Urban Planning & the Design of Communities
When history moves on
Such an enormous machine
The flash of a neon light
In restless dreams I walked alone
Narrow streets of cobblestone
Beneath the halo of a streetlamp
I turned my collar to the cold and damp
When my eyes were stabbed by the flash of a neon light
That split the night
And touched the sound of silenceMost cities were mostly built by improvisation
In Architecture Without Architects, Bernard Rudofsky documented the ways in which most cities were mostly built by improvisation, following no consistent formal design. Building was added to building, street to street, their forms adapting to different site conditions in the process of extension.
Rudofsky thought that this hidden order is how most settlements of poor people develop and that the work of improvising street order attaches people to their communities, whereas 'renewal' projects, which may provide a cleaner street, pretty houses, and large shops, give the inhabitants no way to mark their presence on the space.
The Help-Yourself City
Astoria Scum River Bridge. Photo by Jason Eppink.
There are lots of actions that skirt the boundary between “formal” and “informal” urbanism. In the last decade, there’s been a rise in tactical urbanism and guerrilla urbanism, where regular people make interventions in their communities. This ranges from hastily painted bike lanes, to do-it-yourself park benches in under-served communities.
The linear city
The linear city was an urban plan for an elongated urban formation. The city would consist of a series of functionally specialized parallel sectors.
As the city expanded, additional sectors would be added to the end of each band, so that the city would become ever longer, without growing wider.
The question of gentrification
The question of gentrification is made complex by the fact that the urban qualities it produces—lively street life, profuse commerce, preservation and upgrading of old buildings—are highly desirable, the substrate of urbanity. The problem with gentrification is with its particulars and with its effects.
Gentrification suppresses reciprocity by its narrowed scripting of formal and social behavior, by turning neighborhoods into Disneylands or Colonial Williamsburgs, where residents become cast members and the rituals of everyday life become spectacle or food for consumption.
Tactical urbanism
Tactical urbanism includes low-cost, temporary changes to the built environment, usually in cities, intended to improve local neighborhoods and city gathering places. Tactical urbanism is also commonly referred to as guerrilla urbanism, pop-up urbanism, city repair, or D.I.Y. urbanism.
The Street Plans Collaborative defines "tactical urbanism" as an approach to urban change that features the following five characteristics:
- A deliberate, phased approach to instigating change;
- The offering of local solutions for local planning challenges;
- Short-term commitment and realistic expectations;
- Low-risks, with a possibly high reward; and
- The development of social capital between citizens and the building of organizational capacity between public-private institutions, non-profits, and their constituents.
Doing community
There is a Japanese catchphrase, community suru, literally "making" or "doing" community. I will never forget the queasy feeling that came over me when I first heard that term, phrased as if community were a kind of event.
Hold an event, bring people together, get people who might otherwise never meet to interact. It's a wonderful thought. I have nothing against events per se. However, if they are not spontaneous and voluntary, they will not last. That is my objection to the keep-it-lively concept of community. The perception of community as event stems, I think, from a yearning for the festivals and rituals that once flourished in rural communities in Japan. But those events occurred precisely because a community existed, not the other way around.
highdensityandovercrowding
They hated both equally, in any case, and coupled them like ham and eggs, so that to this day housers and planners pop out the phrase as if it were one word, “highdensityandovercrowding.”
Such plans were deemed efficient
The terrain of cities was subdivided along the lines of distinct and discrete patterns of use, with very little opportunity for mixing (separation and concentration of functions). After all, the home environment should be just that…while places of work should be aggregated and serviced with their appropriate supporting functions.
Such plans were deemed efficient.
A World Where Things Only Almost Meet
Recall that great line from Umberto Eco’s novel The Name of the Rose
How beautiful the world would be if there were a procedure for moving through labyrinths.
Only, here, it’s some lonely postal worker—or a geography Ph.D. driven mad by student debt—out mapping the frayed edges of the world, wearily noting every new dead-end and cul-de-sac in a gridded notebook, diagramming loops, sketching labyrinths and mazes, driving empty streets all day on a quest for something undefinable, some answer to why the world’s patterns have gone so wrong. A self-diverging world, where things only almost meet.
