Hybrid City 2 Conference abstract: The smart city you love to hate: Exploring the role of affect in hybrid urbanism

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Next week from 23 − 25 May I attend the second Hybrid City conference – “subtle rEvolutions” – in Athens, Greece.

Hybrid City is an international biennial event dedicated to exploring the emergent character of the city and the potential transformative shift of the urban condition, as a result of ongoing developments in information and communication technologies (ICTs) and of their integration in the urban physical context. After the successful homonymous symposium in 2011, the second edition of Hybrid City has grown into a peer reviewed conference, aiming to promote dialogue and knowledge exchange among experts drawn from academia, as well as artists, designers, researchers, advocates, stakeholders and decision makers, actively involved in addressing questions on the nature of the technologically mediated urban activity and experience.

Check out the program here >>

Below the abstract of my paper and talk. It explores the potential role of affect in the smart city. IMO this is a largely ignored domain when it comes to rationalized interventions with the aid of ‘smart technologies’ that are aimed at efficiency and optimization.

As a work in progress the paper itself, which I’ll post here after the event, kind of drifted away from the abstract a little.

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The city you love to hate: exploring affective approaches to the smart city

Michiel de Lange

This contribution wishes to contribute to the present controversies and discussions about smart cities by sketching a framework for the affective smart city.

Looking back to how the city has been understood as a hybrid form, we can identify three more or less successive conceptual foundations. In the first, which I call the ecosystem view, the early modern metropolis is theorized as a distinct socio-environmental combination that mediates people’s behavior and mentality. The second, which I call the phenomenological view, tries to bridge spatial and mental domains by focusing on people’s sensory and cognitive experiences of cities. The third, which I call the affective view, shifts attention to emotional relationships between people and hybrid techno-urban environments.

Emblematic of the first approach is the Chicago School with its biological vocabulary. The city is conceived as an ecosystem with distinct spatial qualities (high density and layout), and demographics (high numbers of socially heterogeneous people). The city serves as a more or less closed container for a wide range of ‘species’ – frequently birds of strange feather like hobos, taxi-drivers, ballroom dancers, street-corner boys – to compete for scarce resources and struggle for survival, while engaging in relationships of dominance, symbiosis, succession, and so on.

Exemplary of the phenomenological approach are Kevin Lynch’s work on ‘The Image of the City’, and De Certeau’s oft-cited work on ‘the practice of everyday life’. As electronic media became ever more widespread, sensitivity for mediated visions also of the city was growing. In many ways Simmel and Benjamin prefigured this with their writings about the mediated urban experience and mentality. Other than the ecosystems view this approach emphasizes human agency, but almost entirely on the level of conscious, rational cognition. Moreover, the focus on experience is driven by extrinsic motivations: better urban navigation, developing a counter-political urban tactics.

Recently, the city is increasingly often conceptualized in affective terms. We see this view emerging in locative media art and its tight intellectual ties with actor-network theory, as it seeks to trace and map complex relationships between places, people, technologies in ‘emotional cartographies’ (Nold 2009). Ubicomp and urban informatics researchers are developing similar ideas about city possessing some form of ‘sentience’ (Shepard 2011). Affect is also central in recent explorations of how digital media can strengthen citizen engagement by fostering feelings of ‘ownership’ (de Lange & de Waal 2012). Contemporary experimental urban design interventions frequently target this affective realm, oftentimes by stirring emotions and desires though play and gamification, or through poetic and cinematographic ‘sense of place’ projects. In the affective view the city no longer is a passive backdrop for social behavior, or a canvas on which urbanites paint their everyday mental experiences. It becomes an active agent in a hybrid mesh of human-techno-socio-spatial interdependencies.

In the slipstream of an avant-garde of media makers, artists and academics, a very different yet powerful new vision of the ‘smart city’ takes hold in cities worldwide. In close collaboration with technology companies and university technology and engineering departments, cities are developing smart city policies to optimize urban processes by deploying a variety of technologies. The smart city is touted to help solve a wide range of pressing urban issues and therefore to improve people’s quality of life in the city. While different cities obviously face different problems, these issues include vacant buildings and wastelands, shrinking cities, sustainable food and energy production, (youth) employment and social equity, mobility, environmental quality, safety, bridging the gap between citizens and policy, and so on.

