Developing Cityzen // Part I

Page 1

Developing Cityzen // Part I MA Architecture // Complexity, Planning & Urbanism Lab at the Manchester School of Architecture Reiji Nagaoka


00

Table of Contents

Introduction

2

Site Analysis

20

Problem Definition

64

Theoretical Framework: Doughnut Economics

120

Expanding Participation

138

Our Approach

178

Bibliography 250


3



Studio One: Summary

We investigate the application of serious games for more inclusive masterplanning through disseminating the complexities of zero-carbon masterplanning in the Northern Gateway, Manchester. This research informs the design and construction of an online multiplayer game which demonstrates interconnectedness of urban stakeholder actions.


01

Thesis Statement

We are making a serious online participatory planning game for empowering bottom-up approaches and incorporating climate action within inclusive urbanisation.

We to aim improve the participatory design process in large scale, low-carbon urban development through the creation of a serious digital planning game, which is able to formalise and mediate divergent stakeholder ambitions. The interactive participatory approach is supplemented by a data-rich digital hub for participants to play, discuss and analyse previous interactions. In doing so, we aim to improve existing participatory processes through supplementation with an engaging, intuitive and data-driven digital game. To address the balancing of social equity and climate action in urbanisation we are guided by Doughnut Economics, a contemporary development theory by economist Kate Raworth. Doughnut Economics provides principles of practice for simultaneously tackling wicked problems of climate change and creating foundations for social equity.


7


01

Atelier Introduction

Complexity, Planning & Urbanism at the Mancheser School of Architecture “CPU engages with planning for evolutionary and emergent city systems, digital participation and inclusion.” (CPU, 2020:online) “Complexity Planning and Urbanism (CPU) is a research laboratory and related Masters Atelier at the Manchester School of Architecture. CPU uses a complexity framework to develop new digital tools, computational thinking and urban theory addressing future ICT disruptions and spatio-temporal dynamics in urban processes. The research is transdisciplinary and spans Future Cities, Smart Cities, the Internet of Things, agile governance and cities as complex adaptive systems. CPU research engages with planning for evolutionary and emergent city systems, digital participation and inclusion, data platforms for resilient cities and urban simulations for sustainable future scenarios.” (CPU, 2020:online)


9


01

The Northern Gateway

Victoria train station

Northern Gateway Site Boundary Aerial photo of the existing site (Farrells, 2018:online)


We are working in partnership with Manchester City Council and the developers, Far East Consortium & Farrells, to aid in the delivery of 15,000 new homes. A key challenge is the designing of a low-carbon development which is able to serve existing communities whilst ensuring expansion is socially responsible and environmentally sustainable.

11


01

Current Masterplan

“The area is being considered an extension to the city centre [with a] wide range of typologies and a family-orientated development looking at long-term sustainability of the population and the legacy of the development project.” (CPU, 2020:online)

Farrells’ Proposal for the Northern Gateway “The Northern Gateway is a major regeneration project being undertaken as a joint venture with the Far East Consortium as the capital backer and Farrells as the the developer. The project is focused on residential development. The concerns of this partner revolve around the need to address commercial viability and infrastructure provision. The current aim is to provide 15,000 new residential units. The current population of the area is 35,000. The area is being considered an extension to the city centre and will need to function with similar density. The city wishes to ensure a wide range of typologies and a family orientated development looking at long-term sustainability of the population and the legacy of the development project. The vision is to create a green suburban feel in a dense urban area. The management of both formal green spaces and the River Irk require management strategies. There is potentially the need for one or more catalysts to drive the development” (CPU, 2020:online).


Image: Northern Gateway, 2019 13


01

Core Objectives 155 Hectares

2019 Strategic Regeneration framework finalised

7

35,000

New neighbourhoods created

Current population

Image: CPU, 2020

“Farrells will place an emphasis on design quality, sustainability, open space, reactivating the vicinity of the River Irk, and enhancing public transport infrastructure which will include green walking trails and cycling routes.” (Farrells, 2017:online)

2021 Start of construction

+15,000 Housing units planned


Farrells’ Core Objectives for the Northern Gateway: 1. A unique and high-quality residential-led regeneration scheme 2. A varied network of high-quality green streets and public open spaces 3. Manchester’s unique river park 4. Build on the best of what is there 5. Improve connectivity across the Northern Gateway and beyond 6. Create new gateways to and from the city centre 7. Promote truly sustainable places 8. Foster the emergence of local retail and service hubs (CPU, 2020)

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01

page title Challenges Identified

The list of challenges and opportunities (see right) has been generated by Manchester City Council specifically for the Northern Gateway.

As partners, we chose a challenge from this list to tackle. As a climate emergency was declared in 2019, we have chosen challenge #6 - development of zero-carbon future cities.


“ 1.

How can a balance between public and private spaces foster a sense of community and belonging in new urban morphology? Ensure public spaces are active throughout the day and evening and do not adversely interfere with a residential setting (in terms of noise, asb etc.)?

2.

The distribution of facilities, amenities and community spaces is an essential aspect of successful residential development. How do we design to ensure this aspect of sustainability in urban strategy and design?

3.

How can a new urban development be designed to change and adapt with its residents (from students to young professionals, families and aging)?

4.

How can a network of high-quality open and public spaces support well-being and enhanced diversity, integrating green spaces/public realm towards wellness and mitigation of climate change? How can you integrate green environments and the City River Park ecosystem?

5.

6.

How can you design for sustainable movement and minimise motorised transport use? Consider last mile/3 mile responses including transport oriented design, walk-ability, cycling and technological disruptions (CAV)?

How to design zero-carbon future cities (is urban morphology adequate)? How do you understand the environmental impact of future cities? (CPU, 2020)


01

Our Selected Challenge

How do we design zero-carbon future cities? How can we understand the environmental impact of future cities? How do we ensure that zero-carbon future cities are formulated as inclusive, equitable and just spaces?

Expanding the Scope of the Selected Challenge As we will show, the selected challenge from the brief (#6 zero-carbon future cities) requires an expansion in scope to fully tackle the complexities of developing zero-carbon future cities. In response, we have extended our given challenge to include social equity in zero carbon future city development.


19


Image: Northern Gateway, 2019


Northern Gateway, Site Analysis

In this section we investigate the site of the Northern Gateway development and introduce the changes that are proposed for the Northern Gateway. We have extracted the relevant data for our project from the atelier-constructed ‘Urban Research Document’ which contains comprehensive site research.


02

Urban Research Document

CPU.AI Urban Research Document As shown (right) the site analysis booklet contains a comprehensive breakdown of the past, present, and future of the site and the context in which it sits. Link to urban research document (CPU, 2020): https://drive.google.com/file/d/1P4l15JTMCDDqm0EGqUGXqrUTCmOmo9nG/view


CPU Urban Research Document Contents: 1. Introduction 2. Historical Analysis 3. Environmental Analysis 4. Infrastructural Analysis 5. Demographics 6. Housing Analysis 7. COVID-19 & Post-Brexit Futures 8. Urban Evolutionary Theory 9. Urban Space Analysis 10. Northern Gateway Proposal 11. Conclusion

As an Atelier, CPU.AI have complied an Urban Research Document for the existing site and projected its futures. 23


02

Introduction

Driven by our selected challenge (zero-carbon future city development) we analyse the curret site, and the Farrell’s proposal, to understand the current issues on-site.

Northern Gateway Site Analysis The Northern Gateway is located adjacent to the city centre of Manchester. The site is also part of a greater green corridor that extends further north. Currently, the site is comprised of a mixture of low and high-density residential with large industrial areas located along the River Irk. The site analysis focuses upon comparisons between the existing site and Farrell’s masterplan for the Northern Gateway. This is driven by our selected challenge which explores the development of zero-carbon future cities.


N

Northern Gateway

Manchester City Centre

Not to Scale 25


02

Existing Neighbourhoods

155

35,000

15,000

Hectares

Current population

Housing units planned

Key statistics for the current Northern Gateway proposal

Extending the City Periphery An ambition for the Northern Gateway is to create a city-centre extension, creating a familyoriented, highly sustainable & desirable neighbourhood with good connections to and from central Manchester. The Northern Gateway is an amalgamation of three existing districts - the Lower Irk Valley, New Cross and Collyhurst (pictured). These cover a total area of 155 hectares and currently house a population of 35,000. As a residentially focused masterplan, the developers aim to build 15,000 housing units in total.


N

Northern Gateway Site Boundary

Collyhurst

Lower Irk Valley

Rochdale Road

New Cross

Current City Periphery Boundary Not to Scale 27


02

Lower Irk Valley

The current land use includes car parking, waste management, and commercially utilised warehousing.

North of the N.O.M.A estate and railway viaduct, the Lower Irk Valley is characterised by its legacy of industrial use and river valley topography.


N

Lower Irk valley boundary Northern Gateway extent

River Irk

Train and tram lines

N.O.M.A

Victoria tain station

Not to Scale 29


02

New Cross

New Cross is the boundary of the existing city periphery, located adjacent to Ancoats, New Islington & the Northern Quarter. The name, New Cross, is derived from the intersection of important thoroughfares including Oldham Road and Great Ancoats Street. The extents are bounded by the Northern Quarter and Ancoats. There are exceptional transport connections and due to its proximity to the town centre it is very well connected.


N

Northern Gateway extent

Current city periphery boundary

Great Ancoats Street Oldham Road

New Islington Canal

Not to Scale 31


02

Collyhurst

Collyhurst is the most populous area being regenerated under the Northern Gateway Bounded to the west by Rochdale Road and to the south by Osborne Street, Collyhurst is characterised by low-density development. The northern end is comprised of detached, semi-detached and terraced housing with some low-rise apartments. There is a prominence of pedestrian paths and cul-de-sacs which has been an identified connectivty limiter.


N

Rochdale Road

Northern Gateway and Collyhurst boundary Osbourne Street

Not to Scale 33


02 N

Current Zoning

Residential Commercial

Not to Scale

Civic Buildings


Residential & Commerical Land Use The site is largely residential with commercial functions dominating the south end of the site (New Cross).

35


02

Existing Residential

Currently, the site is dominated by post-war terraced housing, with some apartment blocks scattered throughout the area.

City Centre East Manchester Central Manchester North Manchester South Manchester 0

20k

40k

60k

80k

Current Housing Typologies by Area

100k

Houses Flats

Existing Housing Stock Collyhurst is predominantly comprised of post-war terraced housing, built in the 1960s, onwards (CPU, 2020). A breakdown of Manchester’s housing typologies by area shows the abundance of post-war housing across most of Manchester’s districts (aside from the City Centre) (CPU, 2020).


Image: Manchester Evening News, 2019

8

5

9

9

6

10

Key:

9 4

2 11 1

Ground Floor

First Floor

1. Entrance 2. Lobby 3. Dining 4. Kitchen 5. Living Room 6. WC

7. Utility 8.Rear Garden 9. Bedroom 10. Storage 11. Bathroom

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02

Household Emissions

In order to address our challenge to understand the environmental impact of future cities, we are focusing upon housing emissions in the most populous district, Collyhurst.

40%

40% of UK emissions are generated by homes

Identification of Climate Change Contributors As we are addressing the development of zero carbon cities, we are focusing on the existing site of Collyhurst, which is the most populous area of the Nothern Gateway site to be developed. As the above graphic shows, homes are responsible for 40% of UK emissions so the implications causes, implications, and impacts need to be understood (Committee on Climate Change, 2016).


N

Residential Commercial Civic Buildings

Not to Scale 39


02

Existing Housing Stock 200

MegaTonnes of CO2

180 160

Operational

140 120 100 80 60

Embodied

40 1990

1995

2000

2005

2010

2015

Carbon Footprint of Existing Housing Stock The operational carbon costs of the existing built environment in Collyhurst is significantly more than the embodied carbon within existing homes. This has been cross-referenced to the EPC (Environmental Performance Certifcate) ratings of Collyhurst’s existing housing stock to show that that there are no homes with an EPC rating above C (A is the highest) and a significant number with a D rating (CPU, 2020).


