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Architectural Psychology for Mixed-Use Cities

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 anagiotis Mavros, Rohit Kumar Dubey,
P that promotes walkability, making this model an effec-
Kristina Jazuk, Hengshan Li, tive response to curb urban sprawl and automobile
Christoph Hölscher use. Thus, urban areas are developed as ensembles
of multiple, interpenetrating buildings, clustered
around a backbone of multimodal public transit hubs

Architectural (Sung and Oh 2011). A spatial consequence of TOD


is that often the interface between the transit hub

RESPONSIVE CITIES
­Psychology for and the street is a web of mixed-use spaces that
include commerce, leisure and other civic functions.

Mixed-Use Cities This interface consists of a dense network of spaces,


spanning from several floors underground up to many
aboveground, which blur the boundaries of public

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and private ownership and act as capillaries that
funnel pedestrians to work, home, leisure and other

INDICIA 02
activities (Lee 2015).
Due to their spatial complexity, wayfinding
and navigation are important aspects of users’ expe-

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riences in these spaces and impact both individual
and collective patterns of movement and occupancy
As the carriage approaches the Mass Rapid Transit (Hillier et al. 1987). As these spaces become nodal
(MRT) station, you often find yourself looking outside points embedded in the everyday mobility of citizens,
the window to confirm that this is the correct station. and therefore central to the function of the city, it is
That’s it; time to hop off, look around to find the near- important to understand how their spatial configu-
est escalator, then head towards the street. After ration, properties and design are perceived and expe-
tapping out, you look around to find the correct exit. rienced, and how they affect movement and the way-
Sometimes, you have to consult a map or, more likely finding behaviour of people.
these days, check your phone. Outside the MRT sta- According to Vandenberg and colleagues
tion, still underground, lies a network of intercon- (2016), wayfinding is an important aspect of walka-
nected corridors that are lined with retail outlets ​— ​ bility in urban environments, which links to broader
clothes, technology, cafés ​— ​a whole world filled with issues of public health. As they argue, walkability
crowds of pedestrians. After following the meander- requires that people feel ‘comfortable’ both to con-
ing hallways for a few hundred metres, going up and duct purposeful walking trips, such as finding a des-
down escalators, you eventually surface onto the tination, as well as more leisurely, explorative walks.
street, only to take another escalator up one more Because wayfinding can be a cognitively demanding
level to the elevated walkway that crosses the road activity, consisting of multiple cognitive processes
into the building to which you are going. This brief including orientation, self-localisation and decision
description of a journey through the high-density, making, being able to find one’s own way through
mixed-use urban developments that are character- the city is important for engaging in this activity in
istic of Southeast Asian metropolises serves to illus- the first place.
trate the ubiquity of wayfinding. Every individual in Indeed, the ability to perceive spaces differs
the ebb and flow of the passing crowd is engaged in according to the scale of space, for example, whether
the demanding cognitive task of wayfinding, whether reading a map, looking at a room or navigating a city
they follow their path automatically or make frequent (Montello 1993). Navigating inside a complex build-
stops to consult a map. ing or a neighbourhood can be cognitively more chal-
Land-scarce cities like Singapore and Hong lenging than reading a map or finding an object inside
Kong have spearheaded high-density, high-intensity a large room because space is not perceived from a
and transit-oriented developments, or TODs. TOD single point of observation but, rather, is seen through
promotes the development of higher-density districts the integration of mental ‘snapshots’ that have to
within walking distance of major transport nodes, be remembered and integrated into a whole over
accompanied by urban design and a land-use mix time as a person moves from one space to another.

Fig. 1 Underground public space, connecting a transport hub with the surrounding
128 Architectural ­Psychology for Mixed-Use Cities 129 precinct, Orchard Road MRT, Singapore.
Naturally, this process is error prone and subject to as patrons. In addition, they found that the perspec- constraining visibility or movement, they may inter- There are manifold challenges and impli-
various biases as our attention often gets caught by tive a person encounters in a building, either on a fere with one’s intentions or they increase the cog- cations within this research agenda. First, to under-
all sorts of stimuli. This leads to distortions, namely, map (plan view) or in a first-person perspective (ego- nitive load (Saegert 1979). On other occasions, the stand ‘architectural cognition’, in other words how
underestimating or overestimating distances, or even centric), impacts both judgements of layout, as well crowd as a whole can provide information on the people perceive, make sense and create mental rep-
having a hard time understanding how places are as their difficulty in navigating through the building. behavioural rules and norms. Individuals in a crowd resentations of space (cognitive maps) and how these
connected to each other, despite walking past them In other words, a layout may seem deceptively sim- act as if synchronised, in a coherent/meaningful and guide their behaviour through space, is an important
several times (Weisberg et al. 2014). ple but can often prove much harder to navigate dur- orderly manner, without explicit communication and step in creating architectural and urban environments

