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Planning and Design Practice
          in the Virtual Space
                                   Ileana Apostol
                              Panayotis Antoniadis
                                   Tridib Banerjee

                                       XXIII AESOP Congress
                                       Liverpool July 16, 2009

        Université Pierre & Marie Curie, Paris
    University of Southern California, Los Angeles
The Virtual Space


• the underlying communication network
        the Internet: access fee or public (e.g. WiFi city
        coverage, Athens Wireless, Seattle Wireless Net)


• the digital information exchanged between the
nodes of the network
        public and private rights over its content


• the computer software that defines the rules for
using and transforming this information
        some public and/or open source (e.g. Drupal), but
        most of the social software of the currently
        successful online communities is privately owned
        (e.g. Yahoo, Google, Facebook)
Why the Virtual Space?

• its complex uses substitute, supplement or are
entwined w/ social life in physical environments

• there is the opportunity to bring to reality spatial
values like users’ control over the space, building
strong communities, future flexibility, choice,
diversity, preferred lifestyle (Lynch 1981)
         users may influence cyberspace development
         from “one to many” to “many to many” (Shirky)

• software design impacts users behaviour & the
dynamics in online social
networking/communities
         under debate: the Internet neutrality and its
         regulation (e.g. Odlyzko, Crowcroft etc)

• besides increasing the quality of cyberspace,
the social software could promote place-based
communities in the physical space
Social Contract without Social Contact?
The Culture of Computer Networks:
          Virtual Space
From Facebook to
     Face-block Communities


The tradition in planning theory and practice

Methodological frameworks that assist us in
spatial perception, experience and conception
What Type of (Virtual) Space?


• relational social space that exists only insofar as it
contains and represents relationships
        phenomenological view on space: meaning and
        human experiences like emotion, desire, volition,
        imagination, thought, action etc…


• cannot be conceived in separation from time
        dynamic changes within social networking,
        synchronic/asynchronic exchanges, past records,
        collective memory


• the representational spaces of the network
society are the object of spatial knowledge (rf.
Lefebvre ‘91)
        spaces directly experienced through their
        associated images and systems of signs and non-
        verbal systems (including artistic representations)
Representational Spaces
Landmarks XIX-th Century
Representational Spaces
Landmarks XXI-th Century
Planning Contribution in Cyberspace


• Knowledge:
1. Places
2. Communities

• Practice:
1. User interface
2. E-places
3. New forms of social organization
Planning Knowledge for Cyberspace
            1. Places

• users’ behaviour in cyberspace suggests a sense
of belonging and identity that
         achieves a “form” through self-representation;
         through the images and language employed;
         through frequent system operations and
         process reiterations


• they appropriate space and transform it into
places, namely e-places
         early place vocabulary: chat room, electronic
         frontier, information superhighway, city of bits


• places (Arefi & Triantafillou ‘05)
         a set of visual attributes (image);
         product (information content);
         process;
         meaning
Identity of Spatial User


The tradition in planning theory and practice

Methodological frameworks that assist us in
spatial perception, experience and conception
Identity of Spatial User
Identity of Spatial User


The tradition in planning theory and practice

Methodological frameworks that assist us in
spatial perception, experience and conception
Planning Practice in Cyberspace
        1. User Interface

• the user interface mediates the spatial
experience, and works as a cross-section
through the software components and
communicates its functionality

• the social software mediates the online social
exchanges

Planners can integrate various choices for
interface details with their effects on social
exchanges, and recommend those in
accordance with the particular
representational spaces
Interface: Appearance and Wording
Planning Practice in Cyberspace
           2. E-places

• the methods of practice in the physical space
could be transferred between the two environments
for social life like, for ex. Kevin Lynch’s methods:

Taxonomy of Images
• paths: space navigation (rhythms)
• edges: space separation, division
• nodes: space of gathering
• landmarks: identifiable (unique) signs
• districts: space unification (groups)

Sketch (Cognitive) Mapping
• representations of space
Representations of Virtual Space:
         Geographical
Representations of Virtual Space:
        Web Trend Map
Representational Spaces
   Paths and Edges
Representational Spaces
   Paths and Edges
Representational Spaces
        Nodes and Districts


The tradition in planning theory and practice

Methodological frameworks that assist us in
spatial perception, experience and conception
Representational Spaces
        Nodes and Districts


