Co-creating future narratives: a participatory methodology for digital placemaking
ABSTRACT This article explores speculative storytelling as a participatory method for digital placemaking, drawing on the Future Huyton project in the UK. Combining creative workshops with augmented reality (AR) and transmedia design, the project invited local residents to imagine alternative futures for their town, using narrative as a low-threshold, culturally resonant medium for civic engagement. The study examines how participants’ lived experiences and aspirations were expressed through fictional stories that contributed to a collective reimagining of place. Emphasizing the role of storytelling as both a creative and reflective tool, the project highlights how communities can engage with digital placemaking beyond consultation, through processes grounded in local identity and vision. Through this lens, the article contributes to emerging debates on participatory design, co-creation, and the integration of narrative methods in community-led urban innovation.
- Conference Article
1
- 10.1145/2800835.2808080
- Jan 1, 2015
This workshop (held in conjunction with the UBICOMP 2015: The 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing and ISCW 2015: The 19th International Symposium on Wearable Computers) will bring together researchers and practitioners to reflect on the use of participatory design methods, especially in the context of design for wellbeing. Delegates will reflect both on the user experience of being part of such methods, and on the design team experience, in line with recent calls for reflexivity in HCI. The workshop will enable delegates to situate their practice in the broader context of humanistic psychotherapy research, and implications for research methodologies and professional development will be discussed. Through a short series of talks, delegates will learn about attitudes and tools (specifically the Person Centred Approach and Interpersonal Process Recall) for reflection on team working and relational aspects of participatory design. The workshop will in turn contribute to the development of a person-centred framework for participatory and co-design research. This set of three talks reflects on the use of participatory design methods, especially in the context of design for mental health and wellbeing. In them we: introduce the Person-Centred Approach as a framework for conducting Participatory Design; outline the method of Interpersonal Process Recall (IPR); and present a heuristic case study of these approaches being developed by a multidisciplinary design research team with Mind, a UK mental health charity. The aims of the workshop are to: situate Participatory Design practice in the context of humanistic psychotherapy research, and discuss implications for design research methodologies; introduce phenomenological attitudes and tools for reflection on team working and relational aspects of Participatory Design; and contribute to the development of a person-centred framework for Participatory Design research.
- Conference Instance
1
- 10.1145/1011870
- Jan 1, 2004
Proceedings of the eighth conference on Participatory design Artful integration: interweaving media, materials and practices - PDC 04
- Supplementary Content
3
- 10.1108/arch-01-2024-0036
- May 29, 2024
- Archnet-IJAR: International Journal of Architectural Research
Purpose The surge of digital technologies and information communication technologies poses a challenge to traditional placemaking, influencing how people live, communicate and connect with their environments. In response, placemaking practices are integrating emerging digital technologies, giving rise to digital placemaking. This digital approach aims to present new opportunities for establishing a sense of place, encouraging unique interactions and adding value to communities in social, economic, cultural and environmental aspects. Design/methodology/approach This paper aims to examine the current landscape of digital tools and apps that facilitate digital placemaking. Conducting an extensive literature review, the research evaluates these tools based on their positive contributions to placemaking, categorizing them according to the aspects they enhance in the placemaking process. These aspects include social dynamics, cultural influences, environmental considerations, artistic qualities, heritage preservation, support for human well-being, urban development and opportunities for digital collaboration among citizens. Additionally, the paper explores digital pedagogy for placemaking, analyzing various tools for their educational approach, knowledge production methods and learning outcomes. Findings The findings indicate a growing trend in utilizing digital tools for placemaking, driven by technological advancements like augmented and virtual reality, artificial intelligence and the internet of things. Similar to traditional placemaking, digital practices are collaborative and context-dependent, requiring engagement from multiple stakeholders for optimal success. Notably, successful digital placemaking apps often incorporate interactivity and multimodality. Digital collaborative platforms can significantly impact placemaking and sustainable urban design, serving as effective tools for both bottom-up and top-down knowledge production and learning related to placemaking. Research limitations/implications The findings of this study must be seen considering certain limitations. The scoping review utilized analysis of most relevant bibliometric databases, however, in the domain of digital placemaking there are undertakings by private companies, nongovernmental as well as governmental organizations which are not cited in the scientific databases. This limitation was tackled by using conventional search engines like Google and Bing to identify and study such projects. Also, it must be noted that the digital domain is rapidly developing and being integrated in digital placemaking. Even more, the artificial intelligence technology, which is being applied across all disciplines, with so far unforeseen possibilities, should be further examined how it is being adopted and implemented in the domain of digital placemaking and which are its impacts in the placemaking processes and outcomes. Originality/value Despite these advancements, many digital tools lack a comprehensive approach to address the various aspects of sustainability in placemaking. Consequently, further research is needed to develop digital tools that adopt a holistic approach, ensuring justifiability and feasibility in social, environmental and economic terms. Furthermore, in alignment with the goals of the EU Green Deal, incorporating Circular Economy principles into the development of new digital placemaking methods and tools is crucial.
