Facilitating communication and cooperation is a challenge for anyone who seeks to achieve change and reform in architecture and other disciplines. This article discusses a project that seeks to overcome this problem through a participatory design process enhanced by mobile gaming. Deployed on smartphones, the project’s custom-built game - PocketPedal - is designed to accompany conventional participatory methods. The toolkit created through this work can be used in design workshops to facilitate communication across habitual divides and to support imagination and creativity. The current iteration of the project applies its methods to the challenge of reforming urban cycling in Melbourne. More specifically, it investigates one of the city’s characteristic and intractable cycling challenges: St Kilda Road.
Facilitating communication and cooperation is a challenge for anyone who seeks to achieve change and reform in architecture and other disciplines. This article discusses a project that seeks to overcome this problem through a participatory design process enhanced by mobile gaming. Deployed on smartphones, the project’s custom-built game - PocketPedal - is designed to accompany conventional participatory methods. The toolkit created through this work can be used in design workshops to facilitate communication across habitual divides and to support imagination and creativity. The current iteration of the project applies its methods to the challenge of reforming urban cycling in Melbourne. More specifically, it investigates one of the city’s characteristic and intractable cycling challenges: St Kilda Road.
Facilitating communication and cooperation is a challenge for anyone who seeks to achieve change and reform in architecture and other disciplines. This article discusses a project that seeks to overcome this problem through a participatory design process enhanced by mobile gaming. Deployed on smartphones, the project’s custom-built game - PocketPedal - is designed to accompany conventional participatory methods. The toolkit created through this work can be used in design workshops to facilitate communication across habitual divides and to support imagination and creativity. The current iteration of the project applies its methods to the challenge of reforming urban cycling in Melbourne. More specifically, it investigates one of the city’s characteristic and intractable cycling challenges: St Kilda Road.
Facilitating communication and cooperation is a challenge
for anyone who seeks to achieve change and reform in architecture and other disciplines. This article discusses a project that seeks to overcome this problem through a participatory design process enhanced by mobile gaming. Deployed on smartphones, the projects custom-built game - PocketPedal - is designed to accompany conventional participatory methods. The toolkit created through this work can be used in design workshops to facilitate communication across habitual divides and to support imagination and creativity. The current iteration o f the project applies its methods to the challenge o f reforming urban cycling in Melbourne. More specifically, it investigates one o f the citys characteristic and intractable cycling challenges: St Kilda Road.
St Kilda Road is a notoriously dangerous route for cyclists.
PocketPedal recasts the complex interactions between cyclists, motorists and road infrastructure occurring in this intense setting, where the players objective is to cycle the route w ithout crashing.
The inadequacy o f the cycling provisions along the road
is a telling example o f urban problems that resist change. When embedded in a typical road environment, urban cycling is characterised by a complex assemblage o f bodies, infrastructure and behaviours. This assemblage involves interactions o f many diverse stakeholders. Such complexities often lead to conflicts on the road, as well as impasses in achieving design goals.
