Explore Regent Park



In 2015, I researched UX Best practices for geolocative content in an educational context. Through this research, I designed an application that delivers locationally relevant educational content to a user walking through Toronto's historic Regent Park neighbourhood, while developing a body of best practices for future educational applications.

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Geolocation and Content Delivery


In the application I built with developer Stefan New, timed, regular queries are sent to the server on which our data is stored. These queries include the user's present geolocation and check for matches within a range of a few metres of the uploaded data.

If the queries return true; that there is uploaded data tagged at a point near the user's current position, the media downloads and the user is notified.


An Educational Context


The majority of examples for this technology have focused on marketing and advertising applications. In choosing to research educational potential, new use cases would need to be developed.

While marketing communications assume some level of user interruption and undesirability, educational resources have an audience who has already opted in. As a result, while marketing messages are brief as a best practice, educational content has the opportunity (and perhaps necessity) to run longer. User testing was conducted to determine optimal length and format for content.

What type of educational experience that would be most appropriate for the application? Determining from the use case whether the experience would be passive or active guided UI and Content decisions early on, but was a recursive process, as the ways in which content and UX are intertwined became evident.

Given the sensitive nature of the selected subject matter the curation of content and development of an educational narrative was conducted within a critical pedagogical paradigm, meaning that specific attention was given to the effect that existing narratives have played on the neighbourhood, while questioning the power dynamic of those narratives in articulating a desired outcome.




Regent Park


The Regent Park neighbourhood was Canada's first and to this day largest social housing development. For nearly 80 years, it has been the face of changing attitudes and policies towards social housing and community building, and thus, its visual history provides a stratified, detailed review of these policies. It is also a vibrant neighbourhood with human stories spanning generations.

The City of Toronto is currently redeveloping Regent Park to reflect modern theories on urban planning and social housing that favour mixed use and mixed income communities. For better or worse, the physical landscape of Regent Park is being permanently changed on a scale not seen since the tower boom of the 1960s and 70s. Likewise, the demographic make-up of the neighbourhood will change. Preserving the visual and lived history of an important Toronto neighbourhood will be an important project, which is why it was selected to act as the prototype geographic area in which this research is to be conducted. Other practical benefits for the neighbourhood are its geographic qualities and distinct primary narrative.

Bordered by Gerrard and Shuter Streets to the north and south respectively, and Parliament and River Streets to the West and East, respectively, Regent Park is a clearly defined area in which to bind the test area.

While Regent Park is a neighbourhood comprising many stories, its history as Canada's largest public housing development is uniquely important to the area and the lives of its residents. As such, it was straightforward to present a singular narrative, with the caveat, learned through my interactions with the neighbourhood, that said narrative would not claim to be authoritative, complete, or in any way speaking for the neighbourhood's residents.





Recognizing my own lack of experience in the neighbourhood, I needed to augment my project with insights from the community to ensure sensitivity and to not repeat past mistakes.

Due to the limited scope of the project, I chose not to conduct interviews with residents and instead approached community organizations in the neighbourhood to consult with and use their professional insights from working in the community. Of the organizations I approached, Dixon Hall was the most receptive and its executive leadership was helpful in guiding my research to establish the pertinent themes my curated content would focus on.

As experts in the neighbourhood and the issues facing it, the Dixon Hall team advised on the history of the park, and after a series of iterative consultations with them, I finalized the main themes to focus on: Police, Public Health, Community Activism, Design, and Stigma.


User Experience


My research yielded 30 data modules, each consisting of an archival image, a short description and a geotag. The development of these modules was a recursive process that was informed by User Experience design and testing. Initially, the presentation of modules was unorganized. Users would follow the map towards datapoints and receive that point's content.

This method decontextualized the information, rendering it less useful in an educational capacity. For example, A user would access information related to a historical event from the 1970's that referenced issues grounded in events of the 1950's, covered in modules not yet accessed.

It became apparent it would be necessary to categorize the content. Two main options were thematic organization and chronologic organization.





Thematic Organization

Organizing the information thematically would be done with the themes agreed upon with community partners at Dixon Hall (see "Community Involvement"): Police, Public Health, Community Activism, Design and Stigma.

This still posed the same initial problem, though, as in order to contextualize the individual modules within these categories, some chronology would be necessary. A possible solution was to 'unlock' modules linearly, progressing through established themes.