Smart city policies may be criticized for ignoring the active role of citizens and for proposing ‘technological fixes’ to complex problems. The argument I wish to develop here however goes a step further: the smart city also strips the city itself of its barely conceived agency and capacity to affect people on an emotional level. On the surface the notion of the smart city appears to attribute the city with the power to actively intervene. However, I argue that in fact this smart city paradigm involves a return to the systems perspective of the city as a passive backdrop for action. At best, if indeed there is a more developed perspective on citizen experience and engagement, it assumes people as rational deliberative agents. It is rather telling that smart city experiments are often incubated in that most sterile and rationalized of all environments, the (living) lab. To me that doesn’t seem like a good place to study potential solutions for urban issues on the plane of affect.

How then can an affective viewpoint contribute to tackling these issues and create better solutions? If we look at mobility issues for example, some scholars and artists have emphasized that mobility is not simply about traveling from A to B as efficiently as possible. Moving has its own affective connotations, which depends to a large degree not only on the spatial context and social situation but also the affective qualities of the transport- and communications media that are part of being on the move nowadays. Any smart city proposal that wishes to solve congestion and mobility problems must take this emotional experience of movement into account.

Rezone the game: playing for urban transformation

[I posted this a few days ago on The Mobile City blog]

This is an essay I recently wrote for The Bosch Architecture Initiative (BAI) and Digital Workplace (DW) about Rezone, an applied urban game they developed to address the issue of vacancy in the city of Den Bosch.

In the near future we start a collaboration with them in a project about urban gaming and vacant buildings. More about this project soon here on this blog.

Dutch version of the article (pdf 95 kb)
English version (pdf 90 kb)

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Rezone the game: playing for urban transformation

Introduction

How do you tackle a pressing and complex urban issue like vacancy of buildings and underused land? Especially in times of economic decline it is hard to reach solutions through conventional means. Traditional parties involved in urban development are not inclined to invest and instead wait for others to make the first step. The Bosch Architecture Initiative (BAI) and Digital Workplace (DW), two cultural organizations from the city of Den Bosch in the Netherlands, came up with an innovative intervention: Rezone, an urban game that challenges players to ‘fight blight’. At first it may seem strange to tackle a serious and actual problem by means of a game. After all, playing games appears to have little to do with the work of urban professionals. How then can a game like Rezone contribute to involve stakeholders in developing their city? We shall see below how Rezone offers unsuspected potential to address urban issues.

About Rezone the Game

In the game Rezone (rezonethegame.wordpress.com ) players must keep the city safe from deterioration and vacancy by salvaging real estate from decline. Participants adopt one out of four possible stakeholder roles. In the case of vacancy these roles include proprietor (owner of real estate), mayor (representing the municipality), engineer (urban designer) and citizen (neighbors). The challenge is for players to not just pursue individual self-interest but to strategically collaborate in order to defeat the system, which is programmed to let the city descend into decay.

Rezone is composed of a physical board game with a number of 3D printed iconic buildings that represent the neighborhood, an augmented reality layer of real-time information about these buildings projected on a screen, and a computer algorithm programmed to induce vacancy. When the game begins all buildings are fully occupied. Then at alarming speed they spiral down towards total abandonment. A vacancy meter on the screen indicates the level of occupation from 4 (completely occupied) down to 0 (abandoned). Empty buildings act like a contagious virus that infects neighboring buildings too.

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To turn the tide each player has two pawns that they can move to a building where the problem starts to run out of control. Players need not wait for their turn: acting swiftly is key as the tempo is high. However, pawns must be placed in the right order, like in the ‘real world’. An engineer cannot just upgrade a building before getting permission from the proprietor and a permit from the mayor. In the end the citizen will have to start using the building to turn the tide for good. The proprietor takes the initiative by being the first to put a pawn near a particular building where vacancy looms, thereby upgrading the score from 0 to 1. A mayor can reinforce this upgrade by adding a pawn and bring the score to 2. The designer can keep a building out of the danger zone for a long period of time, whereas the citizen can intervene for a shorter stretch. When all buildings are out of the danger zone the players have defeated the abandoned city.

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A camera above the game board monitors QR codes on the pawns in real-time and registers the players’ moves. The game engine continually adapts to changes in the game. It is possible to program the game with scenarios for specific neighborhoods and buildings. In the case of Den Bosch, for example, the policy of stimulating creative industry facilities in the periphery has resulted in an increase of vacant buildings in the inner city. This substitution or waterbed effect can be programmed into the game.

