Remember TAP-SWOT in a Box? We are pleased to let you know that a paper on this serious game methodology for socialising Triple Access Planning has now been published.
Triple Access Planning (TAP) sits in the 'decide and provide' paradigm. It is vision-led, access-focused and accommodates uncertainty. It is contrasted with (some) traditional transport planning sitting in the 'predict and provide' paradigm that is forecast-led, mobility-focused and conceals uncertainty.
Two years ago we set about developing a serious card game that could address the following question. How can an approach be designed and used to effectively engage people in a critical examination of TAP?
TAP-SWOT in a Box was the result. A deck of 40 playing cards with four suits: Strengths, Weaknesses, Opportunities and Threats. The cards represent a critial assessment of TAP based on our experience of developing it and the reactions received to it.
Teams of four players begin with the 40 cards. Having been given an introduction to TAP, they are tasked with working together to reduce these cards down the five most important ones in making the case to their organisation for whether or not to consider adopting TAP.
The paper is based on over 40 game plays with 160 players. The top four cards across the game plays that most often made it into the last five in a game were as follows:
Access at the core (Strength) - Society thrives on access, with mobility being only one means to that end.
'De-car'bonise (Opportunity) - Triple access offers the prospect of less motorised mobility and emissions.
Better reflects the world we live in (Strength) - People live their lives in a triple access system, not (only) a transport system.
Politics (Threat) - Stakes are high for politicians in the face of change and they need legitimacy.
Players were mostly self-selecting. Across all 168 players, 158 voted at the end of the game 'YES - I think our organisation should try and use the Triple Access Planning for Uncertain Futures approach'.
The paper reveals the SWOT in a Box methodology to be an effective tool for shared learning: (i) players learn from the game; (ii) players learn from each other as they exchange experiences and views; and (iii) the game designers
can learn from the players playing the game. It generates insights and empirical evidence. It is fun and it is useful.
Full details of all the SWOT cards are included in the paper, as well as links to all the resources you need to play the game yourself.
We hope this offers an important accompaniment to the recently published 'Triple Access Planning for Uncertain Futures - A Handbook for Practitioners' and that local transport planning will embrace this in practice.
#TripleAccessPlanning #DecideandProvide #Seriousgames
Daniela Paddeu Stephen Cragg Alicia Wallis
Free to download - https://lnkd.in/eN6pHgmY (any issues - please get in touch).