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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>P. A. Rauschnabel, R. Felix, C. Hinsch, H. Shahab, F. Alt, What is xr? towards a framework for
augmented and virtual reality, Computers in Human Behavior</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="doi">10.1080/01944360008976123</article-id>
      <title-group>
        <article-title>Engagement through E-Participation - Towards Im mersive Public Decision Making</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Raphael Palombo</string-name>
          <email>palombo@uni-bremen.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jan Westermann</string-name>
          <email>westerma@uni-bremen.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marc Wyszynski</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Björn Niehaves</string-name>
          <email>niehaves@uni-bremen.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="editor">
          <string-name>E-Participation, Digital Engagement, Immersive Technology, Design Thinking, Design Science</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Proceedings EGOV-CeDEM-ePart conference</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Bremen</institution>
          ,
          <addr-line>Bibliothekstraße 5, 28359 Bremen</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2025</year>
      </pub-date>
      <volume>133</volume>
      <issue>2022</issue>
      <fpage>0009</fpage>
      <lpage>0009</lpage>
      <abstract>
        <p>Citizens increasingly seek greater involvement in public decision-making processes. Emerging technologies, such as augmented (AR) and virtual reality (VR), have the potential to enhance interactions between citizens and administrative bodies. However, public administrations have yet to fully integrate these tools into participatory processes, primarily due to psychological and social barriers. The participation paradox highlights the dificulty of engaging citizens in increasingly complex local processes. While technological advancements ofer new opportunities, administrations often struggle to present their concepts in ways that are accessible and comprehensible to citizens. AR and VR ofer potential to vividly communicate complex processes and foster engagement in participatory processes through its immersive capabilities. First projects, which use AR and VR to visualize public initiatives fail to embed these technologies into their operational workflows. This working paper proposes a conceptual framework designed to systematize citizen-participation and harness immersive technologies to foster greater transparency, interactivity, and engagement in public administration. The framework aims to streamline participatory processes, reinforcing collaboration between citizens, administrations, and scientific institutions. By bridging this gap, the framework seeks to address current shortcomings and advance the integration of innovative AR/VR technologies into public participation.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Citizens increasingly seek involvement in public decision-making processes [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], yet governments often
struggle to meet these demands efectively. Emerging technologies, particularly immersive technologies
such as augmented reality (AR) and virtual reality (VR), ofer promising opportunities to enhance the
communication and interaction between citizens and public administrations [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ][
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. These technologies
allow for intuitive and engaging visualizations of e.g. planning concepts, which can support better
understanding and more informed participation [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. A persistent issue in participatory governance is
the so-called participation paradox: although citizens are invited to contribute to planning processes,
increasing procedural and informational complexity makes meaningful engagement dificult [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Public
administrations often lack the tools to communicate complex decision-making-processes in a way that
is understandable and relevant to citizens [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ][
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Consequently, participation systems frequently fall
short in maintaining consistent and meaningful interaction between citizens and authorities.
      </p>
      <p>While immersive technologies have been tested in visualizing public initiatives, few eforts have
integrated them into broader participatory frameworks that support administrative decision-making.
Most existing literature focuses either on technological capabilities or isolated user experiences, rather
than developing comprehensive, operational frameworks for public sector application. To bridge this
(B. Niehaves)
https://www.uni-bremen.de (R. Palombo); https://www.uni-bremen.de (J. Westermann); https://www.uni-bremen.de</p>
      <p>CEUR
Workshop</p>
      <p>ISSN1613-0073
gap, there is a need for a holistic framework that not only leverages the full potential of AR/VR but also
aligns with administrative workflows and participatory principles.</p>
      <p>Accordingly, this paper addresses the following research question:</p>
      <p>RQ1: How can a framework for immersive technologies be conceptualized to enhance citizen
participation in administrative planning processes and contribute to more informed decision-making?</p>
      <p>In response to this question, this study introduces a conceptual framework for the use of immersive
technologies, specifically AR and VR, to enhance citizen participation and support more informed
administrative decision-making. Building on insights from existing participation platforms and
literature, the proposed framework addresses the lack of structured, transferable approaches that integrate
immersive media into participatory processes. The key contribution lies in the development of a design
concept that systematizes participation through immersive technologies while remaining adaptable
to diverse administrative contexts. The framework is grounded in design science principles and
includes actionable steps intended to guide both researchers and practitioners in the implementation of
immersive participation platforms.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Theoretical Background and Related Work</title>
      <p>
        Virtual reality is defined as a set of technologies that enable individuals to interact optimally in real
time using natural senses and skills with 3D-displayed databases [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. VR technologies that are currently
widely available in the consumer market include head-mounted displays (HMDs), creating a virtual
environment (VE) for the user’s senses, allowing them to feel immersed and interact with virtual objects
and representations [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. HMDs are the most commonly used VR technology, including popular models
such as the Apple Vision Pro.
