In the last decades green infrastructure planning, design, and management have been widely recognized as a way to contribute to reach higher levels of sustainability of development. However, often green infrastructures are considered in a sectoral way, while their design should be more integrated within comprehensive planning and design. The paper proposes the use of geodesign methods and technology to support the early phases of integrated strategic territorial planning, in order to enrich the relationships between the design of green infrastructure and of the other relevant systems via more comprehensive planning and design, and by applying systems thinking. A case study developed with architecture and engineering students under the umbrella of the International Geodesign Collaboration is used, to demonstrate how with intensive geodesign workshops it is possible to create spatially explicit design scenarios which take into account the relationships between green infrastructure and other territorial systems and dynamics. A set of analyses on the case study results of the two scales is used to demonstrate the assumption. It is also argued that geodesign intensive workshops can, in a very short time, contribute to raising the awareness among the participants of collaborative design to the importance of green infrastructure in strategic territorial planning.
This paper argues that the opportunities offered by currently available collaborative Planning Support Systems (PSS) are useful not only for applying a systems approach and coordinating actors in the planning process, but also for tracking the evolution of design alternatives toward a final plan. The availability of process log-data in the latest PSS opens new paths for understanding (geo)design dynamics. With the aim of taking full advantage of this new data source, a novel Geodesign Process Analytics is described in detail from log-data extraction and pre-processing methods and tools to the development of the set of spatial, performance, temporal and design evolution indicators. The study also demonstrates how the proposed measures are appropriate for display in a dynamic dashboard, making available a real-time process analysis tool to the team coordinators, thus supporting their leading role in facilitating the geodesign process. The research assumptions were tested using the Geodesignhub PSS and data from a geodesign study developed within the International Geodesign Collaboration.
Recent advances in planning support technologies has enabled interactive collaboration in design processes by multiple stakeholder groups. The available technologies collect and store information on both the evolution of design alternatives and the interactions of participants involved in the design process. However, making sense of available process log-data is still a challenge. This study focuses on process analytics in geodesign studies, where iterative collaboration between stakeholders generates design alternatives and consensus by negotiation. Early findings demonstrate how geodesign process analytics makes it possible to gain insights both in recurrent patterns in participant behavior and in the evolution of the design. The approach, based on the enhanced adaptive structuration theory framework, has been tested using data collected by the Geodesignhub web-based collaborative planning support systems in the Cagliari (Italy) geodesign study.
Digital tools, especially games, are increasingly important for enabling citizen participation in urban planning. Among these, Minecraft has been widely utilized to engage children, leveraging its virtual environment to represent geospatial data. However, systematic methods for collecting and analyzing player-generated data within Minecraft remain underexplored. Playful Participatory Planning System (P-PPS) framework that transforms player actions (e.g., building, removing, planting) within Minecraft, using OpenStreetMap (OSM) data to create game environments, back into geospatial data for analysis. The framework’s applicability was demonstrated through two case studies, one with 58 schoolchildren and 18 adults in Ireland. The results reveal that schoolchildren, while highly engaged, demonstrated a high density of actions within limited areas, suggesting a need for guidance on spatial distribution and ecological considerations. In contrast, adults prioritized the urban context and exhibited greater spatial consistency in their actions. Challenges emerged in managing online interactions, emphasizing the need for clear guidelines and moderation strategies. This research demonstrates the potential of Minecraft as a platform for participatory urban planning, exploring its use as a collaborative immersive mapping tool.