NO PLACE LIKE HULME STUDIO 2 ZJD
THESIS STATEMENT Cities are becoming places of social disconnection leading to increased unhappiness. This project evaluates the Happiness Research Institute’s pillars of happiness in order to improve design for happiness in urban areas.
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INTRODUCTION To evaluate the Happiness Research Institute’s pillars of happiness we will follow the principles of generative design theory, and generate design iterations using gamification.This portfolio researches the principles of designing for happiness and develops the design of the game that will then be actioned in Studio 3. The long term goal is to create a game that could be applied to any neighbourhood to evaluate the happiness index.
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CONTENTS
02
ATELIER FOCUS
06
METHODS
03
SETTING OUT OUR GOALS
07
CONTEXTUALISING A PROTOTYPE
04
STRATEGY
08
GOING FORWARDS
05
DESIGN CONSIDERATIONS
09
APPENDIX: FURTHER SITE ANALYSIS
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ATELIER FOCUS
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ACTIVITY DENSITY OF FURNITURE
ACTIVITY AREA
PSYCHOLOGICAL
DENSITY OFCOEFFICIENT INTERACTIONS
FUNCTIONAL AREA
HUMAN COMFORT
FURNITURE AREA
ST1: THE RESEARCH - AN OVERVIEW OF THE RESEARCH UNDERTAKEN IN ST1 AND WHAT WE WILL BE BRINGING INTONO. ST2. OF USERS
DENSITY OF FURNITURE DENSITY OF ACTIVITY
DENSITY OF INTERACTIONS
FURNITURE AREA
ACTIVITY AREA
HUMAN ISOLATION
HUMAN COMFORT DENSITY OF FURNITURE
DENSITY OF INTERACTIONS
NO. OF USERS
Examining FURNITURE the effects AREA of HUMAN ISOLATION on a person and what factors it can lead to
NO. OF USERS
DENSITY OF INTERACTIONS
NO. OF USERS
Identifying the factors that can lead to SOCIAL ISOLATION. From these, our design drivers were extracted.
HUMAN COMFORT =
TOTAL AREA FUNCTIONAL AREA
=
FUNCTIONAL AREA
TOTAL AREA
=
FUNCTIONAL AREA
=
FUNCTIONAL TOTAL AREA = AREA
FUNCTIONAL AREA
=Using Ertürks USER = FUNCTIONAL COMFORT coefficients ACTIVITY AREA FURNITURE AREA to understand the space AREA TOTAL AREA needed per person FUNCTIONAL AREA
=
=
ACTIVITY AREA
SOCIAL ISOLATION IN URBANISM
FUNCTIONAL AREA
NO. OF USERS
ACTIVITY AREA
FUNCTIONAL FUNCTIONAL AREA AREA
TOTAL AREA
=
= = ACTIVITY AREA FURNITURE AREA
FUNCTIONAL AREA
=
= FURNITURE AREA
NO. OF USERS
TOTAL AREA
THIRD PLACES TOTAL AREA
FUNCTIONAL AREA
=
= NO. OF USERS FURNITURE AREA
NO. OF USERS
Understanding that a THIRD PLACE is required to provide a difference in environment for the residents of a city.
RESEARCH PROBLEM HUMAN DISCONNECTION A look at how INTERACTIONS WITH OTHER PEOPLE can be beneficial towards a persons happiness.
NEIGHBOURHOOD
LONELINESS IN CITIESLONELINESS DETERIORATION Identifying the CONTEXT and understanding the link between it and the NEIGHBOURHOOD research problem. DETERIORATION Diagram shows that 55% of London’s residents consider themselves DISTRUST LONELY.
HUMAN SCALE
LONELINESS
DECLINE IN MENTAL HEALTH
55%
+ DISTRUST LISBON
MELBOURNE
LISBON
MADRID
MELBOURNE
MADRID
MEXICO CITY
CHICAGO
MEXICO CITY
CHICAGO
KUALA LUMPUR
PARIS
SYDNEY
KUALA LUMPUR
PARIS
BARCELONA
SYDNEY
SINGAPORE
MIAMI
BARCELONA
HONG KONG
SINGAPORE
MIAMI
TOKYO
HONG KONG
SAO PAOLO
TOKYO
SAO PAOLO
DUBAI
LOS ANGELES
DUBAI
LONDON
NEW YORK
LOS ANGELES
LONDON
NEW YORK
Creating a space that is SCALED FOR HUMAN USE, in an urban context where nothing is.
TOTAL AREA
= DECLINE IN MENTAL HEALTH
= +
=
=
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ST1: METHOD AND OUTPUT - TAKING THE RESEARCH, APPLYING IT AND CREATING A SERIES OF OUTPUTS.
GENERATIVE DESIGN THEORIES
ITERATION 1
EVOLUTIONARY DESIGN Evolutionary design, taking from nature, looks at how a design can EVOLVE throughout the process, through methods of BREEDING and SELFLEARNING from previous generations.
ITERATION 2
SERPENTINE PAVILION GENERATION
SELECTION
CROSSOVER
ENCOURAGING THE INTERACTION BETWEEN PEOPLE AND WITH THE ARCHITECTURE
MUTATION ITERATION 3
DESIGN OPTIMISATION
ITERATION 4
Design optimisation explores the theory that through continuous design iterations and manual choices, that a design can be FULLY OPTIMISED for the needs of the users, as set out in the initial parameters.
THE PAVILION AS A TEST BED
ITERATION 5
LEARNING FROM THE
SURVIVAL
MUTATION
RULE OF THUMB
EXPRESSIONISTIC
PERFORMANCE
NOVELTY ITERATION 6
20 C. PAVILION th
ITERATIVE DESIGN
DESIGN VARIABLE 4 DESIGN VARIABLE 3 DESIGN VARIABLE 2
MATERIALISING CONCEPTS NOT YET AVAILABLE
Iterative design explores the NUMEROUS DESIGN OPTIONS that can be created through the different variations of the intitial parameters. They all fall within a DESIGN SPACE, a representation of the parameter bounds.
ITERATION 7
DESIGN ITERATOR THE OTHER 965 ITERATIONS
DESIGN VARIABLE 1
ARCHITECTURAL EXPERIMENTATION:
PARAMETERS DERIVED FRROM THE DESIGN DRIVERS
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ST2 ATELIER FOCUS - SUMMARISING THE VARYING SCALES AND SPECIFYING OUR FOCUS
OCCUPANCY
BUILDING
NEIGHBOURHOOD
The focus at this scale looks at systems which looks at more qualitative approaches for human experience alongside tackling qualitative aspects such as size, space, number of amenities and fixed locations while aiming to move beyond a one-size-fits-all to create a space which is diverse.
Exploring sustainable methods to develop a building alongside examining the surrounding context to understand the environment. This will involve looking into detailed systems for adaptive facades and massing to curate working environments which promote communication, experimentation and creativity.
This scale explores how the future cities are designed, looking at building typology and the relationship of buildings and public space. The focus looks at performance over form and combining human experience with functional efficiency to create a neighbourhood which is flexible, functional and livable.
At this selected scale we look to examine the relationship between public and social spaces and potentially creating a “third place� in the neighbourhood.
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BRINGING THE RESEARCH FORWARD TO THE SELECTED SCALE: NEIGHBOURHOOD AREAS OF FURTHER EXPLORATION IN ST2 ST1 FOCUS
HUMAN COMFORT HUMAN ISOLATION
to achieve...
HUMAN EXPERIENCE
HAPPINESS Increasing happiness in the neighbourhood
NEIGHBOURHOOD SOCIAL DISCONNECTION
HUMAN CONNECTION
exploring the relationship of build and public space through... HUMAN SCALE
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SETTING OUT OUR GOALS
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OUR TRAJECTORY: HOW OUR STARTING POINT MEETS OUR END GOAL
OUR STARTING POINT
HUMAN DISCONNECTION
CURRENT SITUATION
HULME, MANCHESTER
RESIDENTIAL AREA
ENCOURAGING SOCIAL INTERACTION HIGH LEVELS OF LONELINESS
ACTIONS WE WISH TO TAKE
A P P LY I N G PRINCIPLES OF HAPPINESS TO URBAN DESIGN
WALKABILITY LACK OF PUBLIC SPACE
COMMUNITY
NEIGHBOURHOOD DETERIORATION
LACK OF NONVEHICULAR ROUTES
LINKING TO LOCAL + GLOBAL GOALS
LONG TERM GOALS
MANCHESTER CITY COUNCIL IMPROVING WELLBEING
& UN SUSTAINABLE DEVELOPMENT GOALS
SUSTAINABLE
PUBLIC SPACE
TRUST IMPACTS ON MENTAL HEALTH
SHORT TERM GOALS
OWNERSHIP
CONNECTIVITY
CONNECTED
A SYSTEM FOR EVERYWHERE
FOR USE BY PLANNERS, ARCHITECTS, COMMUNITIES
TO BE APPLIED TO ANY NEIGHBOURHOOD
PROGRESSIVE
MINIMAL AMENITIES
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A MAP TO SHOW THE HIERARCHY OF RESEARCH AND HOW THE ELEMENTS ARE CONNECTED
BETTER MINDSET = KINDER DECISIONS
CHARLES MONTGOMERY
RELATIVE HAPPINESS
ENCOURAGED INTERACTIONS WITH STRANGERS
‘LOVE NIGHT’
SOCIAL CONNECTION
HAPPY CITIES
FACADE INTERACTION
INTERACTIVE INSTALLATIONS
EMOTIONAL INFRASTRUCTURE
SATISFACTION TOGETHERNESS
PROFESSION
STIMULATION
LYKKE
RELATIVE POVERTY
MONEY
URBAN HAPPINESS
PILLARS OF HAPPINESS
KINDNESS
TRUST
+
FREEDOM
HAPPINESS ECONOMICS
KEY
JAN GEHL
GREEN SPACE
HEALTH
TYPE OF WORK
SAFETY
KEY ELEMENTS OF FOCUS
ENVIRONMENT
URBAN VALUE
WALKABLE CITIES
HYGGE
COMMUNITY
ECONOMY
COMMUNITY
SECONDARY RESEARCH
INCOME
PUBLIC SPACE
HEALTH
PRIMARY RESEARCH
RYAN BRENNAN
WORK LIFE BALANCE COMMUTE DISTANCE
MENTAL HEALTH
THIRD PLACES
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HAPPY CITIES RESEARCHING THE CONNECTION BETWEEN ‘HAPPINESS’ AND URBANISM
X
Charles Montgomery Charles Montgomery is a journalist, urban experimentalist and the author of ‘Happy City’.