      </p>
      <p>
        AR encompasses a wide range of devices and technologies. In commercial use, AR applications for
mobile phones are prevalent. Since its breakthrough in 2019 through the mobile app Pokémon Go, a
variety of location-based AR applications have emerged [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Due to improved applicability and reduced
development eforts with new frameworks from market-leading companies, AR systems on mobile
devices and tablets have become an established and widely accessible technology [9]. AR glasses, such
as the Microsoft HoloLens, represent another significant technological advancement, enhancing the
user’s field of vision spatially, making them particularly impactful for participatory projects [ 10].
      </p>
      <p>A central problem in the interaction between citizens and administrations is the participation paradox.
It describes the dilemma between what is contributed and what is received in participation projects [11].
Public administrations may primarily aim to address the needs of citizens. However, involving citizens
becomes increasingly challenging due to the rising complexity and efort required at later stages in the
participation chain [12]. This creates a discrepancy between the input from administrations, which aim
to serve citizens (top-down), and the citizens’ capacity to contribute efectively. Current developments
in digital participation indicate a shift, evolving from democratically legitimized administrative entities
into hubs of democratic and participatory engagement [13]. Two key worst-case scenarios must be
considered. The first is the hold-up situation, where progress stalls because two parties cannot reach
an agreement over time due to misaligned and escalating requirements. The second is the free-rider
problem, where one party, typically the administration, acts independently without adequately involving
other stakeholders in critical decisions [14].</p>
      <p>
        Immersive technologies blur the line between the physical and virtual world, which can induce a
sense of immersion in users [15]. Immersion can foster engagement with a certain topic and present
information in a vivid way [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ][16]. Consequently, these technologies ofer the potential to highlight
complex topics in an engaging manner and involve citizens even at later stages of participation. Public
administrations have the potential to reach a large group of interested citizens. However, how the
immersive capabilities can be streamlined into an operational process remains an open question [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Methodology and Data Collection</title>
      <p>This study adopts a design science research (DSR) methodology to develop a conceptual framework for
applying immersive technologies to foster participatory engagement in public decision-making. The
DSR approach follows an iterative process of problem identification, exploration of existing solutions,
artifact conceptualization, and preparation for evaluation in future implementation contexts. To establish
a foundation for the framework, we conducted an exploratory study of existing AR/VR participation
projects within the public sector. The European context was chosen as the primary focus for this
exploration due to its strong tradition of promoting civil society participation [17][18] and its continued
support for digital innovation through institutional policies and funding programs [19][20][21]. This
policy landscape provides a fertile testing ground for emerging technologies, including immersive
media, to be embedded in participatory governance structures.</p>
      <p>
        Our initial identification process was conducted through structured desk research. This process
yielded a dataset of 133 AR/VR projects implemented across various areas of public administration. To
refine this dataset, we applied targeted inclusion criteria: projects were retained if they (1) explicitly
aimed to foster citizen participation, and (2) used AR/VR technologies as core tools to support these
participatory functions, rather than as peripheral or purely illustrative media. Applying these criteria
reduced the dataset to 17 projects, representing approximately 13% of the total identified. Information
on both our initial dataset as well as on our currated dataset can be accessed in the following repository:
https://tinyurl.com/mw97xmdc
This curated subset serves as the empirical foundation for our framework development, as these cases
ofer focused insights into the design intentions, implementation strategies, and challenges associated
with immersive participation technologies. Importantly, these projects were selected not for their
thematic domain but for their participatory orientation, enabling us to analyze broader patterns across
contexts. Thematically, the majority of the projects focused on urban planning, where AR/VR is widely
applied due to its suitability for visualizing spatial data and its potential to reduce risk in high-stakes
environments such as infrastructure development [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Four projects, for instance, focused on involving
citizens in the planning of public buildings, such as the 5G-CityVisar project, which enables interactive
visualization of 3D building models. Other initiatives addressed trafic and smart city planning, utilizing
immersive simulations to help citizens understand and provide input on trafic flows and pedestrian
movement. Beyond urban planning, several projects explored the creation of immersive participation
hubs, such as the GI VR/AR Werkstatt, which supports collaborative ideation and knowledge exchange.
