Abstract

In a changing world, not being able to simply carry on doing what we have always done and getting what we have always got gives rise to an appetite for alternative approaches. Yet an alternative approach must contend with established practice and the associated norms and sense of familiarity that surround that. This paper addresses the following question. How can an approach be designed and used to effectively engage people in a critical examination of Triple Access Planning (TAP)? TAP is an alternative approach to established transport planning. The paper sets out the rationale for, development of, and application of, a serious game. Specifically, a serious card game methodology is put forward that draws upon SWOT analysis for its core design. Its intention is to allow teams of players to become more familiar with the alternative approach in question and to critically examine and prioritise its strengths, weaknesses, opportunities and threats. The SWOT in a Box methodology is applied to TAP. Results are presented from over 40 game runs. Insights from developing and applying the game suggest that the methodology is adaptable and readily transferable to other domains. The paper reveals the SWOT in a Box methodology to be an effective tool for shared learning: (i) players learn from the game; (ii) players learn from each other as they exchange experiences and views; and (iii) the game designers can learn from the players playing the game. It generates insights and empirical evidence. It is fun and it is useful.

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