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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Designing with citizens: Challenges and evaluation methods for crowd-sourced urban layouts</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Hangxin Lu ETH Zurich, Chair of Information Architecture Wolfgang-Pauli-Str.</institution>
          <addr-line>27, CH-8093 Zurich</addr-line>
          ,
          <country country="CH">Switzerland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Johannes Mueller ETH Zurich</institution>
          ,
          <addr-line>Future Cities Laboratories</addr-line>
          ,
          <institution>Singapore-ETH Centre</institution>
          ,
          <addr-line>1 CREATE Way, CREATE Tower, 138602</addr-line>
          <country country="SG">Singapore</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper presents analysis tools for evaluating crowdsourced geometry-based design proposals for urban planning. With the Quick Urban Analysis Kit, an online platform, citizens are able to manipulate objects and create a preferred layout over a case study area. Given that our case study is on a meso-cale, our analysis is focused on the layout and plot configuration. The proposed analysis tools range from simple counting of object types and a buffer analysis to clustering and spatial autocorrelation tools. Besides these form-based criteria, perception-based criteria are also proposed to link the participating subject's assessment of the designs with the layout. Techniques deployed include supervised machine learning methods, statistical spatial tests, and simple calculations of the area size and frequency of objects.</p>
      </abstract>
      <kwd-group>
        <kwd>citizen design science</kwd>
        <kwd>crowd-creative evaluation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>In recent decades, the contribution of citizen participation
has led to the improvement of democratic governance and
other adjacent fields. These contributions are thought to
establish a sense of citizenship, increase positive attitudes
and strengthen responsive and accountable states [Pateman,
1970; Mansbridge, 1997; Gaventa &amp; Barrett, 2010].
Conversely, scholars are also skeptical about the perceived
autonomy of citizen participation, citing external influences
such as elite capture, lack of civic capacities, or other
factors [Bonfiglioli, 2003; Golooba-Mutebi, 2004; Banerjee
et al., 2010]. We propose new forms for citizen participation
in the urban planning process. Two main factors are
important in our vision. Firstly, the hurdles for participation
must be as low as possible. Any discussion that requires
citizens be physically present are exclusionary, and do not
leverage on contemporary communications technologies to
include as many citizens as possible for more representative
feedback. Secondly, tools must be provided to facilitate the
creation of creative solutions to problems, and in particular
design proposals. Surveys and voting systems are
inadequate for this purpose.</p>
      <p>American designer and social scientist Elisabeth Sanders
wrote about how people can contribute as co-designers
[Sanders, 2002]. In order for this contribution to happen,
however, a designer must faciliate access to the experience
of the user. For Sanders, people express these experiences
by talking, thinking, doing, using, knowing, feeling and
dreaming. While the first four activities are explicit and
observable, the latter are more tacit and latent. To access
these levels of experience, she proposed applying “make
tools”. “Make tools” enable people to express themselves in
many ways. For instance, cognitive toolkits that help people
create maps and 3D models can show how they perceive
and understand a place, as such tools force people to think
and express themselves in novel ways. We elaborate on
Sanders’ concept and use make tools in the participatory
urban design process for the layperson. This combination of
citien science and design is what we name ‘Citizen Design
Science’ [Mueller et al., 2017].</p>
      <p>Crowdsourced participatory urban design may be regarded
as a specific case in collective intelligence. Previous work
on collective intelligence is divided into two parts,
participatory design and crowdsourcing, with the former
practiced in design communities and the latter researched in
urban computing [Peffers et al., 2007]. Yu and Nickerson
[Yu &amp; Nickerson, 2013] integrate the two domains, namely
human intelligence with machine processes, and postulate a
crowdsourced idea generation process that facilitates the
combination of ideas. Our work also combines the two
domains but we focus instead on design evaluation, since
our platform already enables effective idea generation from
the crowd.</p>
      <p>This paper describes some options for evaluating
crowdcreative design proposals for redeveloping urban areas. We
take a township in South Africa as a case study area. Using
a 3D geometry viewer and editor we explain how a Citizen
Design Science project on meso-scale can be conducted and
analysed.</p>
    </sec>
    <sec id="sec-2">
      <title>2 Tool and case study description</title>
      <sec id="sec-2-1">
        <title>2.1 Qua-kit: A 3D object viewer and editor</title>
        <p>Quick Urban Analysis Kit (qua-kit) was developed by
Artem Chirkin at the Chair of Information Architecture at
the ETH Zurich [Chirkin &amp; Koenig, 2016]. The software
interface is an online viewer retrievable via
http://quakit.ethz.ch/viewer. This viewer can show 3D objects which
are either movable or static. The main function of this
platform is the manipulation of object positions in two
dimensions, including rotation. It is not possible to place
blocks on top of one another. The user can make
modifications with the left mouse button, right-click to
change the point of view and use the scroll wheel to zoom in
and out (Figure 1). A mouse is more intuitive than a
touchscreen because the latter would require an additional
key for further object modification.</p>
        <p>This simple web application enables non-expert designers to
modify given geometry layouts according to their individual
preferences. The focus is on configuring geometries, not on
the infrastructure or creating new items. The final layout can
be saved and submitted with optional comments on the
user’s design motives or further explanations. Participants
can also vote and comment on other particpant-proposals
and reflect on their own ideas and preferences.</p>
        <p>The ease of use is a key factor for citizen science studies.