Additional applications included participatory services for geodata access, energy system visualization,
port development planning, and civic service enhancement—for example, through AR tools that display
no-parking zones to improve public compliance.
      </p>
      <p>These diverse examples collectively informed the development of a conceptual framework that
seeks to systematize the use of immersive technologies in participatory governance, while remaining
adaptable to diferent administrative domains and use cases.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Findings</title>
      <p>
        Although a considerable number of AR/VR participation projects have been identified, only a few have
implemented a streamlined and efective participation process using immersive technology, providing
clear operational approaches or recommendations. Among the best-researched projects is
’TakePart’, supported by the German Ministry of Education and Research (BMBF). This project provides
valuable insights into participatory methods. In Take-Part, two public facilities, the Karlsruhe Zoo
and the public hospital in Karlsruhe, were planned and presented to citizens using an experimental
participation platform. This platform enables citizens to virtually visit the planned areas and interact
with a coordinator regarding the 3D concepts. Fegert et al. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] integrated an AR/VR-based design
science approach within the project, following the Design Science Research in Information Systems
(DSRIS) framework by Kuechler and Vaishnavi [22].
      </p>
      <p>Energy</p>
      <p>Geodata</p>
      <p>
        Current public participation projects primarily use VR in experimental settings to explore the potential
of the technology. One major issue with many AR/VR initiatives is the high entry barrier faced
by technologically inexperienced municipalities and communities [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. These technologies are in a
transitional phase for public use, and, much like early mobile phones, developing customized applications
remains a complex process. Public institutions must recognize the potential of these technologies and
develop new methods for rapidly presenting services and 3D drafts to the public. A key challenge is the
need for public administrations to hire IT experts who can efectively integrate AR/VR software into
existing IT infrastructures. A promising solution may lie in user-friendly low-code platforms, which
could enable public employees without programming knowledge to present concepts to citizens [23].
An Low-Code environment is a tool that helps build, launch, and manage apps quickly using easy-to-use,
high-level programming. It supports user interfaces, workflows, and data handling [ 24][25]. The
TakePart project also utilizes a low-code environment as the foundation for its design science approach. This
setup ofers customization potential, allowing projects to be easily uploaded and contextually placed
within urban areas, where citizens can provide feedback based on their daily experiences [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Despite
the promising initial approaches in AR/VR participation initiatives, significant challenges remain. Public
AR and VR platforms often sufer from design flaws, many of which arise from inexperience and the
direct adaptation of concepts from related fields, such as mobile apps or participation websites. These
platforms also lack agility and efective feedback mechanisms, hindering the exchange of perspectives
between citizens and project coordinators. Recent projects continue to struggle with balancing creative
engagement (e.g. the Take-Part project) with the complexity of detailed planning processes. For example,
the Vision 5G project illustrates how citizens are typically not involved until the final stages, which can
lead to frustration. Consequently, current projects fall short in addressing the participation paradox
[26]. To advance public participation using AR/VR technologies, a flexible framework that builds on
existing platforms and structures the engagement process is urgently needed [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
    </sec>
    <sec id="sec-5">
      <title>5. Framework Design and Discussion</title>
      <p>The conceptual framework presented here is grounded in the analysis of 17 AR/VR-based public sector
projects. Our findings indicate that most projects focus on isolated participation stages, often limited to
visualization or ideation, without connecting them into a coherent participation flow. These patterns
revealed a gap in current practice and shaped the need for an integrated, full-cycle participation
framework.</p>
      <p>
        To address this gap, we turn to Design Science as a methodological foundation for developing such
a framework. In the context of public participation, Design Science can bridge diferent perspectives
and enable knowledge transfer between scientific scholars and political agents while developing a
functional system for day-to-day operations. Within the context of participatory governance, three main
stakeholder groups must be considered: citizens, administrations, and scientific researchers. Balancing
the expectations and requirements of these groups is a complex task. For instance, the Stuttgart
21 protests revealed the critical need for transparent citizen communication in public infrastructure
projects [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Research, in turn, gains insights into civic engagement patterns that may inform future
participatory approaches.
