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Introduction
Cities
coordinate activities requiring complex patterns of cooperation among
a large number of human beings. Furthermore, this must be accomplished
under conditions in which the activities are changing continuously. Jane
Jacobs (1961) contrasts static cities such as 19th century Manchester
with dynamic cities such as Birmingham (England). Manchester was very
successful in the cotton industry, but declined in the face of external
competition. It has never been possible to point to one industry by which
Birmingham earns its living; rather its capability has been the creation
of new industries in response to changed conditions. Other roles with
which successful cities are associated include assignment of resources
and maintaining order across expanding empires (16th and 17th century
Madrid; 18th and 19th century London) and providing exchange and port
services under dynamic trade conditions (medieval Venice).
Coordinating
a complex combination of changing functions drives other natural and artificial
systems such as biological brains and real-time electronic systems. In
the case of electronic systems, functional change occurs under explicit
intellectual control. That is, the desired functional change is decided
beforehand and then specified in complete detail. This requires extensive
testing before its implementation in order to avoid undesirable side effects.
For cities and biological brains, on the other hand, change is to a considerable
degree heuristic (i.e. learned by the system itself in response to experience).
The need to
change functionality forces a complex system to be modular at many levels
(Coward, 2000). Following the example of electronic systems, "modules"
are defined as clumps of activity that have larger information exchange
within the module than with other modules (Courtois, 1985; Parnas et
al, 1985). In a city, a functional module at the most detailed level
could identify a person with the buildings and spaces in which most of
his or her time is spent. At a somewhat higher level, modules could include
small groups of people who interact strongly on a daily basis with various
urban nodes. At a yet higher level, modules correspond approximately with
institutions, individual businesses, educational and political organizations,
etc. The correspondence is only approximate, because a major city function
at the highest level may be partly in a specialist module, but some elements
of it may reside within other modules.
It is important
to point out that our use of the term "module" is more akin to "network"
than to a geometrically compact object or region. This paper is liable
to be misunderstood if the reader incorrectly envisions a functional module
as some physical built cube, to be moved around much as a LEGO block on
a board. Our modules enclose distributed patterns of interactivity. They
are more dendritic in structure, and thus any attempt to understand them
must first overcome the twentieth-century urban model of non-interacting
entities placed rigidly on a rectangular grid.
A system needs
to minimize the overall cost of information exchange. Analysis of a city
as a system should therefore begin by identifying groups of people who
exchange more information within the group than external to that group.
Groups on any level cannot be identified cognitively in advance, but only
on the basis of differential information exchange. Intervention would
then try to enhance city functionality by making information exchange
more efficient. City modules in general do not correspond with simple
city functions. Urban structure needs to be assessed by abandoning strict
visual ordering based on aerial geometry, and concentrating instead on
the evolving information and movement networks.
Information
exchange at a detailed level includes conversation, observation, or display
by individuals (Meier, 1962). At a higher level it is people or groups
of people moving from one function to another. The networks of a city,
the paths, roads, telecommunications, etc. are the mechanisms that support
information exchange. A complex pattern of information exchange coordinates
city functions, drives a city's dynamics, and determines its evolving
structure. Also, the need to change heuristically results in all such
information exchange being partially ambiguous. By this we mean that it
recommends but cannot demand specific actions.
Understanding
the city as a system
An earlier
paper (Salingaros, 1998) formulates urban functions in terms of relationships
and movement. Nodes of human activity such as home, work, park, store,
restaurant, church, etc. are connected into a network. One way of understanding
their success is that people moving along such paths for the purpose of
higher level information exchange can carry out lower level information
exchange with other modules (e.g. observing). The time required for higher
level exchange is therefore used more effectively. A subsequent paper
(Salingaros, 1999) confirms one instance of this. The use of urban space
is linked to the information field generated by surrounding surfaces,
and to how easily the information can be received by pedestrians. This
information is functional; it can recommend secondary behaviors to the
observer who is executing a primary information exchange.
Information
and communications technologies need to be incorporated into traditional
city functions (Drewe, 1999; 2000). The dynamics of the rapidly evolving
electronic city are as yet little understood, while the twentieth-century
model of a city based on simplistic geometrical ordering is irrelevant
for modeling a communications network. Blocks of functionally segregated
buildings, strictly aligned to a rectangular grid, do not reveal the various
overlapping networks that actually drive a city to function (Dupuy, 1991;
1995). As a complex system whose output is commercial wealth and culture,
a city has a functional architecture based on information exchange (Meier,
1962). Information and communications technologies should fit neatly into
the hierarchy of information exchange functions at different levels of
scale.
Our work is
part of recent attempts to understand cities as complex systems, including
those by Peter Allen (1997), Juval Portugali (2000), and their collaborators.
