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2008-11-05 P & R Packet
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2008-11-05 P & R Packet
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<br />7 <br /> <br />At a more complex level, behaviour may be setting specific or effectively conditioned. This was <br />Barker's focus (1968) when he defined what he called "behaviour settings". It was also was the <br />focus of Gump (1971), LeCompe (1972), and Wicker (1972) who tried to "identify the sets of <br />behaviour that occur in specific settings." 5 Their work collectively addresses why we act <br />differently at a library as compared to a baseball stadium for example. <br /> <br />Behaviour may also be the result of a subculture. Case in point: skateboard parks. <br />"Why do so many skate board parks fail? Because well thought-out research into what <br />skateboarding means to the youths, what it involves and what it represents to them and their <br />peers is rarely done. Skateboarding has always been about the use/misuse of public property. <br />That's where it gets its radical sense of appeal to the kids. That's what gives them the "rush" <br />when they skate down a ramp at city hall for instance. Rather than use such information to guide <br />our environmental approaches to the problem, we simply design areas with no connection to the <br />nature of the behaviour itself. The result? 10 to 12 year olds using the parks while the 15 to 24 <br />year old cohort continues to scour the city for better places to skate."6 <br /> <br />Behavioural based profiling can also provide insight into inducing a desired behaviour. This <br />brings us back to an earlier point, how to capture witness potential. Behavioural Based Designers <br />realize that people are motivated by self-interest and in this regard will most often be oblivious to <br />things that don't directly involve themselves or fail to catch their attention and, as a <br />consequence, draw on their natural curiosity. Behavioural based designers should therefore be <br />interested in any research that documents what is likely to be seen and remembered. <br /> <br />Early research by Carr and Schissler found similiarities between what was watched (eye <br />fixations) and what was remembered as people traveled along a highway outside of Boston using <br />a head-mounted devices to track where a person looked, what the points of visual fixation were <br />and how the person turned his or her head. This research was reinforced by Appleyard in 1969 in <br />a study entitled "Why Buildings Are Known". Appleyard came up with several major <br />characteristics that included buildings of unusual size, distinctive contours, complexity, <br />distinctive landscaping or signage, visibility from major intersections, and single use buildings <br />such as police stations.7 This type of research is needed to assist the behavioural based designer <br />in unlocking the environmental characteristics needed so that we might successfully induce <br />desired behaviour. <br /> <br />As the science of behavioural based design grows and evolves, the Behavioural Based <br />Designer's task can be expected to ease as more research is done on behaviour and more is <br />known about the environments that support it. This has already been done to a sufficient degree <br />on the marketing side of the food industry and to a lesser extent on the the security side of the <br />convenience store industry. <br /> <br />Applications from the field <br /> <br />Over the years, I have frequently encountered problems that were not adequately addressed or <br />anticipated by CPTED yet would benefit from CPTED solutions. Many of these problems are <br />recurring in nature and therefore are predictable. Casual socialization is a common example of a <br />behaviour that can become problematic when the physical environment is used in unconventional <br />and undesired ways such as when congregation and socialization points develop in a rogue <br />manner. <br />
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