scholarly journals Functional Fiction to Collective Action: Speculative Participatory Serious Urban Design Gaming to Enhance Slum-upgrading Processes

2021 ◽  
Author(s):  
◽  
Hamish Beattie

<p>People who are marginalised in slum-upgrading processes can benefit from participatory design strategies. When marginalised slum communities confront and explore conflicting perspectives, values, assumptions and goals through negotiation within participatory design processes, the ability to harness the collective intelligence of people to work towards collective action can be enhanced. However, a tension exists in the participatory design literature between those participatory processes that seek to facilitate social outcomes such as social capital building, and those that seek only to implement an urban development or upgrading project (slum upgrading) as the outcome. Exploring new methods of design participation that integrate both social outcomes and design processes can help alleviate this tension by recognising a diversity of stakeholder perspectives on urban-related issues and help them work towards implementing lasting communal change that explicitly takes into account cooperative development action.  The dissertation explores an innovative approach to participatory slum upgrading, which proposes bringing together speculative architecture, participatory design, and serious gaming approaches to help stakeholders to explore conflicting perspectives, assumptions and corresponding future visions surrounding architectural and urban issues. The research focusses on how these three areas can be brought together to help develop a new approach for designing participatory design tools for marginalised communities. The research explores how a “speculative, participatory, serious urban gaming” (SPS-UG) approach might be used to help marginalised communities consider past, future and present community experiences, reconcile dissimilar assumptions, and generate social outcomes and in-game design responses, while priming participants for further long-term, slum-upgrading design engagement processes. Empirical material for this research was gathered from a range of case study workshops prepared with three landfill-based communities and external partners throughout 2017, which utilised a new SPS-UG computer game I designed called Maslow’s Palace to evaluate the approach. The research shows that the SPS-UG approach was successful in guiding the design of a serious game to help reveal, develop and ground stakeholder knowledge, goals and values surrounding slum-upgrading issues. Through an exploration of social complexities involved in the participatory design process, participants were stimulated to share diverse opinions and aspirations and thus deepen their understanding of self, others, norms and institutions. The SPS-UG approach contributed to slum-upgrading outcomes for communities by aiding slum-upgrading ideation, framing the consideration of alternate views and possible futures, and scaffolding discussions about what the future might look like through visual representation of possible design alternatives. Finally, the research discusses key methodological insights, and the challenges faced when working with marginalised communities while pursuing social and slum-upgrading outcomes through a gaming approach. This is significant when considering how the approach might interface with other slum-upgrading processes outside of the scope of this research or function as a catalyst for the transformation of other physical urban environments and socio-cultural contexts.</p>

2021 ◽  
Author(s):  
◽  
Hamish Beattie

<p>People who are marginalised in slum-upgrading processes can benefit from participatory design strategies. When marginalised slum communities confront and explore conflicting perspectives, values, assumptions and goals through negotiation within participatory design processes, the ability to harness the collective intelligence of people to work towards collective action can be enhanced. However, a tension exists in the participatory design literature between those participatory processes that seek to facilitate social outcomes such as social capital building, and those that seek only to implement an urban development or upgrading project (slum upgrading) as the outcome. Exploring new methods of design participation that integrate both social outcomes and design processes can help alleviate this tension by recognising a diversity of stakeholder perspectives on urban-related issues and help them work towards implementing lasting communal change that explicitly takes into account cooperative development action.  The dissertation explores an innovative approach to participatory slum upgrading, which proposes bringing together speculative architecture, participatory design, and serious gaming approaches to help stakeholders to explore conflicting perspectives, assumptions and corresponding future visions surrounding architectural and urban issues. The research focusses on how these three areas can be brought together to help develop a new approach for designing participatory design tools for marginalised communities. The research explores how a “speculative, participatory, serious urban gaming” (SPS-UG) approach might be used to help marginalised communities consider past, future and present community experiences, reconcile dissimilar assumptions, and generate social outcomes and in-game design responses, while priming participants for further long-term, slum-upgrading design engagement processes. Empirical material for this research was gathered from a range of case study workshops prepared with three landfill-based communities and external partners throughout 2017, which utilised a new SPS-UG computer game I designed called Maslow’s Palace to evaluate the approach. The research shows that the SPS-UG approach was successful in guiding the design of a serious game to help reveal, develop and ground stakeholder knowledge, goals and values surrounding slum-upgrading issues. Through an exploration of social complexities involved in the participatory design process, participants were stimulated to share diverse opinions and aspirations and thus deepen their understanding of self, others, norms and institutions. The SPS-UG approach contributed to slum-upgrading outcomes for communities by aiding slum-upgrading ideation, framing the consideration of alternate views and possible futures, and scaffolding discussions about what the future might look like through visual representation of possible design alternatives. Finally, the research discusses key methodological insights, and the challenges faced when working with marginalised communities while pursuing social and slum-upgrading outcomes through a gaming approach. This is significant when considering how the approach might interface with other slum-upgrading processes outside of the scope of this research or function as a catalyst for the transformation of other physical urban environments and socio-cultural contexts.</p>


