8 Conclusion
Can the Public Gratification Palace contribute to the Public at Play, making civic engagement more accessible, more familiar, and more enjoyable? Can we invite residents to engage both in in-person and online city dialogue discussions? Can we imagine the scenario of a person, looking up and being present in the public space, and looking down, engaging in collaborative design strategies on their phone —looking back up again, enjoying their time, and looking down again, commenting on their experience?
Besides the ambitiousness and the complexity of the Public Gratification Palace, I argue that it contributes to the following discourses:
> It contributes to the theoretical discourse of self-organized system thinking, taking history in Cybernetic System thinking and in contemporary collaborative design approach of Meta-Design.
> It integrates aspects of urban computing design into a coherent framework.
> It contributes to the catalogue of analogue and digital participatory design tools, consolidating both analogue and digital concepts with the insertion of the geo-localized parameter for civic engagement.
> It subscribes and follows topical interests in: the forming of top-down and bottom-up collaborations; the ever-increasing prevalence of ubiquitous and situated technologies in our everyday life; and the prevalence of technology in civic engagement and participatory design processes.