G 0.5%

B 10% E 12%

C 38%

D 36%

80 60 40 20 0

EPC Ratings of Collyhurst Homes

Current Potential

100 Tonnes of CO2 Emitted per Annum

F 3%

House

Flat

Bungalow Maisonette

Current & Potential CO2 Emissions by Type

The emissions data of the existing housing stock shows there is an urgent need to address the environmental performance of homes in Collyhurst to meet Manchester’s 2038 zero-carbon goal. (Manchester City Council, 2019). In order to address this, the local effects of climate change need to be considered. 41


02

Global Climate Effects

Global Temperature

1.5 1.0 0.5 00 -0.5 -1.0 -1.5 -2.0 1800

1850

1900

1950

2000

Year Graph of Global Temperature over Time

A Global Issue It is widely agreed that climate change is occuring more rapidly than originally anticipated. The graph shows the changes in global temperature over time whilst the diagram articulates the climate changes and societal impacts. However, given climate change is a wicked problem, there is a layer of complexity that isn’t being accounted fo.


a iet c So

Food Insecurity

s act p l Im

C

Risk to Water Supplies

3 2

es ang h eC Hydrological t a Cycle Changes lim

More Extreme Weather

u Ca

s es

Localised Flooding

0 Warmer Atmosphere

Greenhouse Gas Emission

Infrastructure Damage

1

Coastal Flooding Melting Polar Ice Caps

Disrupted Ocean Currents

Ocean Acidification Seasonality Changes

Sea Level Rise

Damage to Marine Ecosystems

Biodiversity Loss Global Impacts of Climate Change

43 (Met Office, 2019)


02

Local Climate Effects

Manchester’s 2019 Climate Data 20°c

1°c

150mm

30mm

Annual maximum temperature

Annual minimum temperature

Annual maximum rainfall

Annual minimum rainfall

2050 Projection for Manchester’s Climate 25°c

5°c

Annual maximum temperature

Annual minimum temperature

175mm

110mm

Annual maximum rainfall

Annual minimum rainfall


45


02

Local Climate Effects

Manchester

Overheating Risk N

1 Low 2 3

NTS

4 High

Heating & Humidity 2020 In 2021, The National Trust released a climate change threat map for the UK - revealing the areas most at risk from overheating in the next 40 years. In 2020, 5% of the country is at risk of overheating and mainly affects the South West (National Trust, 2020).


Manchester

Manchester

N NTS

Heating & Humidity 2060 As this map shows, the overheating risks associated with climate change rise significantly in 2060, with 17% of the country at risk of extreme overheating and humidity (National Trust, 2021). 47


Local Climate Effects

35

70

30

60

25

50

No. of days

No. of heatwaves

02

20 15

40 30

10

20

5

10

0

0

2020s

2050s

2080s

Decade Number of heatwaves per year (Central Manchester)

2020s

2050s

2080s

Decade Number of days per year with Max. Temp. > 300C (Central Manchester)

Heatwaves & Overheating As shown, the effects of climate change upon Manchester are shown to increase the number of heatwaves occuring each year. Where heatwaves are defined as having temperatures of >300C for two days, and a minimum of 150C in the night.


+7

No. of days

+6 +5 +4 +3 +2 +1 0

Best Case Scenario 2020s

2050s

2080s

Worst Case Scenario

Decade Added number days per year with heavy rainfall (Central Manchester)

Precipitation In this projected climate scenario, the best and worst cases are quite similar. Research indicates that flooding is likely to occur when rainfall is >= 25mm per day [sic] (Cavan, 2010:38) 49


02

Local Climate Action

2019

2020

2021

2038

Climate Emergency Declaration

Publishing of CCF Report

Northern Gateway Construction Begins

Manchester’s Zero-Carbon Target

Local legislation combating the root causes of climate change

A Local Issue Manchester’s legislative efforts for combating climate change has so far focused upon the minimisation of greenhouse gases through promotion of a zero-carbon agenda.


Im

?

h C

s e g an

Increased Number of Heatwaves

Clim at e

eta l Soci

?

a p

s t c

Higher Average Annual Temperature

? Higher Average Annual Humidity

? Higher Average Annual Rainfall

?

Local Impacts of Climate Change

Greater Flooding Risks

?

51


02

A Green New Development

“[There] will be new homes, schools, healthcare, connected public spaces and improved travel links. Together, we’ll make the Northern Gateway a more united, greener place to call home.” (Northern Gateway, 2020:online)

Overview of Northern Gateway Proposal As illustrated above, the Northern Gateway seeks to establish newer, more environmentally-friendly housing developments. It proposes splitting the current site, comprised of three neighbourhoods, into seven - each with a different focus. Shown above is the vision for Collyhurst Park, located in existing Collyhurst (and soon-tobe Collyhurst village).


N

Eggington Street and Smedley Dip Collyhurst Village

Vauxhall Gardens

South Collyhurst

Red Bank

New Town

New Cross

Not to Scale 53


02

Overview of Proposed

N

Image: Northern Gateway, 2019

Residential Commercial Greenspace NtS

Northern Gateway Vision

Residential & Commerical

This is a vision image for the Nothern Gateway development. As depicted, there is an ambition to increase the street scene through careful additions of mixed use developments.

Currently there is 445m2 of developed land and this is set to increase to 707 m2 by 2030 (CPU, 2020). This expansion is overwhelmingly residential, save for the centrally commercial hub located.


catchment area for 800m pub lic tra ns po rt

Tram Station

Infrastructural Improvements Another key aim is to improve the current infrastructural offering by improving the north-south and east west road connectivity. In addition, there will be the construction of a central tram station.

Walkability Improvements As shown, the construction of the central tram station increases the accessiblity of public transport across the entire site as no block is further than 800m from a tram station. 55


02

Projected Housing Stock

Image: Northern Gateway, 2018

Regeneration Area #01 - Townhouses and Apartments Currently in North Manchester there is a large existing stock of houses (when compared to apartments and flats) which caters to a family-oriented market. The proposal for the Northern Gateway seeks to retain this urban strategy but seeks to upgrade the quality of housing and massively expand the current offering through extensive housing construction (CPU,2020).


N

Collyhurst Village Boundary

Regeneration Area #01

Not to Scale 57


Projected Housing Stock

02

Projected Typology: Apartments The first phase of development in South Collyhurst proposes the development of a park with 244 new homes. This phase is comprised of 168 houses with 76 apartments. Key:

Image: Northern Gateway, 2019 6 7

4

11

7. Utility 8.Rear Garden 9. Bedroom 10. Storage 11. Bathroom 12. Terrace

1 9

3

1. Entrance 2. Lobby 3. Dining 4. Kitchen 5. Living Room 6. WC

7

11

4

10 5 2 1

5

Duplex Ground Floor

9

9

9

9 6

Duplex First Floor

Apartment Floor Plan


9

5

10

11

6

13

5 4

2

9

9

Projected Typology: Townhouses Alongside the delivery of the apartments there will be 14 new townhouses which are laid out over three floors front and back gardens.

Image: Northern Gateway, 2019 59


02

Low-Carbon Development

As there have not been any completions on-site thus far, we can only use the published list of low-carbon features to be included in new housing developments.

Electric Car Charging

Dedicated Bike Storage

More Trees

Low Energy Ventilation Systems

Airtight and Well Insulated

Green Credentials of Projected Housing The new developments in the Northern Gateway are promoted to be low-carbon at the building scale as they incorporate low-energy ventilation systems, better insulation and electric car charging whilst the street scale incorporates planting as the primary tool for ensuring a greener development.


Northern Gateway’s Green Ambitions Capitalising on the Northern Gateway’s sustainable location right at the heart of Greater Manchester and proximity to key public transport provision; A safe physical environment for pedestrians and cyclists to promote active travel for commuting, as well as leisure and recreation; Encouraging the use of sustainable modes of transportation through provision of cycle infrastructure, car club bays, and electric car charging stations; Consider areas of high flood risk as an opportunity to deliver green and blue infrastructure that can increase biodiversity and offers a range of amenities for residents and visitors; Promote the sustainable management of surface water drainage. Harnessing the scale of the Northern Gateway to deliver innovation in energy provision, district heating, water management, and waste and recycling;

CO2

Aspiring to deliver low carbon neighbourhoods and sustainable development through BREEAM standards of design and construction; (Northern Gateway, 2019)

61


02

Site Analysis Conclusion

From this site analysis we have identified that the Northern Gateway developers are making environmentally friendly design decisions through the incorporation of green features in the regeneration of the existing site, addressing clear concerns about the environmental performance of the existing housing stock.


Image: Northern Gateway, 2019 63



Problem Definition In this section we are investigating the concerns surrounding the participatory process of the Northern Gateway

We agree with the green aims for the Northern Gateway proposal, as they are integral in achieving Manchester’s 2038 Carbon Neutrality Target and tackling climate change. However, we formulate that the issue lies within balancing the retrofit and regeneration ambitions with socio-economic sustainablity.


03

Problem Definition

Change e t a m li C g in t a b m Co As per our selected challenge, we aim to aid the development of zero-carbon future cities.


ation Inclusive Urbanis How can zero-carbon developments be constructed with existing communities to ensure that zero-carbon future cities are equitable, just & sustainable?

67


03

Community Involvement

co Se

ndary stake ho ld s. er

Manchester City Council

lders.

Farrells

Manchester Residents

ho

Pr

ry stak e ma iFEC

Future Northern Gateway Residents

Current Residents

Northern Gateway Stakeholders

Involvement of the Existing Communities in the Northern Gateway Having conducted an analysis of the current site (with a focus on Collyhurst) and housing proposals for the Northern Gateway, we turn our attention to their consultation process - in order to comprehend how the green redevelopment of the Northern Gateway will be undertaken with the existing communities.


“Together, we’ll make the Northern Gateway a more united, greener place to call home.” (Northern Gateway, 2020:online)

69


03

Consultation Summary

ay w ate G rn egic e h at rt No ft Str ion ) F t R a a r D ener k, (S r Reg ewo er m t Fra ches n, atio t n l u s Ma Con lic

8 weeks

423

2223

Consultation length

Total attendees

Invitations sent to public

250

98

Landowners sent invitations

Questionnaire responses received

b f Pu . o y 8 r 1 ma er 20 m u b S vem No

The Northern Gateway Consultation The consultation period ran for eight weeks between the 6th August 2018 and the 1st October 2018 and results were published in the Strategic Regeneration Framework document. Six public consultations were held across Collyhurst and Manchester City Centre. In addition to the public consultation, two further private consultations were held with private landowners in Ancoats. The public consultation document published by Counter Context, an out-house agency conducting public consultations on the council’s behalf, states that there were 423 attendees in total, but does not break this figure down further (Counter Context, 2018).


N

6 Consultation sessions for the public

+2 Consultation sessions for landowners (8 total)

Northern Gateway consultation locations

Not to Scale

71


03

Consultation Summary

Overall Agreement 77% (averaged) Generation of conceptual masterplan

Public consultation

Published feedback

Approval of conceptual masterplan

The Northern Gateway’s Consultation Process The Northern Gateway deployed used consultations to garner responses to the conceptual masterplan. The developers used the responses to the consultation survey in order to gain planning approval for the proposed masterplan (Northern Gateway, 2018). The extent of the participatory planning process of the Northern Gateway’s is shown adjacently and is mapped upon the statutory masterplanning processes (UK Gov, 2019).


Statutory Masterplanning Process

Vision

Concept

Framework Masterplan

Detailed Masterplan

Detailed Design

Opportunities for Community Engagement Northern Gateway’s Community Engagement Scope of Strategic Regeneration Framework (SRF)

The community involvement in planning the Northern Gateway has been throughout the design process and published feedback shows widespread support. 73


02 03

page title Consultation Process

Physical & Digital Consultation

The consultation ran in 2018 and consisted of an active website where visitors were able to interact with the plans through a series of presentations, photos, and videos. This was in addition by the physical consultation that took place over six weeks. The outcome of the consultation sessions was a series of questions that the consultees answered through selection of the strongly disagreed, disagreed, neither, agreed or strongly agreed boxes.


% of people who agreed or strongly agreed..

70%

With the proposal to deliver a unique and high quality residential-led regeneration scheme.

83%

That a social and community infrastructure will enable local employment opportunities and provide facilities for community benefit.

