Zoning for diversity As production becomes increasingly clean and knowledge-based, as our urban economies tip dramatically to service industries, as racism and ethnic animosities ebb, and as the model of mixed use becomes more and more persuasive and visible, cities are in a position to dramatically rethink zoning as a medium for leveraging and usefully complicating difference, rather than simply isolating it. Michael Sorkin, 20 Minutes in Manhattan zoningrace
The greatest flaw in city zoning Raskin, in his essay on variety, suggested that the greatest flaw in city zoning is that it permits monotony. I think this is correct. Perhaps the next greatest flaw is that it ignores scale of use, where this is an important consideration, or confuses it with kind of use. Jane Jacobs, The Death and Life of Great American Cities zoningmonotonyscale
The air doesn't know about zoning boundaries Work uses suggest another bugaboo: reeking smokestacks and flying ash. Of course reeking smokestacks and flying ash are harmful, but it does not follow that intensive city manufacturing (most of which produces no such nasty by-products) or other work uses must be segregated from dwellings. Indeed, the notion that reek or fumes are to be combated by zoning and land-sorting classifications at all is ridiculous. The air doesn’t know about zoning boundaries. Regulations specifically aimed at the smoke or the reek itself are to the point. Jane Jacobs, The Death and Life of Great American Cities zoningregulationsseparation
When Customer Journeys Don’t Work: Arcs, Loops, & Terrain An Article by Stephen P. Anderson stephenanderson.medium.com Thinking [in terms of loops and arcs] allows us to let go of a specific journey or sequence, and imagine dozens of scenarios and possible sequences in which these skills can be learned. This doesn’t mean there aren’t more fundamental skills that other skills build upon, but we can let go the tyranny of how, precisely, a person will move through a system. We’re free to zoom in and obsess on these loops, which does two things for us: Approach the design of a system as the design of these as small but significant moments of learning. Consider the many ways these loops might be sequenced, with the exact order being less important. uxsystemsfeedbackgames