A Critical Review of How Public Display Interfaces Facilitate Placemaking

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A Critical Review of how Public Display Interfaces Facilitate

Placemaking
Paul Biedermann Andrew Vande Moere
paul.biedermann@kuleuven.be andrew.vandemoere@kuleuven.be
Research[x]Design - KU Leuven Research[x]Design - KU Leuven
Leuven, Belgium Leuven, Belgium

73 52 47 45 28 28 60 52 52 38

75 79 22 27 77 59 4 16 35 14

7 39 71 44 74 13 67 39 63 29

58 12 5 23 72 70 40 55 8 6

Figure 1: An overview of the 40 placemaking interfaces that were analysed in this review. The red annotations are story-based
interfaces; green are polling-based; and blue are data-based. Note that each numerical annotation corresponds to its academic
reference, and that the copyright of each image belongs to the respective authors of the corresponding publication.
ABSTRACT hierachical dependencies between stakeholders; make use of certain
Although public interfaces are promised to facilitate placemaking technological means that limit citizen agency; and are controlled
by offering a technological platform between citizens and decision by gatekeepers who operate covertly and without accountability.
makers, little is known about whether they actually bring these Based on these findings, we propose five "middle-out" considera-
stakeholders closer together towards local transformative change. tions that inform how the next generation of placemaking interfaces
By systematically analysing the infrastructural concepts, methods can facilitate more meaningful and democratic bilateral dialogues
and tools of 40 interface deployments, this review presents a rela- between citizens and decision makers.
tional model that describes how a public interface can afford the
communication, reflection or inquiry of civic feedback. Our analysis CCS CONCEPTS
also reveals how most public interfaces: are based on utilitarian • Human-centered computing → Ubiquitous and mobile comput-
motives rather than facilitating placemaking; provoke dialogues ing theory, concepts and paradigms; Interaction design theory,
among citizens instead of between stakeholders; fail to upend the concepts and paradigms; User models.

Permission to make digital or hard copies of all or part of this work for personal or KEYWORDS
classroom use is granted without fee provided that copies are not made or distributed
for profit or commercial advantage and that copies bear this notice and the full citation Placemaking, citizen participation, public interfaces, public displays,
on the first page. Copyrights for components of this work owned by others than the urban interaction
author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or
republish, to post on servers or to redistribute to lists, requires prior specific permission ACM Reference Format:
and/or a fee. Request permissions from permissions@acm.org.
Paul Biedermann and Andrew Vande Moere. 2021. A Critical Review of how
MAB20, June 28-July 2, 2021, Amsterdam and Utrecht, Netherlands
© 2021 Copyright held by the owner/author(s). Publication rights licensed to ACM.
Public Display Interfaces Facilitate Placemaking. In Media Architecture Bien-
ACM ISBN 978-1-4503-9048-4/21/06. . . $15.00 nale 20 (MAB20), June 28-July 2, 2021, Amsterdam and Utrecht, Netherlands.
https://doi.org/10.1145/3469410.3469427 ACM, New York, NY, USA, 12 pages. https://doi.org/10.1145/3469410.3469427

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MAB20, June 28-July 2, 2021, Amsterdam and Utrecht, Netherlands P. Biedermann, A. Vande Moere

