studio air,
Developing Cityzen // Part II MA Architecture // Complexity, Planning & Urbanism Lab at the Manchester School of Architecture Reiji Nagaoka
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Table of Contents
Introduction 4 Our site, our challenge, and our atelier.
From Studio One
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Studio Two Introduction
44
A quick reintroduction of the main argument from Studio One.
Our approach for an online multiplayer serious planning game.
User Experience & User Interface Design
46
Fundamentals principles of UX and UI design, with selected case studies.
Our Approach, Cityzen
76
An overview of our approach and our aims.
Game Creation
Technical construction of our game.
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Core Gameloop Construction
94
A walkthrough of the technical construction of the core gameloop.
Web Development, Cityzen
150
From Buildings to Game Pieces (Typology Library)
178
Technical construction of the website.
Translation of real-world typologies for use in our game.
Cityzen, Game Demo
204
A full start-to-finish walkthrough of our game with annotations
Studio Two Conclusion
252
A reflection upon what we have achieved in thus far and next steps.
Bibliography 268
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The Northern Gateway Victoria train station
Northern Gateway Site
Our Involvement in the Northern Gateway Development We are a group of students within the CPU atelier at Manchester School of Architecture working with the Manchester City Council and the Far East Consortium as consultants on the Northern Gateway project. Tasked with identifying how to develop zero-carbon future cities, we have formulated an online serious participatory planning game to ensure that sustainable urban developments are designed with existing communities from day one.
“CPU engages with planning for evolutionary and emergent city systems, digital participation and inclusion.” (CPU, 2020:online)
Atelier CPU.AI at the Manchester School of Architecture “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 multidisciplinary 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)
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Our Challenge page title
How to design zero-carbon future cities (is urban morphology adequate)? How do you understand the environmental impact of future cities? The identified challenge from the brief that we are addressing
How do we ensure that future cities are formulated to be inclusive, equitable and just spaces? How our site research & problem definition has shaped our challenge
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01
Thesis Statement
We aim to empower bottom-up approaches to urban planning to better balance environmental sustainability and social equity in the built environment. 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. This 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.
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Image: Lifewire, 2021
From Studio One
Here we briefly re-introduce the key aspects from Studio One which informs our approach for Studio Two. Despite our agreeement with the ambitions of the Northern Gateway’s low-carbon development, this has created additional issues where the existing communities are in danger of being displaced as a direct result of the Northern Gateway.
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Existing Site
Lower Irk Valley
Collyhurst
New Cross
Existing Areas within the Northern Gateway Development Zone The Northern Gateway is a site covering three existing neighbourhoods, the Lower Irk Valley, New Cross, and Collyhurst. Currently, the Lower Irk Valley is distinctively industrial, New Cross commerical and Collyhurst residential.
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Northern Gateway Site Boundary
Collyhurst
Lower Irk Valley
New Cross
Current City Periphery Boundary Not to Scale 13
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Existing Site
Collyhurst, the most populous area to be regenerated, currently contains a high volume of poor environmentally performing dwellings.
F 3%
G 0.5%
B 10% 40%
E 12%
C 38%
D 36%
40% of UK Emissions are generated by homes
EPC Rating ofof Residences EPC Rating existing housing stock
Poor Environmental Performance of Current Housing Stock Collyhurst is one of the three regeneration areas within the Northern Gateway’s site constraints however, it is the most populous with a high volume of low rise residential with some medium density scattered throughout. As shown, a survey of the dwelling’s Environmental Performance Certificate (EPC) shows that there is an urgent need to increase the environmental performance of the residential areas.
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Residential Commercial Civic Buildings
Not to Scale 15
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The Northern Gateway
Airtight & Well Insulated
Low Energy Ventilation Systems
Dedicated Bike Storage
Electric Car Charging
Green features of new Northern Gateway developments
Green Credentials of the Northern Gateway As shown above, new residential developments within the Northern Gateway focus on the implementation of environmentally sustainable features.
Image: Northern Gateway, 2018
“[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)
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Community Consultation
“Together, we’ll make the Northern Gateway a more united, greener place to call home.” (Northern Gateway, 2020:online)
Involvement of Existing Community in the Northern Gateway The participatory process of the Northern Gateway involved a series of consultations across the site. As the images above show, this involved participants viewing the pre-conceived masterplans then answering a questionnaire. The verbal responses to the questionnaires were recorded in the original report but were unpublished in the Strategic Regeneration Framework (SRF) which was used to approve the plans for the Northern Gateway. Images: Northern Gateway, 2019
% 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 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. Published results of the Northern Gateway Consultation (Northern Gateway, 2019)
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Disregarded Responses
“[I] Think the concept behind the proposal is great however it disregards the ethics aspect towards the people that are current 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).
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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 23
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Community Concerns
Image: Zoopla, 2021
A three bedroom house in Collyhurst = £180,000
3 Double bedrooms, 2 Bathrooms < 1 mile to City Centre, Parking & garden to rear.
Image: The Meteor, 2018
Three bedroom apartments in FEC’s Meadowside Development start at £697,000 3 Double bedrooms, 2 Bathrooms < 1 mile to City Centre, Balcony
Image: Northern Gateway, 2019
No prices have been published yet, but the community responses show anxieties towards the regeneration 3 Double bedrooms, 2 Bathrooms < 1 mile to City Centre, Balcony
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Our Wicked Problem “We think that some bits of it are going to be so good for the area, but other bits will crucify us [...] This is the whole point, come and consult with us, ask the residents, ask the people that have lived here. It’s always people that don’t come from the area that make these decisions. The ones that don’t have to live with it. Trying to make us something we are not is not a help for anybody. We’re a hard lot of working people round here, not all on the dole, we’re not all taking drugs, and we’re not drinking, which is a lot of the way the area is presumed, and I am absolutely sick of the label of that. You’ve got good and bad everywhere and I’m sick of the bad rep we get in Collyhurst. We’re a good little area with good green open grounds and spaces for families and that’s what we want to keep.” A further resident response to the Northern Gateway development plans (Manchester Evening News, 2019:online).
Unintended Consequences of Zero-Carbon Developments As the included quote illustrates, there is a serious concern that the Northern Gateway’s sole focus upon zero-carbon development has led to unintended consquences of housing affordability in Collyhurst.
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
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Doughnut Economics
Theoretical Framework for Our Approach We are using Doughnut Economics as a theoretical framework to simultaneously tackle the issues of climate change & social equity 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 global and local communties to reside within doughnut through ecological preservation and social stability.
phosphorus cyc and le s /o
/v
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bs / energy / so / jo c ia l
ts oo sh er ov
ical pollution / at m hem o sp /c
h e ric a e r
/h e
saf ea n r e e d q n u e
pletion / b one de iodi z o / ver g n i sit d a yl o l os l s so
n ac i
ion at fic di
ce oi u eq
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/ water / ood inc f / om h t l e a
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Expanding Participation
book book book
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Technological Advancement
Educational Gap
Lack of Digital Tools Adoption
Current Limitations in Participatory Planning
A Digital Approach to Participatory Planning Through the adoption of a digital approach to participatory planning, we formulate a new strategy for participatory planning. In doing so there is an opportunity to mediate top-down & bottom-up planning through formulating a mutually beneficial solution which utilises collective intelligence whilst embodying top-down structures and big-vision thinking.
1010101010101 0101010101010 1010101010101 0101010101010 Collective Intelligence
Extensive Data Incorporation
Multimodal Information
Identified Opportunities for Digital Participatory Planning
“[D]igital tools [have] the ability to incorporate larger volumes of data and information of different types [...] and present them in user-friendly formats” (Ampatzidou et al., 2018:35). 31
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Expanding Participation
The use of digital participatory planning game incorporates benefits of digital participation & reduces the existing limitations of digital division.
+
Knowledge Dissemination
Increased Participation
Meaningful Expression
Overcomes Digital Divide
Advantages of Using Digital Games in Participatory Planning
Application of Serious Games to Digital Participatory Planning A games approach to participatory planning enables the dissemination and transferrence of expert knowledge through a designed interface. As previously mentioned, the impact of increased participation has beneficial results for environmental change through enabling meaningful expression.
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Our Approach
Our approach is the construction of an online multiplayer game where participants mediate zero-carbon ambitions and socially equitable development.
Statutory Masterplanning Process
Vision
Concept
Framework Masterplan
Detailed Masterplan
Detailed Design
Scope of Our Approach Scope of Northern Gateway Strategic Regeneration Framework (SRF)
Aims & Intended Scope of Our Approach Our approach is a serious game, acting to empower bottom up participatory planning and to be used as a tool that allows passive stakeholders to become active in the planning of their urban environment.
Equitable Zero-Carbon Future Cities
Participatory Urban Planning
More Participation
Data for Research
Doughnut Economics
Dissemination of Expert Knowledge
Design Recommendations
Climate Change as a Wicked Problem
Transparent Platform for Public Display
Policy Recommendations
Bottom-Up Benefits
Top-Down Benefits
Cityzen Website
Input Data
Our Approach, Cityzen Game
Output Data
Input / Output for our Game, Cityzen
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Our Approach +
Knowledge Dissemination
Increased Participation
Meaningful Expression
Collective Intelligence
Multimodal Information
Entertaining & Educational
Overcomes Digital Divide
1010101010101 0101010101010 1010101010101 0101010101010 Extensive Data Collection
Benefits
Benefits & Limitations The digital divide is the primary limitation to this approach, despite our efforts to expand participation by making it accessible to a larger portion of the population through creation of an engaging platform. As mentioned in Studio One, formatting digital participation as a game has been proven to overcome issues of digital literacy in previous experiments with digital games for planning.
X
X
X
X
Top-down Right of Refusal !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! !! Maintenance Required
Supplementary to Physical Process !@#£$ Moderation Required
& Limitations
The translation of complexity within a serious game facilitates all stakeholders to fully engage with the masterplanning of the Northern Gateway without an explicit requirement for expert knowledge of formal planning practices.
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Our Approach Outcomes
Utilising game theory for analysing previously played games enables strategic analysis, where meaningful play can be discerned for potential application to the Northern Gateway.
End Start
Incorporates temporality
Maps all possible actions
Enables backwards induction
Characteristics of Decision Trees
Utilisation of Game Theory for Strategic Post-Game Analysis The use of game theory for post-game analysis enables the dissection & examination of the player actions to be fully investigated and mapped across all games to identify strategies that are potentially applicable to the Northern Gateway’s planning process.
Round 1
Round 2
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.
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Our Approach
Developer
Environmentalist
Player Roles
Entrepreneur
Game Goals
Game Board: Northern Gateway
Common Player Goal (Collaborative)
Individual Player Goals (Competitive)
climate change
r ye la e ion on let oz ep d
ac oc id ea ifi n ca tio
food
n
inco m & wo e rk
pe ju ac st e ic & e
nit ph rog os en ph or & us
n
tion educa
er y nd lit ge ua eq
ity
ers
div
bio
soci al equit y la con nd vers ion
l chemica n pollutio
netw orks
th al
ng
housi
air pollutio
he
en er gy
r wate
Housing
Environment
Commerce
ical polit e voic ter hwa l fres drawa h wit
Game Pieces Prototypes
Cityzen Game
Cityzen Website
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Studio Two Introduction
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Core Game Loop
Primary Features
Prototype Development
Studio One Scope
Aims and Objectives Continuing from the development of our prototypes in Studio One, we now gain deeper insights into how to design a game to achieve the aims outlined previously. As illustrated above, the core game loop and primary features have been established and now we can begin to design the user experience and interface. The aim of this portfolio is to construct a full iteration of the game, in technical construction and architectural functionality.