74%

That the regeneration of the northern gateway provides an opportunity to improve the way people travel between new and existing neighbourhoods.

78%

With proposals to improve the pedestrian experience and local amenities on Rochdale Road, which is a main transport route into and out of Manchester.

78%

That the SRF should aim to capitalise on the presence of the River Irk and the Irk Valley, making this the green heart of the area and linking it to a network of parks and green spaces that run through the Northern Gateway neighbourhoods.

78%

That the delivery of a high quality public realm, and its long-term management, will play a pivotal role in the area’s regeneration.

78%

That the proposed development of the Northern Gateway fully supports Manchester’s carbon emissions reduction plan. (Northern Gateway, 2018)


03

Disregarded Responses

“[I] think the concept behind the proposal is great however it disregards the ethics aspect towards the people that are current [sic] living in the proposed area [...] It will cause financial crisis for many families. It would be better to regenerate the area which does not compromise the shifting of houses and quality of life for others.” (Counter Context, 2018:20) Verbal Consultation Feedback

As the above demonstrates, despite apparent high levels of support for the Northern Gateway development, the published questionnaire results do not adequately reflect all concerns and criticisms.

given &


published

To what extent do you agree with the proposal to deliver a unique and high quality residential-led regeneration scheme? 70% Strongly disagree

Disagree

Neither

Agree

Strongly Agree

Publicised Consultation Responses

The prescribed questions were inflexible and recorded verbal answers were unpublished in the publicised Northern Gateway report (Counter Context, 2018; Northern Gateway, 2019).

77


03

Further Responses

£

Housing affordability

Affordability of living

Community displacement

Summary of Community Concerns

Post-Consultation Responses to the Northern Gateway The Manchester Evening News interviewed several residents and workers in Collyhurst after the inital consultation in 2018 and revealed the general sentiment towards the plans to be more of fear than hope. Current residents expressed their concern that newer, more environmentally friendly housing will increase house prices, resultantly replacing the community (Manchester Evening News, 2019)


“The feedback I got from [residents] when they went to some of the consultation meetings was quite upsetting [...] some of the affordable private housing that’s being built now is beyond the reach of this community. It’s something like £220,000 for a small house..” (Manchester Evening News, 2019:online)

image: Northern Gateway, 2019 79


03

Community Concerns

Older Population

10%

Residing in Social Housing

70.4%

No Qualifications

41.6%

Receiving State Financial Support

28.8%

Ethnic Diversity

35.7%

Pensioner Poverty

53.2%

Working Age Poverty

28.2%

Child Poverty

42.1%

0%

% of Population

100% (CUF, 2020)


Unemployed

Unemployed

Self-employed

Self-employed

Employees

Employees

The existing demography shows that Collyhurst is an area of high deprivation

30

30

100

100

25

10 5

Collyhurst

Any benefits

15 Any benefits

10

Incapacity

Jobseekers

0

20

5

Incapacity

Incapacity ab

Jobseekers Jobseekers

0

England Collyhurst

60

Any benefits 40

DE

C2

C1

20

Incapacity ab Jobseekers 0 England

80

achieved (%)

15

Any benefits

80

achieved (%)

20

claimaints (& of opoulation)

claimaints (& of opoulation)

25

60

40

20 AB Collyhurst

Population by State Support

DE

DE

C2

C2 C1

C1

AB

AB

0

England

Collyhurst

DE

C2

C1

AB England

Population by Social Grade

Current Demography of Collyhurst The Church Urban Fund (CUF) reports that Collyhurst is one of the most deprived Parishes in England (16th out of 12,382) and the demographics show that the majority of the population are white, working class and of working age. As 70% of the population reside in social housing, there is a concern amongst residents that the Northern Gateway development endangers this community’s existence (Manchester Evening News, 2019).

81


02 03

page title Concerns Community

6 11

7

4

1

9

9

9

5

3

11

12 Key:

Three bedroom apartments in FEC’s Meadowside Development start at £697,000

1. Entrance 2. Lobby 3. Dining 4. Kitchen 5. Living Room 6. WC

7. Utility 8. Rear Garden 9. Bedroom 10. Storage 11. Bathroom 12. Terrace

Current Housing Market Offerings of the Far East Consortium At the southern end of the Northern Gateway, behind the N.O.M.A building, the Far East Consortium (FEC) have a number of apartments and townhouses on sale. The three bedroom apartment shown above is £697,000 to buy.


Image: The Meteor, 2018 83


03

Community Concerns

Image: Zoopla, 2021

Three Bedroom House, Collyhurst.

Three Bedroom Apartment, Northern Gateway (N.O.M.A).

£180, 000

£697, 000

3 Double bedrooms, 2 Bathrooms < 1 mile to City Centre, Parking and garden to rear.

3 Double bedrooms, 2 Bathrooms < 1 mile to City Centre.


Image: Northern Gateway, 2019

Currently, 24,500 residents reside in social housing with 28% receiving state finanical support, the increase in property prices are perceived to be unaffordable for the current community.

Three Bedroom Apartment, Northern Gateway. £ N/A 3 Double bedrooms, 2 Bathrooms < 1 mile to City Centre.

85


03

Consultation Criticisms

Q1? yes no Prescribed & limited questions

-ve +ve

Unpublished critical feedback

Limited feedback opportunities

Summary of Criticism of the Northern Gateway’s Consultation The criticisms of the Northern Gateway’s consultation process stems from the use of prescribed questionnaires with limited feedback opportunity within the consultation for concerns beyond the green ambitions of the development (such as affordability), the omitting of critical feedback, and the use of this process to approve the entire development. There are further considerations surrounding the reliance upon one form of participatory design practice (consultation).


The problematised consultation process was used to approve the entire masterplan

2018

Northern Gateway Strategic Regeneration Framework (SRF) consultation takes place.

2019

SRF approved by Manchester City Council (MCC) Executive.

2020

First phase of SRF begins - regenerating Collyhurst. Consultation on early stage proposals with smaller groups of residents. Consultation on detailed design proposals for Collyhurst Village and early stage proposals for South Collyhurst.

2021

Update to local community on final proposals for Collyhurst Village and submission of planning application. Consultation on more detailed proposals for South Collyhurst with submission of planning application. 87


03

Climate Change

Linear Solution step 1

step 2

solution

problem step 3

step 4

Abstracted Tame Problem

Zero-Carbon Future City Planning, A Wicked Problem Tame problems are those with bounded scope and scale and can be solved linearly. Examples of tame problems include; crossing a road, opening a window, or drawing a map. These types of problems have a Boolean notification of success (yes or no). Wicked problems, on the other hand, are problems in which the scope and scale are unbounded (and often obscure). Due to large, often fragmented or incomplete data pools, these types of problems are extremely difficult or impossible to solve and do not have ‘right’ or ‘wrong’ answers, but ‘good’ or ‘bad’.


Abstracted Wicked Problem

Wicked problems are problems which are extremely difficult or impossible to solve and do not have ‘right’ or ‘wrong’ answers but ‘good’ or ‘bad’ instead.

89


Wicked Problems

03

wicked problem =a ... wicked problem =x

2.

1.

true / false good / bad

solved. solved?

3.

4.

problem

solution (n-1)

problem 6.

5.

‘solution’

solu solu 9.

10.

7.

8.


Definition of Wicked Problems 1. There is no definitive formulation of a wicked problem. 2. Wicked problems have no stopping rule. 3. Solutions to wicked problems are not true-or-false, but good-or-bad. 4. There is no immediate and no ultimate test of a solution to a wicked problem. 5. Every solution to a wicked problem is a “one-shot operation”. 6. Wicked problems do not have an enumerable (or an exhaustively describable) set of potential solutions, nor is there a well-described set of permissible operations that may be incorporated in the plan. 7. Every wicked problem is essentially unique. 8. Every wicked problem can be considered to be a symptom of another problem. 9. The existence of a discrepancy representing a wicked problem can be explained in numerous ways. The choice of explanation determines the nature of the problem’s resolution 10. The planner has no right to be wrong.

(Rittel and Webber, 1973: 161-166)

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Our Wicked Problem

“Every wicked problem is considered to be a symptom of another problem” (Rittel and Webber, 1973: 165)

How is our problem a wicked problem? As illustrated, the development of zero-carbon future cities is a wicked problem due to the unintended consequences that may arise during the planning process.


Climate Change

Reduced domestic CO2 emissions

2038 Carbon Neutrality Target

Site has high volume of high-carbon housing

15,000 low-carbon homes planned

Rise in property prices

Displacement of existing community

Housing affordability

Site is an area of high deprivation Majority of homes socially rented

Key Unintended consequences Intended Consequences Existing Conditions

93


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Inclusive Urbanisation

“There is a twofold argument driving participation: the first, and major, is that the empowerment of citizens in decisionmaking regarding the built environment is a value - is just [...] the second suggests that the involvement of the citizens guarantees better quality of built environment, focused on product” (Jenkins and Forsyth, 2010 cited in Kaminer, 2017:79).

Participatory Design for Zero-Carbon Future Cities Having identfied the issues in designing zero-carbon future cities, we now explore the process of participatory planning for sustainable and equitable development.


95


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Participatory Planning

Northern Gateway on Arnstein’s Ladder of Participation Citizen Control

Neighbourhood corporation with no intermediaries between it and the source of funds.

Delegation

Public now has the power to assure accountability of the programme to them.

Partnership Placation Consultation Informing

Planning and decision-making responsibilities are shared Allows citizens to advise [...] but retains for power holders the right to judge the legitimacy or feasibility. Neighbourhood meetings and public enquiries. The emphasis is on a one way flow of information. no channel for feedback.

Therapy

The proposed plan is best and the job of participation is to achieve public support through public relations.

Manipulation

The proposed plan is best and the job of participation is to achieve public support through public relations. (Arnstein, 1969)


“Participatory methods are used to address a variety of aspects in urban planning and architectural design, including design issues, stakeholder negotiations and deliberation, and enabling self organisation.” (Ampatzidou et al., 2018:35)

What is Participatory Planning? Participatory planning is the active involvement of bottom-up actors within top-down processes of urban planning, where “participatory methods are used to address a variety of aspects in urban planning and architectural design” (Ampatzidou et al., 2018:35). Arnstein’s ladder quantifies citizen involvement in relation to levels of power, the top being full citzen control of the planning process with the ability to actualise the community generated plans. (Arnstein 1969; Shakeri, 2016). 97


03

Approaches to Planning Top-Down A famous example which pitted top-down and bottom-up planning against one another is the planning of the Lower Manhattan Expressway. Proposed in 1952, the Lower Manhattan Expressway (pictured left) aimed to collect local roads and integrate them within Interstate 78, a ten lane inter-state motorway.

Top down planning describes planning processes which are “controlled, directed or instituted at the top level” (Merriam-Webster, 2021: online).

In order to accomplish this the areas known as ‘Soho’ and ‘Little Italy’ were to be partly demolished. The scale of demolitions amounted to “416 buildings that housed 2,200 families, 365 retail stores, and 480 other commercial establishments” (Paletta, 2016:online) Despite the public outcry, the proposed highway had the support of key governmental stakeholders, which included the Regional Plan Association, the American Institute of Architects, the Municipal Art Society, business groups and construction workers’ associations.


Bottom-up planning approaches are those “progressing upward from the lowest levels (as of a stratified organization or system)” (Merriam-Webster, 2021: online).

Bottom-Up In a campaign spearheaded by activist Jane Jacobs, the activists simultaneously deployed long and short-term tactics to delay, protest and raise attention to the proposal. A particularly effective and common protest act was to engage with the local planning department at every formal meeting, saturating these feedback sessions with opposition voices. (Paletta, 2016:online)

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Participatory Planning

Collective decision making

Comprehensive involvement

Access to topdown tools

Influence over Outcomes

Key components for Porto Alegre’s sustainable urbanism

Porto Alegre, an Urban Learning Forum for Sustainable Urbanism Porto Alegre is the capital of Rio Grande do Sul, Brazil’s most southern state. It is known for a higher quality of life than all of Brazil’s other districts, and is governed by the socalled ‘popular administration’. The governance structure is a participatory democracy, where citizens control the mayoral duties. As a city with 14m2 of green space per person, a million trees, strict pollution control measures and equitable access to infrastructures, the involvement of the citizens has enabled the city to thrive socially and environmentally (Menegat, 2002).