Holding something warm, for example a warm drink, makes people feel more warmly towards others
People in more pleasant urban environments were happier, and as a result made kinder decisions
STUDIES ASSOCIATED WITH MONTGOMERY’S ‘LOVE NIGHT’
‘But we can design a city to give people dignity, to make them feel rich’ - Montgomery Happy City. (2020). About Us | Happy City. [online] Available at: https://thehappycity.com/ about/ [Accessed 11 Feb. 2020].
‘A city can be friendly to people or it can be friendly to cars, but it can’t be both’ - Penalosa, Mayor of Happy
People are more stimulated by diverse facades, and are more likely to stop, spend money and feel safer.
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SPATIALISING HAPPY CITIES: PATTERNS DERIVED FROM RESEARCH POSITIVE SPATIAL PATTERNS: X From Montgomery’s Happy Cities we can extract the positive and negative attributes of the built environment according to their research. This results in environments that stimulate, and create space for people and activity.
URBAN BLOCK TYPES
BLOCK SPREAD TO MAKE SPACE FOR NATURE AND PUBLIC SPACE
BLOCKS IN SMALL INCREMENTS FOR HIGHER INTEREST AT STREET LEVEL
BLOCKS SPREAD FOR LARGER PEDESTRIAN ROUTES
NO STIMULATION ON FACADE
PEDESTRIAN ZONES MINIMISED TO GIVE PRIORITY TO VEHICLES
NEGATIVE SPATIAL PATTERNS:
MINIMAL BLOCK SPREAD LEAVING LITTLE ROOM FOR GREEN OR PUBLIC SPACES
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HOW HAPPINESS IS MEASURED EXPLORING THE USE OF GDP TO MEASURE HAPPINESS AND HOW IS NOT AN ACCURATE METHOD AS HAPPINESS CAN BE A RESULT OF OTHER FACTORS
X
HOW IS HAPPINESS MEASURED?
GROSS NATIONAL HAPPINESS
GROSS DOMESTIC PRODUCT
HAPPINESS ECONOMICS ANALYSING HAPPINESS?
WEALTHY COUNTRIES
HAPPINESS = Fulfilled life, a sense of well-being, joy or contentment
Factors affecting well-being and quality of life
HAPPIER PEOPLE SURVEY
“a 1% change in GDP per capita will cause only a 0.3 unit change in happiness”
X The dictionary definition of ‘happiness’ does not make a reference to money, however it does have defining factors which are subjective to one another resulting in other ways we can look to measure happiness.
AMERICA
Amongst the countries with the highest wages but lacks in high levels of happiness Better Life Index: Income, housing, jobs = USA top of the list.
DENMARK
People’s health, well-being and education come first before wages Better Life Index: community, lifesatisfaction, work-life balance = Denmark top of the list.
“Are you satisfied with your life?” “How happy are you?” Gives an insight to understand and measure what people value in life... not just restricted to economic factors, such as GDP, influencing their well-being.
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A city with opportunities for development
Passionate about your job and not just working for the paycheck
E
M
T EN
ITY N U
RO
N
W OR
N
ENVI
EC O
MY O
M
LANCE A B
KLI
FE
H LT
CO M
There are wider influences on mood and happiness and measuring happiness is not a simple process.
M
Healthy lifestyle
INC
O
K OR
TYPE
OF
X
W
More money motivated than by other factors
A
RESEARCH INTO OTHER FACTORS PEOPLE VALUE WHICH HAS HELPED INCREASE THEIR HAPPINESS AND ADDRESSING THE SPATIAL ASPECTS OF THE FACTORS THAT CAN BE APPLIED TO A CITY.
More cycle routes and creating walkable cities
HE
HAPPINESS ECONOMICS
A growing city with job opportunities and development
Unemployment and high inflation
Having no job is a common universal reason for a decline in happiness
Family, friends and neighbours
Less long working hours
People may value lower income and more holidays over higher income and no free time
Less time spent commuting by living closer to work
Lower pollution levels and more natural surroundings
Providing more green spaces in the city and reducing reliance on private vehicles by using public transport
Public spaces for all ages and creating communities within neighbours
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CASE STUDY: COPENHAGEN, DENMARK COPENHAGEN HAS BEEN VOTED THE HAPPIEST CITY IN THE WORLD MULTIPLE TIMES. RESEARCHING INTO THE CITY CAN HELP TO UNDERSTAND WHAT FACTORS GIVE THE CITY THE TITLE AND IF THIS CAN BE APPLIED TO OTHER CITIES.
Copenhagen, Denmark
HAPPY CITY = Sociable and healthier communities
Ingrid and Jan Gehl encouraged a humanistic approach to city planning Kvarterloft = neighbourhood renewal 1992-2007 “inclusive and holistic approaches to regeneration” through courtyard improvements, new public squares, parks and playgrounds
High quality and free education
PEOPLE CENTRED
INVESTING IN QUALITY OF LIFE
HEALTHY CITY
+
Trust and safety amongst one another
Work-life balance/ 4-day working weeks
City designed for bikes not cars; 62% of people living in the city cycle to work
Carbon neutral by 2025; all new flat roofs to have vegetation
High taxes (50%+) which the Danish are happy to pay as they believe it makes a better city
Good health care policy
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EVIDENCING THE FACTORS AROUND THE CITY AND HOW THEY ADD TO BOOSTING SOCIABILITY AND LIVABILITY
Superkilen Park
Fælledparken
Dronning Louises Bro
Superkilen Park
Constructed in the 1880s, the bridge spans over the lakes connecting the inner city to the outer. The public space is multifuctional hosting parties, local events and festivals alongside seating to stop and enjoy the views.
Urban open landscape consisting of three areas which exhibited urban objects to reflect the diversity of the neighbourhood. The locals were given direct influence over the objects displayed.
Dronning Louises Bro The bridge was modified to increase the size of the bike lanes and footpaths which resulted in a increase in the use resulting in it being the busiest cycle lanes in the world in 2016.
Communication and collaboration between the neighbourhood to create a space that they can all be a part of and enjoy.
Ofelia Beach Ørsteds Park
Strøget
Town Hall
Tivoli Gardens
Strøget
Havnebadet Islands Brygge Once a housing plot for the industrial workers. After the industry decline it was converted into 5 open air swimming pools for all ages alongside providing spaces for sunbathing and picnics and the only harbour with the cleanest water.
Its postindustrial transformation to an urban leisure site created a space which is part of the environmental branding of city.
Inderhavnsbroen
Havnebadet Islands Brygge
One of Europe’s longest shopping streets stretching for 1.1km. Also opening views to Copenhagen sights and attractions.
Initial began with temporary closures to vehicle traffic which soon became permanent in 1964. Part of the city’s human -centred urbanism giving the residents and the tourists a space to explore the inner city attractions on foot.
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“If you’re in a good place, it produces oxytocin” - Ricardo Marini (2020)
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Netherlands
USA
National Neighbours Day
The Giving Pledge = Encouraging the world’s wealthiest donate to help society’s issues.
Moai = coming together in a common purpose; create small secure networks.
SS MO
Okinawa, Japan
E RN
TOGET
HE
LOOKING AT THE PILLARS OF HAPPINESS GENERATED FROM THE WORLD HAPPINESS REPORT AND HOW THEY ARE EVIDENCED AROUND THE WORLD
N
EY
AL
KIN
POLAND
N
S ES 6 PILLARS OF HAPPINESS
Pillar request = the homeless can write on their boxes what things they need the most - passers can drop these items.
HE
D
FINLAND
“Every culture and country does something well in terms of improving quality of life”
Sauna culture evidenced in the public facilities throughout the city.
TH
+
FR EE
ST
TR
BRAZIL
U
JAPAN
Collaborating with neighbours to paint homes bringing life and colour to the city to welcome the tourists, show they have more on offer.
D
Shinrin Yoku = Forest bathing A way to soak up the natural setting to improve the psychological and physiological health.
OM
USA Live Near Your Work programme $3000 for people who move within 5 miles of their work.
UK
SWEDEN
Long commutes and unequal work-life balance hold the country back.
Experimenting with shorter working days and weeks to increase productivity giving more time for yourself.
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EXTRACTING OUR METRICS USING THE PILLARS OF HAPPINESS
“Knowing your neighbour�
Y ET
TH
+
To aid in improving the neighbourhood health, creating more vehicle free zone and prioritising cycles and walking as the main modes of transport.
FR EE
HE
AL
U F
The balance of activity to living spaces, i.e. ensuring there is a balance of social amenities and ensuring it is a walkable distance.
ST
SA
Alongside having a sense of community, the visual connection within the neighbourhood between people and the public spaces/buildings is essential.
N
EY TR
SS MO
E RN
TOGET
HE
Having a smaller network of 10-15 households within larger networks
D
OM
The walkability and the convenience within the neighbourhood ensuring spaces are connected to one another.
Safety within the community; avoid creating dark spaces and streets.