Qua-kit offers the opportunity for design without any
instructions by designers. Design tasks can be formulated
such that participants can solve it in a few minutes. It is
possible to see it as a tool that gamifies design
problemsolving.</p>
        <p>One of the tool’s drawbacks is that objects cannot be
directly edited. This reduces participant creativity, but also
ensures that they only focus solely on the configuration of
objects.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2 Case study area: Empower Shack</title>
        <p>Figure 2 shows a neighbourhood in Khayelitsha, an
informal settlement 22km southeast of Cape Town. The
project Empower Shack developed prototypes of new shacks
which can be extended to two storey accommodations,
thereby using the space more efficiently. The residents of
the neighbourhood were involved in the rearrangement of
shacks, although they did not use the qua-kit.</p>
        <p>The site was prepared for the MOOC lectures Smart Cities
(https://www.edx.org/course/smart-cities-ethx-ethx-fc-03x0) and approximately 500 students submitted their proposals
via qua-kit. This paper does not focus on the results of the
students’ work as research is ongoing. Instead, it presents
design criteria and techniques to make the mass of designs
useful for designers and decision-makers. The data from the
participants are not pictures, but geo-data. This allows for a
wide variety of evaluation options for the data which
improves precision, in comparison to pictures which must
be pre-analysed with image recognition methods.
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Evaluation tools</title>
      <p>Our data analysis distinguishes between form-based and
perception-based criteria. Form-based criteria quantify the
layout of buildings and the appearance of objects.
Perception-based criteria formulate conclusions on the
participants’ perception of the area that can be made by
analysing the geometry.</p>
      <p>To keep the different analysis tools clear and
commensurable, we present them in form of profiles. We
explain the method and purpose of each analysis and
elaborate on the pros and cons.</p>
      <sec id="sec-3-1">
        <title>3.2 Form-based criteria</title>
      </sec>
      <sec id="sec-3-2">
        <title>Frequency analysis</title>
        <sec id="sec-3-2-1">
          <title>Method: The objects are counted by object type. Purpose: To find out preferences for object types. The more often an object is used by the participant in the proposal, the more it is prefered.</title>
          <p>Pro: The comparisons between different building types
(high-rise, mid-rise, low-rise) can be useful for decision
makers. Several other standard design criteria can be
deduced: given the area, plot size and number of floors,
quantities like the Gross Plot Ratio, Gross Floor Ratio, the
number of units, and the density of objects are easily
computed. The advantage of the frequency analysis is that it
is simple and thus easy to understand for designers and
decision makers.</p>
        </sec>
        <sec id="sec-3-2-2">
          <title>Contra: Geometric information is ignored.</title>
        </sec>
      </sec>
      <sec id="sec-3-3">
        <title>Buffer analysis</title>
        <p>Method: The objects in the circuit (buffer) of a particular
object type are counted.</p>
        <p>Purpose: This analysis considers the position of objects and
assesses the mutual appearance of objects, and shows
interrelations between objects.</p>
        <p>Pro: This analysis is the perfect for association rule mining.
