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Applying Value Sensitive Design to Location-Based Services: Designing for Shared Spaces and Local Conditions

This paper introduces Location-Aware Value Sensitive Design (LA-VSD), a domain-specific framework that guides designers of Location-Based Services to address value tensions in shared physical spaces and local contexts through three heuristics, as demonstrated by a case study on e-scooter sharing in Melbourne.

Original authors: Hiruni Kegalle, Flora D. Salim, Mark Sanderson, Jeffrey Chan, Danula Hettiachchi

Published 2026-03-17
📖 5 min read🧠 Deep dive

Original authors: Hiruni Kegalle, Flora D. Salim, Mark Sanderson, Jeffrey Chan, Danula Hettiachchi

Original paper licensed under CC BY 4.0 (http://creativecommons.org/licenses/by/4.0/). This is an AI-generated explanation of the paper below. It is not written or endorsed by the authors. For technical accuracy, refer to the original paper. Read full disclaimer

Imagine you are designing a new kind of digital traffic light. But this isn't just for cars; it's for a service like Uber, Airbnb, or electric scooters. These services live on your phone (the digital world), but they crash, park, and zoom right into your living room, your sidewalk, and your neighborhood (the physical world).

The problem? The people who use the app (the riders) are often not the same people who get annoyed by the noise, the clutter, or the safety risks (the neighbors).

This paper introduces a new toolkit called LA-VSD (Location-Aware Value Sensitive Design). Think of it as a "Neighborhood Compass" for designers. It helps them stop designing just for the person holding the phone and start designing for the whole street.

Here is how the paper works, broken down into three simple steps using a City Garden analogy.


The Problem: The "Digital Ghost" in the Garden

Imagine a new service arrives in a community garden: Electric Scooters.

  • The App Users (Direct Stakeholders): They love the scooters. They are fast, fun, and cheap.
  • The Gardeners (Indirect Stakeholders): They didn't download the app. But now, their flowers are trampled, their paths are blocked by parked scooters, and they are scared to walk because a scooter zooms past them.

Traditional design asks: "How do we make the app easier to use?"
This paper asks: "How do we make sure the scooter doesn't ruin the garden for the people who didn't even know the app existed?"

To solve this, the authors created three rules (heuristics) to guide designers.


Rule 1: The "Who's in the Room?" Map (LBS-H1)

The Concept: Before you build anything, you have to know who is actually in the room.
The Analogy: Imagine you are hosting a party. You invite your friends (the users). But you forget to check if your noisy neighbors (the indirect stakeholders) are sleeping next door, or if the delivery driver (another indirect stakeholder) needs to get through the gate.

In the paper, the authors didn't just guess who was affected. They looked at local data (like a map of where scooters actually go).

  • What they found: In Melbourne, scooters were mostly parked on sidewalks and bike lanes, not near bus stops or offices.
  • The Lesson: This meant the most important people to listen to weren't the office workers, but the pedestrians and cyclists. If you ignore them, the garden gets trampled.

Rule 2: The "Real-World Detective" (LBS-H2)

The Concept: You can't just ask people, "Do you like this app?" You have to ask, "How does this feel when you are walking down the street at night?"
The Analogy: Imagine asking a fish, "Is the water wet?" It's a weird question. You need to ask, "Is the water too cold? Is there trash in it?"

The authors changed how they interviewed people. Instead of just asking about the app, they asked about friction:

  • "Did a scooter block your path?"
  • "Did you feel unsafe because the scooter had no lights?"
  • "Did you get confused because the rules were different in this street than the next one?"

What they found:

  • Safety Gaps: Scooters were hard to see at night.
  • Confusion: Riders didn't know where they could park because the rules changed from street to street.
  • Culture: In this city, people loved walking or taking the free tram. Scooters felt too expensive and "lazy" compared to the local culture of walking.

Rule 3: The "Two-Way Street" (LBS-H3)

The Concept: The digital world (the app) and the physical world (the scooter and the street) must speak the same language.
The Analogy: Imagine a traffic light that is green in the app, but red in real life. That's confusing! You need the app to say "Stop," and the street to have a sign that says "Stop."

The authors realized that fixing the problem requires fixing both sides:

  • Digital Fix: The app shouldn't just let you park anywhere. It should gently nudge you: "Hey, there's a parking spot 10 meters away. Go there!"
  • Physical Fix: The street needs signs showing where scooters can go. The scooters themselves need brighter lights and turn signals (like a car) so people know what the rider is doing.

If you only fix the app (tell people to park better) but don't fix the street (no signs, no lights), people will get frustrated and the service will fail.


The Big Takeaway

This paper is a wake-up call for tech designers.

Old Way: "Let's build an app that is easy to use for the person holding the phone."
New Way (LA-VSD): "Let's build a system that respects the person holding the phone, the person walking on the sidewalk, the person riding a bike, and the local laws of this specific neighborhood."

It's like realizing that a digital service isn't just code; it's a guest in a physical house. If the guest (the scooter) is loud, messy, or rude, the host (the neighborhood) will kick them out. LA-VSD gives the guest a rulebook on how to be a good neighbor.

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