User Interface Design
User Experience Design
Refinement of Core Features
Technical Construction
Architectural Validity
Studio Two Scope
“An immersive, role-playing experience can give participants in a community meeting a strong feeling of connection to the neighbourhood and a deep understanding of the issues in play.” (Gordon & Schirra, 2012:183)
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Image: Play the City, 2017
UX & UI Design “[I]n the accessible environment of games, free from professional jargon, players engage with each other and reach shared solutions.” (Play the City, 2021:online)
As we are adopting a serious digital game within our approach, this section describes and analyses how previous approaches have designed the User Experience (UX) & User Interface (UI) using the fundamental principles.
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UX & UI Design
For our application, the design of the game and website needs to be informed by their intended use and how we can implement the basic theories for ease of access. In this section we provide a framework for UX & UI design.
ABC DEF Fundamental UX design
Fundamental UI design
Inclusive UX/UI design
Ghi JKL
UX/UI design examples
Summary of UX & UI
User Experience & User Interface This section contains the fundamentals of UX & UI design. To illustrate the UX & UI design principles, we analyse this document’s (the portfolio) implementation of the UX & UI fundamentals to demonstrate their usage.
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UX & UI Fundamentals
To understand what is meant by ‘good’ design, the designer must place themselves into the shoes of the user
C A B User behaviour
Design strategy
A B C
Design usability
Design validation
Fundamental elements of the UX design process
Fundamental User Experience (UX) Design Fundamentals of user experience can be reduced to: (1) User behaviour, where visual elements should behave in a way that users expect. (2) Design strategy generated by the designer: Who is our user? What are their motivations (outside of the game)? (3) Design Usability, ood design is invisible; the users should navigate intuitively. (4) Design Validation, this involves road-testing the design to ensure that its acheiving what it should (Hargreaves, 2020).
UX & UI design are interconnected so we explore them simultaneously using the language of graphic design
click Interface libraries
Pattern libraries
Atomic design
Fundamental elements of the UX design process
Fundamental User Interface (UI) Design Related to the UX design, UI design is the way in which designers enable, disable and encourage certain user behaviours. The fundamental elements of UI design stem from the intention of the user experience and layouting, the latter eminating from graphic design principles, but adapted depending upon the application (e.g. game design has a different ruleset to web UI design) (Hargreaves, 2020; DesignLab, 2018). 49
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UX & UI Design Strategies
Baseline grid
Column grid
Modular grid
UX & UI Design: Structuring Information The most common system for organising information is the grid. Readin right-to left and so the taxonomy of grids is as follows: baseline, column grid, modular grid, manuscript grid, pixel grid, and hierarchical grid (Designlab, 2018). All of these have more appropriate applications than others (although this does depend on the skill of the designer. In our work we have deployed a modular grid as the types of information we are displaying (images, text, diagrams) have variable sizes and placement can depend upon the constrast of the images/text/diagrams, hence with some consistent arrangement & a modular grid we are able to control the user experience.
Manuscript grid
Pixel Grid
Hierarchical grid
We have used a modular grid for our portfolio as it enables arrangement to be flexible whilst maintaining consistency when there is multi-modal information
Above: Types of layout grids
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UX & UI Design Strategies
Alignment
Repetition
Contrast
UX & UI Design: Graphic Design Lexicon These graphic design definitions describe the basic building blocks of graphic design (putting colour to one side for the moment). Building upon the grid layout system, a graphic design lexicon enables us to consider the flow of the designed artifact. The use of repetition in the page layout enables readers to quickly (and intuitively) locate key information on the page. Furthermore, pictorial information (e.g. diagrams) has been considered to be read first, enabling readers to gain all the necessary information in 30 seconds or, if they wish more detailed information, more time can be spent to gain more detailed information.
Hierarchy
Balance & Symmetry
Balance & Tension
These broad design principles connect single-page documents together and enables complete user experience design through designing the ‘pace’ and ‘rhythm’ of the document (DesignLab, 2018).
Above: Basic Graphic design principles enabling more detailed UX design
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UX & UI Design Strategies Onyx Spanish Grey
Navigation
Image
Maximum Blue Unbleached Silk
Paragraph text
2nd line text
White Limited colour palette
Considered Functionality
Whitespace
UX & UI Design: Colour Palettes The introduction of colour increases the cognitive load of the user and should be used carefully in order to keep the users’ attention intentionally focused. (Tyrkiel, 2021; DesignLab, 2018; Hargreaves, 2020). The rules that have been utilised in this portfolio are: keeping number of colours to a minimum (there are 5 in total.. if counting shades), reducing the number of colours on a single page, functionality of elements & appropriate colouring (e.g. text is dark), and dedicated section colours For interactive design, the use of colour for feedback (e.g. close window button is red) & interactions are made visible (e.g. hover over the google search button).
X X X X X
X
Dataset #1 Dataset #2
Accent colours
Button?
Button
Perceivable interactivity
The use of colour has been restricted to reduce the cognitive load of the user & interactive elements have visible interactivity
Above: Basic colour rules we’ve utilised in our approach (& portfolio)
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UX & UI Design Strategies Title Work Sans (Light) Work Sans (Regular) Work Sans (Bold) Work Sans (Italic)
Annotations
Sub-Title Paragraph Text
Limited font selection
Second Line
Sizing & Text hierarchy
UX & UI Design: Typography We have chosen to utilise only one font (a sans-serif) as it is more inclusively readable (neurodiverse UI design is detailed further after this page) with distinctive sizing to further aid legibility (Tyrkiel, 2021). We’ve touched upon the use of colour to prioritise content, and this has been reflected in our use of strong contrast for any text (to increase legibility), and also weighted text to enable the reader to discern the hierarchy of a page through the use of: title text, sub-title text, second line text, paragraph text, and annotations. Furthermore, paragraph breaks and diagramming all paragraph text aids legibility.
Sub-Title Paragraph text point one. Paragraph text point two. Paragraph text point three.
Paragraph formatting
Summative diagrams
Our typographic design decisions have been chosen to simplify presentation.
Above: Typographic rules followed in this portfolio Note: some layouts may differ but we have endeavoured to keep the number of alternate layouts to a minimum
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Neurodiverse Design
Neurodiverse design is based upon the social model of disability which argues that it’s the barriers and structures that make an individual disabled (Singer and Blume cited in Tyrkiel, 2021).
Accessibility Criteria: Typography Language Colour Palette Colour Contrast
Designing for Neurodiversity Using neurodiversity to better design accessibly, the website has been designed to encourage the participation of as many users as possible (Tyrkiel, 2021).
CLICK HERE CLICK HERE CLICK HERE CLICK HERE CLICK HERE CLICK HERE
CLICKHER HE CLICK 59
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Neurodiverse Design The quick brown fox jumps over the lazy dog Odipiet explis mo te ium, exerfer umquas ut aut que cum reiciam voluptatur ra volorporpos aut et eic te nis ad unt voluptatem. Itas dus, quas eserrovitius dolut quid qui autem que maionsedi nimus, susae preium as et quianduciis mos volorumetum as vollest, ut volenim atur? Es doluptae eniminctor
The quick brown fox jumps over the lazy dog Odipiet explis mo te ium, exerfer umquas ut aut que cum reiciam voluptatur ra volorporpos aut et eic te nis ad unt voluptatem. Itas dus, quas eserrovitius dolut quid qui autem que maionsedi nimus, susae preium as et quianduciis mos volorumetum as vollest, ut volenim atur? Es doluptae eniminctor
The quick brown fox jumps over the lazy dog Odipiet explis mo te ium, exerfer umquas ut aut que cum reiciam voluptatur ra volorporpos aut et eic te nis ad unt voluptatem. Itas dus, quas eserrovitius dolut quid qui autem que maionsedi nimus, susae preium as et quianduciis mos volorumetum as vollest, ut volenim atur? Es doluptae eniminctor
17pt 10pt
The quick brown fox jumps over the lazy dog Odipiet explis mo te ium, exerfer umquas ut aut que cum reiciam voluptatur ra volorporpos aut et eic te nis ad unt voluptatem. Itas dus, quas eserrovitius dolut quid qui autem que maionsedi nimus, susae preium as et quianduciis mos volorumetum as vollest, ut volenim atur? Es doluptae eniminctor
18pt 11pt
The quick brown fox jumps over the lazy dog Odipiet explis mo te ium, exerfer umquas ut aut que cum reiciam voluptatur ra volorporpos aut et eic te nis ad unt voluptatem. Itas dus, quas eserrovitius dolut quid qui autem que maionsedi nimus, susae preium as et quianduciis mos volorumetum as vollest, ut volenim atur? Es doluptae eniminctor
21pt 14pt
The quick brown fox jumps over the lazy dog Odipiet explis mo te ium, exerfer umquas ut aut que cum reiciam voluptatur ra volorporpos aut et eic te nis ad unt voluptatem. Itas dus, quas eserrovitius dolut quid qui autem que maionsedi nimus, susae preium as et quianduciis mos volorumetum as vollest, ut volenim atur? Es doluptae eniminctor
Typographic Recommendations 1. Sans Serif Typefaces 2. Large Text Size 3. Large Letter Width
Using sans serif fonts, having appropriately sized text with enough letter spacing are key characteristics of neurodiverse design (Tyrkiel, 2021). 61
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Neurodiverse Design page title
Here is a paragraph containing some text and a list: 1. list item one 2. list item two 3. list item three for more information this is press ‘click here’ relevant Click here Inaccessibly Designed
This is Here is relevant a paragraph containing some text and a list: 1. List item one 2. List item two 3. List item three View More Accessibly Designed
Use of Intentional & Descriptive Language Accessible language is simple, clear, non-metaphorical, and with an active voice. Any buttons that appear need to be descriptive for their function (Tyrkiel, 2021).
Pass
Suitability
11.53 : 1 9.39 : 1
2.27 : 1
4.12 : 1
2.79 : 1
2.27 : 1
4.73 : 1
2.43: 1
1.98 : 1
Normal Text: Pass Large Text: Pass Graphical Objects: Pass User Interface: Pass 4.12 : 1
Colour Contrast Ratios & Suitablity for Use
Colour Palette & Use of Contrast Soft & Mild Colours are recommended and abundance of too many colours can also be a distraction. Furthermore, too much black & white contrast can be more distracting than focusing. It is better to use sparingly for key objects and reducing the starkness of contrast elsewhere (Tyrkiel, 2021). 63
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UX & UI: B3
B3 - Design your marketplace was analysed by prominent games scholar Poplin to determine limitations of usability and scope.
image: billstedt-center.de
B3 - Design your Marketplace Conducting a review of B3, the challenge lay in designing the design of an entertaining game that could be used for real-life application. There was positive feedback in regards to the useability and likeability of the tool from the majority of test subjects from a range of age demographics. (Poplin, 2013).
User Experience 1. Register a Profile Players begin by registering as a user of the game, where they are prompted to enter personal details to create their profile. This enables them to safely interact with other registered users.
2. Introduction to the Game Users are then shown an introduction screen, with additional information about the real-world site and project they will be engaging with and the objectives for the game.
3. Login After logging in, users can see the leaderboard for the top-ranked designs and the most recently completed designs. they can view, vote for and comment on these designs.
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UX & UI: B3 4. Selection of Game Guide Users are then prompted to select a ‘little helper’ to assist them in their in-game design. They can also select the level of help they need, ranging from ‘basic’ to ‘substantial’.