Like the lines of a hand
The city, however, does not tell its past, but contains it like the lines of a hand.
NIMBY, BANANA, NOPE
Waste-disposal facilities of all kinds—landfills, incinerators, even transfer stations—are sure bets for generating the NIMBY response: not in my backyard. In its most cynical form, NIMBY is the attitude of citizens who acknowledge the need for a facility, somewhere, but who oppose a plan for building it simply because the selected site is too close to their own property. But opposition to landfills and many other kinds of development goes well beyond cynical NIMBY. Another catch phrase for this phenomenon is BANANA: build absolutely nothing anywhere near anybody. Or else it's NOPE: not on planet earth.
In every skyscraper
In every skyscraper there is someone going mad.
Putting the streets to use
Tad Friend writes, if you build “nine hundred miles of sinuous highway and twenty-one thousand miles of tangled surface streets” in one city alone, then you’re going to find at least a few people who want to put those streets to use. This suggests that every city blooms with the kinds of crime most appropriate to its form.
All the things we want to do
This is precisely where “burglary” becomes a myth, a symbol, a metaphor: it stands in for all the things people really want to do with the built environment, what they really want to do to sidestep the obstacles of their lives.
The City of Light
Streetlights were one of many new patrol tools implemented by Louis XIV’s lieutenant general of police, Gabriel Nicolas de la Reynie. De la Reynie’s plan ordered that lanterns be hung over the streets every sixty feet—with the unintended side effect that Paris soon gained its popular moniker, the City of Light. The world’s most romantic city takes its nickname from a police operation.
Designed to be ruins
I don't want to talk here about the grand designs of the past – the sort of thing one finds in majestic cities, in palaces and temples; the sorts of layouts that brought a friend of mine to sum up his first impression of Washington D.C. by saying, "The place seems to be designed to be ruins."
Holding together a civilization
It is only in the present age that it has been asserted that 'architecture is not an art' or 'should not be an art': and that strenuous efforts are made to made a distinction between design and art. And nowadays we build cities of such a quality that no one likes living in them, everyone who can do so gets a motor car to escape from them. Because of the multitude of motor cars, escape is now denied us, the country is destroyed, and the cities become still less tolerable to live in.
All that is the consequence of contempt for art. Art is not a matter of giving people a little pleasure in their time off. It is in the long run a matter of holding together a civilization.
Deliberate acts
I do not know what one should call the landscape of a long cultivated countryside, or the enchanting pattern of lights which shows at night time in a modern city seen from overhead. Are these not works of art? It is scarcely justifiable to say that these things have taken shape by chance. Each part of them has been made as it is by what seemed a deliberate act, and it need not necessarily be assumed to be a matter of chance that the results of many acts of many men over a considerably period of time should harmonize together aesthetically.
Walls and membranes
All living things contain two sites of resistance. These are cell walls and cell membranes. The cell wall is more purely exclusionary – a boundary; the membrane permits more fluid and solid exchange – a border.
Most pervasive in the modern city is the inert boundary established by highway traffic, cutting off parts of the city from each other. Working with resistance means, in urbanism, converting boundaries into borders.
Fabric
And finally, the things which seem like elements dissolve, and leave a fabric of relationships behind, which is the stuff that actually repeats itself, and gives the structure to a building or a town.
Warmed by the afternoon sun
Textbooks on water-system engineering state that supply mains are generally installed on the north side of the street in the Northern Hemisphere and on the south side in the Southern Hemisphere, so that the sun will warm them. In both hemispheres they are supposed to be on the east side of north-south streets, on the premise that the afternoon sun is warmer than the morning sun.
Trompe l'oeil fantasies
In residential neighborhoods some sewage-pumping stations are trompe l'oeil fantasies, dressed up to look like the split-level or colonial houses that surround them. If you look closely, it's not hard to spot these disguised pumphouses: the heavy-duty power connections, the big ventilating fans, and the diesel generator in the backyard are all tip-offs. Furthermore, the windows are often fakes, with sash and shutters adorning a blank wall.
