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and the more realistic the representation, the easier it is to evaluate. But
research also shows that as design representations become more 'con-
crete', evaluations become more focused, i.e. the scope for imagination of
alternatives becomes much more limited . Through successive iterations of
prototyping and evaluation it may be possible to ensure that qualities and
features that the evaluators do not like are designed out. However, it is
harder to ensure that qualities and features that they may have liked are
'designed in'.
An example of a technique which enables citizen engagement in envi-
sioning is Planning4real. This technique uses simple physical models as a
focus for people to put forward and prioritise ideas on how their area can
be improved. It is a highly visible, hands-on community development and
empowerment tool. It has been used in a wide range of settings and it ap-
pears to be easy and enjoyable to use by people of all abilities and back-
grounds. The method uses three-dimensional materials or models for
people to see potential changes in their community. Comments and opin-
ions are then written on cards or post-its and added to the model. Other
comments then build on these. This method is particularly appropriate for
stakeholders who are less comfortable with written material. Often the
model is set up in a community venue and worked on over a number of
days (Scottish Parliament 2004).
9.6.2 Experiential Approaches
Experiential approaches enable the participant to envision a particular
situation more fully than simply looking at a visual representation of it.
Examples would include role playing, theatre, and high-fidelity simula-
tions such as can be provided with virtual reality. Virtual Reality (VR)
technology is increasingly being used as a tool for this purpose. Davies
(1999) for example describes the 'Envisionment Foundry' - a virtual real-
ity tool which has been developed to support the participative design of
work environments. Several organisations have developed simulated envi-
ronments in which new products can be evaluated in 'realistic' settings
(e.g. the ID Studiolab at Delft University of Technology). Simulation envi-
ronments such as this may be relatively costly to set up initially, but the
representations they enable have the twin benefits of being highly realistic
and yet relatively easy and cheap to change.
There are other approaches which give the participants the direct oppor-
tunity to experience different ways of 'being and doing'. One example of
such an approach is the Third Age Suit (Hitchcock et al. 2001), a design
aid which aims to provide designers with some insight into a range of
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