1. The various aspirations of society – social harmony, fairer income distribution, technological and industrial development, quality of life – all hinge on our capacity to manage the environment. 2. [S]ustainable development can be seen as a social process of recognizing the totality of the urban environmental system and the possibility of ensuring quality of life for all. 3. No environmental management plan will be effective without the participation of citizens, and the more information about the environment that is available to them, the more meaningful public participation will be. 4. Sustainable development cannot be implemented without incorporating mechanisms that increase the decentralization of power, democracy and social inclusiveness

Key findings from the inclusion of citizens in sustainable urbanism

(Menegat, 2002:205-6)


03

Expert Knowledge

Translation

Coordination

Dwelling

Conceptualising the City as a machine for learning

The Role of Expert Knowledge in Urban (Re)Production As we have seen with the Northern Gateway consultation process, existing communities were used to garner approval of a preconceived masterplan, not used to determine the future of their community. This “reliance upon expert knowledge [of the developers] in decision-making [is seen as] masking the societal inequalities and power relations” (Özdemir, 2019:238).


Translation: Relational distributions through which learning is produced Coordination: Construction of functional systems as a means of coping with complexity Dwelling: Education of attention through which learning operates (McFarlane, 2011:365)

Drawing upon the Porto Alegre study, McFarlane (2011) conceptualises the city as a ‘machine for learning’ (McFarlane, 2011) where the interrelated processes of translation, coordination and dwelling are elucidated to reveal more comprehensive participant involvement. Translation is defined as “the relational distributions through which learning is produced”, coordination is the “construction of functional systems as a means of coping with complexity” and dwelling is “the education of attention through which learning operates” (McFarlane, 2011:365). 103


03

Bottom-up Limitations

Studying Limitations of Bottom-up Approaches through Analysis of the Contentious Central Retail Park, Ancoats This section investigates the operation and outcome of the joint venture between Manchester City Council and the Abu Dhabi United Group, with a focus on the mediation of a single plot within the Eastlands Regeneration Framework - the Central Retail Park in Ancoats.


Northern Gateway

Eastlands Regeneration Area

Central Retail Park Manchester City Centre

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Central Retail Park

Bottom-up Resistance to Top-Down Planning In the spring/ summer of 2019 Manchester City Council commissioned a masterplan for the Central Retail Park from Bennetts Associates (an urban design company). This masterplan was commissioned despite stong opposition from residents/locals.

Image: Placenorthwest, 2018

The proposal for the Central Retail Park has been fiercely resisted by residents, activists have coalesced into the group ‘Trees not Cars’ who aim to build an urban park

As this masterplan is a development framework, it required the engagement of stakeholders. However the report states that only one out of five stakeholders contacted was a member of the public (Bennetts Associates, 2019:online). The other stakeholders engaged were Manchester Life representatives and planning and development officers from Mancheser City Council.


Central Retail Park 107


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Public Land (mis)use

Joint Venture Structure The redevelopment of Ancoats and New Islington within the Eastlands Regeneration Framework is the most recent precedent for a largescale top-down urban project. Investigating the joint venture of structure at the three levels of operation reveals the dubious model of urban deliverance in the redevelopment. These problems are as follows: 1. The use of an intermediary shell company registered in an offshore tax haven hence not liable to pay any UK tax on earnings. 2. The shell company possessing a majority stake in the supposedly 50/50 partnership affords the company commercial confidentiality hence evading accountability. 3. An absence of affordable homes and social housing despite delivering almost 3,000 new homes.

MCC Manchester City Council, Land Provider

ADUG

Abu Dhabi United Group, Capital Provider

Manchester Life Development Company

Ancoats & New Islington

Eastlands SRF Strategic Regeneration Framework

Assumed Structure of Joint Venture Arrangement


ADUG

49%

51%

MCC

Loom Holdings

Manchester City Council

Shell company domiciled in Jersey (no tax)

Abu Dhabi United Group

Majority ownership grants commercial confidentiality.

Manchester Life Development Co. MCC receives 0% from £10 million collected in rent per annum (Collins, 2019)

2,808

0

0

Housing units constructed in 2019

Social housing units

Affordable using MCC’s metrics

Actual Structure of Joint Venture Arrangement

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03

Climate Controversy

Despite the declaration of a climate emergency in 2019, Manchester Life Development Company has a direct link with one of the world’s largest oil producers.

Necessary Public Transparency in Urban Planning Although Manchester City Council declared a climate emergency in 2019, the development company - Manchester Life - continues to work with one of the world’s largest oil producers as the Abu Dhabi United Group is within the control of Sheikh Mansour, Prime Minister of UAE.


Sheikh Mansour Deputy PM UAE Board Member of Each Organisation

ADUG Abu Dhabi United Group

MCC

ADUG

Manchester City Council

Abu Dhabi United Group

SPC

IPIN

ADIC

Supreme Petroleum Council

International Petroleum Investment Company

Adu Dhabi Investment Council

Via Loom Holdings

Manchester Life Development Company 111


03

Trees not Cars

Trees not Cars’ Proposal for the Central Retail Park In response to the announcement of Manchester City Council’s intended use for the site, the activist group Trees not Cars advocated for the publicly owned site to be developed into a public park. Launching a public campaign via social media, Trees not Cars asked the public for their visions for the central retail park which included more open responses.

10.5 Currently derelict acres

96%

90%

84%

12,568

Disagree on the need for luxury office space on-site

Disagree with proposed offices

Want more public spaces in the area

Signatures against proposed usage


“How could the Old Central Retail Park be improved and what would you like to see on site?” “Public spaces; Trees and greenery in the centre for the ever expanding population of locals to have somewhere to be outside with nature.” “Trees, biodiversity, benches, community planting, etc. I love the idea of it being used as a space for a peaceful green environment you can cut off in during your break.” “Play areas community garden, allotments, lots of trees, perhaps a nature trail? A cycle hub seems good as well.”

A Trees not Cars Twitter Post

“As much green space as possible with as much biodiversity as possible to help us towards our carbon neutrality targets, sustainable social housing, promotion of active travel into & around city by limiting car parking spaces & increasing cycling infrastructure shared green spaces accessible to all.” (Trees not Cars, 2020:online) 113


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Trees not Cars’ Limitations

Diagram of Public Desire for the Central Park Making legible responses, Trees not Cars created a diagram of the alternative proposal which begins to translate the ideals of the participants into a more visual format. Diagram: (Trees not Cars, 2019)


Despite widespread support for the Trees not Cars campaign, the inability to spatially translate alternative proposals has restricted their ability to actualise community support.

“play areas community garden, allotments, lots of trees, perhaps a nature trail? a cycle hub seems “public spaces; trees and good asgreenery well.” in the centre for the

?

ever expanding population of locals to have somewhere to be outside with nature.”

Rejection of top-down proposal

Community outreach

Conceptualisation of alternative

Creation of alternative

Limitations of Trees not Cars’ Participatory Planning Process Despite the effective resistance towards the existing masterplan, there is an absence of a convincing alternative. This production of an alternative is potentially due to the lack of architectural skills within the group. 115


03

Bottom-Up Limitations

The ‘Trees not Cars’ case study reveals that the limitations have been in the ability of the public to create viable alternatives.

Access to the Means of Urban (Re)Production The case study of Trees not Cars reveals differing top-down/bottom-up ambitions for the Central Retail Park. Top-down and bottom-up approaches to planning are often mediated by politics, where questions of development directly begin the problematise the process in which land is distributed, owned and able to be controlled by. This is emphasised in the involvement of a governmental organisation as it blurs the line between the consolidation of space as an instrument of power and true public ownership and involvement (Lefebvre et al., 2010; Arboleda, 2020).


117


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Problem Definition

In this section we have explored the wicked problem of zerocarbon future city planning through analysing the effects of the Northern Gateway. As the sole focus has been upon the making the development environmentally-friendly, there have been oversights in the participatory design process. Countering the effects of climate change, while crucial, is being enacted at the expense of the existing communities. The use of a case study has illustrated that top-down proceses are not always in the public interest, or even zero-carbon focused. In this section participation is recognised as an opportunity for the public to influence the planning process of zero-carbon developments.


119 Images: Northern Gateway, 2019


image: Kutsaev, 2020


Theoretical Framework We are using Doughnut Economics as our theoretical framework for balancing social equity with zero-carbon development. We are using Doughnut Economics as it attempts to balance social foundations with ecological overshoots as humanistically as possible. Since the conceptualisation of the Doughnut in 2012, and the publishing of the book in 2017, Raworth has worked with the UN and a number of cities to implement the policies internationally.


04

Doughnut Economics

Doughnut Economics proposes integration of societal and environmental equity as a measure of developmental success. Published in a 2012 Oxfam report, Doughnut Economics is a contemporary economic theory which is critical of the current dependence of market growth as a driver of human growth (Raworth, 2017). By steering away from measures of financial growth (i.e. GDP) as a goal, Doughnut Economics revises market economics as an instrument for the creation of greater social, financial and environmental equity and sustainability. The goal is for humanity, both global and local, to reside purely in the doughnut - through ecological preservation and social stability.


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UN Sustainability Goals “Progress can no longer be endless growth” (Raworth cited in Healy, 2019:online)

Image: New Internationalist, 2019

Derivation from the UN Sustainability Goals Doughnut Economics, was conceived after Raworth’s work on development economics with Oxfam to aid the sustainable development of communities in the Global South. The origins of the doughnut is derived from the UN Sustainable Development Goals (UN SDGs) which are 17 broad principles for development (Raworth, 2017).


No poverty

Zero hunger

Good health & wellbeing

Quality education

Gender equality

Clean water & sanitation

Affordable & clean energy

Decent work & economic growth

Quality education

Sustainable cities & communities

Reduced inequalities

Peace, justice & strong institutions

Responsible consumption & production

Climate change

Life below water

Life on land

Partnerships for the goals

UN Sustainable Development Goals The UN SDGs were introduced in 2015 and are a set of broad priniciples that recognise complex approaches to minimising human inequality, and maximising environmental conservation (UN, 2021).

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Doughnut Metrics

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ity an

Sa f

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Social Foundation Shortfalls

Ecological Overshoots


Social Foundation Ecological Ceiling Food Health Education Water & Sanitation Income & Work Peace & Justice Political Voice Social Equity Gender Equality Housing Networks Energy

Climate Change Ocean Acidification Chemical Pollution Nitrogen & Phosphorus Loading Freshwater Withdrawals Land Conversion Biodiversity Loss Air Pollution Ozone Layer Depletion

Composition of the Doughnut The doughnut consists of a ‘target’ ring which ecological overshoots and social shortfalls are aiming to be within.

127


Manchester’s Doughnut

04

Water

Food

Energy

Health

Target Reached! Networks

Education

Underperformance

Housing

Income

Gender Equality

Justice

Social Equity

Political Voice

Mapping Manchester upon the Doughnut As shown, Manchester is performing poorly on the doughnut, with only energy achieving balance. Manchester far exceeds environmental boundaries in key categories (e,g. air pollution & climate change).


Climate Change Major Overshoot

Ozone Layer Depletion

Ocean Acidification

no data Chemical Pollution Air Pollution

Nitrogen & Phosphorus Loading

Biodiversity Loss

Land Conversion

Freshwater Withdrawal

129


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Principles of Practice

Image: Deal, 2019

Doughnut Economics Action Lab At the centre of Doughnut Economics is the recognition of nested systems which begins to question Neoclassical perspectives and formulates a renewed picture of our constructed and natural organisational structures as a vast, complex ecosystems which, if we are to sustain them, requires a paradigm shift in the perception of our shared ecosystems (Raworth, 2017). From seven key principles emerge which begin to form the ‘doughnut methodology’ utilised in this project.


Prinicples of Practice

Embrace the 21st Century Goal Aim to meet the needs of all people within the means of the planet.

See the Big Picture Recognise the potential roles of the household, the commons, the market and the state.

Nurture Human Nature Promote diversity, participation, collaboration and reciprocity.

