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Negotiation and Design for the Self-Organizing City. Gaming as a method for Urban Design

机译:自组织城市的谈判和设计。游戏作为城市设计的一种方法

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An understanding of cities as open systems whose agents act on them simultaneously from below and above, influencing urban processes by their interaction with them and with each other, is replacing the simplistic debate on urban participation which asks whether cities should be organized bottom-up or top-down. This conceptualization of cities as complex systems calls for new collaborative city-making methods: a combination of collaborative planning (which already embraces various agencies and derives decision-making from negotiations between them) and collaborative design (existing methods rely on rule-based iterative processes which control spatial outcomes). While current collaborative planning methods are open and interactive, they fail to simulate realistic power negotiations in the evolution of the physical environments they plan; collaborative design methods fall short in modelling the decision-making mechanisms of the physical environments they control. This research is dedicated to building an open negotiation and design method for cities as self-organizing systems that bridges this gap. Gaming as a tool for knowledge creation and negotiation serves as an interface between the more abstract decision-making and material city-making. Rarely involved in the creation of our environment, it has the unexplored potential of combining the socio-spatial dimensions of self-organizing urban processes. Diverse agents, the collaborations and conflicts within and between interest groups, and the parameters provided by topological data can all be combined in an operational form in gaming: potentially a great unifier of multiple stakeholder negotiations and individual design aspirations through which to generate popularly informed policies or design. The simple language and rules of games will allow jargon-free communication between stakeholders, experts and non-experts alike. The interactive and iterative nature of city gaming encourages the development of collective intelligence, derived from the real lives of players to be redeployed in their real urban futures. Vitally, city gaming enables the negotiation of this future, as players with conflicting interests are given an opportunity to develop compatible, even shared, visions. By transforming serious issues into a playful and engaging (although no less serious) experience, city gaming unlocks difficult conversations and helps to build communities in the long term. The urban design, policy and action plans generated collaboratively through gaming will increase social coherence and local agency, as well as cutting costs and time in urban development processes. This thesis proposes Generative City Gaming as an innovative urban planning and design method built on the tradition of serious gaming. Going beyond the educational scope of other serious games, the ultimate aim of city gaming is to become operational in urban processes – a goal in the process of making a reality since 2008, when Generative City Gaming was first applied to a real urban questions in the Netherlands, later expanding to Istanbul, Tirana, Brussels, and Cape Town. “Negotiation and Design for the Self-Organizing City” reports on six of the twelve city games played to date which were instrumental in the evolution of the method: Play Almere Haven tested whether a game based on self-organizing mechanisms could provide an urban order; Play Rotterdam questioned whether game-derived design could be implemented in urban renewal of a central Rotterdam neighborhood; Yap-Ya?a was played with real urban stakeholders for transforming Istanbul’s self-built neighbourhoods; Play Noord investigated a masterplan on hold could be fixed by unconventional stakeholders; Play Oosterwold jumped up a scale to test the rules of a flexible urban expansion plan for 4500 hectares; Play Van Gendthallen, was the first to enable stakeholders to make the leap from design to reality within the game process. The Generative City Gaming method evolves continuously. Every new case tests and proves the applicability of city gaming to a specific urban complexity, while challenging the method to adapt itself and develop new features tailored to tackle each unique urban question. Through use, this gaming method is finding its place within existing city-making procedures in a number of countries. The next big question is whether cyclical and open-ended city gaming can move beyond being a consultancy and research tool to become the principal medium of processing and executing city planning.
机译:对城市作为开放系统的理解,其代理人从下到上同时作用于城市,通过城市与城市之间以及彼此之间的相互作用来影响城市进程,从而取代了关于城市参与的简单辩论,该辩论提出了城市应该自下而上还是组织起来的问题。自顶向下。将城市概念化为复杂系统需要新的协作城市制定方法:协作计划(已经包含各种机构并从它们之间的谈判中得出决策)和协作设计(现有方法依赖基于规则的迭代过程)的组合控制空间结果)。尽管当前的协作计划方法是开放且交互的,但是它们无法在计划的物理环境的演变中模拟现实的权力协商。协作设计方法在建模他们控制的物理环境的决策机制方面没有达到。这项研究致力于为城市建立一种开放的协商和设计方法,以此作为弥合这一差距的自组织系统。游戏作为知识创造和谈判的工具,是更为抽象的决策与物质城市建设之间的接口。它很少参与我们环境的创建,它具有结合自组织城市过程的社会空间维度的未开发潜力。多样化的主体,利益集团内部和利益集团之间的协作和冲突以及拓扑数据提供的参数都可以在游戏中以运营形式进行组合:可能是多个利益相关者谈判和个人设计愿望的统一体,通过它可以生成广为人知的政策或设计。简单的语言和游戏规则将使利益相关者,专家和非专家之间都可以进行无术语的交流。城市游戏的互动性和迭代性促进了集体智慧的发展,这些智慧源于玩家的真实生活,并将其重新部署到他们的真实城市未来中。实际上,城市游戏可以为这个未来进行谈判,因为利益冲突的玩家将有机会发展兼容,甚至共享的愿景。通过将严肃的问题转变成一种有趣且引人入胜的(尽管同样重要)的体验,城市游戏解锁了艰难的对话,并有助于长期建立社区。通过游戏合作生成的城市设计,政策和行动计划将提高社会凝聚力和地方机构,并减少城市发展过程中的成本和时间。本文提出了“生成城市游戏”作为一种建立在严肃游戏传统基础上的创新性城市规划和设计方法。超越其他严肃游戏的教育范围,城市游戏的最终目标是要在城市流程中投入运营,这是自2008年首次实现创世城市游戏以来,实现这一目标的过程。荷兰,后来扩展到伊斯坦布尔,地拉那,布鲁塞尔和开普敦。 “自组织城市的谈判和设计”报告了迄今为止进行的十二种城市游戏中的六种,这些游戏对方法的发展起到了重要作用:Play Almere Haven测试了基于自组织机制的游戏是否可以提供城市秩序;鹿特丹游戏公司(Play Rotterdam)质疑在鹿特丹市中心附近的市区更新中是否可以实施游戏衍生的设计; Yap-Ya?a与真正的城市利益相关者合作,改造了伊斯坦布尔的自建社区。 Play Noord调查了一项搁置的总体计划,该计划可由非常规利益相关者确定; Play Oosterwold迅速扩大规模,以测试4500公顷灵活的城市扩张计划的规则; Play Van Gendthallen是第一个使利益相关者能够在游戏过程中从设计到现实的飞跃的人。生成城市游戏方法不断发展。每个新案例都测试并证明了城市游戏在特定的城市复杂性中的适用性,同时挑战了适应自我的方法并开发了为解决每个独特的城市问题而量身定制的新功能。通过使用,这种游戏方法正在许多国家的现有城市制作程序中找到自己的位置。下一个大问题是,周期性和开放性的城市博弈能否超越作为咨询和研究工具的范围,成为处理和执行城市规划的主要媒介。

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