Tagged: urbanstudies

Transit transitions: Thanking the bus driver

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Last week two topics seemed to predominate in my news browsing: end-of-the-year “best of” film lists, and the Pittsburgh Port Authority’s bus service changes. I didn’t see many new films this year, so most of the titles on the critics’ top ten lists were unknown to me. One film title that kept appearing on the year-end lists was Paterson.  I gleaned from these mentions that the movie starred Adam Driver as a bus driver-cum-poet in Paterson, New Jersey. In a subsequent review I read that Paterson was directed by Jim Jarmusch, who’s made some of my favorite films.

The other big news of the new year (in Pittsburgh, at least) was the many changes coming to our city buses.  The port authority instituted several new policies and practices beginning on January 1st, including changes to how bus fares are priced and paid for.

In an editorial for the Pitt News, Amber Montgomery surveyed some of these changes and how changes to fare pricing in particular will affect riders:

Perhaps the most important change coming is the new flat fare system and the few stipulations that go along with it. In 2017, riders using a ConnectCard will pay the new fare of $2.50 for a ride and $1 for a transfer, whereas riders using cash will pay $2.75 with no option for a paper transfer — meaning if you’re paying in cash, you must dole out an extra 0.25 cents per trip, and if you need a transfer, it’s an additional flat fare of $2.75.

[…]

The changes themselves are vital and will make using buses quicker, easier and more efficient, but the new system will only work best when it is likewise simple and efficient for all users. The priority needs to be on making it so cash can be converted into ConnectCard funds easily through a plethora of retail locations and machines at nearly all bus stops.

While reading up on these changes and their impact I came across Buses are Bridges, a blog dedicated to “mapping the blueprint for transition in Pittsburgh.” They have been writing about the impact that these and other urban developments are having on Pittsburghers. The provocative title of a post from new year’s day caught my attention: “A bus is in itself a city.” The author referenced William Carlos Williams, so I sought out the source of this evocative quote. The original quote is “a man is in himself a city,” and it comes from William’s epic poem Paterson. The poem was Williams’ effort to do for Paterson, NJ what Joyce had done for Dublin in Ulysses.  In addition to discovering a fascinating work of city poetry and urban romanticism to add to my reading list, I also realized that Jarmusch’s Paterson film references and is likely inspired by Williams’ poem.

But back to the transit transition in Pittsburgh. Blog co-author Helen Gerhardt relayed some conversations overheard at a bus stop on the day the changes went into effect:

On the Ellsworth sidewalk across from my bus stop, I could hear three people figuring out the new bus fare payment system that just had gone into effect for New Years Day. Not being practiced at poetic distance, but instead a grassroots organizer and loud-mouthed Pittsburgher for Public Transit, I walked across the street and butted right into the information transfer.

“Yeah, everybody gotta pay as you get on the bus from now on,” the guy with glasses was saying.

“And get off at the back door?”

“Yeah, that’s what I heard. But lots of people still getting off up front. And some of the bus drivers, they encouraging people to do just like before unless the bus is crowded.”

The changes to fare prices and how they’re paid are significant, and it is important to consider how these changes will affect low income Pittsburghers and other vulnerable riders who are reliant on Port Authority service. But I want to focus here on the change to the bus entry and exit system, because it directly impacts our local transit culture.

Like public buses in many other cities, Pittsburgh city buses have two sets of doors, one near the front and another set at about the midpoint of the vehicle. Unlike buses in other cities, the rear doors are rarely used on Pittsburgh buses. With the exception of stops at the busy downtown transit hub (and at times when the bus is crowded to capacity), riders boarding or disembarking from the bus only use the front doors. Accordingly, commuters during busy periods typically have to wait for departing riders to exit the bus before being able to board.