Christopher Alexander pioneered the understanding of complex city structure,
studying urban form in more realistic ways than the simplistic geometry
of the CIAM model (Salingaros, 2001). He and his colleagues have published
seminal statements about how a city grows and repairs itself (Alexander,
1965; 2003; Alexander et al, 1975; 1987). Most important have been
the pointed comparisons between the processes whereby a living city develops,
and a pathological city decays. That body of work includes specific guidelines
on how to build a living city; what legislation is needed to do so; the
distribution of money in urban projects; the specific urban design process
to follow; etc. Practicing urbanists will need to implement practical
strategies to heal decaying cities, and generate new, living cities.
Information
architecture implies that city form is dynamic, and it evolves heuristically.
This conclusion questions much of current planning practice. What is required
instead is a process of diagnosis and repair of the urban fabric, much
as biological tissue calls upon mechanisms to repair itself. Such a process
of urban design is precisely what Alexander and his colleagues have been
insisting upon all along. Clearly, the fact that those proposals represent
the opposite of the post-war CIAM approach to planning has discouraged
their implementation up until now. Our original aim in writing this paper
was unrelated to Alexander; we wanted to understand a living city's system
architecture in an abstract, theoretical manner. Perhaps our conclusions
will now give a needed boost to work we believe to be both correct and
prescient.
Cities
optimize information exchange
Optimization
means that a maximum of information is exchanged with a minimum of effort.
In a city, many people need to change location in order to coordinate
two functions. An information activity could be made more efficient by
generating other information exchanges than just the primary one (e.g.
via observation during a move from one location to another). Walking to
an appointment in a European capital can be more pleasant than a drive
to achieve the same end in a North American metropolitan area. One sees
other people, some of whom one might wish to talk to; observing others
may provide clues on social currents and interactions; window displays
provide information on available products and services. Of course, we
are discounting negative factors which interfere with effective information
exchange such as crime, inclement weather, overcrowding, etc.
The cost of
information exchange in most urban activities is woefully underestimated.
A half hour trip has a cost and a value. How much valuable information
exchange occurs? Do you see a wide range of behaviors? Are you exposed
to people you want to influence? Would a city be more effective if people
saw more directly what was going on? Note the tradeoff with television
-- while "walking around" you are doing the selection, but may get lots
of irrelevant information; with television, you can focus the relevance
of the information but someone else is doing the selection. Shopping malls
minimize information exchange costs for one cognitively defined function
(shopping) but result in excessive information exchange requirements for
many other functions such as transportation.
Naively separating
shopping areas from office areas and housing areas creates serious problems.
First, any information exchange between these functions will be high cost.
Second, there is little scope for components with necessary functions
but no physical structure/location to contain them (in contrast to, say,
a restaurant). Informational networks do not possess a compact geometry,
hence do not fit neatly into a geometrical module. They are and will always
be at odds with a city that is restricted to a simplistic visual plan.
And yet, informational networks are what make up a living city. It is
certainly impractical to design the informational networks of a major
city in advance, and in any case, as the functions of the city evolve,
it is vital that the city have the capability to evolve heuristically.
No leadership will be able to anticipate and manage this at all levels
of detail (Salingaros, 2001).
Consider, for
example, the process by which decisions are made to invest in a new business.
Such decisions require coordination between future technology directions,
market needs, financial resources, and business resources. This knowledge
will be distributed across many city modules. A city with efficient information
exchange of the required type will be more effective in creating new business
than one without. However, creation of new business is not the only city
function requiring a complex pattern of information exchange, and so there
is a conflict between the information exchange needs of different functions.
Ideally, the result will be a compromise that allows all functions to
operate effectively. There must also exist mechanisms for adjusting this
compromise as functional needs change.
The functional
role of an intermediate level module such as a restaurant includes preparing
meals from raw food; distributing prepared food for take-out; maybe offering
candy and souvenirs for sale; educating people on how to dress or behave;
hosting meetings between people to discuss business or politics; etc.
This module is contained within the building which houses the restaurant.
Some restaurants become focal points for information exchange in a city
-- often identified with a particular business in a large metropolitan
area, or the restaurant is an important node in a small town's social
and government networks. The larger module then includes the restaurant
as a submodule, and reaches out to include spatial patterns of activity
in the neighborhood. The parking arrangements, footpaths, and proximity
to other locations all affect the ease and effectiveness of information
exchange within this larger module.
Nodes that
do not form part of a larger module are often parasitic to the city, since
they use its infrastructure without contributing to an overall functional
coherence. Nevertheless, that is how restaurants, stores, supermarkets,
and office buildings are built nowadays. Entirely surrounded by a parking
lot, they are designed as if they are going to be built in the middle
of the wilderness, yet they are forced right into the urban fabric, tearing
it in the process. Restaurants designed to work as highway truck stops
are routinely erected inside the city, but they don't belong to it. People
working in a nearby office building, which could provide clientele at
lunchtime, frequently have to drive their cars along a busy road to get
to a restaurant that is literally next door.