- Research Article
- 10.1080/17549175.2025.2455620
- Jan 27, 2025
- Journal of Urbanism: International Research on Placemaking and Urban Sustainability
Public places affect residents’ and tourists’ quality of life. However, stakeholders may struggle to understand these environments’ features. Digital technology has made interactive urban space models possible, enabling more collaborative and inclusive urban planning. Tehran’s Vanak Square neighborhood uses digital placemaking. Augmented reality with interactive markers lets residents influence planning. The integration of augmented reality with emerging technologies is transforming urban environments. The emergence of urban metaverse cyberspaces and the transformation of cities into smart cities through technologies like AR are revolutionizing how residents do business and live, including virtual offices, stores, and tourism. This integration democratizes services, resources, and skills globally without borders, significantly altering the fabric of urban life. Digital placemaking improves public space design and inclusivity, increasing city life. Moreover, integrating concepts like urban metaverse cyberspaces and smart city digital twins can further revolutionize urban living by democratizing services and resources through immersive technologies.
- Research Article
3
- 10.1162/pres_e_00348
- Jan 1, 2019
- PRESENCE: Virtual and Augmented Reality
User Experience and Engagement in the Reality–Virtuality Continuum: A Special Issue Guest Editorial
- Research Article
1
- 10.1177/13548565251372796
- Aug 30, 2025
- Convergence: The International Journal of Research into New Media Technologies
This article summarizes literature on state-of-the-art (semi-)immersive – augmented reality (AR), virtual reality (VR), and mixed reality (MR) – games and applications in placemaking. Its methodology engages with PRISMA workflow, incorporating computational and qualitative analytic methods. Our findings reveal that while most digital tools share common placemaking goals, each (semi-)immersive technology excels in specific areas. AR Location-Based tools work best in encouraging active explorations of the urban spaces, while VR aces in facilitating real-time interactive co-design simulations and MR can bring virtual and on-site participants together in one platform. We also highlight the growing popularity of (semi-)immersive games, serious games and gamification in digital placemaking and explore their varying capacities. These findings contribute to an interdisciplinary approach that advances understanding of (semi-)immersive digital tool developments and informs better placemaking strategies and policies.
- Research Article
- 10.1145/3703916
- Feb 17, 2025
- Journal on Computing and Cultural Heritage
Enhancing public art installations with augmented reality (AR) merges the physical and digital worlds and creates a strong sense of place attachment in urban settings. AR is an established tool for digital placemaking, which is a participatory form of embodied space-based social practice. While there is disagreement over whether digital placemaking is best achieved through organic engagement with locative media, deliberate urban planning initiatives, or a combination of both, it is increasingly clear that well-designed AR can impact how citizens perceive and engage with their physical surroundings and can invigorate urban spaces. In this article, we explore the design and development of ARTours Clearwater, an AR app that was developed as part of a city-led public art initiative aimed at increasing foot traffic and enlivening a downtown district through the creation of vivid, memorable, “imageable” spaces. The app development workflow encompassed terrestrial lidar scanning of the murals, the identification of tracking images in Vuforia, the development and scaling of digital animations in Unity, and onsite testing to evaluate environmental conditions. The project came to fruition at a public launch, which promoted novel forms of people-place interactions by bringing together multiple stakeholder groups in a synchronous event that enlivened the city’s downtown.
