TY - GEN
T1 - Gamification of Shape Grammars Collaborative and Participatory Mass-Housing Design for Kashgar Old Town
AU - Aydin, Serdar
AU - Lo, Tian Tian
AU - Schnabel, Marc Aurel
N1 - Publisher Copyright:
© 2014, Education and research in Computer Aided Architectural Design in Europe. All rights reserved.
PY - 2014/9/10
Y1 - 2014/9/10
N2 - This paper describes the framework of an ongoing research, titled 'quasiGRAMMARS', seeking a participatory mass-housing approach. In the context of the city of Kashgar, China, where the convergence of Islamic-Chinese-Turkic cultures has been shaped within a unique style since the 10th century, mass-housing becomes a 3D puzzle that requires each piece to be placed with full of care, motivation, participation, analysis, strategy, art and finally design. Gamification is about designing collaboration and participation for mass-housing, whereas shape grammars are meant for analysis and design. This game finally turns into a strategic game to be scrutinised further in relation to game theory that is mathematically concerned with the economics too. However, the present study aims at proving a participatory design strategy that incentivises valuable action through gamification techniques. Focusing on its specific design development, it reveals some of these techniques to gamify mass-housing for Kashgar in eight steps. While unveiling gamification term for use in architecture domain, the paper discusses the limitations and future directions of the research.
AB - This paper describes the framework of an ongoing research, titled 'quasiGRAMMARS', seeking a participatory mass-housing approach. In the context of the city of Kashgar, China, where the convergence of Islamic-Chinese-Turkic cultures has been shaped within a unique style since the 10th century, mass-housing becomes a 3D puzzle that requires each piece to be placed with full of care, motivation, participation, analysis, strategy, art and finally design. Gamification is about designing collaboration and participation for mass-housing, whereas shape grammars are meant for analysis and design. This game finally turns into a strategic game to be scrutinised further in relation to game theory that is mathematically concerned with the economics too. However, the present study aims at proving a participatory design strategy that incentivises valuable action through gamification techniques. Focusing on its specific design development, it reveals some of these techniques to gamify mass-housing for Kashgar in eight steps. While unveiling gamification term for use in architecture domain, the paper discusses the limitations and future directions of the research.
KW - gamification
KW - Kashgar
KW - mass-housing
KW - participatory decision-making
KW - Shape grammars
UR - http://www.scopus.com/inward/record.url?scp=84988308711&partnerID=8YFLogxK
M3 - Conference Proceeding
AN - SCOPUS:84988308711
SN - 9789491207075
VL - 1
T3 - Proceedings of the International Conference on Education and Research in Computer Aided Architectural Design in Europe
SP - 603
EP - 612
BT - Fusion
A2 - Thompson, Emine Mine
PB - Education and research in Computer Aided Architectural Design in Europe
CY - Newcastle upon Tyne
T2 - 32nd International Conference on Education and research in Computer aided Architectural Design in Europe, eCAADe 2014
Y2 - 10 September 2014 through 12 September 2014
ER -