RESPONSIVE CITIES
Since the seminal work of Kevin Lynch in ing a walkthrough. Such examples illustrate the need pre-planning as a result of social regulation processes that welcome individuals’ needs and desires. Sec-
the 1960s, there has been extensive research into to assess the legibility of future buildings and antic- (Reicher 1984). At present, there is considerable re- ond, while most of our focus is directed towards
the relationship between the design of an environ- ipate the wayfinding needs of their users. Recent search concerned with mass movements in crowds empirical research, in order to conduct research that
ment and the ability of the people to create a well-­ technological advances in the fields of virtual reality at events like music festivals, sporting events or re- is transformative, it is equally important to engage
defined ​— ​and useful ​— ​mental representation of it. (VR), both in terms of ‘game engine’ software that ligious gatherings, with the goal to better anticipate closely with architecture and planning. How can the

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The way streets, buildings and landmarks are ar- allows improved realism in the simulation of envi- and manage emergency scenarios. Such research knowledge or methods of spatial cognition research
ranged into a spatial hierarchy forming large urban ronments as well as higher resolution head-mounted often assumes that the movement of pedestrian enter into design and planning practice? In this con-

INDICIA 02
ensembles influences the degree of their legibility displays (HMD), create new opportunities for assess- crowds has similar properties to fluid dynamics. In text, the challenge is to explore how scientific knowl-
of environments, in other words, how people make ing the legibility of urban and architectural spaces, this approach, emergent phenomena such as the edge and methods fit into different stages of design
sense of, learn and remember buildings and streets, in pre-occupancy evaluations, including subjective spontaneous formation of lanes can be explained practice. Knowledge and insights may be relevant