- Book Chapter
15
- 10.1201/9781439863992-15
- Oct 1, 1999
Augmented Reality offers a new paradigm for interacting with computers, linking familiar, physical objects to powerful computer networks. Although still in its infancy, the field is expanding rapidly, due to a wealth of new materials and technologies and a shift away from conventional notions about human-computer interaction. The increasing power and decreasing size of computers, the development of materials such as electronic ink and paper, and the recent explosion of the world-wide web, make Augmented Reality the user interface of the future. However, creating successful augmented reality applications is not simply a matter of coming up with a new technology, no matter how clever. Because of the potential for confusion between the real and the virtual, augmented reality requires a multi-disciplinary approach, with a strong emphasis on the user. New technologies may offer fundamentally new ways of empowering users; but successful applications will have to be integrated into real-world activities. We are interested in a particular type of augmented reality, which we call Paper. This position reports on our experiences with three augmented projects: Ariel provides augmented engineering drawings for construction engineers, Video Mosaic provides augmented storyboards for video producers and Cameleon provides augmented flight strips for air traffic controllers. Using these projects as a starting point, we examine from three perspectives: as a physical object, as a social artifact and as an augmented object. We argue that field observations of users and participatory design and prototyping approaches are essential for understanding the situated nature of the use of paper, which is, in turn, essential for developing effective applications. INTRODUCTION Our work in augmented reality grows out of our observations of users who have held on to paper, despite powerful incentives to adopt electronic replacements. Contrary to what many believe, users are not Luddites, clinging to as a way of resisting change. On the contrary: most are excited by the benefits offered by computers and some are even accomplished hackers. Their resistance is, in fact, extremely practical. New computer systems are either less efficient or simply cannot perform many required tasks. Depending upon the situation, users either reject the new system entirely (such as air traffic controllers who refuse to use on-screen flight strips) or else increase their workload by juggling an awkward combination of the existing and new on-line systems (as in many office applications). Augmented reality provides an interesting solution to this problem, directly providing a link between physical and a computer network. This interactive paper has the potential to offer the best aspects of both physical and electronic documents, by making the the user interface. However, Interactive Paper is not a panacea. A lack of understanding of the differences between physical and electronic paper, particularly when used in the context of the users work, can result in serious confusion. How do we provide users with feedback when aspects of the augmented break down or get out of sync? What happens when there are discrepancies between the real and virtual forms of paper? We believe that understanding the pre-existing use of ordinary in the context of the user's work is critical. Using multi-disciplinary teams and participatory design techniques, we developed different augmented reality solutions to support users needs. In each case, we emphasized exploring the design space rather than focusing on a single technological solution. We wanted to address the mismatch between physical and on-line systems and understand how would fit into and evolve within users' real-world work settings. This briefly describes three applications and discusses their use of from three perspectives: as a physical object, as a social artifact and as an augmented object. Three Interactive Paper applications We have explored the concept of paper, defined as using physical as the interface to a computer, in three different applications: Ariel provides augmented engineering drawings for construction engineers, Video Mosaic provides augmented storyboards for video producers and Cameleon provides augmented flight strips for air traffic controllers. Ariel: Augmented engineering drawings Our first project, called Ariel (Mackay et al., 1993, Mackay et al., 1995), grew out of work for the EuroCODE European ESPRIT project. We were initially charged with developing a multimedia communication system for construction engineers building the (then) longest suspension bridge in the world, in Denmark. In our observations and interviews with the engineers, we discovered that, although all had computers in their offices, they rarely used them. Engineers are constantly on the move, from the boat, to the bridge, pre-fabrication sites, meeting rooms as well as their
- Research Article
- 10.18030/socio.hu.2020en.138
- Jan 1, 2020
- socio.hu
Architecture is an intervention in the existing socio-spatial dynamics of a given society. This intervention can strengthen the status quo or create a new social order by triggering social relations and conflicts, which empowers one social group while oppressing others. This paper offers a deeper insight into the impact of this intervention by analysing a participatory landscape design project in Budapest and the surrounding discourses. The participatory landscape design project of Teleki Square in the 8th district of Budapest was carried out in 2013 with the involvement of local residents. The project was hailed as a success by the field of architecture, the media, and the local council. However, critical voices drew attention to the fact that the marginalized people of the neighbourhood were not present in the design process and only a quasi-homogenous and relatively more affluent group of people attended the design workshops. While the participating group has been empowered by the participatory design project, the group gained de facto the right to control the accessibility of Teleki Square. In this context the participatory landscape design project can be seen as a struggle for the urban space, where the lay participants circumstantially became the supporters of the ongoing local council-led gentrification in the neighbourhood. To understand this struggle and the dynamism that the participatory design brought in the socio-spatial conditions of the neighbourhood, this paper uses relational analysis. As opposed to choosing the stakeholders of the design project as fixed analytical units for a starting point of the analysis, the author builds on a relational framework that enables one to grasp the emerging and disappearing circumstantial coalitions between the stakeholders. Looking at the participatory landscape design project as a field of forces nested within the field of the gentrification, the position of the stakeholders can be defined by the different types of capital they possess. This analysis builds on interviews with four stakeholder groups of the participatory landscape design project (local council, architects, ‘Partners for the Teleki Square Association’ and ‘critical intellectuals’), videos of the participatory design workshops and local council documents. The empirical data was collected in 2016–2017.
