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EXPERIENTIAL IMPACT STATEMENT

POLICY IMPLICATIONS

EXPERIENTIAL IMPACT STATEMENT

Just as developers of large enough projects are required by the EPA to complete an Environmental Impact Statement early in the design process, urban designers could be required to complete an Experiential Impact Statement at or near the beginning of their schematic design stage. The procedure would involve mapping and analyzing the project’s site and its surroundings with various quantitative and qualitative methods to ensure the designers are cognizant of the myriad social and experiential consequences of their work. The resultant document would resemble something like an extended version

of one of this paper’s case studies and would help guide the designers as they develop their project, ensuring they keep social and experiential issues at their attentions’ fore.

The Experiential Impact Statement could be mandated by the city, solicited by a request for proposal, and/or demanded by a client. However ultimately implemented, the document and its production process is not intended to strictly regulate urban design outcomes – instead it simply needs to be part of the design and development process to ensure the issues it exposes are addressed by designers, recognized by clients and even, in some cases, presented to the general public.

More educational tool than regulating device, the Experiential Impact statement process could positively influence urban design projects’ social and experiential qualities in the following ways:

INTEGRATION

One of the more straightforward metrics, the designers of a project subject to the Experiential Impact Statement would run the GIS analysis on their site and its environs as demonstrated by this paper’s case studies. This process would help them understand where their site resides within the city’s network of integrated and not-so-integrated mobility channels. They would learn socio- spatial importance of the streets binding their site and the streets connecting their site to the rest of the city. Perhaps this knowledge would inform their building’s footprint or orientation. It might also inform how they perforate their site with public open space and passages – they could knowingly capitalize on potentially important routes alongside and/or through their project (or at least avoid disrupting them).

ORGANICNESS

With an idea how their project’s vicinity has developed over time, designers would become equipped to engage their surrounding historical context. Having researched the origins and histories of neighboring sites and structures, they might feel more compelled to engage that built heritage (whereas they might have otherwise ignored it). They might see their project as another piece of the longstanding urban puzzle instead of a discrete investment manifestation in a vacuum. This would contribute to the overall urban experience by encouraging symbolic relationships between structures old and new about the city.

SERIAL VISION

Instead of generating a single money-shot perspective to promote their projects, designers would have to represent their sites and proposals with series of images that emphasize the dynamic experience incurred by passing through and/or past it. Whereas the money-shot represents a single moment from a single vantage that isn’t always honestly portrayed, the image series more faithfully expresses the multi-angled reality of a space as seen moving through space and time. This helps the designer consider the users’ extended experience of the project (rather than just a single view at a single moment) and it helps stakeholders realize more precisely what effect the project will have on its part of their city.

EYES ON THE STREET

Required to run the Depth Map isovist analysis on their sites and proposals as demonstrated in this paper’s case studies, designers may quickly quantify and visualize the visual range from all points and ascertain where people might or might not feel exposed or secluded, safe or vulnerable. This tool makes it easy to see exactly where troublesome corners might exist and it helps the city specifically recommend where design adjustments should be made.

MEMORABILITY

On one hand, if, while preliminarily surveying and scouting their site, designers were required to acknowledge and document the particularly memorable and distinctive aspects in and surrounding it, they might be more inclined to preserve existing points of heritage. On the other hand, if asked to report exactly how they plan to memorably mark their project before too many plans are drawn, stakeholders and citizens can more directly vet their attention-grabbing strategy to be sure it contributes to the city’s overall system of landmarks and icons. Perhaps the designer would even be asked to place their site and their proposal within that system to prove it participates appropriately in the monumental dialogue.

MAGIC

to reflect in a statement about the potential for magic around the site and comment on how they might work to enhance (or at least not detract from) it. It is unreasonable to require every building to create magic (or memorability for that matter), but the designers should at least be made aware of its presence and/or possibility.

SITTABILITY

Another very straightforward and practical device, seating studies would ensure designers are providing adequate sitting conditions for the people inhabiting the space. By comparing the number of users (or expected users) to the space’s area, designers can pragmatically ensure they are including enough seats to fill demand. Providing a planned seating schedule would help ensure the space will include an adequate variety of seat types (benches, chairs, tables, ledges, etc.) in enough environmental conditions (shade, sun, water, loud, quiet, etc.) to satisfy typical, heterogeneous demand.

SOFT EDGES

If asked to explain their approach to and/or understanding of the site’s building edges, designers will be forced to engage the visual and physical boundaries of their structures. By providing schematic sections documenting the layers they intend to introduce early in the design process, the authorities can confirm that the project will be sufficiently porous and epidermally activated given surrounding conditions and precedent.

MULTIPLICITY

While this metric might not be directly measurable, it helpfully encourages the designers to consider all hours of the day, week, and year as they imagine how their project will be occupied. Perhaps the designers would be required to execute a documentary study of the site and its environs during the early design phases to observe and report the complete variety of activity the area contains and supports around the clock. Recognizing or at least acknowledging the potential for spontaneity and dynamism might help expand the designers’ imagination about what all their project might be able to accommodate. ANALYITICAL GESTALT OR CATCH 22

In a perfect world, designers subject to the above gauntlet would, in turn, produce projects that embody the best of what each metric seeks to ascertain.

Realistically, however, after running the analytical gamut, it might become clear that few sites and/or designers can positively deliver on all fronts. Perhaps, in a particular case, excelling according to one metric directly entails floundering according to another. For example, certain labyrinthine site conditions might promote “serial vision” but inhibit “eyes on the street”. It is not this study’s purpose to make sure all sites pass all tests. Instead, the study and its metrics simply hope to expand the ways and means by which designers analyze their site and anticipate their proposals’ effects.

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