Immersive Planning: a Conceptual Model for Designing Public Participation with New Technologies

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Environment and Planning B: Planning and Design 2011, volume 38, pages 505 ^ 519 doi:10.1068/b37013 Immersive planning: a conceptual model for designing public participation with new technologies Eric Gordon Department of Visual and Media Arts, Emerson College, 120 Boylston Street, Boston, MA 02116, USA; e-mail: Eric [email protected] Steven Schirra Department of Comparative Media Studies, Massachusetts Institute of Technology, 77 Massachusetts Avenue, Building E15-331, Cambridge, MA 02139, USA Justin Hollander Urban and Environmental Policy and Planning, Tufts University, 97 Talbot Avenue, Medford, MA 02155, USA; e-mail: [email protected] Received 27 January 2010; in revised form 21 September 2010 Abstract. Public participation is an important part of the urban planning process. However, too often the goals of this participation are not clearly articulated and, as a result, the platforms for partici- pation created with digital technologies are often poorly designed or simply lack clarity. Immersive planning is a conceptual model with which to conceive the process of public participation that focuses on the depth and breadth of user experience. Borrowing from literature on games and virtual environments, we frame recent, technologically aided approaches to public participation within three categories of immersion: challenge-based, sensory, and imaginative. Geographic infor- mation systems, computer aided design, planning support systems, virtual environments, and digital games are all methods of obtaining user immersion in one or a combination of these categories. In this paper we provide a review of the foundational literature and influential projects in this area, and by framing them within the model of immersive planning seek to connect these efforts to provide a clearer path forward in employing new technologies for public participation. Introduction Urban planning is the science of planning cities. From the layout of streets to the height of buildings to the planning of sewer and communication systems, the modern city is complex and is in need of macroconsideration from professionals trained in the patterns and flows of good urbanism. Of course, like any science, planning is subject to the whims of the prevailing paradigm. While Haussmann's Paris is near universally celebrated as a model for the modern metropolis, the urban renewal tactics for mid- 20th-century American cities are widely critiqued for their technocratic approach to complex urban problems (Jacobs, 2002; Whyte, 1980). The urban critic and activist Jacobs famously critiqued the policies and practices of urban renewal in her seminal book The Death and Life of Great American Cities (2002). With the assertion that sidewalks are instrumental to urban function because they are filled with people, not just traffic flows, Jacobs was instrumental in the reconsideration of the science of planning. The simple and yet complex notion that cities are composed of people, all with their individual desires and needs and all potentially invested in the physical growth patterns of where they live, provided a rather strong case for the art of planning. That the lay public should be able to participate in planning decisions was an idea that garnered significant influence. Until the 1950s, government decision making about urban land use lacked mean- ingful public input. This began to change because of the work of leaders of the civil rights and environmental movements who argued for greater direct public participa- tionögiving people more say over how their representative government acts (Hall, 2000; 506 E Gordon, S Schirra, J Hollander Krueckeberg, 1983). The 1954 Urban Renewal Program was the first US federal program to mandate public participation and scores of others have followed since. Of course, this also set the stage for Jacobs's critique in the 1960s. Within the field of planning, Sherry Arnstein's paper ``A ladder of citizen participation'' (1969) was the definitive statement on the matter. In her article, Arnstein showed how even with the introduction of new federal and state laws requiring public participation in government decision making, most of that participation was low on a theoretical ladder of meaningful participation. She called for greater and greater levels of government power sharing with the people on higher and higher rungs of her ladder, from `nonparticipation' to `tokenism' to `citizen control' at the top. The response to Arnstein's work was profound, as evidenced by the fact that forty years later it is an idea embraced in urban planning textbooks (LeGates and Stout, 2003; Stein, 2004) and is a required concept to be understood on the national American Institute of Certified Planners examination. But there is a wide range in the under- standing and implementation of Arnstein's work. Some, known as equity planners, embrace the highest ideals of Arnstein's ladder, seeking the closest possible thing to citizen control (eg Clavel, 1984; Forester, 1989; Krumholz and Clavel, 1994), while others merely go through the motions to satisfy requirements. Though most agree that planning agencies should be required to inform citizens of agency actions, receive input, and invite consultation (Brody et al, 2003; Burke, 1979; Godschalk and Mills, 1966), the actual practice of doing these things varies widely. Simply inviting the public to participate is insufficient for fostering legitimate and sustainable public engagement. Most planners are aware of the corresponding contra- dictions. An uninformed public can make bad decisions about urban growth patterns, just as a public agency can make bad decisions about the quality of life for people in neighborhoods. A community group can feel too emboldened and derail the public process, just as community groups not consulted can become embittered and disen- gaged with their neighborhoods. In other words, community control, which Arnstein places at the top of her ladder, is not a simple solution for better democracy. There is space for experts, just as there is space for the publicöthese are not necessarily opposite ends of a spectrum. Public participation is a complex process that in most cases requires careful design (Gordon and Manosevitch, 2010). However, in practice it is most often treated as a compulsory task and typically slotted into an existing format which does not consider the complexities of the urban social situation. The continued development of designs for public participation is given little attention in planning schools. That there should be public participation is clearly established; however, the form and content of that participation is not. Inviting people to gather in a room for a public hearing is the recognized format for engaging citizens, and has been since New England town hall meetings were implemented centuries ago. But like any medium designed to be engaging, the organizers of the public hearing have to consider their audience and the mechanisms through which that audience participates in cultural dialogue. The public hearing, and its staid approach to information dissemination and dialogue, has become the butt of its own joke. Boring, contentious, geriatric, and filled with the same participants again and again, it composes the image too often associated with the democratic process and the day-to-day dealings of urban planning. To argue that contemporary public participa- tion processes are inadequate or unfair is not enough. Arnstein offered a ladder to evaluate the level and intensity of citizen participation, but there are other adjectives to describe participation. New research in media studies suggest another path. In this paper we make the case that successful public participation considers the nature of the public participating; it is designed to engage, and in doing so borrows Immersive planning 507 from the media practices that have proven to be engaging in other realms. Social software, computer mapping, and videogames all provide lessons about interaction, participation, and engagement, together demonstrating that users find such experiences meaningful and relevant to their own lives. Referring to videogames, Ermi and Ma« yra« (2005) characterize three types of immersion: sensory, challenge based, and imaginative. Each describes how individual players are engaged with a game space. They, along with other scholars, argue that this kind of being there immersion provides meaning and relevance to users in a way that nonimmersive experiences simply cannot (Dourish and Bell, 2007). Under this new media paradigm where meaning and relevancy are paramount, it is possible to measure the success of participation processes not only by how much control or power the public wields (as Arnstein does), but also by how immersive the experiences are. In this paper we outline the key dimensions of this immersive charac- teristic, provide examples of the public participation processes that exhibit immersive qualities, and argue that immersiveness ought to be a yardstick for measuring success in the participation processes. As such, we argue that the more ways a process can be immersive, the more effective that process can be at engaging the public in discussing planning decisions and engaging in neighborhood life more generally. We begin by discussing some established platforms for engaging the public, including the public hearing and the design charrette, and then we review several projects and approaches that exhibit the characteristics of immersion. We discuss methods of chal- lenge-based
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