- Research Article
17
- 10.1080/15710882.2018.1424204
- Jan 2, 2018
- CoDesign
The expansion of participatory design, from a Scandinavian workplace context, to also include the public sphere, communities and developing countries, has led to a high diversification of participants. However, these new types of participant groups are often addressed in a simplistic manner, viewed as homogenous entities, without consideration being given to the fact that they may consist of subgroups and individuals, all with different needs and preconditions to participate. Further, there seems to be little understanding of the fact that people’s situations are not static, but changes over time as a project unfolds. In this article, it is argued that focus needs to be put on reflection of participant diversity and changeability over time. An example is given of how a tool for reflection can facilitate this, give visual form to complex situations, highlight differences between groups and indicate how participants’ positions alter over time. It is proposed that the tool can enable design researchers to reflect collectively about how different groups should be involved, as well as on the effect that project actions and decisions can have on participants.
- Research Article
- 10.14710/jadu.v7i2.25499
- Jun 30, 2025
- Journal of Architectural Design and Urbanism
Over time, significant changes in social, economic, and cultural aspects have profoundly influenced the function and meaning of heritage buildings. These buildings often undergo functional transformations while maintaining their historical forms, presenting challenges in preserving their architectural authenticity and historical value. The concepts of digital placemaking and Soft City theory offer potential approaches to support the preservation of heritage buildings, emphasizing community engagement and the revitalization of historical values without compromising physical authenticity. This study employs literature reviews and precedent analyses to explore how digital technology and adaptive design can meet user needs while preserving the cultural and historical significance of buildings. As a case study, the Kebon Rojo Post Office in Surabaya is analyzed through interviews and data synthesis to demonstrate the application of Soft City principles, such as optimizing the balance between open and closed spaces and utilizing digital technology to create interactive experiences. The findings show that the combination of digital placemaking and Soft City principles can produce hybrid spaces that enrich emotional and sensory connections, promote flexibility, and enhance community inclusivity. This approach integrates physical and digital elements to revitalize heritage buildings, keeping them relevant in the modern urban context. The study also highlights digital interventions such as augmented reality, adaptive lighting, and interactive digital platforms as effective tools to strengthen the cultural and historical value of heritage sites. These technologies enable more dynamic and interactive user engagement, breathing new life into heritage buildings without compromising their architectural authenticity in the digital era.
- Research Article
- 10.1007/s10894-025-00522-2
- Nov 17, 2025
- Journal of Fusion Energy
As fusion energy technologies approach demonstration and commercial deployment, understanding public perspectives on future fusion facilities will be critical for achieving social license. In a departure from the ‘decide-announce-defend’ approach typically used to site energy infrastructure, we develop a participatory design methodology for collaboratively designing fusion energy facilities with prospective host communities. We present here our findings from a participatory design workshop that brought together 22 community participants and 34 engineering students. Analysis of the textual and visual data from this workshop shows a range of design values and decision-making criteria with ‘integrity’ and ‘respect’ ranking highest among values and ‘economic benefits’ and ‘environmental protection/safety’ ranking highest among decision-making criteria. Salient design themes that emerge across the facility concepts include connecting the history and legacy of the community to the design of the facility, respect for nature, care for workers, transparency and access to the facility, and health and safety of the host community. Participants reported predominantly positive sentiments, expressing joy and surprise as the workshop progressed from learning about fusion to designing the hypothetical facility. Our findings suggest that carrying out participatory design in the early stages of technology development can invite and make concrete perspectives on public hopes and concerns, improve understanding of, and curiosity about, an emerging technology, build toward social license and inform context-specific development of future fusion energy facilities. Drawing on our findings and design process, we propose a prototype playbook for participatory design that will be developed further in future research. We recommend that fusion development teams (1) consider using participatory design approaches at multiple junctures throughout the fusion technology or facility development process, (2) build capacity to carry out such participatory engagements and (3) design standardized but adaptable technologies and facilities. We invite fusion technology developers to use and adapt our playbook for their own projects. Graphical Abstract
- Research Article
- 10.2298/gei2502087k
- Jan 1, 2025
- Bulletin de l'Institut etnographique
The article examines the concept of ?sense of place? in the context of the increasing use of new communication technologies, particularly within social media platforms like Facebook. It focuses on two villages in Eastern Crete, Greece, Sissi and Vrachassi, which have been experiencing significant changes since the late 20th century, primarily under the impact of tourism. The study leverages online and offline research to explore online conceptualization of the natural and socio-cultural environment and shaping of a common local collective identity, utilizing the terms sense of place and ?digital placemaking.? It investigates how sense of place is attributed and extended in virtual/online environments by considering the online construction and representation of local heritage. Additionally, it explores whether and how local communities in online environments select, emphasize, and utilize some heritage elements, often imbuing them with special interest, significance, and sometimes intense idealization and nostalgia.