2021 ◽  
Author(s):  
◽  
Nick Leckie

<p>Public participation is the cornerstone of a democratic society and it presents very specific challenges in relation to development projects. This thesis explores participatory design - the important interface between the design of a physical project and the people who are affected by it - in reference to Wellington City Council’s (WCC’s) upgrading of social housing. It asks ‘is there scope for widening tenant participation in the Housing Upgrade Programme?’  A literature review establishes a loose definition of participation based on seven principles: approaches to participation are diverse; often ‘under-done’; cannot be neatly packaged or predicted and therefore cut across professional boundaries; engage power relations; and they tend to cultivate choice in outcomes and bring into being a collective intelligence.  From here the study engages action research techniques and case study analysis to further understanding of participatory processes. A comparative analysis of WCC’s current participatory approach and that of an Architecture Sans Frontieres participatory design workshop on slum upgrading in Nairobi, Kenya is conducted which reveals room for extension in WCC’s current approach and finds the Kenya workshop process exemplary. ‘A design experiment’ is then carried out which conducts some participatory exercises at a WCC housing site - Te Ara Hou apartments in Newtown, Wellington. These exercises contribute to a modest design proposal of additional housing units and a retrofitted community space for Te Ara Hou.  All preceding steps then inform what is the ultimate outcome of the study; a set of eight generic principles to inform best-practice participatory process. These principles are then used to evaluate three cases which demonstrates how they might be applied in practice. These three cases evaluated are WCC’s existing approach, the ASF workshop approach and a proposed approach for WCC. The third case makes suggestions around how WCC could develop their participatory approach. Ultimately, the thesis finds that there is scope for widening tenant participation in the Housing Upgrade Programme, and the eight principles offer suggestions around how that might be done.</p>


2021 ◽  
Author(s):  
◽  
Nick Leckie

<p>Public participation is the cornerstone of a democratic society and it presents very specific challenges in relation to development projects. This thesis explores participatory design - the important interface between the design of a physical project and the people who are affected by it - in reference to Wellington City Council’s (WCC’s) upgrading of social housing. It asks ‘is there scope for widening tenant participation in the Housing Upgrade Programme?’  A literature review establishes a loose definition of participation based on seven principles: approaches to participation are diverse; often ‘under-done’; cannot be neatly packaged or predicted and therefore cut across professional boundaries; engage power relations; and they tend to cultivate choice in outcomes and bring into being a collective intelligence.  From here the study engages action research techniques and case study analysis to further understanding of participatory processes. A comparative analysis of WCC’s current participatory approach and that of an Architecture Sans Frontieres participatory design workshop on slum upgrading in Nairobi, Kenya is conducted which reveals room for extension in WCC’s current approach and finds the Kenya workshop process exemplary. ‘A design experiment’ is then carried out which conducts some participatory exercises at a WCC housing site - Te Ara Hou apartments in Newtown, Wellington. These exercises contribute to a modest design proposal of additional housing units and a retrofitted community space for Te Ara Hou.  All preceding steps then inform what is the ultimate outcome of the study; a set of eight generic principles to inform best-practice participatory process. These principles are then used to evaluate three cases which demonstrates how they might be applied in practice. These three cases evaluated are WCC’s existing approach, the ASF workshop approach and a proposed approach for WCC. The third case makes suggestions around how WCC could develop their participatory approach. Ultimately, the thesis finds that there is scope for widening tenant participation in the Housing Upgrade Programme, and the eight principles offer suggestions around how that might be done.</p>


Author(s):  
Santiago M. Pardo-García

Open Source (OS) philosophy can cause important effects both in the design processes and in the professional role of designers. It started as a computer science phenomenon and has rapidly spread to other fields, such as architecture and urban planning. However, there are few studies reflecting about its impact, and there are not guidelines for managing its possible consequences. This article offers some insights considering three main sources: (1) current OS experiences in architecture and urban planning, (2) past traditional and participatory design strategies, and (3) works in computer science about OS. These three topics are conceptually linked using as an index some OS attributes expressed in the OS initiative definition. With that background, guidelines are finally proposed. The article demonstrates that current OS initiatives in architecture and urbanism have many similarities with past design processes and recent computer science experiences. Both subjects can be used as precedents in order to adequately incorporate and adapt OS thinking, a revolution that, depending on the managing skills, could improve the quality of the design and the designer's profession, or provoke a crisis in the current professional model.