1 INTRODUCTION activation loops that promote audience engagement [77] and the
Placemaking describes the philosophy and the practical process of importance of aligning the content to the location and people [60]
reshaping a neighborhood, city or region with the aim to establish a and communities over time [56]. Next to these techno-centric in-
sense of place within a community [63]. This sense of place is often quiries, more theoretical discourses exist, such as how design might
created by setting up a dialogic platform [67] between community contribute to the formation of publics [17, 40], how HCI informs
members and decision makers so that all stakeholders can form democratic decision making [53] or reflections on the role of the
and then share their own narratives about the place in question. researcher in public display deployments [36].
By revealing the polyphonic (i.e. many-voiced) nature of the result- Despite this wide range of actionable insights, relatively little is
ing community narrative, the often perceived unanimity behind known about the actual value of a public interface in the dialogic
the official plans for future actions can be broken, and the seeds process of placemaking, i.e. whether and how it empowers the
for alternative actions be planted. However, the widespread and different placemaking stakeholders, such as citizens and decision
inclusive use of a placemaking platform is faced with a wide range makers to actually engage with each other. This study is based on
of challenges, as not all citizens have a meaningful opportunity to the belief that critically analysing this value requires exposing some
take part. Participation at on-site meetings or workshops can be preconceived assumptions that ground many current placemaking
biased because citizens self-select whether to attend these or not interface designs, such as about why a placemaking interface is
[59], which favors those people who are educated (social bias), have deployed; how citizens are called to action; how they can contribute;
free time (availability bias) or have a great interest in the issues which of the personal narratives are filtered out and fed back to
at stake (preference bias). Moreover, community gatherings can them; and ultimately, how the resulting community narrative is
become restricted due to urgent public health concerns, such as in used to influence the official narrative.
regards to the COVID-19 pandemic. This review is based on the analysis of 36 academic publications
Public interfaces, i.e. interactive devices that are physically sit- that together describe the deployment of 40 different placemaking
uated within public space, are promised to solve many of these interface studies. By systematically identifying and grouping their
concerns because they set up a voluntary and opportunistic di- infrastructural concepts, methods and tools, we generated an en-
alogic platform via a questionnaire, voting options, or brief text compassing placemaking interface dialog model that expresses how
entries on an easily approachable, safe and informal interaction a placemaking interface facilitates a dialogical platform between
medium, such as a touch-enabled display, tangible user interface or stakeholders. We then distilled three distinct placemaking inter-
prototyping booth. Sometimes described as social IoT [42], tactical face typologies that differ by how they empower stakeholders to
[61], pop-up [26] or DIY-urbanism [29] interventions, these public shape a community narrative by the communication, reflection or
interfaces all share one common goal, i.e. to instigate a platform inquiry of community narratives. From these findings we discuss
for dialogue at the relevant physical ’place’ that requires some kind five critical tendencies in the current practice of placemaking inter-
of community ’making’. In this study, all these public interface face research, ranging from primarily techno-centric motivations
concepts are merged into the more open-ended term ‘placemaking over technological limitations, to the reaffirmation of hierarchical
interface’ to denote a technological intervention that aims to afford stakeholder roles.
a physically-situated dialogue between citizens and decision mak- Inspired by the smart engagement framework of [24], we then
ers towards local transformative change. This intended change can propose a set of "middle-out" considerations, which aim to enable
range from making a community more aware of local issues [8] more inclusive and collaborative community engagement processes
or predominant values, beliefs and assumptions [23]; over empow- by combining both top-down and bottom-up voices [19, 25]). The
ering a community to formulate and share its needs and desires placemaking interface dialog model, the three interface typologies
[34, 59, 66, 73]; to enabling a community to self-organise towards a and the middle-out considerations can be used to make future public
certain social change [30, 42]. interfaces more effective in targeting highly complex placemaking
Research endeavours in the field of Human-Computer Interac- challenges .
tion (HCI) on public interfaces initially focused on basic usability
issues, such as their vulnerability of being ignored due to expec-
2 METHODOLOGY
tations of irrelevant content [52], their struggle to communicate
interactivity [55] and tendency to cause social embarrassment [3]. Although we realise that it lacks true representative power [15],
As a result, a multitude of guidelines has been proposed to tackle we adopted a non-systematic narrative review methodology [20] to
these issues and enable passers-by to notice interactivity, such as by ensure that our literature selection was more comprehensive and
incorporating on-screen reflections of themselves [50] or curiosity open-ended in nature. The initial literature collection was seeded
objects [35]; support their understanding of how to interact (e.g. by sourcing a small convenience sample of 10 peer-reviewed publi-
by presenting gesture instructions in a dedicated section on the cations, which are marked with an asterisk in Table 1. Each selected
interface [75] or using appropriate affordances [11]); and reduce publication was required to transparently report on the design
social embarrassment by balancing anonymity and social interest or deployment of at least one digital or tangible interface located
[70] or enabling covert interaction [64]). Further efforts include de- in public space that allowed different stakeholders to initiate a
tailed models that provide insight into the spatial aspects of display placemaking activity by creating or sharing narratives with one an-
placement [21], their impact and value from a civic stakeholder other. This convenience sample was then broadened with 26 more
perspective [10], the role of the socio-economic context [49], social publications by querying keyword combinations such as “urban par-
ticipation”, “citizen participation”, “placemaking”, “public interface”

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Table 1: Full overview of the reviewed works, including their technical components, participation themes, involved stakehold-
ers and interface typologies

