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PocketPedal Now

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.
References
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