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Initiators

Rezone is a collaboration between Rolf van Boxmeer of the Bosch Architecture Initiative (BAI, www.bai-denbosch.nl) and Tessa Peters of the Digital Workplace (DW, www.dws-hertogenbosch.nl). BAI aims to contribute to the spatial quality of the city of Den Bosch and organizes activities for both citizens and urban professionals. The Digital Workplace is an art and culture center that organizes artistic expositions and large-scale urban festivals.

Development of Rezone

The idea for Rezone emerged from the question how cultural organizations like BAI and DW can contribute to developing their city, despite the fact they cannot build themselves. Their intuition was to use digital media technologies and engage new audiences in designing the city. The initiators observed that the use of play and games in professional domains like healthcare and education advanced but lagged in the world of architecture and urbanism. At BAI the 2012 program theme was “Reset the City”. This connected the concrete theme of repurposing the city to the use of digital media and play. Rezone, as the to-be-developed game was dubbed, was developed with a starting grant from the Netherlands Architecture Fund (now Creative Industries Fund). The initiators got in touch with the department Game Design and Development at the Utrecht School of the Arts (HKU, gi.hku.nl). Under the supervision of Lies van Roessel, six international students in their third year have designed the concept and developed Rezone in 3-4 months fulltime. Rezone was tailor-made for the neighborhood Spoorzone, just west of Den Bosch central railway station, an area suffering from blight. Additionally, the Expert Center Games and game-design (www.expertisecentrumgames.nl) helped to define target groups and formulate the question. A distinction was made between people who would play the game (local stakeholders between 18 and 50 years old) and people who would be interested in the outcomes of the game (urban policy makers and developers).

Launch of prototype and future

In less than a year the prototype of Rezone was realized. This period included the distinct phases of ideation, concept design, developing a prototype, and public launch. On December 14 2012 Rezone went public during the Playful Arts Festival (www.playfulartsfestival.com), a festival for play and games in urban space. This three-day festival took place in the Spoorzone area in Den Bosch. The intention was to test the prototype during the festival in order to make improvements. Several lessons were garnered from players’ feedback. Players thought the game was particularly relevant to people who have an interest in particular areas that suffer from, or risk abandonment. Another lesson was that the game has a learning curve and therefore needs to be played with a fair degree of attention instead of casually. The software too needs further improvement. At the moment Rezone is fully under construction. The ambition for 2013 and beyond is to improve Rezone based on these lessons and stakeholder feedback, and to play the game on locations together with stakeholders.

Context: connecting to three trends

Now that we have a better view of Rezone we can address the question how this applied game can help to solve complex urban issues. To do so we shall look at three interconnected trends.

First, Rezone fits in the trend that digital media technologies increasingly intersect with urban space. Ten years ago the computer was a rather clunky device on or under the desk at the office or at home. Now it has become portable and blends together with mobile communication in the form of the smartphone. Digital media technologies no longer constitute a separate virtual realm but are increasingly woven into everyday life. Today’s city has become a media city. Media technologies shape urban relationships: how people relate to physical space, how they initiate and maintain social ties, and how they experience the city on cognitive and affective levels. Until now most digital applications attempt to make life in the city easier and more efficient for individuals. Rezone by contrast is a project in which digital technologies help to engage citizens with each other and their living environment.

The second trend Rezone connects to consists of a broad range of societal changes in, among others, the relationship between professional and layman, between politics and citizen, and between producer and consumer. Professional expertise is no longer self-evident. Driven in part by digital media and online culture, networked citizens now want to do it themselves. This DIY mentality and open source ethics of collaborating and sharing can be seen for instance in online ‘community curated works’ like Wikipedia or the Linux kernel. Groups of people spark innovations based on a shared sense of ownership. In people’s own neighborhoods and communities too many of these networked bottom-up initiatives spring up: from the collective sharing of private resources like cars and tools to starting a cooperative energy enterprise. In a time in which architecture is under pressure – financially but also with regard to the legitimacy of professional expertise – it is important that new processes are developed that allow citizens to become shared owner of the processes and outcomes of urban interventions. Rezone is an attempt to establish this sense of ownership through intrinsically motivated play and contribute to livable and lively cities.

