Increasingly, scholars suggest thinking of the street as a social space, rather than just a channel for movement. Studies that address the relationships between social behavior and environmental quality of the street tend to separate the study of physical features from land uses and hence do not address the interrelationships between behavioral patterns and physical features of the street and its sociability. This article is an empirical examination of behavioral responses of people to the environmental quality of neighborhood commercial streets. Structured and semistructured observations are used to study stationary, lingering, and social activities on three neighborhood commercial streets. Eleven land use and physical characteristics of buildings and the street are identified based on the literature review and extensive observations. These are measured and tested to understand which characteristics support stationary, lingering, and social activities. The findings reveal that people are equally concerned with the social, land use, and physical aspects of the street. Seating provided by businesses, seating provided by the public authorities, businesses that are community places, personalized street fronts, and sidewalk width particularly contribute to stationary and social activities on neighborhood commercial streets.
Models of urban planning after authoritarian modernism raise the question of democratic control over the city and the possibility of imagining as a collective act. The paper examines systemic hindrances to free-thinking, and thus free-acting, embedded in urban communities. Through the case study of recent work by the art collective Department of Play, it illustrates the rationale for engaging public imagination specifically via play as world-building; and it posits the potential implications and limits of such activity as an intervention into city planning processes. Interested in liminal spaces between territory, language and social affiliation, the collective advances an agenda of productive dissent in public space through play and performance. Department of Play begins from the position that we can only plan that which we imagine, and thus exists as an effort to free the public imagination from modes of thinking dictated by the capitalist context.
Urban sociologist Ray Oldenburg defines a third place as a place of refuge other than the home or workplace where people can regularly visit and commune with friends, neighbors, coworkers, and even strangers. Because little is known about the place-based physical qualities of third places that support sociability and place attachment, this article examines how four urban design characteristics distinguish third-place businesses from other businesses on the Main Street. The article discusses a study conducted at Main Streets in two cities and one town in Massachusetts. As part of the study, visual surveys measured urban design qualities of businesses on the Main Streets, and interviews helped determine user perceptions. The findings suggest that third places are relatively high in both personalization (distinctiveness, recognizability) and permeability to the street, but seating and shelter provisions are perhaps the most crucial urban design characteristics that contribute to sociability on the Main Street.
Urban designers are interested in the environmental qualities of places that make them better for walking, not only as settings for physical activity, but also as sensorial and social settings. Research in walkability lacks qualitative studies that address the microscale analyses of the environment. This paper is an empirical examination of the relationship of the physical, land-use, and social characteristics of the environment at the microscale to people’s behavior and perceptions toward walking. Using the data from surveys and interviews, this research emphasizes the integration of user perceptions and subjective measures to understand the impact of environmental characteristics on walking behavior on Main Streets. Adding to previous research, this study demonstrates the significance of social qualities in supporting walking. The findings expand our understanding of the hierarchy and criteria of walking needs and suggest that, given a safe and comfortable setting, people look for usefulness, sense of belonging and pleasurability as additional and distinct needs to enhance their walking experience.
The goal of this article is two-fold: to introduce the concept of augmented deliberation and to demonstrate its implementation in a pilot project.We look specifically at a project called Hub2. This community engagement project employed the online virtual world Second Life to augment community deliberation in the planning of a neighborhood park in Boston, Massachusetts. The local community was invited to gather in a physical space and a virtual space simultaneously, and a physical moderator and virtual designer orchestrated deliberation.This project demonstrates the design values central to augmented deliberation: (1) it is a multimedia group communication process which balances the specific affordances of digital technologies with the established qualities of face-to-face group deliberation; (2) it emphasizes the power of experience; and (3) it promotes sustainability and reproducibility through digital tracking. Augmented deliberation, when properly designed, provides a powerful mechanism to enable productive and meaningful public deliberation. The article concludes with directions for further research.
This study tests the crime impact of the Boston South-west Corridor parkland, a 5-mile transit and linear park, on its adjoining neighbourhoods 15 years after its completion in the early 1980s. The study responds to concerns of local neighbour- hoods during the time of planning and construction, and to evidence of general public uneasiness about the dangers of linear parks to communities. In an analysis of two residential neighbourhoods adjoining the corridor, the study searched ®rst for evidence of crime spill-over from the corridor, and secondly for neighbours’ perceptions of corridor safety. To test crime spill-over, police calls from houses adjacent to the corridor were compared with calls from houses further away; interviews with residents investigated perceptions of the corridor’s safety. Findings revealed that though police calls were marginally more frequent from houses next to the corridor, these were considerably less frequent than calls from houses next to commercial streets. Interviews with residents revealed generally positive estimates of park safety by day, with low estimates of night-time safety and mixed estimates of its safety during twilight hours. Interviews also revealed heavy reliance on the corridor by the elderly and people with small children. The study concludes with recommendations for the future design of linear parks in cities.