The CommYOUnity Data Project: Exploring Novice Evaluations of
Urban Spaces
Sarah Cooney
1
and Barath Raghavan
2
1
Villanova University, U.S.A.
2
University of Sourthern California
Keywords:
Urban Planning, Photo Elicitation, Co-Creative Tools, Participatory Design, Grassroots Activism, HCI.
Abstract:
This paper presents the CommYOUnity Data project, which was designed to explore how people describe their
urban surrounds. This project is part of a research agenda that aims to develop technological planning tools
that can be used by grassroots community groups in revitalization and repair efforts. The project contains two
parts: a photo-elicitation study called the CommYOUnity Data Site and a follow-up, the CommYOUnity Data
Survey. Through the site we collected 37 images depicting local scenes with associated captions in response
to a prompt asking residents to describe elements of the submitted scene they would like to see improved.
We then followed up with the survey to dig deeper into the difference between description (of the elements
of a scene) and prescription (of changes to be made). By analyzing both the photo submissions and survey
responses we identified a set of themes, which we use to describe a set of possible technological tools for
grassroots urban design.
1 INTRODUCTION
In Seeing Like a State, Scott reminds us that until
the era of the modern nation state, cities were or-
ganic entities designed over time by the people re-
siding in them. However, as nation states sought to
centralize power, they began imposing order from the
top-down to make cities “legible”—imposing their
abstract way of understanding a city on its physical
structure (Scott, 2020). This resulted in the advent of
city “planning, and the many grid-like cities we see
today are a direct result of this paradigm shift. Today,
this top-down imposition of order is often perpetu-
ated by the implementation of ”smart city” projects
in which citizens have little say (Gooch et al., 2015).
Beyond urban planning, the imposition of top-
down order has permeated nearly every aspect of our
lives. As Costanza-Chock points out in their book
Design Justice, “...design frequently refers to expert
knowledge and practices contained within a partic-
ular set of professionalized fields” (Costanza-Chock,
2020). Design has been commodified and profession-
alized through a particular set of occupations, one of
which is urban planning. Urban planners, designers,
architects, etc... (or perhaps more accurately the local
bureaucracy or private developers that pay them) have
become the gatekeepers of the built environment and
the technologies that facilitate urban life and services.
Despite this imposition of top-down order, and its
associated problems, many theorists argue that design
is a “universal practice in human communities, po-
sitioning design as something we all engage in daily
(Costanza-Chock, 2020; Hjelm, 2005). With this no-
tion as a premise, the objective of our study is to ex-
amine how to re-democratize design knowledge and
practice that has become commodified, and to sug-
gest ways in which technological tools can be used to
ensure citizens do not get left behind as smart cities
become the norm. To this end, we explore the ba-
sic language used by “non-designers” to describe and
evaluate their physical
1
environments. Reflecting on
this language in relation to urban planning scholarship
we can identify the “knowledge gap” between ordi-
nary citizens and those trained in the field of urban
design, and effectively answer the question: “What
does it mean to think like a designer?” Our aim is to
answer this question on two fronts—1) if we treat ev-
eryone as a designer and 2) if we regard design as a
specialized profession—and to assess the differences
between these points of view. This information can be
1
We use physical instead of urban to reflect the fact that
participants were from a range of places including urban,
suburban, and rural.
Cooney, S. and Raghavan, B.
The CommYOUnity Data Project: Exploring Novice Evaluations of Urban Spaces.
DOI: 10.5220/0011841000003491
In Proceedings of the 12th International Conference on Smart Cities and Green ICT Systems (SMARTGREENS 2023), pages 15-27
ISBN: 978-989-758-651-4; ISSN: 2184-4968
Copyright
c
2023 by SCITEPRESS Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
15
used to help the voices of “non-designers” be heard
better during “official” design exercises and projects
as well help them better complete grassroots projects.
This paper engages with these questions from a
human-computer interaction (HCI) lens, using meth-
ods like photo-eliciation, qualitative analysis, and
speculative design. We present the CommYOUnity
Data Project, two exploratory studies designed to un-
derstand how ordinary citizens view their local envi-
ronments and how this differs from the perspective of
trained designers. The main contributions are:
The CommYOUnity Data Site,a photo elicita-
tion study, which yielded (a) a small dataset of
image-caption pairs from ordinary people describ-
ing their environments and (b) six themes in their
use of language.
The CommYOUnity Data Survey, which explored
the distinction between describing (an environ-
ment) and prescribing (changes to it), and how
this differs between trained designers and regular
citizens.
And finally three speculative technologies show-
ing how these insights might be put into practice.