Think in Systems Experiment, learn, adapt, evolve and aim for continuous improvement.

Be Distributive Work in the spirit of open design and share the value created with all who co-created it.

Be Regenerative Aim to work with and within the cycles of the living world. be a sharer, repairer, regenerator, steward, reduce travel, minimize flights.

Thrive not Grow

Don’t let growth become a goal in itself. know when to let the work spread out via others rather than scale up in size.

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Spatial Application

Images: DEAL, 2020

Civic Square, Birmingham. 2020 - 2030. The Doughnut Economics Action Lab (a vehicle for activists to utilise the doughnut for real-world application) partners with Dark Matter Labs (a design and data consultancy investigating democratisation of the urban); and the Birmingham City Council to re-imagine Civic Square for an equitable, carbon neutral, inclusive civic space.


In Practice

Building on local knowledge & expertise Embracing the 21at century goal.

Co-construct & test ideas in practice See the big picture

Designing together new neighbourhoods Nurture human nature

Working with complexities of the everyday Think in systems

Trade money, skills & time Be distributive

Designed regeneratively, openly & sustainably Be regenerative

Flexible and adaptable local economic hub Thrive not grow

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Integrating Technology

Collective Awareness

Impact Modelling

Assisted Civics

Aims of Civic A.I

Doughnut Economics Action Lab Partner, Dark Matter Labs Dark Matter Labs’ work “is based around collaborative, strategic experiments to learn about the ‘dark matter’ of systems; from policy and regulation, finance and data, governance and organisational culture, to identity and democratic participation” (Dark Matter Labs, 2020:online). One of their projects is focused upon collective intelligence for climate action through the generation of proposals which combine human and Artificial Intelligence (A.I) to ensure that algorithmic decision-making remains firmly democratic. In this proposal, data is gathered on an individual scale, which isthen clustered into neighbourhood and geographically lensed. These datasets are used to create digital twins for impact modelling and interventions are automatically suggested by the A.I. Proposals can be viewed and voted on by the community for implementation.


Dark Matter Labs’ work focuses upon the integration of emergent technologies to utilise collective intelligence for urban design.

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04

Theoretical Framework

Leveraging Doughnut Economics, we seek to further the participatory process of the Northern Gateway through emphasising the necessity of sustainable social foundations in tandem with environmental sustainability. The principles of practice have been shown to be spatially applicable in a UK context and we’ve mapped Manchester’s ‘doughnut’ to further elucidate how we can approach inclusive & sustainable urbanisation.


Manchester’s Doughnut 137


Image: Play the City, 2017


Expanding Participation “[P]lanners do not simply express their ideas through plans, they selectively reconstruct the problems and prioritize them” (Forester, 1993 cited in Shakeri, 2016:47)

Based upon the conclusions of the problem definition section and leveraging the theory of Doughnut Economics, we now investigate participatory design methods towards to goal of greater public inclusion in the Northern Gateway proposal.


05

Defined Problem

Climate Change

Reduced domestic CO2 emissions

2038 Carbon Neutrality Target

Site has high volume of high-carbon housing

15,000 low-carbon homes planned

Rise in property prices

Displacement of existing community

Housing affordability

Site is an area of high deprivation Majority of homes socially rented

Key Unintended consequences Intended Consequences Existing Conditions


Problems in the Northern Gateway’s Participatory Planning Process As shown, the Northern Gateway’s sole focus on zero-carbon development has resulted in unintended consequences which puts existing communities at risk. We agree with the ambitions of the Northern Gateway to construct a highly-sustainable and liveable neighbourhood but it should enhance the existing community, enabling them to thrive in-place. 141


05

Digital Participatory Tools

book book book

Current participatory planning methods fail to acknowledge the widening disconnect between technological evolution and planning education (Ampatzidou et al., 2018).

Technological Advancement

Educational Gap

Lack of Digital Tools Adoption

Current Limitations in Participatory Planning

Limitations of Existing Participatory Planning Methods There currently exists a deficit in participatory planning knowledge where the generation of novel methods is blockaded by shortfalls in planner’s education and training (Ampatizdou et al., 2018). Facing contemporary technological evolution “existing regulatory frameworks which enforce the use of specific methods [...] fail to follow the pace of technological development of innovative engagement tools” (Ampatzidou et al., 2018:36).


1010101010101 0101010101010 1010101010101 0101010101010 Collective Intelligence

Extensive Data Incorporation

Multimodal Information

Identified Opportunities for Digital Participatory Planning

“[D]igital media and tools enter the field of civic participation because of their ability to incorporate larger volumes of data and information of different types (visual, textual, sound, etc.) and to present them in user-friendly formats” (Ampatzidou et al., 2018:35).

143


05

Digital Participatory Tools HS2 Ltd. HS2 Ltd. Community Engagement Scheme

Government

Palimpest Administrative delays & fees

Public Problematisation of the HS2 Consultation Process

Public

Government

Scope & Purpose of the Camden Palimpest

The Camden Palimpest ‘The Palimpsest’ digital tool uses 3D scanning and virtual reality (VR) to record urban spaces and the communities that live in them, and superimpose them over future proposals for the same place and replay them through VR. In allowing people to engage with stakeholders in this way, and see what the landscape might look like post-development, people are engaged in a discussion and exposed to the more empathetic side of urban planning.


These aim to put inclusivity at the heart of participatory planning practices though the use of emergent technology to immersive stakeholders at all levels within a shared conversation (Torisu et al., 2016).

HS2 rail-line, as it would look once completed, set amongst the existing context of the site.

An individual affected by the project, who speaks within the VR experience to convey their story to the user. 145


05

Digital Participation

££ £ Widens Digital Divide

Favours Higher Income Users

Limitations of Digital Participatory Planning

Limitations of a Digital Approach to Participatory Planning “[Digital] tools must be appropriately used, accessible, inclusive, and affordable” (Nyberg et al., 2019:26). Whilst digital technologies are capable of widening inclusion, research into high-tech approaches to participation has shown that they “tend to favour higher income, more technologically savvy residents” (Nyberg et al., 2019:26). The limiation is therefore predicated upon the narrowing the digital divide which shifts the focus from participatory planning towards digitial inclusion more generally.


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Participatory Planning

+

Knowledge Dissemination

Increased Participation

Meaningful Expression

Advantages of Using Games in Participatory Planning

Use of Games in Participatory Planning Deploying participatory planning games “enable[s] transmission of knowledge, participation, interaction and learning” (Shakeri, 2016: 18). This enables meaningful expression through participant created spatialisations of concepts. We are exploring the use of games in this project due to their suitability in transmission of knowledge (rather than production of knowledge) (Shakeri, 2016).


Game Theory

“Game theory is the formal study of conflict and cooperation [...] the concepts of game theory provide a language to formulate, structure, analyze, and understand strategic scenarios.” (Turocy and Von Stengel, 2001:4)

#1

Gamification Gamification is “where game elements such as points, badges and leaderboards were used to motivate audiences to engage with certain applications or brands.” (Ampatzidou et al., 2018:36)

Serious Games

Games that are not primarily constructed for entertainment, enjoyment or fun (Michael and Chen, 2005).

Definition of a Game & Important Distinctions of Game Studies A game is “a formal model of an interactive situation. It typically involves several players; a game with one player is called a decision problem” (Turocy and Von Stengel, 2001:6). There are several key definitions which will define the scope of our research, namely game theory, gamification and serious games. 149


05

A Serious Planning Game “Serious gaming provides a systemic approach to city making that helps the collaborative, integral and iterative approach, cities are looking for.” (Play the City, 2020:online)

image: uro publications, 2020

Expanding Participatory Planning Using Serious Games Play the City applies “games to complex, multiplayer city challenges” (Play the City, 2020:online), enabling expert knowledge to be disseminated into a playable planning exercises where non-experts are able to collectively mediate the challenges of urban planning (Play the City, 2020). This method seeks to find and implement “a truly collaborative planning process” (Play the City, 2020:online) with systemic approaches to urban planning that use serious games to ask and attempt to answer city development question, stemming from the PhD research of Ekim Tan, Delft University (Play the City, 2020).


Aims & Applications of Play the City Policy & Design “[U]sing gaming as an integral problem-solving method; bringing policy makers, market parties, and citizens around the table.” (Play the City, 2020:online)

Participation. [U]sing accessibility of the games, free from professional jargon, players engage with each other and reach shared solutions.” (Play the City, 2020:online)

Enagaging Approaches “[G]aming offers a real alternative to standard formats of engagement in the 21st century.” (Play the City, 2020:online)

Research “[A] hands-on team with academic backgrounds integrates research and implementation in all projects.” (Play the City, 2020:online)

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Play the City’s Process

Identify constraints & opportunities

Analyse & Integrate into game

Convert reality to game rules & pieces

Play the City’s Process I The analysis and research of the current contextual issues that are condensed into a set of game pieces which allow the public to “play” with these issues. Visitors given area passports (local information), house topologies (based on housing around the world) and strategy cards (different sustainable initiatives). This allowed for the public to use them in combination to tackle different issues that they deem important in their area (Play the City, 2020).

Image: Play the City, 2020


Role assignment of participants

Game Session

Post-game data analysis

Play the City’s Process II These events allowed for play the city to isolate issues and have meaningful discussions with the public. Focussing on some key issues such as regeneration, highlighting current issues in the communities. As part of the initiatives the cities record the entirety of the events in order to document every interaction and ideas as even irregular suggestions could be fundamental (Play the City, 2020). Image: Play the City, 2020 153


05

Digital Planning Games

Image: DesignCircle, 2020

Image: BlocktoBlock, 2020

Top Left: My Perfect Metro, Cardiff City Council. Top Right: Block to Block, MInecraft, Bottom: Cities: Skylines, Stockholm City Council

Image: Author’s own, 2020

Existing Digital Games used for Participatory Planning


Perhaps counter-intuitively, digital games have been effective in improving participatory planning practices globally. (Nyberg et al., 2019)

Overcoming Digital Divide

Easily Understood

Benefits of Digital Participatory Planning Games

Using Digital Games for Overcoming Barriers to Digital Participation Whilst Play the City’s participatory process engages participants through a serious game, it requires physical access, and the results are undertaken manually by the organising researchers. Furthermore, the process lacks the ability for stakeholders to organise outside of these sessions so the use of this process requires comissioning from top-down actors (play the City, 2020). The use of digital games enables the stakeholders to access the participatory process without top-down organisation (past the creation of the game) (Shakeri, 2016). 155


05

Digital Planning Games

Game theory

Gamification

Serious Games

#1

Strategic Analysis

Marketing & Point Collection

Entertaining & Educational

Suitability of Key Types of Game Study

Using Serious Games for Digital Participatory Planning Serious games facilitate the translation of imperceivable real-world processes into perceivable mechanics within game-space. The power of using serious digital games for participatory lies within their abilities (as a medium) to translate difficult or imperceivable real-world processes visible. Complexity can be elucidated through simple action-consequence game mechanics and players are able to import their own perspectives within the game-world for mediation, negotiation and discussion (Ampatizdou, 2018, Shakeri, 2016).


ke e fu p i n t

ion

ss

mi ur e

as

me co n

ns si leg de al ra tio

n l ca tio hi a r et e ge d i na ns ma co

e ris rp xt te te en con

monitor

ics

an

ch

me player

motivation

Core game components

157


05

Digital Planning Games

Data Collection from Serious Planning Games In traditional urban planning games the use of metrics is tricky due to sandbox approaches to game design (where players can make any move given set rules and game-space) (Shakeri, 2016; Korrpoo, 2015). The use of game theory can be applied in online multiplayer scenarios as moves players make against each other can be analysed and mathematically deconstructed. However, to increase participation and formulate a methodology which adds value to topdown and bottom-up processes, we have seperated the key benefits of game data to better understand how each process can be empowered by our approach.


