Live data from Hacker News

New Cities

blog.ycombinator.com

131–140 of 710 posts

Re: New Cities

#131

"How can we make rules and regulations that are comprehensive while also being easily understandable? Can we fit all rules for the city in 100 pages of text?" If you give arbitrary power to those who enforce the rules, sure, they can fit in 100 pages. If you don't value predictability and consistency of enforcement, sure, they can fit in 100 pages. In fact, the rules can fit onto one page. The Ten Commandments are pr…

I am of the opposite view; if the people do not know and understand the rules, then then they cannot be expected to abide by them. There are so many criminal, civil, and regulatory laws that the people could not possibly be expected to know, that the system is unfair. Lawyers will often say that ignorance of the law is no excuse, but that is a manifestly unreasonable doctrine when even the regulators, legislators, and prosecutors have no idea of how many laws there are, and what is illegal.

My view is that there should be two classes in grade 10; one on criminal law, and one on civil, and the laws should never be more complex or more numerous than can be explained to a 15 year-old in those two semesters.

I think most people would agree that using a firearm is shooting it, but that problem would easily be solved by changing the word to "discharging" it.

Re: New Cities

#132
post #82

Things that The West can learn from The East: Russia/Eastern Europe: 1. Free-for-all, mixed zoning. You own the land, build whatever you want as long as it's not a munitions factory (Most of Russia, Kazakhstan) 2. Market driven, privatized public transit (Most of Eastern Europe) 3. Small city blocks that let throught traffic. 4. Market controlled access to distric heating/cooling (Yakutsk an extreme example of privat…

What are "green arrows"? And why do they significantly improve throughput?

Re: New Cities

#133
post #65

Three words: Christoper Woflgang Alexander.

Yes, thank you! I came to post exactly this. ;-)

"Pattern Language" anyone?

-and-

"Wherever you are in the world, if you are intent on planning and building a thriving neighborhood, this website is for you." ~ http://www.livingneighborhoods.org/ht-0/bln-exp.htm

Please PLEASE integrate this stuff into what you're doing.

Re: New Cities

#134

The list of high-level questions is missing the most important question: how do you bootstrap the economy? There are plenty of awesome locations in the United States that have cheap land with great geography, but that have no jobs. The reason people flock to cities with such insane real estate prices is because that is where the jobs are. This is where Y Combinator could play an interesting role though. Could you ima…

I'd be interested to see a large group of remote workers move to a small town and try to build a community. You don't have to move the entire company to these places, only some of the people at each company.

Small towns frequently offer tax incentives for manufacturing / government contracts. The same thing could be provided for those working remotely. It seems absurd but I think it could work. Two examples:

- Local/state tax credits for remote workers that live in a given area for > 2 years

- Subsidized loans for remote workers that decide to buy property

It might be considered unfair by the existing population, but the workers would provide a major jolt to local economies. One would assume that service industries would build up around them, in turn creating jobs.

Re: New Cities

#135

The biggest gap in this discussion, thus far -- the elephant in the room, as it were: there's almost no room left on the planet for building "new" cities of any significant scale (meaning of course not just the meticulously designed city core; but the whole meta-city that will grow around it -- with suburbs, transportation links, etc). Sure, there might be a few -- a very small few -- bona-fide brown zones here and t…

    there's almost no room left on the planet for building
    "new" cities of any significant scale (meaning of
    course not just the meticulously designed city core;
    but the whole meta-city that will grow around it --
    with suburbs, transportation links, etc)
No way. Spend some time in satellite-view in a mapping program and you'll see that there are huge areas of farmland that could be cities. There's a lot of space on the planet.

Re: New Cities

#136
post #98
post #68

Earlier quoted context omitted.

> built for people, rather than cars I wish people would stop with this drivel. There are PEOPLE in the cars. The cities are built for people. A car is a human amplifier - it takes human transportation and carrying ability and amplifies it. A lot of people find this amplification very very useful (parents with children, elderly, people who buy in bulk, etc, etc). Taking it away would be like removing computers becaus…

Individually owned cars--and the infrastructure needed to support them--are a very inefficient mode of transportation, even in the use-cases that you mention. Plenty of people with children and elderly live in New York city which has among the lowest levels of car ownership in the nation. Every other method of high-density transportation is also a "human amplifier" and vastly more efficient. "Built for people" means…

I live in NYC. I enjoy being able to take the subway to many world-class establishments in under 45 minutes.

If/when I have children, I'm getting the fuck out of here. Many (most?) people do the same.

There are huge numbers of people here, so of course there are lots of children here. They're either super wealthy, or really not living up to my standards for quality of life. (I was not raised in a big city.)