Third, Rezone fits in a number of recent developments in the game design world where game are not just made and played for their entertainment value but also for a more serious purpose. These developments are known under a range of labels: serious games, games for change, applied games, gamification. It takes too far to address differences in nuance. It appears very promising to use games and play principles for specific purposes in order to contribute to solving a problem. In designing such games, proper balances must be struck between tensions like the intrinsic pleasure of playing and reaching a goal outside of the game itself, between simulating ‘real world’ complexity and simplification.

Games for social innovation

According to Dutch historian Johan Huizinga, author of the seminal work Homo ludens (1938), play is not part of culture but at its origin. Play spawns culture because it offers safe spaces for experimentation, innovation and new cooperations without failure directly having serious consequences. The use of games like Rezone in urban creation processes thus contributes to the creation of culture. In play citizens are not merely passive users of their city but can become active makers. By playfully engaging in co-creation they become ‘owners’ over their environment. Citizens then generate their own urban culture instead of leaving it up to others like governments, corporations and design professionals. Playful creation processes shape existing and new relationships between people and space, among different people, and ultimately between people and their selves. Games thus may be fuel for new maker identities.

In play various stakeholders can meet each other in a playful atmosphere instead of a serious negotiation table. By playing together without direct consequences, trust between stakeholders can be forged. The game itself is pleasurable to play and acts as a catalyst for potential follow-up actions on complex issues like vacancy. What makes a game like Rezone so interesting is that it is a simplified artificial setting in which real emotions can emerge that seep through the game boundaries into the ‘real world’. While playing something is at stake. Players feel emotionally attached with both the activity of playing and with the outcomes of the game. Moreover, Rezone invites people to assume temporary roles, to stand in their adversaries’ shoes. This may lead to better understanding of mutual standpoints through embodied experience instead of mere rational arguments and deliberation.

Concluding

Rezone is not a game for everyone (although everybody can play). It is an applied game for specific areas in development and particular stakeholders who have a real interest in a neighborhood. A process that is stuck can be approached from another angle through a game and be put back on the rails. Like almost any game Rezone is a radical simplification of a complex issue. Rezone itself does not provide solutions. What it can do is to put an issue on the agenda, convene various stakeholders around an issue, and allow them to discover horizons for action for themselves. And when people craft their own solutions, they will have a much stronger sense of ownership over complex questions like urban vacancy.

Watertorenberaad talk “Engaging citizens with new media” (Dutch), 18 April 2013

Last week on Thursday April 18 I was invited to give a talk at the yearly Watertorenberaad working conference. The Watertorenberaad is an informal Dutch network of real estate developers, housing corporations, municipalities and other city makers. I gave a talk about the potential of new media and digital culture to engage citizens in co-designing their own city, and strengthen a sense of ownership. Other speakers were Sadik Harchoui, who talked about a social bank he is developing, and Frits Langenberg, founder of consumer research office Motivaction.

I was quite surprised to find that in the company of high profile real estate figures the overarching theme of the day was social innovation and bottom-up urban development. Many if not most of the projects presented were about some form of self-organization, temporariness, engaging new urban stakeholders, and alternative business models. The thorny question that remains – and which one of the participants dared to ask publicly towards the end – is whether all this will actually inspire a profound shift away from the ‘business as usual’ attitude. Of course we’ll have to see about that in the future, but I heard some interesting stories from among other Ballast Nedam, a leading construction and infrastructure company, that is developing Tok!, a crowdsourcing platform to contribute and develop innovative ideas. Up to now they have been using this internally but now consider expanding to involve external stakeholders too.

Below the short presentation that I gave (pdf 580 kb):

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Talk “What lessons can urban designers learn from new media?” (Dutch) Europan, Het Nieuwe Instituut, 12 April 2013

Europan, a European competition of ideas for young spatial designers, invited me (and also Miriam Luizink, director Mesa+ Institute for Nanotechnology) to give a talk at The New Institute in Rotterdam. My talk was about the influence of digital media technologies on urban design.

In the presentation I use the structure of a simple business plan to raise questions about potential lessons for spatial professionals from the world of new media. My argument is that in the context of combined crises in finance, expert knowledge and democratic legitimacy, urban designers should rethink several aspects of their professional occupation, including their vision and mission; their product or service; target group; resources; organization form; working process; distribution, marketing, and communication; and finance or business model.

Check out the presentation below (pdf 840 kb)

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Guest lecture “Play or be played? digital media & playful identities” – Honors Program Erasmus University Rotterdam, April 9, 2013

Stef Aupers, Associate Professor at Erasmus University’s Centre for Rotterdam Cultural Sociology, kindly invited me to give a guest lecture for the Erasmus Honours Program “Vicissitudes of the Self“.