In the rest of this paper, we first review related
work. We then describe the first study—the Com-
mYOUnity Data Site—and discuss relevant themes.
We then describe the follow-up study—the CommY-
OUnity Data Survey—and its relevant themes. We
conclude by discussing three speculative technologies
that put these insights to work.
2 RELATED WORK
Scholars have examined design as a universal activity,
a kind of creative problem solving that we all employ
in everyday settings, but certain kinds of design have
been commodified and professionalized (Costanza-
Chock, 2020). This leads to one of our main ques-
tions. In the words of designer and educator Sara
Ilstedt Hjelm, “...if everything is design and every-
one designs what is then the particular competence of
the practising professional...?” (Hjelm, 2005). In this
section, we explore what it means to be a designer in
this professional, commodified, sense. First we ex-
plore some general conceptions about what it means
to think like a “designer”, then look at the methods
designers use to elicit ideas from people considered
non-designers during participatory-design activities.
The term “Design Thinking” has come to be syn-
onymous with the framework developed by Tom and
David Kelly (founders of the global design firm IDEO
(IDEOU, 2019)). The framework has five steps that
run from deeply understanding a problem to testing a
solution (Dam and Siang, 2020). Its founders position
it as a means of democratizing design:
“It also allows those who aren’t trained as
designers to use creative tools to address a
vast range of challenges...It’s about embrac-
ing simple mindset shifts and tackling prob-
lems from a new direction” (IDEOU, 2019).
The framework has since been adopted by many in-
stitutions for training designers in a wide variety of
fields (Callahan, 2019; Stola, 2018; Tschimmel and
Santos, 2018). However, the framework has been
criticized for the way it simplifies design into an
overly shallow, even empty process. Designer Jon
Kolko writes, “It takes a thoughtful, complex, itera-
tive, and often messy process and dramatically over-
simplifies it in order to make it easily understand-
able” (Kolko, 2018). Kolko and others also criticize
the way that “Design Thinking” has become com-
mercialized, more about selling things than produc-
ing significant social change (Kolko, 2018). While
we feel IDEO’s design thinking model can be a useful
tool, we acknowledge that it can be a limiting frame-
work. In particular, it can be used by outsiders to
abstract away the complex lived experiences of com-
munities and promote an overreliance on “innovative”
technologies (Costanza-Chock, 2020). We believe
this is especially relevant in the age of smart cities.
We take a broader view of “design thinking”, as
the knowledge and processes learned during formal
(or informal) education in design fields. Although the
IDEO framework is taught in many of these fields,
it is just one of many skills and frameworks, and is
certainly not sufficient for becoming an “expert” de-
signer. As Kolko notes,“Students graduate design-
thinking-centric academic programs with the ability
to think about design but without the ability to de-
sign things, and...design has its roots in the creation
of things. Students of design thinking often don’t
have craft skills” (Kolko, 2018). We believe that
this distinction is important as most people uncon-
sciously “think about design” everyday identifying
various problems in their environments and navigat-
ing life around them. However, it is the ability to
act on these problems, shifting the status quo in some
meaningful way, that is important.
Numerous scholars have tried to define design,
particularly in contrast to other fields like science.
Design scholar Stolterman constrasts the two: “very
simplified, there are two ways to deal with reality.
One method “puts apart” reality to understand how it
works, that’s science. The other one “puts together”
things to create changed reality, that’s design”, and
AI pioneer Herbert Simon, “argued that design is
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about how things ought to be as opposed to science
which studies how things are” (Hjelm, 2005). Some
of the traits attributed to professional designers are,
“the ability to critically judge quality based in aes-
thetical training” (Hjelm, 2005) and a focus on mak-
ing things “as a foundation for engaging with the
world” (Kolko, 2018).
From a technological perspective, HCI scholars
have been engaged in researching design education
for over two decades (Boyarski, 1998; Maldonado
et al., 2006; Waern et al., 2021). In public-facing
fields like urban planning, a key skill designers must
learn is how to elicit feedback from users or publics in
what is called “Participatory design” (PD) (Andrews
et al., 2014; Simonsen and Robertson, 2012).
Scholars and practitioners have developed numer-
ous strategies for PD (Christodoulou et al., 2018;
O’Leary et al., 2021). Some popular methods are:
games and play to create a comfortable environment
and encourage creativity (Gordon et al., 2017; Light
and Akama, 2014); design cards to prompt reflection
on specific issues (Schuler, 2008; Tomlinson et al.,
2021), and storytelling to explore possibilities for the
future (Baumann et al., 2018; Muller et al., 2020).