Planners have
adopted urban typologies that are essentially anti-urban, and which are
destroying our cities. Designs are approved that are irrelevant to the
local urban fabric -- every building ignores its context and tries to
be independent of ANY context. It satisfies the insensitive corporate
approach of "one size fits all" based on cost-cutting, and the desire
(driven by greed) to connect this node to the entire city without bothering
to give preferential treatment to the local urban fabric. Not only are
local connections not given any consideration; they are explicitly excluded,
making it impossible to connect to neighboring buildings. It is naively
expected that a new building will connect instantly to the entire city,
while totally ignoring the prohibitive costs of doing so. This approach,
however, merely reflects the destructive modernist philosophy -- no concession
to the surroundings, which means no connectivity.
Information
exchange in a residential area occurs through learning how neighbors manage
their environment. Discussions with neighbors and meetings for local planning
create an informational network, which is the social "glue" holding a
neighborhood together. Just as the electricity, water, and road networks
define connectivity for the region in a functional sense (Dupuy, 1991),
so the informational network defines a neighborhood rather than a cluster
of isolated buildings. Suburbia consists of isolated house nodes, and
is thus devoid of the older information exchange network among neighbors
(Salingaros, 1998). There is simply no social cohesion -- a true neighborhood
is ruled out by suburban geometry. The only thing left is the appearance
of one's house as a display to influence others; an event that assumes
particular meaning during holidays such as Christmas when people decorate
their houses' exteriors. The size of a house's façade makes a statement
about the owner's income level and social aspirations.
Environmental
information is an important part of maintaining order. Litter in the street
implies that more serious crimes are tolerated there, whereas clean subways
give the message that someone is watching. Peer pressure and public demonstrations
help establish social order. Observing how others behave is very important,
and getting what you want in a particular situation depends partially
on how you behave. The loss of social cohesion in a region -- and on a
larger level, the loss of community in urban society -- starts by eliminating
information exchange between neighboring residences. Planners pushed house
fronts too far back for effective personal communication between neighbors.
Other physical components of interpersonal neighborhood information exchange
like the front porch and the wide, walkable sidewalk were suppressed.
We forgot that for millennia, the hustle and bustle of urban street life
generated commercial interactions that created wealth for nations.
Different
types of complexity
A wide
range of systems are called complex, and it is important to recognize
major differences between distinct types of complexity. We identify two
broad categories of complexity -- FUNCTIONAL, and PHYSICAL. Cities are
functionally complex, and analogies based on physical complexity (like
chaos theory) can be misleading. Thinking of a city as merely physically
complex mistakenly leads some authors to think that cleaning up physical
complexity will solve urban problems. In fact, since that idea is based
on a serious misunderstanding of system architecture, it almost inevitably
leads to disaster.
In a physically
complex system there is in general a small number of component types,
and all components of one type are identical. The interaction between
two components depends primarily on the types of the components and the
distance between them. Complexity in this case derives from the very large
number of connections of the same type among many similar components.
On the other hand, while in a functionally complex system there could
still be a small number of component types, different components of the
same type are similar but not identical. The interaction between any pair
of components is in general unique to that particular pair. We thus have
a very large number of connections, but each one is identifiable and distinct.
The two different
types of complexity imply drastically different system properties and
behaviors. In a physically complex system, very slightly different starting
states can give rise to radically different end points. This so-called
called "chaotic" behavior is a key reason for the difficulty of weather
prediction. In a functionally complex system, however, slightly different
starting points will tend to give rise to similar end points (i.e. similar
input conditions should generate similar behaviors). Partial insensitivity
to input variability guarantees stability -- called "homeostasis" in living
systems, which are functionally complex. Convergence on appropriate end
points is achieved by controlling the available variability at the system
level.
Clearly then,
a functionally complex system is characterized not by identical components
and interactions, but rather by uniquely individual components interacting
in distinct ways. Even before we get to the core of our discussion, we
are in a strong position to identify the modernist city -- consisting
of identical units interacting in the same way -- as pathological. It
encapsulates the extreme industrial view of a human being as a mass-produced
unit, denying any identity to the individual. Moreover, physical complexity
is unavoidable for systemic reasons, despite the visual appearance of
"order" imposed by the geometry. By contrast, living cities are functionally
complex, while their individualistic components and interactions give
the misleading appearance of physical disorder as seen on a plan.
