While not perfect, this type of development is already a step-up above the unwalkable so called "power center". They have great upgrade potential when we'll figure out public transport. The parking lots closest to the walkable public strip can be turned into mixed use buildings. Solving infrastructure and public transit problems is not the job of real estate developers. It is our job as a society. There has to be pol…
The Rise of “Movie-Set Urbanism”
81–90 of 209 posts
Re: The Rise of “Movie-Set Urbanism”
#82Florida is almost entirely a place where you need a car to do anything. It is so absurdly spread-out that even driving at high speed on their high speed roads is a remarkably slow way to get anywhere. If people cannot park there, they cannot get there. Even if you built a real urban walkable neighbourhood with housing, stores, schools, offices, churches - a place where people could truly walk to all of their daily ne…
This plot as a designed urban center is very much like one of these islands but without adjacent neighborhoods to fill in any local gaps.
Re: The Rise of “Movie-Set Urbanism”
#83Re: The Rise of “Movie-Set Urbanism”
#84I live in a place exactly like this in Florida called Baldwin Park. It's much better designed and I love living here. The main difference is a few things (and these really matter to me): 1. All the parking is parallel parking along all the streets. This ensures that the number of businesses don't need their own massive ugly parking lots 2. There are actually apartments here above the businesses, so that it's always a…
If so, that actually looks like a pretty nice area! Judging by what I saw on the map, that would be a nice place to live.
If one looks at the map, you see multiple parks surrounding the area, an elementary and middle school that appears to be walkable, a sizeable grocery store, and a lake to walk around. While it looks to have a lot of streets still throughout, it looks to be much more than just an outdoor mall.
Re: The Rise of “Movie-Set Urbanism”
#85Earlier quoted context omitted.
A bit more expensive but they could add a few underground floors for parking. In cold , snowy climates this might even be an advantage. This would waste less surface area to parking lots but would add some cost.
Except this particular development is in Florida, where you can't go under ground, and hurricane building codes make building up more complicated and expensive. As a Florida resident, I would love to see more parking garages, so parking takes up less ground surface area.
Re: The Rise of “Movie-Set Urbanism”
#86> Until you deal with the parking problem—which is done by building truly mixed-use places where people can meet their daily needs without hopping in the car—you haven’t created true urbanism. Daily needs means jobs for both you and your spouse, which won’t be in some random subdivision in Florida. It means schools, which don’t appear to be there either. It means the kids’ after school activities, again, missing from…
>Driving is unavoidable What about public transport?
That's it.
Re: The Rise of “Movie-Set Urbanism”
#87I wish the author would hit the non-walkability a bit harder. To get from one section to another, cross a street. To get from one side to another, you have to cross several streets. There is one area that did the same thing where I live (The Greene Town Center). I cannot simply think of why I would want to live there, and I was their target demographic! I really can't walk around inside of The Greene without having t…
Re: The Rise of “Movie-Set Urbanism”
#88I think he's barking up the wrong tree. The problem isn't "movie set urbanism", it's just boring, old "too much parking". Too much parking creates sparseness which reduces walkability. But putting parking behind stores ("movie sets") creates a human scale street space. While organic urban growth should be cherished, there are extreme cases, like most American towns and cities, where urbanism needs to be forcefully bo…
> You get something that is an entertainment product—it looks cute, but it’s functionally like a movie set or a theme park. Its design has the aesthetic signifiers of a traditional town, but none of the functionality, none of the deep responsiveness to the needs of the people living there. I think he encapsulates things nicely here. Barring some exceptions, town/village life in the US is basically non-existent. There…
Re: The Rise of “Movie-Set Urbanism”
#89> Until you deal with the parking problem—which is done by building truly mixed-use places where people can meet their daily needs without hopping in the car—you haven’t created true urbanism. Daily needs means jobs for both you and your spouse, which won’t be in some random subdivision in Florida. It means schools, which don’t appear to be there either. It means the kids’ after school activities, again, missing from…
>Driving is unavoidable What about public transport?
Re: The Rise of “Movie-Set Urbanism”
#90I think he's barking up the wrong tree. The problem isn't "movie set urbanism", it's just boring, old "too much parking". Too much parking creates sparseness which reduces walkability. But putting parking behind stores ("movie sets") creates a human scale street space. While organic urban growth should be cherished, there are extreme cases, like most American towns and cities, where urbanism needs to be forcefully bo…
> You get something that is an entertainment product—it looks cute, but it’s functionally like a movie set or a theme park. Its design has the aesthetic signifiers of a traditional town, but none of the functionality, none of the deep responsiveness to the needs of the people living there. I think he encapsulates things nicely here. Barring some exceptions, town/village life in the US is basically non-existent. There…