2021 ◽  
Author(s):  
Josie Povey ◽  
Michelle Sweet ◽  
Tricia Nagel ◽  
Anne Lowell ◽  
Fiona Shand ◽  
...  

BACKGROUND Participatory Design methodology is commonly used to engage youth in the co-design of digital mental health (dMH) resources. However, challenges with this approach such as selection bias, differing user preferences, tensions between formative and summative research methods and adequate resourcing have been reported [1, 2]. In response to limited reporting of co-design processes in the literature, in this paper we provide an in-depth account of the processes used in the second phase of Participatory Design in development of the Aboriginal and Islander Mental Health initiative for youth (AIMhi-Y) Application. OBJECTIVE In response to limited reporting of co-design processes in the literature, in this paper we provide an in-depth account of the processes used in the second phase of Participatory Design in development of the Aboriginal and Islander Mental Health initiative for youth (AIMhi-Y) Application. METHODS A first idea prototype, generated from a formative phase of the AIMhi-Y project [3], was refined through a series of youth co-design workshops, integration of the scientific literature, six service provider interviews and engagement with an Indigenous Youth Reference Group (IYRG). Generative design strategies, storyboarding, discussion and voting strategies were used. RESULTS Throughout this participatory design project, we identified app features preferred by participants and assessed their alignment with current recommendations and scientific literature. Findings from the co-design process are presented across nine app characteristic domains. Integration of findings into app design proved complex. Although we were able to include most preferred features identified by youth to some degree, the available budget restricted what was able to be integrated into the prototype and a process of prioritisation was required. CONCLUSIONS Participatory design is often cited in the development of dMH resources; however, methods are diverse and often lack detailed description. This study reports processes and strategies used to seek consensus and determine priorities in the development of a dMH resource for Aboriginal and Torres Strait Islander youth, providing an example to inform others seeking to use participatory design with a similar cohort.


2021 ◽  
pp. 155541202110053
Author(s):  
Eduardo H Luersen ◽  
Mathias Fuchs

In this article, we describe three layers of ruins related to computer game technology: in a surface layer, we examine the imagery of ruins in digital games, highlighting game design tools for developing in-game ruination. Secondly, we approach the industrial design model of technological obsolescence as an infrastructural layer that intrinsically demands the production of new provisional spaces for material decay. Lastly, through a waste layer, we unfold the geopolitical dimension of technological obsolescence, calling attention to the transcontinental flows of electronic waste, which also underscores a geological stage of ruination. While exploring these different layers of ruins, we wish to perceive how game design models might relate to different forms of contemporary ruination, inquiring what such material traces have to say as strata of the complex deterioration processes of present-day media.


Design Issues ◽  
2018 ◽  
Vol 34 (4) ◽  
pp. 80-95 ◽  
Author(s):  
Liesbeth Huybrechts ◽  
Katrien Dreessen ◽  
Ben Hagenaars

Designers are increasingly involved in designing alternative futures for their cities, together with or self-organized by citizens. This article discusses the fact that (groups of) citizens often lack the support or negotiation power to engage in or sustain parts of these complex design processes. Therefore the “capabilities” of these citizens to collectively visualize, reflect, and act in these processes need to be strengthened. We discuss our design process of “democratic dialogues” in Traces of Coal—a project that researches and designs together with the citizens an alternative spatial future for a partially obsolete railway track in the Belgian city of Genk. This process is framed in a Participatory Design approach and, more specifically, in what is called “infrastructuring,” or the process of developing strategies for the long-term involvement of participants in the design of spaces, objects, or systems. Based on this process, we developed a typology of how the three clusters of capabilities (i.e., visualize, reflect, and act) are supported through democratic dialogues in PD processes, linking them to the roles of the designer, activities, and used tools.


2019 ◽  
Vol 6 (20) ◽  
pp. 162948
Author(s):  
Thomas Westin ◽  
Jenny Brusk ◽  
Henrik Engström

Sign in / Sign up

Export Citation Format

Share Document