      </p>
      <p>The DSRIS framework by Kuechler and Vaishnavi [22] ofers a methodological framework comprising
of five iterative stages: problem awareness, suggestion, development, evaluation, and conclusion. Design
Science emphasizes generating scientifically grounded artifacts through repeatable, evaluative processes.
However, public sector applications present specific challenges. These include the high coordination
efort required by central institutions and the dificulty of sustaining multi-cycle processes among
citizens and administrators who often expect fast, tangible outcomes [ 27]. Additionally, participation
systems must mitigate governance dilemmas such as free-riding or hold-up scenarios [14], making
adaptability and resilience key design considerations.</p>
      <p>To address the limitations of Design Science in dynamic participatory contexts, we integrate Design
Thinking as a complementary methodology. Design Thinking introduces a human-centered, agile
process that aligns well with early-stage ideation, rapid prototyping, and iterative user feedback. Its
fivephase structure, empathize, define, ideate, prototype, and test, mirrors the fluidity of civic participation
processes and facilitates continual engagement with end users [28]. Design Thinking and Design
Science were selected for their complementary characteristics: the former prioritizes practical usability
and responsiveness, while the latter ensures conceptual depth and methodological rigor. Although
integrating both approaches is complex, particularly in the public sector where agility is constrained by
regulation, we propose an architecture where Design Thinking guides interaction and iteration, and
Design Science supports evaluation and structured learning.</p>
      <p>With these core elements defined, we now present a more detailed description of the central
components. A key aspect of Design Thinking is storytelling, which facilitates idea development through
stakeholder interaction. Storytelling inspires participants and provides concrete details that help
visualize the context [29]. Presenting continuous feedback is challenging and can fail due to increasing
complexity [14]. To mitigate this, structured feedback rounds help refine ideas. Each step in the process
generates artifacts that document agreements between stakeholders and organizations. Agile processes
are slowly being integrated into public administration, but agility also requires flexibility, which
often conflicts with rigid administrative procedures [ 30]. Public institutions difer from private-sector
organizations due to legal restrictions and data privacy concerns [31].</p>
      <p>Therefore, we propose a framework that simplifies administrative processes and serves as an
interaction layer over existing planning procedures. The proposed platform establishes an agile innovation
process based on the Design Thinking paradigm. The central technological concept is an immersive
ITech-room, where ideas are generated and presented. The concept of the ITech-room is connected to
the participation platform and can function as a physical participation station in public development
areas. These stations may be placed in urban centers, transportation hubs, or locations requiring citizen
involvement in planning public facilities.</p>
      <p>The framework comprises of six central views. In the empathize view, the system provides tools
to clarify the scope and context of the problem. The goal is to understand the current situation of a
participation project and to establish a shared baseline. An AR/VR system can bring this context to
life and create a common understanding of the existing field conditions. The immersive environment
includes functionalities for visualizing real-world conditions and for integrating 3D scans.</p>
      <p>In the define view, citizens and administrators move from shared understanding to clear problem
definition in a given participation context. Virtual tools allow both parties to highlight critical pain
points directly in the 3D artifact. Additionally, all annotations made in the virtual environment are
compiled into a central document, helping to narrow down and prioritize key issues. Each party provides
a response document summarizing the main concerns within the design space.</p>
      <p>In the ideation view, participants may generate ideas with divergent and convergent idea generation
functionalities. Ideas can be placed on top of the 3D-artefact of the design view to enhance the
problem space with possible solutions. This view contains two phases. In the first phase, citizens and
administrations receive the chance to generate divergent ideas. In the second phase, the ideas are
narrowed down to a limited number of alternatives [32].</p>
      <p>After the ideation phase, ideas are selected through a structured voting process. The administration
predefines the number of voting iterations. Citizens and administrations vote for five ideas from a pool
of generated ideas. After voting, a discussion phase is initiated to exchange arguments. A second voting
round follows, narrowing the options to one to three ideas.</p>
      <p>These ideas may be further developed in the prototyping phase. When the administration is confident
with a prototype, it starts an evaluation phase for this prototype, to verify the impact with the citizens
[33]. The most promising virtual prototypes are continuously refined in the evaluation phase. This
phase integrates the ideation and presentation functions from previous stages, adapting them to a
feedback-oriented context. Both stakeholders, citizens and administrators, have the opportunity to
assess a concept before it enters production. The evaluation process continues until the project’s
completion, with virtual representations being regularly updated.</p>
      <p>During prototyping, ideas can be developed using a toolbox containing 3D models. This allows citizens
and administrators to collaboratively create virtual environments with basic interactive elements, such
as weather efects, trafic sounds, and simple logic functions. The implementation can build upon
existing SDKs and software frameworks to ensure compatibility and ease of use.</p>
      <p>For scientific institutions, four key entry points are considered to refine the participation process.
