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<boxed-text position="float">Case Study: Streetscape Public Consultati +on All streetscape projects in the public realm demand a complex response + from the design team. In addition to the physical design, the reacti +on of users to the space will have both socioeconomic and cultural re +percussions for long-term sustainability. Previous research has shown + that the way people interact with the urban public environment depen +ds largely on their perception of the physical design of that space. +In addition, a high number of users could provoke increased congestio +n and deterioration in quality, while, naturally, too few visitors wi +ll fail to satisfy commercial investment. It is a central role of the quantity surveyor within the modern design + team to advise the client and other disciplines of how the project w +ill influence both cost and value. This research was concerned with t +rying to understand how projects undertaken with the aim of improving + the quality of public space could subsequently influence the economi +c performance of the surrounding areas. The main objective of the wor +k was to determine those environmental investments which will sustain + the population that best meets the aims of wealth creation and quali +ty of life. The research fully recognised the importance of public pa +rticipation in the design of urban public space, and sought to assist + the designer through the development of reliable and reproducible me +thodologies. Although specific areas were studied as cases within the + work, the major output was that of a method for utilising photo-real +istic computer models within value studies (Figure 8.1).<fig position +="float">Figure 8.1 Map used in focus groups.</fig> &#x003C;a id="page_276"/>The public wealth, with its connotations for +social, financial and environmental success, can be better assured wh +ere the public has been adequately included in the design and develop +ment processes. This work adds to a field of research concerning the +use of computer models within social enquiry, which has been developi +ng for many years. The work was also important in that it established + how experimental methods taken from <emphasis type="italic">environm +ental economics</emphasis> (such as choice experiments) could be appl +ied within the built environment, and particularly when using models +traditionally used as a marketing or basic communication device withi +n the industry (Figure 8.2).<fig position="float">Figure 8.2 Still + from 3D studio model.</fig> This project provided a methodology and socioeconomic data for use by +designers, and extended the applicability of choice experimentation i +n the built environment. The method was developed using case study si +tes which were selected due to the varied mix of individuals and grou +ps which could be classed as users or stakeholders. The project clear +ly demonstrated that highly quantitative approaches to the measuremen +t of <emphasis type="italic">value</emphasis> could be &#x003C;a id=" +page_277"/>used to record and present complex social, economic and po +litical situations. The project duration was 2 years, and was completed in 2001. It is tru +e to say that computer visualisation technology has advanced signific +antly in the intervening time period, and that the production of simi +lar models today would be less time-consuming. It is also worth notin +g that many computer-based modelling packages can either directly or +indirectly store data in connection with &#x2018;objects&#x2019; in t +he space, thus ensuring that models can serve aesthetic, cost control + and project management tasks.</boxed-text>


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