We briefly dive deeper into the use of storytelling
as it is important later in the paper. Storytelling—
sometimes referred to as speculative fiction or design
fiction (Astrid Mendez Gonzalez et al., 2020; Muller
et al., 2020)—as a participatory method has recently
received a great deal of attention by the PD commu-
nity (Baumann et al., 2018; Fu et al., 2018; Wang
et al., 2018). In urban planning, sharing stories or per-
sonal reflections is often easier for people than artic-
ulating specific changes or improvements for a place
(Goldstein et al., 2015; Lowery et al., 2020).
The most traditional form of storytelling for PD is
speculative fiction, where participants come up with
a story about the future in some capacity (Goldstein
et al., 2015). This has become particularly popular
in dealing with grand and often somewhat intangi-
ble issues like climate change. Participants are asked
to imagine “alternative” futures where dominant and
pervasive structures that contribute to climate change
are gone or fundamentally altered, often through the
use of technology (Goldstein et al., 2015; Heitlinger
et al., 2021; Lowery et al., 2020). One major criticism
of this method is that it is usually simply speculative,
not often leading to real change (Soden et al., 2021).
Written fictions are not the only form of partici-
patory storytelling. Another popular media for sto-
rytelling is photos—or a “photovoice” study—which
we return to in Section 3 (O’Leary et al., 2021; Raca-
dio et al., 2014).
Another form of storytelling used in PD is seri-
ous games, or games used for a purpose other than
entertaining (Susi et al., 2007). In this method, the
game’s story or narrative is used to prompt discussion
or reflection from participants. A prime example of
this is Gordon and Schirra’s Participatory Chinatown,
used to encourage public meeting participants to think
about and empathize with the varying socio-economic
situations of people living in their neighborhood and
to help them think beyond themselves when suggest-
ing changes for the neighborhood redevelopment plan
(Gordon and Schirra, 2011).
These storytelling activities, and PD activities
generally, are typically part of a public meeting or
workshop facilitated by a designer. In the urban plan-
ning context, the design team takes the information
elicited through the activities and interprets it to cre-
ate a final design or plan (Simonsen and Robertson,
2012). We return to this idea in Section 5.
3 CommYOUnity DATA SITE
The CommYOUnity Data Site is a photo elicitation
study (Harper, 2002) that ran in the summer of
2020. Participants were asked to provide a photo
and associated caption to show off places in their
communities and to talk about how they could be im-
proved. The photos and captions were collected via
the CommYOUnity Data website, see Figure 1. The
site was built with HTML and a Bootstrap template,
and optimized for mobile use so participants could
upload photos while out in their communities. The
upload button took the users to a form where they
were prompted to upload a photo or video and answer
the following prompt:
“Please give a short description of elements of the
image you’d like to see improved and / or what you
love about the space.
The prompt was intentionally vague in an attempt
to capture a very general sense of how people think
about their physical environments. Aside from a few
rules for preserving anonymity no additional direction
was given, allowing us to capture unfiltered thoughts
from participants. We wanted to know how people
think about their communities in the day-to-day, not
just when there is a specific focus or project at hand.
The first author posted the site to various social
media sites and mailing lists, using convenience sam-
pling. Submissions were collected from late July to
late August 2020. The result was a total of 40 submis-
The CommYOUnity Data Project: Exploring Novice Evaluations of Urban Spaces
17
Figure 1: The homepage for the CommYOUnity Data Site
Project.
sions—38 photos, 1 video, and 1 corrupt file.
2
Sub-
missions were completely anonymous. The instruc-
tions helped to ensure the photos were also as anony-
mous as possible by asking participants to focus on
public spaces and avoid including identifiable people.
Table 1 provides the five-number summary and mean
for the captions. Most submissions were between 20
and 56 words, which felt sufficient for analysis.
Table 1: The five number summary and mean for the num-
ber of words in the submitted captions.
*This was an outlier; the second largest caption is 90 words.
**Without the outlying maximum, the mean is 38 words.
Minimum 2
1st Quartile 20
Median 38
3rd Quartile 56
Maximum 162*
Mean 42**
During this phase of the project, we also con-
ducted two short interviews with people working
in the urban design field—Samantha Pearson and
Christopher Tallman
3
. The interviewees were asked
about what they believe thinking like a designer
means and how it differs from how people without
formal design training think.
3.1 Evaluation
The captions were evaluated using textual analysis
techniques commonly used in qualitative HCI re-
search (Laws and McLeod, 2004). The first author
conducted the primary analysis, with the second au-
thor available to discuss findings that emerged. Given
the relatively small sample size, coding was done by
hand. The focus was primarily on the text of the cap-
tions, but within the context of its associated photo.
The captions were iteratively coded in random or-
der. The codes were collected and categorized to
2
The dataset is available on request.