5. Main Game Screen Users design their proposal market. The buildings in the game represent the real marketsquare. users then use a drag-and-drop tool to place street furniture, vegetation and lights, which can then be rotated. Once done, users click submit to post their idea.
5. Submitted Idea The players can also chat with available experts, planners, or municipality employees, or other registered users. The top three designs and the most recent three designs are available for viewing by the general public.
Game Flow
Introduction
Registration
Login
Game Guide
Game Screen
Submissions
Key Design Elements
#1 #2 #3 Ranked Designs
User Generated Proposal Gallery
Public Forum
This example of real world application reveals benefits of interaction within participatory planning between those that will use the space. It also suggests a way in which the process can be playful and fun whilst achieving the objectives of engaging the public in civic design. 67
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page title
Interactive Interface for Generated Designs Delve compounds experience from designers, architects, tech backgrounds, real estate and city users, amongst many more, into a digital tool that generates multiple options for a site that can be chosen from based on a projects requirements.
Image: Sidewalk Labs, 692021
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UX & UI: Delve
Summative Viewing of all Design Iterations The multiple alternative design solutions can then be ranked based on their performance in these metrics. The subject of the hierarchy can be selected based on the client’s design objectives.
Generated Design Analytics Data is generated from the design and juxtaposed with the same metrics for the original design to highlight improvements.
Images: Sidewalk Labs, 2021
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UX & UI: Delve
Stakeholder Discussion Others stakeholders in the project may be granted access to the designs in order for discussions surrounding each one’s merits to take place.
Application of Delve Delve was used to design residential units at a development in London’s Wembley park. Key performance metrics: • • • •
Sustainability (energy use) Cost Insolation & Daylighting Accessibility
(Delve, 2020)
Key Design Elements
Statistical Readouts
Stakeholder Discussion
Comparable Design Options
The examination of an existing interactive user interface exemplifies how designs may be ranked, presented and discussed in order to be selected base on individual merit. This is something that we would like to include within our approach for testing generated games . Images: Sidewalk Labs, 2021 73
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UX & UI Design
Using the fundamentals of user experience & user interface design, we have found the principles of practice that we can utilise for our game (Cityzen) & our online platform (Cityzen Hub). Furthermore, reviewing existing games & web applications has highlighted several key features for implementation.
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Our Approach, Cityzen
Cityzen is the name of the serious digital game that we are creating. The following sections give a detailed explanation of the technical construction process.
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Aims for Our Game
Addressing key issues outlined in the brief and addressing them in our game
Using doughnut economics for equitable zero-carbon future cities
Translation of real-world mechanics into gamespace for balancing education & entertainment
Key Aims for Our Participatory Planning Game The most important element is the creation of a online & collaborative platfom for the general public to be able to conduct urban design using Doughnut Economics
Communicating to the user what type of considerations go into desinging cities
Creating discussions between users that influences masterplanning of the site
Generate library of varies neighbourhood profiles for designers to analyse and use.
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Core Game Loop Player shown doughnut for neighbourhood
Player 2 joins Player 1
Log into game
Randomly assigned a role
Player 3 joins
key Start/End Process Decision Input/Output Information
Player given toolset for role
Hover over toolset
+/- impact of tool revealed
Player shown map of neighbourhood
Role objective explained
Role objectives same in each neighbourhood Map shows existing, immovable amenities
Skip turn
Player takes turn
Place asset
Overwrite
Not possible on first turn
Other players take turns
Role objective changes in response to move Doughnut changes in response to move
After twenty turns
Game concludes
Final doughnut score calculated 81
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Systems Architecture Component
Entity
System
Entity Component System (ECS) ECS is a modular architecture which seperates logic from data and ensures that the data is only stored on the entity and logic on the component. The system then manages both of these. This approach is used as it reduced duplicate code.
Game Controller
Facility UI
Entity
Road Network
Block
Point
Game Architecture
Doughnut UI
Path
UI state machine
Facility placement state
Default state
State machine is seperate from the ECS approach and relies on states to hold data as well as logic. This is due ease of state switching on input.
Now that we understand what ECS is here we have a structure of all of the components, entities and system. Game controller is the overarching system that manages the loop of the game. with UI and data connected to it.
Doughnut UI
Road network Block
Entity
Facility UI
Prototype Game UI The sections that have been highlighted in the game architecture are also visible here. this is the visual part that the players would be able to interact with and see.
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Game Creation
Here we explain the process of creating the gameboard within the game itself. We are implementing this feature as it enables Cityzen to be redeployed without expert knowledge of game development.
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Game Creation Design gameboard
Generate gameboard
Define game pieces
Farrell’s masterplan to be used as basemap
Play the game
Setting the Game Board Due to our game being also a tool for the developers and designers which can be used to design create variations of games based on their specification, we are using unity’s editor module to create custom tools that will help user to create a gameboard and game pieces.
Point: Stores position & is a connection between paths. These are stored in network class and modified by custom editor class Path: Stores two points, to & from. The network is non-directional and paths also store what type they are (e.g. dual lane road, river, pedestrian path etc). This enables detailed paths. Block: Areas players see & interact with once game commences. Blocks have several variables to define densities (e.g. residential). Importantly it can store entity which defines the amenities that will be stored on street block.
Defining the Game Board The gameboard is stored in network class, it is defined by a network of nodes and paths. These can then be used to generate board for the game, however before that, user must define roads and blocks that player can play on
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Editor Tools
Waiting for user input
no Did user click left mouse no button and held shift
Did user click left mouse yes button and held control
yes Was it on the point
no
Was it on the path
yes
yes
Reference clicked point and wait for the next input
Grab nodes connected to clicked path
If clicked on another point create path connecting the two
Delete clicked path add new point
no
If clicked on point, delete it. If clicked on path, delete it
Add new point at mouse position
Add new path between last created point and new one Connect three points in succession
Designing the Gameboard this part showcases the logic flow of the editor tools. user would be able to place points, connect existing ones, add points on paths, as well as delete all of the above.
Defining Paths This is how we will translate the site into digital format, and into a playable gameboard. Path defined as river: Due to our site having a body of water, we are having it as an option. this would affect adjacent blocks and paths that are connected over it would be converted to bridges. Path defined as single lane: Secondary road type that splits neighbourhoods into smaller blocks that players can then use to place their facilities. Path defined as dual carriage way: Primary road type that would split up the cite into neighbourhoods. these could potentially affect blocks in terms of noise and polution.
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Editor Tools
Generating polygons from network
Triangulate polygons into meshes
Assign block class to new meshes
Generate roads based on defined path types
Polygon generation pseudocode: //this code is converts network into polygons var polygons[] //list containing all found polygons var sp = network_paths[] //copy all paths from network into new list while(sp.count > 0) //once list is empty the generation is complete var polygon[] //one single found polygon, populated by points var cur_pa = s // do(cur_pa != s) var next_pa[] = get_neighours(s) var s_angl var l_pa foreach path in next_pa var angle = angle(cur_pa, path) if (angle < s_angle) s_angl = angle l_pa = path polygon.add(l_pa) cur_pa = l_pa sp.remove(cur_pa) polygons.add(polygon);
Gameboard Generation Once the gameboard has been defined we must convert all of the data into visual and physical form, this would allow us to do collisions and visual highlighting.
To keep system flexible we are defining the pieces that players can place as entities. These only store data and zero logic, it is up to other parts of the code to manipulate game board.
Defining Pieces Just as with designing of the gameboard, creation of entities is in built in the unity as a custom option. this would allow for fast creation, prototyping and changes. Currently the entities support definition of their name, colour of the marker, as well as minimun and maximum residential density of the block. it also contains array of the doughnut segments that the entity modifies once it is placed on the game board.
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Game Creation
The creation of the game board is a process that only has to occur once for a given site. By including the capability of game creation within our game we have constructed a tool which enables the game to be redeployed for different sites without any pre-requisite game development or coding knowledge.
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Core Gameloop Construction
In this section we presente an annotated step by step explanation of the core gameloop.
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An Online Game
Logging into an Online Game Users would be able to play the game through the website using internet enabled devices One of the important aspects is the online element of the game. due to several design decisions that we will be discussing in the next few pages, we decided to implement a turn based multiplayer game. The reason being we wanted to implement cooperative/competitive gameplay to adequate reflect real-world zero-carbon mediations.
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Multiplayer / Singleplayer
Positives
Multiplayer: Postives & Negatives
Requires communication & formulation of inter-user actions
Gives greater context into the players’ decisions and easier pattern analysis.
Harder to implement & relies on internet connection
Requires multiple people to start the games.
Vulnerable to griefing.
Negatives
Improves player engagement, (co-operatively or competitively)
The very important aspect of the multiplayer games is the social aspect. if you take a look at any strategy or social deduction games, players usually make alliances and group decisions after game long discussions. This allows for more narrative driven gameplay and in our case it is very beneficial as it is much easier to document. however it relies on everyone to participate in the good faith of the game. It also heavily relies on other people and games cannot be played by a single user.
Positives
Singleplayer: Positives & Negatives
Simpler to implement and balance the game around
Doesn’t rely on multiple people to start the game, is self contained
Harder to document reasons for the player’s actions in their design.
Higher chance to stop playing in the beginning of the game.
Negatives
Allows for player to take their time in making their deicisions
Engagement relies on the game’s artificial intelligence/gameplay.
Main draw of the single player is its independence from any other aspects. Whilst this works for tools and single player games, in our case we still need to collect data from the client in order to analyse the play of the game. However, its benefits also include being able to take time in learning the game and replaying it to improve the score, which also eliminates negative players from the equation. Negative being the fact it eliminates all players from the 99 equation and is self reliant.
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Multiplayer Game Choice
Linking Positives to Our Aims
Aims
The positives link back to the aims we have established in the beginning.
Improves engagement for the players, be it cooperation or competition.
Requires communication and formulation of thought for every action that affects other players
Gives greater context into the players’ decisions and easier pattern analysis.
Gamifying aspects of urban planning in order to make it easier for the players to participate.
Creating discussions between users that influences masterplanning of the site.
Generate library of varies neighbourhood profiles for designers to analyse and use.
The main reason for picking the multiplayer is because of the real engagement that comes from interactions between the players and does rely on the game’s mechanics as much as single player. Another important aspect is our requirement to document actions and reasons for said actions. By having players explain their decisions to the group in the chat makes it much easier to document it. We hope to address the issues with the multiplayer by having local design parties that will have more weight in decision making.
Addressing Negatives Main issues stem from other players, however we believe we can outweigh these issues.
Harder to implement and relies on internet connection
Requires a pool of people to start the games
Vulnerable to griefing
We also planned to introduce physical forums and provide computers to some who might not have access to them
By focusing on strong local communities we can increase user count through word of mouth and council
By having users have an ability to overwrite and win by majority can address this issue
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Implementation
Server Approach to Multiplayer Focusing on the client-server implementation due to its security and potential future expansion
Secure connection
Decreased bandwidth
Easier infrastructure
As part of the implementation we need to decide as to which type of multiplayer we need to implement. there are two main ones: peer-to-peer and client-server. We need to decide which one of these is the most important to our game and fits what we need to achieve.
Key Client - a desktop computer or workstation that is capable of obtaining information and applications from a server. Server - a computer or computer program which manages access to a centralized resource or service in a network. Data packet - data sent across the network between two locations.
Client
Client
Client
Client
Client
Client
Server
Peer-to-Peer
Client-Server
Peer-to-peer is a network where there are only clients which send data packets to each other, making them a client and server at the same time. once a player performs an action, the client sends data to all the other players and then waits for them to compute the outcome.
