Co-Gnito As a Serious Game to Understand Users' Urban
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CO-GNITO AS A SERIOUS GAME TO UNDERSTAND USERS’ URBAN PERCEPTION A THESIS SUBMITTED TO THE GRADUATE SCHOOL OF NATURAL AND APPLIED SCIENCES OF MIDDLE EAST TECHNICAL UNIVERSITY BY SİNEM GÖRÜCÜ IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF SCIENCE IN URBAN DESIGN IN CITY AND REGIONAL PLANNING AUGUST 2019 ii Approval of the thesis: CO-GNITO AS A SERIOUS GAME TO UNDERSTAND USERS’ URBAN PERCEPTION submitted by SİNEM GÖRÜCÜ in partial fulfilment of the requirements for the degree of in Urban Design in City and Region Planning Department, Middle East Technical University by, Prof. Dr. Halil Kalıpçılar Dean, Graduate School of, Natural and Applied Sciences Prof. Dr. Çağatay Keskinok Head of Department, City and Regional Planning Prof. Dr. Müge Akkar Ercan Supervisor, City and Regional Planning Dept., METU Examining Committee Members: Assist. Prof. Dr. Harun Kaygan Industrial Design Dept., METU Prof. Dr. Müge Akkar Ercan Supervisor, City and Regional Planning Dept., METU Assoc. Prof. Dr. Adnan Aksu Architecture Dept., Gazi University Date: 27.08.2019 iii I hereby declare that all information in this document has been obtained and presented in accordance with academic rules and ethical conduct. I also declare that, as required by these rules and conduct, I have fully cited and referenced all material and results that are not original to this work. Name, Last name: Sinem Görücü Signature : iv ABSTRACT CO-GNITO AS A SERIOUS GAME TO UNDERSTAND USERS’ URBAN PERCEPTION Görücü, Sinem M.Sc., Urban Design, Department of City and Regional Planning Thesis Supervisor: Prof. Dr. Müge Akkar Ercan August 2019, 231 pages This thesis offers an experimental research tool to be used for understanding people’s perceptions and experiences in urban environments with regards to Kevin Lynch’s well-known theory of The Image of the City. “Co-gnito” was designed as a serious game in order to produce collective and cognitive maps which are based on the users’ real experiences. Hence, this research aims to evaluate this originally designed tool’s performance in terms of its ability to collect reliable and valid perceptional data. The medium of serious board gaming has been used as a fun and interactive environment to encourage participants to share their experiences and to enhance the social interaction among them. The game was tested in two different university campuses: Arenberg Campus (KU Leuven) in Leuven and Middle East Technical University Campus in Ankara; both of which constitute different urban characteristics. The findings which were revealed in the two different spatial contexts were analyzed under two success criteria; i) the success of the tool as a fun game, and ii) the success of the tool as a meaningful research method. At the end, the findings of the research are critically evaluated to show the strengths and weaknesses of Co-gnito and discussed for further studies. Keywords: Serious Game, Board Game, Urban Image, Mental Mapping, Kevin Lynch, The Image of the City, Collective Mapping v ÖZ KULLANICILARIN KENT ALGISINI ANLAMAK İÇİN BİR CİDDİ OYUN OLARAK CO-GNITO Görücü, Sinem Yüksek Lisans, Kentsel Tasarım, Şehir ve Bölge Planlama Bölümü Tez Danışmanı: Prof. Dr. Müge Akkar Ercan Ağustos 2019, 231 sayfa Bu tez, Kevin Lynch’in çok bilinen Kent İmgesi teorisine dayanarak kent kullanıcılarının çevresel algılarını ve deneyimlerini anlamak üzere deneysel bir araştırma aracı önerir. “Co-gnito”, kullanıcıların gerçek deneyimlerine dayanan kollektif ve bilişsel haritalar üretmek amacıyla ciddi bir oyun olarak tasarlanmıştır ve bu araştırmanın öncelikli amacı, bu özgün olarak tasarlanan aracın güvenilir ve geçerli veri toplama kabiliyetini değerlendirmektir. Ciddi oyun kavramı, katılımcıları deneyimlerini paylaşmaya teşvik eden ve sosyal etkileşimi arttıran eğlenceli bir araştırma zemini olarak kurgulanmıştır. Co-gnito, birbirinden farklı kentsel karakterler gösteren iki farkı üniveriste kampüsünde uygulanmıştır. Bunlar, Leuven’de yer alan Arenberg (KU Leuven) ve Ankara’da yer alan Orta Doğu Teknik Üniversitesi kampüsleridir. Her iki üniversite kampüsünde test edilirken oyun sonucu ortaya çıkan bulgular da iki ana başarı kriteriyle incelenmiştir; i) geliştirilen aracın eğlenceli bir oyun deneyimi sunması ve ii) aracın güvenilir bir araştırma yöntemi sunması. Araştırma bulguları sonuç bölümünde tartışılarak, Co-gnito’nun güçlü ve zayıf yönleri irdelenmiş ve gelecekte yapılabilecek çalışmalar tartışılmıştır. Anahtar Kelimeler: Ciddi Oyun, Masa Oyunu, Kentsel İmge, Bilişsel Haritalama, Kevin Lynch, Kent İmgesi, Kollektif Haritalama vi To my parents vii ACKNOWLEDGEMENTS I would like to thank Prof. Dr. Müge Akkar Ercan for supervising my thesis with full encouragement, support and patience since the