3
The interviewees were acquaintances of the authors
who expressed interest in the work and were willing to chat
find broader themes. Six patterns emerged in relation
to how people talked about their local spaces: De-
scription vs. Prescription, Personal Story, Commu-
nity Pride, Beauty of Nature, Problem with No Solu-
tion, and Meta-Problem. Table 2 lists each theme and
the number of instances occurring within the dataset.
(Note a submission can exhibit more than one theme.)
Table 2: The 6 themes that emerged from an analysis of
the images and captions from the CommYOUnity Data Site.
The 3rd column is the number of submissions displaying
each theme—a submission can have multiple themes.
Theme # Instances
1. Description vs. Prescription 18
2. Personal Story 12
3. Community Pride 11
4. Beauty of Nature 10
5. Problem with No Solution 4
6. Meta Problem 4
3.2 Discussion
In this section, we discuss each of themes in Table 2
and provide example submissions to illustrate them.
3.2.1 Description vs. Prescription
Theme: Description vs. Prescription
Figure 2: Crowded beach on a weekend with the ocean
waves crashing. Some people are swimming or playing in
the waves while others sit or stand on the sand. Lots of col-
orful umbrellas catch the eye along with some orange flags.
Beach houses follow the shore all the way to the visible
peninsula in the background with a hint of clouds on top of
it. The beautiful blue sky completes the view.
This was by far the most common theme, illustrated
in Figures 2, and evident in about half of the submis-
sions. These submission provided only a description
of the environment instead of assessing where im-
provements could be made (prescribing changes). As
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18
noted in (Costanza-Chock, 2020), design is “a mode
of knowledge production that is...abductive and spec-
ulative. Meaning designers must, “[p]ut things to-
gether and bring new things into being, dealing in the
process with many variables and constraints, as well
as envision a future that does not yet exist. However,
after analyzing the submitted captions it was clear that
most ordinary people were not thinking in an abduc-
tive or speculative manner.
Captions ranged in length and descriptiveness.
While the caption for Figure 2 is quite descriptive,
another submission, showing a palm tree-lined stretch
of beach, was simply captioned, God’s Beauty. As
noted, the prompt was: “Please give a short descrip-
tion of elements of the image you’d like to see im-
proved and / or what you love about the space. It is
possible that folks did not read the prompt fully, tak-
ing in only the part asking for a “short description”.
The distinction between description and prescrip-
tion came up in our conversations with the expert de-
signers as well. Samantha Pearson, a designer with a
background in architecture and planning, noted:
“People without design training tend to stop
at a fairly superficial level in looking at, say,
a barn or a sidewalk, having categorized it
using those words and needing to make room
in their brains for other things. A designer is
more likely to compare both or either to other
examples they have on file, both magnificent
and abject, to make note of materials, condi-
tion, siting, craftsmanship, and extrapolating
further from those to ideas about local culture,
history, and economics” (Pearson, 2020).
Thus, when designing technological tools to help
people without formal training think about improv-
ing their environments, it will be important to build in
guidance to help them go beyond superficial charac-
teristics and engage in thinking in a more abductive
and speculative manner.
Since this theme was evident in about half of the
submission, we followed-up with a secondary study
to explore it in greater detail. The follow-up, the
CommYOUnity Survey, and our findings are explored
in depth in Section 4.
3.2.2 Personal Story
As noted in Section 2, there is a large body of re-
search on the use of storytelling in PD as it is consid-
ered a natural way for people to express their opinions
and ideas. We saw multiple instances of storytelling
and personal reflection in our submissions, confirm-
ing this research. Even though stories were not asked
for, more than a quarter of participants responded in
Theme: Personal Story
Figure 3: I love that this nearby restaurant has a lovely
outdoor pavilion where we have been able to dine during
this pandemic. They have been cautious about observing all
the recommended safety protocols and we usually go mid-
afternoon so it feels very safe. It has been a much appre-
ciated treat to be able to go there, sit in the shade, enjoy a
cool breeze and order anything from a simple to an elabo-
rate meal during a time of so many restrictions.
this form. For example, in Figure 3, the submitter
reflects on the pandemic and the local activities they
enjoyed during this challenging time. This indicated
to us that technological tools could draw on this strat-
egy, guiding users through telling a story and making
sense of it in the context of a proposed project. We
return to this idea in the next two sections.
3.2.3 Community Pride
We were surprised by the amount of community pride
exhibited by participants. More than a quarter of par-
ticipants expressed a form pride in their communities.
Although asked what they loved about their environ-
ments, we had anticipated responses would focus on
the physical environment. Instead, participants of-
ten used their submissions as a means of expressing
a broader pride in their hometowns or communities.
