players. The authors present and discuss the use of the MSP Challenge board game to test how, and to what extent, the concept can help stakeholders understand Maritime Spatial Planning.
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The inherent complexity of planning at sea, called maritime spatial planning (MSP), requires a planning approach where science (data and evidence) and stakeholders (their engagement and involvement) are integrated throughout the planning process. An increasing number of innovative planning support systems (PSS) in terrestrial planning incorporate scientific models and data into multi-player digital game platforms with an element of role-play. However, maritime PSS are still early in their innovation curve, and the use and usefulness of existing tools still needs to be demonstrated. Therefore, the authors investigate the serious game, MSP Challenge 2050, for its potential use as an innovative maritime PSS and present the results of three case studies on participant learning in sessions of game events held in Newfoundland, Venice, and Copenhagen. This paper focusses on the added values of MSP Challenge 2050, specifically at the individual, group, and outcome levels, through the promotion of the knowledge co-creation cycle. During the three game events, data was collected through participant surveys. Additionally, participants of the Newfoundland event were audiovisually recorded to perform an interaction analysis. Results from survey answers and the interaction analysis provide evidence that MSP Challenge 2050 succeeds at the promotion of group and individual learning by translating complex information to players and creating a forum wherein participants can share their thoughts and perspectives all the while (co-) creating new types of knowledge. Overall, MSP Challenge and serious games in general represent promising tools that can be used to facilitate the MSP process.
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This report is the second in a series of three reports named Value Added Planning, consisting of three unique, but interconnected tools, namely the Green Credit Tool, the Workbench Method and Value Added Planning, These tools have been developed and/or tested in the context of the European INTERREG programme: VALUE (INTERREG IVB North West Europe - Valuing Attractive Landscapes in the Urban Economy), in which the municipality of Amersfoort is involved. Aim of this programme is to understand how green space in urban centres can become more competitive with other urban functions. In this context, the municipality of Amersfoort has introduced the interactive method named Workbench Spatial Quality (Werkbank Ruimtelijke Kwaliteit in Dutch) in their spatial design in several areas in their municipality. The Workbench Spatial Quality (to be referred to as Workbench) has been applied on two cases in Amersfoort: Park Randenbroek and Vathorst NW. In this report the Workbench as applied in Amersfoort is evaluated. Research was done on the basis of literature research, case-material and interviews performed with several experts. Furthermore, research was done by students at the Wageningen University and Research Centre (WUR). Part of the evaluation in this report makes use of a quick scan of 19 Dutch cases. The question addressed in this report is: 1.How was the Workbench Spatial Quality applied in Amersfoort? 2.Can the Workbench contribute to sustainable spatial planning?
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Significant factors in the success or failure of energy transition arise from the spatial potential of places and their communities. Scenario planning appears to be an appropriate design instrument to enable architects to unveil, conceptualise, imagine, test and communicate this potential to stakeholders. This paper critically refelcts on the scenario as an architectural design instrument. Inscribed with political intentions, scenario planning may be a far from neutral design instrument. Instead of triggering communities to explore local energy potential, a scenario may have a normative effect on a community's imagination. The paper aims to define guidelines for the deployment of scenarios in an open, participatory planning process. To mediate in a local participatory planning process, we argue, scenarios should be situational, dynamic and open-ended, allowing or even triggering communities to (re)define the issues relevant to a place during the ongoing process of energy-transition. How, when and where should scenarios be deployed in order to enable communities to understand and develop their local energy potential?
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To experience and appreciate the challenges involved in marine spatial planning (MSP), students enrolled in two MSP courses play stakeholder roles in a realistic serious game. The serious game is played with the participatory online MSP tool SeaSketch, and tackles the contemporary Dutch marine renewable energy challenge.
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Maritime Spatial Planning (MSP) is a complex process involving various actors with deviating viewpoints, perceptions and approaches. This study identifies and explains different viewpoints in northern European MSP processes by contextualizing the different viewpoints of national maritime spatial planners, policymakers, scientists, consultants, and representatives of intergovernmental organizations who are involved in the MSP process. The Q Methodology, a method to study the subjectivity of participants, combines qualitative and quantitative approaches to explore people’s viewpoints has been utilized to identify the different frameworks in MSP. A total of five viewpoints have been conceptualized in MSP, based on 17 participants and 39 statements, that cover the whole range of MSP. Simultaneously, respective factor loadings of participants have been identified. This research proves that there seems to be a limited set of viewpoints among the community, despite the amount of stakeholders, their different backgrounds and origin. Results of this study could help to manage different or even conflicting viewpoints in MSP in the future.
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The authors present and discuss the conceptual and technical design of the game Marine Spatial Planning (MSP) Challenge 2050, developed with and for the Netherlands’ ministry of Infrastructure and Environment. The main question in this paper is: What constitutes the socio-technical complexity of marine areas and how can it be translated into a simulation model for serious game-play with marine spatial planners? MSP Challenge 2050 was launched in March 2014 in a two day session with twenty marine planners from six countries. It aims to initiate and support MSP in the various Atlantic regions by bringing policy-makers, stakeholders, scientists together in a ‘playful’ but realistic and meaningful environment. In the North Sea edition of the game, six countries make and implement plans for this sea basin over a period of 35 years, with cumulative effects of their sectoral and national decisions emerging. The authors conclude that the combined and iterative use of complexity modelling and gaming is effective from the perspectives of design (development of a MSP model), research (insight acquired on MSP) and policy (policy-oriented learning and analysis for MSP). Further development and global dissemination of MSP Challenge 2050, as well as research and data collection, is foreseen.
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The interaction of stakeholders is regarded key in modern environmental and spatial planning. Marine/maritime spatial planning (MSP) is an emerging marine policy domain, which is of great interest worldwide. MSP practices are characterized by diverse approaches and a lack of transnational cooperation. Actors with various backgrounds have to identify mismatches and synergies to jointly aim towards coherent and coordinated practices. The ‘Living Q’ is a communication method to make actors aware systematically about their viewpoints in an interactive, communicative and playful environment, while it draws on results of a proceeding ‘Q Methodology’ study. Results from ‘Living Q’ exercises with international expert’s groups from European Sea basins show that the method is capable to foster communication and interaction among actors participating in ‘Living Q’ exercises, while having the potential to generate added value to planning processes by actor interaction in a collaborative setting.
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