Good City Form Kevin Lynch Historically... The oldest known cities were temple cities Laid out along processional avenues and impressive sights Built to impress pilgrims and get their tribute (Disney World, Las Vegas) Temple Cities Temple Cities efined a place for humans in the D Cosmos, seperating us from chaos The rulers are the upholders of order Leads to 'holy city plan' Feng shui Machine Cities New settlements in foreign lands laid out on a grid Allows planning, expansion, change and impermanence Combined with fortification, allows easier defense Control by segregation (Roskilde Festival) Machine Cities The city is seen as a collection of parts Scalable and flexible Repeating patterns Sprawl Machine Cities Values Vitality Access Fit Control Sense Vitality • Support of biological human needs • And human capabilities o o o o Should have access to food & water etc. Remove waste Prevent disease Defend against attack • Expectations scale with our ability (eg. to predict disasters) Fit • Human Factors • Rhythms o Work hours o Sleep o Day/Night o Seasons • Suitedness to purpose and ease of use • Can be emergent and non-universal (McGyver) Fit • Manipulability o the ability to influence environment • Flexibility to suit future purposes (Grid layout suited for this) Bad Fit Good Fit Sense Sense • Legibility of a place • Identity • Sensory impression • Cognitive impression Sense A good city cannot follow a strict model, since differentiation is a value in itself Identity and "historicalness" are hard to make The experience of a place should have flow Transparency: The processes and origins should be legible too Access Variety of destinations >< Travel time Externalities Control Access Access Control control of space is useful for creating feelings of dominance, status, power vs. excluded, submitted, weak Control Wastelands • Hard-to-reach areas outside the city • Low degree of control • High degree of subversiveness, freedom • Fit