Mark Lindquist
University of Michigan, Natural Resources and Environment, Faculty Member
- University of Manitoba, Architecture, AlumnusThe University of Sheffield, Landscape, AlumnusUniversity of Toronto, Architecture, Landscape & Design, Alumnusadd
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Globally, geodiversity and the associated ecosystem services it provides, are both under threat from anthropogenic pressures and environmental changes. The UNESCO Global Geoparks Programme was established to create protected areas that... more
Globally, geodiversity and the associated ecosystem services it provides, are both under threat from anthropogenic pressures and environmental changes. The UNESCO Global Geoparks Programme was established to create protected areas that not only preserve geodiversity but enhance human wellbeing and cultural heritage. Understanding the role geodiversity plays in providing such ecosystem services is necessary for providing holistic conservation priorities that ensure their sustainable use. Studies have extensively used social media data to assess cultural ecosystem services, however, the photographic viewable area, which demonstrates scenic or areas of interest, has been scarcely evaluated. Studies often take crude measurements of viewsheds rather than isolating viewed content. Here, we gather georeferenced images taken inside geopark boundaries from the social media website Flickr as a proxy for aesthetically pleasing viewpoints. To understand what landscape characteristics are visibl...
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Urban residents are often unevenly vulnerable to extreme weather and climate events due to socio-economic factors and insufficient greenspace. This can be amplified if citizens are not meaningfully consulted in the planning and design... more
Urban residents are often unevenly vulnerable to extreme weather and climate events due to socio-economic factors and insufficient greenspace. This can be amplified if citizens are not meaningfully consulted in the planning and design decisions, with changes to greenspace having detrimental impacts on local communities, e.g., through green gentrification. These deficiencies can be addressed through inclusive landscape-level collaborative planning and design processes, where residents are fully engaged in the co-creation of urban greenspaces. A promising way to support co-creation efforts is gamifying technology-based interactive decision support systems (DSSs). Gamification, the incorporation of video game elements or play into non-game contexts, has previously been used for DSSs in urban planning and to inform the public about the impacts of climate change. However, this has yet to combine informational goals with design-play functionality in the redesign of urban greenspaces. We c...
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In 2019, the City of Detroit Planning and Development Department began to formulate the Gratiot/7 Mile Neighborhood Framework Plan, which will be used to guide neighborhood planning and future development in four northeast Detroit... more
In 2019, the City of Detroit Planning and Development Department began to formulate the Gratiot/7 Mile Neighborhood Framework Plan, which will be used to guide neighborhood planning and future development in four northeast Detroit neighborhoods. At the end of 2019, the world faced an unprecedented health crisis as COVID-19 began to spread across the globe. The pandemic changed people's lives and had major implications for the use of public space. Through this project, we explore the impact of the COVID-19 crisis on Gratiot/7 Mile area residents by collecting oral histories on their personal experiences of the crisis. These personal narratives allow us to explore how the COVID-19 pandemic affected residents' daily lives, their use of neighborhood space, and their connection to their community. In an interactive ArcGIS Storymap, we document the stories of Gratiot/7 Mile residents and other members of the community as part of their community history. These narratives also promp...
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Abstract Municipal governments are increasingly looking to green infrastructure to address climate-related flooding and water quality issues, and as a cost-effective way to augment aging 'grey' stormwater infrastructure. There is... more
Abstract Municipal governments are increasingly looking to green infrastructure to address climate-related flooding and water quality issues, and as a cost-effective way to augment aging 'grey' stormwater infrastructure. There is also a great deal of interest in more fully involving citizens in efforts to increase the amount of green infrastructure in cities. Despite this acknowledgement of the importance of public engagement, however, many green infrastructure initiatives still adhere to a top-down and expert-driven process of site selection and design. This mismatch between process and engagement ideals can lead to suboptimal outcomes in terms of sustaining these projects over the long term, the achievement of multifunctional and inclusive spaces, and missed opportunities to increase civic capacity to participate in and drive urban planning initiatives. Further, the turn to green infrastructure has been criticized for not including a diversity voices in planning, design and implementation, with green gentrification occurring as a result. Thus, the objectives of this research were to, in collaboration with communities, (i) use structured elicitation to establish social and ecological priorities (in the form of key ecosystem services and disservices) to inform a community-based GI design and planning process, and (ii) use this collaboration to inform the development of the Land.Info DSS that creates realistic representations of site scale landscape change and incorporates community identified priorities as real-time feedback. Community members reported that including their design objectives in the Land.Info design tool helped to guide their green infrastructure designs and that they modified their designs in response to the feedback provided within the interface. Additional desired outcomes of this research were to provide a vehicle for improved public engagement and learning opportunities for GI planning, design and implementation, and to develop a reliable and scalable method for incorporating community values and needs into these processes. Providing residents with meaningful opportunities for input and collaboration in urban landscape planning and design aligns with the growing interest in democratizing the design, management, and governance of public spaces.
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Abstract Collaborative processes of co-production between end-users and designers can be an effective means to produce shared understanding about a system and has been shown to improve the quality of, and support for, design outcomes. In... more
Abstract Collaborative processes of co-production between end-users and designers can be an effective means to produce shared understanding about a system and has been shown to improve the quality of, and support for, design outcomes. In spatial design and planning, co-production usually involves engaging community members in the design and planning of their local environment (co-design). However, to support co-design of landscapes it has been recommended that decision support systems (DSS) be developed for both the specific decision setting, and in conjunction with meaningful public guidance and input, to transition professional practice to working with rather than for the public. The research presented here responds to these recommendations by developing and evaluating a process for involving end user residents in the co-production and application of the Land.Info DSS in the design of multifunctional landscapes within their communities. The research used participatory workshops incorporating a structured elicitation process, agile software development, and user evaluation to design and test a video game-based DSS in context of two real-world design settings in Detroit, MI, USA. In this paper, we describe and evaluate the process and outcomes, with the results showing improved evaluation over the course of development and overall positive outcomes from this type of collaboration. We also found that residents required additional information to orient themselves in the DSS. In addition, visualization realism and ease of use of the DSS contributing to dialogue during co-design sessions. The paper ends with recommendations for future development and research.
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This paper examines the impact of a citizen initiated public participation process on preparers and presenters of digital visualizations for spatial design decision making. Visualization for public participation enables communication... more
This paper examines the impact of a citizen initiated public participation process on preparers and presenters of digital visualizations for spatial design decision making. Visualization for public participation enables communication between professionals and laypeople to occur with far greater success than through conventional methods. Further, visualization utilizing real-time immersive technology allows for far more effective communication of the spatial impact of design proposals than conventional media offer, facilitating negotiation and interaction with space by providing the means to virtually walk around a digital model. In addition, the effectiveness of real-time immersive visualization in bridging the public-professional communication gap can empower the public, offering the opportunity to confront professionals and to force engagement in a process of public participation on the public's terms. Through discussion of a case study from the University of Toronto's Cen...