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and use that knowledge in their everyday life (Long judgements and wayfinding performance in behav- and modelled as individual motion and interactions during the early stages of ideation and brief devel-
and Baran 2012). Taken together with the fact that ioural experiments. (Helbing et al. 2001; Moussaïd et al. 2009). opment while virtual reality experiments and simu-
our ability to learn and navigate declines over our While these approaches have advanced our lation methods have increased relevance during the
lifespan (Coutrot et al. 2017), and that cities are pre- ability to describe and predict crowd movements at pre-occupancy evaluations of early design variations,
paring for ageing societies, it is critical to integrate Social Density and Crowding large, these models often do not yet consider the or the late ‘fine-tuning’ of architectural details or en-
our current knowledge about human perception cog- effects of social density and crowding on the way- vironmental design.
nition and behaviour into the practice of design. Above everything else, cities are their peo- finding behaviour of individuals. Moreover, it is im-
Weisman (1981) proposed four factors that ple. The dense presence of other people, often re- portant to understand how being in a crowd influ-
influence wayfinding: the complexity of the environ- ferred to as ‘social density’ or ‘crowding’, is another ences broader emotional and cognitive processes, Methodologies
mental structure (layout), the amount of visual access, characteristic of urban environments which greatly from attention to spatial perception and user expe-
the level of architectural differentiation making dif- influences behaviour and the experience of spaces. riences. It is still unclear how individuals move and In our investigations of ‘architectural cog-
ferent spaces distinct and, finally, the presence of Taking public transport during rush hour, visiting use wayfinding within different situations and how nition’, we employ four different research methods
information aids such as signage. Although these public spaces or attending a concert are only three people will react to the ‘everyday’ levels of social from cognitive science, computer science, architec-
four factors may appear obvious, they often pose examples of ‘everyday immediate experiences’ of density, such as those encountered in dense and tural analysis and environmental psychology: spatial
significant challenges and require delicate trade-offs crowding (Kruse 1986). Already in 1972, Stokols made vibrant urban districts. analysis, real-world behavioural experiments, virtual
between competing priorities during the design pro- the distinction between density and crowding. Den- reality behavioural experiments and simulations of
cess, for example, between maximising ‘usable’ sity, he argued, is the measurable physical condition human behaviour (Figure 2).
space and creating a multi-floor atrium. Further- of how much space is available around a person Aims Whereas these four methods are often used
more, mixed-use and vertically extended urban dis- which is usually measured as the number of people independently in scientific research or architectural
tricts are often the result of incremental develop- over an area (people/m2). For example, experimental In this context, the Cognition Perception design, we explore how they can be applied in an
ment over several decades (see also ‘Undestanding psychologists can study social density by manipu- and Behaviour in Urban Environments research pro- intertwined manner to cross-pollinate research ques-
Grand Projets in Comparative Perspective’). In these lating the number of individuals present while keep- ject sets out two primary research aims, namely to: tions and findings. For example, as part of our effort
spatial contexts, complexity in wayfinding and over- ing space constant; conversely, they can manipulate to develop ‘plausible’ cognitive agent-based models
all pedestrian movement arises not merely from the spatial density by holding the number of individuals 1 understand the cognitive, perceptual and emo- with a high degree of correspondence to human
design and layout of a single building, but also from constant and varying the available space (Kruse 1986, tional aspects of navigation in densely populated, behaviour, real-world experiments produce data to
the integration of multiple buildings, layouts and 133). On the other hand, crowding is an experience, mixed-use and multilevel urban environments; calibrate the model based on the performance of
types of programmes that are interwoven into an the ‘motivational state aroused through the interac- 2 contribute towards a human-centred perspective humans. Similarly, a virtual reality experiment is often
urban mesh. tion of spatial, social, and internal factors, and di- in the design process by providing empirical data designed to investigate a specific factor of interest
In this context, being able to assess if a rected toward the alleviation of perceived spatial re- about user needs and the capabilities required in isolation that was initially identified in a real-world
building layout will be confusing for users is critical. striction’ (Stokols 1972, 275). to inform design decisions with scientific theo- experiment or, conversely, a real-world experiment
However, as shown by Hölscher and Dalton (2008), There are various cognitive, emotional, so- ries and observations about human cognition can follow up a VR one to validate an observation in
architects may evaluate layout complexity differently cial and behavioural effects of crowding. Social den- perception and behaviour. a real setting and produce results of high ecological
to the laypeople who will eventually use that space sity and crowding may restrict behaviour, such as validity.

130 131 Architectural ­Psychology for Mixed-Use Cities


1 Problem Definition 2 Behavioural Methods 3 Computational Methods 4 Design Process 5 Evidence-Based Design eliminate confounding factors, such as the uncon- Data
trolled variations of passing traffic, crowds, noise
Parametrise New directions
Spatial or temperature, amongst others. Notably, virtual real- A variety of different data sets can be gen-
Real World Outreach
Calibrate Analysis Inform ity is increasingly used in the research and practice erated from the above four research methods to ex-
of architectural design offering new ways of ‘devel- amine different aspects of human-environment in-
opment in praxis’, allowing collaboration, conceptu- teractions. From an individual’s perspective, it is
alisation (Portman et al. 2015) and even client-facing important to assess one’s own ability to learn a lay-

RESPONSIVE CITIES
Existing communication aspects of the design process. out or the heuristics used to search for a destination.
Environments Validation &
Isolate Embed in Scenario Future Cities
(Buildings, Factors
Ecological Parametrise
workflow testing Spatial analysis methods can support our Conversely, from an environmental perspective, it is
districts, etc.) Validity
intuitive understanding of how the configuration of useful for architects and planners to know where to
spaces affords and generates patterns of human be- place wayfinding information, and whether certain
haviour, such as movement, occupancy or ease of environmental characteristics make urban spaces
Design

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Parametrise Variations Cognition in wayfinding in architectural or urban space. An ex- harder to learn, more susceptible to wayfinding er-
Virtual ample of this would be space syntax analysis, a set rors or even lead to spatial anxiety.