and “public display”, and by scanning the reference lists of already in building a more cohesive community [16]. Although these de-
selected works. While most publications (22, N=36) originated from cision makers seemed to co-determine or financially support the
academic venues related to human-computer interaction (e.g. CHI overall placemaking context, they often did not actively take part
and DIS), 14 were published in venues from alternative disciplines in the deployment of the interfaces. In contrast, 13 deployments
such as participatory design (e.g. PD) or data visualisation (e.g. (N=40) received no direct support of a specific decision maker, and
TVCG and VISAP). As three publications reported on multiple im- instead seemed to be primarily driven by an academic research
plementations, the final sample consists of 40 distinct placemaking agenda. For instance, researchers deployed a placemaking interface
interfaces, all of which are illustrated in Figure 1. in a university setting to study the impact of anonymity during
public polling [70] or means to engage citizens to participate and
2.1 Stakeholders provide content for public opinion polls in public space [62]. Al-
though these interfaces were not utilised to tackle a real-world
The collection of codes, summarised in Table 1, revealed that 19
placemaking challenge, they still prompted citizens to engage with
(N=40) deployments explicitly involved specific decision makers,
themes that related to their community insofar that some social
i.e. external parties with a position of civic power, such as govern-
debates occurred in their immediate vicinity.
mental agencies or private companies, but also NGO’s and citizen
The 40 deployments involved either researchers (36, N=40) or
organisations. For instance, city councils used placemaking inter-
design practitioners (4, N=40) who were responsible for designing,
faces to gather ideas and opinions from visitors during public events
deploying, managing and maintaining the placemaking interfaces.
[28]; urban planning departments collected location-specific input
We describe these stakeholders as gatekeepers, a term from social
from citizens [59, 74]; local elected officials polled citizens about
science research that describes the individuals or collective who
administrative changes [66]; design agencies engaged citizens in
control the access to resources and rewards that are relevant in a
collaborative storytelling [58] and estate owners involved residents

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Figure 2: The call-to-actions (marked in red) are designed to Figure 3: Placemaking interfaces deploy various types of
attract the attention of passers-by. They can be combined feedback components, ranging from "reverse graffiti" in a)
with the interface itself (marked in green), such as in a) Staubmarke [54], over wall-sized split flap displays in b)
Postervote [73] and b) Viewpoint [66], or be split-off in sep- MyStoryG [37], to kiosks embedded into facades in c) Cap-
arate elements, as shown in c) Citizen Dialog Kit [12]. Note ture the Moment [46]. Note that the copyright of each image
that the copyright of each image belongs to the respective belongs to the respective authors of the corresponding pub-
authors of the corresponding publication. lication.

social system [31]. More specialised gatekeeping activities included they created between the stakeholders (e.g. negotiating, inquiring
co-authoring polling questions with decision makers [12, 59], edit- or moderating narratives). As shown in Figure 2, some placemaking
ing audio-visual materials to engage observers in reflection [76] or interfaces allowed citizens to submit narratives through a creation
empowering citizens to create narratives [28], as well as moderat- component that is typically comprised of two parts: 1) a call-to-
ing [34] or filtering [59] the contributed narrative into a cohesive action that invites citizens to actively engage via concrete informa-
community narrative. Gatekeepers often collaborate with decision tion, such as a polling question [12, 66], a data visualisation [5, 69]
makers [28, 59, 66] or citizens [14, 73, 78] to understand their in- or a graphical chart [7]; and 2) the interface itself, which hosts
tentions and needs in order to create placemaking interventions interactive hardware features such as physical buttons [12, 66], a
that are meaningful to them. Only four studies (i.e. [14, 34, 59, 66]) keyboard [34, 37], a camera [34, 46, 46], or a microphone [28]. Other
within our sample also attempted to allocate gatekeeping tasks to creation components utilized pervasive technologies to outsource
stakeholders other than researchers and designers. the authoring to a personal computing device, such as via SMS [59],
The prototypical ’end users’ who engaged with a placemaking social media [37] or a custom-made web form [27, 44]. Additionally,
interface generally consist of citizens representing a community. some creation components make use of tangible props to trigger
While some citizens only passively ’lurk’ to consume the display more creative or complex types of personal narratives [28], such
content, others actively contribute with their personal narratives, as miniature-scale architectural models [74] or magnetic tokens of
such as by submitting a piece of audiovisual material, or their voice words and geometrical shapes [72].
to an opinion poll. In online community research, the act of ‘lurking’ As shown in Figure 3, almost all placemaking interfaces con-
is attributed to personal, social or technical factors, such as the need tain a feedback component that presents the personal narratives
for gratification or time availability [1]. back as a potential community narrative. Common feedback com-
Citizens actively assisted with the deployment of a placemaking ponents made use of digital media such as custom-made websites
interface in about 19 deployments (N=40), yet without having any [27], smartphone applications [51] as well as social media platforms
real control over it. These so-called supporters consist of trusted [34, 37, 59]. Other placemaking interfaces conveyed feedback in the
neighbours who facilitated the game dynamics of a city interven- physical realm by using a digital display [28, 34, 59], written notes
tion [14] or who hosted the placemaking interfaces behind their on pre-fabricated cards [16], chalk graffiti [38], official signage [8],
street-side windows [5, 78]; visual artists who chalked community verbal presentation [73] or a physicalisation [6, 57] to avoid that
narratives on the street surface [38]; store owners who reported citizens depend on a personal smartphone or remember a custom
on how citizens interacted with the placemaking interfaces in their entry point of participation (e.g. a URL) of a website. While most
stores [38, 66]; volunteers who provided instructions to engage with creation and feedback components are integrated within a single
an interactive noticeboard [72]; and people who were invited to interface, they are detached into multiple separate booths or dis-
participate in pilot-tests and in-the-wild evaluation studies [5, 7, 43]. plays, particularly when the media type audio, video can generate
usability bottlenecks [28].
2.2 Interface Components
In the next step, we analysed each publication’s textual and visual 2.3 Data Components
explanations to dismantle the described placemaking interfaces As shown in Table 1, we coded three distinct ways of personal
into similarly discernible technical elements (e.g. creation and feed- narratives: data-based interfaces offer or gather quantitative data
back components, storages); the functionalities they afforded (e.g. from automated sensor measurements [39, 54, 71] or open data-
contributing or responding to narratives by casting a vote, creating sets, such as demographics [6, 8]; polling-based interfaces offer
text or recording audio-visual material); and the dialogical relations discrete opinion polls [12, 66]; and story-based interfaces facilitate

