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3This 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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Limited data is available on the size of urban goods movement and its impact on numerous aspects with respect to livability such as emissions and spatial impact. The latter becomes more important in densifying cities. This makes it challenging to implement effective measures that aim to reduce the negative impact of urban good movement and to monitor their impact. Furthermore, urban goods movement is diverse and because of this a tailored approach is required to take effective measures. Minimizing the negative impact of a heavy truck in construction logistics requires a different approach than a parcel delivery van. Partly due to a lack of accurate data, this diversity is often not considered when taking measures. This study describes an approach how to use available data on urban traffic, and how to enrich these with other sources, which is used to gain insight into the decomposition (number of trips and kilometers per segment and vehicle type). The usefulness of having this insight is shown for different applications by two case studies: one to estimate the effect of a zero-emission zone in the city of Utrecht and another to estimate the logistics requirements in a car-free area development.
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What is this publication about?
In this publication on ‘New urban economies’,
we search for answers and insights to a key
question: how can cities foster economic
development and develop ‘new urban economies’.
And, importantly, how can they do that:
◗ in concertation with different
urban stakeholders, ◗ responding adequately to key challenges
and developments beyond their control, ◗ building on the cities’ own identity,
industries and competences, ◗ in a sustainable way, ◗ and without compromising
weaker groups.
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Background: Urban slums are characterised by unique challenging living conditions, which increase their inhabitants’ vulnerability to specific health conditions. The identification and prioritization of the key health issues occurring in these settings is essential for the development of programmes that aim to enhance the health of local slum communities effectively. As such, the present study sought to identify and prioritise the key health issues occurring in urban slums, with a focus on the perceptions of health professionals and community workers, in the rapidly growing city of Bangalore, India. Methods: The study followed a two-phased mixed methods design. During Phase I of the study, a total of 60 health conditions belonging to four major categories: - 1) non-communicable diseases; 2) infectious diseases; 3) maternal and women’s reproductive health; and 4) child health - were identified through a systematic literature review and semi-structured interviews conducted with health professionals and other relevant stakeholders with experience working with urban slum communities in Bangalore. In Phase II, the health issues were prioritised based on four criteria through a consensus workshop conducted in Bangalore. Results: The top health issues prioritized during the workshop were: diabetes and hypertension (non-communicable diseases category), dengue fever (infectious diseases category), malnutrition and anaemia (child health, and maternal and women’s reproductive health categories). Diarrhoea was also selected as a top priority in children. These health issues were in line with national and international reports that listed them as top causes of mortality and major contributors to the burden of diseases in India. Conclusions: The results of this study will be used to inform the development of technologies and the design of interventions to improve the health outcomes of local communities. Identification of priority health issues in the slums of other regions of India, and in other low and lower middle-income countries, is recommended.
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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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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 crossroads of living in cities on the one hand and ageing of the population on the other is studied in an interdisciplinary field of research called urban ageing (van Hoof and Kazak 2018, van Hoof et al. 2018). People live longer and in better health than ever before in Europe. Despite all the positive aspects of population ageing, it poses many challenges. The interaction of population ageing and urbanisation raises issues in various domains of urban living (Phillipson and Buffel 2016). According to the Organisation for Economic Co-operation and Development (OECD 2015), the population share of those of 65 years old is expected to climb to 25.1% in 2050 in its member states. Cities in particular have large numbers of older inhabitants and are home to 43.2% of this older population. The need to develop supportive urban communities are major issues for public policy to understand the relationship between population ageing and urban change (Buffel and Phillipson 2016). Plouffe and Kalache (2010) see older citizens as a precious resource, but in order to tap the full potential these people represent for continued human development (Zaidi et al. 2013), the world’s cities must ensure their inclusion and full access to urban spaces, structures, and services. Therefore, cities are called upon to complement the efforts of national governments to address the consequences of the unprecedented demographic shift (OECD 2015). Additionally, at the city level there is a belief to understand the requirements and preferences of local communities (OECD 2015). An important question in relation to urban ageing is what exactly makes a city age-friendly (Alley et al. 2007, Lui et al. 2009, Plouffe and Kalache 2010, Steels 2015, Moulaert and Garon 2016, Age Platform Europe 2018)? Another relevant question is which factors allow some older people in cities to thrive, while others find it hard to cope with the struggles of daily life? This chapter explores and describes which elements and factors make cities age-friendly, for instance, on the neighbourhood level and in relation to technology for older people.
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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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Playfulness intertwined with city-related themes, such as participatory planning and civic media are becoming more popular. In the last ten years, game designers have taken up the theme of play in relation to the urban environment. In this paper, we present a conceptual mapping of “urban play,” through the analysis of eight examples of urban games. Better conceptual tools are necessary to discuss and reflect on how games draw on, or deal with, urban issues. While urban games are diverse in medium, intent, and experience, across the spectrum analyzed in this paper, they hold the potential for various player experiences emerging through play that may be useful to designers. These are: a sense of agency and impact; feelings of relatedness and empathy; an awareness and understanding of complexity, perspective-taking and scenario-building, and either planning or taking action. The conceptual mapping offers scholars and practitioners a more nuanced vocabulary for designing games and playful interventions that might be used to tackle societal issues that either require or could benefit from genuine public involvement as engaged citizens.
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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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