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The complexity of human spatial experience is often taken for granted. According to Gibson, we perceive the world in a dynamic way (Gibson 1979), thus, due to the phenomenon of movement, perception is not static. Moreover perception... more
The complexity of human spatial experience is often taken for granted. According to Gibson, we perceive the world in a dynamic way (Gibson 1979), thus, due to the phenomenon of movement, perception is not static. Moreover perception itself involves a variety of senses: hearing, touch, smell, taste, sight, the kinaesthetic system (the ability to perceive and coordinate movement) and the vestibular system (the sense of balance). It is clear that pictures do not provide a multi-sensory experience (no smell, no sound, no humidity). Nevertheless, one must say that most of human perception is based on visual information processing, through sight. At the same time, the language of planners, designers and engineers is a form of abstraction, made of images and means of spatial visualization (such as maps) that must convey information and sometimes generate emotions.
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Static imagery has a long history within the field of landscape architecture, which has transferred relatively seamlessly to the digital realm. Digitally produced raster based photomontages and vector based plans and diagrams are common.... more
Static imagery has a long history within the field of landscape architecture, which has transferred relatively seamlessly to the digital realm. Digitally produced raster based photomontages and vector based plans and diagrams are common. While adequate for representation, static 2d imagery has proven to be inferior for knowledge discovery when compared to dynamic 3D techniques in other disciplines (Robertson, Card, & Mackinlay, 1993). Software used widely by landscape architects relies on a 2d view of a 3d environment, having logically evolved from desktop drafting into 2d Computer Aided Design (CAD) software, with 3d capabilities added in later software versions. The contribution of tools rooted in a 2d work method to design is limited and exposes CAD to critiques, both valid and unwarranted, of its utility beyond drafting. The use of interactive and immersive virtual reality places CAD far beyond the scope of drafting tools, and has proven successful for architectural design (Camp...
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The practice of Landscape Architecture involves constant intra and interdisciplinary negotiation, on both local and global scales. As a result, group collaboration and cooperation need to be at the forefront of design education. In many... more
The practice of Landscape Architecture involves constant intra and interdisciplinary negotiation, on both local and global scales. As a result, group collaboration and cooperation need to be at the forefront of design education. In many landscape architecture programs, however, the beaux arts tradition of the individual master/apprentice model is the preferred mode of teaching. In the increasingly international arena of landscape architecture education and practice, future Landscape Architects must be educated in collaborative methods and information literacy. Collaborative social technologies, such as Wikis, present a means to do this. This paper will assess what Wikis can offer landscape architecture education and practice in a global arena. A case study will be presented evaluating how Wikis can be incorporated into design studios to enhance collaboration and teach information negotiation skills to better prepare students of Landscape Architecture for practice in a globalized world.
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Until the 20th century spatial design professions have been a privilege of the aristocratic class; attainable only to those that could afford the time for pursuits in the visual arts and education, this has remained true for much of the... more
Until the 20th century spatial design professions have been a privilege of the aristocratic class; attainable only to those that could afford the time for pursuits in the visual arts and education, this has remained true for much of the past century. As the arts were disseminated to the ‘lower’ classes of society via public school programs the upper class’ grip on the design professions loosened, allowing for a greater diversity of student access to higher education. A hangover from this historic shift is that, in many schools, design competence is validated only by the ability to draw (an historically aristocratic pass time). Digital media and the computer are altering the landscape dramatically, yet many spatial design professions are slow or reluctant to engage with societal change. With the emergence of a current generation of digital native students, it is now time to engage with current societal shifts if we are to understand this new way of thinking and its impact on the desi...
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M. Lindquist and N. Bigelow, "Tipping Point Douglas: Empowering Neighborhood Residents with New Layers of Analysis for Landscape Architects," in CELA 2008/09: Teaching & Learning Landscape, Tempe, Arizona, 2009. ... M.... more
M. Lindquist and N. Bigelow, "Tipping Point Douglas: Empowering Neighborhood Residents with New Layers of Analysis for Landscape Architects," in CELA 2008/09: Teaching & Learning Landscape, Tempe, Arizona, 2009. ... M. Lindquist, "Is this what we are so afraid of? ...
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In this paper we propose foregrounding concepts of visual abstraction and soundscape to inform a Geodesign process that is inclusive of a wider variety of people (designers, users, participants) and considers a wider degree of inputs... more
In this paper we propose foregrounding concepts of visual abstraction and soundscape to inform a Geodesign process that is inclusive of a wider variety of people (designers, users, participants) and considers a wider degree of inputs (e.g. multimodal) in the design and planning of landscape. Two key research areas are reviewed: visualization abstraction (in relation to future uncertainty) & soundscape, followed by a discussion of sound sources and auralization techniques for environmental simulation, how they integrate, and future research areas identified. We conclude that the convergence of technology, methods and project requirements mean that there is great opportunity for these concepts to inform a more inclusive Geodesign process, though empirical research is required moving forward.
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Landscape architects operate within an increasingly globalized world. Collaboration on projects frequently occurs between geographically dispersed parties. Aided in part by the Internet and digital media in general, landscape architects... more
Landscape architects operate within an increasingly globalized world. Collaboration on projects frequently occurs between geographically dispersed parties. Aided in part by the Internet and digital media in general, landscape architects have access to information, communication and collaboration tools that were unimaginable a generation ago; digital
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Legacy cities are increasingly understood as drivers of various informal landscape patterns and processes which arise from the conditions of economic contraction and neglect. This study finds that the presence of urban spontaneous... more
Legacy cities are increasingly understood as drivers of various informal landscape patterns and processes which arise from the conditions of economic contraction and neglect. This study finds that the presence of urban spontaneous vegetation (USV) contributes to the biodiversity of informal urban greenspaces (IGS) in two American legacy cities—Detroit and Flint, Michigan. A mixed-method research design was used to compare quantitative measures of in-situ biodiversity (Simpson’s Index), to perceptual measures of biodiversity and landscape preference using an online survey (N = 53). Results of a linear mixed model analysis show a statistically significant (p
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In the contemporary practice of participatory neighborhood planning, planners leverage digital support tools with realistic, interactive 3D visualization to support perception processing and to increase engagement among diverse public... more
In the contemporary practice of participatory neighborhood planning, planners leverage digital support tools with realistic, interactive 3D visualization to support perception processing and to increase engagement among diverse public stakeholders. However, capturing the aspirations of a community lacking design and planning expertise requires a more thorough evaluation and considered design of support tools. We present Land.Info, a proof-of-concept software that allows users to design open spaces with 3D visualization and see the subsequent costs and environmental consequences. To assess how the public engages in design discussion with 3D visualization, we organized three community design workshops for developing a vacant lot. We found that 3D visualization 1) promotes public ideation of user stories around objects, and 2) prohibits ideas beyond spatial design elements. Future research will investigate whether it is possible to aggregate more diverse public aspirations, whether or ...
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Immersive visualization techniques for design decision making have been available to spatial design practitioners, planners and educators for nearly two decades. Resources employed often include large-scale projection based facilities... more
Immersive visualization techniques for design decision making have been available to spatial design practitioners, planners and educators for nearly two decades. Resources employed often include large-scale projection based facilities that provide quasi-realistic digital visualizations coupled with dynamic interaction opportunities with proposed building and landscape designs over space and time. While previously too expensive for many public entities and firms, the affordability has reached the point that immersive systems should be moving out of specialized academic settings and into the real world. However, the current situation seems to be the contrary; such facilities and processes remain novel in many academic and professional settings alike. The drawbacks to the lack of uptake of immersive design processes are numerous. It has been presented that immersive visualization has the capacity to communicate complex spatial proposals to a broader range of participants in the design ...