Client-server on the hand, relies on the server to process the actions and then send results to all the clients. This effectively makes it easier to verify the sent data as we only need to know what action the user wants to perform, and then perform it on the server.
Whilst it performs relatively well in slow/turn-based games, in our case we don’t want to send information across the network without checking it.
Another great thing is we can connect servers to other parts of our workflow, such as databases, websites and more. This is why we are choosing this approach for our game.
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Role Assignment
Random Assignment of Roles By having different roles we can create dynamic situtations between players which improves participatory design. As part of our aims we need to create a dynamic environment for the players. One of the ways we’re trying to achieve this is by looking at how different roles interact with each other based on their own backgrounds. This way the users would be able to put themselves in stakeholders shoes and tackle the issues presented to them.
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Defining Roles Linking back to our aims Creating discussions between users that influences masterplanning of the site. By having multiple roles with various goals we can create situations where discussions are neccassary to continue the game.
Using doughnut economics to design thriving cities. By defining the metrics that the player’s must manage based on the doughnut we can drive design towards more sustainable result.
Addressing key issues outlined in the brief and addressing them in our game. By using brief as a starting point as to which roles and goals are required, we can address the issues defined within the original brief.
Communicating to the user what type of considerations go into designing cities. By having the dynamic between players, conversations are inevitable in order to determine the best outcome for the city.
Brief
Improving city growth
Zero carbon cities
New residential units
Entrepreneur
Environmentalist
Developer
Calculating revenue of commercial
Promoting green energy and space
Increasing newly built homes
Defining Roles In order to define which roles we need to represent, we took a look at the brief. We needed to make sure that we have answered the challenge presented to us; due to roles defining what is placed on the game board and which metrics roles need to check, the brief is feeding directly towards rule and mechanics creation. Our main focus are the entrepreneur, environmentalist and developer. they all answer to the challenges that were presented by the brief and client. Such as a requirement for the 16,000 new homes for the population, which developers can monitor and manage.
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Doughnut Values 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 o e i on let oz ep d
pe ju ac st e ic & e
er y nd lit ge ua eq
ity
l con and ver sion
ni ph trog os en ph or & us
inco m & wo e rk
n air pollutio
ation
ing
hous ers
div
bio
City Doughnut
al chemic n pollutio
educ
netw orks
Design Brief
ter hwa l fres drawa h wit
Data Research
Using research documents we’re calculating values and targets that players must balance. By highlighting and focusing several categories of the doughnut we can narrow down several aspects of the game in order to help us in designing Cityzen. these categories are also based on st1 snapshot of the city that we have researched and designed.
Target value
CO2 Climate change
50% percent decrease in emissions
Calculating value
= carbon footprint per capita * population
10% increase in net
= biodiversity units per hectare
Maintaining existing ratio
= total area / green space area
Biodiversity
Land conversion
0% full decrease
= unemployment rate (%)
0% full decrease
= premature deaths + benefit claims + emergency admissions + mood and anxiety disorders
Income & work
Health
Housing
20% of houses must be affordable
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Roles’ Profile
Explanation of Each Role The most important part that drives the players to interact and come up with strategies together is their different unique goals and variety in toolsets. For example, when the developer is focusing on the development of the residential sector, the environmentalist is busy with making sure the climate score is maintained in a well balanced area.
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)
In Studio One we established that if players embody top-down actors, it provides a more fair test in citizen participatory planning. 111
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Player Roles Key
Role Description
A brief description explaining what is the strategy for the role is.
Key Doughnut Categories
What categories of the doughnut the role is affecting the most
Unique Goal
Revenue is calculated based on how many blocks are commercialised minus the infrastructure cost such solar panels and etc.
Role Profile Breakdown Roles have different goals and ways to achieve them, reason being to drive discussion and keep game dynamic. Each role has its own set of unique goals, which are based on the client’s requirements and brief. They also have a specific set of categories of the doughnut that their tools are going to affect the most. in addition each role has its own toolset of topologies that they can utilise in designing the city. All of these combined are used as a driver in making users interested in how they would design their city, using these tools.
Tool Profile
Doughnut Effects Key Doughnut category Doughnut category
This means that the tool has a positive impact on the said doughnut category, as well as how great of an impact it is.
Doughnut category
This can only be placed on the other type of the block.
This means that the tool has a negative impact on the said doughnut category, as well as how great of an impact it is.
Based on the area this has more value for the players
Block Effects Key Modifying - this means that the tool is reliant on a already populated block and is used to mod/upgrade the block. Scaling values - this means that the tool’s influence of the doughnut and other metrics changes based on other parameters, such as area. Proximity based - this means that when placed it has an effect on adjacent blocks and can modify their values Negative impact - this means that the tool has some kind of negative impact on other blocks. be it neighbours or itself. 113
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Entrepreneur Role Description Entrepreneur’s main purpose is revenue and profit, they can place new builds as well as rent out spaces in the prebuilt. Their main purpose is driving the economy and providing work for the population, however it is a delicate balance between two other people, developers might not be happy with you cutting into their housing numbers and environmentalist’s green energy initiatives can cut into your profits.
Key Doughnut Categories Income & work
Land conversion
Health
Unique Goal Revenue
Revenue is calculated based on how many blocks are commercialised minus the infrastructure cost such solar panels and etc.
High Street
Offices Income & work
Income & work
Climate change
Climate change
Housing
Housing
The more area this tool covers the more revenue is generated and more jobs are provided.
The more area this tool covers the more revenue is generated and more jobs are provided.
Can only be placed on top of mid to high residential blocks.
Can only be placed on top of mid to high residential blocks.
Fitness Centre
Shopping Park Health
Income & work
Income & work
Climate change
The more area this tool covers the more revenue is generated and more jobs are provided.
The more area this tool covers the more revenue is generated and more jobs are provided.
The more residential there are near the fitness centre the more efficient it is in improving health and revenue.
The more residential there are near the fitness centre the more efficient it is in improving revenue.
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Environmentalist Role Description Environmentalist’s main focus is sustainable approach to city planning, their main purpose is ensure that city has plenty of green spaces, as well as low carbon footprint. They synergise well with other roles, however in small doses, once density increases, the emissions and non-sustainable practices do as well.
Key Doughnut Categories Climate change
Biodiversity
Health
Unique Goal Green score
Calculated by combining carbon footprint, bio diversity and land conversion into one score which would allow for environmentalist to keep a close eye on sustainability.
Urban Park
Urban Forest Land conversion
Land conversion
Biodiversity
Biodiversity
Climate change
Climate change
The more area this tool covers the more impact it has on the doughnut and unique goal.
The more area this tool covers the more impact it has on the doughnut and unique goal.
The more residential there are near the urban park the more efficient it is in improving doughnut values.
The more residential there are near the urban forest the more efficient it is in improving doughnut values.
Community Park
Green Energy Infrastructure
Land conversion
Climate change
Health Climate change
The more area this tool covers the more impact it has on the doughnut and unique goal.
The more area this tool covers the more impact it has on the doughnut and unique goal.
The more residential there are near the urban forest the more efficient it is in improving doughnut values.
this tool can be placed on any residential and commercial blocks, as well as green spaces.
Community park cannot be next to high density residential, only low to mid.
If this tool is used on green spaces it would decrease their efficiency in biodiversity, climate change and health.
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Developer Role Description Developer’s main goal is providing housing to the population, their main options is steady growth of the residential and its density. However they can get a push back from environmentalists due to lack of green spaces or having residential be converted to mix use by the entrepreneur who wants to capitalise on the high density spaces.
Key Doughnut Categories Income & work
Housing
Land conversion
Unique Goal Homes provided:
This is calculated by residential blocks and their densities. It combines all of them and modifies this score.
Low Density Residential
Mid Density Residential
Housing
Housing
Land conversion Biodiversity
The more area this tool covers the more impact it has on the doughnut and houses provided goal.
The more area this tool covers the more impact it has on the doughnut and houses provided goal.
These cannot be placed next to high density residential blocks.
Can only be placed on low density residential block, allowing that block to level up and increase in density.
High Density Residential
Health Centre
Housing
Health
Land conversion
Housing
Biodiversity
The more area this tool covers the more impact it has on the doughnut and houses provided goal.
This tool can be placed on any block, even the already defined ones.
Can only be placed on mid density residential block, allowing that block to level up and increase in density.
It decreases efficiency of the block it has been placed onto.
If there are any low density adjacent to the block they will be converted to the mid density without wasting a turn.
Based on how many residential and commercial are in the area, it has greater impact on health category.
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Toolset Overview
Low density residential
Shopping park
Mid density residential
Urban park
High density residential
Offices
Green energy infrastructure
Health centre
Urban forest
Fitness centre
High street
Community park
Diagram of Toolset Placement Requirement
Key Simple tool that can be placed on an empty block. Modify tool/topology that cannot be placed on the block by itself, requires an already defined block. Which tool/topology can be placed on top of each other.
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Neighbourhoods
How Players Play On-site By using the proposed masterplan by Farrells, we split site into neighbourhoods, simplifying the gameboard. In order to distribute the amount of blocks that players can play on, we decided to utilise the proposed new neighbourhoods to break the site into more manageable pieces. This way we have three players per neighbourhood and the game would be much faster and exciting, retaining the interest of the involved.
New Cross
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Site & Neighbourhoods
Design Brief
City Doughnut
Data Research
Link to our aims
Gameboard Hierarchy Based on roles we defined we highlighted key categories, using research documents we’re calculating values and targets that players must balance.
One game per neighbourhood
Players are randomly given one of the neighbourhoods per game. Neighbourhoods are broken into blocks
Interconnected scoring
Other neighbourhoods
All neighbourhoods share same doughnut to keep dynamic between themselves.
Other neighbourhoods also have influence over the doughnut in order to spread out planning.
Makes design decisions less centralised and more unique per game
Other neighbourhoods are semi-randomly selected from the database to influence players.
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Block Assignment
Neighbourhoods as well as blocks are determined by the designers, whilst the actual purpose of them is determined by the players.
Neighbourhood gameboard split from the site
Neighbourhood split into blocks
Neighbourhoods Our arrangement of the blocks is based on the existing proposal by farrells, this is due to the fact that we are making a tool/game that is predesigned by the designers and architects. Road design and layout is a complicated topic, especially regarding the traffic. By allowing the professionals to establish a skeleton of the game board, the general public can decide on what actually goes there.
Blocks are several hectares in size and each contains a type of topology, such as residential, commercial, park, etc.
Example Block The block is roughly 1.93 hectares in size which allow for the placement of several buildings in just one block. We use non-uniform blocks compared to tiles, due to the fact there can be oddly shaped blocks which still can be used by the players. Currently on site it contains nine buildings with several secondary roads that allow access to them. The current arrangement gives us an idea as to how the buildings in our game will be laid out on the game board. 127
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Players’ Turn
How do Players Play? A turn based game, allows players to take their time in placing the game objects Game dynamic stems mostly through the placement of the topologies from the toolset on to the gameboard of blocks. they each take turns in placement of the pieces but as the game progresses the topologies start to get replaced as there are no more empty pieces on the gameboard. The game loop is equivalent to a three way chess or any other strategy game, goal of which is to design a thriving city.
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Turn Based Approach
Positives
Why Make a Turn-based Game?
Easier to implement in terms of server programming.
Due to game being online, player has to wait for others to finish their turn
Game design approach usually veers off into puzzle like territory
Gives more time to reflect on the actions made by other players and act on them.