This situation affects the ‘Burgh bus riding experience in several ways. For one thing, it means that virtually every rider files past the driver when they depart the bus. This in turn has an associated effect on public transit behavior in Pittsburgh: it is common for riders to thank the driver as they leave the bus. For comparison, consider Philadelphia, our big city neighbor on the eastern side of the state. Buses in Philly operate on the same entry and exit protocols that Pittsburgh just adopted, where all riders enter at the front and exit at the back. For most Philly transit users, thanking the bus driver would be an unnecessary and even impractical gesture. Visitors from bigger cities often find our provincial customs quaint and frivolous: to the average New Yorker, saying “thank you” and “bye” to the bus driver seems like a profligate waste of time and energy. Yet thanking the bus driver is a quirk of our local culture that I relish, and I fear it is a quirk I am fated to be nostalgic for.

It occurred to me riding home last night (after the driver hollered “Back door” as I was making my way up to the front) that the Pittsburgh transit “thank you” is going the way of the dodo. If riders are to be exiting by the back doors, and no longer passing by the driver on their way out, then the customary expressions of leave-taking are surely on their way out. While I was initially excited about this change, especially as it seemed to update our transit policies in line with how things are done in”real cities,” I  will also miss what is lost in the transition. Is the new system more efficient? Almost certainly, and in many ways the new boarding system makes a lot of sense and seems like a long overdue change. But every gain is accomplished through an accompanying loss. Innumerable elements of local culture, folk knowledge, and vernacular practice have been eradicated by the inexorable march of order, standardization, and efficiency. In the larger scheme of things the loss of the “driver thank you” may be inconsequential, but it is indicative of the countless small things lost and forgotten in the wake of progress and unending urban transformation.

Communication and the City conference: report from Seoul

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This past June I was in Seoul, South Korea for the Communication and the City conference. The event was held at Yonsei University and co-sponsored by the Yonsei Communication Research Institute and the Urban Communication Foundation. It was a truly international conference, with participants hailing from around the world. Speakers included academic researchers, architects, urban planners, and Seoul city officials.

Over two days presenters spoke about topics including risk factors facing urban populations, the role of storytelling and community media in neighborhood life, and the rise of the Asian megacity. I was particularly interested to learn more about the history of Seoul, and recent developments in its ongoing urbanization. This was my first visit to the South Korean capital, and I was overwhelmed by the scale and complexity of the sprawling metropolis.

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The recent history of Seoul’s development includes distinct periods of rapid modernization. One of these periods involved the demolition of traditional Korean homesteads and the displacement of residents from entire districts (this happened under the administration of a leader nicknamed “Mayor Bulldozer” by the locals). A second period is characterized by sustainability concerns, and is marked by the 1997 IMF economic crisis. In the wake of the economic crisis’ ramifications, Seoul continued to modernize and developed some of the most advanced transportation infrastructure in the world. The drive toward modernization and investment in dedicated “economic zones” has resulted in networked urban districts like Songdo City, sometimes called the first full fledged smart city (or “u-city,” with “u” designating ubiquitous computing infrastructure). In future posts I will share my thoughts and photos from my visit to Songdo, and some more thoughts on Seoul.

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The unreal urbanism of Pokémon Go

Earlier this month the mobile-app game Pokémon Go was released in the U.S., and the game has been ubiquitous ever since. Aside from being a sudden pop culture phenomenon, the game’s success poses some significant implications. First of all, this is clearly a breakthrough moment for augmented reality. Pokémon Go is not the first augmented reality game, nor is it the most ambitious, but it has undoubtedly brought AR into mainstream consciousness. Secondly, the success of Pokémon Go has led me to reconsider all my previously held assumptions about the uses of mobile apps and gamification for interfacing with urban spaces. I have historically been cynical about the prospect of using mobile games or AR interfaces to interact with urban space, since they usually strike me as shallow and insignificant, typically resulting in a fleeting diversion like a flash mob dance party, rather than altering people’s perceptions of place in any lasting or meaningful way. Pokémon Go satisfies all the requirements of my earlier preconceptions, yet despite my best critical instincts, I really like the game.