INDICIA 02
Simulations Architectural
Reality Calibrate Assessing
of theories and analytical tools which stem from the Real-world and virtual reality experiments
performance Practice
premise that a building or a city can be considered a in wayfinding produce data sets with trajectories of
Identifying human Understanding human Simulating human Integrating knowledge, Addressing the needs, network of interconnected spaces, which can be an- the movement of individuals in buildings or the urban

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challenges in the urban behaviour in naturalistic behaviour realistically by insights and decision- abilities and desires of
and architectural tasks, augmented with cognitively plausible support tools in the people, while striving for alysed using graph theory. Combined with evidence environment and other markers of interest, such as
environment mobile eye tracking and agent-behaviour design process a human-friendly city that people navigate such a network using lines of the location of stops or navigation errors, where they
psychophysiological
methods sight and with a preference for more direct routes look for information, and more. This data contains
towards their destination (for a recent review, see the Euclidean, or geographic, coordinates of the par-
Fig. 2 Four research methods to investigate spatial cognition perception and behaviour
in urban environments. The interdependencies of research methods that form part
Peponis 2016), such analysis can help predict which ticipant at any given time: {x, y, z, t}. At a first level, the
of our process for understanding and anticipating human behaviour in the built spaces are more likely to be visited or whether the trajectory of participants through the various locations
environment and contributing to transformative outcomes.
layout of an environment is ‘legible’ and understood of a building tells us about the distance walked and
by its users (Hillier et al 1987; Long and Baran 2012). can be processed to compute where collective behav-
Finally, although not strictly a ‘method’, our
such as large and complex buildings, have been the Finally, we apply simulation techniques, iours occur, where people make decisions, which
research in Singapore is increasingly focused on canvas of spatial cognition research over the past such as agent-based modelling (ABM), to study spa- paths or spaces are traversed more frequently and the
high-density, mixed-use urban environments, which few decades. The experimental procedure involves tial perception and behaviour. ABM consists of a areas where people feel disoriented more often. Yet,
frequently take the shape of commercial spaces and volunteer participants who are invited to navigate system of virtual, computational ‘agents’ that per- at a second level, we can estimate higher-order pro-
shopping centres adjacent to transit hubs, such as towards familiar or novel destinations while a re- form behaviours or processes autonomously. In our cesses, such as spatial learning for example, by test-
the retail environments around Singapore’s Orchard searcher collects data about their wayfinding be- case, virtual agents complete wayfinding tasks and ing whether participants progressively become more
Road MRT or the Jurong East area. These areas effec- haviour: their trajectory through the building, where act independently based on simple rules (for exam- efficient while they learn a building over time (for exam-
tively serve as the foci of, as well as the canvas for,
they stop, where they seek information from signage ple, follow a sign). Simulation allows us to understand ple, taking the shortest path between locations).
experimental studies. Spatial complexity is the first or maps, and more. Such behavioural data can be the intricate mechanism of a system without actually Self-reporting, such as individuals’ own rec-
motivation to conduct experimentation in those augmented with eye tracking ​— ​monitoring the gaze constructing it, and also exposes the unexpected ollections or judgements about their experiences
spaces in order to understand how people negotiate patterns of a person to understand information pro- phenomenal behaviour of a system, which would or thought processes, can also help evaluate their
vertically and horizontally extended urban spaces or cessing ​— ​or psychophysiological measurements, have not been possible to imagine. Finally, simula- emotional appraisal or the criteria and strategies they
the mesmerising daily oscillations of human crowds. such as skin conductance or heart rate, to corrobo- tion gives us the freedom to perform ‘what if’ anal- used to resolve wayfinding tasks. The measurement
A second equally important motivation is that, due rate individuals’ emotional responses to an environ- ysis. For example, ABM is often used for capacity of psychophysiological data is used to assess partic-
to their centrality in the functioning of the city, these
ment (Cacioppo et al. 2000 [2000]). planning for public spaces (for applications of ABM ipants’ reactions to different environmental condi-
case studies are informative for understanding the In virtual reality experiments, participants in transport planning, see ‘Transportation Flows in tions. For example, short-term or long-lasting changes
implications of architectural and urban design on are also asked to complete wayfinding and other Future Cities’). in skin-­conductance levels (a by-product of sweat
human behaviour and experience. tasks, with the difference that they experience the These four methods are mutually interde- gland activity and physiological arousal) can be used
environment through an HMD or inside an immer- pendent ​— ​as the results of one method are used to to establish arousal levels across various tasks, envi-
sive projection system (CAVE). While this sometimes initiate research on another ​— ​drawing data, insights, ronmental conditions or locations (Boucsein et al.
Methods raises issues of ecological validity (for example, due theorisation or identifying open questions that war- 2012). Such data are also accompanied by demo-
to the fact that there is a narrower visual field or that rant more investigation. graphic and psychometric data to allow us to exam-
Wayfinding experiments in existing settings moving in virtual space does not engage the pro- ine the effect of secondary factors on way­finding
(often called ‘real-world’ to distinguish from exper- prioceptive or vestibular senses as the person is tasks, such as age, edu­cational background or a
iments conducted in virtual reality environments), physically static), VR studies allow researchers to general ability to orientate.