Roads to nowhere
Among real-estate developers, straight lines and right angles went out of fashion sometime in the middle of the twentieth century. If you look at a town or a residential neighborhood laid out since then, you are more likely to find sinuous, serpentine roads—whether or not the topography offers any excuse for such curves. Many of these roads go nowhere: they are loops that bring you back to where you started, or they are cul-de-sacs. Making it easy to find your way through the network of streets is obviously not a high priority. This is an interesting development in urban geography: having redesigned the city to accommodate the automobile, we now search for ways to discourage people from driving on the streets.
Dead cities
If you can understand a city, then that city is dead.
Bridges as walls
The biographer of Robert Moses, Robert A. Caro, refers to the bridges and underpasses of the famed New York State parkways. These bridges and underpasses are quite low, intentionally specified by Moses to allow only private cars to pass. All those who traveled by bus because they were poor or black or both were barred from the use and enjoyment of the parkland and its "public amenities" by the technical design of the bridges. Even at the time of Robert Moses, a political statement of the form "We don't want them blacks in our parks" would have been unacceptable in New York State. But a technological expression of the same prejudice appeared to be all right. Of course, to the public the intent of the design became evident only after it was executed, and then the bridges were there.
NYLA
"See, what I've always liked about Los Angeles is that it's one of the least restrictive towns in the world. You can pretty much live any way you want to here. And part of that is because the place has no tradition and no history in that sense. It doesn't have any image of itself, which is exactly its loss and gain. That's why it's such a great place to do art and to build your ideas about culture. In New York, it's like an echo chamber: its overwhelming sense of itself, of its past and its present and its mission, becomes utterly restricting."
A system for living
Unlike the traditional neighborhood model, which evolved organically as a response to human needs, suburban sprawl is an idealized artificial system. It is not without a certain beauty: it is rational, consistent, and comprehensive. Its performance is largely predictable. It is an outgrowth of modern problem solving: a system for living. Unfortunately, this system is already showing itself to be unsustainable.
Globally, locally, regionally
Think globally, act locally, but plan regionally.
The Timeless Way of Building
A Book by Christopher Alexander- Mind of no mind
- The quality without a name
- An objective matter
- Bitterness
- The most precious thing we ever have
A Pattern Language
- Its place in the web of nature
- 9. Scattered Work
- 21. Four-Story Limit
- 51. Green Streets
- 53. Main Gateways
20 Minutes in Manhattan
A Book by Michael SorkinThe Death and Life of Great American Cities
A Book by Jane JacobsInfrastructure: A Guide to the Industrial Landscape
A Book by Brian HayesA City Is Not a Tree
An Essay by Christopher Alexander- Strands of life
- Impending destruction
- The right overlap
- The difficulty of designing complexity
- Political chains of influence
The Image of the City
A Book by Kevin Lynch- To become completely lost
- Apparency
- On the edge of something else
- Nothing there, after all
- Paths, edges, districts, nodes, landmarks
The Battle for the Life and Beauty of the Earth
A Book by Christopher Alexander- Two generating systems
- Two types of building production
- System A
- System B
- This has harmed modern society greatly
Two Cycles
A Book by Toshiharu NakaGorgeous artwork by Minori Asada.
Soft City
A Book by David SimInvisible Cities
A Book by Italo CalvinoDesign of Cities
A Book by Edmund BaconThe Nature of Order
A Book by Christopher AlexanderA Burglar's Guide to the City
A Book by Geoff ManaughSuburban Nation
A Book by Andres Duany, Elizabeth Plater-Zyberk & Jeff SpeckHow Much Does Your Building Weigh, Mr. Foster?
A Documentary by Norman FosterThe film traces the rise of one of the world's premier architects, Norman Foster, and his unending quest to improve the quality of life through design.
Against the survival of the prettiest
An Essay by Samuel HughesWhat has emerged here is that although survivorship bias probably does contribute to that to some extent, it is not the main explanation: premodern buildings may on average have been a bit less beautiful than those that have survived, but they still seem to have been ugly far less often than recent buildings are.
