News
29/11/2016

Smart Mobility Services and cycling tools validation workshop successfully organised

The purpose of this meeting was to focus on building the market place for smart mobility services and roll-out action. There was a general presentation to get to know new initiatives and Smart Mobility Services members (including smart mobility services initiatives in H2020 - TRACE, EMPOWER and OPTICITIES projects).

The event featured a mix of discussions with a specific emphasis on:

  • Citizen-centered approach to data
  • In-depth discussions on tools validation
  • Take-up and up-scaling of business models

In particular, the TRACE project, whose aim is to assess the potential of movement tracking services to better plan and promote walking and cycling in cities, has so far developed 3 tools/apps:

  1. Positive Drive – using positive incentives, such as prizes, to motivate people to move more sustainably
  2. Traffic Snake Game - encouraging primary school pupils to travel more sustainably to school
  3. Cycle-to-shop initiative – rewarding citizens for cycling by giving them discounts in shops

The EMPOWER project aims at capitalizing on the use of positive incentives to encourage better travel choices. EMPOWER is about the use of positive incentives such as information, points, discounts, rewards, community support and games, rather than charging, pricing, rationing, restrictions and regulation.

The meeting on Smart Mobility Services served as a seminar to validate those tools by getting feedback from external stakeholders.

The final objective of the meeting was to take stock of the contribution of each initiative to the EIP-SCC 2016 Roadmap and start co-creating the 2017 Roadmap.

The validation seminar for the TRACE and EMPOWER tools was organised in a “World cafe tables” format: the tables were organised in such a way that feedback was asked in three topics - Data privacy, Value for the user and Business models - and each time for a specific TRACE and EMPOWER tool. Participant stakeholders were free to join the table they preferred at each session. This approach allowed to have 3 interactive discussions per session, and each tool responsible person had the chance to collect personalised suggestions for each of the three topics.