For the past several years, influential stakeholder groups
and local government representatives have campaigned for an infrastructure upgrade; namely, segregated bike lanes. Despite the many serious cycling accidents along the route, this modification has not been implemented for typical reasons: objections from the local community, bureaucratic complications, and resentment arising from perceived preferential treatment o f one group over another.1 Like in many situations, St Kilda Road stakeholders have different values, different objectives and different daily routines. In such situations, design propositions for any physical construction w ill not be widely supported w ithout a cultivation o f fertile social infrastructure; a process known in participatory design as in frastructuring.2This preparatory work is necessary for the transition from improbable to possible.3
O pposite: C rossing Princes S tre e t B rid g e , a v ir t u a l
c y c lis t approaches th e end o f the stage. Alex H o lla n d , PocketPedal, 2015. From D isciplinarily to Ubiquitous Expertise Common modes o f design representation such as Transdisciplinarity, including the understanding of architectural renderings produce descriptions o f propositions architecture as a transdiscipline, is intended as an advance that are already known. Games, on the other hand, are tools on the work done through discrete disciplines.4The that can lead to new discoveries. This occurs as designers and PocketPedal project seeks to advance this commitment stakeholders shape their own experiences in these interactive to participation beyond disciplinary interactions and systems in ways not envisaged, or at least not directed, by towards the inclusion o f non-disciplinary stakeholders. The the original game designers.9 Games allow designers to participation o f these stakeholders is essential i f the design initiate scenarios, and then let stakeholders investigate outcomes are to be accepted and judged as successful by the and experience possible outcomes for themselves. Reward community. People that can be seen as lay specialists are and feedback mechanisms (objectives, points, high scores) expert in their own behaviours and circumstances.5Typical can be used to focus a participants attention on significant design methods, however, do not support the utilisation of events. Lars Albinsson et al. observe that the more diverse such expertise. participating stakeholders are the less common is their language.10 How can these non-disciplinary experts be made more active in a collaborative design process? What tools are available This article proposes that such differences can be overcome for the productive use o f the contrasts in experience and through interactive play that creates safe settings and can knowledge that are typical o f any design situation? This diffuse potential tensions.11When successfully deployed, project is focused on developing such a tool through the games can support the exploration, testing and interrogation experimental use o f mobile gaming deployed as one part of o f complex ideas in a collaborative environment that an integrated participatory design process. encourages even potentially combative stakeholders to engage w ith challenging design scenarios.12The powerful Games fo r Participatory Design capacity o f games as design tools can be seen in their Participatory design is an approach that recognises that application to urban cycling; an area o f design and public architectural and urban problems cannot be solved by policy-making that often resists change when approached designers alone. Instead o f relying on technical expertise, w ith conventional design methods. it seeks to develop practical strategies that can support broader stakeholder engagements. Consequently, it has Urban Cycling Sim ulation been characterised as both fairer and more intelligentthan PocketPedal is a game o f urban negotiation - a playable specialist-driven design.6 Its use is particularly appropriate in simulation that attempts to support the design process urban settings where m ultiple and diverse agents are made behind the provision o f urban cycling infrastructure along to operate in close proximity. Among these agents, opinions St Kilda Road. The game recreates a segment o f the route, and needs vary: what some m ight see as visionary is dismissed simulating the dynamic interactions that occur between by others as short-sighted or selfish. In such conflagratory traffic participants and road infrastructure. Events that situations, the progress o f projects using conventional design commonly impede safe cycling - high traffic flows, lack approaches can stall. o f separation between travel modes, dangerous driving behaviours - are translated to the smartphone screen. Architects can contribute to the resolution o f such stalemates by facilitating social exchange. But conventional participatory A series o f statistically weighted events, informed by the methods position designers as filters for community need.7 real-world conditions o f St Kilda Road, allows participants Filtering diverse and potentially conflicting input gathered to experience the psychological complexity o f urban cycling from stakeholders is difficult, especially when looking w ithout its physical dangers. The opposite images show two at the situation as an external expert.8 Furthermore, sequential states o f the game as they appear on a smartphone participants often need help to discover their needs and screen. The image on the left shows a virtual cyclist following views, requiring collaborative exploration o f ideas through the bicycle lane obstructed by the doors o f parked cars. The active conversation. Games allow participants to experience image on the right show how the game reacts when the simulations o f urban events or scenarios in social settings that cyclist leaves the lane: