A high-end, high-def, multiuser, multi-touch table. Photo by flickr user ideum.
has a really nice overview of Planning 2.0 concepts and tools
(thanks to Engaging Cities
for the link).
Engaging Cities posted the slide deck from their “What’s Next for Planning Technology” panel at the APA conference, and it’s worth a look if you didn’t make the session. Their ten: text messaging, social media, mobile interaction, 311 reporting, virtual worlds and gaming, community mapping, crowdsourcing planning, interactive data, augmented reality, and touch tables. Most of these are subjects and technologies close to our heart at PlaceMatters: powerful tools that can, if integrated thoughtfully, add a great deal of power to a community engagement process.
countably infinite reflects on the APA conference and gives our Beers in Beantown event a nice shout-out.
Open Source Planning also offers a nice word about our Beers in Beantown event and mentions IMMBYs (“I Mapped My Backyard”) and their implications for planning.
Cairns Blog posts a thoughtful reflection on the open government movement.
Planetizen reports on the upcoming Urban Design Marathon (quoting from a Good Magazine article): “A hundred designers, 10 urban challenges, very little money, and no sleep. That’s the recipe for 72 Hour Urban Action, a three-day marathon for designers to improve their city.” This approach doesn’t include any public engagement elements, but it fits the charrette model of quickly and intensively powering through what is often a very long, drawn-out process. The really interesting twist would be figuring out how to fold in real community participation.
You know QR codes are starting to hit the mainstream when the Denver Post writes about them. Although their use is still early-stage (but growing in buzz and popularity), they can clearly have value in public processes. Mashable offers some tips for making your QR codes a little more interesting.
A guest post on Museum 2.0 covers civility and conviviality in museum design, the idea of which seems to translate well to designing public engagement. A good design will enable people to “share their common humanity and to offer opportunities not only for learning and social engagement, but also for reflection and solitude in the presence of others,” and, in the case of community engagement, help lead to genuinely participatory decision-making.
SocialFish posts a great slide deck on the seven core concepts of effective gamification. Whether gamification per se makes sense in a community engagement process will depend a lot on the process and the circumstances, but elements of good gamification are probably useful in process design regardless. Their seven core concepts: 1) know who’s playing; 2) Build fun, pleasure, and satisfaction into your core activity loop; 3) Change the user experience over time; 4) Build a system that’s easy to learn but hard to master; 5) Use game mechanics to light the way towards mastery; 6) As players progress, increase the challenge and complexity; 7) Embrace intrinsic motivators.
The Augmented Reality Blog writes about the future of the technology. It seems pretty likely that augmented reality tools, as they mature, will become an important component of community engagement efforts.
On the PlaceMatters blog, Ken reviewed a pile of new online idea creation tools (and the winners are: Spigit and UserVoice), Jocelyn talked about avoiding public participation pitfalls, and I ruminated on the magic of good decision-making.
ReadWriteWeb reports on Microsoft’s new software development kit for the Kinect, scheduled for release this spring. While you can do a lot with clever hacks of the existing device, the SDK opens things up a lot, enabling third party developers to create a wide range of applications that take advantage of the Kinect’s cutting-edge motion sensing technology. We should expect to see plenty of innovations with direct application to community decision-making.
What did we miss?