Future Cities
About the program
As people increasingly work from home or public spaces and manage personal tasks from their workplace, boundaries between places for work, leisure and family activities are blurring. At the same time, mobile technologies are enabling people to switch between various work and home activities, whatever their physical location is. These changes require rethinking the ways in which we design future spaces for everyday activities.
Professor Simone Taffe and Professor Jeni Paay are leading the Future Cities program within the Innovative Planet Research Institute to explore the design of areas for future living through people-centred interactive technologies. The program focuses on the transition to sustainable and liveable homes, businesses, precincts and cities to support people in their everyday activities.
Future Cities and Sustainable Development Goals
The qualities of future living are identified as having clean air and minimal waste, where water resources are treated as precious, buildings are constructed to be energy-efficient, and green spaces are preserved. Intergenerational living is prioritised in the future city, and multicultural ways are valued. In this future society, good lighting encourages safety, and walking and riding are encouraged.
The Future Cities program aligns with several of the United Nations’ Sustainable Development Goals, particularly Goal 9: Industry innovation and infrastructure, Goal 7: Affordable and clean energy, Goal 11: Sustainable cities and communities, and Goal 13: Climate action.
Our research
The Future Cities program aims to design living and working places that represent and respond to the needs of residents and workers through user-centred design of interactive technologies. By involving people in the design practices – such as co-design, user testing and evaluation – designers, information scientists and engineers can guide the process of innovating new products, services and spaces that benefit both the individual and the collective city.
Our research streams
Our research is organised around three intersecting streams that draw from and inform each other.
Participative citizens
Designing with users
Understanding users
Sustainable behaviour
Society and organisations
Interactive technologies
Data visualisation
Human-machine interface and technologies
Gamification and mixed realities
Monitoring cities
Places for people
Healthy places for living
Quantifying place
Future of work
Public media spaces
Our projects
In the developing city of the future, how will individuals decide who and what to trust with their personal details? How much personal data should we give away?
Digital identities are increasingly being used by organisations to validate who we are and what we should have access to. But who owns that digital identity? Ideally, everyone is custodian of their own identity. However, as information turns digital, it also becomes more replicable, less tangible and harder to protect.
Self-sovereign identity (SSI) is a solution where the individual identity holder can access and use their credentials on the internet whenever and however they please – giving away only those details necessary for each transaction. SSI places the individual in control.
An SSI-driven digital wallet aims to replace the functionality typically included in a physical wallet, such as a driver’s license, myki card, loyalty cards and credit cards. Using co-design methods, we understand both the human needs for a digital identity and the technological means to support an equitable, trustworthy, useable and sustainable solution.
Investigating a self-sovereign identity solution to safeguard personal data
In partnership with 460 Degrees, this project investigates how we can identify individuals and confirm their credentials in the digital realm by using a digital wallet. Digital identities are increasingly being used to validate who we are and what we should have access to, but it is often unclear who owns that digital identity. As information turns digital, it also becomes more replicable, less tangible and harder to protect.
Self-sovereign identity (SSI) – the basis for the digital wallet – allows the individual to access and use their credentials on the internet whenever and however they please – giving away only those details necessary for each transaction.
Using co-design methods to support an equitable, trustworthy, usable and sustainable solution, this project takes a human-centred approach to the design of an SSI-driven digital wallet that can replace the contents of a physical wallet with digital versions of a driver’s license, credit cards, public transport cards and loyalty cards.
Creating an enhanced visitor experience and insight into innovative designs of the past through virtual reality technologies
We are designing a virtual reality-led recreation of the Italian Pavilion at the Paris International Exposition of 1937. Through virtual reality technology, it is now possible to provide an embodied experience of original designs overlaid on the existing fabric of buildings. This overlay creates an enhanced visitor experience and provides insight into the innovative designs of the past, which can be used by designers of the future.
This project tests a new methodology for fostering innovation in architectural history and design and has transformative potential for architectural historians to use an experiential method for understanding and analysing ephemeral architecture designers.
These designers will have experiential access to this ephemeral architecture as a precedent for innovation in their own design process communities and will gain knowledge about avant-garde moments in world architecture though experience.