This paper examines opportunities that real-time immersive visualization offers the urban design decision making process. In a conventional public participation model the designer, developer and government bodies are all placed in... more
This paper examines opportunities that real-time immersive visualization offers the urban design decision making process. In a conventional public participation model the designer, developer and government bodies are all placed in privileged roles, controlling and editing information that is presented for public feedback. Through discussion of a case study from the University of Toronto’s Centre for Landscape Research (CLR) this paper examines how a community group initiated the dialogue in an otherwise opaque process by approaching the CLR to represent a development proposal using real-time immersive visualization. The community’s actions resulted in the local government and developers being forced to engage with the community group and to hear their concerns. The actions dramatically altered the process of planning and urban design development in the City of Toronto. This paper argues that the conventional process of public participation can be altered by the public organizing and...
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This paper presents a case study of the use of Wikis by students in a landscape architecture design studio to evaluate the suitability of Wikis for enhancing student collaboration in the site analysis and preliminary design stage of a... more
This paper presents a case study of the use of Wikis by students in a landscape architecture design studio to evaluate the suitability of Wikis for enhancing student collaboration in the site analysis and preliminary design stage of a project. It was anticipated that using Wikis to facilitate collaboration would provide alternatives to conventional peer to peer collaboration. In addition, Wikis could enhance feedback between the course coordinator and students. The Wiki was used to collect, compile and present data for the purpose of a precedent study of cultural and physical analysis of a site in New Zealand, for which the technology proved successful. The Wiki was less successful in contributing to the collaborative preliminary design of the project. The following discussion and presentation will include the evaluation of online Wiki services, the process used in the design studio, strengths and weaknesses observed, and opportunities for future research.
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By 2016 it is projected that there will be over 2 billion smartphone users worldwide with Google’s Android operating system installed on the vast majority of these devices (82.8% market share as of Q2 2015). The majority of Android... more
By 2016 it is projected that there will be over 2 billion smartphone users worldwide with Google’s Android operating system installed on the vast majority of these devices (82.8% market share as of Q2 2015). The majority of Android smartphones sold in the last three years have GPS functionality and, unless actively disabled by the user, have a Location History feature that records the phone's geographic coordinates at frequent intervals whenever the phone is powered on. User interaction with the device or an active display is not required for the recording of these data and as such users may be unaware of the data being collected. Google has introduced Google Maps Timeline that facilitates mapping and interacting with a user location history data via Google Maps, and also provides a service called Takeout with the explicit goal of facilitating user access to personal data held by Google, including Location History. The Location History data can be downloaded and analysed using G...
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In the last few decades, digital technology has dramatically altered how visual resource management and visual impact assessments (VIAs) are conducted. The recent emergence of low-cost immersive technology offers a suite of tools that... more
In the last few decades, digital technology has dramatically altered how visual resource management and visual impact assessments (VIAs) are conducted. The recent emergence of low-cost immersive technology offers a suite of tools that could facilitate the VIA process. However, to date there is limited empirical evidence evaluating how these emerging technologies could influence VIA. The research presented here begins to fill this gap by comparing immersive virtual environments to existing 2D photo-based methods for assessing the visual impacts of development. 23 participants familiar with VIAs rated the visual qualities of different scenes presented as 360° images, Google Earth and 2D images. Results show a high similarity in perceived impacts between 2D images and Google Earth; 360° images were rated consistently lower. Overall, participants indicated that immersive visualization may have a role in VIAs, but it is critical these technologies be evaluated against on-site assessments...
In socially-embedded tasks like planning the location of wind farms, certain evaluation methods have been used to establish the viability of decision support tools. These methods often consider the usability and technical functionality of... more
In socially-embedded tasks like planning the location of wind farms, certain evaluation methods have been used to establish the viability of decision support tools. These methods often consider the usability and technical functionality of decision support tools, users' tasks, and other important characteristics. However, such evaluations provide only a partial assessment of the prototype design process because the perception of usefulness, ease of use on tasks, and common barriers to use, from the point of view of the people who use the tool, are not always sufficiently integrated. The study in this article employs the focus group methodology to evaluate AB–WINDEC – a place-specific decision support tool designed to match the socio-technical requirements of stakeholders involved in wind farm placement planning in Alberta. In this context, the main purpose of the focus group was to elicit real-world perspectives from stakeholders who will eventually use the tool. The results of t...
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ABSTRACT This paper discusses issues regarding the introduction of landscape architecture content within a first-year design studio, when architectural content is also required. A variety of factors influence the structure of design... more
ABSTRACT This paper discusses issues regarding the introduction of landscape architecture content within a first-year design studio, when architectural content is also required. A variety of factors influence the structure of design education: program focus, geographic location, and professors' research interests, to name a few. Many universities have a common first-year that attempts to introduce students (future architects, landscape architects and in some cases industrial and interior designers) to an area of study referred to as ‘environmental design’. Complicating the issue of teaching a multi-disciplinary first-year environmental design studio, is the fact that one faculty member must often coordinate the entirety, without much first-hand knowledge of the other discipline(s) that they are meant to teach. This paper discusses the authors' experiences coordinating and teaching first-year environmental design studios in the UK and the USA, where the studio in the UK was coordinated by a professor trained in Landscape Architecture and the studio in the USA was taught by a professor educated in Architecture. The paper evaluates the merits of approaches rooted in each discipline and concludes with a framework for overcoming common pitfalls of combined first-year studios.
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Landscape architects operate within an increasingly globalized world. Collaboration on projects frequently occurs between geographically dispersed parties. Aided in part by the Internet and digital media in general, landscape architects... more
Landscape architects operate within an increasingly globalized world. Collaboration on projects frequently occurs between geographically dispersed parties. Aided in part by the Internet and digital media in general, landscape architects have access to information, communication ...
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ABSTRACT Overview Digital visualization tools have been employed by environmental designers for a generation and are now technology robust. Such technologies enable three-dimensional creation and evaluation of existing and proposed... more
ABSTRACT Overview Digital visualization tools have been employed by environmental designers for a generation and are now technology robust. Such technologies enable three-dimensional creation and evaluation of existing and proposed environments virtually. Immersive visualization environments, often taking the form of multi-screen systems that immerse a viewer or audience, are becoming widespread in research settings. Increasingly, immersive visualization environments are being used for the creation, presentation and evaluation of virtual environments, sometimes all occurring simultaneously in a workshop setting (Danahy, 2005). The effectiveness of visualizations for spatial communication has been reported, particularly when communicating spatial information to those untrained in the design disciplines (Kwartler, 2005). As scenario techniques and 3D visualization are increasingly used for strategic planning and design it is essential that empirical research support the efficacy and value that digital methods and techniques contribute to the design process. To date there has been limited empirical research conducted on this topic. Methods The study reported in this paper was designed to assess the contribution to memory and recall of immersive visualization compared to conventional one-screen projection systems, within the context of spatial design. Two types of memory were focused on: abstract (declarative) memory, which stores facts and events and requires conscious recall, and concrete (procedural) memory, the long-term memory of skills and procedures learned through repetition. The hypothesis was that immersive visualization would benefit declarative memory while having little impact on procedural memory. In the between-group experiment participants were shown still images and 3D digital models in either an immersive visualization laboratory (equipped with three projection screens offering 180 degree viewing) or, a conventional one-projection screen lecture space. Two sample groups were comprised of 18 university students per group. Following the experiment participants answered a questionnaire focusing on shape, colour, and object orientation, which tested for declarative and procedural memory within the framework of gestalt (unified whole) and object-oriented designs (relationships between objects). Results The results indicate a complex relationship between immersive and conventional visualization, each offering memory advantages depending on the type of information presented. The impacts of the findings are discussed as well as directions for future research. References Danahy, J. W. (2005). Negotiating Public View Protection and High Density in Urban Design. In I. D. Bishop & E. Lange (Eds.), Visualization in Landscape and Environmental Planning: Technology and applications (pp. 203-211). London: Taylor & Francis. Kwartler, M. (2005). Visualization in Support of Public Participation. In I. D. Bishop & E. Lange (Eds.), Visualization in Landscape and Environmental Planning: Technology and applications. London: Taylor & Francis.