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INVESTIGATING HOW PUBLIC SPACES CAN INCREASE THE LIVABILITY AND HAPPINESS IN THE NEIGHBOURHOOD AND THE IMPORTANCE OF IT
WHAT IS A PUBLIC SPACE? AN INDOOR OR OUTDOOR OPEN SPACE ACCESSIBLE FOR ALL AND PLACE TO COME TOGETHER
PROTEST/ POLITICAL EVENTS
HAVING MORE THAN ONE ROUTE
Milan, Italy
St. Petersberg, Russia
PEDESTRIAN ZONES
SOCIAL SPACES
URBAN BUILDINGS SURROUNDING THE SPACE
SAFE SPACES
STREETS/PAVEMENTS
PLAZAS
TYPES OF PUBLIC SPACES
PAVED AREAS
NOT JUST FOR CIRCULATION/ MOVEMENT
RE-PURPOSING THE PAVEMENT
SHOPPING
BUMPING INTO NEIGHBOURS
GREEN SPACES
SPORTS FACILITIES TO IMPROVE HEALTH
ACTIVE SPACES
MARKET PLACES
PSYCHOLOGICAL BENEFITS; REDUCING STRESS
WALKABILITY
GREENERY TREES, GRASS AND PLANTING
CYCLING
Madrid, Spain OUTDOOR SEATING: BENCHES, PICNIC TABLES
PARKS
GARDENS Copenhagen, Denmark
“Shinrin Yoku” = FOREST BATHING IN JAPAN
Indiana, USA
Bath, UK
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WHAT MAKES A PUBLIC SPACE SUCCESSFUL? - 4 QUALITIES DEVELOPED BY PROJECT FOR PUBLIC SPACES AS A GUIDELINE TO DEVELOPING SUCCESSFUL PUBLIC SPACES
The availability of places to sit and choices given in convenient locations
EXISTING PUBLIC SPACES MEASURED AGAINST GUIDELINES Non-vehicle dominance, safe to get to the public space
COMFORT & IMAGE
Good first impression, including the cleanliness of the space
A space that has a good image can add to its success. The perception of safety and cleanliness is important part of comfort.
MILLENNIUM PARK Chicago
A space which is easy to get to; not just one method of transport public transport, cycle, walking etc
Edges of spaces; presense of shops feel safer and interesting over a blank wall
diversity in the people including age, race etc.
ACCESS & LINKAGES
USES & ACTIVITIES
Accessibility of a place can be examined through its connection to its surroundings, visually and physically.
Activities give the space life and a reason for people to visit. Without activities spaces risk being empty.
Space for socialising in groups and not just spaces for individuals
Visible from distance and up close
LA RAMBLA Barcelona
SOCIABILITY
A place people visit more than once by choice
HIGHLINE New York
Space utilised throughout the day
Friendly, welcoming spaces where you can meet neighbours and friends; knowing the people around you creates a sense of community.
Feeling comfortable talking to others around you and with strangers
People socialising in groups or bump into friends in the space
The space is used by a diverse community and is inclusive of everyone
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CAN A SUCCESSFUL PUBLIC SPACE INCREASE HAPPINESS? - A COMPARISON TO THE PILLARS OF HAPPINESS
KEY
Conversing with others within the spaces, meeting new people and creating new connections
COMFORT & IMAGE
SOCIABILITY
USES & ACTIVITIES
ACCESS & LINKAGES
Seeing other people regulary, creating familiarity amongst people
Amenities in the public space provide convenience but also interesting interactions
Y ET
TH
+
FR EE
AL
ST U R
HE
T
N
EY
SA F
SS MO
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TOGET
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Regular visits by people creates familiarity
D
OM
Clean public spaces
Accomodating different activities for varied experiences
Greenery: exposure has a positive effect on a persons health
Opportunity for social and cultural exchange; diverse community
Active public spaces, sports facilities and cycle lanes
Approachable from all directions; having a choice which route to take
Pedestrianisation: increased walkable routes
Easily maintained
Feeling comfortable talking to other around you
Opportunity for socialising in groups and not just spaces for individuals
All directional access, not confined to one route and having visibility from a distance and up close
Edges of spaces having a presense over a blank wall
Access to everyone and used by many people at different times of the day
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THE GOALS
PROGRESS TOWARDS THE GOALS
SUSTAINABLE DEVELOPMENT GOAL 11
ACCESS TO PUBLIC TRANSPORT
WHAT CAN I DO? ASK
500m
AN EXPLORATION INTO THE UN SUSTAINABLE DEVELOPMENT GOALS AND HOW ONE OF THE GOALS RELATES TO OUR PROJECT
SUSTAINABLE CITIES: WHY THEY MATTER
Bus Stop
SUSTAINABLE DEVELOPMENT GOALS
ARE THERE ENOUGH JOBS? 1000m Rail Station
CAN YOU WALK WITH YOUR FAMILY AT NIGHT?
X An exploration into the sustainable development goal related to sustainable cities, the questions that need to be asked on how to create a sustainable neighbourhood and city, and the current progress towards the goal.
An average of 51% of urban residents have convenient access to public transport
CAN YOU EASILY ACCESS YOUR SHARED PUBLIC SPACE?
WHAT IS THE AIR QUALITY LIKE?
SUSTAINABLE CITIES AND COMMUNITIES
ACCESS TO PUBLIC SPACE
CAN YOUR CHILDREN WALK TO SCHOOL SAFELY?
HOW FAR IS IT TO THE NEAREST PUBLIC TRANSPORT?
400m
BY 2030
GOAL 11: MAKE CITIES INCLUSIVE, SAFE, RESILIENT AND SUSTAINABLE
Enhance inclusive and sustainable urbanization and capacity for participatory, integrated and sustainable human settlement planning and management in all countries. Provide universal access to safe, inclusive and accessible, green and public spaces, in particular for women and children, older persons and persons with disabilities.
WHAT ARE YOUR SHARED PUBLIC SPACES LIKE?
Public Space DEVELOP A VISION FOR YOUR BUILDING, STREET & NEIGHBOURHOOD
An average of 21% of urban residents have convenient access to public spaces
“The better the conditions you create in your community, the greater the effect on quality of life” sustainabledevelopment.un.org/sdg11
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MA NC
MANCHESTER CITY COUNCIL GOALS
H
TER S E
N
EY
FR EE
MO
HOW MCC GOALS RELATE TO OUR RESEARCH D
A HIGHER SKILLED CITY
OM
F
ESS
U
RN
TH
+
FR EE
TOGET
OM
A THRIVING + SUSTAINABLE CITY
MMC GOALS
ST
TR
A CONNECTED CITY
HE AL
D
Y ET
+
Y ET
A PROGRESSIVE + EQUITABLE CITY
HE
SA
F
EY
FR EE
MO
N
TH
SA
A LIVABLE LOW CARBON CITY
Manchester City Council have set out goals for the city in terms of what areas they want to see the city improve in. The pillars of happiness align with different aspects of the MCC goals, but come together most in terms of creating a city for the people.
HE AL
X
D
OM
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Using the metrics derived from the Pillars of Happiness, the neighbourhood can be evaluated against them to understand what people value and boosts their happiness alongside validating the legitimacy of the PoH.
There may not always be a need/demand for public spaces in the area; other investments may be favoured.
Lack of gathering spaces or places to socialise or to sit during lunch breaks, meet ups etc.
HOW DO SPACES FAIL?
IN COMPARISON TO THE PILLARS OF HAPPINESS
TH
+
Vehicle dominance leading to a lack of pavements and cycle lanes resulting in limited use.
TY
ST
Vandalised and unused/ empty spaces repel people as they exhibit unsafe qualities. Reputation of spaces/ areas untrustworthy spaces to be in.
FR EE
HE AL
People may not always want to have socialising spaces, the demographic may feel adverse to socialising with their neighbours.
SA FE
TH
On the other hand, money may be present but not leading to the right areas of investment.
X
SS
TOGE
EY
TR U
MO N
CAN PUBLIC SPACE MAKE YOU UNHAPPY? THE USE OF THE PILLARS OF HAPPINESS TO EVALUATE THE NEIGHBOURHOOD AND HOW IT MAY NOT ALWAYS BE THE SOLUTION FOR HAPPINESS
NE ER
OM D
In addition to poor design of public spaces, some areas are too focused on the design rather than what the space will do. Dark, hidden entrances and exits can be less inviting and only lead people to take a “recommended” route.
If spaces are only designed for a specific demographic, an uninclusive space can deter people from want to visit.
ALTERNATIVE VALUES?
“I need my car for convenience, pedestrianised routes do not appeal to me, I have no use for them!”
“I like my privacy, I do not want to have my neighbours knowing my business!”
“Trips to the centre are an excuse to have a day out, it’s nice to leave the neighbourhood sometimes!”
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BETTER ENVIRONMENT
HAPPIER PEOPLE
KINDER DECISIONS
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STRATEGY
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WHAT ARE WE DOING? MAKING A GAME In current society, games occupy a large market value. Most people own mobile devices which allow access to a plethora of games. Millions upon millions of people play these games on a daily basis, used to entertain. It can then be argued that games can hold value in other markets, and could be used to assist with urban planning and spacemaking. We aim to explore the potential for using a game within our project.
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Emerging Requirements
New Path of Design
Modified Goal(s)²
Modified Goal(s)
Within the framework, the new information that is being fed into the design process is the output from the users playing the game. As they play the game, they create different iterations for the neighbourhood, which influence the design process, through evaluation and use within planning.
Modified Goal(s)n
Percieved Path of Design Design
Design
n Desig
Path of
Path of
of Path
INTERSECTION POINT Previous
al Actu
New Information / Design Considerations
Modified Goal(s)³
Modified Goal(s)²
New Information / Design Considerations
X The emergence framework is based on a continually changing set of outcomes. Initial goals are amended when new information or design considerations are introduced, modifying the original goals until a solution is found that satisfies all needs and all provided information.
Initial Goal(s)
Start of Design
New Information / Design Considerations
Modified Goal(s)
EXAMINING AND UNDERSTANDING THE EMERGENT DESIGN THEORETICAL FRAMEWORK
Initial Goal(s)
EMERGENT DESIGN DIAGRAM
EMERGENT DESIGN
USING THE EMERGENCE FRAMEWORK
Start of Design
Previous Goal(s) Modified Goal(s)
Discarded Requirements
A closer look at the intersection points where the design path meets the incoming information and the subsequent change in design path.
