Abstract
Contemporary digital urban design games or ‘city games’ can function as a constructive instrument for exploration and discourse, serving as an essential interface between abstract decision-making processes and real world development decisions. Research suggests that city games are useful for engaging stakeholders, allowing them to explore a range of ideas. However when dealing with marginalized communities with low levels of cognitive consensus, one difficulty is that conventional city game approaches tend to engage pragmatic problems set in realistic contexts, rather than providing scope for discussion of the “soft city” or intangible aspects of a community. To address this problem, this paper proposes a new constructive gaming framework that incorporates Fictional Inquiry along with a “perceptual bridge” to help players contextualise a fictional proposition within their perception of real world problems. Fictional Inquiry differs from traditional participatory design practice as it temporarily changes or bypasses existing socio-cultural structures. The aim is to help marginalised communities learn to make effective decisions about intangible issues, and then to transform those choices into desired actions and outcomes. This paper illustrates the advantages of a perceptual bridge through the design of a new participatory design game the author calls “Maslow’s Palace”. This new conceptualised framework may be used as a catalyst to enable stakeholders in marginalised communities to foster a common vision through fictional inquiry as a prefix to pragmatic community design processes where consensus is required.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
Notes
- 1.
For a detailed discussion about Design Fiction practices see [11].
References
Bogost, I.: Persuasive Games: The Expressive Power of Videogames. The MIT Press, Cambridge (2007)
von Heland, F., Westerberg, P., Nyberg, M.: Using minecraft as a citizen participation tool in urban design and decision making. Presented at the Future of Places, Stockholm (2015)
The World Bank: Prospects - Organized waste picking improves lives and cities. http://econ.worldbank.org/WBSITE/EXTERNAL/EXTDEC/EXTDECPROSPECTS/0,,contentMDK:23394671~pagePK:64165401~piPK:64165026~theSitePK:476883,00.html
Alsop, R., Bertelsen, M.F., Holland, J.: Empowerment in Practice: From Analysis to Implementation. The World Bank, Washington, DC (2006)
Mohammed, S., Ringseis, E.: Cognitive diversity and consensus in group decision making: the role of inputs, processes, and outcomes. Organ. Behav. Hum. Decis. Process. 85, 310–355 (2001)
Dougherty, D.: Interpretive barriers to successful product innovation in large firms. Organ. Sci. 3, 179–202 (1992)
Dindler, C., Iversen, O.S.: Fictional Inquiry—design collaboration in a shared narrative space. CoDesign Int. J. CoCreation Des. Arts. 3, 213–234 (2007)
Dindler, C.: The construction of fictional space in participatory design practice. CoDesign Int. J. CoCreation Des. Arts. 6, 167–182 (2010)
Auger, J.: Speculative design: crafting the speculation. Digit. Creat. 24, 11–35 (2013)
Voros, D.J.: A Generic Foresight Process Framework. Foresight 5, 10–21 (2003)
Auger, J.: Why Robot? Speculative design, the domestication of technology and the considered future. (2012)
Coulton, P., Burnett, D., Gradinar, A.: Games as speculative design: allowing players to consider alternate presents and plausible futures. In: 2016 Design Research Society 50th Anniversary Conference., Brighton UK (2016)
Evans, M.: Empathizing with the future: creating next-next generation products and services. Des. J. 14, 231–251 (2011)
Gentès, A., Mollon, M.: Critical design. In: Bihanic, D. (ed.) Empowering Users through Design: Interdisciplinary Studies and Combined Approaches for Technological Products and Services. Springer, London (2015)
Medina, M.: The Informal Recycling Sector in Developing Countries: Organizing Waste Pickers to Enhance their Impact. The World Bank, Washington, DC (2008)
Wilson, D., Velis, C., Cheeseman, C.: Role of the informal sector recycling in waste management in developing countries. Habitat Int. 30, 797–808 (2006)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2017 Springer International Publishing AG
About this paper
Cite this paper
Beattie, H., Brown, D.K., Gjerde, M. (2017). Generating Consensus: A Framework for Fictional Inquiry in Participatory City Gaming. In: Alcañiz, M., Göbel, S., Ma, M., Fradinho Oliveira, M., Baalsrud Hauge, J., Marsh, T. (eds) Serious Games. JCSG 2017. Lecture Notes in Computer Science(), vol 10622. Springer, Cham. https://doi.org/10.1007/978-3-319-70111-0_12
Download citation
DOI: https://doi.org/10.1007/978-3-319-70111-0_12
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-70110-3
Online ISBN: 978-3-319-70111-0
eBook Packages: Computer ScienceComputer Science (R0)