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Wolff, Annika; Valdez Juarez, Alan; Barker, Matthew; Potter, Stephen; Gooch, Daniel; Giles, Emilie and Miles, John
(2017).
DOI: https://doi.org/10.1007/978-981-10-1962-3
URL: http://www.springer.com/gp/book/9789811019616
Abstract
This chapter will explore how gamification can be used to motivate citizens to engage with data about their city. Through two case studies, we aim to show how prompting hands-on experiences with urban data can improve data literacy and ultimately increase citizen participation in urban innovation and the co-creation of smart city apps. The first case study presents a game called ‘Turing’s Treasure’ designed to elicit design features and data from the players for MotionMap, an interactive map that improves the planning of travel through different modes of transport around Milton Keynes, UK. The second case study describes the outcome of several creative and competitive app design sessions that have been conducted with school children in London and Milton Keynes. We conclude by discussing where we think this field is heading in the future and what additional benefits this will bring.