TY - JOUR
T1 - A game co-design method to elicit knowledge for the contextualization of spatial models
AU - Champlin, Carissa J.
AU - Flacke, Johannes
AU - Dewulf, Geert P.M.R.
N1 - Publisher Copyright:
© The Author(s) 2021.
PY - 2022/3/1
Y1 - 2022/3/1
N2 - A frequent criticism of knowledge-based planning tools is the apparent mismatch between information frameworks used in their spatial models and the information needs of planning actors. Increasingly, these actors are contributing their context-specific knowledge during the development of such tools. Transferring this knowledge from actors to the model remains a challenge. This study establishes a set of design requirements for knowledge elicitation in small group settings and introduces game co-design as a method allowing planning actors and planning support experts to meet halfway between the technology and user domains in the so-called third space. We present an initial case where in three nominal group sessions, actors encountered and critiqued parameterized assumptions of their planning issues in a tangible game environment. Findings indicate that the method can elicit different types of knowledge (divergence) about a spatial system in operationalized terms (formalization). We discuss the potential of tangible game co-design as a modeling as learning exercise and its complementarity to dedicated digital technologies for more holistic planning support.
AB - A frequent criticism of knowledge-based planning tools is the apparent mismatch between information frameworks used in their spatial models and the information needs of planning actors. Increasingly, these actors are contributing their context-specific knowledge during the development of such tools. Transferring this knowledge from actors to the model remains a challenge. This study establishes a set of design requirements for knowledge elicitation in small group settings and introduces game co-design as a method allowing planning actors and planning support experts to meet halfway between the technology and user domains in the so-called third space. We present an initial case where in three nominal group sessions, actors encountered and critiqued parameterized assumptions of their planning issues in a tangible game environment. Findings indicate that the method can elicit different types of knowledge (divergence) about a spatial system in operationalized terms (formalization). We discuss the potential of tangible game co-design as a modeling as learning exercise and its complementarity to dedicated digital technologies for more holistic planning support.
KW - ITC-ISI-JOURNAL-ARTICLE
KW - ITC-HYBRID
UR - https://ezproxy2.utwente.nl/login?url=https://library.itc.utwente.nl/login/2021/isi/flacke_gam.pdf
U2 - 10.1177/23998083211041372
DO - 10.1177/23998083211041372
M3 - Article
VL - 49
SP - 1074
EP - 1090
JO - Environment and Planning B: Urban Analytics and City Science
JF - Environment and Planning B: Urban Analytics and City Science
SN - 2399-8083
IS - 3
ER -