Showing posts with label shanghai. Show all posts
Showing posts with label shanghai. Show all posts

7.23.2011

What Color is your City?

I found thecolorof.com this evening (via Curiosity Counts), which layers recent images from Flickr sharing a common tag over each other to create swatches that resemble abstract impressionist paintings. Naturally, I spent a bit of time trying out various cities. Many wind up very similar--red/gold on the bottom, bluish on the top--which I'm guessing has something to do with the preponderance of skyline photos. But the results for some are spot-on, and even downright gorgeous. A few favorites:







What color is your city?

7.06.2011

On Stolen Towns, Cities as Brands, and Public vs. Private Visions

Image by Flickr user philipbouchard
Revisiting a few posts that I wrote for Next American City a couple of years ago via more recent news items:

From Neighborhoods as Brands (March 2008):  
Think about places in American cities that have a special cultural power.  Now export them to a brownfield site one or two thousand miles away...New Orleans’ French Quarter could become one of America’s most popular exports.  There could be one in Shanghai, one in Jakarta, one in Abu Dhabi, one in Zagreb, and another on the outskirts of Khartoum.  These would not be theme parks, but fully-populated, 24-hour neighborhoods selling a lifestyle of jazz, street dancing, and easy living.
More recently, Der Speigel brought us news that Chinese officials have surprised residents of the Austrian town of Hallstatt by deciding to copy the entire town back east, brick for brick. Jokes about China's lasseiz faire attitude toward Western copyrights (particularly those of the intellectual variety) got tired years ago, but this latest news feels like a fresh pain. UNESCO is, hilariously, trying to determine the legality of this--as if they'll have any power at all to stop the copy from being built. What can be done?

In a country where they're building cities faster than they can fill them, it hardly seems surprising that a few would borrow heavily from existing, well-loved places, and Spiegel notes the existence of a scattering of Euro-themed suburbs near Shanghai. But while it's one thing to choose to export a place, seeing developers--from any part of the world--up and jacking a whole town should raise eyebrows. Imagine people on the other side of the world eating in a clone of your favorite restaurant, living in the bizzarro version of the apartment just above yours, listening to the kids playing handball in a counterfeit of the park outside your side window.

Then again, try as they might, Starbucks' store designers can't make a London shop feel that different from one in Chicago. That is to say, the places that we inhabit in globalized cities are already feeling like copies of copies. If the Hallstatt story has anything to teach us perhaps it's that it's better for cities to get out in front of this trend and start marketing their strongest neighborhoods to Chinese developers as blueprints. Within China itself, developers are starting to market entire neighborhood types within the same cities--what Ad Age Global refers to as "Cities in a Box." Better for Boston that those developers specialize in Beacon Hills instead of Bunds...assuming, of course, that Boston can be involved somehow.

All of this raises the issue of whether or not the people who inhabit a place have any inherent right to its built form. Indeed, it raises the issue of whether or not a place has a right to itself, in many ways. So I'll re-pose the question from that original NAC post: In the glocalized world, does any place belong to any one group, or does everywhere belong to everyone?

-----

Also, from A Vision For Detroit (April 2010):
If there is the political will and the financial might in Detroit to privately fund a light rail line (which would take a miracle in almost any American city, much less one with Motown’s reputation), there should certainly be enough energy to create a broad, forward-thinking vision for the region to tie various initiatives together into a narrative that the whole city can rally behind.  Detroit has everyone’s attention; now it’s time for the city to decide what story it’s going to tell.
Now, just over a year later, the WSJ is reporting that all is not well in the Motor City, as the Bing administration wrestles with the Kresge Foundation to determine whose job it is to plot that storyline. The city says that it appreciates Kresge's cash, but can do just fine developing the vision to guide its own revitalization, thank you. Kresge begs to differ, with its suburb-based president Rip Rapson arguing that new ideas from outside the entrenched political system are desperately needed.

No matter which camp you fall into, it's certainly a fascinating read. With Kresge pulling out of critical projects like Detroit Works and the M1 light rail line, it may behoove Bing to acknowledge that Detroit's record, when it comes to city-led revitalization projects, leaves something to be desired; ceding a bit of control might not be the worst thing to ever happen to the city. You could call Kresge's new-found reticence fickle, or even extortive, but if the foundation doesn't believe that the city's long-term plans will allow their investments to have a lasting impact, they have every right to withhold.

That's not to say that citizens shouldn't have a say in what happens to their city, and Kresge would do well to be as clear as is humanly possible about what it is they'd like to see happen in order to build public support. Being a private foundation does not absolve you of responsibility to communicate with the public whose lives you'd like to improve. 2¢ from an outsider.

