NYC Planning

Urban Design Tool

How can we communicate housing opportunity to New York City residents in 3D?

Project Team:

Jesse Hogan (UX/UI)

Luca Moynier (Full-Stack)

Chau Tran (Urban Design)

Gary Chung (Urban Design)

Crystal Jane Eksi (Urban Design)

Timeline:

10 weeks

My time with the agency and this project were both made possible via the Coding it Forward Fellowship, for which I was selected from an applicant pool of 2,500 students across the United States.

Problem Framing

  1. Imagine you’re down on the street with a tablet. How do we communicate the complex process of urban design to the public via that tablet? (communication design piece)

  2. How can 3d models be integrated better and more effectively into public-facing web pages? (technical innovation piece)

Project Goals

  1. Create an interactive 3D model hosted on the web

  2. Include toggles to communicate variations in the built environment

  3. Communicate the DCP's Principles of Good Urban Design

  4. Prioritize a simple and intuitive interface that is replicable and scalable

Weeks 1-4: Project Scoping & Narrowing

Interviews

  • Interviews with the Urban Design division as well as other stakeholders (Community Planning and Engagement, IT, Zoning divisions) revealed agency-wide energy around housing-related projects and City of Yes initiatives

  • Centering feasibility led us to low-rise housing projects, given the relative ease with which we could scale and bring the project to life

User Flows

  • Emphasis was placed on crafting an experience that would be accessible regardless of device or internet speed

    • Users to be understood as any and all New Yorkers

    • As a proof-of-concept project, more substantive user research was sidelined in favor of building quickly

Early concept user flows (left, middle) and visual ideation (right)

Weeks 3-6: Low-fidelity design & development

Workflow & Collaboration

  • Luca and I met routinely to discuss the details of our collaboration and the hand-off between design and development

  • Urban Design (UD) team support largely came in the form of 3D site modeling and detailing

Understanding Scale & Model Constraints

  • To avoid overwhelming our Luca’s development capacity, we scaled up slowly, from a cube, to a block, and then finally to a full neighborhood model

    • The more we worked, the larger our 3D model would become, and we needed to pace that expansion with the computational constraint of larger file sizes (again, we wanted the tool to load and function on any device!)

Communication Design

  • In imagining the potential of this tool’s educational and communicative abilities, we toyed with various iterations:

    • Is this a game? A click-through or scroll-through story? A model with interfaces housed inside of it?

    • There was an essential issue we noticed too in tone—should we prioritize the didactic or the interactive?

    • In trying to distill (and bring joy to) zoning jargon, we also played with the idea of introducing characters or semi-fictional narratives to the project, but we abandond that idea to focus more on the tool’s technical capacities

  • Given timeline and development restraints as well as our relatively united vision with the scroll/click-through iteration, we pushed forward with it, developing a more fleshed-out prototype for our mid-project review

    *note that the code/legal language used in the lofi prototypes is inaccurate, serving mostly as filler text

An early, lofi click-through prototype

The lofi scroll & click-through prototype for mid review

Weeks 7-10: Mid-fidelity design & development

Mid-Review Feedback

  • Nearly all feedback re-emphasized our initial project goals of producing a replicable and scalable interface

    • Evidently, creating custom, individual text frames and animations would take more attention to detail and labor in the long run

  • We were reminded to ask ourselves:

    • How might this tool come to house more information over time?

    • How can we design to enable easy input of models and information as opposed to entire redesigns based on content variation?

Pivots

  1. Introductory Carousel — instead of dividing precursory information between both a scrollable webpage and the tool housed within it, we decided to condense the didactic pieces, migrating them all to a carousel inside the tool. Paying attention to textual limits that human cognition places on processing (keeping each slide at or under 350 words so as to not overwhelm users) and carefully selecting imagery, the carousel pivot allowed us to trim down excess and unnecessary information.

  2. Sidebar Interface — creating an expandable/collapsible interface became important as we considered the tool’s need for both scalability and replicability. We realized that allowing space for different information to migrate in and out would also help with accessibility, prioritizing visual consistency and encouraging user interaction in the process.

Introductory Carousel demo

Sidebar Interface demo

Responsive Design

  • Design for mobile came at the conclusion of the project, and although we were time-limited to execute it in full, certain edits from the web iteration were considered, namely the shapes, sizes, and orientations of the carousel and sidebar

Project Reflections

Future Directions

  • Near the conclusion of the project, we assembled a list of action items to take the project further if we had time, including:

    • Expanding the tool to include content from other housing stock (like high-density typologies, campus infills, etc.)

    • Communicating other City of Yes initiatives beyond those that address housing

    • Conducting usability testing to refine our design and ensure its accessibility

    • Updating our imported 3D model to greater fullness

    • Improving our responsive design

Major Takeaways

  • In the end, I am super grateful to have had the chance to work with NYC DCP—not only did I get to work on a mission-driven project with the public good in mind, but I also got to take away some important lessons, learning:

    • How to design between 2d and 3d

    • How to collaborate between design and development

    • How architecture and cities are experienced digitally

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Streamlining digital second-hand buying