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A lure party in progress at Soldiers & Sailors Memorial in Oakland. Photo credit: user invertedcheese85 from reddit.com/r/pokemongopittsburgh

 

The buzz about Pokémon Go had been building on various forums online, and after it was released it was virtually impossible to avoid Pokémon Go-related posts. Save for maybe 10 minutes with a friend’s Game Boy in the late 90s, I’ve never played a Pokémon game and I preemptively wrote off Pokémon Go as yet another cultural fad that I would never partake in or understand. Curiosity got the best of my wife, however, and she downloaded the app and we walked around our neighborhood to test it out. To my surprise, the game was a lot of fun; our familiar surroundings were now filled with digital surprises, and we were excited to see neighborhood landmarks and murals represented as Pokéstops, and wild Pokémon hanging out in the doorways of local shops.  We meandered around discovering which of our local landmarks had been incorporated into the game, and each discovery increased my enjoyment of the app. Yes, the game is simple and shallow, but I was completely charmed. I downloaded the game so I could play, too.

Reactions to Pokémon Go have been as fascinating as the game’s widespread adoption. Many news articles sensationalized the inherent dangers of playing the game: distracted players wandering into traffic or off of cliffs, people’s homes being designated as Pokéstops and besieged by players, and traps being laid (using the games “lures”) to ambush and rob aspiring Pokétrainers. There have also been insightful critical analyses of the game. An early and oft-shared article by Omari Akil considered the implications of Pokémon Go in light of recent police shootings of black men, warning that “Pokemon Go is a death sentence if you are a black man“:

I spent less than 20 minutes outside. Five of those minutes were spent enjoying the game. One of those minutes I spent trying to look as pleasant and nonthreatening as possible as I walked past a somewhat visibly disturbed white woman on her way to the bus stop. I spent the other 14 minutes being distracted from the game by thoughts of the countless Black Men who have had the police called on them because they looked “suspicious” or wondering what a second amendment exercising individual might do if I walked past their window a 3rd or 4th time in search of a Jigglypuff.

Others questioned the distribution of Pokémon across neighborhoods, suggesting that poor or black neighborhoods had disproportionately fewer Pokémon and Pokéstops. Among urbanists, however, reaction to the game has been mixed. Mark Wilson at Fastcodesign declared that Pokémon Go “is quietly helping people fall in love with their cities“. Ross Brady of Architizer celebrated the game for sparking “a global wave of urban exploration“. Writing for de zeen, Alex Wiltshire boldly states that the game has “redrawn the map of what people find important about the world“. City Lab contributor Laura Bliss proclaimed “Pokémon Go has created a new kind of flaneur“.

Others have been more critical of the game, with Nicholas Korody at Archinect retorting: “No, Pokémon Go is not an urban fantasy for the new flaneur“. At Jacobin, Sam Kriss implores readers to “resist Pokémon Go“:

Walk around. Explore your neighborhood. Visit the park. Take in the sights. Have your fun. Pokémon Go is coercion, authority, a command issuing from out of a blank universe, which blasts through social and political cleavages to finally catch ‘em all. It must be resisted.

Some, like Jeff Sparrow at Overland, drew direct parallels to the Situationists:

On the one hand, that’s way cool – suddenly, the old pub near your house is inhabited by monsters.

On the other, there’s something faintly distasteful about the recuperation of specific real histories into a billion-dollar corporate mythology. Nearly 150 people lost their lives when the Triangle Shirtwaist Factory burned to the ground, entirely needless deaths caused by the atrocious working conditions of the garment trade. The tragedy became a rallying point for the trade union movement, the name of the factory, a shorthand reference to employers’ greed.

Now, though, it’s three free Pokeballs.

We might also say, then, that, even as the game leads players to embrace the derive, it also offers a remarkable demonstration of the phenomenon that Debord critiqued.

Writing for the Atlantic, Ian Bogost mediated on “the tragedy of Pokémon Go“:

We can have it both ways; we have to, even: Pokémon Go can be both a delightful new mechanism for urban and social discovery, and also a ghastly reminder that when it comes to culture, sequels rule. It’s easy to look at Pokémon Go and wonder if the game’s success might underwrite other, less trite or brazenly commercial examples of the genre. But that’s what the creators of pervasive games have been thinking for years, and still almost all of them are advertisements. Reality is and always has been augmented, it turns out. But not with video feeds of twenty-year old monsters in balls atop local landmarks. Rather, with swindlers shilling their wares to the everyfolk, whose ensuing dance of embrace and resistance is always as beautiful as it is ugly.

