2019
DOI: 10.1080/10447318.2019.1606476
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Interactive Immersive Public Displays as Facilitators for Deeper Participation in Urban Planning

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Cited by 14 publications
(8 citation statements)
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References 24 publications
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“…Implementing the smartphone gestures identified and evaluating their usability in the context of urban planning is part of ongoing work (see e.g., [82]). The previous experience of participants with the use of smartphones could have influenced the gestures they proposed, and a complementary elicitation study involving people with less familiarity with smartphones would be valuable in confirming/expanding the gesture set identified.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Implementing the smartphone gestures identified and evaluating their usability in the context of urban planning is part of ongoing work (see e.g., [82]). The previous experience of participants with the use of smartphones could have influenced the gestures they proposed, and a complementary elicitation study involving people with less familiarity with smartphones would be valuable in confirming/expanding the gesture set identified.…”
Section: Discussionmentioning
confidence: 99%
“…It should be noted that whether these tasks end up being as easy as suggested by the results require full prototype developed and testing in subsequent studies. For example, in another study [82], participants have been asked to use a simple prototypical mobile client on a smartphone to vote/comment on urban planning contents, and reported high values for usefulness, ease of use, ease of learning and user satisfaction. The design of the prototype was informed by the results of this study.…”
Section: Implications For System Designmentioning
confidence: 99%
“…To resolve some of these difficulties, Gordon et al (2011, p. 507) propose that successful public consultations should borrow from "media practices that have proven to be engaging in other realms" notably challenge-based, sensory, and imaginative forms of immersion from videogames. For example, Du et al (2020) combined an immersive display and smart phone app to enable participants to envisage and explore proposals and include rationales and specific contexts for their comments that made them more useful to decision-makers. Similarly, HCI research has investigated the value of gamifying urban planning.…”
Section: Participation Through Digital Technologymentioning
confidence: 99%
“…In these instances, the goal of the urban planning was used to extract the associated smart city dimensions. For instance, one urban planning scenario studied by Du et al (2020) concerns the creation of a book store in a campus. In this case, the goal of the urban planning is to create a cultural facility and the scenario therefore refers to the living dimension.…”
Section: Urban Issues Tackled (Srq 4)mentioning
confidence: 99%