Systems
and modular decomposition
Complex
systems are coherent working wholes that cannot be completely separated
into fully independent modules. A structure that can easily be separated
into non-interacting constituents is not a complex system, but rather
an aggregation of units (called a "heap" in systems theory). Nevertheless,
separation into modules with some degree of interaction is widely used
both for the design of artificial systems, and for the understanding of
natural systems. As pointed out earlier, modules are defined as clumps
of activity which interact more strongly within the module than external
to it. Herbert Simon (1962) has argued that there could be a small number
of inequivalent separations of a system into components, all of which
might make some sense because they identify different subsystems (Salingaros,
2001).
Any functionally
complex system, whether natural or artificial, is forced into a hierarchy
of functional modules for two reasons (Coward, 2000; 2001). The first
reason is that there are always advantages in minimizing the volume of
information (design or genetic) required to build the system. As a result,
such systems tend to contain a relatively small number of fundamentally
different types of components. The system will be constructed from large
numbers of a few basic types, with relatively slight variations within
one type.
The second
reason is that any system needs to fix problems, and to make functional
changes that do not disrupt existing functionality. Knowledge of a problem
to be fixed, or a functional change to be made generally exists at a fairly
high level (e.g. a feature does not work properly; an area of the city
is declining). The necessary actions, however, must be taken on a much
more detailed level (e.g. replace a specific group of transistors; implement
investment and regulatory actions). One has to find and follow logical
paths that link high level conditions with detailed actions. The existence
of such connections linking the higher with the lower system levels requires
a modular hierarchy. This means that the highest level functionality of
the system is separated into modules, these modules into submodules, and
so on through a series of levels down to the primary components.
All modules
on one level must be roughly equal in terms of the number of primary component
operations each module contains. External information exchange among modules
that is needed to coordinate module functionality must be minimized as
far as possible. If one module were much larger than the others, then
most logical paths would pass through that one module, which would result
in centralization instead of the distribution of functions.
Very large
information exchange between two modules precludes their effective separation
for the purpose of tracing logical paths. The requirement that modules
be separated so that information exchange be minimized corresponds with
Courtois' (1985) point that the join between modules will be successful
if it occurs along a region that is weaker than any module's internal
connections. The geographical separation of residences from workplaces
through monofunctional zoning is a case in point. Because these two regions
interact so strongly, they do NOT define separate functional modules,
despite the simplistic expectations of planners. Instead, the geometry
forces functional module formation of the most inconvenient kind, with
information exchange that is very expensive to maintain.
Designing extremely
complex electronic systems begins with a more-or-less arbitrary separation
of functionality into roughly equal size modules, followed by performing
functional scenarios to determine information exchange. If this exchange
is excessive across modules, functionality in the form of subunits is
shifted between modules (i.e. the partition into modules is redefined)
until a compromise is reached between module equality and minimized information
exchange. The point is that no preconception, such as neat geometrical
ordering, can ever determine the partition into functional modules (Salingaros,
2001). Defining modules by this process of finding compromise means that
such modules may have a very complex geometry. Also, the relationship
with high level system features is going to be nontrivial, with one module
contributing to many overlapping features. This process is then repeated
with the modules at the next smaller level of detail, and so on.
Plug
and play' strategies are misleading
Reusability
of modules is a central concept in design, but it gives planners a false
understanding of systems. "Plug and play" strategies in modular design
offer the possibility of replacing a module that fails, or which is superseded
by an improved module. This also allows a module to be added to a system
without rearranging the entire system. Conversely, a module can be removed
when not needed, without requiring a complete reorganization. Plug-in
complex modules became popular during World War II in military hardware.
Savings in time resulting from the ability to quickly service a complex
mechanism -- usually with no specialized training -- overrode the higher
cost of replacing a module instead of fixing one of the module's internal
components. The same mentality has been inherited by the computer industry,
with throwaway modules as today's hardware standard. All of this depends
on an interface that permits modules to connect easily to the system.
This plug and
play capability is quite misleading, however, because it has been achieved
by functionally simplifying hardware, and moving most of the functional
complexity into software. It is extremely difficult to achieve "plug and
play" with software modules in a complex real time system, unless the
functions performed by different modules have very little interaction
(Garlan et al, 1995).
The idea of
replaceable hardware modules established an entirely negative precedent
for planners. Electronic or mechanical modules tend to be complex subunits.
Any savings in replacing the entire module comes not from hardware costs,
but in the short down time for the entire system. One pays to replace
a very expensive physical module instead of fixing one of its faulty cheap
components in a situation where any repair time must be kept to a minimum.
This makes sense in a bomber or aircraft carrier, for example, but is
meaningless in a city. An urban system is more like an organism, requiring
a lengthy and careful diagnosis followed by minimal intervention rather
than an organ transplant.