Pokémon Go’s popularity has led to many online comparisons to the Star Trek: TNG episode “The Game,” in which the crew of the Enterprise is overcome by a mind-controlling video game. The game in Star Trek is not strictly-speaking an augmented reality game, but does involve projecting images onto the player’s vision similar to an AR-overlay. Previous gaming and gadget fads have been compared to the TNG episode, notably Google Glass (for it’s similarity to the eye-beaming design used to interface with the game in Star Trek) and the pervasively popular Angry Birds game (as evident in this parody video). The comparison has regained cultural cachet because, unlike Angry Birds which can be played on the couch, Pokémon Go is played in motion. This, of course, has contributed to the perception of the game’s zombie-fying effects; we’ve grown accustomed to the fact that everyone’s eyes are glued to a smartphone screen in our public spaces, but now there are whole flocks of people milling around with their eyes on their devices.

My cynical side is inclined to agree with the critics who see Pokémon Go’s proliferation as proof positive of the passification and banalization of our society; the visions of Orwell, Bradbury, and Phil Dick all realized at once. But there’s something there that has me appreciative, even excited about this goofy game. As my wife and I wandered our neighborhood looking for pocket monsters, we noticed several other people walking around staring at their phones. This is not an uncommon sight, but it is re-contextualized in light of Pokémon Go’s popularity. “Look,” my wife would say, “I bet they’re playing, too.” After a while she had to know for sure, and started walking up to people and asking, “Are you playing Pokémon Go?” Every person she asked was indeed playing the game. Then we were walking along with these people we’ve just met, discussing play strategies, sharing  Pokéstop locations, spreading word of upcoming lure parties.

One night around 10:30 last week we went into the Oakland neighborhood, home to both Pitt and Carnegie Mellon’s campuses and a hotbed of  Pokémon Go activity. When we arrived, at least 20 people sat along the wall in front of the Soldiers & Sailors Memorial, smartphones in hands. We walked around the base of the Cathedral of Learning, where dozens of people in groups of two, three, or more were slowly pacing, stopping to capture a virtual creature. We crossed the street to Schenley plaza, where still dozens more people trekked through the grass, laughing and exclaiming and running up to their friends to share which Pokémon they had just got. Sure, most of these people were only talking to their own groups of friends, if they were talking at all, but it was still a cool experience. For me, the greatest thing was not which monsters I caught or XP my avatar earned; rather it was the energy, the unspoken but palpable buzz generated by all these people walking around in the dark of a warm summer night. Yes, I was giving attention to my smartphone screen, but what I remember most from that evening are the stars, and the fireflies, and the murmuring voices. Pokémon Go is promoting a sort of communal public activity, even if the sociality it produces is liminal at best. Yes, it is still shallow, still commercial, still programmed, but it’s something; there’s an energy there and a potential that is worth paying attention to.

Pokémon Go is not the be-all-end-all of augmented urban exploration, nor should be it considered the pinnacle of how mobile technology can enable new ways of interfacing with city space. But the game’s popularity, and my personal experience using it, has given me hope for the potential of AR apps to enrich our experience of urban spaces and engender new types of interactions in our shared environments.

Columbus wins DOT Smart City Challenge

The Department of Transportation has selected Columbus, Ohio as the winner of the Smart City Challenge. The winning city will receive a $50 million grant to fund the development and implementation of networked and “smart” transportation infrastructure. From the Columbus Dispatch:

Columbus’ application includes several other transportation innovations, including an autonomous vehicle test fleet at Easton Town Center that would pick up passengers at the COTA terminal and deliver them nearer to jobs at the shopping center.

Columbus also wants to increase electric vehicle access in the city and improve communication between vehicles and infrastructure, which could help reduce crashes.

A key point in the city’s bid was how the money could be used to improve Columbus’ infant mortality rate. Officials have said that improving transportation options in poor neighborhoods could better connect new and expectant mothers to health care services.

As a Pittsburgher who has been following the contest for several months, I was very disappointed that Pittsburgh did not win. Not only would it have been a welcome victory for the city and local industry, but it would have been perfect for my dissertation project.