This was particularly true in cases where residents
had come together to revitalize a community space,
as shown by Figure 4. In other cases, participants ex-
pressed community pride by naming the place they
had photographed even though submissions were col-
lected anonymously. For example, one caption simply
named the street and town where the photo was taken.
Naming the specific place where they lived seemed to
signify pride in being from that place.
Despite our surprise at this outpouring of com-
munity pride, it tracks with the literature place at-
tachments, which shows that people often have strong
emotional ties to the places they come from or choose
to live in, particularly in the rural context, which
many of our submissions reflect (Manzo and Devine-
Wright, 2020; Wuthnow, 2019).
In designing technology to help people improve
their environments, we might prime them with a re-
minder of their community pride and attachments be-
The CommYOUnity Data Project: Exploring Novice Evaluations of Urban Spaces
19
Theme: Community Pride
Figure 4: This is the playground at the [TOWN NAME]
Village Green. The park started to fall into disrepair a few
years ago but a new Village Green association of locals have
organized to keep things up. This just got fresh mulch.
fore bringing up problems and improvements. As de-
sign expert Christopher Tallman said in our interview,
“asset mapping” within a community can be as impor-
tant as identifying areas for improvement (Tallman,
2020). We discuss this theme further in Section 4.
3.2.4 Beauty of Nature
Theme: Beauty of Nature
Figure 5: Here is the park on an overcast morning. It would
be nice to see more people using this beautiful space.
About a quarter of participants referenced the beauty
of nature by using words like “beauty, “peace, and
“calm. Figure 5 shows an example. In retrospect, this
pattern is not surprising, as the positive benefits of ac-
cess to nature has been widely studied (Mensah et al.,
2016). Green space access has been shown to posi-
tively effect mental health (South et al., 2018), par-
ticularly during the Covid-19 pandemic, with many
cities working to increase opportunities for outdoor
recreation (Solomon, 2020; Surico, 2020). Increas-
ing green space through the cleanup of abandoned lots
(Poon, 2018) or tree planting efforts (Austin and Ka-
plan, 2003) are also some of the simplest urban re-
newal projects to execute.
It is instructive to know that people seem to in-
stinctively understand the benefits of nature. In a tech-
nological tool, we might use this understanding as an
“ice breaker” , a first category of suggestion to help
users to trust a system and its subsequent ideas.
3.2.5 Problem with no Solution
Related to theme one, even when participants did
identify problems they did not always suggest solu-
tions. Our expert Samantha Pearson noted that this is
also a common issue in PD workshops:
“Even when people show up for a commu-
nity charrette or design workshop, a place
where the entire point is envisioning a new
world, it’s like pulling teeth to get them to
draw anything... The really strange part is
that even people who have decided they want
major change often have a hard time propos-
ing anything concrete at all” (Pearson, 2020).
We imagine technological aids could help people
not only identify problems, but also suggest solutions.
For example, in Figure 6, we can imagine a tool sug-
gesting options to get rid of the rocks like paving over
this area or landscaping it.
Theme: Problem with No Solution
Figure 6: For people riding their bikes down from our stu-
dent center, the new rock field looks like a disaster waiting
to happen!
3.2.6 Meta-Problem
Finally, a few of the submissions discussed what we
call meta-problems, going beyond what is shown in
the submitted image. For instance, Figure 7 dis-
cusses the issue of rural transportation access. As
Eric Klinenberg points out in Palaces for the Peo-
ple, the physical aspects of places can have a pro-
found effect on the well-being and resilience com-
munities (Klinenberg, 2018). A good designer helps
people see these connections and can suggest phys-
ical changes based on these meta-problems. For in-
stance, they can connect the health benefits of access
to green space (South et al., 2018) with the desire to
create more pockets of space preserving nature, or un-
derstand how current racial injustice is connected to a
history of racist zoning codes and building decisions,
and then try to ensure suggested changes do not per-
petuate these harms (Rothstein, 2017). This kind of
meta-reasoning will likely be challenging to imple-
ment with technology as meta-reasoning is an open
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20
Theme: Meta-Problems
Figure 7: I live in a rural area. There are very few busi-
nesses around me, but I’m okay with that because I enjoy
the wide open space and the benefits of living in the quiet
countryside. Transportation can be problematic where I live
if you don’t own a car. I like that it’s spacious, safe, clean,
and picturesque. The sunsets are beautiful, and the stars can
be easily seen at night. It is a nice place to live, and there
are not many improvements I would recommend making.
problem in artificial intelligence (Peng, 2021).