6.06.2011

On Video Games, Urbanism, and the Future of Creativity

Image from Wikimedia Commons
Last summer, Newsweek reported that researchers had identified an unnerving trend: American childrens' scores on creativity tests (a la the Torrance Test) were, for the first time since they started being administered in the late 1950s, starting to drop. The article's authors, Po Bronson and Ashley Merryman, identified two likely factors in creating this downward turn, one being the increasing standardization of school curricula and the lack of deliberate creativity development in classrooms. Calling for a revival of such development, Bronson and Merryman wrote:
What’s common about successful programs is they alternate maximum divergent thinking with bouts of intense convergent thinking, through several stages. Real improvement doesn’t happen in a weekend workshop. But when applied to the everyday process of work or school, brain function improves.
I was struck the other day by a distinct echo of this statement in a post by LiftLAB collaborator Nicolas Nova about recent video games with which he'd been impressed. Writing about the game Superbrothers, Nova explains:
This combination of players’ interactions with “sound, music & audiovisual style” underpinned by a basic narrative and very low-key dialogues made me tick. More specifically, I am impressed by the rhythm of the game, which is sometimes super slow/contemplative and sometimes very quick/nervous in combat.
Bronson and Merryman's second major cause of the creativity slump in American kids was the increase in time spent plopped in front of the TV playing video games, but Nova's description of the rhythm and structure of Superbrothers highlights an interesting alternative: video games are uniquely positioned to serve as vehicles for creativity development. Players engage in a video games with long-format storylines over extended periods of time. Many games have immersive environments that are fun to explore outside of plot-focused action (I'm thinking, here, of classic games from my youth like Chrono Trigger and Earthbound, though there are no doubt newer examples). This means that players alternate between different modes of thinking: slower, self-paced exploration (divergent) and goal-oriented tasks (convergent).

The digital worlds in which video games take place also require the suspension of disbelief, and we have all been pretty well-trained to oblige. Real people don't double in size when eating mushrooms, but while playing Super Mario Bros., few question that occurrence. In the aforementioned Earthbound, players battle everything from zombies and sea monsters to a possessed circus tent and Dali's clock (no joke). When we're in gameplay mode, none of this seems out of the ordinary. We are ready to except non-traditional ways of thinking and, I'd argue, are primed to develop our own.

The good news for cities is that video games are increasingly being played on smaller and smaller screens. More recently, we've seen games that have begun to incorporate real-world geography, with episodic content that is tied to the exploration of actual places, as well as current events. Smartphones and handheld game consoles that make the original Gameboy look as technologically advanced a platform as a pencil and paper are increasingly ubiquitous, and they can be used to change the way that we see the world around us. The myriad public places that make up a neighborhood--parks, squares, streets, shops, libraries--could easily become 'levels' with various tasks assigned to them.

Using a Nintendo DS or a Droid phone, we could walk on a street we'd been down a thousand times and be prompted by a game to stop for the very first to look around and explore our surroundings. Designer Michael Wolff describes the creative process as requiring three muscles that must be exercised regularly: curiosity and appreciation, which together enable imagination. Video games already exercise the first two of these muscles; locating games within the context of a world that we recognize and understand allows them to encourage imagination that could actually improve the places in which those games are set.

As video games become tied to physical places (which has the added benefit, by the way, of getting players off the couch) the complexity of dense urban environments offers a distinct advantage: New York's Union Square or Shanghai's Bund are the Xbox 360s to the suburbs' Atari. According to one collective in Zagreb, "Augmented Reality promises to transform all points on the map into unlimited spaces that can be exploited for self-expression by anyone." In today's socially-oriented mashup culture, the rise of games that enable players not only to explore, but to impact their environment and share their interventions, as well as build on the creativity of players who came before them, seems inevitable.

Charles Landry wrote that “A creative city is a place where people feel they can fulfill themselves, there are opportunities. Things get done.” Video games offer plenty of opportunities to get things done and obtain a sense of fulfillment; location-based games that are designed to develop players' creative faculties present an opportunity to create a truly symbiotic relationship, developing inventive populations while simultaneously enriching the gaming experience. Leisure is important in any urban environment--and there's no reason that it can't be used to build a city up.