Ultimate Goal(s)
Ultimate Goal(s)
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PROCESS OF PANARCHY
USING A PANARCHY FRAMEWORK
PANARCHY IN DESIGN Neighbourhood Scale
UNDERSTANDING THE PANARCHY FRAMEWORK AND THE POTENTIAL FOR USE IN OUR PROJECT
Large and slow change
X Panarchy describes changes at a number of different scales, each impacting the others. It can influence from top-down, in the case of knowledge learnt at larger scales being passed down to the smaller scales, or bottom-up, where changes en-masse can directly influence changes on a larger scale. It can also be described as circular, as changes at the small scale and be affected by themselves as it passes through the top and back down again
RE M EM B
Po l
e ng ha C icy
ER City Scale
Ge
n
ic trif
ati
on
Building scale
Neighbourhood Scale
ha
ng
e
Policy Change eg .b in co ll
RE
VO
LT
n tio ec
l
C
Be
Occupancy scale
v ha
iou
ra
Occupancy Scale
Slow and fast change
The above diagram shows how different urban scales can affect each other. For our project, the effect would be from the occupant to the neighbourhood, where mass behavioural change affects how the environment around the neighbourhood would change i.e. if everyone decides to stop using cars, there would be a safer neighbourhood from road traffic incidents.
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AN EXAMINATION INTO COMPLEX ADAPTIVE SYSTEMS, THEIR PROCESS AND POTENTIAL USE AS A FRAMEWORK WITHIN OUR DESIGN.
X
A COMPLEX ADAPTIVE SYSTEM
COMPLEX ADAPTIVE SYSTEMS
DESIGNING IN COMPLEX ADAPATIVE SYSTEMS
CONSTRAINTS
STEP 1
GAME
DESIGN GENERATION
Complex adaptive systems take initial constraints and through the design process, continue to learn from previous mistakes to improve future designs. Generative design and evolutionary design fall within complex adaptive systems. It can be described as a system of machine learning, as external inputs aren’t needed other than at the start of the process.
DATA
STEP 2 CONSTRAINTS
DESIGN EVALUATION DESIGN GENERATION
DESIGN EVALUATION
ITERATION EXPLORATION
ITERATION EXPLORATION
GOALS
GOALS
GOALS
GOALS
GOALS
GOALS
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WHAT IS GAMIFICATION?
GAMIFICATION WHAT IS GAMIFICATION?: LOOKING AT THE METHODOLOGY, THE USES AND WHY WE WANT TO USE IT.
“GAMIFICATION IS THE USE OF GAME DESIGN ELEMENTS IN NON-GAME CONTEXTS”
WHY USE IT?
Gamification can help to increase response rates and provide better quality data, including data that could previously been difficult to obtain.
HOW TO USE IT?
The development of a system is paramount to creating a wellfunctioning gamified output. Multiple factors need to work together to create this system eractions Int
Schnabel, Marc Aurel & Lo, Tian Tian & Aydin, Serdar. (2014)
Can be said to be present in Ancient Egypt, where slaves were grouped by town and competed against each other for an incentive reward
X
Feedback
Rules
GAME AS A SYSTEM
MDA FRAMEWORK Gamfication can help realise System 1 decision thinking and making, resulting in data that is a true representation of the needs of the people.
Score Syst
ls Goa
em
Gamification is a methodology that utilises gamethinking and -mechanics to engage users in nongame contexts. They can undertake problem solving tasks, helping organisers to better understand the way of thinking of the users. It also helps towards a better understanding of information systems and databases by the users.
Gamification can be a useful tool within marketing to increase sales, spark engagement with users, provide insights and increase loyalty to the brand/ product.
The MDA framework is used as a way of analysing games, through the lens of three different aspects.
MECHANICS Game Mechanics relate to the technical components that construct the game and environment, based on predetermined logic and algorithms.
CODE & RULES
Proces
s
Be
rs
iou
v ha
Emotions
Fun
Gaming principles allow researchers to realise reallife scenarios with users, giving them a chance to experience their decisions before implemented.
Particular mechanisms, that are common of video games, need to be implemented to appeal to the users, and involve them on an emotional level, encouraging them to achieve their goals within the system
DYNAMICS Game Dynamics look at the reactions and interactions of the user to the mechanics of the game. It is essentially looking at how they use the game.
Gamification results in a bottom-up design approach, directly involving users in the process. Score Level
AESTHETICS Aesthetics isn’t just about the look of the game, but how it plays; the discovery, narrative, competition and aims of the game. It asks questions about how realistic the game is and what level of fantasy is present.
Gamification is an open-ended process, where changes can easily be made during the process to create a better representation of the design task. Points Time
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WHAT IS THE GAME DOING? - AN EXAMINATION INTO THE GAME, WHAT IT PLANS TO DO AND THE ANALYSIS OF THE OUTPUTS.
CHOSEN FRAMEWORK - GAMIFICATION
COLLATE RESEARCH
+ 6 PILLARS OF HAPPINESS ESTABLISH RULES
DISTRIBUTE AND PLAY GAME
PLANNERS
C LIE N T S
A R C HIT E C T S
GENERATE ITERATIONS THROUGH OUTCOMES
USERS
COMPARE AGAINST EXISTING MEASURES OF HAPPINESS
PARTICIPATORY PLANNING
“AN APPROACH TO DESIGN THAT INVITES ALL STAKEHOLDERS INTO THE DESIGN PROCESS AS A MEANS OF BETTER UNDERSTANDING, MEETING AND SOMETIMES PRE-EMPTING THEIR NEEDS”
RUN 1
RUN 2
RUN 3
RUN 4
https://uxmag.com/articles/participatory-design-in-practice
BENEFITS TO PARTICIPATORY PLANNING Provides a sense of ownership to the inhabitants, as they helped to design their environment. Designs are based on the actual needs of the inhabitants, rather than an assumption that is being made Process involves all stakeholders in one process, eliminating the need for a drawn out back-and-forth process
BEST PERFORMING DESIGNS De
sign
Spa
ce
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DESIGN CONSIDERATIONS
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CASE STUDY - CITIES SKYLINES
R
C
D
ELECTRICITY
ZONING
I
Zoning is a way to assign specific areas with specific types of buildings
A EXAMINATION OF THE EXISTING CITY BUILDER VIDEO GAME CITIES SKYLINES, AND THE DIFFERENT VARIABLES WITHIN THE GAME.
Low density residential High density residential
Houses; Villas Apartments; Condos
Low density commercial High density commercial
Boutique shops Malls; Supermarkets
Industry Office
Factories; Production Offices
WATER
Electricity runs the city. Without it, the citizens of the city cannot power their lives, industry stops producing and commercial cannot sell goods. Proper provision of power might not increase happiness but it enables other things that do.
Water is paramount. Industry needs it for production, residential needs it for living, commercial needs it for sales. Sewage connections also come under this, to provide adequate sanitation.
Electricity Availability Low
Medium
Water Availability High
Low
Medium
High
Sewage Treatment Low
Medium
High
X
HEALTHCARE
EMERGENCY SERVICES
Provides healthcare for residents of the city and provides a measure of average health and life expectancy of the inhabitants
Fire safety and police; providing protection throughout zones. A higher presence of emergency services allow a greater sense of safety, leading to an increase in the happiness level in that zone.
Healthcare Availability Low Sick Citizens: ---
Medium
High Heal Capacity: ---
Average Health - --% A higher average health means less people are likely to need healthcare and happiness increases, as well as reducing the load on the services. A higher average health also increases the level of happiness within the city.
EDUCATION Education is paramount to creating a skilled workforce. Proper provision for education can help to increase many related factors within the game, including tthe happiness of the citizens in the proximate area.
TRANSPORT AND TRAFFIC
LEISURE (PARKS AND PLAZA)
Proper transport connections allow each of the citizens ease of access to other areas of the city as well as their jobs. Introduction of mass transit also helps with increasing happiness.
Uned uca ted
Leisure directly adds to the happiness levels of the citizens. Introducing parks, plazas and monuments help to increase the happiness of the citizens adjacent, as well as increase the value of other factors.
Average Traffic Flow - --%
ed
ted uca Ed
Hig hly Ed uc at
Cities Skylines is a city builder centred around economy based system, where the player has to use the resources at hand to balance all actors within the system. The ultimate aim is to increase the population within the city, as well as to maintain a high level of happiness.
Traffic Flow Legend Low
W e ll E d u c a t e d
Bus
High
Tram
Metro
Train
Ship
Air
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LEISURE
EXAMINING THE RULES
COMMERCIAL
A CAUSAL LOOP DIAGRAM SHOWING THE INTERCONNECTIVITY OF THE ACTORS IN THE CITIES SKYLINES SYSTEM, WHICH HELPS TO ASCERTAIN THE RULES.
FIRE SAFETY FIRE HOUSE FIRE STATION
INDUSTRY
CRIME SAFETY POLICE STATION POLICE HQ
HEALTH
MEDICAL CLINIC HOSPITAL
N O I S E POLLUTION
X There are many different factors that need to be balanced within Cities Skylines. The causal loop diagram shows how each factor affects others in either a positive or negative way, when the initial factor is increased.
TOURISM CITIZEN HAPPINESS
POPULATION
UTILITIES ELECTRICITY WATER
POLLUTION BUILDING LEVELS GARBAGE LANDFILL PROCESSING
EDUCATION
ELEMENTARY SCHOOL HIGH SCHOOL UNIVERSITY
TRAFFIC
LAND VALUE WORKERS TRANSPORT
“When the citizens needs are catered to and they have jobs & places to go to spend their money, they are happy & pay more taxes. Happiness also increases the chance for buildings to level up.” Cities Skylines description of happiness in cities
TAX COMMERCIAL TOURISM TRANSPORT
SERVICES UTILITIES LEISURE EVERYTHING
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URBAN PRIORITIES: CATEGORISING THE PILLARS OF HAPPINESS INTO SPATIAL ELEMENTS
1
COMMUNITY
PILLARS:
SAFETY
TOGETHERNESS
TRUST
MONEY
PUBLIC SPACE
2
PILLARS:
FREEDOM
TOGETHERNESS
3
WALKABILITY
PILLARS:
TRUST
FREEDOM
+
HEALTH
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SPATIALISING PARAMETERS
1.1
RULE: Ratio of 1:10 commercial blocks to residential blocks PURPOSE: Access to amenities improves local economy
1
COMMUNITY
1.2 RULE: Ratio of 1:6 places of work to residential blocks PURPOSE: Having work places within neighbourhood reduces commute, increasing individual happiness encourages walking to work out of convenience.