Bottom-Up Benefits

Top-Down Benefits

More Participation

Data for Research

Participatory Planning Theories

Dissemination of Expert Knowledge

Design Recommendations

Tools for Participatory Planning

Transparent Platform for Public Display

Policy Recommendations

Use of Game Data

Input Data

Digital Game

Output Data

Input / Output for a Digital Participatory Planning Game

159


05

Games In Practice Designing with Collective Intelligence Digital Games for Participation Research Contributions

Requirement for Broad Political Support Low-Carbon Housing Focus

Community Generated Masterplans Digital Game, Cities: Skylines

Simulated Masterplans

Current Site

Communication of Citizen Concerns

Input Data

Output Data

Use of Cities: Skylines for Participatory Planning of Norra Djurgårdsstaden Otherwise known as Stockholm Royal Seaport, Norra Djurgårdsstaden’s planning process involved the use of the urban planning game Cities:Skylines as a platform for participants to create their vision for the new development. The user generated materplans were “applied and tested in-game to see how they might play out in reality.” (pcgamer, 2016:online)


Image: PCgamer, 2016

Although it is not a serious game, Cities: Skylines (C:S) is an urban planning game which enables players to engage with the complexities of urban planning through translated real-world mechanics. 161


05

Norra Djurgårdsstaden

“Norra Djurgårdsstaden is one of Europe’s most extensive urban development areas. A total of at least 12,000 new homes [...] are planned” (Stockholmvaxer, 2020:online)

Summary of Norra Djurgårdsstaden The scale at which digital games for participation has previously been deployed provides a key insight into the most effective scale that a digital game be utilised.

Image: Stockholmvaxer, 2020

“Norra Djurgårdsstaden is one of Europe’s most extensive urban development areas. A total of at least 12,000 new homes and 35,000 new jobs are planned and it is one of the city’s designated sustainability profile areas.” (Stockholmvaxer, 2020:online)

2011

2019

236

€2.2b

1%

construction started

first tenants move in

hectares

total investment

of investment committed to municipal art


image: dezeen, 2015 163


05

Norra Djurgårdsstaden

2000

2004

2009

2010

2011

Planning begins

Land for phases 1 & 2 allocated

Stockholm City Council decides Norra Djurgårdsstaden to be developed with a sustainability profile

Sustainability profile decided with cooperation with C40 cities and Climate Positive Development Group (CPDP) started

Ground broken on phase 1, oak tree planted for the occasion. Focus groups start


2019

2012

2015

2017

2018

First planters planted

Award for best project in sustainable city development held during UN paris climate change conference

Sustainable urban development programme approved by stockholm city council

Norra Tenants move Djurgårdsstaden into energy plus becomes CPDP buildings partner. green space index made mandatory in all new urban developments

165


05

C:S Mechanics

Key Mechanics of Cities: Skylines The game is an implicit exercise in solving a wicked problem as players develop their city. The primary gameloop is controlling city construction, maintenance and growth through top-down directed urbanisation. The diagram illustrates game mechanics relevant to urban modelling. The main stock which the player aims to maximise (and is rewarded by the game) is population. The factors that influence this are multifaceted and highly dependent upon the other variables present in the game.


Electricity

Municipality (healthcare etc.)

Water

Population (agents)

Jobs Happiness Taxes

Housing zoning

Industrial zoning.

Public Retail zoning

Infrastructure Private

Systems diagram of C:S game mechanics 167


C:S Mechanics

05

Name (mutable)

Agents

Level of education, life stage. Current activity. Place of residence. Place of employment or education. Happiness. (Shown as graphic)

At the most basic level, agents will progress through the same life stages, unless there is direct influence from the user. If modified, agents will split into two bands between during their working phase of life (young adult up to senior). The two categories are dependent upon their education and determines what types of jobs citizens seek. 1 8

h ig h

Agent Behaviour 2

Preferences

medium low

3

7

6

4 5

agent_1 = Young adult, uni. student. agent_2 = Adult, educated worker. agent_3 = Senior. 1 = Public transport, 2 = Work, 3 = Elementary school, 4 = High school, 5 = University, 6 = Bars, 7 = Shops, 8 = Green space,


Plot Assignment Plot assignment is conducted through the assignment of cells. assignment is controlled by the user input (influenced by in-game agents) and is categorised by three zones (residential, commercial, industrial) and each zone can be designated as high or low density.

plot

Residential

As the user makes additions to the city simulation (citysim hereafter) the agents give the user feedback on their preferred decisions. In the example below, the agents residing in this fictitious area are notifying the user of their preference, a new commercial block, in order for the agents to spend their surplus capital.

Industrial

Commercial Low density

High density

plot Residential Industrial Commercial

User input

Agent demand

Demand graph

169


C:S Mechanics

05

Municipality Special municipal services that a user adds (schools, hospitals, fire stations etc.) act as an attractor with an area of effect. However, as the user has a high level of autonomy (being a game not a simulation) these areas of effect are used as guides (much like agent demands) rather than enforced.

Fire

Elementary school

Police

High school

Health

University

User input

Plot

plot

Edu

Agent demand

Fire

Police Healthcare

Demand graph


+1

Attractor values

Elementary school

+2

+1 Health

+3

+2

Agent Classification a. Child. b. Teen. c. Young adult, university student. d. Adult, educated worker. e. Young adult, uneducated worker. f. Adult, uneducated worker. g. Senior.

+2 +1 Police

Agents attracted by score

Attractors

a. b. c. d. e. f. g.

Investigating then the use of municipality in the creation of desirable neighbourhoods, the agents classes have varying servicing demands which influence their geographical location. 0

+1

+2

+3 171


05

C:S Game Analytics

Player Strategy

Feature Testing

Design Choice Confirmation

Use of Game Components

Purposes of game analytics for Cities: Skylines

Design & Use of Game Analytics The lead designer for City: Skylines Korrpoo (2015) notes that that the design and implementation of game analytics cannot replace qualitative feedback received from players. Other notable conclusions state the ability to effective determine what to measure is as important as the measuring itself and being selective with the types of question asked enables designers to design metrics in tandem with the game, making them more implementable and targeted (Korrpoo, 2015).


1010 1010101010 1010

Y/N

Establish Scope of Analytics

Clear Questions

1010101010

Design Metrics in Tandem with Game

+

Use Data with Other Feedback

Summary of findings from designing game analytics for Cities: Skylines

“Metrics (..) completely lack the benefit of making the players feels [sic] like they are part of the development process” (Korrpoo, 2015:64)

173


05

C:S Benefits & Limitations

Skill

Reality Gamespace

Simple to Learn, Hard to Master

Refracted Real-World Rules

Designed Metrics

Key Findings from Analysis of Cities: Skylines

Cities: Skylines Summary Analysis of Cities: Skylines has revealed three key aspects which have resulted in an engaging game which does tackle issues of urbanisation, if not in a serious way. From the analysis we learnt that the abilities of players to pick up and play with ease is important, this is accomplished through formulating intuitive gameplay (Korrpoo, 2015; Shakeri, 2016). Secondly, the rules do not have to reflect reality but refract them in a manner which is still valid, but simplified for purposes and, finally, any recoreded data must be designed beforehand to maximise the effectiveness and clarity of the extracted data.


“Game analytics - A process of discovering and communicating patterns in data with the express purpose of solving problems.” (Drachen, 2013 cited in Korrpoo, 2015:3)

175


05

Expanding Participation

The use of serious games for participatory planning offers an opportunity to utilise collective intelligence of bottom-up actors and aid in realisation of alternative visions in a fun, engaging and meaningful way. With the examination of a popular city-building game, Cities: Skylines, we have identified key mechanics for urban simulation and integrating game analytics for data-driven urban design.


Image: (Author’s own)

177



Our Approach Our approach is the construction of a online multiplayer game where participants mediate zero-carbon ambitions and social equity. Having identified the issues with the Northern Gateway’s participatory process, benefits & limitations of digital participatory planning games, and how they have been used to tackle participatory urban planning.


06

Cityzen Game

Online & Multiplayer Doughnut Metrics Game Board, Northern Gateway Buildings, Game Pieces

Cityzen Game

A Platform for Collaboratively Designing.. Our proposal for improving the Northern Gateway’s participatory process involves the creation of a game which balances zero-carbon future cities with social equity through metricising Doughnut eEconomics into a user interface in which players collaboratively attempt to achieve the highest possible score (the most balanced doughnut).


Our approach is the construction of a online multiplayer urban planning game where participants mediate zero-carbon ambitions and social equity through metricising Doughnut Economics into a user interface

181


06

Cityzen Hub

Gallery of Masterplans Data Analysis Northern Gateway Information Board Public Forum Cityzen Website

& Public Discussion The website acts as an all inclusive portal which users are able to (1) play the game, (2) look at the data from all previously played games (3) Find out about the Northern Gateway and its implication, and (4) use as a public forum for discussion about the Northern Gateway & other users’ proposals.


Masterplan Number #0000

Game Summary

The Nothern Gateway:

Resident #12312: “ I think....”

Some text describing the Northern Gateway

Through the creation of a website, enables the game to be accessible via the internet and creates a public forum for viewing previous games. 183


06

Our Principles of Practice

Incorporation of Doughnut Economics’ Principles of Practice As our approach is guided by Raworth’s Doughnut Economics, it is informed by the principles of practice. Through the utilisation of local knowledge we hope to create a formulate a partnership between MSA, MCC, FEC, FAR & the existing communties. This partnership will collectively and collaboratively design using a serious game which distills and makes perceivable the complexities of zero-carbon urban planning and results in data driven designs which build towards a greener future. In doing so we aim to include social equity within zero-carbon developments from day one.


Utilising local knowledge Embracing the 21at century goal.

Working in partnership with local institutions See the big picture

Collectively & collaboratively designing Nurture human nature

Coordination of complexity in-game Think in systems

Data-driven designs Be distributive

Building towards a greener future Be regenerative

Prioritising social equity from day one Thrive not grow

185


06

Scope of Our Approach

Statutory Masterplanning Process

Vision

Concept

Framework Masterplan

Detailed Masterplan

Detailed Design

Intended Scope of Cityzen Scope of Northern Gateway Strategic Regeneration Framework (SRF)

Scope of Our Approach Our approach is intended as a supplementary tool in the participatory planning process and intended to be use alongside existing statutory planning processes deployed by the developers of the Northern Gateway during the early, conceptual stages of design.


1

2

3

Continous Feedback

4

10101010101010 10101010101010 10101010101010 10101010101010 Meaningful Data Collection

Digitally Expanded Particpation

Dissemination of Expert Knowledge

Summary of Approach

Our approach is designed to be supplementary to existing participatory process through digital expansion.

187


06

Benefits & Limitations

+

Increased Participation

Meaningful Expression

Multimodal Information

Entertaining & Educational

Knowledge Dissemination

Collective Intelligence

1010101010101 0101010101010 1010101010101 0101010101010 Extensive Data Collection

Overcoming Digital Divide

Benefits of Approach The benefits to our approach are centred around more meangingful, fun, engaging and interactive participation. Through the use of a digital game we are able to collect data which can be used by top-down actors and assessed, giving bottom-up actors an opportunity to shape the proposal.


X

Digital Divide

X

X

X

Top-down Right of Refusal

!! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! Maintenance Required

Supplementary to Physical Process

!@#£$ Moderation Required

Limitations of Approach Despite efforts to minimise effects of the digital divide through the use of a game (rather than a digital participatory process) we are still using a digital tool hence inevitable for some exclusion to occur. Additionally, this game is meant to supplement existing process rather than replace and, just like the existing Northern Gateway participatory process, top down actors have a right of refusal that severly curtails the game’s usage. 189


06

Game Production Process Tertiary Features

c on Se

rd oa Core Features

/ Ga m e Pi

es

trics / On e lin M t

y / Gam e Pla B

ec

e

dary Featur es

/ Doughn u

Onion Design Game Production For game development we are using an ‘Onion Design’ production process which focuses on delivering the core features then expanding the game’s features as it is developed.


Core Game Loop

Primary Features

Prototype Development

User Interface Design

Refinement of Core Features

Studio One Scope

191


06

Conceptualising Our Game

Participatory Urban Planning Doughnut Economics Climate Change as a Wicked Problem

Input Data

Our Approach, Cityzen Game How can we design our game to achieve our aims?