4.13.2008

Urbanffffinds 026

So what I actually meant when I said "no new posts" was "no new long, fancy-pants psuedo-philosophical ramblings." Urbanffffinds is too fun to put on hiatus. Besides, the crop this week is hot. And so:












3.18.2008

It Takes a Video Game to Save a Village

Most cities have a love-hate relationship with tourists -- civic officials love them, and residents hate them. Tourism generates billions of dollars in revenue for cities across the globe each year. The number of traffic accidents caused by tourists not watching where they're walking? So far, no reliable estimates have been made.

Still, tourism is a vital part of any urban economy. Even moreso, it can be a powerful factor for a neighborhood that is trying to lift itself up. Tourism As Economic Strategy is a well-worn path. But with all of the emerging technologies related to the web and wireless communication, it seems like the old urban tourism formula (cleaned up historic buildings + quirky neighborhood attraction + Starbucks and/or Cold Stone Creamery and corresponding independent cafe/gelato bar = success!) is due for an overhaul.

Let's start by thinking small, with the traditional Japanese village. Japan's demographic woes have been well-reported over the past few years; indeed, as young residents of this highly urbanized island nation put off having families and move to the cities in droves to pursue fast-paced careers, the raw population number isn't the only thing being affected. Culturally, Japan is seeing the evaporation of its small villages, and the slow death of ancient rural and cultural traditions.

Enter: mixed-reality gaming. An explanation, c/o Very Spatial: "One of the areas of convergence for location-based applications and gaming is the idea of mixed reality, where places in the game correspond to real-world locations, and actions in one lead to events or consequences in the other." A recent Nintendo DS game, Treasure Quest: Enoshima, follows this very blueprint, using a small island north of -- surprise! -- Tokyo as the setting for a handheld video game. Players have to visit and explore the actual island to play the game. The DS unit acts as the mixer, blending the fictional and real worlds, literally with the push of a button.

The problem with Treasure Quest, though, is that it's over. The software could be downloaded off of the internet, and the game only ran until February 19th. Makes sense, considering that Nintendo doesn't own the island, and thus can't stake any real claim to it. But what if they could? What if, as a way to draw in tourists, a rural village somewhere in Japan agreed to sell off a large number of its abandoned buildings to Nintendo in an agreement to become the permanent setting for a mixed-reality video game?

It sounds crass at first, but with the right amount of finesse, it just might be a win-win economic development strategy. For instance, to prepare the town for guests (players), Nintendo would agree to upgrade local utilities. It would also take on the responsibility for upkeep of public areas. Streetscaping, garbage collection, and parks maintenance would be taken care of by the entertainment giant. Villagers would enjoy a higher quality of life at a lower rate of taxation (though I'm assuming the American system there since I know very little about the governance of rural Japanese villages). In return, residents would agree to coexist peacefully with players. A particularly savvy game designer would craft the game as a cultural experience, creating some sort of mystery or adventure plot that made use of the area's native traditions.

The argument could be made that Nintendo (or whatever company helmed the project) was being given too much power over a municipal entity; it could also be said that cultural traditions were being bastardized and pillaged in the name of commerce and fleeting entertainment. But when the options for the village are Sink or Swim, the picture becomes less black and white. After all, don't most -- if not all -- preservation efforts (architectural or cultural), on some level, tokenize the very things that they aim to preserve?

So assume that Nintendo creates a mixed-reality game around a rural Japanese town, and it becomes a wild success. Players start booking rooms at a nearby hotel months in advance for their chance to play. The villagers find new opportunities to pass along their cultural history and traditions. Nintendo makes a buttload of cash. Everyone's happy. A small town in rural Portugal hears of the success and decides to give it a try. Sony's European headquarters gets a call from the mayor...

Ten years later, mixed-reality gaming has become an economic silver bullet. Hundreds of villages in countries around the world have mixed their realities with fantastical virtual counterparts. The trend goes big-time when the city of Detroit sells a square mile of its infamous "urban prairie" to the Walt Disney Co., which painstakingly re-creates the neighborhood circa 1930 to stage a depression-era mob mixed-reality urban epic. The arts & crafts bungalows are the hotel. Visitors live in the game. A month later, Blizzard Entertainment announces a joint deal with CCTV and the city of Shanghai to buy up hundreds of defunct surveillance cameras and create the world's largest multi-player mixed-reality on-and-offline mega-game. The setting? Pudong.

Of course, it must be asked: when is the reality in question no longer considered to be mixed? When does "mixed" become simply "augmented?"

(Photo from Flickr user Mathias M. The original full-color version can be viewed by clicking the photo.)