The tradition in planning theory and practice

Methodological frameworks that assist us in
spatial perception, experience and conception
Planning Knowledge for Cyberspace
          2. Communities

• online communities shaped out by members of
social networks
        based on common interest (e.g. Flickr, MySpace,
        Facebook)
        users begin to define their particularized space,
        beyond the control of software designers (i.e
        Friendster)


• hybrid (place-based online) communities that
overlay spatial neighborhoods
        common locus of activities and interest;

        provide the necessary links between physical
        space and their online space and activities,
        facilitate recording and building an archive of
        collective memory, short- and long-term feedback;

        challenge: building common interest, shared
        values, community identity
Representations of Virtual in Physical Space:
       San Jose WiFi Yellow Chair
Representations of Physical in Virtual Space:
           Online Communities



     Image physical to virtual
Bridging Virtual and Physical Space:
        Hybrid Communities
Quality of Places (E-places)




A good place is one which, in some way appropriate to
the person and her culture, makes her aware of her
community, her past, the web of life, and the universe of
time and space in which those are contained […]
sensible, identifiable places are convenient pegs on
which to hang personal memories, feelings, and values.
Place identity is closely linked to personal identity. “I am
here” supports “I am”. Intense familiarity will create a
sense of place” (Lynch 1981 p.142 &132).
Planning Practice in Cyberspace
3. New Forms of Social Organization

• the cyberspace capabilities allow to easily
transform and even reset community rules, and
members roles and identities

Planners could promote community values that
lead to conviviality, vitality and ecology,
instead of online addiction and commercial
objectives

Planners could mediate the public and the
private, and build trust between the community
and the entity holding their information, owning
the software or the communication network
(e.g. municipality)

Planners may provide guidelines for easily
customizable and self-configured software
No matter how hard we’d try,
we cannot escape reality :o)




                   bekathwia@flickr
Planning and Design Practice in Cyberspace

                    Summary
    • the emergence of e-places and of thriving online
    communities bring up a new challenge for planners:

    Their contribution to cyberspace development:
    User Interface Design

    Evaluating the Quality of E-places by means of
    Lynch’s Taxonomy of Images

    Breaking the Ice for Community Engagement:
    Sketch (Cognitive) Mapping

    Supporting Hybrid Community Building and
    Bridging the Physical with the Virtual Space
    through Social Software Design