I was genuinely impressed and even moved by Pittsburgh’s video component of their proposal, which presented a people-first approach that acknowledged past planning mistakes and continuing concerns about disparities among residents. You can watch the video below:

You can watch the other finalists’ videos and read the full proposals at Network World.

A colleague who watched each city’s video presentation agreed with me that Columbus’ video pitch was the weakest, though he cautioned that the videos are ultimately irrelevant in relation to the process of selecting the winning city.

The DOT has pledged to help the other finalist cities implement their proposed transportation initiatives, and Pittsburgh leaders have also declared their intent to follow through with their Smart PGH plan.

City space and emotion: Affect as urban infrastructure

For a change of pace this week, I thought I’d write about affect in relation to the urban condition. Specifically I am going to focus on Nigel Thrift’s chapters on spatialities of feeling from his book Non-representational Theory: Space, Politics, Affect. Thrift begins the first chapter by characterizing cities as “maelstroms of affect,” and asserting the “utter ubiquity of affect as a vital element of cities” (p. 171). Thrift questions why “the affective register” has not formed “a large part of the study of cities,” and states “to read about affect in cities it is necessary to resort to the pages of novels, and the tracklines of poems” (p. 171).

I have to question what Thrift means by “the study of cities,” particularly in relation to the history of urban sociology. There is a lengthy history in this tradition of studying the affective register of cities, from Weber’s anomie and Simmel’s blasé attitude, through the emergence of modern criminology and social scientific studies of urban anxiety and the fear of crime.

There are, of course, prolific approaches available for studying cities. In addition to approaches from fiction and prose, and the aforementioned social scientific methods, there abound philosophical, psychogeographic, and theological engagements with urban life. One approach to the study of cities that has been especially amenable to the affective register is the domain of urban design and planning. Practitioners and commentators from this realm (who often, erroneously and unfortunately, mistake their practice for urbanism entire) have long used affective language to describe and design urban spaces: happy streets, friendly spaces, menacing buildings, etc.

Thrift is not explicitly discussing “smart” urbanization projects, but of course much of the analysis across these two chapters is directly applicable to such initiatives. Shockingly, Ernst Bloch also says much of relevance to smart cities in his 1929 essay “The Anxiety of the Engineer”. Thrift’s summation of Bloch’s “apocalyptic” vision of cities from that essay reads like a ripped-from-the-headlines encapsulation of contemporary urbanization trends: “Transfixed by the idea of a totally safe and calculable environment, the capitalist city is fixed and unbending in the face of unexpected events: ‘it has rooted itself in midair’” (p. 198). It’s a fantastic connection to make, though I despair at my ever-growing reading list.

Lastly, I want to touch upon Thrift’s discussion of the misanthropic city. My first reaction was to respond that cities aren’t misanthropic, people are; but then I recalled my recent trip to Las Vegas. Returning to the affective register of urban design, I must say that Vegas is certainly a misanthropic city. It is a city built for money, not for people. To the extent that it is built for people, it is designed not to affirm or edify humanity’s highest qualities, but is rather constructed to amplify our basest and most animalistic aspects. Compulsion, lechery, and stupefaction are the human attributes “celebrated” in that space. From an urban design perspective, Las Vegas is among the most misanthropic of cities.

Of course, Thrift is not referring to misanthropic urban design (although the invocation of infrastructure is an interesting, and perhaps fecund, reference point for urban affect), but to misanthropic attitudes and behaviors among urban denizens. I do not ascribe to calls for kindness and idealized sense of community in the city, as I find they are often simplistic and embarrassingly maudlin. Indeed, the disconnectedness and universal strangeness that has long been decried as manifestations of the inherent disharmony of urban life, are in fact principal among the reasons that I love life in the metropolis. Nevertheless, I do appreciate that amidst the anxiety and imminent catastrophe of urban life, Thrift finds spaces for kindness and hope.