very first day. Also, I would like to thank Prof. Dr. Andrew Vande Moere for welcoming me to their research group; Resarch[x]Design and co-leading me during my research studies at KU Leuven with doctoral scholars Georgia Panagiotidou and Eslam Nofal who helped and guided me in every manner not only by being good masters but also by being good friends. I am also gratefully thankful to all anonymous participants from KU Leuven and METU who made this research possible by taking part and playing Co-gnito. I would like to extend my thanks to the examination committee members Assoc. Prof. Dr. Adnan Aksu and Assist. Prof. Dr. Harun Kaygan for their contributions I also owe my thanks to Assoc. Prof. Dr. Olgu Çalışkan and again to Prof. Dr. Müge Akkar Ercan for their support during the urban design studios where I should also mention my groupmate Hira Tariq for being a good partner and a friend. Moreover, I should acknowledge Prof. Dr. Esin Boyacıoğlu, Prof. Dr. Pınar Dinç Kalaycı, Prof. Dr. Nakış Karamağaralı, Dr. İrem Yılmaz and Assoc. Prof. Dr. Adnan Aksu one more time for widening my perspective during my undergraduate education and still supporting me whenever I need. Finally, I would like to thank to my parents; Selda and Özden Görücü for their endless support not only for this thesis but for my whole life. viii TABLE OF CONTENTS ABSTRACT ................................................................................................................. v ÖZ .............................................................................................................................. vi ACKNOWLEDGEMENTS ..................................................................................... viii LIST OF FIGURES .................................................................................................. xii LIST OF TABLES .................................................................................................. xvii LIST OF ABBREVIATIONS ................................................................................ xviii 1. INTRODUCTION ............................................................................................... 1 2. URBAN IMAGE, PERCEPTION AND COGNITIVE MAPPING .................... 5 2.1. Introduction ....................................................................................................... 5 2.2. Rise of Civil Action and Environmental Psychology ....................................... 5 2.2.1. Environmental Perception and Image ........................................................ 8 2.3. Cognitive (Mental) Mapping........................................................................... 11 2.3.1. Kevin Lynch and “The Image of the City” .............................................. 18 2.3.2. Following Studies .................................................................................... 25 2.3.3. Cognitive Mapping Types and Methods .................................................. 29 3. GAMING .......................................................................................................... 35 3.1. Introduction ..................................................................................................... 35 3.2. Board Games ................................................................................................... 35 3.3. Serious Games ................................................................................................. 41 3.3.1. Differences of Serious Games from Non-Serious Ones .......................... 43 3.3.2. Forms of Existence ................................................................................... 47 3.3.3. Aims of Usage .......................................................................................... 48 3.4. Game Design Process ...................................................................................... 53 3.4.1. F + MDA Framework .............................................................................. 56 ix 4. METHODOLOGY ............................................................................................ 73 4.1. Introduction ..................................................................................................... 73 4.2. Rationale, Aims and Research Questions ....................................................... 73 4.3. Co-gnito as a Serious Game to Understand Urban Perception ....................... 77 4.3.1. Physical Design (Technology) ................................................................. 78 4.3.2. Conceptual Design (Mechanics) .............................................................. 87 4.4. Research Process & Protocols ........................................................................ 95 4.4.1. Context Selection ....................................................................................