The results can reveal insights into the citizen’s
subconscious decision-making processes e.g. what to build
along a river, or which building typologies should be built
next to each other.</p>
        <p>Contra: A carefully considered interpretation is essential to
prevent far-fetched outcomes as not every result from the
assocaition rule mining algorithm is inherently meaningful.</p>
      </sec>
      <sec id="sec-3-4">
        <title>Space and streets detection</title>
        <p>Method: Streets, and public and private spaces are
automatically added as an additional layer based on the
distance between buildings. A street is detected if the
distance between buildings are within the boundaries of a
minimum distance x and a maximum distance y. For our
case study, these boundaries could be set to ! = 1$ and
% = 4$. Distances greater than y are interpreted as open
spaces. If an open space is accessible via a street, it is
public; otherwise, it is private (Figure 3).</p>
        <p>Purpose: Researchers can draw indirect conclusions about
the street network and the placement of public and private
spaces.</p>
        <p>Pro: This additional layer helps researchers understand the
organisation of the area.</p>
        <p>Contra: Distance-based assignments of streets and space
demand some general interpretation in advance. If the scale
of the site is clear, the participants’ interpretation of space
will match the automatic detection. If, for instance, the area
of our use case would not be introduced as an informal
settlement in South Africa, one could interpret the site as a
suburban area in North America instead, for example. Also,
the algorithm could misidentify some public squares.</p>
      </sec>
      <sec id="sec-3-5">
        <title>Geometry pattern analysis</title>
        <p>
          Method: According to Ching [
          <xref ref-type="bibr" rid="ref7">1979</xref>
          ], the arrangement of
buildings usually follows some typical ordering principles.
Axes and symmetries are quite obvious and easily
detectable. While axes can be identified by distance rules
since they can be considered in our example as streets, the
recognition of symmetries requires a specific algorithm.
Purpose: Axes and symmetries are strong indicators of how
a study area is organised.
        </p>
        <p>Pro: The two form criteria are well studied in architecture
and urban planning and already implemented in algorithms
[Chen, et al., 2007].</p>
        <p>Contra: While the axis may be detected using the distance
between buildings, strict symmetries are supposed to be
rarely identifiable in human-made designs, especially in the
qua-kit tool which allows for flexible rotation and
placement of buildings with no “magnetic features”.</p>
      </sec>
      <sec id="sec-3-6">
        <title>Heat maps</title>
        <p>Method: The 2D plots from different participants (optional:
all) are superimposed. The merging of data can be done
visually and geometry-based, too. Is is optional to deploy a
hot spot analysis like the Gets Ord GI* [Mitchell, 2005;
Getis &amp; Ord, 1992; Ord &amp; Getis, 1995] in advance.
Purpose: The heat map shows preferred areas for particular
objects and also directly reveals the spatial distribution of
object types.</p>
        <p>Pro: This methods allows the visual merging of proposals
from different participants. All other proposed analyses are
applied for separate designs.</p>
        <p>Contra: The plots of the buildings are decontexualised.
Method: The 2D centroids of buildings are calculated and
used for spatial clustering, e.g. with the DBSCAN algorithm
[Ester et al., 1996].</p>
        <p>Purpose: On meso-scale, the space is subdived into smaller
neighbourhoods like blocks. The preferred number and
block sizes can be accessed through clustering.</p>
        <p>Pro: The clustering approach allows segmentation to happen
objectively.</p>
        <p>Contra: A cluster is not neccesarily meant to be a block.
The examples in Figure 5 show that parameters in the
cluster algorithm need to be carefully adjusted for the case
study area, but even this does not guarantee a satisfactory
result.</p>
      </sec>
      <sec id="sec-3-7">
        <title>Autocorrelation test</title>
        <p>Method: A spatial autocorrelation, e.g. Global Moran's I
[Moran, 1950] is applied for different objects types.
Purpose: The test reveals if object typologies appear
dispersed or clustered in the area. If they are clustered, the
buffer analysis can give some indication of the interrelation
between objects.</p>
        <p>Pro: The autocorrelation test is an objective measurement
for a very subjective aspect for the perception of space.
Contra: The dispersion of buildings can have many reasons,
making simple interpretations hard.</p>
      </sec>
      <sec id="sec-3-8">
        <title>3.3 Perception-based criteria</title>
      </sec>
      <sec id="sec-3-9">
        <title>Creativity analysis</title>
        <p>Method: Human intelligence is required to label design
proposals regarding creativity. Crowdsourcing internet
platforms like Amazon Turk or Crowdfower are used to
present workers screenshots of the participants’ designs.