The survivorship theory sought to explain the apparent rise of ugliness in terms of a bias in the sample of buildings we are observing. There is another kind of bias theory, which seeks to explain it in terms of a bias in the observer, saying for instance that every generation is disposed to find recent buildings uglier than older ones, and that this is why recent buildings seem so to us. This is a complex and interesting idea, which I am not going to assess on this occasion. Suppose, though, that our eyes are to be trusted. If this is so, strange and eerie truths rise before us: that ugly buildings were once rare, that the ‘uglification of the world’ is real and that it is happening all around us.
Scales of cities, scales of software
An Article by Linus the SephistAmerican cities seem like a product of industrial processes where older European cities seem like a product of human processes. This is because most American cities were built after and alongside the car and the industrial revolution – the design of cities took into account what was easily possible, and that guided the shape and scale of everything.
Software has similar analogues. There are software codebases that feel much more industrially generated than hand written, and they’re usually written in automation-rich environments fitting into frameworks and other orchestrating code.
…But despite the availability of cars, I still much prefer the scale and ambiance of European, human-scale cities, because ultimately cities are places humans must inhabit and understand. In the same way, I still much prefer the scale and ambiance of hand-written codebases even in the presence of heavy programming tooling, because ultimately codebases are places humans must inhabit.
Situationist Theses on Traffic
An Essay by Guy DebordA small store
A Gallery by Kyeoung Me LeeWorking with Brian Eno on design principles for streets
- Think like a gardener, not an architect: design beginnings, not endings
- Unfinished = fertile
- Artists are to cities what worms are to soil.
- A city’s waste should be on public display.
- Make places that are easy for people to change and adapt (wood and plaster, as opposed to steel and concrete.)
- Places which accommodate the very young and the very old are loved by everybody else too.
- Low rent = high life
- Make places for people to look at each other, to show off to each other.
- Shared public space is the crucible of community.
- A really smart city is the one that harnesses the intelligence and creativity of its inhabitants.
Walk Appeal
An Article by Steve MouzonWalk Appeal promises to be a major new tool for understanding and building walkable places, and it explains several things that were heretofore either contradictory or mysterious. It begins with the assertion that the quarter-mile radius (or 5-minute walk,) which has been held up for a century as the distance Americans will walk before driving, is actually a myth.
Both images below are at the same scale, and the yellow dashed line is a quarter-mile radius. On the left is a power center. As we all know, if you're at Best Buy and need to pick something up at Old Navy, there's no way you're walking from one store to another. Instead, you get in your car and drive as close as possible to the Old Navy front door. You'll even wait for a parking space to open up instead of driving to an open space just a few spaces away… not because you're lazy, but because it's such a terrible walking experience.
The image on the right is Rome. The circles are centered on the Piazza del Popolo (North is to the left) and the Green radius goes through the Vittorio Emanuele on the right. People regularly walk that far and then keep on walking without ever thinking of driving.
Drawing pictures of cities
An Article by Noah SmithThis is a famous picture by the artist Imperial Boy (帝国少年), who works in the anime industry. I sometimes claim that the entire genre of solarpunk is simply a riff on this picture.
If it’s not just “trees on buildings”, where does the Imperial Boy picture get its magic? Looking at it carefully and trying to analyze what I like about it, I think that much of it is about architecture, and even more of it is about the use of urban space — about how the structures in the picture shape the kinds of things you’d do if you were there. For example, here are five things I like:
- Open, walkable multi-level retail
- River with low bank
- Walkable streets
- Varied architecture
- Shade
Towers in the Village
An Essay by Alfred TwuSince tall buildings have been around, there have been many ways they’ve fit into cities: towers in downtown, towers in the park, and most recently, towers on a whole-block development. Let’s look at a 4th way, the Tower in the Village.
Unlike the others, the Tower in the Village does not aim to be the center of attention. Instead, the upper floors are hidden behind a low front that fits in with the rest of the block. It faces a village green instead of a busy road.
Why highrise infill? Growing cities have two choices: 1) Redevelop a lot of sites to medium density, or 2) Redevelop a small number of sites to very high density. Highrise infill requires less demolition and can get more homes built faster.