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A Critical Review of how Public Display Interfaces Facilitate Placemaking MAB20, June 28-July 2, 2021, Amsterdam and Utrecht, Netherlands

Figure 4: The placemaking interface dialog model. By placing decision makers at the top and citizens at the bottom, the result-
ing circular shape of the information flow expresses the intended dialogical platform of a placemaking process. The commu-
nity narrative that is created by aggregating multiple personal narratives from citizens informs decision makers and is then
fed back to the citizens in a continuous feedback loop.

the authoring of more complex types of content [16, 34, 37]. As these social media platforms like Twitter [37] as these already integrate
narrative types are not mutually exclusive, we categorised each powerful censoring functionalities.
interface by its stated primary aim even when its secondary features
might overlap another narrative type. For instance, a "story" can 3 PLACEMAKING INTERFACE DIALOG
also emerge when citizens come together to debate over displayed
MODEL
demographic data [8]; and a data-based interface can still offer
some polling functionalities to capture the reactions of passers- By systematically overlapping each reviewed placemaking inter-
by [5]. Dedicated storages accumulate all the personal narratives face in terms of its stakeholders and components, a general model
either digitally in the form of a database on-site [12, 78] or on (Figure 4) emerged from the relationships between them. As shown
a remote, wirelessly networked machine [27, 51]; directly on the in Figure 5, this model also reveals three different ways of how
physical creation interface, such as photos and letters collected in placemaking interfaces allow or resist citizens to actively influence
a tangible probe-kit [16] or attached magnets and hand-written their dialogue with decision makers.
notes on a public notice board [72], or via a co-designed tangible
prototype [4]. Before these personal narratives are fed back to the 3.1 Reflection Interface
citizens, they need to be filtered as to prevent offensive or off-topic As shown in Figure 5a, a reflection interface (13, N=40) facilitates
submissions to become broadcasted. This filtering is usually carried placemaking primarily through a ‘top-down’ approach, in which the
out manually by gatekeepers [59] or decision makers [34], yet can community narrative that was chosen by the decision makers and/or
also be automated by filtering algorithms [44] or outsourced to gatekeepers is presented to the citizens, much like public advertising
functions. The placemaking scope is thus limited to triggering

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MAB20, June 28-July 2, 2021, Amsterdam and Utrecht, Netherlands P. Biedermann, A. Vande Moere

Figure 5: Three typologies can be derived from the placemaking interface dialog model: A) A reflection interface enables deci-
sion makers to display community narratives to citizens. While citizens can debate amongst each other, they have no agency
to contribute a personal narrative, or influence what community narrative is shown. B) A communication interface enables
citizens to engage with a community narrative one-directionally, by reflecting on the personal narratives provided by others
(basic model) or bi-directionally, by also contributing their personal narratives in response to the emerging community narra-
tive (including the dashed lines). C) An inquiry interface affords ’official’ inquiries that allow decision makers or gatekeepers
to inquire for citizens personal narratives (basic model) as well as more ’open’ inquiries that include also citizens in creating
the call-to-action (including the dashed lines).