Planners picked
up the idea of a physical module as a result of thinking about physical
complexity, and missed the fact that cities form functional modules. This
has led to the major typological and planning errors of today. A new residential
subdivision or an office tower is approved, with the expectation that
these physical modules will neatly plug into the existing city. Today's
cities grow in precisely this fashion. As soon as one of these physical
modules is plugged in, however, urban forces create functional modules
that do not look like anything envisioned by planners. Those functional
modules are usually forced to be sub-optimal by the infrastructure and
zoning, which are geared to support the integrity of the (urbanistically
irrelevant) physical modules. The inability of today's cities to form
functional modules leads to urban pathologies.
If we had to
find a city analogy for the hardware/software separation in computers,
the obvious choice would be to identify hardware with buildings, spaces,
and infrastructure; whereas software would correspond with people exchanging
information through communication and movement. We know that early twentieth
century urbanists adopted mass-production techniques from manufacturing,
and applied them to cities. One of these was the extreme simplification
of city hardware, in the misguided attempt to implement the idea of reusable
modules. One should not be surprised, therefore, at the system consequences
of this action -- physical separation and segregation of functions leads
to overburdening people's daily movement with all the functional complexity
removed from the city's built structure. The simplistic visual ordering
of modernist planning, therefore, has as its unintended consequence an
extreme functional complication (hence overloading) of the transportation
network.
The need of
a city to recover from problems and modify functionality is shared by
natural systems such as biological brains. Such systems are also forced
to adopt a hierarchy of modules, with the appropriate compromise between
module equality and the need to minimize information exchange among modules.
Absence of such a system architecture will in the case of brains result
in a brain which has difficulty in recovering from physical damage, or
in learning without disrupting earlier learning. A species with such a
brain is likely to become extinct. In the case of a city, absence of such
an architecture will reveal itself in the inability of finding solutions
to urban problems, or responding to changing conditions.
Segregating
urban functions (the paradigm for modernist planning universally adopted
after World War II) creates aggregates of high level separations that
maximizes the cost of information exchange (Salingaros, 1998; 2001). This
is the opposite of functional modularization. The need for communication
at many other levels in addition to within the selected urban aggregates
creates excessive information exchange at an expensive level (e.g. traffic
jams), inefficient information exchange (e.g. unproductive time wasted
in commuter journeys), the inability of the city as a whole to adjust
to changing conditions (e.g. urban decline), or most likely all three.
The
nature of functional modules in a city
Suppose
that city functionality at the highest level were experimentally defined
in terms of modules (that is, someone takes a best guess on what elements
might be grouped together to form individual modules). Even trying to
define any single module brings out the key issue. High level functions
are in fact physically and institutionally distributed across any living
city. To act in a coordinated and effective manner, individuals and groups
of people are required to interact in a pattern which will not neatly
correspond with the defined functions. In general, it will not be possible
for functional modules to be given neat cognitive labels.
A geographical
area such as an office park demonstrates this. Typically, there will be
much less interaction between different offices in the park than between
each individual office and its headquarters, branch locations, customers,
suppliers, bankers, etc. Such an area is therefore not a functional module,
which invalidates the "office park" as a useful urban typology, despite
its recent proliferation. For similar reasons a region of suburban houses
is not a functional module (Salingaros, 2001). Creating office parks and
suburban house regions makes all genuine functional exchange high cost
(or imposes systemic isolation). This is the system force behind Jane
Jacobs' (1961) observation that successful city neighborhoods are always
mixed usage.
If information
exchange within a city module occurs mainly via direct personal interaction
between people, then physical proximity is necessary. This will minimize
the travel required. On every level, modules associated with physical
areas will perform activities which require the exchange of information,
but will relate in a very complex fashion to city functions. Only the
most simplistic functions (i.e. those requiring minimal interaction with
any other functions) can be physically separated without loss of city
effectiveness. The information exchange needs of different modules will
compete, and thus it may be physically impossible to satisfy all the modules'
needs for physical proximity to other modules. A compromise definition
of modules which minimizes overall information exchange is therefore inevitable.
Consider now
some of the obstacles that may be encountered in establishing effective
information exchange. If a business or other group discovers the need
for intensive personal interaction with groups of people in a different
area of the city, the solution is to move next to each other (Hallowell,
1999). If no suitable premises are available (e.g. because of the real
estate situation, or planning restrictions) then module functionality
will suffer. In a different scenario, if there is a need for informal
information exchange in a casual environment between a number of groups
already within an area, but there is no location (e.g. a coffee house)
available, again module functionality will suffer.
Creating physical
modules naively by separating identifiable city functions will in general
result in an inefficient pattern of information exchange. That, in turn,
leads to city dysfunctionality. How can/does a city achieve an effective
modular structure and the corresponding networks to support the required
information exchange? Given the complexity of real cities, no individual
or group of individuals will have the intellectual capacity or the necessary
information to identify the detailed changes needed to improve city effectiveness.