the players score is reduced and a diminish inhibition, and encourage open experimentation warning is displayed as the cyclist is in immediate danger of and engagement. Therefore, games are a key tool that being hit. Players interact w ith digital bikes, cyclists, cars, Above: S e q u e n tia l s ta te s o f th e game architects can deploy to provoke and support such design tram tracks, bollards, bike lanes, buildings and trees in a as th e y appear on a smartphone screen. conversations. process o f urban negotiation. Alex H o lla n d , PocketPedal, game s t i l l s , 2015. They must be alert: a distracted motorist m ight veer into PocketPedal is a 'socio-material assemblage' that seeks to the bike lane, or a car door could open w ithout warning. A encourage players to reconsider their habitual behaviours.15 double-parked vehicle m ight block their path, or the bike Its effectiveness was demonstrated by the pilot PocketPedal lane could disappear entirely. But players lose points for Workshop run in August 2015. When playing PocketPedal, the cycling outside the bike lane whatever the reason, making group o f nine stakeholders not only interrogated situations a high score hard to reach. Importantly, PocketPedal allows w ith in the game, but also engaged w ith each other. They non-cycling participants to experience the challenges o f being compared scores, challenged each other, gave advice and on a bicycle on a busy urban road. By navigating the virtual received guidance from their fellow participants; they route, players from all backgrounds - including motorists, explored and learned together. In an example o f collaborative cyclists, planners and health professionals - can explore play, the actions o f the virtual cyclist are controlled by vocal infrastructure typologies and discuss possible upgrades in a instructions given by the rest o f the participants. The image collaborative environment. at the top o f the opposite page shows this in action during the PocketPedal Workshop. In an alternative mode, participants A ll design representations are subjective, be they drawings, play side-by-side and are encouraged to exchange remarks specifications or narrative texts. Simulations are similarly on their in-game experiences. The image at the bottom of contingent because designers have to make value judgements the page shows workshop participants interacting during when choosing what parts o f reality are to be included individual play. and how they are to be represented. Though judgements may be motivated by previous expertise, background Follow-up interviews w ith PocketPedal participants revealed research, or consultations w ith relevant stakeholders, they that playing the game influenced their attitude toward the St are necessarily incomplete and compromised by multiple Kilda Road environment in relation to urban cycling. A fuller constraints. By contrast, interactive simulations can alleviate appreciation o f the challenges o f cycling, o f cycling road- such shortcomings by provoking participants to challenge behaviours, and o f the legitimacy o f bike riders as road users their preconceptions. They allow stakeholders to expose also emerged from the workshop. and question ideological assumptions embedded in other design tools.13 For example, Pock etPedals visual style is Beyond PocketPedal deliberately non-realistic, in an attempt to support m ultiple Immersive participatory gaming on smartphones is relatively interpretations o f the game environment and to allow new, as mobile devices have only recently become powerful subsequent discussion to focus on the essential characteristics enough to accommodate fully interactive three-dimensional and experiences o f urban cycling. worlds. The implications o f this new widespread availability o f immersive simulations may be substantial, especially in Playable Sim ulation in Participatory Design terms o f the exploration o f ideas and promotion o f debate PocketPedal runs on smartphones, and can therefore be in urban design. Approaches that appear under the names readily integrated into other forms o f participatory design air-tagging, spatial computing, optical internet, mixed activities. The ubiquity o f smartphones means that most reality, physical gaming, synthetic environments and situated participants are already fam iliar w ith the games interface simulation enable productive design engagements that can be and can easily access its virtual world. But it is difficult staged on demand, at arbitrary locations. These experiences - to create a digital game that can support the unknowns overlaid onto the environments o f everyday habitation - can o f a design workshop; unknowns in the form o f the new reach large numbers o f people in most places and situations. environments imagined by participants in the process o f design deliberations. The PocketPedal case study demonstrates how designers and planners can deploy games to disrupt urban design To overcome this challenge, the PocketPedal Workshop mixes stalemates. I f participatory processes that are typically limited games in multiple media, resolved at differing fidelities. by scale and penetration are augmented in this way, what When high-fidelity digital simulations like PocketPedal are other design stalemates could be solved? combined w ith low-fidelity board games, also known as cardboard computing, immersive virtual environments can be opened up to on-the-fly improvisation.14Digital simulations do not have to be visually realistic or complete i f supported by O pposite above + below: C o lla b o ra tiv e and in d iv id u a l other participatory design methods. Accordingly, PocketPedal p la y , provoking p a r tic ip a n t in te r a c tio n and engagement. is designed to be played collaboratively in a workshop setting. Alex H o lla n d , PocketPedal, 2015. 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