a debate regarding local concerns among the spectators of the citizens, who yet could not react to them. The remaining eight
interface, such as to inform citizens about environmental [23, 54] interfaces (N=14) enabled a bi-directional dialogue as they allowed
or demographic [8, 38] issues. The main quality of a reflection citizens to react upon the personal narratives of other citizens,
interface is that it reaches citizens opportunistically, by conveying such as via writing textual messages that are shown on the same
a single narrative in a voluntary and easily accessible way. Due to public display [59] or by engaging with previous statements via an
its passive nature, a reflection interface thus acknowledges a latent interactive projection [28].
narrative much like how a community message board or bicycle Some of the 12 communication interfaces (N=14) that allowed
counter publicly reveal a shared interest or behavior. citizens to anonymously create personal narratives, filtered out
Agency: As reflection interfaces only allow citizens to consume offensive submissions either via algorithms [44] or manually [59].
but not to contribute or respond to the displayed narrative, their However, most (8, N=14) communication interfaces do not use
actual reflections cannot be captured and fed back to the community. filtering because gatekeepers observed the creation of personal
Citizens can thus only raise their opinions within a limited scope, narratives on-site [72, 74]; the interaction medium only provided a
such as to their friends or family [8], with strangers who are present pre-selection of words to formulate a narrative [28]; or because the
at the same time [38], or during on-site conversations or follow-up provenance was immediately obvious to others (e.g. the household
interviews with decision makers or gatekeepers [23, 38]. physically hosting a display [78]). Notably, 3 (N=14) deployments
deliberately allowed anonymous submissions without filtering [27,
3.2 Communication Interface 37, 51].
Figure 5b illustrates how a communication interface (14, N=40)
facilitates placemaking by empowering citizens to exchange per- 3.3 Inquiry Interface
sonal narratives with one another. These personal narratives often As shown in Figure 5c, an inquiry interface (25, N=40) is charac-
consist of a message, idea or concern that is directly related to terised by how decision makers request feedback from citizens in
the surrounding space, such as local urban-planning needs [59] either a top-down and bottom-up direction. An inquiry interface
or the experience of living in a deprived neighbourhood [16]; is is generally used to support civic consultation, such as to source
situated within a broader societal theme, such as sustainability [28] urban planning ideas [59, 74], gather local sentiments regarding an
or refugee asylum [76]; or remains entirely free and open to choose administrative intervention [66], a mobility plan [73], or a climate-
[22, 27, 37, 72]. Because the narrative must be generated via a cre- positive action [28]. It is expected that an inquiry interface is able
ation component, a communication interface either makes use of to engage a more representative sample of citizens, including peo-
an existing infrastructure, such as a permanently installed public ple who do not tend to take part in public debate, like the youth
display [44, 59], or temporary means like location-based QR codes [34], time-poor or impassive [59], or marginalised groups [66]. In
[27] or lightweight public noticeboards [72]. contrast to the other categories, the personal narratives resulting
Agency: Six (N=14) communication interfaces allowed a one- from an inquiry interface typically respond to a predefined theme,
directional dialog, such as displaying citizen-created snapshots such as urban planning [74] or the experience of living in a housing
[46], fictional stories [37, 58], or personal statements [78] to other estate [16], that is framed by a given call-to-action.

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Agency: by a perceived lack of interested decision makers, the efforts re-