4 CommYOUnity DATA SURVEY
The CommYOUnity Data Survey was our follow-up
to the CommYOUnity Data Site, designed to explore
the theme of participants describing their environ-
ments without prescribing any changes. We took six
of the images submitted to the site and created a sur-
vey to tease apart the distinction between describing
and prescribing changes. Table 3 shows the six im-
ages used in the survey, which consisted of two ques-
tions for each image:
1. Describe what you see in the scene above.
2. What changes would you make to improve the
space shown in the above image?
Each participant was randomly assigned two of the
six images in random order.
We targeted both laypeople and people with edu-
cational training or work experience in urban design
or architecture. It is possible the laypeople had train-
ing in another type of design, but we do not know
as the data was collected anonymously. The 325 lay
responses were collected via convenience sampling
from the first author’s social media network. The 24
expert responses came from students and professors
in the schools of architecture and public policy at a
large private university. Table 4 shows the number of
responses collected per image.
4.1 Evaluation
We coded the responses similarly to the captions from
the CommYOUnity Data Site. The first author did
the primary coding and thematic analysis, while the
second author was available to discuss themes. The
expert responses were evaluated first. We coded the
answers keeping in mind the context of the associ-
ated image, and paid particular attention to things that
might signify design expertise. Due to the small sam-
ple size, the responses were hand coded.
We then coded the novice responses, paying atten-
tion to the themes from the expert responses as well
as looking for new codes and themes. We also looked
at the responses in the context of the themes from the
Community Data Site. Given the volume of novice
responses, we used the Atlas.ti software for coding
4
.
The result was 74 unique codes. (Codes can be made
available upon request.) We now discuss the insights
gained from this analysis.
4.2 Discussion
In this section we discuss: similarities and differences
between the expert and novice responses, themes
from the site that re-emerged in the survey, and fi-
nally, a few themes that emerged solely in the survey.
4.2.1 Expert vs. Novice
Commonalities. There was a subset of suggestions
common to both experts and novices, including sug-
gestions to add different kinds of landscaping to some
of the scenes. In fact, improvements to the land-
scape in various forms was the most common code for
novice responses. Both novice and expert respondents
also suggested burying the utility lines in Images 2
and 3, and also suggested fixing cracks in the road
visible in several images. In general, these common
suggestions dealt with more obvious cosmetic fixes,
or surface level changes, things that are fairly easy to
notice and do not require a specialized vocabulary to
discuss.
Differences. The experts included what we call “ur-
banism trends. For instance, several of the experts
mentioned “porous surfaces” when discussing fixing
roads and sidewalks, a growing trend in areas where
water scarcity and retention are problems (Razzagh-
manesh and Borst, 2019). Another respondent wrote
about innovative solutions for road repair, noting they
would like to, “try some solutions that are being used
in other parts of the world. I would like to try out a
4
http://atlasti.com/
The CommYOUnity Data Project: Exploring Novice Evaluations of Urban Spaces
21
Table 3: Six images submitted to the CommYOUnity Site Project that were included in the Survey Project.
Image 1 Image 2 Image 3
Image 4 Image 5 Image 6
Table 4: The number of survey responses per image broken down by Novice and Expert respondents.
Image 1 Image 2 Image 3 Image 4 Image 5 Image 6
Novice 111 117 118 101 90 109
Expert 8 6 9 8 10 7
road made from waste plastic or rubber if feasible.
While the novices suggested a variety of good im-
provements, there are industry trends which may not
be well-known to outsiders. Thus it may be helpful
to have technological tools that are “aware” of these
trends and best practices and that can present them to
laypeople in a way that is accessible to help stretch
their imaginations regarding what is possible.
Another major difference was the need for con-
text. Many of the experts asked implicitly or explic-
itly about the context for the improvements. For in-
stance, one expert implicitly referred to the design
context when making the following list of suggestions
for Image 1 by noting that the suggestions depended
on the use case (italics added for emphasis):
variety of plants / materials in stone area (assum-
ing use is water retention)
narrower and more permeable sidewalk
benches or gathering space (if heavy pedestrian
area)
Additional shading (depending on climate)
More engagement between facade of building and
sidewalk (if main entrance to building)
When presented with Image 6, another expert re-
sponded, “I don’t understand this question. Because
without a clear purpose there won’t be a so-called de-
sign. In contrast only 6 of 325 novices noted the con-
text. For two, it was through reference to the “home-
owners” or “those who live there”, perhaps mirroring
their own concerns as citizens.
Our key takeaway was that community members
are embedded in the day-to-day trappings of a neigh-
borhood or environment, and it is important to think
about how to capture this knowledge outside of a par-
ticular project. As Samantha Pearson said, when res-
idents are presented with a specific proposal it is of-
ten difficult to get them to articulate their thoughts or
ideas (Pearson, 2020). However, we know that they
have valuable insights from their lived experiences.