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Nethood Aesop09 Liverpool

  • 1. Planning and Design Practice in the Virtual Space Ileana Apostol Panayotis Antoniadis Tridib Banerjee XXIII AESOP Congress Liverpool July 16, 2009 Université Pierre & Marie Curie, Paris University of Southern California, Los Angeles
  • 2. The Virtual Space • the underlying communication network the Internet: access fee or public (e.g. WiFi city coverage, Athens Wireless, Seattle Wireless Net) • the digital information exchanged between the nodes of the network public and private rights over its content • the computer software that defines the rules for using and transforming this information some public and/or open source (e.g. Drupal), but most of the social software of the currently successful online communities is privately owned (e.g. Yahoo, Google, Facebook)
  • 3. Why the Virtual Space? • its complex uses substitute, supplement or are entwined w/ social life in physical environments • there is the opportunity to bring to reality spatial values like users’ control over the space, building strong communities, future flexibility, choice, diversity, preferred lifestyle (Lynch 1981) users may influence cyberspace development from “one to many” to “many to many” (Shirky) • software design impacts users behaviour & the dynamics in online social networking/communities under debate: the Internet neutrality and its regulation (e.g. Odlyzko, Crowcroft etc) • besides increasing the quality of cyberspace, the social software could promote place-based communities in the physical space
  • 4. Social Contract without Social Contact?
  • 5. The Culture of Computer Networks: Virtual Space
  • 6. From Facebook to Face-block Communities The tradition in planning theory and practice Methodological frameworks that assist us in spatial perception, experience and conception
  • 7. What Type of (Virtual) Space? • relational social space that exists only insofar as it contains and represents relationships phenomenological view on space: meaning and human experiences like emotion, desire, volition, imagination, thought, action etc… • cannot be conceived in separation from time dynamic changes within social networking, synchronic/asynchronic exchanges, past records, collective memory • the representational spaces of the network society are the object of spatial knowledge (rf. Lefebvre ‘91) spaces directly experienced through their associated images and systems of signs and non- verbal systems (including artistic representations)
  • 10. Planning Contribution in Cyberspace • Knowledge: 1. Places 2. Communities • Practice: 1. User interface 2. E-places 3. New forms of social organization
  • 11. Planning Knowledge for Cyberspace 1. Places • users’ behaviour in cyberspace suggests a sense of belonging and identity that achieves a “form” through self-representation; through the images and language employed; through frequent system operations and process reiterations • they appropriate space and transform it into places, namely e-places early place vocabulary: chat room, electronic frontier, information superhighway, city of bits • places (Arefi & Triantafillou ‘05) a set of visual attributes (image); product (information content); process; meaning
  • 12. Identity of Spatial User The tradition in planning theory and practice Methodological frameworks that assist us in spatial perception, experience and conception
  • 14. Identity of Spatial User The tradition in planning theory and practice Methodological frameworks that assist us in spatial perception, experience and conception
  • 15. Planning Practice in Cyberspace 1. User Interface • the user interface mediates the spatial experience, and works as a cross-section through the software components and communicates its functionality • the social software mediates the online social exchanges Planners can integrate various choices for interface details with their effects on social exchanges, and recommend those in accordance with the particular representational spaces
  • 17. Planning Practice in Cyberspace 2. E-places • the methods of practice in the physical space could be transferred between the two environments for social life like, for ex. Kevin Lynch’s methods: Taxonomy of Images • paths: space navigation (rhythms) • edges: space separation, division • nodes: space of gathering • landmarks: identifiable (unique) signs • districts: space unification (groups) Sketch (Cognitive) Mapping • representations of space
  • 18. Representations of Virtual Space: Geographical
  • 19. Representations of Virtual Space: Web Trend Map
  • 20. Representational Spaces Paths and Edges
  • 21. Representational Spaces Paths and Edges
  • 22. Representational Spaces Nodes and Districts The tradition in planning theory and practice Methodological frameworks that assist us in spatial perception, experience and conception
  • 23. Representational Spaces Nodes and Districts The tradition in planning theory and practice Methodological frameworks that assist us in spatial perception, experience and conception
  • 24. Planning Knowledge for Cyberspace 2. Communities • online communities shaped out by members of social networks based on common interest (e.g. Flickr, MySpace, Facebook) users begin to define their particularized space, beyond the control of software designers (i.e Friendster) • hybrid (place-based online) communities that overlay spatial neighborhoods common locus of activities and interest; provide the necessary links between physical space and their online space and activities, facilitate recording and building an archive of collective memory, short- and long-term feedback; challenge: building common interest, shared values, community identity
  • 25. Representations of Virtual in Physical Space: San Jose WiFi Yellow Chair
  • 26. Representations of Physical in Virtual Space: Online Communities Image physical to virtual
  • 27. Bridging Virtual and Physical Space: Hybrid Communities
  • 28. Quality of Places (E-places) A good place is one which, in some way appropriate to the person and her culture, makes her aware of her community, her past, the web of life, and the universe of time and space in which those are contained […] sensible, identifiable places are convenient pegs on which to hang personal memories, feelings, and values. Place identity is closely linked to personal identity. “I am here” supports “I am”. Intense familiarity will create a sense of place” (Lynch 1981 p.142 &132).
  • 29. Planning Practice in Cyberspace 3. New Forms of Social Organization • the cyberspace capabilities allow to easily transform and even reset community rules, and members roles and identities Planners could promote community values that lead to conviviality, vitality and ecology, instead of online addiction and commercial objectives Planners could mediate the public and the private, and build trust between the community and the entity holding their information, owning the software or the communication network (e.g. municipality) Planners may provide guidelines for easily customizable and self-configured software
  • 30. No matter how hard we’d try, we cannot escape reality :o) bekathwia@flickr
  • 31. Planning and Design Practice in Cyberspace Summary • the emergence of e-places and of thriving online communities bring up a new challenge for planners: Their contribution to cyberspace development: User Interface Design Evaluating the Quality of E-places by means of Lynch’s Taxonomy of Images Breaking the Ice for Community Engagement: Sketch (Cognitive) Mapping Supporting Hybrid Community Building and Bridging the Physical with the Virtual Space through Social Software Design