For example, a user would initially be able to access the first module for each category, then move through each category module by module, independent of the other categories (See diagram below).



Themes

  • Police
    • Policing in the 1930s
    • Policing in the 1940s - 1950s (Unlocked by finding "Policing in the 1930s")
    • Policing in the 1960s - 1970s (Unlocked by finding "Policing in the 1940s - 1950s")
    • Policing in the 1980s - 1990s (Unlocked by finding "Policing in the 1960s - 1970s")
    • Policing Today (Unlocked by finding "Policing in the 1980s - 1990s")
  • Public Health
  • Community Activism
  • Design
  • Stigma

Example Thematic Organization

A major problem with this solution was that a user could progress through the history of Policing, or any other theme, without having any exposure to the other themes' modules to add context.



Chronological Organization

Chronological organization, on the other hand, categorizes content by date. Within those categories, individual modules (covering a variety of themes) are unlockable in any order. Due to the intersectionality of many themes, this option was chosen. I wanted the user to be informed by all chronologically previous modules, even those of different themes, when reading new content.

When first using the application, the user is presented with the initial category, "Before the Park". This section covers the decades leading up to the creation of Regent Park, and explains many of the conditions that predicated action by the city.

While this section contains modules that cover a number of themes, as do subsequent categories, I felt it was important for users to know about the history of Public Housing and Design, for example, contained in this category, before reading about, again for example, the Police in subsequent categories, as the development of future events are informed and predicated upon events from all themes in the past.

Categorization also solved a separate issue encountered at the outset of this project; with so much history having taken place within the 69 acres of Regent Park, the geofencing boundaries we established would overlap many times over. Without some form of progression or categorization, a user's device would never cease receiving content and notifying the user. This segmentation allows for a controllable experience, that manages progression and notifications to ensure the best user experience.

Testing


User testing was conducted on three occasions using role play. I walked around Regent Park with my developer, Stefan New, and we took turns alternating acting as a user, with the other acting as the controller, who monitored position relative to a map and delivered content when the user approached the geolocation of a module.





Midway through the development of this project, I realized a similarity between the work we were doing and a common storytelling mechanic in open world video games.

Many open world games establish backstory through the collection of artifacts like journals or newspapers hidden around the game world.

One of the earliest uses of this mechanic was in one of the first open world games, 1993's Myst. Players would need to explore their surroundings to discover books that established backstory and allowed the player to solve puzzles.

Other notable examples of this mechanic are videotapes found in Bioshock, newspapers found in LA Noire, and journals and artifacts found in the most recent Lara Croft: Tomb Raider. In these examples, when the protagonist collects these items, a cutscene or voiceover is triggered that exposits backstory on a variety of characters in the game.

There is some criticism of this mechanic in the academic video game community, which highlights other forms of exposition (such as creative uses of environmental design and player action) as more elegant ways to establish backstory.

The function of this mechanic is to establish the player/protagonist's sense of place and context within the world they are moving through. I found it interesting to note the similarity in function and means to my own project, where a user moves through Regent Park, unlocking what could be thought of as "artifacts" that adds to her context and sense of place in the neighbourhood. The comparison affected the user experience design by allowing me to use language to motivate the user towards active use (See "Best Practices").

It's an insight that will also guide aspects of its marketing. Understanding that there is a game-like element to the experience led me to present it as an "engaging challenge," as opposed to an "opportunity to learn."

Development


An API was created pointing towards a Mongo Database on which all curated content was referenced. The application was built using the Android Developer Studio Major milestones with the development were the creation of and



Geofencing
A major part of the development of the application was the creation of geofences around modules' set geolocation. Since users' devices vary in accuracy, it is prudent to set geomarkers to trigger when the user enters a zone rather than at a specific point. The boundaries of these zones are called geofences.

Persistence
Persistence refers to the ability of a program to save a user's progress and settings. In this case, the user's found modules needed to be accessible on subsequent loads.

Establishing Database Connection
Because we used a free database server to host our API, connection time became an issue. With free databases like Mongo, I found, idle servers power down to save energy. When accessed by an application, these servers need time to "spin up" before a connection can be made.
To improve user experience, We implemented a splash screen while the application connects to the server.

Best Practices Reviewed



These are a few major best practices this project yielded.


Research


User Experience


Content