The engagement of citizens through participatory practices can raise attention on neglected or under-represented components of society and let critical needs and issues emerge (Davidoff, 1965). It can educate citizens to positive values such as inclusivity and diversity (Friedmann, 1973) and can facilitate the actuation of urban transformation projects, activating the citizen agency (Forester 1989, 1999). It is possible to observe the emergence of innovative approaches to participatory urban design, with the objective of simplifying the complexity of the decision making process and engaging a larger e more representative sector of society. However, children are hardly included in participatory design ( Bishop and Corkery, 2017). This study aims to assess the potential of serious game approaches and gamification strategies to involve children (citizens aged <12) in participatory design processes of the public space. It presents three case studies developed at the IAAC - Institute for Advanced Architecture of Catalonia, based on the use of digital and analogue interfaces. Case studies are assessed and compared based on their capacity to engage children, to collect data on their needs and desires in relation to the public space, as well as to educate them to sustainability and inclusiveness and promote behavioural change

Game-Based Participatory Urban Design: engaging children to co-create sustainable and inclusive public spaces

Ingrassia Marco
2021-01-01

Abstract

The engagement of citizens through participatory practices can raise attention on neglected or under-represented components of society and let critical needs and issues emerge (Davidoff, 1965). It can educate citizens to positive values such as inclusivity and diversity (Friedmann, 1973) and can facilitate the actuation of urban transformation projects, activating the citizen agency (Forester 1989, 1999). It is possible to observe the emergence of innovative approaches to participatory urban design, with the objective of simplifying the complexity of the decision making process and engaging a larger e more representative sector of society. However, children are hardly included in participatory design ( Bishop and Corkery, 2017). This study aims to assess the potential of serious game approaches and gamification strategies to involve children (citizens aged <12) in participatory design processes of the public space. It presents three case studies developed at the IAAC - Institute for Advanced Architecture of Catalonia, based on the use of digital and analogue interfaces. Case studies are assessed and compared based on their capacity to engage children, to collect data on their needs and desires in relation to the public space, as well as to educate them to sustainability and inclusiveness and promote behavioural change
2021
9788412088540
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11387/163726
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