Human-scale digital spaces
An Article by Alexis LloydThe open web is much like emergent, unplanned cities — it happens at the scale of the individual, it allows for unexpected creativity, it gives agency to anyone (well, anyone with sufficient technical knowledge) to shape their own spaces. On the other hand, the platforms that now dominate much of the web experience are more evocative of Moses’s planned cities—they often occur at the scale of the corporation, and have rigid, predictable constraints for how individuals can behave and express themselves.
Semi-detached houses, 2019
A GalleryImages by Wolfgang Fröhling. Linked via kottke.org.
With the beginning of the exit from mining, the colliery apartments were gradually privatized. The houses, in which several families used to live, were divided into two semi-detached houses. At some point the new owners began - each for himself - to design their property. The result was a curious mix of styles in the semi-detached house.
Clues for software design in how we sketch maps of cities
An Article by Matt WebbGiven there’s an explosion in software to accrete and organise knowledge, is the page model really the best approach?
Perhaps the building blocks shouldn’t be pages or blocks, but
neighbourhoods
roads
rooms and doors
landmarks.Or rather, as a knowledge base or wiki develops, it should - just like a real city - encourage its users to gravitate towards these different fundamental elements. A page that starts to function a little bit like a road should transform into a slick navigation element, available on all its linked pages. A page which is functioning like a landmark should start being visible from two hops away.
A Need to Walk
An Essay by Craig ModWalking intrigues the deskbound. We romanticize it, but do we do it justice? Do we walk properly? Can one walk improperly and, if so, what happens when the walk is corrected?
Off the Grid...and Back Again?
An Article by Geoff BoeingMy 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.
The 99% Invisible City
A Book by Roman Mars & Kurt KohlstedtPsychogeography
A Definition by Guy DebordPsychogeography is an exploration of urban environments that emphasizes playfulness and "drifting". It was defined in 1955 by Guy Debord as:
- "The study of the precise laws and specific effects of the geographical environment, consciously organized or not, on the emotions and behavior of individuals."
- "A total dissolution of boundaries between art and life."
- "A whole toy box full of playful, inventive strategies for exploring cities...just about anything that takes pedestrians off their predictable paths and jolts them into a new awareness of the urban landscape."
New Public Sites
A Place by Graham Coreil-AllenNew Public Sites walking tours explore the history, design and uses of public spaces. Through walking tours, maps and videos, Public Artist Graham Coreil-Allen pushes pedestrian agency, interprets aspects of the everyday and investigates the negotiable nature of the built environment. New Public Sites invites you to practice “radical pedestrianism” – traveling by foot through infinite sites of freedom while testing the limits of and redefining public space.
Local Code: 3,659 Proposals About Data, Design & The Nature of Cities
A Book by Nicholas de MonchauxLocal Code’s data-driven layout arranges drawings of 3,659 digitally tailored interventions for vacant public land in San Francisco, Los Angeles, New York City, and Venice, Italy. The natures of these found parcels is as particular as the cities that house them — land under billboards in Los Angeles, dead-end alleys in San Francisco, city-owned vacant lots in New York City, and abandoned islands in the Venetian lagoon — but have in common an unrecognized potential as a social and ecological resource.
New Urbanism and Beyond: Designing Cities for the Future
A Book by Tigran HaasReading Design
A WebsiteReading Design is an online archive of critical writing about design. The idea is to embrace the whole of design, from architecture and urbanism to product, fashion, graphics and beyond. The texts featured here date from the nineteenth century right up to the present moment but each one contains something which remains relevant, surprising or interesting to us today.
All the buildings in New York (that I've drawn so far)
A Pattern Language
- Its place in the web of nature
- 9. Scattered Work
- 21. Four-Story Limit
- 51. Green Streets
- 53. Main Gateways
Its place in the web of nature
This is a fundamental view of the world. It says that when you build a thing you cannot merely build that thing in isolation, but must also repair the world around it, and within it, so that the larger world at that one place becomes more coherent, and more whole; and the thing which you make takes its place in the web of nature, as you make it.