The extent to which insights can be integrated into the process may be discussed between partners.
Scientific contributions can follow Pefers et al. (2007) by adopting a problem-centered approach to
better understand specific participation challenges [ 34]. Subsequently, objective-centered solutions can
be explored to address these challenges efectively. In terms of prototype development, the design and
development phase can be supported by scientifically backed methods. Finally, client- and context-driven
prototype development can be enhanced through continuous observation and iterative refinement
based on citizen feedback.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusion</title>
      <p>This paper presents an efort aimed at conceptualizing a framework for the use of immersive technologies
to enhance citizen participation and support informed administrative decision-making. Grounded in a
design science approach, the framework builds on insights from existing AR/VR-based participation
projects and proposes a structured, yet adaptable, design concept. The resulting model outlines granular,
actionable steps for integrating immersive technologies into participatory processes, with the goal of
making these processes more transparent, engaging, and responsive.</p>
      <p>At this stage, the framework remains conceptual and exploratory. While it is informed by a systematic
review of existing projects, it has not yet undergone empirical validation. To advance this research, a
critical next step involves the pilot deployment of the proposed framework in a real-world, controlled
setting. Such a pilot would allow for the evaluation of the framework’s usability, efectiveness, and
adaptability in practical administrative contexts. Close collaboration with public institutions will be
essential to establish appropriate testing environments.</p>
      <p>Given the central role of immersive interaction in shaping participatory experiences, co-development
with citizens is vital to ensure that the framework aligns with the expectations and needs of its intended
users. This includes iterative prototyping and continuous citizen feedback throughout the development
and testing phases. Importantly, the framework is not intended to replace existing planning procedures
but to complement them. Future development will require the creation of robust interfaces to integrate
administrative systems and data sources seamlessly into the participatory process.</p>
      <p>In addition to legal and organizational considerations, the technical setup must be outlined in detail
before implementation. This includes developing a data framework encompassing the structures,
formats, and quality standards required for platform integration. Furthermore, we will explore partnerships
with GovTech startups and venture clients. These startups bring an inherently agile mindset, and lessons
learned from this initiative could inform other agile projects in the public sector. Finally, a modular
approach to platform design may encourage divergent thinking in participation strategies, helping to
address challenges without relying on the same paradigms that created them. This separation could
promote innovative solutions and broader applicability across diverse public-sector initiatives.</p>
    </sec>
    <sec id="sec-7">
      <title>Declaration on Generative AI</title>
      <p>During the preparation of this work, the authors used Grammarly, DeepL, and ChatGPT in order to:
Grammar and spelling check, Paraphrase and reword. After using this service, the authors reviewed
and edited the content as needed and take full responsibility for the publication’s content.
[33] S. Gibbons, Design thinking 101, 2016. URL: https://www.nngroup.com/articles/design-thinking/.
[34] K. Pefers, T. Tuunanen, M. A. Rothenberger, S. Chatterjee, A design science research methodology
for information systems research, Journal of Management Information Systems 24 (2007) 45–77.
doi:10.2753/MIS0742- 1222240302.</p>
    </sec>
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