Townscape

Gordon Cullen

5 ideas

  1. Serial vision: the street as sequence

    A town is experienced as a series of revelations, not as one static view, because a pedestrian walking at uniform speed sees the scene change in jerks as one view gives way to the next. The designer's material is the contrast between the existing view and the emerging view, so a straight, uniform street registers as monotony while a sequence of shifts in enclosure, angle and reveal keeps the eye engaged.

  2. The numbered walk through a town

    Cullen opens by drawing a plan of a short pedestrian route with arrows at numbered stations, then gives one sketch per station. The frames show a long, straight approach, then passage through a narrow opening into an enclosed space, then a turn that reveals a tower or distant view. Nothing is rebuilt between the frames.

  3. Relationship between buildings is the art

    One building on its own is architecture, but two or more together make an art of relationship that neither holds alone. Buildings, trees, water, traffic and advertisements should therefore be judged by how they are woven together to produce drama. Judging each object by its own correctness or by standards of hygiene and efficiency misses this, and a town of individually good buildings can still be visually dead.

  4. Hereness versus thereness in space

    Our bodies relentlessly register position, so every scene is read as a relation between where I am and where something else is: here, within an enclosure, versus there, beyond it. Design devices such as enclosure, a barrier, a glimpse through an arch or a change of level work by sharpening that tension between here and there. People feel a sense of place most strongly where that boundary is legible, not where space flows on without a limit.

  5. Three ways of reading townscape

    Urban scenes are analyzed on three axes. Optics covers the serial unfolding of views to a moving eye. Place covers the body's awareness of its position, such as enclosure, exposure, precinct and viewpoint. Content covers the fabric itself: colour, texture, scale, style, character and the 'this-ness' of materials. Running a scene through all three stops a designer from treating a town as mere plan geometry, or as a collection of facades.

Save and mark ideas in the app