Links:
Mixed Reality Gaming In Japan (Very Spatial)

3.03.2008

2.18.2008

The Endless City Q&A

After a tiny bit of prodding, the folks at Phaidon sent over a review copy of the recently released book The Endless City, edited by Ricky Burdett and Deyan Sudjic, and containing essays by the likes of Saskia Sassen, Enrique Peñalosa, and the indefatigable Rem Koolhaas. Where will feature a review of the book soon, but first, another treat from Phaidon; the editors were asked a series of questions. The following is a selection of the highlights from the record of this Q&A.

What are the main issues that you think people should be concerned about when it comes to city growth?
The book has a section titled ‘Issues’ that we hope synthesizes the complexities of urban growth. In it, a number of the contributors outline key issues but approach them from a variety of viewpoints. For example, Richard Sennett argues that ‘over determination’ can kill the vitality and growth of urban centers. Cities need to be dynamic and its physical forms and functions need to be endowed with the capacity to respond to indeterminate, unpredictable forces. Frank Duffy applies a similar idea when explaining the urban office, so ‘adaptability’ is the central issue they both cover. Another issue the book clearly prioritizes is sustainable development. The contributions from Guy Battle and Nicky Gavron, along with the Knoflacher, Rode and Tiwari essay, all detail urban growth strategies that respond to the environment and the challenges of climate change. Another central issue summarized by the three essays by Gerald Frug, Enrique Penalosa and Geetam Tiwari is governance and civic participation – cities need to allow for a multiplicity of voices and actors as well as a variety of experiences but there needs to be an agent or authority that can intelligently negotiate this multiplicity and still get something done. Tiwari explains this with particular reference to the forces dominating the informal sector. Both Anne Power and Sophie Body-Gendrot elaborate on this as well as some of the other pressing sociological concerns that urban designers, policymakers and the general public confront in the act of city making. Of course it goes without saying that quality design is the ingredient that delivers a truly remarkable city and allows individual places to flourish. The essays by architects Rem Koolhaas, Alejandro Zaera-Polo, and Jacques Herzog and Pierre de Meuron all contribute various reflections about how to reconcile a variety of factors and perspectives enmeshed within the city’s physical reality. It should be noted that many of the essays in the Cities section resonate with the broader themes in the Issues section as well. The result is a cross-sectional analysis between the six cities [New York, London, Shanghai, Johannesburg, Mexico City, and Berlin] and the global world with issues finitely referenced to specific urban conditions.

What world cities do you expect to go through the greatest changes in the 21st century?
The fastest growing cities are in Africa and across Asia and its up to the next generation to make sure their development does not repeat the mistakes of cities in the developed world – this means Lagos and Kinshasa, Mumbai, Deli and Dhaka, as well as Shanghai and Jakarta. It is projected that by 2030, over 4 out of every 5 urban dwellers will be in the developing world so this will have huge implications for the global economy. At the same time, mature cities such as London and New York City, Berlin and Mexico City need to ensure that their future growth reconciles their layered history of planning mistakes and prioritizes sustainable transport and inclusive, contained growth.

The book talks about the importance of cities learning from each other. Can you explain that? For example, what can NYC learn from Shanghai? Can small cities learn from big cities?
There are countless examples of cities looking to other cities when deciding how to invest in their future growth and health. Congestion charging in NYC wouldn’t be a viable option had London not demonstrated how it could be done, and Mexico City’s Metrobús is a stunning success modeled on the Transmilenio in Bogota and of course Curitiba. Ideas must be partnered with implementation strategies and learning often is a matter of scale. So yes, small cities can learn from big, and vice versa. The essay by Knoflacher, Rode and Tiwari describes how small cities can serve as incubators for innovation precisely because of their scale. Understanding how cities implement large projects such as the Olympics in London, doing it with the right amount of investment in public space, has a lot to do with acknowledging how the city and individual neighborhoods have developed over time and how open space serves to socially integrate people from disparate backgrounds. The contributions of both Saskia Sassen and Enrique Peñalosa emphasizes this learning, especially in the latter how urban centers in developed countries are recovering from their love affair with the car, delimiting the access of automobiles in favor of public transport. Cities in developing countries could learn a lot from this. Most importantly, in order for ideas to transfer from one city to another, there needs to be a complementary understanding about how policies, decision making and funding align to facilitate implementation. Frug’s essay explains how the power structures of the six cities vary and what impact permutations to each city’s existing systems could have on local and regional planning mechanisms.