9. Scattered Work
Problem
The artificial separation of houses and work creates intolerable rifts in people’s inner lives.
Solution
Use zoning laws, neighborhood planning, tax incentives, and any other means available to scatter workplaces throughout the city. Prohibit large concentrations of work without family life around them. Prohibit large concentrations of family life without workplaces around them.
21. Four-Story Limit
Problem
There is abundant evidence to show that high buildings make people crazy.
Solution
In any urban area, no matter how dense, keep the majority of buildings four stories high or less. It is possible that certain buildings should exceed this limit, but they should never be buildings for human habitation.
51. Green Streets
Problem
There is too much hot hard asphalt in the world. A local road, which only gives access to buildings, needs a few stones for the wheels of the cars; nothing more. Most of it can still be green.
Solution
On local roads, closed to through traffic, plant grass all over the road and set occasional paving stones into the grass to form a surface for the wheels of those cars that need access to the street. Make no distinction between street and sidewalk. Where houses open off the street, put in more paving stones or gravel to let cars turn onto their own land.
53. Main Gateways
Problem: Any part of town—large or small—which is to be identified by its inhabitants as a precinct of some kind, will be reinforced, helped in its distinctness, marked, and made more vivid, if the paths which enter it are marked by gateways where they cross the boundary.
Solution: Mark every boundary in the city which has important human meaning—the boundary of a building cluster, a neighborhood, a precinct—by great gateways where the major entering paths cross the boundary.
66. Holy Ground
Problem
What is a church or temple? It is a place of worship, spirit, contemplation, of course. But above all, from a human point of view, it is a gateway. A person comes into the world through the church. They leave it through the church. And, at each of the important thresholds of their life, they once again step through the church.
Solution
In each community and neighborhood, identify some sacred site as consecrated ground, and form a series of nested precincts, each marked by a gateway, each one progressively more private, and more sacred than the last, the innermost a final sanctum that can only be reached by passing through all of the outer ones.
70. Grave Sites
Problem
No people who turn their backs on death can be alive. The presence of the dead among the living will be a daily fact in any society which encourages its people to live.
Solution
Never build massive cemeteries. Instead, allocate pieces of land throughout the community as grave sites—corners of parks, sections of paths, gardens, beside gateways—where memorials to people who have died can be ritually placed with inscriptions and mementos which celebrate their live. Give each grave site an edge, a path, and a quiet corner where people can sit. By custom, this is hallowed ground.
80. Self-Governing Workshops and Offices
Problem
No one enjoys their work if they are a cog in a machine.
Solution
Encourage the formation of self-governing workshops and offices of 5 to 20 workers. Make each group autonomous—with respect to organization, style, relation to other groups, hiring and firing, work schedule. Where the work is complicated and requires larger organizations, several of these work groups can federate and cooperate to produce complex artifacts and services.
104. Site Repair
Problem
Buildings must always be built on those parts of the land which are in the worst condition, not the best.
Solution
On no account place buildings in the places which are more beautiful. In fact, do the opposite. Consider the site and its buildings as a single living ecosystem. Leave those areas that are the most precious, beautiful, comfortable, and healthy as they are, and build new structures in those parts of the site which are least pleasant now.
106. Positive Outdoor Space
Problem
Outdoor spaces which are merely “left over” between buildings will, in general, not be used.
Solution
Make all outdoor spaces which surround and lie between your buildings positive. Give each one some degree of enclosure; surround each space with wings of buildings, trees, hedges, fences, arcades, and trellised walks, until it becomes an entity with a positive quality and does not spill out indefinitely around corners.
109. Long Thin House
Problem
The shape of a building has a great effect on the relative degrees of privacy and overcrowding in it, and this in turn has a critical effect on people’s comfort and well-being.
Solution
In small buildings, don’t cluster all the rooms together around each other; instead string out the rooms one after another, so that distance between each room is as great as it can be. You can do this horizontally—so that the plan becomes a thin, long rectangle; or you can do it vertically—so that the building becomes a tall narrow tower. In either case, the building can be surprisingly narrow and still work—8, 10, and 12 feet are all quite possible.