1010 1010101010 1010

Zero-carbon future cities More Participation

Data for Research

Dissemination of Expert Knowledge

Design Recommendations

Transparent Platform for Public Display

Policy Recommendations

Cityzen Website

Output Data

Establish Scope of Analytics Y/N

Clear Questions

Design Metrics in Tandem with Game

1010101010

What data do we need to collect and how can we interpret them to quantify meaningful play?

+

Use Data with Other Feedback Conclusion of game metrics research 193


06

Conceptualising Our Game

Rule Rule Rule Rule

GameBoard

Player Actors

#1 #2 #3 #4

Game Rules

A2 A4 A4 A5

Game Pieces

Possible Actions

Fundamental Components of a Game

Meaningful Play for Serious Game Design As our approach involves the construction of a serious game, we need to understand how meaningful play is discerned from the assemblage of game components (board, pieces, players, possible actions) and how we can leverage this knowledge for integration within our own game design.


“Play doesn’t come from the game itself, but from the way that players interact with the game in order to play it. In other words, the board, the pieces, and even the rules of Chess can’t alone constitute meaningful play.” (Salen and Zimmerman, 2004:49)

195


06

Meaningful Play

Rule Rule Rule Rule

Where is the game played?

How are players organised?

#1 #2 #3 #4

What are the game rules?

A2 A4 A4 A5

What are the game pieces?

What are the possible actions?

Part One: Game Design

Discerning Meaningful Play for Our Serious Game Discerning meaningful play for our approach is not simply a mathematical determination - where, if the players score higher than the benchmark (the current Northern Gateway proposal), meaningful play has occured. Instead, it is the careful measurement of metrics which allow us to discern which actions have contributed to the meaningful play.


X X X

X

X

X

X X

X

X + Housing: x1, y1

X

- Commercial: x2, y2

X

Was a score above benchmark achieved?

What actions were taken by players?

Compare to other games which achieved an above average score

Is there commonality in recorded play data?

How can this improve the current masterplan?

Part Two: Strategic Game Analysis

197


06

Game Board

X X X

Familiar

Broadly Planned

Contentious

X

X

X

X

a=x+y (x = π)

X

Benchmark

Fair Test

Rationale for using Farrell’s masterplan as the Game Board

Using the Currently Proposed Masterplan... Unlike the current proposal, the designated zoning of each & every block is undetermined and, in using the currently proposed masterplan for the game board, we establish a benchmark to pit generated solutions against and to ground our participatory approach (consultees are aware of this plan) & to test fairly generated proposals.


Commerical Residential Greenspace

Farrells’ Proposed Masterplan

Draft Game Space Translation

To Determine the Game Board The use of the existing Northern Gateway masterplan provides a benchmark for all generated games & enables the (potential) added value of participatory planning to be quantifiable.

199


06

Player Roles

top-down barriers

Current Power Relations of Stakeholders

Cityzen

Our Approach’s Proposal for Urban Mediation

Using Current Power Relations... The current power relations of the Northern Gateway is a partnership between Manchester City Council (MCC), Far East Consortium (FEC) & Farrells. These top down actors embody three key roles in the planning process: A purely financial actor (FEC), a housing developer (Farrells) & a green policy legislator (MCC).


To fairly test potential benefits of inclusion, we are mirroring the current top-down organisational structure of the Northern Gateway for the player actor ‘roles’.

Top-down Organisation

Farrells

Manchester City Council

Far East Consortium

Role (real-world)

Housing Developer

Green Policies

Commercial Interest

Developer

Environmentalist

Entrepreneur

Role (game-space)

To Determine the Roles of Player Actors Using the existing roles of top-down actors, we can simplify their roles into three distinctive player actors - Developer, Entrepreneur, and Environmentalist. In combination with the use of the currently proposed masterplan, this is our approach which aims to conduct a fair test of bottom-up actors through allocation of top-down roles. 201


106

Game Rules

Break Page


“[I]nstigating and supporting different types of collaboration, such as building shared knowledge, resolving conflicts and different interests, motivation and joint goal achievement [...] appear as a major requirement throughout our research. A balance between collaboration and competition appears to be a preferable game setting for media and tools that are used in such participatory approaches.” (Ampatzidou et al., 2018:41)

203


06

Player Goals

Common Player Goal (Collaborative)

Individual Player Goals (Competitive)

Simultaneous game goals Incorporated within our game

Using Player Roles & Doughnut Economics.. The game rules should be defined to create conflict as all games are simultaneously competitive and cooperative (Salen & Zimmerman, 2004). As the act of playing the game is a collaborative action therefore and any competition artificially constructed is within an “artificial discourse that makes the game possible” (Salen & Zimmerman, 2004:257).


“The struggle among the players to achieve the goal of a game and become winners is the competitive activity that drives a games’ system of conflict” (Salen & Zimmerman, 2004:251)

To Determine Game Goals The game requires a goal (or goals) to engage the players and determine meaningful play. In our approach, the goal would be in the generation of a discernibly better masterplan than the benchmark. However, as we are refracting reality into gamespace, this collaborative goal is supplemented with inter-player conflict to echo the multi-objective, multi-stakeholder planning process of zero-carbon developments. 205


Game Pieces

06

Player Roles

Developer

Environmentalist

Entrepreneur

Housing

Environment

Commerce

Social Foundation

Environment Boundary

Social Foundation

Game Piece Focus

Governing Doughnut

Using Player Roles & Game Rules... Having defined and translated top-down actors into player actors, we now combine our current game design with our theoretical framework (Doughnut Economics) to determine how players interact with the game (and each other) through tracing their key focus and governing dynamics.


climate change

r wate

food

soci a equi l ty

ical polit e voic

ac oc id ea ifi n ca tio n

en

th al he

er gy

r ye la n e io on let oz ep d

netw orks

pe ju ac st e ic & e

er y nd lit ge ua eq

ity

ni ph trog os en ph or & us

inco m & wo e rk

n air pollutio

ation

al chemic n pollutio

educ

ing

hous ers

div

bio l con and ver sion

ter hwa l fres drawa h wit

To Determine Game Pieces As mentioned in game rules, the goal of the game is to achieve the highest possible score. This is accomplished by each player taking actions which both increase social stability & reducing the environmental impact of their actions. In accordance with this, the primary and secondary motivations for each player must be established. 207


06

Core Game Pieces Low Density Residential This category includes detached, semi-detached, and terraced housing. These are comprised of two, three and four bed housing.

Medium Density Residential These can be residential buildings of up to 6 storeys, and typically include one, two, and three bed apartments.

High Density Residential These are high-rise developments predominantly feature one, two, and three bed apartments.

Other In future we may be able to implement experimental housing, which can include, 3d printed, mega towers, village like buildings, etc.

Game Pieces: Residential Buildings can only be placed adjacent to the roads. With residential buildings you can map out areas for residential and setting the type of housing. These are currently based on proposed master plan by MCC.


Drag & Drop Placement Buildings can only be placed next to roads, however user may hold and drag mouse to place whole blocks of residential buildings.

Demolishable Users can drag and demolish buildings if the they’ve decided that they want to change the arrangement. This is super useful to the public users who wish to modify existing and/or proposed buildings.

Game Rules: Residential In order to make sure the user is able to design a livable and well designed city, we are setting certain limits and rules on residential building placement. All of these are based on typology booklet. 209


06

Core Game Pieces Low Density Commercial This includes small convenience stores, retail or other businesses (e.g. pubs) with a three maximum storeys.

Medium Density Commercial These can be single or multi-functional, with 5 storeys of retail or ground floor retail with offices above.

High Density Commerical These are high-rise developments predominantly consisting of offices.

Other These could include special & purpose built buildings (e.g, leisure centres).

Game Pieces: Commercial Buildings can only be placed adjacent to the roads. With commercial buildings you can map out areas for commerical and setting the type. These are currently based on proposed master plan by MCC.


Drag & Drop Placement Buildings can only be placed next to roads, however user may hold and drag mouse to place whole blocks of commerical buildings.

Demolishable Users can drag and demolish buildings if the they’ve decided that they want to change the arrangement. This is super useful to the public users who wish to modify existing and/or proposed buildings.

Game Rules: Commerical In order to make sure the user is able to design a livable and well designed city, we are setting certain limits and rules on residential building placement. All of these are based on typology booklet. 211


06

Core Game Pieces Community Park This could be private (but publicly owned) greenspace like allotments.

Small Park This would be greenspace more commonly seen towards urban centres, with some foliage but accomodating other uses (e.g. playground).

Large Park More commonly found in suburban areas, large parks would be more expansive with denser greenification.

Other These could include renewable energy generation (e.g. overlaying solar panels on other buildings) or other overlays (e.g. rainwater collection).

Game Pieces: Environmental Buildings can only be placed adjacent to the roads. With greenspaces you can map out areas and set the type.


Drag & Drop Placement Buildings can only be placed next to roads, however user may hold and drag mouse to place whole blocks of commerical buildings.

Demolishable Users can drag and demolish buildings if the they’ve decided that they want to change the arrangement. This is super useful to the public users who wish to modify existing and/or proposed buildings.

Game Rules: Environmental In order to make sure the user is able to design a livable and well designed city, we are setting certain limits and rules on residential building placement. All of these are based on typology booklet. 213


06

Core Game Pieces Pedestrian Paths A basic pedestrian road, useful for public access, as well as seperating bigger areas where you don’t want cars, such as city centre.

Single Lane Single lane roads can be used to access residential and bigger commercial buildings. it also allows for pedestrian access.

Double Lane The largest road option allowing for bigger traffic, usage of this road is rarer than single lane roads. It also has pedestrian access.

Other Other paths, such as green lanes, bike roads, etc, can be placed. We can implement variety of unique style of roads on demand.

Game Pieces: Roads An important step is map out the road system upon Farrell’s masterplan,as it determines where buildings can be placed, as the structures can only be built with an access to the road.


Extensible 6m

We have set road size increments to six meters. This dimension is based on average divider of the building width.

Snappable In order to help user to connect roads together, with small error margin as possible.

Measured In order to help users to define grid like arrangement we are providing angle snap in addition to road snap. With this square like urban planning is much easier.

Non-Iterable In order to stop roads from spaghetti over each other, we are limiting roads to not being able to go over each other or close to non accessible areas of the map.

Editable Roads can also be demolished if the user decided that they want to change the layout. This will be super useful to the public users who wish to modify existing and/or proposed road layouts.

Road Rulesets In order to make sure the user is able to design a livable and well designed city, we are setting certain limits and rules on road placement. All of these are based on typology booklet. 215


06

Secondary Game Pieces Schools School provide education and place for parents to drop off their kids. This would improve education and relaxation factors.

Hospitals Hospitals are there to help any person that requires an assistance, whilst not mandatory it does ease worry in the population.

Listed Buildings These are unique buildings that cannot be demolished and must be designed around. This provides an additional challange to user.

Game Pieces: Municipal Within the secondary feature scope more game pieces could be added which introduce the municipality into the game.


Green Infrastructure Bike friendly amenities and access, this improves CO2 outputs and entertainment.

Water Treatment Percentage of housing that utilises water harvesting technology. This affects costs of construction.

Green Energy How many of households have solar panels and of the type impacts costs but improves, CO2 and sustainability scores.

Game Pieces: Infrastructure Within the secondary feature scope more game pieces could be added which introduce the municipality into the game. 217


06

Player Actions no data

no data

no data

Using Simulated Reality & Doughnut Economics.. As shown above, the placement of typologies (in blocks) results in the doughnut being influenced. As we are simulating both reality and the effects, there will be some simplification of real-world game mechanics. This is due to the requirements of good game design, where games are “systems that build behavior [sic] via interaction” (Hunicke, Robin & Leblanc, 2004: online) and are operating metaphorically (Salen & Zimmerman, 2004).