Negatives
Easier for player to manage their actions, making it more accessible
Overall a much slower type of game so players’ retention is lower
Linking back to our aims Creating discussions between users that influences masterplanning of the site. due to it being turn based it allows for players to construct messages in order to communicate with each other without worry. Gamifying aspects of urban planning in order to make it easier for the players to participate. Due to turn based being akin to playing chess, this is the most basic and simple way to design a game. Generate library of varies neighbourhood profiles for designers to analyse and use. By having turns segmented we can have a very simple log of how the game was played. Communicating to the user what type of considerations go into designing cities. By allowing players to take one action per turn they get a chance to slowly learn how the neighbourhood should be designed. Whilst we believe that the positives outweigh the negatives we are looking to address some of the issues that might appear. One being player’s wait for other players which might break the flow of the game. It might be beneficial to either introduce a timer so the player has a limited amount of time to think about their step or have other players plan out their next move in order to create a cascading effect of pre planning actions which can speed up the process. However, that would hinder a player’s reaction to the other player’s actions. 131
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Game Stages
To understand the gameflow we need to look into how long does the game last as well as which stages does the game go through in the long run.
5
Game Start The beginning of the game where the main focus is for the players to learn how to place and use their toolsets. This period can’t be overly complicated and must be streamlined in order to not scare away players from engaging with the game. Duration of this stage is reliant on how many free blocks there are in the neighbourhood.
10
Mid Game The middle of the game is where the most interesting discussion will happen. at this point the game board will run out of the spaces for players to place their pieces, so it is up to them to engage in conversation about which tools should be used to balance the doughnut. This is the longest stage of the game and the most versatile.
5 20 turns
End Game By the end of the game players have already established the general layout of the game board, however it takes several more turns for the game board to settle to its final profile.
Total Playtime Whilst the final turn count might change in the future after some play testing, we believe that 20 turns would be enough of a game time to gain a lot of insight and engage the players.
This stage is possibly the shortest and has the least amounts of changes.
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Placing Topologies
Game UI Example This screenshot showcases start of the game where players have started placing their topologies down.
Step by Step Breakdown On the developer’s turn they select which topology they want to place. in this case let’s say it is the low density residential as it can be placed on the empty block.
Developer then decides where to place the low density residential, due to the fact that the gameboard is still empty player can place it anywhere they like, in this case close to the main road, near city centre.
Once the topology is placed, the unique goal of providing houses increases as well as parts of the doughnut become more lighter. Due to the game only beginning there is little change in doughnut or the score but as the game progresses the values will fluctuate more rapidly.
Since the player has already placed the topology all they can do is to end the turn and let others place the topologies. In this example environmentalist is placing a urban park further back.
During the beginning there is little interaction between players, main focus is to only test tools given to them.
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Upgrading Topologies
Game UI Demo At this stage we are looking at how the tools that upgrade existing blocks work
Step by Step Breakdown After several turns developer can now take a look at other tools that they have, in this case, mid-density residential which can only be placed on top of the existing low-density blocks
By selecting the tool and then hovering over the blocks the user would be able to see that they can’t just place it anywhere and only on already developed blocks. then user clicks on the block the previous low-density block is overwritten and new mid-density one is placed in its stead.
Doughnut would also be affected as more houses are provided so the score would improve for the housing category, however the score for land conversion would drop.
By decreasing parts of the doughnut that environmentalist is focusing on can potentially cause them to place more parks, which would decrease how much land is available for the developer to place their own topologies.
With initial placement out of the way, players would experiment with other topologies.
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Synergising Topologies
Game UI Demo Another part of the game is the bonuses that topologies recieve when they’re next to each other.
Step by Step Breakdown The game has developed much further and there is now a good amount of blocks developed, it would now be a good time to look how can we improve current score by capitalising on existing blocks. In this case its the health centre that can be placed on one of our residential blocks.
Once the hospital is hovered over the blocks it can be placed, the ui would give a brief read out of how good the synergy is based on the the adjacent blocks. With this it will be much easier for user to determine their moves.
The doughnut would also see great improvement due to the fact that the health centre is placed next to a lot of residential blocks, increasing the effect. however if any of those blocks are replaced it would also impact health centre’s effects.
By having health centre next to the residential blocks it gives incentive for other people to not replace the residential blocks, they can still do it however it would affect the neighbourhood’s score in turn.
An important step is to be aware of the best placement for the synergies to be efficient.
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Overwriting Topologies
Game UI Demo The midgame and endgame’s main focus is overwriting and min-maxing the existing blocks.
Step by Step Breakdown with the game board running out of the space, players must now interact and converse in order to min max their neighbourhood. developer, for example, might still lack necessary number of houses. so they can decide to overwrite several parks.
There are two parts to the overwriting the existing block. first is the actual placement, the rule for which are the same as the simple placement on the empty block.
The player must give their reason as to why they want to overwrite the existing block. it is up to other players to decide whether the replacement is justified in the chatroom or when they overwrite the change themselves. they might even agree on overwriting other blocks to even the score,
The doughnut is also affected by the overwriting which would also impact as to how players react to the fact that another player overwritten their block. the game would continue one where changes are made to each block, trying to balance the doughnut.
141
07
Finishing the Game
The Handover As part of our aims, we need to collect the information on how the games were played. The game ends on the 20th turn, by the endgame the game board would be more or less stable in terms of the design, at which point we are collecting the information as to how and why the players have ended up with this masterplan. This would allow for designers to go through the comments made, decisions as well as calculation of the doughnut values. Our hope that this tool will drive the interest in incorporating a more participatory design approach to urban planning.
143
07
Results Submission
Doughnut
Category score (0-100)
The categories scores are scaled in order to make it easier to read the final doughnut score. the break down of each category would also benefit in player’s understanding as to which areas they have lacked.
Which categories were exceeded
This aspect of scoring would help in cataloguing the neighbourhood in the database as well as give an idea to the players what type of neighbourhood they ended up with and who would benefit from it the most.
Combine total score (0-2100) + bonus
Easier readability for the players, giving an incentive to try to improve their scores. Certain bonuses can be awardedbased on any achieved unique goals as well as specialisation of the neighbourhood.
Data Submission Due to the fact we want to process the data in order to help designers understand the thinking behind the public’s choices regarding urban planning. Which is why documenting chat logs and what actions a player has taken from the beginning is just as important as the final proposal. This would allow us to take slices in the timeline, check pivotal changes in the neighbourhood and other data crunching exercises.
Neighbourhood Played Date Played Client
Server
Database
Actions of Players Doughnut Score Neighbourhood Played Blocks Placed Final GameBoard Image Game Data
Participant Consent Because we’re collecting data from the public we must state and confirm that the participants are aware of what data is being collected as well as how it will be used. We are planning to make data anonymous in order to further improve turnout for our game. It will be clear from the start that the user has a choice to participate in these exercises. 145
07
Conclusion
Reviewing our aims for the game Based on what we have discussed, we believe that we were able to address all of the key aims we are trying to achieve.
Addressing key issues outlined in the brief and addressing them in our game
By defining roles with unique goals we were able to address main challanges within the brief and our theories from studio one
Using doughnut economics to design thriving cities
Gamifying aspects of urban planning in order to make it easier for the players to participate
Roles and their toolsets affect the doughnut and giving instant feedback allows for seemless integration
By using elements from the strategy games we were able to gamify and make urban planning simple
Throughout the section we have gone through the entire game loop as well as explained why we made certain decisions. our main goal is creating dynamic between players in order to create an environment where a lot of discussion can take place. we believe we achieve that by designing the game where a lot of altercation can happen between players that will also benefit the designers.
Communicating to the user what type of considerations go into designing cities
Creating discussions between users that influences masterplanning of the site
Generate library of varies neighbourhood profiles for designers to analyse and use
By having turn based game approach players are given a change to experiment with designing the city
Through multiplayer players are given an opportunity to interact and play with other players, driving the conversations.
By creating a more slow paced game we are able to document player moves, neighbourhoods and chat logs
147
07
Core Gameloop Summary
The complexity of the game derives from the interrelationship that we have established between tools/topologies. The players must competitively and collaboratively play towards a shared goal. The collaborative game goal is to achieve the highest Doughnut score whilst the competitive goal are individual targets based upon the player roles.
149
Cityzen Online
Web Development The website is designed to take data from the game and display it in a designed and user friendly format. The website hosts the game itself and acts as the comprehensive portal for participation and inter-personal discussions. Furthermore, the website crucially enables the use of the game as a source of data as it could be used by top-down actors to analyse the community generated masterplans.
08
Data Flow
Neighbourhood Played Date Played Actions of Players
Cityzen Game
Doughnut Score
Game Analytics
Neighbourhood Played Blocks Placed Final GameBoard Image Game Data
Output Data from Cityzen Game Summmative diagram of data flow from game to website This high level overview summarises the process which connects the game to the acquisition of meaningful data which can improve the participatory process of zero-carbon urbanisation.
Back End Processes
Final GameBoard Image
Front End Processes
Neighbourhood Played
Doughnut Score
Date Played
Neighbourhood Played
Actions of Players
Blocks Placed
Community Score
Final Display of Game Data 153
Website titleDevelopment 08 page 154
Game Data
Game Data Output JSON
Basic Display HTML & CSS
Relational Database PostgreSQL
Web Server Connection
Web Server
Advanced Display Javascript (React)
Back End
Front End Full Stack
Summary of Web Development Process Full stack development is the combination of designing front and backend processes. The above is a summary of the web development process for the game. Backend development focuses upon the functionality of the website. In this case extracting game analytics from the game and sending it to a database for storage. This focuses upon the User Interface (UI) and typically uses HTML (Hypertext Markup Language), CSS (Cascading Style Sheets) & Javascript enabling a designed experience for viewing information.
155
Back title End Development 08 page 156 User Experience in Game
Doughnut Score: 00 Action: None
Game Data 1 2021-03-04 null 00 00 00 00:00:30 0
Game Id Date Played Final Score Community Score Social Score Environment Score Game Runtime Number of Messages Sent
Recording Game Data JSON (Java-Script Object Notation) is simply the description of how data is saved (just like a pdf is a certain type of file). The JSON file type makes it easier to access information as the information is stored cleanly and in a human-readable format.
