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41Publicaties met bestand/URL
2Projectstatus
3There 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.
MULTIFILE
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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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?
DOCUMENT
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?
DOCUMENT
The Maritime Spatial Planning (MSP) Challenge simulation platform helps planners and stakeholders understand and manage the complexity of MSP. In the interactive simulation, different data layers covering an entire sea region can be viewed to make an assessment of the current status. Users can create scenarios for future uses of the marine space over a period of several decades. Changes in energy infrastructure, shipping, and the marine environment are then simulated, and the effects are visualized using indicators and heat maps. The platform is built with advanced game technology and uses aspects of role-play to create interactive sessions; it can thus be referred to as serious gaming. To calculate and visualize the effects of planning decisions on the marine ecology, we integrated the Ecopath with Ecosim (EwE) food web modeling approach into the platform. We demonstrate how EwE was connected to MSP, considering the range of constraints imposed by running scientific software in interactive serious gaming sessions while still providing cascading ecological feedback in response to planning actions. We explored the connection by adapting two published ecological models for use in MSP sessions. We conclude with lessons learned and identify future developments of the simulation platform.
MULTIFILE
Digitalization is gaining increasing attention in Higher Education (HE). The integration
of digital tools into instructional settings is particularly challenging, However, it offers many
opportunities to improve the learning process of students, especially in interdisciplinary teaching
scenarios such as teaching sustainable usage of space and resources i.e. for the coastal zones and the
marine areas. Worldwide, Marine Spatial Planning (MSP) and Integrated Coastal Zone Management
(ICZM) are much needed approaches to manage and organize the increasing use of the sea and
coastal areas. Both are complex fields that are attracting more and more attention in interdisciplinary
HE. Correspondingly designed, the module ‘Planning and Management of Coastal Zones and Sea
Basins’ at the University of Oldenburg, Germany, provides a case for integrating digital tools into
HE. In 2020, the digital serious game ‘MSP Challenge´ was used in an online learning format. This
interactive and collaborative tool supports informed decision making based on real and simulated
data, comparable to business (decision) processes based on environmental information systems
(EIS). Therefore, the MSP Challenge game fosters not only the understanding of the complex topic
but additionally methodological skills which can be transferred to the usage EIS. While playing,
students become able to (1) evaluate and simulate impacts of uses on coastal and marine
environments, (2) describe the main interactions in ecosystems, (3) conceptualize information for
sectoral or integrated MSP and (4) reflect on the role and use of data. In the presented case master
students studying “Water and Coastal Management” participated in the module. Moreover, the
digital serious game and the interdisciplinary topics of MSP and ICZM provides additional
opportunities to explore subtopics (e.g. IT-related) from other disciplinary perspectives.
DOCUMENT
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.
DOCUMENT
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.
DOCUMENT
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.
DOCUMENT
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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