132 133 Architectural ­Psychology for Mixed-Use Cities


Using spatial analysis and simulation data, changed as they progressively became better ac- distance and angle of view of a sign) on perception both the information available at any point, as well as
we can compute the configurational properties of a quainted with the building, which, in turn, indicated and information processing (Moussaïd et al. 2009). its uncertainty. Thus, we are developing a ‘cognitive’,
network of spaces, for example, if they are organised whether they preferred or avoided the more crowded Here, the interest is both the effect of individual units agent-based simulation, thoroughly grounded and
in a ‘legible’ hierarchy, where there is higher likeli- walkways and what their emotional experience was, of information, such as the visibility of a sign, as well validated and based on real-world/virtual reality ex-
hood of passing by a space. New tools that we are depending on the degree of social density. as ambient environmental conditions ​— ​for instance, periments with volunteers. Such systems will be used
currently developing increasingly allow us to quantify This type of experiment allows us to estab- does crowdedness influence people’s ability to ef- to anticipate specific user behaviours, in interaction
information from signage, such as what the amount lish people’s wayfinding strategies, as well as the fectively utilise signage? with the properties of the built environment, with

RESPONSIVE CITIES
of information from signage at a specific location is effect of social density (crowding), against a wide Imagine you are in a busy airport terminal, the aim of facilitating the design processes of com-
or whether there is insufficient information to guide variety of measures. From their wayfinding decisions, rushing towards the departure gate. Something as plex and cognitively demanding architectural and
pedestrian flows (Dubey et al. 2017). participants’ demographic information about their simple as not identifying a correct turn could lead urban environments.
age, gender, education and socio-economic status to a missed flight. Indeed, a number of internal and
can be associated with resulting behaviours. Yet, external factors can impede perception ​— ​stress,

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Cases (1 or 2) such a real-world experiment leaves multiple ques- other people, the efficient positioning of signage ​—​ all Conclusion and Outlook
tions unanswered. Despite our efforts to conduct interact in order for wayfinding to be successful. In-

INDICIA 02
As outlined in Hölscher et al. (2017), we have the experiment at specific times in order to coun- deed, built spaces are filled with sources of uncer- The research of the Cognition Perception
now conducted a series of experiments at the West- terbalance high and low levels of social density in tainty, such as noise, occlusion and miscalculation and Behaviour in Urban Environments project is aimed
gate shopping mall in the Jurong East area of Singa- the building, it is not possible to precisely control the in the position of an object, that influence the amount at increasing our understanding of how people nav-