What are the key ideas that you want people to take away from reading this book?
The 34 contributors to the book – along with the hundreds of policymakers, politicians, academics, architects, planners, and urbanists involved with the Urban Age project which forms the basis for The Endless City – all believe that cities can offer a better social and economic life for its citizens. Now that half the world’s population live in cities, there is an urgent need to take stock of the new urban condition and find an approach to dealing with it. City sprawl should be contained and there are innovative strategies for creating high density, highly liveable environments. We want to help those charged with running and making cities understand the relationship between the socio-economic and spatial characteristics of cities – and we want the general public to understand how sustainable urban development can actually improve the physical form of their cities and the quality of their lives.

Are you hopeful for the future when it comes to our cities?
Enrique Peñalosa, the former mayor of Bogotá, offers an incredible explanation for why we should all be hopeful for the future of cities. Cities offer the potential for ‘quality of life equality’, i.e. access to green, open space and social and economic mobility as well as physical mobility. Across the world, people are moving into cities at an alarming rate – and not just mega-cities but smaller cities comprising an overall urbanized region. Most importantly, the twenty-first century will be increasingly focused on reducing both the overall sum and per capita production of carbon emissions, and as emitters of 75 per cent of the world’s pollution, cities are the battleground on which the future and health of our planet will be determined.

Is there any way for ordinary people to make change in their own cities? Do you have any recommendations for someone who wants to get involved?
Ordinary people make change in their city everyday. They do this by opting for public transport instead of a private car, by holding their government officials responsible for the quality of the built environment, and by advocating for equal access to green, open space. Ensuring that there is investment in sustainable forms of transport, and that access to healthcare, education and community services does not depend on how much money you make or the wealth of your locality. Most importantly, if you don’t know what your community is doing locally to advocate sustainable urban development, then join a forum and find out. Participate.

(Thanks, Faye!)

(Photo from Flickr users thequickbrownfoxjumpsoverthelazydog and howzey. The original full-color versions can be viewed by clicking the respective photos.)

7.19.2007

Planning Cultural Values Part II


Early on in the mission statement of the Ninth Malaysia Plan is the line "There is a danger of the country possessing first-class infrastructure but third-class mentality." As I started to talk about yesterday before the weather intervened, Malaysia's plan for developing a first-class mentality puts some hefty pressure on the country's urban planners. The challenge: plan to encourage a culture of knowledge acquisition.

As the Ninth Malaysia Plan illustrates, the country has grown a great deal over the past fifteen years or so. The government's commitment to education is, indeed, apparent -- the numbers suggest admirable. Secondary school attendance rates jumped 17 percentage points, while the country's Ministry of Education managed to slightly decrease the number of students per classroom and improve the teacher-to-student ratio. The importance of education and the growth of knowledge-based industries is evident throughout the mission statement (which is admittedly all that I had time to read...it's a solid overview, and the plan is rather long).

Of course, the government is using a set of religious principles called Islam Hadhari, which "emphasises development, consistent with the tenets of Islam with focus on enhancing the quality of life through the mastery of knowledge and the development of the individual and the nation; the implementation of a dynamic economic, trading and financial system; and the promotion of integrated and balanced development that creates knowledgeable and pious people who hold to noble values and are honest, trustworthy, and are prepared to take on global challenges."

Even still, while having a state-sponsored religion will make it easier for a government to direct cultural values, the idea of creating physical plans -- street grids, public spaces, civic amenities -- that literally attempt to re-organize the priorities of the people who live in a city is a pretty fascinating concept. While in the case of Malaysia it is easiest to see this taking shape in the bustling capital, Kuala Lumpur, the way that the Ninth Malaysia Plan describes its goals (or "Thrusts," as they are referred to in the doc) the most interesting cultural planning could likely take place in the countryside. The Second Thrust, which aims to raise the country to a "first-class mentality," specifys that "a special focus on raising the standard of schools
in the rural areas."

One of the big stories in the planning and architecture circles of late has been the emergence of very large-scale eco-cities, like the one planned for Chongming island just northeast of Shanghai or the flashier dueling proposals of Sir Norman Foster and that Koolhaas character in the deserts of the United Arab Emirates. These gargantuan developments make no secret of their chief ambition: to make people live in an environmentally-friendly way. These examples represent values-based urban planning at its zenith, and I bring them up simply to show the potential for what can happen when a rapidly developing nations sets its sights on accelerating growth by using city planning to directly improve society. If gleaming, compact Knowledge Accumulation Villages designed by Diller Scofidio + Renfro and Jean Nouvel start popping up in the Malaysian countryside at some point in the next few years, don't act surprised.


Links:
The National Mission (Ninth Malaysia Plan)

China's eco-city faces growth challenge (BBC)