Summary
Neighbouring Data draws together and amplifies place-based data on pride, culture, heritage, health and wellbeing. Data was collected from preceding projects including Towns and the Cultural Economies of Recovery and Feeling Towns. This work offers insight into the kinds of qualitative data that local authorities and communities need to inform their place-based decision making. We sought to understand how qualitative and quantitative data can be generated, connected and visualised. Our findings shaped local authority practice and policies, and the project is in dialogue with Southampton’s 2025 City of Culture bid.
Policy Impact
Neighbouring Data delivered three key policy outputs. First, we published a report outlining our interim findings on data observatories, which were shared at a knowledge exchange event in 2023. Second, we produced a think piece for the Local Government Association (LGA) on the role of lived experience in decision making. Third, we co-designed an experimental model for using qualitative data in decision making, called the Neighbourhood Insight Engine.
Place Work
We provided creative practitioners and data scientists with a resource pack of qualitative data comprising narratives, images, poems, photos, sculptures, videos and maps. In a workshop, we asked them to interrogate, reimagine and transform the qualitative data in ways that could be shared. The outputs include:
- an interactive 3D Minecraft map visualising data about a town that enabled users to intervene in their streetscape by adding or demolishing buildings 
- an audio-visual piece illustrating different visions of a town’s future that used coloured text and field recordings based on community responses  
- five satirical online newspaper articles that responded to a fictional government initiative for twinning together towns in the UK 
- a roadmap for data observatories that considered their infrastructure, stakeholders, ethics, sustainability and social impact 
- an explorable website, the Neighbourhood Insight Engine, which had a game-like interface designed to prompt user curiosity about place-based data