112. Entrance Transition
Problem: Buildings, and especially houses, with a graceful transition between the street and the inside, are more tranquil than those which open directly off the street.
Solution: Make a transition space between the street and the front door. Bring the path which connects street and entrance through this transition space, and mark it with a change of light, a change of sound, a change of direction, a change of surface, a change of level, perhaps by gateways which make a change of enclosure, and above all with a change of view.
126. Something Roughly in the Middle
Problem
A public space without a middle is quite likely to stay empty.
Solution
Between the natural paths which cross a public square or courtyard or a piece of common land, choose something to stand roughly in the middle: a fountain, a tree, a statue, a clock-tower with seats, a windmill, a bandstand. Make it something which gives a strong and steady pulse to the square, drawing people in toward the center. Leave it exactly where it falls between the paths; resist the impulse to put it exactly in the middle.
127. Intimacy Gradient
Problem
Unless the spaces in a building are arranged in a sequence which corresponds to their degrees of privateness, the visits made by strangers, friends, guests, clients, family, will always be a little awkward.
Solution
Lay out the spaces of a building so that they create a sequence which begins with the entrance and the most public parts of the building, then leads into the slightly more private areas, and finally to the most private domains.
134. Zen View
If there is a beautiful view, don’t spoil it by building huge windows that gape incessantly at it. Instead, put the windows which look onto the view at places of transition—along paths, in hallways, in entry ways, on stairs, between rooms.
If the view window is correctly placed, people will see a glimpse of the distant view as they come up to the window or pass it: but the view is never visible from the places where people stay.
135. Tapestry of Light and Dark
Problem
In a building with uniform light level, there are few “places” which function as effective settings for human events. This happens because, to a large extent, the places which make effective settings are defined by light.
Solution
Create alternating areas of light and dark throughout the building, in such a way that people naturally walk toward the light, whenever they are going to important places: seats, entrances, stairs, passages, places of special beauty, and make other areas darker, to increase the contrast.
159. Light on Two Sides of Every Room
Problem
When they have a choice, people will always gravitate to those rooms which have light on two sides, and leave the rooms which are lit only from one side unused and empty.
Solution
Locate each room so that it has outdoor space outside it on at least two sides, and then place windows in these outdoor walls so that natural light falls into every room from more than one direction.
168. Connection to the Earth
Problem
A house feels isolated from the nature around it, unless its floors are interleaved directly with the earth that is around the house.
Solution
Connect the building to the earth around it by building a series of paths and terraces and steps around the edge. Place them deliberately to make the boundary ambiguous—so that it is impossible to say exactly where the building stops and earth begins.
172. Garden Growing Wild
Problem
A garden which grows true to its own laws is not a wilderness, yet not entirely artificial either.
Solution
Grow grasses, mosses, bushes, flowers, and trees in a way which comes close to the way that they occur in nature: intermingled, without barriers between them, without bare earth, without formal flower beds, and with all the boundaries and edges made in rough stone and brick and wood which become a part of the natural growth.
179. Alcoves
Problem
No homogeneous room, of homogeneous height, can serve a group of people well. To give a group a chance to be together, as a group, a room must also give them the chance to be alone, in one’s and two’s in the same space.
Solution
Make small places at the edge of any common room, usually no more than 6 feet wide and 3 to 6 feet deep and possibly much smaller. These alcoves should be large enough for two people to sit, chat, or play and sometimes large enough to contain a desk or a table.
180. Window Place
Problem
Everybody loves window seats, bay windows, and big windows with low sills and comfortable chairs drawn up to them.
Solution
In every room where you spend any length of time during the day, make at least one window into a "window place".
190. Ceiling Height Variety
Problem
A building in which ceiling heights are all the same is virtually incapable of making people feel comfortable.
Solution
Vary the ceiling heights continuously throughout the building, especially between rooms which open into each other, so that the relative intimacy of different spaces can be felt. In particular, make ceilings high in rooms which are public or meant for large gatherings (10 to 12 feet), lower in rooms for smaller gatherings (7 to 9 feet), and very low in rooms for one or two people (6 to 7 feet).
