Car-goNE-City: Cargo Bikes and Neighbourhood Engagement in the 15-Minute City
Reference number | |
Coordinator | Chalmers Tekniska Högskola AB - Chalmers Tekniska Högskola Inst f Rymd-geo & miljövetenskap |
Funding from Vinnova | SEK 5 230 200 |
Project duration | November 2023 - October 2026 |
Status | Ongoing |
Venture | Driving Urban Transitions - DUT |
Purpose and goal
Car-goNE-City investigates the extent to which shared cargo bike mobility can increase accessibility to essential urban functions, lower transportation costs, and reduce private car use. Project goals include (1) studying time-based accessibility; (2) understanding the potential for shared cargo bike mobility to reduce car use; (3) engaging residents in participatory design of shared mobility using digital participation methods, gamification, and pilot projects; (4) identifying effective approaches for accelerating shared mobility implementation.
Expected effects and result
Car-goNE City investigates how shared cargo bike mobility can be a transition pathway to more sustainable mobility. The project focuses on residential neighborhoods outside of city centers with a focus on implementation of new mobility solutions. The project develops new accessibility metrics that incorporate shared mobility. We also develop new decision-making tools to aid in mobility transitions through digital participation and gamification approaches. Lastly, we will develop scenarios and implementation pathways in collaboration with project partners.
Planned approach and implementation
Car-goNE-City includes partners in Sweden, Germany, Norway and Hungary and uses participatory engagement with citizens and policy makers in planning, design, implementation, and evaluation of shared cargo bike mobility as a sustainable mobility solution. The project consists of surveys of residents to understand potential of cargo bikes; accessibility analysis of neighborhoods; pilot projects; evaluations of business models; development of digital participation tools; and engaging residents and policy makers in decision making with a gamification tool.