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Collaborative processes of co-production between end-users and designers can be an effective means to produce shared understanding about a system and has been shown to improve the quality of, and support for, design outcomes. In spatial... more
Collaborative processes of co-production between end-users and designers can be an effective means to produce shared understanding about a system and has been shown to improve the quality of, and support for, design outcomes. In spatial design and planning, co-production usually involves engaging community members in the design and planning of their local environment (co-design). However, to support co-design of landscapes it has been recommended that decision support systems (DSS) be developed for both the specific decision setting, and in conjunction with meaningful public guidance and input, to transition professional practice to working with rather than for the public. The research presented here responds to these recommendations by developing and evaluating a process for involving end user residents in the co-production and application of the Land.Info DSS in the design of multifunctional landscapes within their communities. The research used participatory workshops incorporating a structured elicitation process, agile software development, and user evaluation to design and test a video game-based DSS in context of two real-world design settings in Detroit, MI, USA. In this paper, we describe and evaluate the process and outcomes, with the results showing improved evaluation over the course of development and overall positive outcomes from this type of collaboration. We also found that residents required additional information to orient themselves in the DSS. In addition, visualization realism and ease of use of the DSS contributing to dialogue during co-design sessions. The paper ends with recommendations for future development and research.
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Municipal governments are increasingly looking to green infrastructure to address climate-related flooding and water quality issues, and as a cost-effective way to augment aging 'grey' stormwater infrastructure. There is also a great deal... more
Municipal governments are increasingly looking to green infrastructure to address climate-related flooding and water quality issues, and as a cost-effective way to augment aging 'grey' stormwater infrastructure. There is also a great deal of interest in more fully involving citizens in efforts to increase the amount of green infrastructure in cities. Despite this acknowledgement of the importance of public engagement, however, many green infrastructure initiatives still adhere to a top-down and expert-driven process of site selection and design. This mismatch between process and engagement ideals can lead to suboptimal outcomes in terms of sustaining these projects over the long term, the achievement of multifunctional and inclusive spaces, and missed opportunities to increase civic capacity to participate in and drive urban planning initiatives. Further, the turn to green infrastructure has been criticized for not including a diversity voices in planning, design and implementation, with green gentrification occurring as a result. Thus, the objectives of this research were to, in collaboration with communities, (i) use structured elicitation to establish social and ecological priorities (in the form of key ecosystem services and disservices) to inform a community-based GI design and planning process, and (ii) use this collaboration to inform the development of the Land.Info DSS that creates realistic representations of site scale landscape change and incorporates community identified priorities as real-time feedback. Community members reported that including their design objectives in the Land.Info design tool helped to guide their green infrastructure designs and that they modified their designs in response to the feedback provided within the interface. Additional desired outcomes of this research were to provide a vehicle for improved public engagement and learning opportunities for GI planning, design and implementation, and to develop a reliable and scalable method for incorporating community values and needs into these processes. Providing residents with meaningful opportunities for input and collaboration in urban landscape planning and design aligns with the growing interest in democratizing the design, management, and governance of public spaces.
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Landscape connectivity is critical for ecosystem health and biodiversity conservation, yet urbanization is increasing habitat fragmentation. Green corridors that connect isolated remnant habitat patches (e.g. parks) can increase... more
Landscape connectivity is critical for ecosystem health and biodiversity conservation, yet urbanization is increasing habitat fragmentation. Green corridors that connect isolated remnant habitat patches (e.g. parks) can increase connectivity and provide ecosystem services in cities. Vacant land, especially prevalent in shrinking cities, presents a unique opportunity to reconnect these landscapes. This paper provides a practical and re-plicable approach for assessing landscape connectivity patterns and identifying priority locations for green corridors. The methodology integrates social and ecological factors coupled with site-scale multifunctional greenway designs and is applied to the city of Detroit as a proof of concept. First, we use FRAGSTATS to evaluate structural landscape connectivity patterns at a census tract scale. A functional connectivity assessment based on graph theory and Conefor software is used to validate the results, which indicate that habitat is highly fragmented in Detroit. To identify opportunities to reduce this fragmentation, we use a least-cost path approach to map potential green corridors linking city parks through vacant parcels, alleys, and smaller green spaces, and prioritize these corridors using a gravity model and network analysis. To make the model more concrete and useful for decision-makers, we develop site-level multifunctional corridor design typologies. This study presents a novel approach to assessing urban connectivity and a multi-scalar, systematic methodology for planning urban green infrastructure networks that connects landscape ecology with practical planning and design considerations to maximize social and ecological functions.
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This research investigated the perceptual interaction of combining sound with 3D landscape visualizations. Images sourced from Google Earth at St. James's Park, London, UK, showing terrain only, terrain with built form or terrain with... more
This research investigated the perceptual interaction of combining sound with 3D landscape visualizations. Images sourced from Google Earth at St. James's Park, London, UK, showing terrain only, terrain with built form or terrain with primarily vegetation were paired with four sound conditions using recordings from the park (i.e. ‘no sound’, anthropogenic, mechanical and natural). Perceived realism and preference were evaluated using a survey delivered via the Internet and in a controlled laboratory environment (N = 199 total). Analysis using repeated measures ANOVA indicated the interaction of sound and 3D visualizations significantly alters environmental perception both positively and negatively. Sounds and visuals that are congruent receive higher realism and preference ratings while the more incongruent the combination is, the lower the corresponding ratings. The lowest realism and preference ratings are given to visualizations showing terrain only combined with speech. The highest realism ratings overall correspond to visualization with built form combined with speech, and visualizations showing primarily vegetation paired with a birdcall. The absolute highest realism rating was for the visualization with primarily vegetation and some built form paired with speech, while the highest preference ratings correspond to visualizations showing vegetation paired with birdcall or no sound. Aural-visual data collected via the web-based survey was comparable to data collected in the laboratory and overall realism ratings for the Google Earth visualizations were low (e.g. below 3 on a 1–5 likert type scale). The results suggest there is an opportunity to increase experiential authenticity of 3D landscape visualizations with sound.