PILLARS:
SAFETY
TOGETHERNESS
1.3 RULE: Accomodating a public space every 100m
TRUST
MONEY
PURPOSE: To avoid disconnected corridor routes
1.4 RULE: 10-15 houses per micro network PURPOSE: To have networks that foster social connections.
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SPATIALISING PARAMETERS
2.1 RULE: Ratio of green space to residential blocks
2
PUBLIC SPACE
PILLARS:
PURPOSE: To allow enough public space for all residents
2.2
RULE: Maximised vehicle free zones
FREEDOM
TOGETHERNESS
PURPOSE: To give more area to public space, and increase air quality
2.3 TRUST
RULE: Distance to neighbourhood green spaces not to exceed 400m PURPOSE: So all residents have convenient access to green space and the associated benefits
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SPATIALISING PARAMETERS
3.1 RULE: 400m distance to local amenities TESTING: Convenience enourages walkability
3
WALKABILITY
RULE: Max. 150m distance from residential to urban green spaces
PILLARS:
FREEDOM
3.2
+
HEALTH
PURPOSE: Shorter distances to green spaces increases accessibility and encourages use
3.3
RULE: Maximised ratio of public:private space
PURPOSE: Accessibility to through-routes shorter, encouraging walking
makes journeys
3.4 RULE: Ratio of 1:6 places of work to residential blocks PURPOSE: Having work places within neighbourhood encourages walking to work out of convenience
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COMMUNITY
1.1
POINT SYSTEM SCORING THE RULES IN THE GAME
X The research that we have conducted have been synthesised into a series of rules and point scoring. The points have a range in which they can be awarded, where the ideal ratio/distance is highlighted darker.
“Ratio of 1:10 commercial blocks to residential blocks”
2.1
1:8
1:10
1:12
1:15
9m2
7m2
5m2
5
10
15
10
5
10
7
3
2.2
“Ratio of 1:6 places of work to residential blocks”
3.1
“Ratio of green space to residential blocks”
1:5
1.2
WALKABILITY
PUBLIC SPACE
0
x>400
400<x
5
0
3.2
“Maximised vehicle free zones”
“400m distance to local amenities”
“Max. 150m distance from residential to urban green spaces”
1:3
1:4
1:6
1:8
1:9
x>80%
80%>x>60%
60%>x>40%
40%>x
x>150m
150>x>130
130>x>110
110m>x
5
10
15
10
5
10
7
3
0
5
2
1
0
1.3 <100
100<x<125
125<x<150
15
10
5
1.4
2.3
“Accomodating a public space every 100m”
0
“Distance to neighbourhood green spaces not to exceed 400m”
3.3
x>400
400<x
x>80%
80%>x>60%
60%>x>40%
40%>x
10
0
5
2
1
0
3.4
“10-15 houses per micro network”
“Maximised ratio of public:private space”
“Ratio of 1:6 places of work to residential blocks”
6-7
8-9
10-15
14-18
19-20
>2
2>x>1.5
1.5>x>1.0
5
10
15
10
5
5
2
1
1.0>
0
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EXAMINING THE RULES A CAUSAL LOOP DIAGRAM SHOWING THE INTERCONNECTIVITY OF THE RULES IN OUR GAME, AND THE NATURE OF THE IMPACT BETWEEN THEM.
1.1
2.2
RATIO OF COMMERCIAL BLOCKS TO RESIDENTIAL BLOCKS
MAXIMISED VEHICLE FREE ZONES
X
2.1
1.2
Each of the rules and point scoring in our game are based on the research that we have conducted. They are all linked in some way, where an increase in one of the ratios, has an effect on another ratio.
RATIO OF PLACES OF WORK TO RESIDENTIAL BLOCKS
RATIO OF GREEN SPACE TO RESIDENTIAL BLOCKS
2.3 DISTANCE TO NEIGHBOURHOOD GREEN SPACES
1.4 10-15 HOUSES PER MICRO NETWORK
3.1 DISTANCE TO LOCAL AMENITIES
3.2 DISTANCE FROM RESIDENTIAL TO URBAN GREEN SPACES
1.3 ACCOMODATING A PUBLIC SPACE EVERY 100M
3.3 RATIO OF PUBLIC TO PRIVATE SPACE
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METHODS
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PLAYING THE GAME: A STEP-BY-STEP OF THE ACTIONS IN THE GAME
STEP 01
CREATE GRID
ACTIONS: - Choose grid size for work space
STEP 05
CREATE MICRO PUBLIC SPACE
ACTIONS: - Choose distancing + size - Determine spread
STEP 02
CREATE MACRO PUBLIC SPACE
ACTIONS: - Choose shape, size + number - Determine distance between
STEP 06
PLACE TYPOLOGIES
ACTIONS: - Choose typologies to be used in project - Choose which typologies to be used in which zones
STEP 03
CREATE MACRO NETWORK
ACTIONS: - Choose road types - Choose connection routes + number
STEP 07
CREATE MICRO NETWORK
ACTIONS: - Choose connection routes + number - Choose route widths
STEP 04
CREATE ZONES
ACTIONS: - Determine ratio (commercial:residential:green space) - Determine level of integration of zones
STEP 08
FILL IN THE BLANKS
ACTIONS: - Unused plots are highlighted - User has opportunity to fill plots before completing game
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PLAYING THE GAME: A STEP-BY-STEP OF THE ACTIONS IN THE GAME
STEP 01
CREATE GRID
ACTIONS: - Choose grid orientation for work space #Grid orientation could be selected by existing grid or sunpath. â&#x20AC;˘ â&#x20AC;˘
Minimum grid size is dictated by the size of the smallest typology increment. This is the average size of detached or semi-detached. #When applying the game to a different neighbourhood smallest increment may change depending on local typologies. Artefacts are placed per cell.
Local Smallest Increment: Terraced House, Single Cell
Orientation:
National Space Standard: 2 Bed 2 Person, 2 Storey = 79m2 Ground footprint: 39.5m2 Possible dimenensions: 6.3m x 6.3m Average footprint existing on site: Ground footprint: 35m2 Dimensions: 5m x 7m
7m
7m
1. Player chooses connecting points to existing road network external to the neighbourhood. 2. Player chooses angle of orientation. 3. All roads and artefacts will follow this orientation.
GRID SIZE: 7m x 7m
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PLAYING THE GAME: A STEP-BY-STEP OF THE ACTIONS IN THE GAME
STEP 02
CREATE MACRO PUBLIC SPACE
ACTIONS: - Choose shape, size + number - Determine distance between Based on a per cell basis; users are able to use diagonal half cells. Shape is not preset but will be identified by program from the boundary.
Tile Types:
Public Space Tiles: Maximum size: unlimited. Minimum size: 4 cells (196m2) Planted
Grassed
Paved
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PLAYING THE GAME: A STEP-BY-STEP OF THE ACTIONS IN THE GAME
STEP 03
CREATE MACRO NETWORK
ACTIONS: - Choose road types - Choose connection routes + number • Roads are based on cells, drawn cell by cell. • Can use diagonal half cells for more flexibility.
Types of road: 1. Vehicular Road - 1 tile wide. 2. Vehicular Road + pedestrian path - 1 tile wide. 3. Vehicular Road + Pedestrian and Cycle Paths - 2 tiles wide. 4. Pedestrian + Cycle Paths + Green Barrier - 2 tiles wide.
1. 2. 3. 4.
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PLAYING THE GAME: A STEP-BY-STEP OF THE ACTIONS IN THE GAME
STEP 04
CREATE ZONES
ACTIONS: - Determine ratio of zones - Determine level of integration of zones • • •
Placed per cell, no restrictions. Walkability metric is from centre of zone. If zone is larger than X amount, it is split into multiple zones and centre points are taken from there to measure from. Type of zone will be based on typology groups of building.
Types of zone:
Commercial
Public vs. Private Zone
Residential
Business
Players can choose whether zones are private or have public access; this will effect the walkability metric.
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PLAYING THE GAME: A STEP-BY-STEP OF THE ACTIONS IN THE GAME
STEP 05
CREATE MICRO PUBLIC SPACE
ACTIONS: - Choose distancing + size - Determine spread • •
Placed per cell, no restrictions, diagonals allowed. Maximum 3 cells.
Tile Types:
Micro Public Space Tiles: Maximum size: 4 cells (196m2). Minimum size: 0.5 cells (39.5m2). Planted
Grassed
Paved
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PLAYING THE GAME: A STEP-BY-STEP OF THE ACTIONS IN THE GAME
STEP 06
PLACE TYPOLOGIES
ACTIONS: - Choose typologies to be used in project - Choose which typologies to be used in which zones • • •
Each typology has a different cell allowance. Each typology group has sub-groups, with typologies within them [see typologies matrix]. Once placed artefacts cannot be moved [player must create new iteration to try again].
Typologies: Smallest typology: single terrace No. of tiles: 2 Points are awarded to players using typologies suited to the scenario. Typologies can be arranged however players see fit.
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PLAYING THE GAME: A STEP-BY-STEP OF THE ACTIONS IN THE GAME
STEP 07
CREATE MICRO NETWORK
ACTIONS: - Choose connection routes + number - Choose route widths • •
Placed per cell, no restrictions, diagonals allowed. Road Types: paved pathway, paved pathway with cycle lane, 2 way cycle lane, road 2 way, road 1 way with roadside parking.
Types of road: 1. One Way Vehicular Road - 1 tile wide. 2. Two Way Cycle Path - 1 tile wide. 3. Pedestrian and Cycle Path - 1 tiles wide. 4. Pedestrian and Green Barrier - 1 tiles wide.
1. 2. 3. 4.
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PLAYING THE GAME: A STEP-BY-STEP OF THE ACTIONS IN THE GAME
STEP 08
FILL IN THE BLANKS
ACTIONS: - Unused plots are highlighted - User has opportunity to fill plots before completing game. â&#x20AC;¢ Choice to fill in blank plots with: Nothing - Leave empty, negative points (-0.1pt). Green Space - Grass, shrubbery, trees. Pavement - Plaza, areas for recreation.