Even in an electronic system made up of transistors rather than people,
it is extremely difficult to identify the changes needed to implement
a desired change without undesirable side effects. Typically, provisional
changes are identified, and extensive testing of all system functionality
is performed to verify that the new function works as desired, and no
undesirable side effects occur. This type of testing is not an option
for a city, however.
The solution
is for a city to define its own modules and networks in a distributed
fashion. In other words, partitioning into modules has to evolve, with
existing modules on every level contributing to functional changes. This
change management may in fact be the most complex function performed by
a city. It requires that a city adopt some of the forms of the recommendation
architecture visible in human brains, to address issues such as context
for information exchange between modules, and resolution of conflicting
behavioral recommendations from different modules. The effectiveness of
different cities can then be compared in terms of the relative effectiveness
of their module hierarchies. We are devoting the remainder of this paper
to explain these issues in detail.
A
city works like a brain, not a computer
Different
system architectures characterize complex systems that work in a different
manner, as for example a digital computer versus a mammalian brain. The
functionality of an electronic system is expressed as a series of commands
in software. The use of unambiguous contexts results in the familiar memory/processing
separation of the von Neumann system architecture upon which most computers
are based (Coward, 2000). Information exchanged between two modules must
have an unambiguous meaning to the recipient module in terms of its own
functionality. Modules can then use their input information to generate
outputs that are commands for the system.
Maintaining
unambiguous contexts is impractical in a complex system such as a city,
however, which has to heuristically modify its own functionality, or learn.
In a system that learns, modules must heuristically determine their own
inputs and outputs (i.e. learn by trial and error). Nevertheless, if a
module changes its outputs, it is difficult for modules which have previously
received inputs from that module to readjust. The receiving modules cannot
assign an unambiguous meaning to the new output. Therefore, outputs from
modules can only change gradually, in ways that minimize the loss of meaning
to other modules. In a city, this means that healthy urban fabric is generated
by a slow evolution, and also a city must be allowed to evolve over time.
On the other hand, radical redevelopment of healthy urban fabric destroys
meaningful information exchanged within the city. The result is city dysfunction
until enough time has passed to rebuild information contexts.
There are thus
two possible information architectures for a complex system. One is the
von Neumann architecture with a memory/processing separation supporting
unambiguous information exchange, in which functionality is explicitly
controlled. The other is the recommendation architecture with a clustering/competition
separation supporting meaningful yet slightly ambiguous information exchange,
in which functionality is defined heuristically (Coward, 2000; 2001).
A competition subsystem interprets the outputs of submodules as a range
of alternative behaviors, and quickly selects one of the alternatives.
This process depends critically on consequence feedback to determine appropriate
system behavior.
When it is
necessary for functionality to change heuristically, or without central
direction, a system adopts the recommendation architecture. Biological
brains have evolved a recommendation architecture (Coward, 1990; 2000;
2001). In the mammalian brain the clustering/competition separation corresponds
with the anatomical separation between cortex and subcortical structures
(Coward, 2000). Commercial electronic systems, on the other hand, invariably
use the von Neumann architecture. In the most complex electronic systems
it is extremely difficult to evolve functionality in a controlled fashion.
When a change is made, extensive testing and error correction is required,
with the testing covering not just the modified functionality, but examples
of all different system functions.
Since the recommendation
architecture uses more resources that the von Neumann architecture to
perform the same functionality, if there is no need for functional change,
operational forces push the system towards the von Neumann architecture.
Information exchange then tends to become unambiguous because the action
required in every condition is well understood. However, if conditions
begin to change, such a system will find it very hard to adapt. The system
can no longer find an effective compromise between module equality and
information exchange, which reveals itself in a steadily decreasing ability
to make changes. The failure of 19th century Manchester is one example.
The city became extremely efficient for the cotton industry, but could
not adapt when circumstances changed.
Resolution
of conflicting recommendations must occur in an institutionally separate
function which does not require complex coordination. Electoral and legal
institutions perform this role. There are interesting similarities between
the competitive subsystem as defined here, and legal and political mechanisms.
In a physiological brain the competitive function will in general choose
one or another option rather than try to find a compromise, because it
is impossible to know whether a compromise will not make things worse.
Thus the legal and government regulation process for resolving conflict
in general selects a winner from amongst existing alternatives rather
than generating novel behavior.
Ambiguous
information recommends actions
An effective
pedestrian space is one which provides useful information that helps to
determine our behavior and movement (Salingaros, 1999). It should answer
questions like -- how should I behave in this area; what can I learn in
this area; who can I meet in this area; what can I do in this area; which
way do I go to get to the function I am looking for? The provided information
is not a command, but a set of choices that has to be integrated with
other recommendations and the needs of the observer to generate a behavior.
