The American lawn uses more resources than any other agricultural industry in the world. The American lawn could feed continents if people had more social responsibility.
Why should it be indecent to have anything useful in the front half of your property or around the house where people can see it? Why is it low-status to make that area productive? The condition is peculiar to the British landscaping ethic; what we are really looking at here is a miniature British country estate, designed for people who had servants. It has become a cultural status symbol to present a non-productive facade. The lawn and its shrubbery is a forcing of nature and landscape into a salute to wealth and power, and has not other purpose or function.
The only thing that such designs demonstrate is that power can force men and women to waste their energies in controlled, menial, and meaningless toil.
Neighborhood is a word that has come to sound like a Valentine. As a sentimental concept, “neighborhood” is harmful to city planning. It leads to attempts at warping city life into imitations of town or suburban life. Sentimentality plays with sweet intentions in place of good sense.
We shall have something solid to chew on if we think of city neighborhoods as mundane organs of self-government. Our failures with city neighborhoods are, ultimately, failures in localized self-government. And our successes are successes at localized self-government.
My article “Off the Grid… and Back Again? The Recent Evolution of American Street Network Planning and Design” has been published by the Journal of the American Planning Association and won the 2020 Stough-Johansson Springer Award for best paper. It identifies recent nationwide trends in American street network design, measuring how urban planners abandoned the grid and embraced sprawl over the 20th century, but since 2000 these trends have rebounded, shifting back toward historical design patterns.
You might think that Mario 64 was built with tickets and sprints, but, according to interviews, there was no master plan, only the principles that the game should feel good and be fun. They started with just Mario in a small room, and tuned his animations and physics until he felt nice and responsive. After that, the levels were also created as they went, with the designers, developers, and director going back and forth using sketches and prototypes.
Building like this is never a straight line. Ideas and code get left on the cutting room floor because part of innovation is questioning whether what you made should exist. The process is cyclical and iterative, looking something like this.