Types of tile:
? Planted
Grassed
Paved
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CONTEXTUALISING A PROTOTYPE
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TO MANCHESTER CITY CENTRE
SELECTED SITE - HULME, MANCHESTER LOCATED SOUTH AND ON THE EDGE OF THE CITY CENTRE RING.
PICCADILLY
DEANSGATE
HULME
ARDWICK
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SELECTED SITE
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Number of Cars Owned by Citizens in Manchester
Aged 65+
MANCHESTER CITY DEMOGRAPHICS 50% HOUSE TYPOLOGY
NUMBER OF CARS OWNED BY CITIZENS IN MANCHESTER
POPULATION BY AGE
n Aged 25-44
40% 30%
5%
30%
29%
30%
DETACHED
5%
SEMI-DETACHED
TERRACE
FLAT OR TENEMENT
20%
n Aged 19 and under
1%
FLAT IN COMMERCIAL
FLAT IN CONVERTED BUILD
10% TENURE
OWN ER
0
O
CC
UPIED
ACTIVE - 16-74
1 38.5% 2
T EN
/RENT FREE
30%
17.4%
SOC IA L
20.6%
PRIVATE
R
POPULATION CHANGE BY SEX
ECONOMIC STATUS
3 NT RE
SELF-EMPLOYED
4+
ED
EMPLOYED
STUDENT
UNEMPLOYED
31.6%
11.3% 9.7% 70.01% ECONOMIC STATUS
e to Female
STUDENTS
38.7% POPULATION MALE TO FEMALE
9.0%
INACTIVE - 16-74
SICK/DISABLED
18%
OTHER
9.1% FAMILY
50:50
13.4%
RETIRED
20.9%
ADULTS IN EMPLOYMENT
CHILD DEPENDENCY
28.1%
7.7% WITH DEPENDENT CHILDREN
NO DEPENDENT CHILDREN
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HULME
HULME
69.5% MANCHESTER 68%
61%
66%
HULME
MANCHESTER
RESIDENTS SATISFACTION
SENSE OF BELONGING/PLACE
HULME
65%
7.0
MANCHESTER
7.5
10
10
HULME 75% MANCHESTER LIFE SATISFACTION
HULME MANCHESTER
30%
36%
ENVIRONMENT/ STREET CLEANESS
HULME
31.5% MANCHESTER
37%
LOCAL AREA GOOD PLACE TO RAISE CHILDREN
LOCAL AREA A GOOD PLACE TO GROW OLD
HULME WARD
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THE HULME CRESCENTS
SATISFACTION IN THE CRESCENTS INITIAL PROPOSAL
ISSUES
1975
96.3% wanted to leave
NO VISIBILITY
Thick concrete balconies prevented neighbours from being able to see each other. Flaws in the balconies also led to the death of a 5-year old child
ISOLATION PRIVACY
Only kitchens and dining rooms faced onto the decks, allowing privacy to the bedrooms and living spaces.
CASE STUDY Built 1972 Demolished 1992-1995 Largest public housing development in Europe 3,284 deck-access homes 13,000+ capacity Lay abandoned from 1984 until demolition Adult only from 1974 after a tragic incident
Hulme Crescents
Designed by Hugh Wilson and J.L.Womersley 4 U-shaped blocks, south facing, 7 storeys high Variety of flats - 1-5 bedrooms with private balcony Each crescent was named after a influential British architect: ADAM, NASH, BARRY & KENT Design was supposed to embody streets in the sky, where neighbours could meet and children could play
Hulme Crescents
R EDUCATIONAL USE ONLY.
0
100
200
300
400
Scale 1:7500 500
600
700
800
900
Our Site 1000 m
Feb 29, 2020 16:12
VISIBILITY
The decks overlooked the landscaped communal areas, containing play parks intended for public use.
AMENITIES
The estate was to contain shops, churches and other public amenities, to allow the population to live traffic free.
The construction of Mancunian Way and Princess Parkway left the residents feeling isolated and cut off from the rest of the city.
LACK OF HUMAN SCALE
An oversized estate resulted in a number of issues, including slow response times by emergency services.
RUN DOWN
GREEN SPACE
Trees were to be planted to conceal the ground floor garage, giving the sense that the first floor was floating
Lack of proper investment and maintenance meant that the estate quickly became run down and in disrepair.
POST DEMOLITION A ÂŁ400 million investment was made to regenerate Hulme, with many residents involved in the design process. They opted for a shift back to the traditional terraced and semi-detached housing typologies.
Projection: British National Grid
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HULME SITE ANALYSING THE CHOSEN CONTEXT
AMENITIES
TYPOLOGIES
GREEN SPACES
Amenities on the site covers a large range of uses, from industrial buildings such as the empty Jaguar Land Rover garage to the local schools and leisure facilities. The residential blocks have also been added to evidence the proximity in which these amenities lie to the residentaial blocks.
The site is comprised of a number of different typology of buildings. The majority is terraced housing, as it has been since Hulme was redeveloped in the 90s. There are also a few closed typologies, a singular high-rise block and a number of mid-rise blocks.
Hulme does not contain any areas that could be classified as green spaces. The closest green space to the site is All Saints Park within the Manchester Metropolitan University campus.
KEY
KEY
KEY
SITE BOUNDARY
SITE BOUNDARY
SITE BOUNDARY
INDUSTRIAL BUILDS
TERRACE
ROUTE TO NEAREST GREEN SPACE
RESIDENTIAL
COURTYARD
GREEN SPACE
SCHOOLS
HIGH RISE BLOCK
LEISURE/ENTERTAINMENT
MIDRISE BLOCK
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ARNDALE SHOPPING CENTRE: 1.3 miles SPINNINGFIELDS: 1.1miles
26 minutes
23 minutes
OXFORD ROAD STATION: 0.7 miles 14 minutes
SITE RESEARCH
PICADILLY STATION: 1.0 miles 20 minutes
ANALYSING THE EXISTING MICRO NETWORK AND AMENITIES ON SITE: PEDESTRIAN PATHS.
X Fastest walking routes are following main roads for vehicles. These are routes where pedestrians do not have priority, and are subjected to car fumes and narrow pavements.
O2 APOLLO: 1.1 miles 21 minutes
SITE CENTRE
UNIVERSITY OF MANCHESTER: 0.7miles 13 minutes MANCHESTER ROYAL INFIRMARY: 0.9 miles 18 minutes
OLD TRAFFORD: 2.0 miles 41 minutes
WHITWORTH PARK: 1.0 miles 20 minutes
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ARNDALE SHOPPING CENTRE: 1.3 miles SPINNINGFIELDS: 1.1miles
9 minutes
10 minutes
OXFORD ROAD STATION: 0.7 miles 4 minutes
SITE RESEARCH
PICADILLY STATION: 1.0 miles 8 minutes
ANALYSING THE EXISTING MICRO NETWORK AND AMENITIES ON SITE: CYCLE PATHS.
X Fastest cycle routes avoid high footfall areas, but follow main vehicular routes. Journey times are equal to that of vehicles. O2 APOLLO: 1.1 miles 6 minutes
SITE CENTRE
UNIVERSITY OF MANCHESTER: 0.7miles 3 minutes MANCHESTER ROYAL INFIRMARY: 0.9 miles 6 minutes
OLD TRAFFORD: 2.0 miles 13 minutes
WHITWORTH PARK: 1.0 miles 5 minutes
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ARNDALE SHOPPING CENTRE: 1.3 miles SPINNINGFIELDS: 1.1miles
10 minutes
11 minutes
SITE RESEARCH
OXFORD ROAD STATION: 0.7 miles 4 minutes PICADILLY STATION: 1.0 miles
ANALYSING THE EXISTING MACRO NETWORK AND AMENITIES ON SITE: VEHICLE ROUTES.
4 minutes
X Fastest driven routes avoid all secondary roads. The site perimeter is bounded by main roads on three sides and there are three heavily used roads within the site.
O2 APOLLO: 1.1 miles 4 minutes
SITE CENTRE
UNIVERSITY OF MANCHESTER: 0.7miles 3 minutes MANCHESTER ROYAL INFIRMARY: 0.9 miles 6 minutes
OLD TRAFFORD: 2.0 miles 8 minutes
WHITWORTH PARK: 1.0 miles 5 minutes
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EXTRACTING TYPOLOGIES
CELL SIZES FOR EACH TYPOLOGY L-Shape U-Shape
Closed
IDENTIFYING THE AVAILABLE TYPOLOGIES WITHIN THE GAME, BASED ON THE CURRENT TYPOLOGIES ON SITE
2 cells (1x2)
All LOW-RISE typologies; SMALL AMENITIES; SMALL COMMERCIAL
High Density
39 cells (13x3) College University
School Point
49 cells (7x7)
X Mid-Rise
The players of the game will be able to choose from a selection of typologies, allowing a variance of design at the end. Each scenario also has a further selection of typologies that are favoured due to the circumstances of the scenario.
COLLEGES
All MID-RISE typologies; All OFFICE typolgies, HIGH-RISE POINT; UNIVERSITY; SCHOOL
Education Small
Slab
58 cells (8x7)
LARGE AMENITIES
High-Rise Commercial
Residential
Large
TYPOLOGIES
Cluster
80 cells (10x8) Low-Rise
LARGE COMMERCIAL
Detached
Offices
Amenities
98 cells (14x7)
HIGH-RISE SLAB
High-Rise Semi-Detached
Point Large Mid-Rise
144 cells (12x12) Small
L-Shape
HIGH-RISE CLUSTER
Terraced
Low-Rise
U-Shape
Closed Cluster
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1
SCENARIO 1: SEVERE DEMOGRAPHIC CHANGE TO EDUCATION SCENARIO DESCRIPTION:
POSSIBLE OUTCOME:
If Manchester Metropolitan University were to increase their intake of students, this could likely result in the requirement for more teaching spaces and accommodation for the students. Being adjacent to the current campus, the selected site is a suitable location for the expansion.