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By 2016 it is projected that there will be over 2 billion smartphone users worldwide with Google's Android operating system installed on the vast majority of these devices (82.8% market share as of Q2 2015). The majority of Android... more
By 2016 it is projected that there will be over 2 billion smartphone users worldwide with Google's Android operating system installed on the vast majority of these devices (82.8% market share as of Q2 2015). The majority of Android smartphones sold in the last three years have GPS function-ality and, unless actively disabled by the user, have a Location History feature that records the phone's geographic coordinates at frequent intervals whenever the phone is powered on. User interaction with the device or an active display is not required for the recording of these data and as such users may be unaware of the data being collected. Google has introduced Google Maps Timeline that facilitates mapping and interacting with a user location history data via Google Maps, and also provides a service called Takeout with the explicit goal of facilitating user access to personal data held by Google, including Location History. The Location History data can be downloaded and analysed using GIS software, representing a potential step-change in Volunteered Geographic Information (VGI). This potential collective repository of geospatial data represents a key emerging geodesign technology for geographers, landscape architects and planners – if researchers and practitioners can access it. In this paper we discuss preliminary results of a research project that piloted a technique for collecting crowdsourced Google Location History data in the context of a walkability study. We provide an overview of the process and an evaluation of its strengths, limitations and challenges. Our findings indicate that data obtained from Google Location History can be of high quality and capture fine scale processes such as walking, however the quality varies depending on Android settings and decreases without a mobile data plan. We conclude with recommendations for future research and a discussion of optimal approaches for data acquisition.
Research Interests:
• Sound significantly alters perceptual responses to 3D landscape visualizations. • Realism and preference are moderated by congruency of visual and sound content. • Eye level Google Earth visualizations receive low realism ratings. •... more
• Sound significantly alters perceptual responses to 3D landscape visualizations. • Realism and preference are moderated by congruency of visual and sound content. • Eye level Google Earth visualizations receive low realism ratings. • Aural-visual survey data collected via the web is comparable to laboratory data. • Sound and visuals that are spatiotemporally congruent are recommended for simulations. a b s t r a c t This research investigated the perceptual interaction of combining sound with 3D landscape visualiza-tions. Images sourced from Google Earth at St. James's Park, London, UK, showing terrain only, terrain with built form or terrain with primarily vegetation were paired with four sound conditions using recordings from the park (i.e. 'no sound', anthropogenic, mechanical and natural). Perceived realism and preference were evaluated using a survey delivered via the Internet and in a controlled laboratory environment (N = 199 total). Analysis using repeated measures ANOVA indicated the interaction of sound and 3D visualizations significantly alters environmental perception both positively and negatively. Sounds and visuals that are congruent receive higher realism and preference ratings while the more incongruent the combination is, the lower the corresponding ratings. The lowest realism and preference ratings are given to visualizations showing terrain only combined with speech. The highest realism ratings overall correspond to visualization with built form combined with speech, and visualizations showing primarily vegetation paired with a birdcall. The absolute highest realism rating was for the visualization with primarily vegetation and some built form paired with speech, while the highest preference ratings correspond to visualizations showing vegetation paired with birdcall or no sound. Aural-visual data collected via the web-based survey was comparable to data collected in the laboratory and overall realism ratings for the Google Earth visualizations were low (e.g. below 3 on a 1–5 likert type scale). The results suggest there is an opportunity to increase experiential authenticity of 3D landscape visualizations with sound.
Research Interests:
Visually communicating design proposals is the norm in spatial design professions. Visualizing ideas and concepts are the designer’s medium and currency; sketches, model making and computer graphics are primarily used to convey physical... more
Visually communicating design proposals is the norm in spatial design professions. Visualizing ideas and concepts are the designer’s medium and currency; sketches, model making and computer graphics are primarily used to convey physical implications of design proposals. A historic rationale for favouring design investigation via the visual over other senses has been presented, however, a mutually exclusive relationship need not exist. Paradoxically visual communication, the expertise of the landscape architect, conveys more explicit knowledge, while tacit knowledge, which is essential for landscape experience, is often of more significance to the user. The experiential importance of landscape by the user is identified in the European Landscape Convention, as well as, a growing body of recent research that additionally criticizes expert led approaches. In addition, some end-users may not engage with the environment primarily through visual means. There is evidence that the implicit, ...
In this paper we propose foregrounding concepts of visual abstraction and soundscape to inform a Geodesign process that is inclusive of a wider variety of people (designers, users, participants) and considers a wider degree of inputs... more
In this paper we propose foregrounding concepts of visual abstraction and soundscape to inform a Geodesign process that is inclusive of a wider variety of people (designers, users, participants) and considers a wider degree of inputs (e.g. multimodal) in the design and planning of landscape. Two key research areas are reviewed: visualization abstraction (in
relation to future uncertainty) & soundscape, followed by a discussion of sound sources and auralization techniques for environmental simulation, how they integrate, and future
research areas identified. We conclude that the convergence of technology, methods and project requirements mean that there is great opportunity for these concepts to inform a more inclusive Geodesign process, though empirical research is required moving forward.
relation to future uncertainty) & soundscape, followed by a discussion of sound sources and auralization techniques for environmental simulation, how they integrate, and future
research areas identified. We conclude that the convergence of technology, methods and project requirements mean that there is great opportunity for these concepts to inform a more inclusive Geodesign process, though empirical research is required moving forward.
Research Interests:
Digital visualization has the potential to dramatically impact the planning, design and communication of landscapes, yet integration of digital visualization technologies and techniques within the design and planning process are still not... more
Digital visualization has the potential to dramatically impact the planning, design and communication of landscapes, yet integration of digital visualization technologies and techniques within the design and planning process are still not widespread. Lange and Bishop (Lange and Bishop 2005) hypothesize that the lack of integration owes to the absence of easy to use software tools, little connection of visualizations to data for decision-making, and the difficulty of manipulating visualizations in real-time. This paper contributes to the discussion by focusing on immersive visualization, evaluating the visualization environment, and proposing technology and methods that will increase uptake.
Danahy (2001) argues that immersive visualization has proven to convey landscape experience better than conventional visualization methods. Approaches using immersive media have also been proven to be beneficial for collaboration between designers & planners, and those untrained in spatial design disciplines (Bishop 2005; Kwartler 2005). Evidence supporting the positive impact of using immersive visualization in landscape architecture and planning continues to build, however, to date widespread uptake of immersive technology, methods and techniques is rare. The lack of technological uptake can historically be attributed to high initial setup cost, the need for specialist technical understanding of hardware & software, and professional apathy. While cost as a barrier was historically a factor, a working immersive systems was built for under $1400 (USD) over 5 years ago (Cliburn 2004). This system was built by a computer scientist and does not overcome the need for specialist understanding of hardware and software to conceptualize and construct it. Affordable immersive systems to date have in many ways overcome the challenge of high initial cost, while specialist knowledge of hardware and computer programming to construct and operate the environments still remains a challenge (Kalisperis, Otto et al. 2002; Petrovich 2004). In addition, the literature to date on affordable immersive systems focuses on one or two screen arrangements incorporating stereographic imagery. Stereo imagery can unnecessarily complicate the conception and setup of the system, and does not engage peripheral vision that could most benefit landscape architecture and planning (Danahy 2001). Herwig et al. (2005) argue that the landscape community has the opportunity to benefit from software development in the video game industry. As of 2009 landscape architects and planners can benefit beyond the usability and navigation of virtual worlds afforded by gaming software; commodity hardware has matured and now provides the opportunity to build and employ low-cost, user-friendly immersive systems for the design and communication of landscapes.
