Urban space for youth
Reference number | |
Coordinator | Kungliga Tekniska Högskolan - Kungliga Tekniska Högskolan Skolan f elektroteknik & datavetens |
Funding from Vinnova | SEK 4 791 148 |
Project duration | May 2023 - June 2025 |
Status | Ongoing |
Venture | Circular and biobased economy |
Call | Build for the future - Innovation for a sustainable building and construction sector |
Purpose and goal
The project focuses on the group of teenagers 15-18 years, whose interests are not sufficiently recognized and catered for in urban planning today. The consortium cooperates on selected quays, and in other outdoor environments that are identified by the target group. The purpose of the project is to understand the target group, to investigate behaviors and understand different needs, to capture ideas and co-create prototypes, both physical and digital. The goal is deepened knowledge, increased youth participation, and more safe and inspiring spaces for young people in the city.
Expected effects and result
The project will result in more knowledge about young people´s needs and use of the city as a place for socializing and recreation. Young people´s views are taken into account and translated into good solutions and examples, norms in the urban planning process can develop through an increased understanding of young people´s real needs. New methods of co-creation can be used in the future in collaboration between actors. Developed methods for design dialogue within a large spectrum of planning areas strengthen the youth perspective and the global social sustainability goals.
Planned approach and implementation
A needs analysis is carried out together with reference groups in Stockholm, Karlstad and Linköping. Young people´s needs in a number of different public spaces are mapped through contextual interviews, site analysis and young design dialogue with various project parties as process leaders. Prototypes are co-created and documented by young people sketching, building and interviewing each other. Innovations are made in physical as well as digital environments. The results are presented in a report and guide for actor cooperation as well as in scientific publications.