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Embedded Citizen
    Participation
           Matthias Korn
Citizen Participation
Who will talk?
When will you use it?
Embedded into everyday life!
Agenda

‣ Motivation
‣ Embedded WHAT?
‣ Two Cases
‣ Methodological Challenges
‣ Conclusion
Act I: Embedded WHAT?   Banksy
Embedded Citizen
             Participation
•   information & participation “on the spot”
    •   “on the spot”:
        time and place where it makes sense for citizens to
        engage in the solution of an issue
•   situatedness: “where you are when you do what you do
    matters” (Gero, 1998; cf. Clancey, 1997)
•   decision-making processes bene t through
    •   local knowledge and local conditions
    •   real-life impact of interventions
Embedded Citizen
          Participation
•   Argyris & Schön (1974):
    distinction between theory-in-action and
    espoused theory
    --> di erent views in situ vs. ex situ
•   Schön (1983):
    distinction between re ection-in-action
    and o -loop re ection
    --> di erent results in situ vs. ex situ
In Situ vs. Remote
                Discussions
•   in situ discussions: being spatially co-located with
    the physical object or place that is being negotiated,
    i.e. citizens are situated in what they discuss about
•   yet! re ection-in-action is not all
    •   citizens are busy & stressed when “on the run”
    •   mobile devices are after all constrained due to
        their limited capabilities
•   combination of in situ and remote elements of
    discussions
Act II: Cases
Case I: Mobile Democracy
Mobile Democracy
•   Mobile app to engage citizen
    participation in municipal
    planning
•   Citizens suggest changes to
    the plan or react to proposed
    changes
•   Location-aware noti cations
•   Mobile app to take rst steps
    while in the situation
•   Desktop interface for
    re ection and deeper
    engagement at home
Augmented Reality City Tour
Augmented Reality City Tour
Augmented Reality City Tour

•   before participating comes informing
    •   according to the ladder of citizen participation (Arnstein,
        1969)
•   immersive information about the current local environment
•   displays planned buildings in the local environment on top
    of a mobile phone’s live camera feed
•   better understanding of future changes to the cityscape
•   architectural drawings and textual descriptions often unapt
    or insu cient to communicate plans to interested residents
Case II: Shaping Mols
Shaping Mols

•   involving the people living, working or visiting the parks in
    its development process
•   citizen participation through mobile social technology that
    is embedded in their everyday life in the park


1. understanding the nature of citizens’ interest in the process
2. understanding ongoing involvement e orts
3. technological interventions in future citizen involvement
   activities
Act III: Methodology
Studying (Mobile) Situated
     Use “in the wild”
•   new challenges & opportunities for methods that
    are in situ with regards to actual use
•   technology being embedded into the physical
    environment or integrated in our everyday life
•   several relevant workshops
    •   Mobile UX Research @ CHI ‘09
    •   Observing the Mobile UX @ NordiCHI ‘10
    •   Research in the Large (App Stores) @ UbiComp ‘10
(1) Contextual Experience
         Sampling Method
•   prompt users using your application in their
    everyday life for input
•   prompting is triggered depending on
    various context variables of the use situation
•   participants report experiences while in the
    moment
•   existing examples: MyExperience, CAES
(2) Walkshops
•   Observing use “in the wild”
•   Observing sense-making processes of the users
•   Walkshops enable the study of context paired
    with the micro-processes of sense-making
•   Walking as a tool for thinking & closer relation
    to the context of use
•   Complementary method for early on in the
    design process
(2) Walkshops
•   Observing use “in the wild”
•   Observing sense-making processes of the users
•   Walkshops enable the study of context paired
    with the micro-processes of sense-making
•   Walking as a tool for thinking & closer relation
    to the context of use
•   Complementary method for early on in the
    design process
Banksy
Conclusion
Conclusion
Embedded Citizen Participation:
•   information “on the spot”
•   participation “on the spot”
•   in situ & remote discussions
    •   being spatially co-located with the physical object or
        place that is being negotiated, i.e. citizens are situated
        in what they discuss about
Methodology: studying mobile situated use “in the wild”
•   methods that are in situ with regards to actual use
Embedded Citizen
    Participation
                Matthias Korn




               mkorn@cs.au.dk
        http://cs.au.dk/~mkorn

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Embedded Citizen Participation