Doughnut Category

Primary Concern of

Secondary Concern of

Food Health Education Water & Sanitation Income & Work Peace & Justice Political Voice Social Equity Gender Equality Housing Networks Energy

All All Developer All Entrepreneur Developer, Environmentalist None None None Developer All Entrepreneur, Environmentalist

All All None None None None Environmentalist Environmentalist None None None Environmentalist

Climate Change Ocean Acidification Chemical Pollution Nitrogen & Phosphorus Loading Freshwater Withdrawals Land Conversion Biodiversity Loss Air Pollution Ozone Layer Depletion

Environmentalist Environmentalist Environmentalist Environmentalist Environmentalist All Environmentalist All Environmentalist

None None None None None None None None None

To Determine Player Actions Having defined and translated top-down actors into player actors, we now combine our current game design with our theoretical framework (Doughnut Economics) to determine how players interact with the game (and each other) through tracing their key focus and governing dynamics. 219


06

Game Prototype

studio-air.github.io/app


app

Road placement

Residential block placement

Camera controls

Integrated data export

Features of prototype

Initial Experimentation with Unity for Game Development As a first experiment we have tried to create a prototype that tries to combine several ideas that we had for our design. In this app you can add roads, basic buildings, change camera mode and submit the design to the google sheets. 221


06

Strategic Game Analysis

Rule Rule Rule Rule

Where is the game played?

How are players organised?

#1 #2 #3 #4

What are the game rules?

A2 A4 A4 A5

What are the game pieces?

What are the possible actions?

Part One: Game Design

Discerning Meaningful Play Using Game Theory In this next section we deconstruct meaningful & provide a methodology for discerning meaningful play for our game.


X X X

X

X

X

X X

X

X + Housing: x1, y1

X

- Commercial: x2, y2

X

Was a score above benchmark achieved?

What actions were taken by players?

Compare to other games which achieved an above average score

Is there commonality in recorded play data?

How can this improve the current masterplan?

Part Two: Strategic Game Analysis

223


Game Theory

06

Player The player in a game is an agent who makes the decisions.

Payoff 2.

3.

8.

Represented by a number (also called utility), denotes desirability of the outcome upon a specific action, where “the expected payoff incorporates the player’s attitude towards risk.” (Turocy and von Stengel, 2001:3)

Cooperative Commonly applied to the fields of political sccience or international relations, cooperative game theory studies strategies where power is the primary resource being competed over. (Turocy and von Stengel:6)

Non-cooperative Non-cooperative games operate around the centrality of ordering and timing of actions which determine the success of the outcome. This models the process of self-interested players.


“Game theory is the mathematical study of decision making. It looks at how people behave in specific circumstances that resemble very simple kinds of games.” (Salen & Zimmerman, 2004:235)

Understanding Game Theory for Game Design As mentioned previously, “Game Theory is the mathematical study of decision making” (Salen & Zimmerman, 2004: 235). Where, using mathematical notation in a diagrammatic form, you are able to determine all possible moves in a game for strategic analysis (Turocy & von Stengel, 2001; Salen & Zimmerman, 2004). 225


Game Theory

06

Common Knowledge The structure of the game (rules, goals etc.) are common knowledge between players.

Rationality

1, 0, 10.. 0<5<10

++ ++

+

-

A player is defined as rational if they play seeking to maximise payoffs.

Dominating Strategy If the strategy of one player results in a greater payoff than the opposing player, it can be defined as dominating.

Mixed Strategy “A mixed strategy is an active randomization, with given probabilities, that determines the player’s decision.” (Turocy and von Stengel, 2001:6).

Perfect Information “A game has perfect information when at any point in time only one player makes a move, and knows all the actions that have been made until then.” (Turocy and von Stengel, 2001:3)


Key Terms for Describing Games using Game Theory As we are designing a game which attempts to determine meaningful actions which describe the successful of the resultant game, it is imperative to include key definitions used in game theory. In doing so, this aids in the interpretation of results from the game as analysis of player actions can be described mathematically. 227


06

Strategic Form Notation

Player 1.

Action d. Action c.

Player 2.

Action a.

Action b.

1

1

2

3 3

2

0

0

Round One:

Round Two:

if (p1, a) & (p2, d)

if (p1, b) & (p2, d)

for action_(p1, a): payoff_p1 == 1 payoff_p2 == 1

for action_(p1, b): payoff_p1 == 2 payoff_p2 == 3

for action_(p2, d): payoff_p1 == 1 payoff_p2 == 1

for action (p2, d): payoff_p1 == 1 payoff_p2 == 1

round one total:

round two total:

sum (payoff_p1) == 2 sum (payoff_p2) == 2

sum(payoff_p1) == 3 sum(payoff_p2) == 4

result == draw

result == winner p2


Strategic form symmetrically maps the payoffs for each player for each move.

Strategic Form Notation Strategic form notation enables the actions of each player to be described through calculating the cost of that action against the opposing player. The actions that player one and two take simultaneously affect the scores for each player, the winner is the player with the highest score at end of the round. (Turocy and Von Stengel, 2001) 229


06

Decision Tree Notation

“Creating a decision tree can be a powerful way of understanding the formal structure of a game. It is in essence a way of mapping out a game’s formal space of possibility” (Salen & Zimmerman, 2004:237)

End Start

Incorporates temporality

Maps all possible actions

Enables backwards induction

Characteristics of Decision Trees

Decision Trees “A game that evolves over time is better represented by a game tree [i.e. decision tree] than using the strategic form. The tree reflects the temporal aspect, and backward induction is succinct and natural” (Turocy and von Stengel, 2001:25)


Round 1

Round 2

Round 3

Round (n-1)

n1

actio

h

action 2

hig

n1

actio

low

action

2 end.

high = a1. low = a2.

action 1, action 2.

a

b

a

b a

b round one.

action 1, action 2. a

b a

b round two.

a

b round (n-1).

Decision Tree Notation, with strategic form with player moves and payoffs.

231


06

Game Analysis Turn 1, Player 1

Turn 1, Player 2

Turn 1, Player 3

Decision Tree for Action

Transcript of Player Actions Player 1: x1, y1

Player 1: x1, y1 Player 2: x2, y1

Player 1: x1, y1 Player 2: x2, y1 Player 2: x3, y2


All possible moves on turn one (3 x 3 grid = 9 free spaces)

All possible moves on turn two ((3 x 3)- 1 = 8 free spaces)

Use of Graph Theory in Game Analysis As we are constructing a participatory planning game in which we are able to analyse the results of generated masterplans through game metrics, we need to understand how to map player actions for each game board. In the example shown, the three player actions are mapped upon a concentric decision tree where the rings are updated with the number of possible moves remaining. In this example, graph theory is used to understand the gamespace through the elimination of occupied spaces. 233


06

Game Analysis

101010 101010 101010 101010 #1

Data centred design

1010 0 1 0 1010 10 101 1 101010 1010 0 1 1010101010 0 10 101010 Transparent data collection & use

user #231 +100pts user #232 +50pts

Quantification of participatory benefits

Benefits of incorporating visible strategic analysis within our approach

How does this Benefit the Northern Gateway? The positive influence upon the Northern Gateway can be found in (a) increased participation, which has shown to yield better environmental changes (National Research Council, 2008) (b) in the collection of detailed metrics and (c) in the collection of quantifiable benefits where spatial co-ordination can be mathematically analysed. Introducing a comprehensive participatory planning process focused on balancing social equity with environmental considerations tackles a key issue found in our analysis of the existing development process of zero-carbon future cities, where a sole focus on zerocarbon led to unintended consequences.


“Metrics (..) completely lack the benefit of making the players feels [sic] like they are part of the development process” (Korrpoo, 2015:64)

The visible results of the player’s game (with metrics & analysis) simultaneously provides a robust framework for collective urban design and a platform for understanding the complexities of urban planning. However, as Korrpoo (2015) notes, these should be constructed in a manner which enables quantifiably valuable contributions to be considered in combination with qualitative feedback.

235


06

Web Development Process Tertiary Features

dary Featur es

Galle m/ ry u or

P of revious Ga

es

ly

Core Features

m

s / Public c i t F

c on e S

/ Game An a

Onion Design Web Development The game will be hosted online with the website additionally acting as a public forum where players / users can vote on masterplans generated by others.


Core Experience

Primary Features

Prototype Development

User Interface Design

Refinement of Core Features

Studio One Scope

237


06

Core User Experience

What is the Northern Gateway?

What will it change?

How can I help shape it?

Why does it matter?

How do I Play?

Where do I go to start?

What did other people do?

How can I ‘like’ other plans?

What data is collected?

What data isn’t collected?

How will it be used?

If I have a question, how can I contact someone?

Aims for the Core User Experience The core user experience needs provide a comprehensive grounding of the Cityzen game for the public with instructions for use & how the information will be used.


High contrast for navigation elements Home

About

Game

Gallery

Cover Image of [insert content description here]

Introduction Dolupien toresse dessit asinctiis duntiatent volupta tiatem harum fuga. Bus est, nisque nimil imus et vit hilique dolor rest, tem eaqui conem que plabori voles dolla qui sum vendae di andam, arundellaut doles si

Large Images with alternative text for screen readers

Large and differentiated text for titles & content Appropriately sized sans serif font faces for legibility

Easily understood, easily navigable, with clear signposting.

Content Characteristics As we are designing to increase participation, the website needs to be easily understood, easily navigable and simple in order to include as many people as possible (Tyrkiel, 2021).

239


Core Functionality

06

Required Components to achieve Core Functionality Home

About

Play

Gallery

Contact

Navigation Component

Cover Image

Image Component

What is the Northern Gateway?

Title Text Component

Hent ommos nos estions equodit volor sinvelit as il il eatur sequamus eaqui resciati aruptatus doluptatem suntemqui od eatur apedipicia nimodi quasped modit fugitatur solo quatiam verunt re presti aut fuga.

What will it change? Hent ommos nos estions equodit volor sinvelit as il il eatur sequamus eaqui resciati aruptatus doluptatem suntemqui od eatur apedipicia nimodi quasped modit fugitatur solo quatiam verunt re presti aut fuga.

How can I help to shape it? Hent ommos nos estions equodit volor sinvelit as il il eatur sequamus eaqui resciati aruptatus doluptatem suntemqui od eatur apedipicia nimodi quasped modit fugitatur solo quatiam verunt re presti aut fuga.

Paragraph Text Component


Home

Home

About

Play

Gallery

Contact

Masterplan Image

Masterplan Image

Masterplan Image

Masterplan Image

Masterplan Image

Masterplan Image

Masterplan Image

Masterplan Image

Masterplan Image

About

Play

Gallery

Contact

Game Window Component

Home

About

Play

Gallery

Contact

Masterplan Image

Game Analytics:

Cityzen Game

Final Score, Basic game Information (e.g. date played) Player actions 241


06

Prototype

Dolupta dolorep ersped quatque sus.

Text & Image Display

app

Basic Game Data

Game Host

Game Id Date Played Final Score Community Score Social Score Environment Score Game Runtime Number of Messages Sent

Gallery View

Integrated Data Import

Features of Prototype

Initial Experimentation with HTML & CSS for Website To test the idea, we constructed a website which is able to display text, images and the game using HyperText Markup Language (HTML) & Cascading Style Sheets (CSS).


243


244 Game Design Summary

Our approach is the construction of a online multiplayer game where participants mediate zero-carbon ambitions and social equity. Our approach has emerged from our site analysis as we have uncovered a tension between the establishment of a new green development and the societal impacts upon the existing communities. Our game & web application aims to expand participatory processes by implementing Raworth’s conceptualisation of sustainable growth and delivering a data-driven participatory serious digital game.


1-2-3-4 245


06

Our Approach Summary

The masterplan is deconstructed & translated into gamespace

Application Systems The application is broken down into several system, each dependent on each other. first is road system which allows for residential and utility buildings to be placed adjacent to the roads. Finally, district system that allows for users to set initiatives for the populance.


Game result

Game result

Game result

Game result

Game result

Game result

MCC Users play the game & submit their design

FEC

FAR

Developers view all completed masterplans

Application Goals The goals of the application is to become a mediation & discussion platform for all stakeholders where knowledge is disseminated for stakeholders without access to expert knowledge.

247


06

Studio One Conclusion

In this portfolio we have analysed the projected effects of the Northern Gateway upon the current site, connected the Northern Gateway’s participatory process to wider issues of participation and green development policies more generally. Using Doughnut Economics as a theoretical framework has enabled us to connect the establishment of a social foundation to environmental sustainability. This has formulated an approach that incorporates complexities within a serious digital participatory planning game. This is formulated in tandem with an online platform which enables the viewing of all completed games, game analytics & information about the Northern Gateway.


249



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