I talked about the main themes of my dissertation: mobile media, urban identity and play, and also had very interesting and high quality discussions with the bright honors students from various countries and backgrounds.

Below my presentation (pdf 1.3 MB; it’s quite a long one since we had 3 hours).

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Presentation “Playfully taking ownership over your media city” (in Dutch)

As announced in the last post, on 6 March 2013 I gave a talk for the urban game project Rezone in Den Bosch about (digital) play and citizen engagement with the media city. The evening was a kick-off for a – hopefully – new project I am participating in. The crowd was a n interesting mix of architects/planners, media and game developers, (semi-)government and the cultural sector.

After my talk a lively discussion arose about the potential of play and games for citizen engagement.

Below the presentation that I gave that evening (in Dutch, pdf 1.2 MB).

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Talk 6 March 2013 ‘Play & the City’

The initiators of the urban game project Rezone in the city of Den Bosch have invited me to give a talk about play and ownership. Read the announcement below (in Dutch):

Lezing – Michiel de Lange 6 maart

categorie
lezingen-debatreeks
aanvang
06-03-2013
locatie
“Bovenkamer” van de Bibliotheek, Hinthamerstraat 72, Den Bosch

LEZING MICHIEL DE LANGE

Ownership en gamification: nieuwe vormen van (burger)participatie in de hedendaagse stad

Tijdstip: 
6 maart 2013 vanaf 20.00 uur

initiatief: DW en BAI

Locatie: “Bovenkamer” van de Bibliotheek, Hinthamerstraat 72 ‘s-Hertogenbosch

Toegangsprijs en reservering: <klik hier>

Voor meer informatie <Achter de Kan>

Rezone, een samenwerkingsverband tussen het BAI (Bosch Architectuur Initiatief) en de DW (digitale werkplaats, new media art instituut), is ontstaan om op een innovatieve manier projecten te initiëren die de kwaliteit van het leven in de stad willen bevorderen. In het kader van Rezone 2013 wordt de volgende lezing gegeven:

Jeronimus Toren Den Bosch UAR

Michiel de Lange is onderzoeker, schrijver, filosoof en mede-oprichter van Mobile City, een onafhankelijke onderzoeksgroep dat de invloed van digitale media technologieën op het stadsleven, en de gevolgen voor stedenbouw onderzoekt.
De Lange gaat in op welke wijze digitale middelen ingezet kunnen worden om meer betrokkenheid (ownership) te creëren voor urgente stedelijke kwesties bij de gebruikers van de stad. De vraag is: “Kunnen digitale mediatechnologieën, zoals games, bijdragen aan het betrekken van burgers bij de ontwikkeling van hun stad. En hoe doe je dat?”

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Ownership

De hedendaagse stad is een mediastad geworden. Mediatechnologieën beïnvloeden de manier waarop stedelingen omgaan met fysieke ruimte, hoe ze sociale verbanden aangaan en onderhouden en hoe zij de stad ervaren. Digitale mediatechnologieën vormen geen apart domein (een virtuele wereld van ‘cyberspace’) maar raken juist steeds sterker vervlochten met het alledaagse leven.

Tot nu toe pogen veel digitale toepassingen het leven in de stad makkelijker te maken voor individuen: altijd en overal toegang tot informatie en bestaande sociale contacten. Volgens ons is het interessanter om te kijken hoe we digitale mediatechnologieën kunnen aanwenden om bewoners te betrekken bij hun leefomgeving en bij elkaar. Vanuit het begrip ownership (eigenaarschap) onderzoeken we hoe bewoners vorm kunnen geven aan hun eigen stad en op collectief niveau stedelijke problemen zoals leegstand aan kunnen pakken.

Dat eigenaarschap beslaat meerdere niveau’s: mensen voelen zich betrokken bij een onderwerp dat henzelf aangaat, ze organiseren zich in open netwerken, dragen op wederkerige vertrouwensbasis bij aan het collectief, ze programmeren zelf hun eigen (technologische) middelen of hergebruiken en verbeteren het werk van anderen, ze voelen zich verantwoordelijk voor het product of de uitkomst van collectieve actie en voor het beheer ervan op langere termijn. Hoe kunnen we dit gevoel van eigenaarschap inzetten voor het leefbaar en levendig maken van de stad?

Lezing Michiel de Lange