RULE CHANGES:
1.1
1
1:5
1:8
1:10
1:12
5
10
15
10
5
1:6
1:8
1:10
1:11
5
10
15
10
5
“300m distance to local amenities”
x>300
300<x
5
0
COMMUNITY The sense of community is reduced as the inhabitants are changed to a singular demographic. PUBLIC SPACE Increased number of public spaces, for the inhabitants to use.
“Ratio of 1:8 places of work to residential blocks”
1:4
3.1
3
“Ratio of 1:8 commercial blocks to residential blocks”
1:2
1.2
2
WALKABILITY Walkability to places of work/study is maintained or increased, as well as walkability to local amenities.
FAVOURED TYPOLOGIES
University Buildings
Low-Rise Offices
Mid-Rise Offices
Low-Rise Residential
Mid-Rise Residential
High-Rise Residential
Small Commerical
Small Amenities
EXTRA POINTS 5 POINTS - For placement of every 10 small typologies 2 POINTS - For placement of every 5 mid-sized typologies 1 POINT - For placement of every 1 large typology
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2
SCENARIO 2: SEVERE DEMOGRAPHIC CHANGE TO RESIDENTIAL SCENARIO DESCRIPTION:
POSSIBLE OUTCOME:
In the unfortunate incident of MMU going bust, the site could be attractive for people wanting to relocate closer to the city centre as the demographic will change from primarily students to a potential diverse range.
RULE CHANGES:
1.1
1
1:5
1:8
1:10
1:12
5
10
15
10
5
1:6
1:8
1:10
1:11
5
10
15
10
5
“Ratio of green space to residential blocks”
7m²
5m²
3m²
10
7
3
2.3
0
WALKABILITY Overall decrease in walkability. Local amenities are close but lack of places of work means less walkability.
FAVOURED TYPOLOGIES
Schools
Colleges
Small Commercial
Low-Rise Residential
Mid-Rise Residential
High-Rise Residential
Small Amenities
Large Amenities
Low-Rise Offices
“Distance to neighbourhood green spaces not to exceed 300m”
x>300
300<x
10
0
3.1
COMMUNITY The sense of community is greatly increased as the inhabitants are changed to a varying demographic. PUBLIC SPACE Increased number of public spaces, for the inhabitants to use.
“Ratio of 1:8 places of work to residential blocks”
1:4
2.1
3
“Ratio of 1:8 commercial blocks to residential blocks”
1:2
1.2
2
“300m distance to local amenities”
x>300
300<x
5
0
EXTRA POINTS 5 POINTS - For placement of every 10 small typologies 2 POINTS - For placement of every 5 mid-sized typologies 1 POINT - For placement of every 1 large typology
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3
SCENARIO 3: CONSTRUCTION INCREASE, HIGH-RISE RESIDENTIAL SCENARIO DESCRIPTION:
POSSIBLE OUTCOME:
A possible scenario following the demand for an increase in highrise builds. With the current growing development of high-rise accommodation in Manchester, the site is a suitable location for access to employment in the main centre.
RULE CHANGES:
1.2
1
1:6
1:8
1:10
1:11
5
10
15
10
5
“Distance to neighbourhood green spaces not to exceed 300m”
x>300
300<x
10
0
3.1
3
“Ratio of 1:8 places of work to residential blocks”
1:4
2.3
2
“300m distance to local amenities”
x>300
300<x
5
0
COMMUNITY The sense of community is greatly reduced as the tower structure means there is less neighbourhood community. PUBLIC SPACE Small increase in number of public spaces to couteract the high-rise residential sprawl. WALKABILITY Overall decrease in walkability. Local amenities are close but lack of places of work means less walkability.
FAVOURED TYPOLOGIES
Mid-Rise Residential
High-Rise Residential
Small Amenities
Mid-Rise Offices
High-Rise Offices
Small Commerical
Large Commerical EXTRA POINTS 5 POINTS - For placement of every 10 small typologies 2 POINTS - For placement of every 5 mid-sized typologies 1 POINT - For placement of every 1 large typology
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4
SCENARIO 4: SITE BECOMES BUSINESS DISTRICT SCENARIO DESCRIPTION:
POSSIBLE OUTCOME:
With the site being in close proximity of Castlegate and Spinningfields and with the current mass amount of development taking place, the proposed site is a suitable location to address the growing demand and provides an opportunity to increase jobs in the city, ultimately boosting the economy of Manchester.
RULE CHANGES:
1.1
1
1:4
1:6
1:8
1:9
5
10
15
10
5
“Ratio of 1:4 places of work to residential blocks”
1:2
1:3
1:4
1:5
1:6
5
10
15
10
5
1.4
3
“Ratio of 1:6 commercial blocks to residential blocks”
1:3
1.2
2
“No. of blocks per micro network”
COMMUNITY The sense of community is greatly reduced as the priority for business means less neighbourhood cohesion. PUBLIC SPACE Small increase in number of public spaces to couteract the high-rise residential sprawl. WALKABILITY Overall decrease in walkability. Local amenities are close but lack of residential typolgies means less walkability.
FAVOURED TYPOLOGIES
0-2
3
4
5
6+
5
10
15
10
5
Low-Rise Offices
Mid-Rise Offices
High-Rise Offices
Small Amenities
Mid-Rise Residential
High-Rise Residential
Small Commerical
Large Commerical
EXTRA POINTS 5 POINTS - For placement of every 10 small typologies 2 POINTS - For placement of every 5 mid-sized typologies 1 POINT - For placement of every 1 large typology
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5
SCENARIO 5: INCREASE IN PEDESTRIANISED ZONES SCENARIO DESCRIPTION:
POSSIBLE OUTCOME:
Autonomous vehicles are the prevalent mode of transport, inducing an increase in car sharing and pedestrianised zones.
RULE CHANGES:
1.2
1
1:6
1:8
1:10
1:11
5
10
15
10
5
“Ratio of green space to residential blocks”
7m²
5m²
3m²
10
7
3
3.1
3
“Ratio of 1:8 places of work to residential blocks”
1:4
2.1
2
“300m distance to local amenities”
x>300
300<x
5
0
0
COMMUNITY The sense of community is increased as the environment encourages a greater sense of togetherness. PUBLIC SPACE Increase in the amount of public space as the environment changes to more pedestrianised areas. WALKABILITY Overall decrease in walkability. Local amenities are close but lack of places of work means less walkability.
FAVOURED TYPOLOGIES
Low-Rise Residential
Mid-Rise Residential
Small Commercial
Low-Rise Offices
Mid-Rise Offices
Small Amenities
Schools
Colleges
EXTRA POINTS 5 POINTS - For placement of every 10 small typologies 2 POINTS - For placement of every 5 mid-sized typologies 1 POINT - For placement of every 1 large typology
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GOING FORWARD
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GOALS FOR ST3 OUR PLAN OF WORK
X We have completed up to Stage Two of our plan. Commencing Studio 3 we will begin building the game and proceed to run iterations to analyse and compare against the pillars of happiness.
STAGE ONE
STAGE TWO
STAGE THREE
STAGE FOUR
STAGE FIVE
RESEARCHING THE GAME
DESIGNING THE GAME
BUILDING THE GAME
PLAYING THE GAME
EVALUATING THE GAME
1. Finding examples of and evaluating existing games. 2. Establishing the elements that can improve happiness and wellbeing.
1. Spatialising the elements that can improve happiness. 2. Creating a step by step method for the game play. 3. Creating a points system.
1. Coding each step of the game. 2. Constructing a user interface and graphic style. 3. Test running the game, making adjustments where necessary.
1. Getting participants to play the game. 2. Collecting data, sorting into demographics and first, second attempts etc.
1. Analysing the data based on demographics, sorting patterns and forming conclusions. 2. Comparing the results to the principles of the pillars of happiness.
COMPLETED
COMPLETED
ST3
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START
STRATEGY FOR ST3 OUR STRATEGY FOR PROJECT COMPLETION:
CREATE GAME
X A step-by-step break down of what we will need to execute in order to reach our goals.
#USING PYTHON TO WRITE CODE FOR GAME
DESIGN INTERFACE
TEST RUN
CREATE CAUSAL LOOP DIAGRAM
DESIGN ALL BLOCKS
#COMPARE TO CITY SKYLINES CASE STUDY #CONTINGENCY: MAKE PHYSICAL MODEL
#USING OURSELVES AS PLAYERS
FIND PLAYERS
RUN GAME!
COLLECT DATA
1
2
3
INITIATE ITERATION PHASE
#MAKE SURE SAMPLE IS DIVERSE
COMPARE HIGHEST AND LOWEST SCORING ITERATIONS
#CONTINGENCY: USE SIMULATED AGENTS
YIPPEE!
COLLATE THEMES C O M P A R I S O N ANALYSIS OF VALUED OUTCOMES
IDENTIFY POTENTIAL IMPROVEMENTS TO GAME
REFLECTION ON POTENTIAL OF GAME AS A TOOL
CONCLUSION
AS A TOOL POTENTIAL OF GAME REFLECTION ON
EVALUATE RATIOS #WRITE UP FUTURE WORKS ARGUMENT
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MO
EVALUATING THE RESULTS
N
DOES THE SPACE FUNCTION FOR PEOPLE WITH SPECIAL NEEDS?
EY
DO VEHICLES DOMINATE PEDESTRIAN USE OF THE SPACE?
IS THE SPACE USABLE THROUGHOUT THE DAY?
RN
ESS
CAN PEOPLE WALK EASILY TO THE PLACE?
N
IS THE SPACE ACCESSIBLE TO PEOPLE OF ALL ABILITIES AND AGES?
S ES
ST
OM
IDENTIFY AREAS RESEARCH AND RESULTS OVERLAP
AL
D
HE
FR EE
TR
U
KIN
D
TOGET
HE
HOW WE INTEND TO ANALYSE THE PILLARS OF HAPPINESS
TH
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LOADING ST3
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BIBLIOGRAPHY
P12 Montgomery, C. (2015). Happy city. London: Penguin Books. Keedwell, P. (2017). Headspace: The Psychology of City Living. Aurum Press. Channon, B. (2019). Happy by Design. Milton: RIBA Publications.