The call-to-action can be determined as an official inquiry (18, quired to get them invested, or the risks involved in deploying a
N=25), i.e. by selected individuals such as city councils [28, 66] fragile, experimental interface in a more challenging placemaking
or urban planners [59]. In contrast, an open inquiry (7, N=25) situation. For instance, a placemaking interface tends to require
can be also determined by citizens through a dedicated creation physical access to energy infrastructure [45], and is best located
component, such as a web-form [14] or a smartphone app [51]. within a socially predictable and low-vandalism setting [2] that
Placemaking interfaces that require citizens to negotiate about the is frequented by citizens with a single predominant language and
call-to-action with a gatekeeper [66, 73], such as when researchers advanced digital media literacy skills. This tendency might also be
collaborate with specific citizen groups [5, 12, 38], are categorised the result of how researchers try to control their in-the-wild place-
as both ’official’ and ’open’ in Table 1. making context to limit external causal factors, and to ensure that
Our review shows that inquiry interfaces often target relatively a similar placemaking interface will perform similarly in another,
shallow placemaking themes, leading to open-ended questions like yet reproducible, context.
“What is the dirtiest spot in your neighbourhood?” [14] or ”How No evidence is reported on placemaking impact. Few pub-
busy is this place at the moment?” [13]. This shallowness is possibly lications presented empirical evidence of the actual impact their
caused by the fear from the initiators of the placemaking (often public interfaces had created on the placemaking process, beyond
researchers, see section 4.1) that citizens would expect that the how and why citizens interacted with the interface itself. Moreover,
resulting community narrative will have an immediate impact on most publications did not target why a specific placemaking theme
the official decision-making. was selected above others, or how the resulting community narra-
tive was used by decision makers to tackle the actual placemaking
issue in question.
4 DISCUSSION Middle out consideration. Future research could commence from
Based on these findings, we discuss five critical tendencies within a real-world placemaking perspective rather than simulating an
the current practice of placemaking interfaces, arranged by the artificial perspective to ensure the reproducible evaluation of a
typical chronological order of their deployment. Each tendency is technological innovation. Our findings suggest that this ecological
accompanied by several ‘middle out’ considerations, i.e. concrete validity can be achieved by: 1) forcing the researcher “out” of the
suggestions that future public interfaces should incorporate to make placemaking interface dialog model, and 2) opening up gatekeeping
sure that both decision makers and citizens are actively involved tasks to stakeholders who already take part in the placemaking
in their deployment [25]. At the end, the potential scope of the process. By combining placemaking interfaces with the process of
tendencies is generalised within the limitations and shortcomings infrastructuring, the narratives would not only respond to more
of our model. locally relevant concerns instead of targeting technological motives
(as also mentioned by [33]), but also initiate socially-driven inter-
actions between citizens that in turn can lead to social innovation,
4.1 How Placemaking Interfaces are Initiated and longer-term engagement with the placemaking interface [40].
The majority of public placemaking interfaces are initiated by utili- From a technological perspective, this yet means that the back-end
tarian motives, rather than to facilitate placemaking in and by itself. system that facilitates the publishing and moderating of the com-
We recognised this utilitarian motive via three distinct indicators: munity narrative should become accessible and usable for citizens
The gatekeeper is external. As Table 1 demonstrates, most possessing varying levels of digital literacy, instead or in addition
gatekeepers were academic researchers (36, N=40) who are moti- to the gatekeeper.
vated by aims that are external to placemaking. Instead of insti- As increasing the ecological validity will lead to more challeng-
gating community engagement to inform real change, these re- ing placemaking contexts, the public interface should then also
searchers rather sought to evaluate a conceptual or technological 3) shift from a fragile experimental technological probe to a high-
public interface innovation in an ecologically valid setting. While fidelity prototype that is sufficiently robust to withstand potential
this concern can be explained by how our literature sample predom- physical and digital misuse. We believe that developing for the
inantly originates from technology-driven research domains, we real-world use of a placemaking interface will bring about novel
however discovered only five interface deployments (i.e.[28, 51, 58]) research opportunities, from overcoming the social and cultural in-
in which non-research stakeholders were involved in the gatekeep- hibitors that withhold certain parts of the population to participate
ing, all of which were comprised of professional designers. (truthfully), to ensuring that the resulting community narrative is
The placemaking context is artificial. Table 1 details how capable of influencing the official decision making. Future evalua-
13 (N=40) deployments did not report on the presence of a deci- tion studies could then benchmark these new public interfaces in
sion maker. Of those that described an involved decision maker, terms of attracting hard-to-reach citizens as well as substantially
few reported on their active participation, such as to co-determine influencing a local placemaking agenda.
the actual placemaking theme, the call-to-actions, the gatekeeping
actions, and so on. As a result, many studies avoided more challeng-
ing placemaking contexts and instead intervened at sites within or
close to a university [34, 70], during (semi-) public events [28, 58] 4.2 How Placemaking Interfaces are Motivated
or at more controlled settings, such as in citizen’s homes within an Despite the common goal of providing a dialogical platform to
established community [16]. This concern might be best explained facilitate interaction between all stakeholders, most placemaking

