23 research outputs found

    Negotiation and Design for the Self-Organizing City

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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-Yaşa 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

    Negotiation and Design for the Self-Organizing City:

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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-Yaşa 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

    Participatory Workshops as a Tool for Building Inclusivity in New Towns in Africa

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    Africa is currently the fastest-urbanizing continent in the world. As part of this rapid growth, New Towns are increasingly employed by private developers as a means of providing well-serviced urban environments to middle- and upper-income groups. These comprehensively-planned New Towns are often seen in contrast to the perceived ‘chaos’ and ‘congestion’ of large African cities. As a result, two urban forms, the highly controlled New Towns and the unregulated settlements at their edges, engage in complex social and economic exchanges, but remain spatially segregated and socially exclusive. Current research points to the need for an alternative approach to top-down New Town planning in Africa. Participatory workshops are one alternative that can offer planners access to local knowledge that is otherwise difficult to access. This paper explores the potential of short-term reflective, design, and serious gaming workshops by reflecting on the experiences of the authors in four recent workshops. The paper evaluates the effectiveness of these workshops as useful tools to increase inclusivity in African New Towns by bringing together stakeholders with competing agendas and supporting open discussion, negotiation, and informed decision-making. The paper concludes that participation from stakeholder groups that would normally be marginalized from the planning process (such as current residents, temporary users, and residents of adjacent unregulated communities), can offer new insights to planning bodies and inform more inclusive New Towns across the continent

    Mersin City-Lab: Co-creative and participatory design approach for a circular neighbourhood

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    While environmental, economical and social challenges that the world has been facing recently are increasing dramatically; cities have played critical role in generation many of these problems like negative impacts on environment and overconsumption of resources. Most of the cities today face severe sustainability challenges including sanitation, air pollution, environmental degradation, over population and lack of livability. However, cities may also raise answers to find solutions against many of such complex urban problems, since they are assumed as creative and innovative platforms for social ecosystem of ideas. In this sense, there is increasing interest in ‘City Laboratories’ or ‘Urban Living Labs’, which are established to provide creative experimental platforms with participation of city actors to discuss urban sustainability issues before implementation of deep and structural urban changes for citizens. They provide participatory, co-creative and experimental platforms for self-organizing cities. The aim of this paper is to discuss a collaborative City Laboratory approach -Mersin City Lab- to achieve sustainability principles during urban regeneration process for the selected case-study area located in Mersin. Mersin City Lab focuses on two aspects: Firstly, ‘City Lab’ approach, involves citizens and stakeholders into decision-making process. Secondly, it  focuses on urban transformation process with circularity principles including water, mobility, energy, waste management, food and circular economy to achieve sustainable neighborhood development. The paper starts with introduction of ‘city-gaming’ methodology which has been adopted as the main structure of participation of multi-stakeholders. It continues with discussions on stages of the case-study project through implementation of workshops and game sessions by participation of multi stake-holders. Following, the results gathered from overall evaluations of participants’ proposals regarding land-use, mobility and urban water management, local economy, urban development, urban agriculture and food strategies in neighborhood level are discussed. Finally, the paper concludes with impacts of City Labs approach and city-gaming methodology on decision-making process for real urban problems and urban settings

    Evaluation of intraocular pressure and retinal nerve fiber layer thickness in patients with Helicobacter pylori

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    Objectives: High prevalence of Helicobacter pylori (HP) in the glaucoma patients was shown in recent studies. In our prospective study we aimed to compare the intraocular pressure (IOP) and the retinal nerve fiber layer thickness (RNFLT) in patients with HP positive and negative. Methods: In 91 patients with gastritis HP was investigated by urea breath test (UBT) and biopsy sample culture Following the full ophthalmologic examination the patients’ IOP was measured by Goldmann applanation tonometry and RNFLT was measured by spectral optic coherence tomography. The patients' demographic and clinical characteristics were compared with the χ² test for categorical variables and with the Mann Whitney U test for continuous variables. Results: Of the 90 patients who meet the including criteria, HP was detected in 74 patients (27 male, 47 female) positive, and in 16 patients (7 male, 9 female) negative. Median (minimum-maximum) age values were 46 (18-79) in HP positive group and 51 (18-67) in HP negative group. One hundred forty seven eyes in 74 HP positive patients and 31 eyes in 16 HP negative patients included in the study. Median IOP values were determined 14 (7-21) mmHg in HP positive group and 14 (8-18) mmHg in HP negative group. The measurements of RNFLT in superior, temporal, inferior and nasal quadrants found to be respectively 122(98-165), 68(50-101), 135(93-188), 79(51-120) micron in HP positive group and 120(94-161), 67(43-104), 129(94-166), 76(50-97) micron in HP negative group. No statistically significant difference was found when compared IOP and RNFLT measurements between the two groups (p<0.05). Conclusion: In this study found that the IOP and RNFLT measurements of HP positive group was not show statistically significant difference compared with HP negative group. In a large case series, randomized, case-controlled, histologic and serologic studies should be done to show the relationship between HP and glaucoma

