Boarnet, M. G., Forsyth, A., Day, K., & Oakes, J. M.
The Irvine Minnesota Inventory (IMI) was designed to measure environ- mental features that may be associated with physical activity and particularly walking. This study assesses how well the IMI predicts physical activity and walking behavior and develops shortened, validated audit tools. A version of the IMI was used in the Twin Cities Walking Study, a research project measuring how density, street pattern, mixed use, pedestrian infrastructure, and a variety of social and economic factors affect walking. Both bivariate and multivariate analyses were used to assess the predictive value of the IMI. We find that while this inventory provides reliable measurement of urban design features, only some of these features present associations with increased or decreased walking. This article presents two versions of shortened scales—a prudent scale, requiring association with two separate measures of a physical activity or walking behavior, and a moderate scale, requiring association with one measure of physical activity or walking. The shortened scales provide built environment audit instruments that have been tested both for inter- rater reliability and for associations with physical activity and walking. The results are also useful in showing which built environment variables are more reliably associated with walking for travel—characteristics of the sidewalk infrastructure, street crossings and traffic speeds, and land use are more strongly associated with walking for travel, while factors that measure aesthetics are typically less strongly associated with walking for travel.
Brown, B. B., Werner, C. M., Amburgey, J. W., & Szalay, C.
Guided walks near a light rail stop in downtown Salt Lake City, Utah, were examined using a 2 (gender) × 3 (route walkability: low- mixed-, or high- walkability features) design. Trained raters confirmed that more walkable segments had more traffic, environmental, and social safety; pleasing aesthetics; natural features; pedestrian amenities; and land use diversity (using the Irvine-Minnesota physical environment audit) and a superior social milieu rating. According to tape-recorded open-ended descriptions, university student participants experienced walkable route segments as noticeably safer, with a more positive social environment, fewer social and physical incivilities, and more attractive natural and built environment features. According to closed-ended scales, walkable route segments had more pleas- ant social and/or environmental atmosphere and better traffic safety. Few gender differences were found. Results highlight the importance of under- standing subjective experiences of walkability and suggest that these experiences should be an additional focus of urban design.
Despite the fact that virtual environments are increasingly deployed to study the relation between urban planning, physical and social disorder, and fear of crime, their ecological validity for this type of research has not been established. This study compares the effects of similar signs of public disorder (litter, warning signs, cameras, signs of vandalism and car burglary) in an urban neighborhood and in its virtual counterpart on the subjective perception of safety and livability of the neighborhood. Participants made a walking tour through either the real or the virtual neighborhood, which was either in an orderly (baseline) state or adorned with numerous signs of public disorder. During their tour they reported the signs of disorder they noticed and the degree to which each of these affected their emotional state and feelings of personal safety. After finishing their tour they appraised the perceived safety and livability of the environment. Both in the real and in the simulated urban neighborhood, signs of disorder evoked associations with social disorder. In all conditions, neglected greenery was spontaneously reported as a sign of disorder. Disorder did not inspire concern for personal safety in reality and in the virtual environment with a realistic soundscape. However, in the absence of sound disorder compromised perceived personal safety in the virtual environment. Signs of disorder were associated with negative emotions more frequently in the virtual environment than in its real-world counterpart, particularly in the absence of sound. Also, signs of disorder degraded the perceived livability of the virtual, but not of the real neighborhood. Hence, it appears that people focus more on details in a virtual environment than in reality. We conclude that both a correction for this focusing effect and realistic soundscapes are required to make virtual environments an appropriate medium for both etiological (e.g. the effects of signs of disorder on fear of crime) and intervention (e.g. CPTED) research.