The question is how to capture these insights when a
specific “designerly” context is at hand. This is an is-
sue we hope could be solved with technological tools
like those suggested in Section 5.
4.2.2 Reemerging Themes
We found that several themes from the Site study
reappeared in the survey responses.
Reflecting both the first theme—Description
vs. Prescription—and the fifth—Problem with No
Solution—a number of respondents did not offer any
changes when responding to the second survey ques-
SMARTGREENS 2023 - 12th International Conference on Smart Cities and Green ICT Systems
22
tion. The question was mandatory, but included re-
sponses like “nothing” or “none”. While some of re-
spondents offered justification (i.e., P147 “Nothing.
It’s clean. Nice, wide sidewalks.) most did not. It
was not always true that this was a default response.
Only 4 of the 35 respondents who offered no sug-
gestion did so for both images they saw. The other
31 offered suggestions for one of the images but not
the other. This finding confirmed for us the need for
technological systems to offer guidance to help ex-
tract suggestions from non-designers in cases where
having a trained designer on hand is not feasible.
Two other common themes that emerged were
community pride and storytelling / personal reflec-
tion. Though participants were not speaking about
their own communities in this part of the study, they
nonetheless exhibited their sense of community pride
by referencing imagined communities in the images.
For example, in prescribing changes for Image 3, P80
wrote, “The road surface needs repaired to give the
neighborhood a fresh look and for the community to
feel valued.In another example, P149 described Im-
age 2 as a “Small town community. This is a road
where neighbors help neighbors. This again gives
a sense that participants are thinking as community
members and not as objective designers even when
they are not seeing their own communities.
Participants also used stories to, position them-
selves within the scenes. For example, describing Im-
age 3, P42 wrote “A peaceful summer day while tak-
ing my dog for a midday walk. Of the same image,
P153 similarly said, “I see a nice friendly neighbor-
hood in which I would be taking an evening walk.
Given that these themes appeared in both studies,
we found them particularly instructive in creating the
speculative technologies.
4.2.3 New Themes
Several other themes emerged from our analysis of
the novice responses. Our respondents were not
trained urban designers, and most made generic sug-
gestions for surface level changes, but some showed
more familiarity with the “official” process. For in-
stance, when suggesting improvements for Image 2,
P40 said:
Traffic study, unless one has recently been
done. Trim trees, if recommended by power
company. Maybe some CDBG funds for hous-
ing improvement projects.
CDBG refers to the Community Development
Block Grant Program from the US Department of
Housing and Urban Development, indicating the par-
ticipant has some knowledge of engineering (traffic
studies) and this grant program, shown by the casual
use of the acronym. Another example is reference
to ADA” guidelines by two participants (P50 and
P63) when discussing accessibility in Images 2 and
3. P265 used the term “zero scape”, which refers to
landscaping made up of dirt or gravel without plants,
when talking about Image 6. These examples indi-
cate that we should consider the varied levels of expe-
rience users of a technological tool might bring with
them and design accordingly. This tracks with pre-
vious work showing users prefer different levels of
guidance from co-creative tools (Oh et al., 2018).
Similarly, the level of detail offered by partici-
pants also varied. Even without the jargon of urban
planning, some still offered quite detailed improve-
ment plans. For example, about Image 1, P27 wrote:
I would completely uproot the sidewalk and
get rid of all of the chunky rocks. Change the
stairs into a ramp (so it’s wheelchair friendly)
and keep one railing bar (on the right side)
and freshly paint it. I’d then create one fresh
path of sidewalk from the ramp to the entrance
of the building and plant grass everywhere
else. People can walk on the grass...it’s meant
to be walked on. Sidewalk is overrated.
In contrast, of the same image P82 suggested, Add
colorful plants. Overall, responses varied in detail be-
tween these extremes, with most being less detailed.
Another interesting finding was regional language
differences among participants. In particular, the
structure shown in Image 5 was referred to as a
“roundabout”, “round about”, “turn around”, “ro-
tary”, and “traffic circle”. (Incidentally, the first au-
thor uses roundabout while the second author uses
traffic circle.) Thus we need to be aware both of our
own regional language biases as designers, but also
our target user population. We might include visual
cues to ensure a shared understanding or allow users
to build in their own local vocabularies.
5 DISCUSSION
In this section, we use the insights from the two stud-
ies to offer three examples of technologies that could
help ordinary people think about their environments
in the context of neighborhood revitalization.