    Network of Games: An Ecology of Games Informing Integral and Inclusive City Developments

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    This article analyzes possibilities for connecting individual city games for building a network of games working together. City gaming works along with the understanding that cities are self-organizing systems, influenced by multiple bottom-up and top-down actors with varying interests and powers. Affordable housing, climate adaptation, or area development are examples of urgent urban challenges city games typically focus on. The assumption is that if these specialized games could be linked, then a large game infrastructure built as a modular system, can offer various game combinations responding to urban challenges in an integral and holistic way. To test a working game network, city games, models, and digital apps have been linked through their shared datasets as well as game interfaces. Two city experiments have been conducted in two Dutch cities msterdam and Breda - which enabled the testing to function as "constructive design research". In Amsterdam (Klimaatspel) two separate city games were connected through their datasets, while in Breda (Play the Koepel) datasets and interfaces merged to create a new game. Used data models are the Energy Transition Model developed by Quintel and the urban plan cost simulator software of Urban Reality. Used game interfaces (digital and analog) include the Typeform, the Network of Games app, the Urban Reality simulator, and the Play the City table-top game format. The testing considered two different approaches for a potential game network. The first option assumes an all-encompassing digital app, reformatting and involving various games and models in a single interface. The second option is an open approach that looks to link custom-made games with existing interfaces. The second option allows both simultaneous and sequential linking. Two experiments utilizing sequential and simultaneous integration of diverse digital tools suggest that a collection of interfaces connecting to each other throughout the entire process from a digital poll to an app, a simulator or a webinar, or analog game sessions is more effective than a single mobile phone app for all potential game interactions. Considering city games as an ecology of city tools that can be linked to one another becomes through this study a concrete goal to reach. Through combining specialized games, addressing complex city challenges becomes possible. This step enables a more effective participation environment for diverse experts and non-experts

    Complexity Theories of Cities Have Come of Age: An Overview with Implications to Urban Planning and Design

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    Today, our cities are an embodiment of the complex, historical evolution of knowledge, desires and technology. Our planned and designed activities co-evolve with our aspirations, mediated by the existing technologies and social structures.  The city represents the accretion and accumulation of successive layers of collective activity, structuring and being structured by other, increasingly distant cities, reaching now right around the globe. This historical and structural development cannot therefore be understood or captured by any set of fixed quantitative relations. Structural changes imply that the patterns of growth, and their underlying reasons change over time, and therefore that any attempt to control the morphology of cities and their patterns of flow by means of planning and design, must be dynamical, based on the mechanisms that drive the changes occurring at a given moment. This carefully edited post-proceedings volume gathers a snapshot view by leading researchers in field, of current complexity theories of cities. In it, the achievements, criticisms and potentials yet to be realized are reviewed and the implications to planning and urban design are assessed

    C1q deficiency: Identification of a novel missense mutation and treatment with fresh frozen plasma

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    A Turkish patient with C1q deficiency presented with a lupus-like disease, and a new missense mutation at A chain is presented. To characterize the genetic defect, all exons of the genes for the A, B, and C chains of C1q were sequenced in the patient. This revealed a missense mutation in the collagen-like domain of the A chain, p.Gly31Arg. No other sequence variants, including the common silent mutations, were found in the three chains. Exon 1 of the C1q A chain was sequenced in 105 samples from healthy controls for this particular mutation. None of these carried the mutation. The C1q-deficient patient was treated with fresh frozen plasma infusions. Our findings showed that Turkish patients may have different mutations than the previously described common mutation, and once again, not only nonsense mutations but also missense mutations cause hereditary C1q deficiency. Regular fresh frozen plasma infusions to the patient have been clinically and therapeutically successful. © Clinical Rheumatology 2012
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