This paper argues that cost has not been a factor for uptake of immersive visualization for some time; technical know-how and usability by professionals are the barriers. The use of a simple immersive system, that is flexible and runs on commodity hardware and software, will be proposed to overcome the remaining barriers. The current state of affordable immersive visualization will be evaluated. A case study will be presented of a simple immersive visualization environment built at low cost and, more importantly, requiring low technical know-how, using commodity hardware running industry standard software. The advantages and disadvantages of the system will be presented, and a user-oriented framework to increase uptake of immersive systems proposed.
Danahy (2001) argues that immersive visualization has proven to convey landscape experience better than conventional visualization methods. Approaches using immersive media have also been proven to be beneficial for collaboration between designers & planners, and those untrained in spatial design disciplines (Bishop 2005; Kwartler 2005). Evidence supporting the positive impact of using immersive visualization in landscape architecture and planning continues to build, however, to date widespread uptake of immersive technology, methods and techniques is rare. The lack of technological uptake can historically be attributed to high initial setup cost, the need for specialist technical understanding of hardware & software, and professional apathy. While cost as a barrier was historically a factor, a working immersive systems was built for under $1400 (USD) over 5 years ago (Cliburn 2004). This system was built by a computer scientist and does not overcome the need for specialist understanding of hardware and software to conceptualize and construct it. Affordable immersive systems to date have in many ways overcome the challenge of high initial cost, while specialist knowledge of hardware and computer programming to construct and operate the environments still remains a challenge (Kalisperis, Otto et al. 2002; Petrovich 2004). In addition, the literature to date on affordable immersive systems focuses on one or two screen arrangements incorporating stereographic imagery. Stereo imagery can unnecessarily complicate the conception and setup of the system, and does not engage peripheral vision that could most benefit landscape architecture and planning (Danahy 2001). Herwig et al. (2005) argue that the landscape community has the opportunity to benefit from software development in the video game industry. As of 2009 landscape architects and planners can benefit beyond the usability and navigation of virtual worlds afforded by gaming software; commodity hardware has matured and now provides the opportunity to build and employ low-cost, user-friendly immersive systems for the design and communication of landscapes.
This paper argues that cost has not been a factor for uptake of immersive visualization for some time; technical know-how and usability by professionals are the barriers. The use of a simple immersive system, that is flexible and runs on commodity hardware and software, will be proposed to overcome the remaining barriers. The current state of affordable immersive visualization will be evaluated. A case study will be presented of a simple immersive visualization environment built at low cost and, more importantly, requiring low technical know-how, using commodity hardware running industry standard software. The advantages and disadvantages of the system will be presented, and a user-oriented framework to increase uptake of immersive systems proposed.
Research Interests:
Until the 20th century spatial design professions have been a privilege of the aristocratic class; attainable only to those that could afford the time for pursuits in the visual arts and education, this has remained true for much of the... more
Until the 20th century spatial design professions have been a privilege of the aristocratic class; attainable only to those that could afford the time for pursuits in the visual arts and education, this has remained true for much of the past century. As the arts were disseminated to the ‘lower’ classes of society via public school programs the upper class’ grip on the design professions loosened, allowing for a greater diversity of student access to higher education. A hangover from this historic shift is that, in many schools, design competence is validated only by the ability to draw (an historically aristocratic pass time). Digital media and the computer are altering the landscape dramatically, yet many spatial design professions are slow or reluctant to engage with societal change. With the emergence of a current generation of digital native students, it is now time to engage with current societal shifts if we are to understand this new way of thinking and its impact on the design professions. This paper will evaluate and assess the impact that digital media has, and will have, on image making and authority in architecture and landscape architecture practice. The shift in power and control of image making, from the experienced designer to virtually anyone with a computer, will be examined and the current and future impact of this paradigm shift will be discussed.
Research Interests:
Landscape architects operate within an increasingly globalized world. Collaboration on projects frequently occurs between geographically dispersed parties. Aided in part by the Internet and digital media in general, landscape architects... more
Landscape architects operate within an increasingly globalized world. Collaboration on projects frequently occurs between geographically dispersed parties. Aided in part by the Internet and digital media in general, landscape architects have access to information, communication and collaboration tools that were unimaginable a generation ago; digital drawing exchange and video conferencing are now commonplace in many offices. These tools primarily provide asynchronous exchange of drawings and data, or enhance verbal communication by conveying physical gestures. They do not contribute to a real-time three dimensional spatial understanding of place. Virtually conveying the experience of being present in an existing or proposed place is the first step towards synchronous 3d design collaboration that is free of geographical constraints. To this point, tools must first be identified that allow for the conveyance of three dimensional spatial experiences virtually. This paper will evaluate web based technology that contributes to the qualitative experience of being present in a landscape. A case study will be offered describing how commercially available technology was used to present three dimensional design proposals over the internet by a group of students. The strengths and weaknesses of the tools used will be assessed, as will their relevance in contributing to a richer and more rigorous collaborative working model.
Research Interests:
Collaboration and cooperation must be at the forefront of design education to prepare students for practice by reflecting the realities of the professional world. Yet in many design programs the Beaux Arts tradition of individualized... more
Collaboration and cooperation must be at the forefront of design education to prepare students for practice by reflecting the realities of the professional world. Yet in many design programs the Beaux Arts tradition of individualized studio teaching is still the environment in which students learn. In the globalized world of contemporary education and practice, future landscape architects must be educated in collaborative methods, which necessitate group work within the design studio. Group work can be problematic; focus on the individual within the group can be lost, resulting in subjectively too little or too much work by any member to occur. In such cases conjecture and hearsay are frequently the only methods available to track student work within the group. As a result, it is often less problematic to rely on conventional methods of design studio teaching, such as the
master/apprentice model favored by most schools of design. Reliable tools, that are accessible by the majority of educators, must be made available which enable collaboration, foster teamwork, and promote team success, in order to overcome issues of the individual. Wikis are one tool that can enable this, and provide a pathway to a cooperative model for design education. This paper will evaluate and assess how Wikis can
contribute to a cooperative education model for the design studio. A case study will be presented outlining how Wikis can be incorporated into design studios, to teach collaboration and negotiation skills within designer teams and between the designer and client throughout the design process, in order to better prepare students for contemporary practice.
master/apprentice model favored by most schools of design. Reliable tools, that are accessible by the majority of educators, must be made available which enable collaboration, foster teamwork, and promote team success, in order to overcome issues of the individual. Wikis are one tool that can enable this, and provide a pathway to a cooperative model for design education. This paper will evaluate and assess how Wikis can
contribute to a cooperative education model for the design studio. A case study will be presented outlining how Wikis can be incorporated into design studios, to teach collaboration and negotiation skills within designer teams and between the designer and client throughout the design process, in order to better prepare students for contemporary practice.
Research Interests:
Soundscape has been identified as playing an important role in user appreciation of spatial environments. Research has indicated that in an urban park context maximum sound levels should be below 50 dBA if users are to assess the sound... more
Soundscape has been identified as playing an important role in user appreciation of spatial environments. Research has indicated that in an urban park context maximum sound levels should be below 50 dBA if users are to assess the sound environment as ‘Good’ or better (Nilsson & Berglund 2006). While the guidelines are adequate for sound ratings, in the context of overall environmental preference are these levels meaningful? As part of a larger research project a pilot study was conducted. Sounds were recorded digitally in an urban park in hi-fidelity while simultaneously measuring LAeq, LAmin and LAmax for a 2-minute duration at 4 times (0700, 1200, 1700 and 2200) over a 24-hour period. Four well-known psychoacoustic metrics were chosen to evaluate the soundscape 1. Sharpness; 2. Fluctuation strength; 3. Loudness; and 4. Roughness. The acoustic data were compared to previously collected user preference scores for the park experience overall. The results show that while an urban park soundscape may indeed breech recommended acceptable sound levels, in some contexts this does not negatively impact user experience of the greenspace. This leads us to conclude that the experience of urban greenspaces is very much dependent on user profile and urban context.