197. Thick Walls
Problem
Houses with smooth hard walls made of prefabricated panels, concrete, gypsum, steel, aluminum, or glass always stay impersonal and dead.
Solution
Open your mind to the possibility that the walls of your building can be thick, can occupy a substantial volume—even actual usable space—and need not be merely thin membranes which have no depth. Decide where these thick walls ought to be.
205. Structure Follows Social Spaces
Problem
No building ever feels right to the people in it unless the physical spaces (defined by columns, walls, and ceilings) are congruent with the social spaces (defined by activities and human groups).
Solution
A first principle of construction: on no account allow the engineering to dictate the building’s form. Place the load bearing elements—the columns and the walls and floors—according to the social space of the building; never modify the social spaces to conform to the engineering structure of the building.
207. Good Materials
Problem
There is a fundamental conflict in the nature of materials for building in industrial society.
Solution
Use only biodegradable, low-energy-consuming materials, which are easy to cut and modify on site. For bulk materials we suggest ultra-lightweight 40–60 lbs. concrete and earth-based materials like tamped earth, brick, and tile. For secondary materials, use wood planks, gypsum, plywood, cloth, chickenwire, paper, cardboard, particle board, corrugated iron, lime plasters, bamboo, rope, and tile.
239. Small Panes
Problem
When plate glass windows became possible, people thought that they would put us more directly in touch with nature. In fact, they do the opposite.
Solution
Divide each window into small panes. These panes can be very small indeed, and should hardly ever be more than a foot square. To get the exact size of the panes, divide the width and height of the window by the number of panes. Then each window will have different sized panes according to its height and width.
247. Paving With Cracks Between the Stones
Problem
Asphalt and concrete surfaces outdoors are easy to wash down, but they do nothing for us, nothing for the paths, and nothing for the rainwater and plants.
Solution
On paths and terraces, lay paving stones with a 1 inch crack between the stones, so that grass and mosses and small flowers can grow between the stones. Lay the stones directly into the earth, not into mortar, and, of course, use no cement or mortar in between the stones.
249. Ornament
Problem
All people have the instinct to decorate their surroundings.
Solution
Search around the building, and find those edges and transitions which need emphasis or extra binding energy. Corners, places where materials meet, door frames, windows, main entrances, the place where one wall meets another, the garden gate, a fence—all these are natural places which call out for ornament.
Now find simple themes and apply the elements of the theme over and over again to the edges and boundaries which you decide to mark. Make the ornaments work as seams along the boundaries and edges so that they knit the two sides together and make them one.
250. Warm Colors
Problem
The greens and grays of hospitals and office corridors are depressing and cold. Natural wood, sunlight, bright colors are warm. In some way, the warmth of the colors in a room makes a great deal of difference between comfort and discomfort.
Solution
Choose surface colors which, together with the color of the natural light, reflected light, and artificial lights, create a warm light in the rooms.
251. Different Chairs
Problem
People are different sizes; they sit in different ways. And yet there is a tendency in modern times to make all chairs alike.
Solution
Never furnish any place with chairs that are identically the same. Choose a variety of different chairs, some big, some small, some softer than others, some rockers, some very old, some new, with arms, without arms, some wicker, some wood, some cloth.
252. Pools of Light
Problem
Uniform illumination—the sweetheart of the lighting engineers—serves no useful purpose whatsoever. In fact, it destroys the social nature of space, and makes people feel disoriented and unbounded.
Solution
Place the lights low, and apart, to form individual pools of light which encompass chairs and tables like bubbles to reinforce the social character of the spaces which they form. Remember that you can’t have pools of light without the darker places in between.
253. Things From Your Life
Problem
“Decor” and the conception of “interior design” have spread so widely, that very often people forget their instinct for the things they really want to keep around them.
Solution
Do not be tricked into believing that modern decor must be slick or psychedelic, or “natural” or "modern art", or “plants” or anything else that current taste-makers claim. It is most beautiful when it comes straight from your life—the things you care for, the things that tell your story.