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14Publicaties met bestand / URL
2Projectstatus
3Het doel van dit project was om samen met alle betrokkenen te komen tot een gedragen adviesprogrammering voor het urban sportpark Zuilense Vecht, dat ligt op de gemeentegrenzen van Utrecht en Stichtse Vecht. Allereerst zijn geleerde lessen opgemaakt naar aanleiding van interviews met professionals die betrokken waren bij andere urban sportparken. Deze lessen zijn meegenomen naar het vervolg van dit project, waarbij we hebben gewerkt aan een adviesprogrammering in co-design met alle betrokkenen (sport- en welzijnsprofessionals uit de wijken, professionals uit urban sports en de MBO sportacademie; én kinderen en jongeren zelf).
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The Urban Gaming studio aims to challenge that by not defining the brief priory (no program, no objectives, no site boundaries). Instead it emphasizes that a client or clients should be sought for, that multiple voices or stakeholders are needed and that a strategy is required to incorporate their needs and desires into the design process. Finally, the Urban Gaming Studio stresses that each student should find a gaming method as a way to negotiate multiple agendas of the various stakeholders. In this way gaming is seeing a research tool rather than a design tool, but ultimately the brief of the design assignment is affected by it and by extension the design results. The gaming methods and the design outcomes should be as inclusive as possible in relationship with the city: From game to design. The studio has worked on an area of South Rotterdam called ‘Little Belgium’, a nickname that refers to its apparent chaotic order. The area is one of the last remaining industrial areas located in this part of the city. This project was a creative collaborations between the Amsterdam Academy of Architecture and the City of Rotterdam. Including student papers: Communicating Landscapes / Blake Allen Urban recipe for a mixed neighborhood / Stephanie van Dullemen Push back / Robin Frings Maas-o-Menos / Jacob Heydorn Gorski Vital organs/ Max Tuinman Nature First / Monique Verstappen
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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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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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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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This book is an effort to explore the newly emerging field of urban interaction design that addresses these issues. In the first part of the book, 'Foundations', we look into its origins. Where do its practitioners come from? How are they working together? What methodologies do they bring to the table? What are the key concepts they are addressing in their work? In the second part of the book named 'Trends', we go into current developments in the networked city and how urban interaction design as a field addresses these. Taken together, these sections will not give the definite definition or overview of this field. But hopefully there's enough in here to convincingly claim that the further development of the field matters.
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Since the early 2000s, global population ageing has significantly reshaped how urban design and planning address the human experience of city life. In this evolving context, age-friendly urban design has emerged as a transdisciplinary field aimed at configuring spatial systems that sustain autonomy, participation and wellbeing in later life. This study involves the theoretical and operational consolidation of the field by tracing its foundations in major UN and WHO frameworks and examining how these have been translated into technical standards, regulatory instruments and evaluative models, emphasising the ergonomic dimension of age-inclusive environments. The paper positions ergonomics and human factor as key interpretive lenses for understanding how the integration of accessibility and usability issues with environmental quality may shape inclusive urban settings across the ageing process in a life course perspective. The focus is on two critical application domains: technological innovation, encompassing smart-city infrastructures, participatory digital platforms and assistive systems, and urban green and blue infrastructures (UGBI), conceived as integrated strategies that support environmental resilience and multisensory restoration especially in later life. By combining theoretical perspectives with empirical evidence, the study synthesises current knowledge of age-friendly urbanism and identifies persistent conceptual and methodological fragmentation. It ultimately promotes a shift toward longevity-enabling environments, designed as adaptive, inclusive and evidence-based spatial systems that support human health through wellbeing, functional ability and human flourishing, not only during aging but across the entire lifespan.
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Bij de Urban Innovation aanpak gaat het om het gezamenlijk aanpakken van een lokaal maatschappelijk vraagstuk, zodat in het betreffende fieldlab, in die betreffende context, kan worden uitgeprobeerd wat werkt, wat niet werkt en waarom. In dit artikel worden de ervaringen met het werken in fieldlabs volgens de Urban Innovation aanpak gedeeld. Daarbij wordt ingegaan op wat de Urban Innovation aanpak is, waarom die aanpak nodig is, welke factoren de aanpak belemmeren en welke ontwikkelrichtingen er zijn voor het verbeteren van praktijkgericht onderzoek.
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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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