Research Interests:
Overview Digital visualization tools have been employed by environmental designers for a generation and are now technology robust. Such technologies enable three-dimensional creation and evaluation of existing and proposed environments... more
Overview
Digital visualization tools have been employed by environmental designers for a generation and are now technology robust. Such technologies enable three-dimensional creation and evaluation of existing and proposed environments virtually. Immersive visualization environments, often taking the form of multi-screen systems that immerse a viewer or audience, are becoming widespread in research settings. Increasingly, immersive visualization environments are being used for the creation, presentation and evaluation of virtual environments, sometimes all occurring simultaneously in a workshop setting (Danahy, 2005). The effectiveness of visualizations for spatial communication has been reported, particularly when communicating spatial information to those untrained in the design disciplines (Kwartler, 2005). As scenario techniques and 3D visualization are increasingly used for strategic planning and design it is essential that empirical research support the efficacy and value that digital methods and techniques contribute to the design process. To date there has been limited empirical research conducted on this topic.
Methods
The study reported in this paper was designed to assess the contribution to memory and recall of immersive visualization compared to conventional one-screen projection systems, within the context of spatial design. Two types of memory were focused on: abstract (declarative) memory, which stores facts and events and requires conscious recall, and concrete (procedural) memory, the long-term memory of skills and procedures learned through repetition. The hypothesis was that immersive visualization would benefit declarative memory while having little impact on procedural memory.
In the between-group experiment participants were shown still images and 3D digital models in either an immersive visualization laboratory (equipped with three projection screens offering 180 degree viewing) or, a conventional one-projection screen lecture space. Two sample groups were comprised of 18 university students per group. Following the experiment participants answered a questionnaire focusing on shape, colour, and object orientation, which tested for declarative and procedural memory within the framework of gestalt (unified whole) and object-oriented designs (relationships between objects).
Results
The results indicate a complex relationship between immersive and conventional visualization, each offering memory advantages depending on the type of information presented. The impacts of the findings are discussed as well as directions for future research.
References
Danahy, J. W. (2005). Negotiating Public View Protection and High Density in Urban Design. In I. D. Bishop & E. Lange (Eds.), Visualization in Landscape and Environmental Planning: Technology and applications (pp. 203-211). London: Taylor & Francis.
Kwartler, M. (2005). Visualization in Support of Public Participation. In I. D. Bishop & E. Lange (Eds.), Visualization in Landscape and Environmental Planning: Technology and applications. London: Taylor & Francis.
Digital visualization tools have been employed by environmental designers for a generation and are now technology robust. Such technologies enable three-dimensional creation and evaluation of existing and proposed environments virtually. Immersive visualization environments, often taking the form of multi-screen systems that immerse a viewer or audience, are becoming widespread in research settings. Increasingly, immersive visualization environments are being used for the creation, presentation and evaluation of virtual environments, sometimes all occurring simultaneously in a workshop setting (Danahy, 2005). The effectiveness of visualizations for spatial communication has been reported, particularly when communicating spatial information to those untrained in the design disciplines (Kwartler, 2005). As scenario techniques and 3D visualization are increasingly used for strategic planning and design it is essential that empirical research support the efficacy and value that digital methods and techniques contribute to the design process. To date there has been limited empirical research conducted on this topic.
Methods
The study reported in this paper was designed to assess the contribution to memory and recall of immersive visualization compared to conventional one-screen projection systems, within the context of spatial design. Two types of memory were focused on: abstract (declarative) memory, which stores facts and events and requires conscious recall, and concrete (procedural) memory, the long-term memory of skills and procedures learned through repetition. The hypothesis was that immersive visualization would benefit declarative memory while having little impact on procedural memory.
In the between-group experiment participants were shown still images and 3D digital models in either an immersive visualization laboratory (equipped with three projection screens offering 180 degree viewing) or, a conventional one-projection screen lecture space. Two sample groups were comprised of 18 university students per group. Following the experiment participants answered a questionnaire focusing on shape, colour, and object orientation, which tested for declarative and procedural memory within the framework of gestalt (unified whole) and object-oriented designs (relationships between objects).
Results
The results indicate a complex relationship between immersive and conventional visualization, each offering memory advantages depending on the type of information presented. The impacts of the findings are discussed as well as directions for future research.
References
Danahy, J. W. (2005). Negotiating Public View Protection and High Density in Urban Design. In I. D. Bishop & E. Lange (Eds.), Visualization in Landscape and Environmental Planning: Technology and applications (pp. 203-211). London: Taylor & Francis.
Kwartler, M. (2005). Visualization in Support of Public Participation. In I. D. Bishop & E. Lange (Eds.), Visualization in Landscape and Environmental Planning: Technology and applications. London: Taylor & Francis.
Research Interests:
Visually communicating design proposals is the norm in spatial design professions. Visualizing ideas and concepts are the designer’s medium and currency; sketches, model making and computer graphics are primarily used to convey physical... more
Visually communicating design proposals is the norm in spatial design professions. Visualizing ideas and concepts are the designer’s medium and currency; sketches, model making and computer graphics are primarily used to convey physical implications of design proposals. A historic rationale for favouring design investigation via the visual over other senses has been presented, however, a mutually exclusive relationship need not exist. Paradoxically visual communication, the expertise of the landscape architect, conveys more explicit knowledge, while tacit knowledge, which is essential for landscape experience, is often of more significance to the user. The experiential importance of landscape by the user is identified in the European Landscape Convention, as well as, a growing body of recent research that additionally criticizes expert led approaches. In addition, some end-users may not engage with the environment primarily through visual means. There is evidence that the implicit, less tangible understanding required for experiential perception does not rely on the primacy of visual communication. With visual primacy and experts being criticized, where does this place the landscape architect, the visual communication expert?
The conference themes of ethics and aesthetics are relevant frames for an assessment of the visual/experiential dilemma currently facing the discipline of landscape architecture. This paper contextualizes multi-sensory landscape experience within current research and theory. The potential contribution of digital media to an experiential design and planning process that engages a variety of users and decision-makers is evaluated. The paper ends with a discussion of ethical and aesthetic considerations of a digitally mediated, experience-oriented process, and the implications for educators and practitioners.
The conference themes of ethics and aesthetics are relevant frames for an assessment of the visual/experiential dilemma currently facing the discipline of landscape architecture. This paper contextualizes multi-sensory landscape experience within current research and theory. The potential contribution of digital media to an experiential design and planning process that engages a variety of users and decision-makers is evaluated. The paper ends with a discussion of ethical and aesthetic considerations of a digitally mediated, experience-oriented process, and the implications for educators and practitioners.