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pore. Westgate is a mixed-use building that includes exact levels of social density, ambient noise, temper- of information a person is likely to perceive. Imagine igate, perceive and learn, and how they experience
a commercial podium with two underground levels ature and humidity over the period of several weeks you are the designer of such a space; it can be ex- their surrounding environment. This investigation
and five aboveground levels (storeys), as well as a of data collection. To address these limitations, we traordinarily challenging to envision all the possible of the relationship and interactions between people
150-metre-tall office tower. Due to its positioning, ad- created a virtual reality ‘replica’ of the same building, scenarios of movement within the building. How can and their architectural and urban environments
jacent to the local MRT station, Westgate is ‘pierced’ even including simulated crowds. This allowed us you anticipate where people will need more infor- involves an intertwined set of multidisciplinary meth-
on the second level by a precinct-wide elevated walk- to study the effects of crowds on wayfinding behav- mation or establish the ideal position to place that odologies, including behavioural wayfinding exper-
way that connects remote parts of the district with iour, asking participants to find locations within the information? iments in the real world and in virtual reality envi-
the transit hub, allowing residents and visitors alike building while exposed to different levels of social Here ‘information theory’ is a powerful con- ronments, spatial analysis and simulation methods.
to move between buildings without needing to go density. This approach will allow us to disentangle cept that enables us to quantify such uncertainties Our case studies are focused on densely populated
to street level. It is embedded in a large urban pre- the influence of spatial and social parameters, from on their own, and in combination. Information theory, multilevel buildings and precincts that are critical
cinct that combines high-­density housing estates the complexity of the building layout to the presence first proposed by the American mathematician Claude parts of contemporary urban developments and an
and commercial and office spaces. Thus, the build- of crowd flows. Shannon, is the branch of mathematics used to de- important node of everyday life in Southeast Asian
ing undergoes a process of twofold intensification. scribe how uncertainty can be quantified, manipu- metropolises. Currently, we are beginning to apply
Not only is it a destination that hosts a diverse set lated and represented (Ghahramani 2006). According these research methodologies in a design policy con-
of activities, from retail and dining to childcare, but Simulation to Shannon and Weaver (1949), any communication text to better understand and plan for urban devel-
as the precinct-wide elevated pedestrian network system can be characterised with respect to this un- opments with high pedestrian volumes as part of
pierces through the building, it also doubles as a Yet, understanding and anticipating behav- certainty and the information being transmitted. In the research project ‘Pedestrian Comfort in High
public walkway. iour does not stop there. Simulation of human be- terms of wayfinding, a building (or indeed any envi- Pedestrian Activity Areas’, in collaboration with Sin-
In this setting, we conducted a set of way- haviour is a powerful medium for investigating po- ronment) can be thought of as a communication sys- gapore’s Urban Redevelopment Authority, Land
finding experiments ​— ​both in the real-world setting tential human-­environment interactions. It provides tem, where the environment is the sender ‘emitting’ Transport Authority and Housing and Development
(Jazuk et al., forthcoming) and, subsequently, in vir- a method for studying a problem at a different level information, where human perception and cognition Board. In the coming years, we will bring existing
tual reality (Li et al., forthcoming). A researcher met of abstraction. In an applied context, such as the are the channels that process this information (but knowledge, ongoing and new research findings into
each participant individually at the MRT station, ex- design of a building, simulation can equip a design have limited bandwidth, like our vision or attention) closer exchange with designers, policy makers and
plained the procedure and obtained their written team with feedback before the project is even com- and, ultimately, the receiver of this information con- stakeholders to make a transformative contribution
consent to participate in the study, then later fol- pleted. Currently, in our methodology, we focus on structs a mental representation of space on the basis to the practice of evidence-based design, taking into
lowed participants during their wayfinding, noting the perception processes underlying wayfinding of the information received. consideration how people perceive, navigate and
their trajectories on a map and administering ques- behaviour, with the specific aim of quantifying how Based on this information-theoretic ap- experience urban spaces.
tionnaires. Participants were given several everyday much wayfinding information is perceived by a per- proach, we create abstractions of perception pro-
wayfinding tasks, for example, to search for and find son in a given space. To calibrate and refine the per- cesses, and we develop mathematical models of
a specific shop within the mall, and then return to the formance of such a simulation, behavioural experi- information exchanges within a system ​— ​in this case,
starting point. Participants had to repeat such tasks ments with human participants are used to determine a person who is navigating an unfamiliar building
multiple times to explore how their route-choices the influence of different parameters (for example, the using the available signage. Then, we can compute

