Livable Cities

The Art of Urban Design: How to Create Beautiful and Functional Cities

The craft side of urban design, including scale, proportion, sightlines and street frontages, and how beauty and function can reinforce or conflict with each other.

On this page
  1. Design as craft
  2. Scale and proportion
  3. Sightlines and views
  4. Street frontages
  5. Materials, detail and the small things
  6. When beauty and function agree
  7. When they conflict
  8. Whose taste?
  9. Practical takeaways

Design as craft

Urban design is partly analysis and partly craft. Analysis covers traffic counts, land use and demographics. Craft is the skill of shaping streets, blocks, buildings and spaces so that they feel right to use and look at. Craft is harder to specify in rules, which is one reason places that follow every regulation can still feel flat.

This article looks at some of the tools of that craft and at the long-running question of whether beauty and function support each other or compete.

Scale and proportion

Scale refers to the size of things relative to a person and to their surroundings. Proportion is the relationship between dimensions, such as the width of a street compared to the height of buildings along it. A common observation among designers is that a street feels more enclosed and comfortable when building heights are in a reasonable relationship to the width between them, while very wide spaces with low buildings can feel exposed. This is a rule of thumb, not a precise formula, and cultural preferences and climate affect what feels right. A broad avenue can be successful when it is well lined with trees and activity.

The same idea applies to smaller dimensions. Window sizes, door heights, step depths and the rhythm of building widths all shape how a street is read. A long, uniform facade can feel monotonous at walking pace, while variation in width and detail gives the eye something to follow.

Sightlines and views

A sightline is the line of sight from one point to another. Designers think about what people see as they move along a street: the end of the street, a church spire, a gap showing a park, or a blank wall. A framed view can help people find their way and make a route feel purposeful. A sightline that ends in a parking lot does not.

Sightlines also involve safety and comfort. Open views let people see what lies ahead, while dead-end corners and blind turns can make them uneasy. At the same time, too much openness can feel empty. Partial views and gentle bends can create interest, a quality often described as a sense of unfolding or discovery. Digital tools such as 3D models help designers test how a change would look from street level, though models can make a plan look cleaner than it will feel.

Street frontages

The frontage is where the building meets the street. It is perhaps the most important part of the design in terms of everyday experience. Entrances, windows, porches, shopfronts and small gardens create interaction between inside and outside. Blank walls, garage doors and service entrances do the opposite.

Active frontages, with doors and windows facing the street, are often linked with more lively and secure streets. Even simple things matter, such as where entrances are placed and whether windows are at eye level. Design tools like form-based codes aim to regulate frontage and building form directly, rather than only controlling use, though they are not without critics and depend on how well they are written and enforced. Rules about setbacks, which govern how far buildings sit from the street, also shape how a frontage feels.

Materials, detail and the small things

Materials and details contribute to the sense of quality and of belonging. Local materials can tie a new building to its setting. Good detailing, such as how a building meets the ground and the sky, tends to matter more than costly decoration. Street furniture, including benches, bus shelters, lamps and bins, shapes the experience of a street, and is often the first thing to be cut when budgets tighten, even though people encounter it directly. Public art can add identity and meaning when it relates to the place and its community, though tastes differ and public opinion is rarely unanimous.

When beauty and function agree

In many cases, the qualities that make a place attractive also make it work. Trees provide shade and cooling. Active frontages give a sense of safety. A well-proportioned street can be pleasant for walking and efficient for movement. Durable materials look good for longer and cost less to maintain. Good design frequently means finding the form that serves both purposes at once.

When they conflict

Conflicts do arise.

  • A striking building may be difficult to use, costly to maintain or unsuited to its setting.
  • A purely functional design, built for the cheapest way to move cars or store goods, can leave streets hostile to people.
  • Preservation of historic character can conflict with accessibility needs, such as adding ramps.
  • A very polished plaza may be so tidy that it discourages informal use.
  • Rules to control appearance can slow approvals or raise costs, which has implications for housing.

Design review boards are one way cities try to manage quality, but they can be accused of subjectivity and delay. Reasonable people disagree about how much control is appropriate.

Whose taste?

Beauty is not entirely subjective, since many people respond similarly to features like greenery, human scale and variety. But it is not uniform either. What counts as beautiful differs across cultures, generations and communities. Design done for a neighborhood, rather than to impress outsiders, usually asks residents what they value and what they find ugly or alienating. Without this, a city can end up with beauty that serves one group’s preferences.

Practical takeaways

  1. Judge a design at eye level, not only from above on a plan.
  2. Pay as much attention to how a building meets the street as to its overall form.
  3. Treat maintenance as part of design, since a beautiful space that decays loses its value.
  4. Look for solutions that serve both appearance and use, but be honest where trade-offs exist.
  5. Ask the people who will use the place what they find appealing.

Design is never finished, and cities change continually. The art lies in making choices that remain good as the context changes.

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