  • 1. Embedded Citizen Participation Matthias Korn
  • 4. When will you use it?
  • 6. Agenda ‣ Motivation ‣ Embedded WHAT? ‣ Two Cases ‣ Methodological Challenges ‣ Conclusion
  • 7. Act I: Embedded WHAT? Banksy
  • 8. Embedded Citizen Participation • information & participation “on the spot” • “on the spot”: time and place where it makes sense for citizens to engage in the solution of an issue • situatedness: “where you are when you do what you do matters” (Gero, 1998; cf. Clancey, 1997) • decision-making processes bene t through • local knowledge and local conditions • real-life impact of interventions
  • 9. Embedded Citizen Participation • Argyris & Schön (1974): distinction between theory-in-action and espoused theory --> di erent views in situ vs. ex situ • Schön (1983): distinction between re ection-in-action and o -loop re ection --> di erent results in situ vs. ex situ
  • 10. In Situ vs. Remote Discussions • in situ discussions: being spatially co-located with the physical object or place that is being negotiated, i.e. citizens are situated in what they discuss about • yet! re ection-in-action is not all • citizens are busy & stressed when “on the run” • mobile devices are after all constrained due to their limited capabilities • combination of in situ and remote elements of discussions
  • 12. Case I: Mobile Democracy
  • 13. Mobile Democracy • Mobile app to engage citizen participation in municipal planning • Citizens suggest changes to the plan or react to proposed changes • Location-aware noti cations • Mobile app to take rst steps while in the situation • Desktop interface for re ection and deeper engagement at home
  • 16. Augmented Reality City Tour • before participating comes informing • according to the ladder of citizen participation (Arnstein, 1969) • immersive information about the current local environment • displays planned buildings in the local environment on top of a mobile phone’s live camera feed • better understanding of future changes to the cityscape • architectural drawings and textual descriptions often unapt or insu cient to communicate plans to interested residents
  • 18. Shaping Mols • involving the people living, working or visiting the parks in its development process • citizen participation through mobile social technology that is embedded in their everyday life in the park 1. understanding the nature of citizens’ interest in the process 2. understanding ongoing involvement e orts 3. technological interventions in future citizen involvement activities
  • 20. Studying (Mobile) Situated Use “in the wild” • new challenges & opportunities for methods that are in situ with regards to actual use • technology being embedded into the physical environment or integrated in our everyday life • several relevant workshops • Mobile UX Research @ CHI ‘09 • Observing the Mobile UX @ NordiCHI ‘10 • Research in the Large (App Stores) @ UbiComp ‘10
  • 21. (1) Contextual Experience Sampling Method • prompt users using your application in their everyday life for input • prompting is triggered depending on various context variables of the use situation • participants report experiences while in the moment • existing examples: MyExperience, CAES
  • 22. (2) Walkshops • Observing use “in the wild” • Observing sense-making processes of the users • Walkshops enable the study of context paired with the micro-processes of sense-making • Walking as a tool for thinking & closer relation to the context of use • Complementary method for early on in the design process
  • 23. (2) Walkshops • Observing use “in the wild” • Observing sense-making processes of the users • Walkshops enable the study of context paired with the micro-processes of sense-making • Walking as a tool for thinking & closer relation to the context of use • Complementary method for early on in the design process
  • 25. Conclusion Embedded Citizen Participation: • information “on the spot” • participation “on the spot” • in situ & remote discussions • being spatially co-located with the physical object or place that is being negotiated, i.e. citizens are situated in what they discuss about Methodology: studying mobile situated use “in the wild” • methods that are in situ with regards to actual use
  • 26. Embedded Citizen Participation Matthias Korn mkorn@cs.au.dk http://cs.au.dk/~mkorn