This paper discusses issues regarding the introduction of landscape architecture content within a first-year design studio, when architectural content is also required. A variety of factors influence the structure of design education:... more
This paper discusses issues regarding the introduction of landscape architecture content within a first-year design studio, when architectural content is also required. A variety of factors influence the structure of design education: program focus, geographic location, and professors' research interests, to name a few. Many universities have a common first-year that attempts to introduce students (future architects, landscape architects and in some cases industrial and interior designers) to an area of study referred to as ‘environmental design’. Complicating the issue of teaching a multi-disciplinary first-year environmental design studio, is the fact that one faculty member must often coordinate the entirety, without much first-hand knowledge of the other discipline(s) that they are meant to teach. This paper discusses the authors' experiences coordinating and teaching first-year environmental design studios in the UK and the USA, where the studio in the UK was coordinated by a professor trained in Landscape Architecture and the studio in the USA was taught by a professor educated in Architecture. The paper evaluates the merits of approaches rooted in each discipline and concludes with a framework for overcoming common pitfalls of combined first-year studios.
Research Interests:
Static imagery has a long history within the field of landscape architecture, which has transferred relatively seamlessly to the digital realm. Digitally produced raster based photomontages and vector based plans and diagrams are common.... more
Static imagery has a long history within the field of landscape architecture, which has transferred relatively seamlessly to the digital realm. Digitally produced raster based photomontages and vector based plans and diagrams are common. While adequate for representation, static 2d imagery has proven to be inferior for knowledge discovery when compared to dynamic 3D techniques in other disciplines (Robertson, Card, & Mackinlay, 1993). Software used widely by landscape architects relies on a 2d view of a 3d environment, having logically evolved from desktop drafting into 2d Computer Aided Design (CAD) software, with 3d capabilities added in later software versions. The contribution of tools rooted in a 2d work method to design is limited and exposes CAD to critiques, both valid and unwarranted, of its utility beyond drafting. The use of interactive and immersive virtual reality places CAD far beyond the scope of drafting tools, and has proven successful for architectural design (Campbell & Wells, 1994), but historically has been problematic owing to issues of computational memory and rendering capabilities.
The time has come to move beyond the static. Large scale immersive systems have become useable and affordable, owing much to the hardware development of the gaming industry (Lindquist, 2010). Immersive visualization has been used by planners and landscape architects for a generation and is becoming technologically robust. The success of immersive visualization for conveying landscape experience with real-time 3D models has been presented (Danahy, 2001) and immersive techniques have proven to be especially beneficial for collaboration involving those untrained in spatial design disciplines (Bishop, 2005; Kwartler, 2005). Nonetheless, to date, very little evidence is available to support that the current generation of students and practitioners are being given the opportunity to engage in using dynamic immersive technology; this is fundamentally detrimental to the profession, clients, and the designed environment.
This paper will present a qualitative analysis of student work supported by the results of a student questionnaire to evaluate the success of a dynamic 3d design process using Google Sketchup compared to 3d modeling in a conventional CAD system (Autodesk). The contribution of immersive and dynamic visualization to design experimentation, spatial understanding and knowledge discovery will be assessed. It will be argued that by giving the current generation of students the exposure to move beyond the static representation techniques of the distant and recent past it will enhance design decision making and generate new knowledge for the future.
The time has come to move beyond the static. Large scale immersive systems have become useable and affordable, owing much to the hardware development of the gaming industry (Lindquist, 2010). Immersive visualization has been used by planners and landscape architects for a generation and is becoming technologically robust. The success of immersive visualization for conveying landscape experience with real-time 3D models has been presented (Danahy, 2001) and immersive techniques have proven to be especially beneficial for collaboration involving those untrained in spatial design disciplines (Bishop, 2005; Kwartler, 2005). Nonetheless, to date, very little evidence is available to support that the current generation of students and practitioners are being given the opportunity to engage in using dynamic immersive technology; this is fundamentally detrimental to the profession, clients, and the designed environment.
This paper will present a qualitative analysis of student work supported by the results of a student questionnaire to evaluate the success of a dynamic 3d design process using Google Sketchup compared to 3d modeling in a conventional CAD system (Autodesk). The contribution of immersive and dynamic visualization to design experimentation, spatial understanding and knowledge discovery will be assessed. It will be argued that by giving the current generation of students the exposure to move beyond the static representation techniques of the distant and recent past it will enhance design decision making and generate new knowledge for the future.
Research Interests:
The role of the designer in re-imagining urban environments can take on many forms, including masterplanner, facilitator and negotiator, all with varied levels of influence and engagement. This paper will evaluate the role landscape... more
The role of the designer in re-imagining urban environments can take on many forms, including masterplanner, facilitator and negotiator, all with varied levels of influence and engagement. This paper will evaluate the role landscape architects offer for affecting neighborhood change through their attitude toward the players involved and their prescriptions for environmental change. The authors describe a design process for working with neighborhood organizations and provide a conceptual framework for landscape architects to successfully put themselves in a position to evaluate change from a resident’s perspective. The study revolves around the conceptual idea of minimal intervention and its ability to catalyze citizens, thereby creating community “tipping points”, an idea put forth by Malcolm Gladwell in his book entitled The Tipping Point: How little things can make a big difference. Three methods of inquiry for landscape architects that offer a new lens for viewing urban environments and the players involved will be discussed: network analysis, tipping levels, and power flows. A case study will be presented for an urban design project in the Point Douglas neighborhood of Winnipeg, Manitoba, Canada, that employs these methods for assessing a neighborhood, and in turn assesses these methods. The research findings center on the projects outcomes and the conclusion that the landscape architect’s choice of lens can, and often does, create a tipping point for complex design problems.
Research Interests:
The complexity of human spatial experience is often taken for granted. According to Gibson, we perceive the world in a dynamic way (Gibson, 1979), thus, due to the phenomenon of movement, perception is not static. Moreover perception... more
The complexity of human spatial experience is often taken for granted. According to Gibson, we perceive the world in a dynamic way (Gibson, 1979), thus, due to the phenomenon of movement, perception is not static. Moreover perception itself involves a variety of senses: hearing, touch, smell, taste, sight, the kinaesthetic system (the ability to perceive and coordinate movement) and the vestibular system (the sense of balance). It is clear that pictures do not provide a multi-sensory experience (no smell, no sound, no humidity). Nevertheless, one must say that most of human perception is based on visual information processing, through sight. At the same time, the language of planners, designers and engineers is a form of abstraction, made of images and means of spatial visualization (such as maps) that must convey information and sometimes generate emotions.
This paper provides an overview and outlook of research demonstrating the potential for using multisensory experience for the design, evaluation and assessment of landscape, facilitated by environmental simulation. Conventionally depicted visually, landscape is experienced as a multisensory phenomenon. Research has demonstrated that while visually dominated, all perception is multisensory. The most promising sensory modalities to investigate in combination are sound and vision. Simulation hardware, tools and techniques have reached the point where combining 3D landscape models and acoustic stimuli is achievable and affordable, with the potential to contribute significantly to the future of the planning and design process.
This paper provides an overview and outlook of research demonstrating the potential for using multisensory experience for the design, evaluation and assessment of landscape, facilitated by environmental simulation. Conventionally depicted visually, landscape is experienced as a multisensory phenomenon. Research has demonstrated that while visually dominated, all perception is multisensory. The most promising sensory modalities to investigate in combination are sound and vision. Simulation hardware, tools and techniques have reached the point where combining 3D landscape models and acoustic stimuli is achievable and affordable, with the potential to contribute significantly to the future of the planning and design process.