P17 Boseley, S. (2018). How do you build a healthy city? Copenhagen reveals its secrets. [online] The Guardian. Available at: https://www.theguardian.com/ environment/2018/feb/11/how-build-healthy-city-copenhagen-reveals-itssecrets-happiness [Accessed 1 Mar. 2020].
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Kesebir, S. (2016). When Economic Growth Doesn’t Make Countries Happier. [online] Harvard Business Review. Available at: https://hbr.org/2016/04/wheneconomic-growth-doesnt-make-countries-happier [Accessed 1 Mar. 2020]. Kroll, C. (2014). What makes people happy and why it matters for development. [online] the Guardian. Available at: https://www.theguardian.com/globaldevelopment-professionals-network/2013/sep/03/happiness-economicswellbeing-mdgs [Accessed 1 Mar. 2020]. The Economist. (2019). Economic growth does not guarantee rising happiness. [online] Available at: https://www.economist.com/graphic-detail/2019/03/21/ economic-growth-does-not-guarantee-rising-happiness [Accessed 1 Mar. 2020]. Thompson, D. (2012). The 10 Things Economics Can Tell Us About Happiness. [online] The Atlantic. Available at: https://www.theatlantic. com/business/archive/2012/05/the-10-things-economics-can-tell-us-abouthappiness/257947/ [Accessed 1 Mar. 2020]. Yale Insights. (2010). What are the economics of happiness?. [online] Available at: https://insights.som.yale.edu/insights/what-are-the-economics-of-happiness [Accessed 1 Mar. 2020].
P18 Simpson, D., Gimmel, K., Lonka, A., Jay, M. and Grootens, J. (2018). Atlas of the Copenhagens. Ruby Press. P20 Fox-Leonard, B. (2017). A Lykke life: the six pillars of happiness that keep the whole world smiling. [online] The Telegraph. Available at: https://www. telegraph.co.uk/health-fitness/mind/lykke-life-six-pillars-pf-happiness-foundacross-globe/ [Accessed 1 Mar. 2020]. P22 Baer, D. (2016). The 4 ‘Spaces’ Cities Need to Make People Happier. [online] The Cut. Available at: https://www.thecut.com/2016/12/the-4-spaces-citiesneed-to-make-people-happier.html [Accessed 1 Mar. 2020]. P23 ArchDaily. (2020). What Makes a Great Public Place?. [online] Available at: https:// www.archdaily.com/914616/what-makes-a-great-public-place [Accessed 1 Mar. 2020]. The Guiri Guide. (2018). Las Ramblas - The Guiri Guide. [online] Available at: https://theguiriguide.com/las-ramblas/ [Accessed 1 Mar. 2020].
Manchester City Council (2017). City Centre Strategic Plan 2015 - 2018 | Manchester City Council. [online] Manchester.gov.uk. Available at: https://www. manchester.gov.uk/downloads/file/24745/city_centre_strategic_plan. P25 United Nations (2020). Goal 11: Make cities inclusive, safe, resilient and sustainable [online]. Available at: https://www.un.org/sustainabledevelopment/ cities/ United Nations (2020). SUSTAINABLE DEVELOPMENT GOAL 11 [online]. Available at: https://sustainabledevelopment.un.org/sdg11 P27 Pps.org. (2009). Why Public Spaces Fail. [online] Available at: https://www.pps. org/article/failedplacefeat [Accessed 1 Mar. 2020]. P31 Olsson, Carl & Eriksson, Jeanette. (2014). Methodological Capabilities for Emergent Design. 110-121. 10.1007/978-3-319-07233-3_11 P32 Resilience Alliance (2020). Panarchy [online]. Available at: https://www. resalliance.org/panarchy P34 Schnabel, Marc Aurel & Lo, Tian Tian & Aydin, Serdar. (2014). Gamification and Rule Based Design Strategies in Architecture Education. 10.13140/2.1.5150.3689. Kevin Werback (2013)Gamification: A Coursera course by Kevin Werback [online]. Available at: https://gamification21.wordpress.com
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Haslam, D. (2017) 21 June. Available at: https://twitter.com/mr_dave_haslam/ status/877442419381424128 (Accessed: 29 February 2020)
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APPENDIX: FURTHER SITE ANALYSIS
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CLIMATE DATA CHARTS SHOWING THE CLIMATE INFORMATION FOR THE SITE
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CONSTRUCTION DATA MAPS SHOWING THE PLANNED CONSTRUCTION AND DEVELOPMENT FOR THE SITE
09 29
11
28
07
12 14
08 13 03
15
22 23
16
06 01 02
01
23
05
04
18
10 19 24
27
20
25
21
22
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04 - First Street South (- Private Apartments Architect: Simpson-Haugh Number of apartments: 1,568 Number of storeys: 10 | 17 | 22 | 26 | 45 Height: tallest 140 metres
01 - First Street Plot 9A - Hotel Architect : Jon Matthews Office block with a Premier Inn hotel above. Amount of office space: 270,500 sqft Number of storeys: 11
01 - First Street Plot 9 - Rentable Private Apartments Architect : John Matthews Number of storeys: 33 | 24 | 13 Office space: 270,000 sqft Number of apartments: 555 (Build to Rent)
02 - River St Tower - Student Accommodation Architect: Simpson-Haugh Number of storeys: 32 | 15 | 10 Height: 92m Number of student bedspaces: 792
13 - Circle Square 1&2 - Commercial Space & Offices Architect : Fielden Clegg Bradley Number of storeys: 18 | 14 Office space: 390,000 sqft Ground and mezannine commercial space: 53,292 sqft
14 - Circle Square 7&8 - Apartments Developer : VITA Group Number of storeys: 17 Number of apartments: 266 Ground floor commercial space: 17,524 sqft
12 - Circle Square 5&6 - Private Apartments Developer : VITA Number of storeys: 38 | 17 Height: tallest 116 metres Number of apartments: 411
15 - Circle Square 3 - Private Apartments Architect : Fielden Clegg Bradley Number of storeys: 14 Office space: 216,000 sqft Ground floor commercial space: 6,340 sqft
27 - SODA - The School of Digital Arts Architect : Fielden Clegg Bradley Number of storeys: 5 | 6
26 - 84 Cambridge St - Student Apartments Architect : Carson & Partners Number of storeys: 9 Number of student bedspaces: 62
06 - MMU Science & Engineering Building Details 10 - Princess Road Roundabout Improvement Improving the pedestrian and cycling environment at A new Science and Engineering Campus for Manchester Metropolitan University. Princess Road roundabout while linking Hulme with Education space: 161,500 sqft the city centre and increasing vehicle capacity Completion summer 2023
09 - Oxford Road Station Masterplan - Transport & Offices Architect : BDP Number of apartments: 66 Office space: 300,000 sqft Public realm improvements
18 - Brunswick Neighbourhood - Residentual Developement Number of dwellings: 444 Retail units: 4 with 18 apartments above Residential care home with 60 residential units Architect: Paul Butler Associates
28 - Holtspur House - Private Residential Architects Hodder + Partners Number of storeys : 5 56,000 sq ft
11 - Maldron Hotel Architect: Simpson Haugh Number of hotel bedrooms: 278 Number of storeys: 16
03 - Number 8 First St - Offices Architect : Fletcher Priest Office space: 187,000 sqft Number of storeys: 7
16 - Circle Square 4 - Car Park + Hotel Architect : Fielden Clegg Bradley Number of storeys: 12 | 18 Number of car parking spaces: 1,100 Number of hotel bedrooms: 158
17 - ID Manchester - Education Number of storeys: 15 Office space: 3.5 million sqft Mixed use space for science & tech, some residential
05 - Science and Engineering Building MMU - Education Architect : BDP Number of storeys: 7 Educational space: 150,000 sqf
08 - Student Castle Manchester - Student Accommodation Architect : Glenn Howells Number of storeys: 55 Height: 165 metres Number of student bedspaces: 853 (all studios)
07 - Artisan Heights - Student Accommodation Architect : Simpson Haugh Number of storeys: 32 Height: 95 metres Number of student bedspaces: 603
19 - University of Manchester Engineering Campus Number of storeys: 6 Educational floorspace: 759,824 sqft Ground floor commercial space: 9,171 sqf
24 - MMU Arts and Media Building Architect : Space: 96,000sqft Number of storeys: 9 Other uses: Lecture space, offices
20 - Sir Henry Royce Institute Architect : NBBJ Amount of research/educational space: 172,223 sqft Number of storeys: 10
25 - Burlington Square - Private Residential Architect : Hodder + Partners Number of storeys: 9 /4 Ground Floor Communal Areas 273 Apartments
21 - Manchester Museum Extension Number of Storeys: 2 Two new galleries New entrance onto Bridgeford Street.
25 - MMU Birley Fields Phase II - Student Accommodation Architect : GWPA Number of Storeys: 11 | 16 Number of student bedspaces: 520
29 - Circle Square 9 - Apartments Architect: Fielden Clegg Bradley Number of bedspaces: 384 Number of storeys: 18 Ground floor commercial space: 3,315 sqft
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CONSTRUCTION TIMELINE Current 11 10 21
Key Design
Construction
Commencement
Completion
25 28 27 20 15 12 16 24 19 14 13 07 08
06
29 05
03 02 01
04
2014
2015 2014
2016 2014
2017 2014
2018 2014
2014 2019
2020
2021
2022
2023
2024
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AREAS OF INTEREST REVIEWING THE UNIVERSITY DISTRICT ADJACENT TO THE SITE
University District Consisting of both Manchester Metropolitan University and the University of Manchester, this area is at the centre of all 3 design scales. with over 70,000 students in total at both institutions, population, and demographics are key elements to consider in regards to understanding the site context.
Each chosen design scale will have the MMU Campus integrated within the design directly, or within its context. The All Saints Library is the location of the occupancy scale, the John Dalton Building, for building scale, and the wider university area adjacent to the neighbourhood scale.
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