Functional information cannot be replaced by geometrical information.
In courtyards and amphitheaters, for example, it is not so much the geometry
as the human meaning which is attached to the geometry that determines
their effectiveness as spatial structures.
How another
person behaves in a particular location is information that constitutes
a recommendation. A walk in a city area provides observations that are
partially ambiguous from the point of view of how to behave there. Information
exchange also includes conversations and personal visits. In some cases
exchanging information may lead to a physical transaction such as the
purchase of a product. Different information is communicated by sending
the head of an organization than by sending someone at working level.
Either way, the information exchange is partially ambiguous because a
range of different subsequent behaviors of the two functions may be consistent
with the information exchanged during the visit.
Learning the
meaning of visual information is a major attraction for visits to European
cities which have only changed gradually over hundreds of years. Undirected
wandering in such cities allows the visitor to accept recommendations
offered by different visual environments and to discover the results of
such acceptance. It is thus possible to learn the "visual language" of
the unfamiliar city. For example, one may learn how to find places by
observing and following trends in the visual environment. This is true
to a much lesser degree in North American cities, where everything tends
to be explicit (for example, the visual markers of chain stores and restaurants).
In many cases, rapid redevelopment has destroyed the context for visual
information over wide areas.
It is interesting
to consider first the suppression, then the spontaneous reappearance of
competing environmental information. Modernist planners decreed that human
beings had to move from point A to point B in their daily lives, so no
recommendation from different available choices was ever needed. The post-war
built environment reflected this philosophy -- everything was highly deterministic.
In the 1950's, however, the human brain's recommendation architecture
had begun to reassert itself in the visual choices offered by advertising.
Messages competing for attention created the visual chaos of billboards
in the North American commercial strip. The problem is that partially
ambiguous information is extremely dangerous to the driver of a car, yet
it is precisely what enriches a pedestrian journey.
The
role of telecommunications
As has
been well documented (Droege, 1997; Graham and Marvin, 1996), the advent
of telecommunications ever since the introduction of the telephone dramatically
altered urban systems. Information exchange intensified to a degree that
was previously unimaginable. Telecommunications is low cost in the sense
that it requires very little physical movement of people. One of the principal
reasons for the initial aggregation of people into cities was in order
to communicate with each other at low cost, and this is still the driving
force behind, say, the Diamond districts of New York City and Antwerp.
It could be argued that the need for persons in the same trade to cluster
is in part replaced by telecommunications. However, this is only true
if the type of information exchanged by telecommunications is exactly
the same as that exchanged by personal contact.
Some authors
predicted that telecommunications would replace commuting. The reasons
this prediction failed are not hard to see when analyzed from the information
architecture perspective. Information exchanged through personal contact
and people movement has a much richer content, including information derived
from a combination of voice tone, expression, and body language (Hallowell,
1999). In addition, a visit allows the visitor to observe the quality
of office, style of working, and coworker relationships of the visited
person, and allows the visited person to observe the reaction of the visitor
to these conditions. The multiplicity of sources of environmental information
cannot be duplicated by a restricted number of communications channels.
Large corporations
have generally found that introducing new communications mechanisms such
as e-mail or videoconferencing does not in fact reduce the amount of physical
travel. The effect of the new communication capability is to increase
the complexity of projects which can then be undertaken, rather than to
replace existing communications. The exception is that if a new communication
mechanism results in the same information exchange at lower cost in resources
or time, the new one will replace the old. Examples are the replacement
of telegraph by fax, and the replacement in North America of interstate
train travel by air travel.
Telecommunications
fits into the hierarchy of different channels of movement and information
exchange in a city (Drewe, 1999; 2000). Working from home via an electronic
link is now feasible, and there are several instances of successful applications.
First, a mother with small children at home, and a handicapped or elderly
individual can now link to informational nodes that would otherwise be
too costly (in terms of time and arrangements) to interact with physically.
Second, powerful and wealthy individuals set up residence in some fancy
resort, and conduct their business via electronic links. This is made
possible because their financial resources enable them to have all necessary
information available, and any personal level of information exchange
is taken care of by a quick trip. The module here is an informationally
stimulating environment for those who can afford it.
An office worker
can in principle work from home to perform a task that requires only a
narrow information link. Someone stuck in an informationally starved environment
may not be altogether happy to work exclusively from home, however. He
or she normally prefers to fight rush-hour traffic because that at least
gives some informational stimulation, and enables face-to-face information
exchange with coworkers. Suburbanites spend hours on the telephone and
in front of the television for this very reason, and still feel informationally
deprived. The workplace has for many people replaced the home as the primary
social node. People don't want just to eliminate the ordeal of a lengthy
daily commute by car, bus, or train; they want to get their daily information
exchange at a lesser cost. Today we pay an inordinately high price in
automobile traffic for very little meaningful information.