Wound Culture and Public Space: Mark Seltzer’s concept of the pathological public sphere

Mark Seltzer: Serial Killers (II): The Pathological Public Sphere
Critical Inquiry, Vol. 22, No. 1 (Autumn, 1995), pp. 122-149

Seltzer’s essay on serial killers and the pathological public sphere immediately calls J.G. Ballard to mind. Eventually Seltzer does cite Ballard, but it is in reference to Ballard’s Atrocity Exhibition, a selection that renders the author’s omission of Ballard’s subsequent novel, Crash, all the more conspicuous (Crash was adapted into a film by David Cronenberg in 1996, the year after Seltzer’s article was published). The article’s introductory anecdote about Sylvestre Matushka, who engineered train wrecks and claimed to only achieve sexual satisfaction when witnessing these accidents, is obviously evocative of Crash. Ballard’s story follows characters who are sexually excited by car crashes, and stage car accidents and recreate famous wrecks. Seltzer cites The Atrocity Exhibition in order to borrow Ballard’s phrase and relate it to his own notion of the pathological public sphere: “spectacular corporeal/machine violence, a drive to make mass technology and public space a vehicle of private desire in public spectacle: the spectacles of public sex and public violence” (p. 124). Though he never refers to Crash, Seltzer’s language here could have come direct from the book’s dust jacket: “The coupling of bodies and machines is thus also, at least in these cases, a coupling of private and public spaces” (p. 125).

Seltzer’s argument is also evocative of a different Crash: the identically-titled but textually-dissimilar Crash, a 2004 film exploring race relations in contemporary Los Angeles through the interweaving of multiple characters and plotlines. Los Angeles is famous for its iconic freeway system, and the city is often regarded as the apotheosis of car culture, an alternatingly visionary or dystopic manifestation of car-dependent society. The film Crash uses the city’s freeway network as a thematic device, beyond the relation of the story’s interweaving plot threads and intersecting characters to the on-ramps and cloverleaf interchanges of L.A.’s freeways as seen from above. The film opens at the scene of a car accident one of these L.A. freeways, and the first lines of dialogue (spoken by a character riding in a car involved in the accident) establishes the thematic significance of the film’s Los Angeles setting:

Graham: It’s the sense of touch. In any real city, you walk, you know? You brush past people, people bump into you. In L.A., nobody touches you. We’re always behind this metal and glass. I think we miss that touch so much, that we crash into each other, just so we can feel something.

Compare this sentiment with these words of serial killer Ted Bundy quoted in Seltzer’s article:

“Another factor that is almost indispensable to this kind of behavior is the mobility of contemporary American life. Living in a large center of population and living with lots of people, you can get used to dealing with strangers. It’s the anonymity factor.” (p. 133)

Seltzer does cite a Los Angeles-based film in his discussion of public and private space: the action-thriller Speed, a sort of wish-fulfillment Hollywood fantasy for Angelenos where the city’s congested freeways are cleared of all traffic and the hero’s speedometer never drops below 50 miles per hour. Seltzer notes the film’s use of “public vehicles of what might be called stranger-intimacy” (p. 125): elevators, buses, airplanes, and the city subway system. Seltzer’s highlighting of transit systems to illustrate the collisions of public and private space resonated with my own research in this area. Seltzer cites urban sociologist Georg Simmel’s account of “the stranger” in urban life; Simmel’s theories have influenced a great deal of urban studies, including theories of transportation and public space.

Toiskallio (2000) applied Simmel’s sociability to an analysis of “the interaction between the taxi driver and the fare as an example of an intensive urban semi-public situation where feasible and face-saving social interaction is needed” (p. 4). The term “semi-public” refers to that are neither public nor totally private, as taxicabs are neither public nor private transportation, but “paratransit” (p. 8). Such distinctions are further complicated by the recent advent of “car-share” or rideshare services such as Uber and Lyft. These services are essentially hired car services, and function much like taxicabs, but with significant differences. Most relevant to the current discussion is the fact that rideshare drivers do not drive company vehicles as taxi drivers do, but operate their private vehicles to transport customers. This situation transforms a person’s private car into a space of stranger-intimacy. There are consequences here not only for transformations of public and private space, but also the coupling of bodies and machines, as well as implication for affective labor and transportation services.