{
},
“gender”: 0, “neighbourhood_id”: “1”, { “housing”: 0, “date”: “2021-01-01”, “id”: “3”, “networks”: 0, “turns”: [ “type”: “mid_res”, “energy”: 0, { “mods”: [] “climate”: 0, “player_role”: “developer”, } “ocean”: 0, “doughnut”: { ], “chemical”: 0, “water”: 0, “block_types”: [ “nitrogen”: 0, “food”: 0, “low_res”, “freshwater”: 0, “education”: 0, “mid_res”, “land”: 0, “income”: 0, “high_res”, “biodiversity”: 0, Game Data (updated) User Experience in Game “peace”: 0, “health”, “polution”: 0, “justice”: 0, “pub_park”, “ozone”: 0 “political”: 0, “urb_forest”, 1 Game Id }, “social”: 0, “com_park”, “blocks”: [ 2021-03-04 Date Played “gender”: 0, “fit_centre”, null Final Score { “housing”: 0, “shop_centre” “id”: “1”, 00 Community Score “networks”: 0, ], 08 Social Score “type”: “high_res”, “energy”: 0, “block_mods”: [ 07 Environment“mods”: Score [ “climate”: 0, “health”, 00:00:40 Game Runtime“high_street”, Doughnut Score: 15 “ocean”: 0, “green_energy”, “offices”Sent 0 Number of Messages Action: Residential Placed “chemical”: 0, “high_street”, ] “nitrogen”: 0, “offices” }, “freshwater”: 0, ], { “land”: 0, “overwritten”: true, “id”: “2”, “biodiversity”: 0, “overwrite_data”: { “type”: “mid_res”, “polution”: 0, “block_id”: “2”, “mods”: [] “ozone”: 0 “reason”: “Lorem ipsum }, Game }, dolor sit amet, consectetur { Data Output JSON “blocks”: [ adipiscing elit, sed do eiusmod “id”: “3”, { tempor incididunt ut labore et “type”: “mid_res”, “id”: “1”, dolore magna aliqua.” “mods”: [] “type”: “high_res”, }, } “mods”: [ “metrics”: { ], “high_street”, “residential”: 0, “block_types”: [ “offices” “green_score”: 0, user interacts “low_res”, Behind the Graphical User Interface that the with, game ] “revenue”: 0 “mid_res”, data is recorded in tables and turns }, } updated as players take their “high_res”, { }, “health”, “id”: “2”, { “pub_park”, “type”: “mid_res”, “player_role”: “developer”, “urb_forest”, 157 “mods”: [] “doughnut”: { “com_park”,
Back title End Development 08 page 158 A relational database is used as information can be kept in seperate tables but can be identified with a common attribute (Game Id in this case).
Game Id
Date Played
Final Score
Community Score
Social Score
Environment Score
1 2 3 4 5
2021-03-04 2021-03-15 2021-03-21 2021-04-07 2021-04-08
56 67 89 34 18
6 12 55 2 0
36 33 45 18 10
20 34 44 16 8
Game No. Messages Runtime Sent 00:34:15 00:42:01 00:22:45 00:40:38 00:15:23
12 7 15 20 0
Table Layout: Basic Game Data
Relational Database Design for Cityzen Information is stored in a table format with rows and columns. Each column is only able to hold one type of data (e.g. number, text) and each field contains the value of the attribute. Rows contain a horizontal slice of the information for that specific game. In the table above game id #1 was played on 2021-03-04, had a final score of 56 etc. Information from each game is accessed through checking that the Game Id is the same through all tables.
Basic Game Data Game Id Date Played Final Score Community Score Social Score Environment Score Game Runtime Number of Messages Sent
Chat Log
Game Id Number of Messages Sent Message 1 Message 2 Message (n-1)
Detailed Doughnut Score Game Id Water Food Education Income Peace Justice Political Social Gender Housing Networks Energy Climate Change Ocean Acidification Chemical Pollution Nitrogen Loading Freshwater Withdrawal Biodiversity Pollution Ozone Layer Depletion
Detailed Turn Data Game Id Turn 1 Action Turn 2 Action (..) Turn 10 Action
Community Feedback Game Id Community Score Total Upvotes Downvotes Comments Database Design for Game Analytics 159
Back title End Development 08 page 160 Server Data Requested on Load
Image
Text
Text
Data Sent To Website For Viewing
The Role of the Server in for Viewing Webpages
Accessing the Database for Game Data The general use of a server in web development is illustrated above, as a user clicks on a link to a website the browser (e.g. Google Chrome) requested the website information from the server and posts it onto the screen. For our website, the website requests the game data from the database via the server. This information is then processed by the front end which designs the user interface.
Database
Server
Requested Game Data Information from Database
Final GameBoard Image
Neighbourhood Played
Doughnut Score
Date Played
Neighbourhood Played
Actions of Players
Community Score
The Role of the Server in Retrieving Game Data from the Database
A server acts a key relay which listens for requests to access data and responds with the requested data.
161
Front title End Development 08 page 162 After receiving information from the back end, the front end development focuses upon the design of the user interface
Game Data
Game Data Output JSON
Basic Display HTML & CSS
Relational Database PostgreSQL
Web Server Connection
Web Server
Advanced Display Javascript (React)
Back End
Front End Full Stack
Purpose of the Front End The front-end has the purpose of displaying the finished game information. This data is presented through a gallery, which details that specific game, and an analysis page - which displays all data from all completed games.
Final GameBoard Image
Neighbourhood Played
Doughnut Score
Date Played
Neighbourhood Played
Actions of Players
Community Score
Key Game Data to be displayed
163
Front title End Development 08 page 164 Home
About
Title Ovid magnihil maio ipsum con nectori te numqui ut ea nem hitectatquos a con eniscit, torit as expernate pel ius aut rerovit quae nus diatio iumquam, sit rernataspis dolupti stionsequunt optatur
React is a Javascript framework developed for responsive web-design by Facebook. (React.org, 2021)
Development Framework for Front End Development React is a javascript (a common programming language for web development) which enables the designer to break down websites into their basic components. In addition to HTML and CSS, using React enables designers to quickly create functional and responsive websites.
Image Component
Title Title Component Ovid magnihil maio ipsum con nectori te numqui ut ea nem hitectatquos a con eniscit, torit as expernate pel ius aut rerovit quae nus diatio iumquam, sit rernataspis dolupti stionsequunt optatur Text Component
Home
About
Navigation Component
React’s strength is in the construction of re-usable components that can be re-used without recreating the component. 165
Website titleWireframe 08 page 166 Home
About
Play
Gallery
Contact
Cover Image
Introduction to the Website Brief description of the website: • • • •
Who is it meant for, Who has created it Why it has been created Brief Description of the Game
How To Use the Website • • • •
Instructions for how to navigate through the website, Where the game is, How the gallery function works Direct to About for more information
#01 Homepage
Home
About
Play
Gallery
Contact
About the Game • • • •
How to Play the Game What Doughnut Economics is How Doughnut Economics is being used for the Northern Gateway Why it is being used for the Northern Gateway Detailed Explanation of Game Data Usage:
• What data is gathered (and what isn’t) • What the data will be used for • How the data will be used (and how it won’t) • Who to contact for any questions
Game Image
#02 About
Game Image
Game Image
167
Website titleWireframe 08 page 168 Home
About
Play
Gallery
Contact
The Game
Game Instructions: • Controls for the game
#03 Play
169
Website titleWireframe 08 page 170 Home
About
Play
Gallery
Contact
Detailed Breakdown of All Game Sessions: • • • • • •
Number of Masterplans generated Highest Total Score Lowest Total Score Total Number of Messages sent Longest Game Time Shortest Game Time
Game Image
Game Id: Date Played: Final Score: Community Score: View Masterplan
Game Image
#04 Gallery
Home
About
Play
Gallery
Contact
Game Image
-
Community Score
+
Game Id Detailed Breakdown of Game Session: • • • • • •
Final Doughnut Score Community Score (Voted on by website users) Social Foundation Score Environmental Boundary Score Game Runtime Total Number of Messages Sent
#05 View Masterplan
Chat Log: Shows the messages sent in-game
171
Website titleWireframe 08 page 172 Home
About
Play
Gallery
Contact
Game Image
Contact Contact Information for Developers, MCC: • Email, • Phone • Other
#06 Contact
Home
About
Play
Gallery
type here...
Contact
Query Box • Unscripted text box for shorter questions
Feedback Form Question #1
• Qualitive feedback form, semi-structured questions.
Question #2
#07 Contact - Feedback
173
Website titleDeployment 08 page 174 Hosting each process is akin to saving files in an online location (e.g. Google Drive) which enables users to access the website
Online Database, Heroku
Online Server, Heroku
Website, Heroku
Each process is hosted online so they can be accessed from the internet
Game Analytics Database
Back End Server
Front End Website
Hosting the Website Online for Access The website is hosted using Heroku, which is a limited plan free cloud storage solution, this enables us to store the entire game & website pipeline online for continous access. The limitations of the Cityzen hub is the requirement for it to be hosted using a server capable of handling the server loads. This is affected by the content of the website, the number of users, and complexity of the back end processses.
Server capacity
Secure information storage
Constant monitoring
Further considerations for full deployment
Further considerations for full deployment centralise around the establishment of creating a secure web development process which has adequate server capacity, is a secure server (as we are storing some user information),
175
08
Cityzen Website Summary
The website is the hub for our project, it enables participants to view all relevant information, play the game, view other games & compare data across all games.
177
From Buildings to Game Pieces
This section contains the process of translation that has occured to develop the game pieces from real-worl typologies.
09
Game Tile Creation
Blank Game Tile
20m
20m
Conversion Process.
Parameter (units) x
1. Use typology data from atelier typology booklet
z
2. Appropriate form parameters chosen
y
3. Game piece created through translation
(with some artistic liberties)
181
09
Typology to Game Piece Private garden to rear Attached garage Street offset Red brick
Detached Housing A detached house is a stand-alone residential structure that does not share outside walls with another house or building. Detached houses give you the advantage of not sharing party walls with neighbours, which means you should be able to make more noise in your property without attracting complaints, an important advantage if you like to sing or play music at high volumes. At the same time, if you prefer peace and quiet, you should hear considerably less indoor noise from your neighbours, though you may still hear plenty of lawnmowers and hedge trimmers.
Unrendered real-world typology
Overall width (m) 4.25
8
5.9
4.3
1.4
Window coverage (%) 15
35
Overall depth (m)
Overall height (m) 7
Floor plate ratio (d/w) 0.4
Resultant game piece
50
13
8 Number of stories
1
2
5.25
8
11.5
Floor to floor height (m) 4
2.3
2.35
3
Form Parameters 183
09
Typology to Game Piece Private garden to rear Half plot width Street offset Red brick
Semi-Detached Housing A semi-detached house is a single family duplex, divided by one shared wall. the semidetached typology came about in the mid 18th century, when economic pressure in the construction sector made this the most cost-effective way of building. It became a symbol of middle-class aspiration. As of 2008, 7 million dwellings in the uk are classified as semi-detached, representing one of the most common dwelling type in the suburban region.
Unrendered real-world typology
Overall width (m) 5.25
8
6.5
7
Window coverage (%) 15
35
13
8 Number of stories
4.3
1.4
Overall depth (m)
Overall height (m)
Floor plate ratio (d/w) 0.4
Resultant game piece
50
1
2
9.5 11.5
5.25
Floor to floor height (m) 4
2.3
2.5
3
Form Parameters 185
09
Typology to Game Piece
Small patio to rear
Three per plot Red brick
Terraced Housing Terraced housing is a row of attached dwellings which share side walls with one another. they are a medium-density form of housing originating in the early 17th century. They are favoured due to their efficient use of space, especially in cities and high density urban areas where land is more expensive. The design became a popular way to provide a high quantity of accommodation for the working class in the 19th century.
Unrendered real-world typology
Overall width (m) 4
Overall height (m) 8
6
4.5
Floor plate ratio (d/w) 0.4
Window coverage (%) 15
20
Overall depth (m) 15
10 Number of stories
4.3
1.2
Resultant game piece
1
3
8
15
9
Floor to floor height (m) 4
2.6
3
4.5
Form Parameters 25
187
09
Typology to Game Piece
Limited material palette Direct street access
Mid-Rise Apartments Mid rise residential are scaled up low-rise, usually utilising the same material palette and form. These are more common near urban centres and tend to offer in-house amenities.