- Research Article
- 10.5204/mcj.2809
- Aug 12, 2021
- M/C Journal
Transformative or Tokenistic?
- Research Article
- 10.7592/methis.v28i35.25575
- Jun 14, 2025
- Methis. Studia humaniora Estonica
Teesid: Videomängud on saanud oluliseks kultuuriliseks ja hariduslikuks väljendusvahendiks, mille potentsiaali vaimse tervise hariduses ei ole veel piisavalt rakendatud. Artikkel käsitleb, kuidas koosloomepõhine videomängude disain võib toetada noorte täiskasvanute psühholoogilist heaolu, loovust ja õppimist. Erasmus+ töötoas kasutati kunstipõhist ja osaluslikku disainiprotsessi, et soodustada eneseväljendust, emotsionaalset teadlikkust ja refleksiooni. Metoodika lõimis osalusdisaini, metakognitiivse õppimise ja kunstipõhise tegevusuuringu. Tulemused viitavad, et selline lähenemine võib toetada motivatsiooni, keskendumisvõimet ja heaolu, pakkudes tõhusat viisi loovuse ja vaimse tervise ühendamiseks hariduslikus kontekstis. Mental health challenges faced by young adults have become a global concern, with rising rates of anxiety, depression, and stress. The World Health Organization highlights a decline in well-being, particularly among younger populations. In Estonia, nearly half of young adults report mental health difficulties, underscoring the need for innovative approaches to mental health education. While traditional interventions remain essential, creative and participatory methods are gaining recognition for their potential to enhance psychological well-being. One such approach is participatory video game design, which integrates artistic creativity, interactive storytelling, and collaborative learning to foster engagement and emotional resilience. This article explores how co-creative video game design can support psychological well-being, creativity and learning among young adults. Conducted during a three-day Erasmus+ workshop, the study investigates how art-based and participatory design practices can promote emotional awareness, presence, self-expression, and reflection. The methodology combines art-based action research, participatory design, and metacognitive learning into an integrated framework that enables safe, collaborative and meaningful exploration of mental health themes. Participants – international students aged 17 to 18 – worked in small teams to design game prototypes that addressed personal and social aspects of mental health. Two custom-developed toolkits structured the creative process: one based on flow theory, the other on visual world-building templates. These toolkits supported both creative design and psychological reflection. Participants also completed daily self-assessment surveys and the Flow Likelihood Questionnaire to assess their motivation, focus, and engagement. Results indicated increasing levels of attentional focus, intrinsic motivation, and psychological presence over the course of the workshop, with the highest scores on the final day. Participants reported enjoyment, self-development, and creative flow, suggesting the design process had both cognitive and emotional significance. Psychological frameworks were embedded within the design structure, allowing participants to internalise concepts such as flow and self-regulation through hands-on creative engagement, rather than direct instruction. This research positions participatory game design as more than a technical skill, it becomes a shared artistic and pedagogical process through which young people explore identity, emotions, and interpersonal dynamics. Co-creation offers a shift from passive media consumption to active authorship, fostering agency and reflective thinking. The facilitator’s role was framed not as instructor but as a ‘journey designer’, creating a flexible structure in which participants could safely navigate complex content, experiment, and express themselves. Methodologically, the study proposes a four-part model – game, creators, journey designer, and journey – that integrates artistic creation, learner agency, guidance, and the process of reflection. Flow theory was both a design concept and an evaluative lens, showing strong correlation with participant engagement. Quantitative data were supported by open-ended reflections in which participants articulated new insights into game mechanics, storytelling, teamwork, and their own emotional experiences. Rather than measuring outcomes alone, this study focuses on the conditions that support psychological well-being through creative participation. The results demonstrate that structured co-creation, rooted in interdisciplinary arts-based research, can create a psychologically supportive space where learning, expression, and personal growth intersect. In conclusion, this research contributes to the expanding field of arts-based mental health education by showing how participatory video game design can foster emotional presence, metacognitive awareness, and peer connection. It encourages further integration of creative, reflective, and collaborative practices into education and youth work contexts, offering a promising model for engaging young adults in meaningful dialogue around mental health.
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