One option is to show two designs and ask which is
perceived to be more creative. By using the Microsoft
TrueSkill algorithm [Herbrich et al., 2007], the designs can
be ranked. Kanzjon et al. have evaluated the design
creativity of mobile devices using factors like novelty, value
and surprise [Grace et al., 2015].</p>
        <p>Purpose: Creativity is hitherto a very subjective impression
and there are no rules or algorithms for making a decision.
Creativity is an important factor for the uniqueness and
individuality of a design and needs to be assessed by
humans.</p>
        <p>Pro: The analysis can be extended for supervised machine
learning. The 2D layout of the plot is labeled with the
creativity index according to the workers’ result.
Contra: A large number of workers need to be employed to
ensure unbiased labeling and to compensate for unreliable
works.</p>
      </sec>
      <sec id="sec-3-10">
        <title>Meta information analysis</title>
        <p>Method: Similar to the creativity analysis, we want objective
criteria that can be adhered to when human feedback is
given for design proposals. The concern of the meta
information analysis is not how other humans perceive the
participant’s design but what the participant thinks of their
own proposal. By proposing categories for the main purpose
or idea of the design (e.g. safety, dominance of greenery,
accessibility,...), the designs can be labeled, and used for the
application of supervised machine learning to the geometry
and purpose.</p>
        <p>Purpose: The idea is to identify characteristics in the
geometry in order to infer the main purpose of the design.
Pro: This analysis allows very subjective characteristics of
designs to be quantified.</p>
        <p>Contra: The success of this method is not predictable.
Participants may not be clear about what the main idea
behind their designs is.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Discussion</title>
      <p>The qua-kit tool is designed for online participation with
citizens. The methods in this paper provide options to
precisely evaluate a large number of designs which are
based on geo-information. Questions may be asked about
whether these presented online design tools offer enough
options for the participants to express their ideas, or if
designers can gain any valueable inputs from these tools.
The form-based criteria are simple to understand, but how
can the results be interpreted? Especially the opportunity of
letting non-experts design provides the chance to access
knowledge that cannot be expressed semantically (e.g. by
surveys). The evaluation should therefore concentrate on
identifying the design’s semantic meaning how to make
conclusions from the layout to the design idea beyond the
proposal. This question is about to be answered by findings
about how space is perceived [Bhatt et al. 2012, 2013,
2014]. Assuming that the design process is guided by the
participant’s experience of space (i.e. the perception of
space), it makes sense to analyse the design proposals by
criteria that are found out to have a significant influence on
the space organisation [Ching, 1979]. Axes and symmetries
are already mentioned and it is for discussion, how and to
which extent the other perception-based criteria should be
applied.
5</p>
    </sec>
    <sec id="sec-5">
      <title>Conclusion and future work</title>
      <p>This paper presents a brief summary of evaluation methods
for crowdsourced geometric data on the meso-scale. The
techniques are to be used in participatory urban planning
studies. The introduced design tool qua-kit allows
nonexperts to view 3D geometries and make simple edits. We
use a case study from a neighbourhood near Cape Town to
show options to evaluate the data on meso-scale. The most
comprehensible instruments for analysis are the frequency
and buffer analysis. Streets and public or private space can
be determined by appropriate distance rules while cluster
algorithms make small neighbourhoods automatically
identifyable. The overlays of plots from different
participants can be regarded as a heat map and visualise
favoured spots for particular objects. Besides these
formbased criteria, we propose to apply supervised
machinelearning to connect the layout of buildings to subjective
design criteria. The application of these evaluation tools will
testify their usefulness or uselessness. Especially for
accessing perception-based criteria, it is crucial to have easy
understandable and distinct labels for the proposals.
A further option is to apply unsupervised machine learning
to the geometries to identify different categories of
proposals or similarities in the design.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgments</title>
      <p>The research was conducted at the Future Cities Laboratory
at the Singapore-ETH Centre, which was established
collaboratively between ETH Zurich and Singapore's
National Research Foundation (FI 370074016) under its
Campus for Research Excellence and Technological
Enterprise programme. Moreover, we wish to thank Artem
Chirkin who has developed the Quick Urban Analysis Kit,
for giving us access to the toolkit and geometric data from
the edX MOOC Smart Cities to conduct our research.</p>
    </sec>
  </body>
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