Networks
and evolving city form
Unless
adequate meaning can be conveyed by telecommunications, information exchange
will involve the movement of people. An effective transportation network
will allow a high proportion of required information exchange to take
place via short walks (say < 10 minutes each way) with secondary information
exchange; an intermediate proportion to take place by moderate overhead
mechanical transport (say < 30 minutes each way); and only a small
proportion requiring high overhead mechanical transport (say from 30 minutes
to 1 hour each way). Journeys which occupy in total much of a working
day will in general be ruled out. The distribution of both pathlengths
and journey times should follow an inverse-power scaling law favoring
the small scale -- the number of paths is inversely proportional to their
length (Salingaros, 2001).
Creating an
effective network depends on the functional partitioning of the city,
and will always require a compromise. The decision to reduce the overhead
for one type of trip may increase the overhead for another type of trip.
For example, widening a road and increasing vehicular traffic may make
many pedestrian trips across the new road much longer, or make them altogether
impractical, thus destroying a working functional module. It is therefore
essential to investigate whether an apparent demand for a new high level
network connection such as a major road could be addressed by a different
module partitioning, which might reduce the need for trips in the direction
of the proposed road.
An example
of this process in action can be found in Jane Jacobs (1961). A city planner
(Robert Moses) wanted to widen a road through a neighborhood at the expense
of neighborhood sidewalks. The reduction in sidewalks was resisted by
the neighborhood, which managed to gain enough political support through
alliances with other neighborhoods to not only prevent the sidewalk reduction,
but in fact to get sidewalk widening. It turned out that the traffic on
the affected road was reduced (presumably it was carrying longer range
traffic rather than local pedestrian traffic), but there was no sign of
increased traffic on other roads in the area. The implication is that
many of the car journeys on the target road were replaced by shorter (presumably
somewhat less effective) journeys. The result is that overall city effectiveness
improved.
A city's connectivity
at different levels down to capillarity is responsible for its life. Dead
zones are a result of loss of network connectivity. Spatial nodes and
their network are interdependent, and their mutual causality reveals the
dynamic evolution of city form. Networks follow the functional reorganization
of a city as it tries to make itself more connected on all levels. Automobiles
and pedestrians connect at the pedestrian system level, but the car works
entirely on a distinct, higher system level. Gabriel Dupuy has initiated
a clearer understanding of these problems (Dupuy, 1995; 1999). The systems
approach clears away decades of misunderstandings that led to such acts
of violence to urban systems as cutting expressways through historical
city cores. The automobile network must adapt itself into -- rather than
disrupt or replace -- the network of information exchange that powers
a compact, living city.
Change in a
city is ubiquitous. The goal of urbanism is to help a city evolve and
redefine its modules so they can modify their functionality. It is not
easy to determine the appropriate module and network changes so as to
respond to changes in the city's needs and environment. Urban change must
be a natural built-in function of the system, driven by a complex pattern
of information exchange. As discussed earlier, centrally directed changes
typically introduce large numbers of unanticipated and undesirable side
effects. Any attempt at total central direction of modules and networks
on every level will result in steadily increasing dysfunctionality. In
spite of this, planning now focuses on large-scale interventions, and
does not tolerate spontaneous evolution driven by input at different levels.
Different modules
on every level will need to generate alternative recommendations for module
and network change. A simple competitive process must select the most
appropriate change. Consequence feedback then has to adjust the competitive
subsystem to evolve its selections towards those that optimize the network.
Knowledge relevant to one change may exist on a number of levels. There
must therefore be mechanisms by which modules at many different levels
of detail recommend change, which can then be received, interpreted, and
integrated into a decision that optimizes overall city effectiveness.
Less successful cities can copy explicitly from more successful cities,
provided that the functional relationships are copied, and not just physical
structures and individual institutions.
Conclusion
We identified
the system architecture of cities by comparing them to complex information
systems such as computers, biological organisms, and the human brain.
A city works according to an information architecture that recommends,
but does not demand an action. Functionality on all levels of scale is
driven by the need to optimize information exchange, from a face-to-face
meeting between two persons, to the movement of individuals, up to the
daily movement of many people between urban nodes. Functional modules
should develop in a way such that more information is exchanged within
a module than between different modules. Cities, like human brains but
unlike electronic systems, must modify their functionality without explicit
intellectual control over every detail of the change. Our model allows
us to help a living city repair itself much as a living organism does,
and to guide its evolution under changing conditions. Rather than using
models based on visually regular aerial geometries, this approach makes
it possible to evaluate changes to city plans, zoning codes, transportation,
and communication networks in terms of their impact on overall city effectiveness.
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