134 135 Architectural ­Psychology for Mixed-Use Cities


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Dubey, Rohit Kumar, 133–40. Zürich: Lars Müller flocks, and crowds’, Topics development in a high-
Mubbasir Kapadia, Tyler Publishers. in Cognitive Science, 1: density city: Identifying its
is that cities are usually several degrees warmer than the rural areas
Thrash, Victor R. Schinazi 469–97. association with transit that surround them. This phenomenon is known as the Urban Heat
and Christoph Hölscher Jazuk, Kristina, Panagiotis ridership in Seoul, Korea’,
(2017). ‘Towards an Mavros, Victor R. Schinazi, Peponis, John (2016). Cities, 28(1): 70–82.
Island (UHI) effect.
information-theoretic Tyler Thrash and Christoph ‘The space syntax of http://doi.org/10.1016/j. The UHI effect in Singapore averages about 4°C, though it
framework for quantifying Hölscher (forthcoming). intelligible communities’, cities.2010.09.004
wayfinding information in Working title: ‘Wayfinding in Community Wayfinding:
can exceed 7°C at certain times of the day (Chow and Roth 2006). This
virtual environments’, in a socially dense Pathways to Vandenberg, Ann E., artificial warming of the urban environment reduces the Outdoor
presented at the Cognition environment’. Understanding, eds. Rebecca H. Hunter, Lynda
and Artificial Intelligence Rebecca H. Hunter, Lynda A. Anderson, Lucinda L.
Thermal Comfort (OTC). OTC is defined as the condition of mind that
for Human-Centered Kruse, Lenelis (1986). A. Anderson and Basia L. Bryant, Steven P. Hooker expresses satisfaction with the thermal environment which has a sub-
Design (CAID) Workshop, ‘Conceptions of crowds Belza, 35–60. Cham: and William A. Satariano
Melbourne. and crowding’, in Springer International (2016). ‘Walking and
jective component. A low OTC discourages people from an active
http://hcc.uni-bremen.de/ Changing Conceptions of Publishing. Retrieved from walkability: Is wayfinding a lifestyle (for example, walking or cycling) and increases the energy
codesign2017/melbourne Crowd Mind and Behavior, http://doi.org/10.1007/ missing link? Implications
2017/ https://ijcai-17.org eds. Carl F. Graumann and 978-3-319-31072-5_3. for public health practice’,
needed for cooling by air conditioners. As Singapore’s population and
Serge Moscovici, 117–42. Journal of Physical Activity economy is slated to grow further in the future (Strategy Group of the
Ghahramani, Zoubin (2006). New York: Springer Verlag. Portman, Michelle E., Asya and Health, 13(2): 189–97.
‘Information theory’, in Natapov and Dafna http://doi.org/10.1123/
Prime Minister’s Office 2013), it is inevitable that the UHI effect will
Encyclopedia of Cognitive Lee, Kah-Wee (2015). Fisher-Gewirtzman (2015). jpah.2014-0577 also increase unless mitigating action is taken. Addressing the urban
Science, ed. Lynn Nadel. Technical frames of affect: ‘To go where no man has
Hoboken, New Jersey: Design-work and gone before: Virtual reality Weisberg, Steven M.,
heat challenge would bring about benefits, not only in enhancing live-
John Wiley and Sons. brand-work in a shopping in architecture, landscape Victor R. Schinazi, Nora S. ability, but also in reducing carbon emissions.
https://doi.org/10.1002/ mall. Geoforum, 65, architecture and Newcombe, Thomas F.
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The Cooling Singapore project aims to develop a roadmap
http://doi.org/10.1016/j. Computers, Environment Epstein (2014). ‘Variations for mitigating the UHI effect and improving the OTC in Singapore in
Helbing, Dirk, Péter geoforum.2014.10.012 and Urban Systems, 54: in cognitive maps:
Molnár, Illés J. Farkas and 376–84. Understanding individual
order to ensure liveability by providing actionable knowledge to policy
Kai Bolay (2001). Li, Hengshan, Tyler http://doi.org/10.1016/j. differences in navigation’, makers. The focus of Cooling Singapore can be summarised by three
‘Self-­organizing pedestrian Thrash, Christoph compenvurbsys.2015.05.001 Journal of Experimental
movement’, Environment Hölscher and Victor Psychology: Learning,
primary objectives:
and Planning B: Planning Schinazi (forthcoming). Reicher, Stephen D. (1984). Memory, and Cognition,
and Design, 28(3): 361–83. ‘The effect of crowdedness ‘Social influence in the 40(3): 669–82.
on human wayfinding and crowd: Attitudinal and http://doi.org/10.1037/
1 Development of a UHI mitigation roadmap,
Hillier, Bill, Richard Burdett, locomotion in a multi-level behavioural effects of a0035261 2 Identification of knowledge and technology gaps, and
John Peponis and Alan virtual shopping mall’. de‐individuation in
3 Establishment of a UHI Task Force.

136 Architectural ­Psychology for Mixed-Use Cities 137 Cooling Singapore


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