5.1 Neighborhood Asset Mapping
As we saw in both parts of the study, people seem
to have great pride in where they come from. While
the underlying motivation of most revitalization and
The CommYOUnity Data Project: Exploring Novice Evaluations of Urban Spaces
23
smart city projects is to help people think about prob-
lem areas and solutions, it could be useful to start
by generating a sense of community pride. This can
help users feel a connection to and ownership of their
communities, priming them to want to invest energy
in improvements. In essence, this is the idea behind
asset-based design, a strategy that encourages design-
ers from outside a community to start by looking at
what a it has not what it lacks—looking for assets in-
stead of assuming deficits (Costanza-Chock, 2020).
From a technological standpoint, we can imag-
ine co-opting a tool like CommunityCrit (Mahyar
et al., 2018), which enables citizens to voice their
concerns and opinions about community issues via
crowd-sourcing technology. This kind of system, de-
signed to forward citizen complaints about local is-
sues to city officials or to be assigned to city mainte-
nance crews has been studied in various iterations by
scholars in different parts of the world (Bousios et al.,
2017; Motta et al., 2014).
We imagine a similar system designed to collect
only assets or stories of good in the community. These
submissions could be displayed publicly to remind
citizens that they are proud of their communities. As-
sets could include physical characteristics like beau-
tiful parks, clean streets, or a well stocked public
library, but might also include more intangible ele-
ments like friendly and helpful residents or a sense of
safety and security. By drawing on community pride
and existing assets, we conjecture that people will be
better primed to think about improvements for their
communities when that time comes.
5.2 A Day in the Neighborhood
Storybot
One technique that has lately gained ground in HCI
studies is the use of AI-backed chatbots, particularly
in the context of mental health care (Ahn et al., 2020;
Lee et al., 2020; Yasuda et al., 2021). Since story-
telling emerged from both of our studies as a natu-
ral way for people to speak about their environments
we can imagine a chatbot that asks residents to tell
us a story about a day spent in their neighborhood or
about completing a specific task, and then using the
chatbot to prompt them to think about how their lives
could be made better or easier through environmental
or technological changes. Imagine a resident telling
a story about food shopping and the chatbot prompt-
ing them to think about food access, maybe how they
wish their community had a farmers market. Ideally,
the bot would parse the stories and subsequent inter-
actions into an actionable list of changes or upgrades
that could be used as a starting point for taking action.
5.3 Co-Creative Image Editor
A final tool we imagine is a co-creative image editor.
Co-creative agents are a subset of creativity support
tools—digital tools for supporting users as they com-
plete creative tasks in a variety of fields (Frich et al.,
2019). Co-creative agents include an AI-based agent
that makes suggestions to the user with regard to their
creative output (Karimi et al., 2020; Oh et al., 2018).
We imagine combining photo editing with insights
from our studies into a co-creative tool that lets a
user upload an image of their environment and helps
them make edits based on prompts or ideas from
the agent informed by our insights. For example,
the agent might start by prompting the user to think
about access to green-space or nature, perhaps even
using computer vision to measures its prevalence (i.e.
(Lumnitz et al., 2021)), since adding green space is an
effective way of improving many environments that
is also relatively simple and well received. The agent
might also be imbued with some of latest trends or
best practices in landscape architecture or similar “le-
gitimized” design fields to teach the user about things
like porous surfaces for runoff management or the im-
portance of native plants. We can imagine that the
system would output a professional or photo-realistic
rendering of what the space in question could look
like given the user and agent’s proposed changes.
We could even move beyond two-dimensional
rendering and allow the user to work in three dimen-
sions (Tuite et al., 2011) or view their designs in aug-
mented reality (Ketchell et al., 2019), given recent ad-
vances in lightweight systems for creating 3D models
from only a few images (Meiyappan, 2008).
6 CONCLUSION
This paper introduced the CommYOUnity Data
Project, which uses an HCI lens to think about de-
mocratizing access to design technology. The project
consisted of a photo elicitation study called the Com-
mYOUnity Data Site and a follow-up called the Com-
mYOUnity Data Survey, which allowed us to exam-
ined how “non-designers” talk about their environ-
ments and contrast this with how trained designers
think about the environment. Through a qualitative
analysis of the responses, we identified several themes
to guide the creation of technological tools to help or-
dinary citizens think about improving their communi-
ties. We then suggested three speculative tools based
on these insights—an asset mapping system, a story-
based chatbot, and a co-creative image editor. In fu-
ture work, we hope to explore these speculative sys-
SMARTGREENS 2023 - 12th International Conference on Smart Cities and Green ICT Systems
24
tems in more detail by building and testing prototypes
and working with community groups engaged in revi-
talizing their environments.
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