If you see lots of children around NYC, consider the case of cars. I don't have a car in the city, and no one I know does. But there's clearly many cars all over, more than can really fit in the roads and curbs and parking garages. Having a car in NYC is a huge pain in the ass. It's not a great car experience. Same with children.

Re: New Cities

#137
post #68

Earlier quoted context omitted.

> built for people, rather than cars I wish people would stop with this drivel. There are PEOPLE in the cars. The cities are built for people. A car is a human amplifier - it takes human transportation and carrying ability and amplifies it. A lot of people find this amplification very very useful (parents with children, elderly, people who buy in bulk, etc, etc). Taking it away would be like removing computers becaus…

I think this is a valid point, in that it serves as the other side of the coin to the arguments of your parent poster. Other than transportation and carrying ability, cars also amplify things like consumption of energy, physical space, and so on. I think this is probably why the question in the original article, "What should a city optimize for?", is really the MOST important one to answer. If your goal is to keep ho…

> the other side of the coin

Not really - I didn't say "get rid of all the cars". He's creating a false dichotomy. Cars are fine for many things, but shouldn't be the top priority, but one of many ways of getting around.

Re: New Cities

#138
post #25

Look to how Tokyo does things. A few takeaways: - mixed use zoning: reduce requirement for long trips by mixing many compatible types of commercial with residential, and remove single housing type developments. Also, allow many smaller apartment complexes mixed with single family houses, instead of segregating housing types. - street design: No more hierarchical/dendritic street layouts. That is, no more dead-end str…

> No more hierarchical/dendritic street layouts.

It's worth playing some Cities:Skylines (which has a fairly accurate traffic simulator, particularly with the Traffic++ mod) to understand how the road hierarchy came into being. Or, for that matter, trying to drive through a grid-based city like Manhattan or SF.

You get very large traffic jams. The problem is intersections, and particularly intersections where traffic backs up to the previous intersection. When this happens, a traffic jam tends to spread across the whole city; incoming traffic can't clear the bottleneck fast enough, so the bottleneck just grows like a cancer until it envelopes a whole neighborhood.

Oftentimes, the solution to a traffic problem is simply to bulldoze a few intersections. By doing this, you give cars a buffer. It increases the median trip length but it also increases vehicle speed and road throughput by more. It turns out that the major contributor to traffic jams is the acceleration of having to start/stop at traffic lights and when turning.

Self-driving cars (or just ubiquitous turn-by-turn navigation) could change this equation by intelligently routing cars around bottlenecks and avoiding the neighborhood entirely, but as long as drivers have imperfect information about traffic conditions and tend to take the shortest route to their destination, this will remain a problem.

(I've had great success with using pedestrian paths to provide cut-throughs between dead-ends and nearby intersections, though. And with providing pedestrian paths under or over those intersections so that people don't have to wait for stoplights to cross the street and don't stop traffic with their jaywalking. The game unfortunately has pretty terrible pathfinding for pedestrians and won't let you build compact staircases, so this limits their usefulness to real problem intersections, but in real life I think many suburban cities could drastically improve their walkability/bikeability just by building raised pedestrian footbridges over their major arterials.)

Re: New Cities

#139
Oh man this is such a hard problem. There are many 'smart cities' built in EMEA region e.g. [1] that just haven't lived up to their hype.

It's tough because we don't yet know what to solve for. We don't understand the nature of city creation, what attracts people, how culture gets formed, how businesses and leisure activities pop-up. We don't know if things we perceive as problems are constraints that make the city thrive in unknown ways. We don't know if there's a significant amount of path dependency and sequencing that's appropriate.

To me, cities feel man-made because they're made of concrete, steel, and other metals. But they're a lot like an organism, competing against other cities and only keeping features which make them continue to thrive.

Super cool topic though and great on YC for opening research on the topic rather than proposing solutions. Best of luck to the team.

[1] https://en.m.wikipedia.org/wiki/Songdo_International_Busines...

Re: New Cities

#140
post #71

It is a mistake to assume that because cities were the most efficient way to organize people in the past, they will continue to be so in the future. Given the trend towards remote work, socialization and shopping, there is a lot less of a need for density. Instead of asking "how can we make the city of the future" we should instead be asking "how can we create a habitats for humans that promote happiness, health, har…

> environments I live about three minutes away from a large park near the center of a large city. It's a great place to walk around. When I lived in American suburbia, it was nothing but houses unless you drove a few miles down a main road.

This commentor is definitely not proposing traditional suburbs. Integrated permaculture would mean living in an edible garden for one.

I agree that we need more local control of food, the American diet is killing and sickening more people than tobacco ever did.

The incentive is to hack our brains with foods that activate reward centers, rather than helping people to live healthy lives through nutritious food.

Post reply on HN