Unrendered real-world typology
Overall width (m) 15
Overall height (m) 80
17
25
Floor plate ratio (d/w) 1
Resultant game piece
48
30 Number of stories
10
8
Overall depth (m)
5
10
7
20
23
Floor to floor height (m) 12
3
4
5
Window coverage (%) 1
50
100
Form Parameters 189
09
Typology to Game Piece
Multiple circulation cores Limited material palette Direct street access
High Rise Apartments Tower blocks were first built in the uk after the second world war, in many cases as a “quick-fix” to cure problems caused by crumbling and unsanitary 19th century dwellings or to replace buildings destroyed by German aerial bombing. initially, they were welcomed, and their views made them popular living places. Later tower blocks particularly lost popularity after the explosion and partial collapse of Ronan Point in 1968. After a gap of around 30 years, new high-rise flats are once again being built in cities.
Unrendered real-world typology
Overall width (m) 15
Overall height (m) 80
17
25
Floor to floor height (m) 3
Resultant game piece
5
4
30
Floor plate ratio (d/w) 48
1
Overall depth (m) 7
23
8
10
Number of stories 20
5
10
12
Window coverage (%) 1
50
100
Form Parameters 191
09
Typology to Game Piece
Utility & storage to rear Glazed frontage
Low Density Retail The most common retail and commercial format. It is flexible to accommodate different types of commercial activities such as retails, offices and hotels. Low rise retail can fall into two categories, existing buildings converted for retail or new construction. The former is typically similar to terraced housing while the latter tends to incorporate higher floor to floor heights and use of transparent materials.
Unrendered real-world typology
Overall width (m) 4
Overall height (m) 20
6
4.5
8
10
Overall depth (m) 15
Number of stories
Floor plate ratio (d/w) 1
Resultant game piece
10
1
3
8
20
14
Floor to floor height (m) 5
3.5
4
5
Window coverage (%) 15
25
50
Form Parameters 193
09
Typology to Game Piece
Glazed perimeter Varied ground floor
Mid-Rise Offices and Retail. A low-rise office building is a building that is only a few stories tall or any building that is shorter than a high-rise one. Low rise offices offer more privacy and negotiability of rent and utilities than high-rise offices. Typical for the northern quarter, low rise offices are easier to maintain and easier to put out fires.
Unrendered real-world typology
Overall width (m) 12
18
Overall height (m) 20
8
30
12
Floor plate ratio (d/w) 1
Resultant game piece
Overall depth (m) 40
Number of stories 10
3
5
13
16
20
Floor to floor height (m) 6
3.5
4.5
5
Window coverage (%) 15
25
50
Form Parameters 195
09
Typology to Game Piece Visible core & service Repeated facade
High-rise Offices Modern skyscrapers are built with steel or reinforced concrete frameworks around cores, and curtain walls of glass or polished stone. They use mechanical equipment such as water pumps and elevators. One common feature of skyscrapers is having a steel framework that supports curtain walls. Some early skyscrapers have a steel frame that enables the construction of load-bearing walls taller than of those made of reinforced concrete.
Resultant game piece
Unrendered real-world typology Overall height (m)
Overall width (m) 9
20
17
15
35
24 Number of stories
Number of cores 1
Overall depth (m)
2
4
10
18
20
50
23
Floor to floor height (m) 20
3
4.5
5
Window coverage (%) 0
75
100
Form Parameters 197
09
Greenspaces
Community
Urban Park
Low-D Urban
The green spaces tiles represent the different types of park one might find in an urban setting. they enhance biodiversity in an area as well as the attractiveness, but take space away from other building typologies that may provide other merits such as residential density. The density of greenery within the tile reflects the impact the tile will have, with the dense urban forest providing the highest biodiversity values whereas the community park contributes more to the social credentials of an area.
Density Forest
Mid-Density Urban Forest
High-Density Urban Forest Density of Greenspace
199
09
Amenities
Existing Amenities
Fitness Centre
Green Infra
These tiles reflect the amenities that might be found in an urban masterplan, which users will be able to place within their masterplan to alter the distribution of their doughnut score, with the exception of the 'existing amenities'. These represent the landmarks and buildings that are to be retained within the masterplan, around which the users must place their tiles. The depicted retained amenity shows wing yip, the chinese supermarket located on oldham road at the edge of the southern site boundary.
astructure.
Health Centre
Shopping Centre
201
09
Typology Library
The process of turning buildings to game pieces has been conducted through the construction of detailed architectural models, which have been analysed and characteristics identified. The process of conversion from typlogy to game piece is conducted through identification of the significantly identifiable characteristics of each typology. The resultant game pieces are simplified versions of real-world typologies.
203
Cityzen Demo A full walkthrough of the current game & website.
This section is a guided tour of the current game build. In addition to the game itself, it shows the data submission viewable on the website.
206 page title
Zero Carbon
Welcome to You’ll be playing in the No other players to develop yo
Pla
Future Cities
o the game. orthern Gateway with two our zero-carbon future city.
ay
207
208 page title
Entrepreneur The main motive of the entrepreneur is to maximise the amount of land dedicated to commerce.
Devel
Housing the city is objective, make su equitably for makin
Waiting for other players to join the lobby...
loper
the primary ure to zone land ng a walkable city.
Environmentalist Make sure to keep the city green through building green spaces and greenify-ing existing buildings.
209
210 page title
The aim of
The aim of the game is to attempt to balance the doug they affect the doughnut. Each player a Balance is indica
A balanced doughnut lo
f the game
ghnut before the end of play. When players place tiles action affects the doughnut differently. ated graphically.
ooks like the one above. 211
212 page title Chat window This is the starting game board.
type here.
Toolset:
Low Density
Med Density
High Den
nsity
Some existing buildings are already on the game board and are immutable.
Healthcare
213 End Turn
214 page title Chat window Game: “Welcome to the game! Please use this chat window to confer with the other players. Before you start play, please take a moment to read the brief explanations of the game User Interface (UI).”
type here.
This is your toolkit. Click to open then on your turn drag and drop a zone upon the gameboard to place it.
Toolset:
Low Density
Med Density
High Den
nsity
Here is the doughnut, click on it to show a detailed breakdown.
These icons on the right show you whose turn it is.
The circles show the number of remaining tools (20 in total). When you are done with your turn click ‘end turn’ to allow the next player to take their turn.
Healthcare
215 End Turn
Social Foundation
Game Menu Detailed Doughnut Roles & Toolsets Game Rules
Environmental Boundary
Current Score
00 To increase your score try to use your turns to bring the black rings within the peach coloured central ring. 217
Developer
Developer
Developer
Developer Too
Housing the city is the primary objective, make sure to zone land equitably for making a walkable city. Developer Entrepreneur The main motive of the entrepreneur is to maximise the amount of land dedicated to commerce. Developer Environmentalist
Game Menu Detailed Doughnut Roles & Toolsets Game Rules
Make sure to keep the city green through building green spaces and greenify-ing existing buildings.
Low Density
Typically 2-3 storeys, this zoni includes detached, semi-detac and terraced houses. Doughnut Effect:
+ Housing + Land Conver + Bio-Diversity
olset
y
ing ched,
rsion y
Med Density Typically 3-8 storeys, these apartments and flats often found at city peripheries Doughnut Effect:
+ Housing + Land Conversion + Bio-Diversity
High Density Large apartment buildings common in the city centre and its peripheries. Doughnut Effect:
++ Housing - Land Conversion - Bio-Diversity
Healthcare Small healthcare centre, found throughout the city centre and its peripheries. Doughnut Effect:
+++ Health - Housing
219
Developer
Developer
Developer
Entrepreneur T
Housing the city is the primary objective, make sure to zone land equitably for making a walkable city. Developer Entrepreneur The main motive of the entrepreneur is to maximise the amount of land dedicated to commerce. Developer Environmentalist
Game Menu Detailed Doughnut Roles & Toolsets Game Rules
Make sure to keep the city green through building green spaces and greenify-ing existing buildings.
High Street
Typically 3-4 storeys and boas shops with some offices. Doughnut Effect:
++ Income & W - Climate Cha - Housing
Toolset
sting
Work ange
Offices Taller buildings, these are often glass and are not very environmentally friendly. Doughnut Effect:
++ Income & Work - Climate Change - Housing
Fitness Centre Large centre boasting a range of health facilities. Doughnut Effect:
++ Health + Income & Work
Shopping Park Large shopping centre typically found the city centre and its peripheries. Doughnut Effect:
+++ Income & Work -- Climate Change
221
Developer
Developer
Developer
Environmental
Housing the city is the primary objective, make sure to zone land equitably for making a walkable city. Developer Entrepreneur The main motive of the entrepreneur is to maximise the amount of land dedicated to commerce. Developer Environmentalist
Game Menu Detailed Doughnut
Make sure to keep the city green through building green spaces and greenify-ing existing buildings.
Urban Park A semi- planned greenspace.
Roles & Toolsets Game Rules
Doughnut Effect:
++ Land Conver + Bio-Diversity + Climate Chan
list Toolset
k
rsion
nge
Urban Forest
Community Park
An unplanned re-wilding of urban space. Very good for biodiversity and wildlife.
Small parks usually owned and used by the local community.
Doughnut Effect:
++ Land Conversion +++ Bio-Diversity ++ Climate Change
Doughnut Effect:
++ Land Conversion ++ Health + Climate Change
Green Energy Used to add a renewable energy source to existing buildings, these decrease their carbon footprint. Doughnut Effect:
+++ Climate Change
223
20 tu Game Menu
Turn System,
Detailed Doughnut
Each player has 20 turns per game. A turn is taken when
Roles & Toolsets Game Rules
urns left
19 turns left
n a player does an action.
225
226 page title Chat window Game: “Welcome to the game! Please use this chat window to confer with the other players. Before you start play, please take a moment to read the brief explanations of the game User Interface (UI).”
type here. type here.
Typically 2-3 storeys, this zoning includes detached, semi-detached, and terraced houses. + Housing Doughnut + Land Conversion Effect: + Bio-Diversity
Toolset:
Low LowDensity Density
Med Density
High Den
nsity
To zone a block select the block by clicking on it. After selecting the block drag the desired tile to the block.
Healthcare
227 End Turn
228 page title Chat window Game: “Welcome to the game! Please use this chat window to confer with the other players. Before you start play, please take a moment to read the brief explanations of the game User Interface (UI).”
type here.
W co
Toolset:
Low Density
Med Density
High Den
Note how the doughnut is black. This means that it is not balanced. At the start the effects of building are small but higher density means larger effects.
After taking your turn, click ‘End Turn’ to allow the other players to go.
When you end your turn, note the ounter shows how many are left.
nsity
Healthcare
229 End Turn
230 page title Chat window Game: “Welcome to the game! Please use this chat window to confer with the other players. Before you start play, please take a moment to read the brief explanations of the game User Interface (UI).”
type here.
Toolset:
Urban Park
Urban Forest
Commun
nity
Now the next player takes their turn.
Green Energy
231 End Turn
232 page title Chat window Game: “Welcome to the game! Please use this chat window to confer with the other players. Before you start play, please take a moment to read the brief explanations of the game User Interface (UI).”
type here.
Toolset:
Urban Park
Urban Forest
Commun
nity
Then the other player has taken their turn.
Green Energy
233 End Turn
234 page title Chat window Entrepreneur: “I’m going to take the big square so we can max out income & work”
type here.
Toolset:
High Street
Offices
Leisur
re
Note that the doughnut is now being perceivably influenced. Keep in contact with each other to ensure the doughnut is balanced.
Retail
235 End Turn
236 page title Chat window Entrepreneur: “I’m going to take the big square so we can max out income & work”
type here.
Taller buildings, these are often glass and are not very environmentally friendly. Doughnut Effect:
Toolset:
High Street
++ Income & Work - Climate Change - Housing
Offices
Leisur
re
Retail
237 End Turn
238 page title Chat window Developer: “I am going to overwrite bottom row of houses” Environmentalist: “upgrading our own is good idea. biodiversity is not looking good atm” Environmentalist: “whatu gonna do dev?”
type here.