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interfaces only enabled discussion between citizens. We recognised 4.3 How Placemaking Interfaces are Deployed
this apparent lack of bi-directional feedback by two indicators: Most placemaking interfaces reaffirm the prototypical hierarchical
The relative scarcity of open inquiry interfaces. The rela- distance between stakeholders instead of upending it. This power-
tive high number of ’reflection’ and ’official inquiry interfaces’ (32, imbalance can be identified by two indicators.
N=40) versus the sparse occurrences of truly ’open inquiry inter- Decision makers are not citizens.
faces’ (7, N=40) that allow citizens to have control over both the From the 19 deployments (N=40) that specified the involvement
creation and feedback components, suggest that setting up true of a decision maker, only two involved non-unionised or ’every-
bilateral communication is challenging. On a technical level, each day’ citizens (i.e. home owners. [78] and refugees [76]) instead of
stakeholder needs access to dedicated interfaces that allow explor- organisations with established power, such as local governments
ing, filtering and curating the data storages; on a conceptual level, and business operators (N=9) or NGO’s and neighbourhood com-
these stakeholders need to be engaged more actively over longer mittees (N=8). From our own anecdotal experience, this might be
periods of time. best explained by how working with existing local organisations
The relative scarcity of bi-directional feedback. Almost all speeds up access to crucial resources, such as data, official permits,
inquiry interfaces (24, N=25) provided some sort of feedback to supporters or a large cohort of participants. Enabling true ’bottom-
citizens, such as by displaying pre-defined narratives to acknowl- up’ placemaking requires more time-consuming and haphazard
edge the submission of a personal narrative [43] or providing a actions like flyering, door-to-door advertising or social media posts
data visualisation that summarises the collected responses to a - and even then, one could argue that the researchers initiated and
polling question [12]. Yet we identified only four (N=25) interfaces facilitated this placemaking instead of the citizens.
[14, 34, 51, 66] that allowed decision makers or gatekeepers to re- Citizens are not deeply involved with the deployment.
spond to the personal narratives directly via the interface itself. Most placemaking interfaces (14, N=19) that involved support-
However, even when the community narrative is fed back to the ers, i.e. citizens that partook in a more meaningful way than only
public, this feedback does not necessarily reach the previously contributing a personal narrative, entrusted them with rather inci-
addressed citizens, as they are required to return to the physical dental tasks, such as providing usability feedback on a particular
location of the interface. As current placemaking interface tech- interface designs, or hosting the interface itself. In contrast, the
nologies are still impractical in facilitating more spontaneous and other five interfaces also allowed supporters to contribute or even
anonymous discussion functionalities that are typically found in co-determine how the personal narratives were used, such as by
e.g. online forums, such as textual commenting or tagging other providing them direct access to the feedback component [34, 43],
users [59], the quality and depth of this feedback is still relatively or involving them in workshops or co-design sessions to determine
limited. The finding that an inquiry interface tends to lack a dialogic the call to action [5, 16, 73]
feedback loop with a community narrative after citizens submitted Middle out consideration. We propose that the next generation of
their personal narratives has been explained by [66] by how the middle-out interfaces could turn our placemaking interface dialog
slow-paced administrative decision making process often outlasts model upside down. It could be a local community itself that deter-
the duration of a typical public display deployment. We additionally mines the placemaking theme and call-to-action. The community
argue that the current lack of tools to create a community narrative could then invite different decision makers to submit their own
by both decision makers and citizens is due to how the underlying — and potentially different — narratives on the matter that then
scientific motivations were not intrinsically interested in evaluating can be filtered by individual citizens. These public interfaces would
their placemaking interface for this goal. then upend the traditional hierarchy of placemaking by integrat-
Middle out consideration. ing new technological tools that allow each stakeholder to take
Future research could develop new technological means to facil- charge or at least influence the underlying placemaking agenda.
itate iterative and bi-directional dialogical loops between decision As proposed by [53], these ’bottom-up’ tools could truly shift the
makers and citizens. Not only would this mean that decision makers agency of citizens by considering more open-ended and perhaps
require specialised tools to moderate a large and varied collection unpredictable appropriations of participation. Once placemaking
of personal narratives into a a representative community narrative, interfaces are implemented more like (open-source) tool-kits that
but also that this resulting community narrative can then be treated invite rich adoption and appropriation rather than one-off tech-
as empirically grounded evidence to inform the decision making. nological prototypes, researchers could potentially evaluate how
This goal could include developing a set of indicators that capture stakeholders make use of them, and what societal value they are
how the gathered personal narratives are representative to the local able to create.
population, such as by monitoring the socio-demographic make-up
of participating citizens [32],; or qualitatively capturing in how far
the involved decision makers trust the resulting community narra-
4.4 How Placemaking Interfaces are
tive [10]. Research findings could then report on how the successive Represented
rounds of feedback changed the local understanding of citizens or The use of certain technological means inherently affords or re-
decision makers, or how the different community narratives were stricts the agency of citizens.
used by decision makers in addressing their placemaking issues. The interface medium restricts interactivity. Our review
suggests that the choice of interface typology correlates with the
use of certain creation and feedback components. For instance, Ta-
ble 1 suggests that reflection interfaces (13, N=40) almost exclusively

