Abstract
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.
| Original language | English |
|---|---|
| Pages (from-to) | 1074-1090 |
| Number of pages | 17 |
| Journal | Environment and Planning B: Urban Analytics and City Science |
| Volume | 49 |
| Issue number | 3 |
| Early online date | 27 Aug 2021 |
| DOIs | |
| Publication status | Published - 1 Mar 2022 |
Keywords
- ITC-ISI-JOURNAL-ARTICLE
- ITC-HYBRID