Exploring balance between ‘movement’ and ‘place’ in designing safe and successful places
This project is a collaboration with Transport for NSW and iMOVE, as well as with the Sustainable Mobility and Connected Transportation research program within the Innovative Planet Research Institute.
We are using a virtual reality (VR) environment that simulates a city street to investigate a series of different street configurations, traffic volumes and speeds, and to gauge perceptions of which streetscape design elements help people feel more comfortable and safe; therefore, representing a ‘successful place’. The user experience of both the VR and the different street configurations will be measured, including their immersion in the VR environment.
Streets make up over 80 per cent of public open space and are critical to the active and healthy life of a city. The NSW Road Safety Plan 2021 is a supporting plan of the Future Transport 2056 strategy, which aims to allocate road space in a way that improves the liveability of places. As our population grows, increased pressure will be placed on already contested space within our streets.
The research findings will provide valuable knowledge about the impact and perception of safety treatments, vehicle speed and noise, traffic intensity and volume, as well as street design, layout and dimensions on movement and place.
VR for training disability support workers
In collaboration with Swinburne's Pathways and Vocational Education (PAVE) and Scope, and with funding by the Victorian Government, this project aims to complement and extend the findings of the Jasper: A Virtual Reality Simulation Program for Vocational and Higher Education in TAFE project.
The aim is to evaluate the use of interactive virtual reality (VR) for training scenarios for disability support works, as well as the use of different types and levels of VR platforms and headsets for delivering this training. Our research will focus on training scenarios such as positive behaviour support (PBS), which requires direct interaction with another person who may exhibit behaviours of concern.
The core value proposition of using VR lies in its ability to generate a compelling sense of having a physical presence or ‘being there’ but being able to deliver this experience remotely via a headset or 3D display. For these reasons, VR is being widely explored as a powerful and cost-effective means of training workers in areas that require physical interaction within environments or with other people.
Combining artistic digital production and data science
This project investigated the opportunities for media art to meet the social and artistic agendas of major urban developers Mirvac and Grimshaw Architects.
We explored the potential of combining artistic digital production and data science to both captivate a transient audience and reveal the headline environmental and social stories concealed within big urban data.
The work addressed an audience both attending their workplace and on the move in the heart of the city, and led to a long-term and very public screening in the lobby of Mirvac and Grimshaw’s Collins Street offices in Melbourne.
Using immersive games experience to develop tools for workplace support in the digital economy
Our interdisciplinary team of researchers from interactive media, games, immersive experiences and data visualisation worked with Appearition – a Melbourne company specialising in business applications of augmented reality (AR) – to develop a prototype platform for supporting future workplace models.
We developed an application that allowed workers to map a workspace using AR room tracking and to place virtual items in the room to represent real fixtures or imagine future configurations of the room. A worker entering the reconfigured room could see the augmented objects and information overlaid on the environment itself without using markers to track the room.
Our collaboration with Appearition to investigate the use of game-based paradigms applied to the problem of workplace collaboration and information sharing using an AR room scanner. In the video demonstration, a group of workers place a robot in the workspace through the AR application and move around the robot – collaboratively assessing its location and impact in the workspace before physically installing the robot.
Key projects in 2025
- Twenty-minute neighbourhood: retrofitting urban infrastructure into walkable and cyclable precincts
- Future urban design is smart
- Making sense of sensor data
- Sustainable food and waste practices
Additional ideas and themes in 2025
- Energy efficient built environments
- Apps for living (e.g. go-to health app)
- Electric vehicle bike lanes and walking routes for health
- Mental health, social connection, and arts and culture
- Retrofitting houses to be green
- Electrifying Boroondara
- Green spaces: nature for exercising, relaxing and socialising
- Biodiversity: promoting local flora and fauna
- Lighting control for natural sleep rhythms
- Indigenous approaches to caring for country
- Co-design and methods of including design thinking
Explore our other research programs
Have a question?
For more information, please contact our research program leader Professor Simone Taffe at staffe@swinburne.edu.au.