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display a community narrative by abstracting the personal narra- to the original data sources and clear and honest descriptions of
tives through textual (8, N=13) or visual (5, N=13) representations the data acquisition and analysis process [47], our review did not
of data, such as numerical statistics [69, 71] or infographics [8, 38]. reveal similar mechanisms for placemaking interfaces.
While showing numerical data does not require any anonymisa- Fairness. Most publications did not explain how the personal
tion or moderation by a gatekeeper, data only forms a discrete and narratives were filtered before they were being displayed, or only
limited picture of reality that might be experienced differently by described it as an incidental activity that was carried out by the
citizens. Similarly, a community narrative presented in the form gatekeeper. As also [59] noticed, this apparent lack to moderate
of data often abstracts the needs or opinions of citizens into an narratives might be explained by how this gatekeeping task is
average, while it is often the outlying sentiments that spark new difficult to delegate to other stakeholders, as it requires a certain
discussions and ideas. In turn, inquiry interfaces (25, N=40) seem degree of technical literacy and availability. In addition, [36] stated
to predominantly utilise polling systems (13, N=25), such tangible that moderating publicly relevant narratives in a representative
voting devices [73] or touch-enabled questionnaires [69], whereas way is not trivial and always open for certain bias, as the involved
communication interfaces (14, N=40) exclusively afforded the cre- stakeholders might have their own underlying agenda that is not
ation of more open-ended personal narratives using a combination necessarily reconcilable with the resulting community narrative.
of audio, video, photo or text [22, 28, 46]. As these rich media types Even when it only consists of selecting a range of numerical sensor
allow for more ambiguous and qualitative narratives, they can con- measurements that represent local air pollution levels [5] or editing
textualise local opinions in more subjective and expressive terms. an audio-visual story created by local citizens [28], such filtering
The underlying opportunities are perhaps most exemplified in the bias might even present itself unintentionally, such as when a gate-
case of tangible inquiry interfaces [4, 74], of which the personal keeper edits out boring bits within user-generated videos that yet
narratives can only be fully comprehended by those who were were perceived as meaningful by the authors [48].
physically present during its actual construction. Middle out consideration. The next generation of placemaking
Middle out consideration. Future research could progress towards interfaces should better articulate and communicate the process of
placemaking interfaces that combine the advantages of anony- gatekeeping towards citizens as well as to academic peers. Poten-
mous data measurements or polling statistics to reveal a real-time tially achievable efforts in this direction could consist of: clearly
overview of a local situation with the expressive yet situated quali- announcing the identity, affiliation and contact details of the gate-
ties of story-based narratives. Consequently, citizens could become keeper; explicitly acknowledging the process of moderation, such
encouraged by data-driven calls-to-action that display actual (sen- as by clearly conveying how the shown narrative only forms a
sor or opinion) measurements of a locally relevant phenomenon, sample of the available data (in [44] for instance, inappropriate con-
to which they can then respond via more open-ended text- or tributions were displayed in an encrypted way, so that the citizens
video-based reflections. Beyond these considerations, the creation would still be aware that these contributions were recorded yet re-
component of an placemaking interface should be designed as sim- jected); and allowing direct and open access to all available content,
ple and inclusive as possible to also capture and represent opinions such as by enabling citizens to explore a community narrative from
of perhaps less technologically connected social groups, such as different angles, instead of only presenting the pre-determined con-
the homeless [41]. clusions [18]. While it is already known that personal narratives
can increase the acceptance of a placemaking interface within a
community by gaining its trust [56] and a perceived sense of owner-
4.5 How Placemaking Interfaces are ship [42], we additionally propose that this citizen-driven ’creation’
Controlled activity should also include the moderation and filtering of that
Most placemaking interfaces are controlled by an external party content. Citizens can be supported in acquiring the technological
who operates covertly and without much accountability. As a re- skills to handle these tasks, by involving them in the deployment
sult, citizens are often unable to ascertain the provenance of a process as early as possible, such as by including in the develop-
placemaking interface, understand the reasoning behind the mod- ment of certain parts of the placemaking interface [65]. Community
eration of their personal narratives, or simply access the collection champions, who are often trusted and accessible members of a com-
of narratives for themselves to explore contrasting ideas or identify munity [68], seem to be the most obvious stakeholders to fulfil
potential filtering biases. these types of gatekeeping tasks.
Opaque accountability. Our model (Figure 4) illustrates how
the power of a placemaking interface is centralized within the
gatekeeper. With the ability to filter and moderate both personal and 5 LIMITATIONS
community narratives, this stakeholder has the most power to steer As this study is not positioned as a systematic literature review,
the participation process. At the same time, the existence or identity our conclusions should not be generalised outside of the currently
of the gatekeeper seems rarely explicitly acknowledged to citizens, dominant directions of placemaking in the field of human-computer
which forces them to interpret the authorship of an interface via interaction in general, and public display research in particular. As
textual or graphical legends [8], via the implied ownership of the such, a more systematic review method might have provided more
location of the interface [73, 78], or the physical materiality of the trust in the main findings, in particular to matters that regard to
interface [9]. the relative frequency of the observed phenomena. We also realise
Content and data access. While it is recommended in visuali- that other placemaking interfaces might exist in both practice and
sation research to provide users with direct and transparent access academic research that deserve a place in our review, within HCI

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as well as in social and urban studies, social geography, arts- or [2] Mara Balestrini, Sarah Gallacher, and Yvonne Rogers. 2020. Moving HCI Outdoors:
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