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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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To build sustainable cities and communities (SDG Goal 11), all sections of society, especially marginalized groups, need to be included in the development processes. As the global population ages, the importance of creating inclusive cities is becoming increasingly evident. By prioritizing the needs and preferences of older adults, cities may foster conditions that support independent living, social interaction, and healthy ageing. Urban planning is essential in this regard since it guarantees that the requirements and preferences of older adults are taken into consideration when designing cities. Recognizing older adults’ needs in urban environments can be achieved by involving them in planning and decision-making processes. It is very important to ensure the active participation of them in determining the priority of age-friendly urban planning strategies. For this purpose, geodata collection tools need to be developed and adapted to the needs of older adults. Geodata was gathered for this study using KoBo Toolbox, a free web-based, open-source data collecting tool. This tool facilitates data collection through surveys conducted in the field using mobile devices like smartphones and tablets. The study reveals the preliminary findings of data collected via KoBo Toolbox from four European cities (Bucharest, Kraków, The Hague, and Wrocław) regarding domains acknowledged within the WHO Age-Friendly Cities Framework. The findings also demonstrate the feasibility and effectiveness of the KoBo Toolbox in facilitating inclusive data collection for age-friendly urban planning initiatives. By incorporating the perspectives of older adults through participatory data collection methods, cities can develop and implement strategies that truly meet the needs of their ageing populations and provide inclusive, sustainable, and liveable urban environments for all.
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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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Studies on city‐building games as educational tools show positive results in addressing different learning objectives, but also identify a missing link to reality, as they are mostly computer‐based. Given the differences between existing games and their capabilities, the exact function of these games in an urban planning curriculum is unclear. The city‐building game Cities: Skylines currently has three different versions (Digital, Tabletop, VR). Through an affordance analysis of the game’s three versions, this study analyses how the versions afford four primary knowledge dimensions, and in doing so identifies different educational applications for each version of Cities: Skylines in different planning disciplines. The results show that: (a) the board game is strong in fostering player participation and critical thinking more suited for the social and health studies, public policy, and citizen participation domains of urban planning; (b) the digital version functions as moddable simulator, ensuring familiarity with existing systems and monitoring their effects, useful in logistics and transportation planning; (c) the VR form viscerally involves players in the simulated processes, applicable in design‐focused segments of urban planning, such as sustainable design theory, housing, and land‐use management. The results of this study can help urban planning educators identify possible uses for different versions of Cities: Skylines.
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The book “Ageing and Urban Planning” edited by Matthias Drilling, Pamela Suero, Hind Al-Shoubaki, and Fabian Neuhaus provides– in the words of the editors– a critical analysis of urban planning in the face of demographic change. Many books have been published in this domain in recent decades, so I was looking for innovative and critical thinking, provocative statements, and more. In an arena with many books merely regurgitating existing theories, the current volume did not let me down.
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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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Cities all over the world are rethinking their mobility policies in light of environmental and quality of life objectives. As space is one of cities’ scarcest resources, mobility’s spatial footprint is increasingly scrutinized as externality to mitigate. Similar to passenger transport, goods transport is envisioned to shift towards efficient and zero emission mobilities. To achieve an urban logistics system that eliminates inefficiencies and fossil fuels, the logistics sector requires space to unload, cross-dock, consolidate and stock goods closer to their destinations. Such a ‘proximity logistics’ is however at odds with ‘logistics sprawl’, the historic outward migration pattern of logistics facilities. With policies and planning, cities can support the (re)integration of logistics facilities in urban areas to facilitate and enable the shift to an efficient urban logistics system. Logistics still being a largely neglected policy subject in many cities, knowledge on how to approach this (re)integration is hardly available. Therefore, we compare two pioneering cities: Rotterdam and Paris. Both cities have an established track record in advancing urban logistics policies and are spearheading the practice of planning for logistics. Based on interviews and policy analyses, we develop best practices on how to address the integration of urban logistics facilities for cities.
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In urban planning, 3D modeling and virtual reality (VR) provide new means for involving citizens in the planning process. For municipal government, it is essential to know how effective these means are, to justify investments. In this study, we present a case of using VR in a municipal process of civic participation concerning the redesign of a public park. The process included codesign activities and involved citizens in decision-making through a ballot, using 3D-rendered versions of competing designs. In codesign, 3D-modeling tools were instrumental in empowering citizens to negotiate design decisions, to discuss the quality of designs with experts, and to collectively take decisions. This paper demonstrates that, in a ballot on competing designs with 1302 citizens, VR headsets proved to be equally effective compared to other display technologies in informing citizens during decision making. The results of an additional, controlled experiment indicate that VR headsets provide higher engagement and more vivid memories than viewing the designs on non-immersive displays. By integrating research into a municipal process, we contribute evidence of cognitive and engagement effects of using 3D modeling and immersive VR technologies to empower citizens in participatory urban planning. The case described in the paper concerns a public park; a similar approach could be applied to the design of public installations including media architecture.
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Abstract from AMS Scientific Conference '24, Amsterdam, Netherlands.In the two-year Nature-Based Area Development study researchers at four Dutch universities collaborated with planning professionals in cities, regions and companies to investigate how nature-based urban development can become a forceful reality. The study applied a combination of methods such as co-research sessions with consortium partners, in-depth interviews with experts and a multiple case study analysis of best practices in the Netherlands and abroad.Keywords: nature-based, area development, densification, urban ecosystem services, planning instruments
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Efforts to reduce negative externalities of urban logistics vehicle movements often concentrate on two aspects; organizing logistics more efficiently in order to reduce the number of incoming vehicles in urban areas and reducing the emissions of vehicles within urban areas. The stopping practices are an underexposed area, in research and spatial planning. Even if movements into an area are organized more efficiently and vehicles might be zero emission, at the end of the day, logistics vehicles need to stop close to their destination to deliver goods or perform services. Herewith those vehicles put a claim upon – increasingly scarce – urban space with possible subsequential negative effects for both urban residents and drivers. This research develops a typology for urban stopping practices of logistics vehicles, including temporal and spatial aspects. Based on a survey with drivers, and interviews with experts and policy makers, the potential of different interventions to reduce the negative externalities of stopping practices is assessed. Despite the impact on policy goals, urban logistics stopping receives little attention from public stakeholders and is largely left to self-organization. Digitization and (bottomup) enforcement are interesting interventions, while drivers also indicate that more space allocated to logistics functions is inevitable. The best mix of interventions, including allocation of locations and enforcement, would both be high and low technology. Cities can benefit from a more desired situation by looking into physical interventions before digital interventions are ready for deployment.
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