Taller buildings, these are often glass and are not very environmentally friendly. Doughnut Effect:
Toolset:
High Street
++ Income & Work - Climate Change - Housing
Offices
Leisur
re
Strategise and negotiate with the other players to balance the doughnut.
Retail
239 End Turn
240 page title Chat window Developer: “I am going to overwrite bottom row of houses” Environmentalist: “upgrading our own is good idea. biodiversity is not looking good atm” Environmentalist: “whatu gonna do dev?” Entrepeneur: “I’ve taken up lots of space with offices, might need the space for parks to balance doughnut”
type here.
Toolset:
Low Density
Med Density
High Dens
sity
Notice that the board is full. Players now must overwrite an existing zone.
Healthcare
Finish241
242 page title
Gam
Yo
You
For more d
s
me Finished!
our Score: 54
The player can click the link ‘studio.air’ to go to the website. In the ‘Game Gallery’, the game’s statistics can be found. Other masterplans can also be viewed.
ur Ranking: #107
detailed game information go to: studio.air/gallery 243
Studio Air
Game
Gallery
About
Graphs
Game Gallery
Use the sidebar to scroll through the masterplans generated so f
They are ranked from #1 which is the highest scoring masterplan (the lowest scoring).
For more detailed information about any masterplan please click or the image. The Game Time is formatted in hours : minutes : seconds. Number of Masterplans Generated
Highest Total Score (Doughnut)
Total Number of Messages Sent
Longest Game Time
213
344
87
1:20:23
Lowest Total (Doughnu
12
Shortes Game Tim
00:15
2020-21 | St
Sort by: Ranking (High-Low) Masterplan #107 Doughnut Score (High-Low) Game time (High-Low) Community Score (High-Low)
far.
n to #213
k the title,
80 Masterplan #108
l Score ut)
st me
5:67
tudio Air
45 Masterplan #109
245
Studio Air
Game
Doughnut Score (Total)
54
Gallery
About
Community Score
80
Graphs
Social Foundation Score
23
2020-21
e
Masterplan #107 The game commenced at 14:04 on 14/02/21. The game finished at 14:32 on 14/02/21. The Developer sent 3 Messages in chat. The Environmentalist sent 6 Messages in chat. The Entrepreneur sent 3 Message in chat. The Masterplan scored 54/100 points on the Doughnut in total. This is calculated by adding the Social Foundation Score to the Environmental Boundary Score. Scored 23/50 for Social Foundation, Scored 21/50 for Environmental Boundary.
8080
Community Score is generated by Visitors scoring a masterplan based upon the aesthetics. The Community has voted this masterplan a score of 80/100. The Game Time shows how long the game was in session.
Environmental Score
1 | Studio Air
21
Game Time (hr/mins/secs)
00:28:23
Total Messages Sent
12
247
Studio Air
Game
Gallery
About
Graphs
Game Graphs
35
30
Pick the data you want to graph.
25
You are able to choose the axis for the data by checking the corresponding x/y box. x
y Doughnut Score (Total) Community Score (Aesthetics)
Number of Messages Sent
This page allows you to compare all currently generated masterplans.
20 15
10
Social Foundation Score Environmental Boundary Score
5
Game Time (hr/mins/secs) Number of Messages Sent
0 0
2020-21
20
40
60
80
100
Doughnut Score (Total) | Studio Air
249
10
Game Demo Summary
This section has shown a guided playthrough, describing the roles, toolsets, pace of play, and how the masterplans are displayed afterwards. Key areas of improvement found from this process have been: (1) The user interface, which needs to be more detailed and intuitive, (2) an increased level of detail for the game pieces and (3) a more comprehensive online hub which is able to analyse all previously completed games.
Version 1.0
Version 2.0
//todo +++ Building level of detail +++ Existing buildings +++ Traced neighbourhood gameboard
//todo + Building level of detail + Existing buildings ++ Other neighbourhoods + Contextual game environment (non interactive)
251
11
Studio Two Conclusion
We can begin to adapt for zero carbon future cities by understanding what it will take to get there. However, as a wicked problem, climate change is unstable, not easily understood, and therefore devising a method to combat it is made more complex.
Doughnut Theory
Gamification Research has shown the impact an individual can make when involved in the efforts towards mitigating climate change therefore the challenge lies in guiding citizens towards understanding climate change and what it will take to achieve a zero-carbon city. The doughnut is a device by which the complexities of a wicked problem maybe be seen to be broken down into component parts which must be balanced. This doughnut can be adapted to represent a wicked problem to make it possible for citizens to contribute their ideas of how it may be tackled. Employing the use of this doughnut within a serious game generates an interactive platform within which citizens may engage in the process...
Game Theory
zero carbon cities
Our Ambition:
To create a serious game, informed and guided by the doughnut theory, as a bottom up participatory planning tool that allows passive stakeholders to become active in the planning of their urban environment. The game will provide a fun and engaging way that educates individuals on the challenges a city faces in becoming zerocarbon. 253
11
Studio Two Conclusion
How the Doughnut Educates Users on Zero-Carbon Future Cities Turn 1
no data
no data
Turn 2
no data
The placement of a game piece to increase this category of the doughnut...
Has the knock on effect of also increasing this category of the doughnut. Climate Change no data
The doughnut is used to highlight to users that it is impossible to develop a city to benefit an isolated objective, such as climate change. The aim of the game is to convey to citizens that the actions necessary for Manchester to achieve zero-carbon status by 2038 will impact upon many more factors than just climate change, and it is a delicate balancing act to ensure that progress s achieved but not at the cost of something else. 255
11
Studio Two Conclusion Climate Change Major Overshoot
Ozone Layer Depletion
Ocean Acidification
no data Chemical Pollution Air Pollution
Nitrogen & Phosphorus Loading
Biodiversity Loss
Land Conversion
Freshwater Withdrawal
Manchester’s Doughnut
Contribution to Zero Carbon Future Cities using Doughnut Economics
A balanced doughnut
The doughnut is used to highlight to users that it is impossible to develop a city to benefit an isolated objective, such as climate change. The aim of the game is to convey to citizens that the actions necessary for Manchester to achieve zerocarbon status by 2038 will impact upon many more factors than just climate change, and it is a delicate balancing act to ensure that progress is achieved by developing shortfalls without exaggerating overshoots.
257
11
Studio Two Conclusion
+ 1010 1010101010 1010
{}
{}
£ Greater Participation
Meaningful Data Analysis
Low cost deployment
Re-usable game code
Benefits of Cityzen for top-down actors
Beneficiaries of Our Approach, Top-down In constructing a serious digital online participatory planning game with an online hub to view, compare & analyse the results, we aim to add value to both top-down & bottom-up processes of environmentally sustainable development. For top-down actors, the benefits include the potentiality for greater participation, the ability to view and compare all games to quantify the meaningfulness of participant involvement, a low-cost participatory process that only requires digital access and the ability to re-use the majority of the game’s architecture for different sites.
1010101010101010 Knowledge Translation
Data Transparency
Meaningful Expression
Quantitive Backing
Benefits of Cityzen for bottom-up actors
& Bottom-up As previously discussed in Studio One, a current limitation of bottom-up actors is the inability to formulate viable alternatives. For the Northern Gateway, the consultation process was found to inadequately involve the meaningful inclusion of existing communities. Whilst we provide insights for top-down actors using player generated data, the online hub is designed for complete transparency - enabling bottom-up actors to campaign for viable alternatives backed by quantitive information.
259
11
Studio Two Conclusion
Benefits for bottom-up actors • An active role in the regeneration and development of their local area • An unbiased platform to express views and concerns about developments • An insight into the complexities of developing a city and achieving zero carbon status • An opportunity to engage with other stakeholders and exchange ideas and opinions
Desired Outcomes Of The Game
Users play the game & submit their design
Benefits for top-down actors: • Insight into the contributions from the local community Game result
Game result
Game result
Game result
Game result
Game result
MCC
FEC
• Enhanced local support from citizens who feel have expressed their views freely • Design options to help identify a ‘balanced’ proposal, satisfying multiple aspects of a thriving city doughnut FAR
• An equitable development
Developers view all completed masterplans
261
11
Studio Two Conclusion
End Start
Incorporates temporality
Maps all possible actions
Enables backwards induction
Previously identified benefits of Game theory for analysis
Current Limitations & Further Iterations of Cityzen At present, the key limitation of our approach in aiding the development of future cities is the functionality of the post-game process. As discussed in Studio One, we are designing the game metrics in tandem with the game in order to effectively provide meaningful data. A key feature that requires implementation is the ability to analyse games turn-by-turn using game theory as our guiding methology for post-processing. In doing so, this enables the aggregation of all games turn-by-turn to discern whether the order of construction, in addition to location, results in a more enviromentally friendly development.
Game Game Game GameGame Game GameGame Game GameGame Game
End Start
Commonality
Aggregated player action information
Decision Tree game analytics
Detailed turn information
Required features of further iterations for addressing our aims
As a full iteration of the game itself has been constructed, our next iteration requires the implementation of more detailed analytical tools to enable insights which inform sustainable city development.
263
11
Studio Two Conclusion
What have we achieved in s2?
In Studio Two we have produced a digital tool that manifests our theoretical framework and concept into a playable format. This digital tool is usable as a participatory planning serious game, with the goal of generating iterations of the Northern Gateway masterplan to find design solutions that address different areas of social and environmental sustainability.
How
have we achieved it?
Why
have we developed these aims?
We have been guided by our chosen challenge and our chosen theoretical framework, Doughnut Economics. The game itself has been modelled in unity software and will be playable by users in Studio Three, where we hope to test the tool and its usability.
We have developed this tool to test the ideas of making the Northern Gateway masterplan a device by which existing and future residents can become more knowledgeable and more accountable for their role in Manchester’s becoming a zero-carbon city by 2038. A by-product of this educational process are the alternative masterplans for the site, reflecting the ideas of the citizens that will be living there and providing a plurality of views to planners and the projects clients, MCC and FEC.
User Interface Design
User Experience Design
Refinement of Core Feature
Technical Construction
Architectural Validity
Studio Two Scope
265
11
Studio Two Conclusion Identify
S1
Define
The problem:
The problem:
Biased development with prioritisation of singular objectives beneficial to ‘active’ stakeholders.
Giving citizens a role in the efforts towards achieving a socially symbiotic, zero-carbon city.
Outline
Identify
S2
Our ambitions:
Our method:
What do we want to achieve with this tool? Who will it benefit and how?
How will this tool achieve these ambitions?
Refine
S3
Test
Our digital tool:
Test the tool:
Tailor it to the northern gateway and accurately represent the site.
Create opportunities and its usability.
Conclusion
Propose Mitigation: Provide a tool that allows citizen to engage in early design stages of city masterplanning.
Digitise Our concept: Create a methodical digital tool that meets our ambitions and the goals set out in s1.
Collaborate With the clients: for users to test our tool
Take the results collected by the digital tool and put them in a usable format for our clients, FEC and MCC.
The aims, aesthetics & delivery of our game require further refinement, as we do not think that the game is engaging enough. However, the essential mechanics, dynamics and aesthetics have been refined to the point where the intentions of the game, its benefits, and the outcomes are clear. Our focus for studio three will be on enhancing the user experience and refining the detail of the game to make it an accurate and playable portrayal of the northern gateway development 267 within its urban context.
image: izzudinn, 2020
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