Software & Hardware Pt. 1: The Story That Builds the Urbanism Movement
Urbanism works when its story is inviting, repeatable, and clear enough to survive distortion.
This is the first piece in a series breaking down the elements of the Software & Hardware Framework.
If buildings, streets, and sidewalks are the hardware of cities, then the software of urbanism starts with the story people believe they’re part of.
People don’t want to join a policy debate. They want to belong to a story.
So what is the human story behind urbanism?
It’s the story of the single parent whose car breaks down and, because they can’t afford to fix it and there’s no reliable transit, loses their job because they can’t get to work.
It’s the story of someone forced to train like an athlete just to lose weight because the natural exercise of everyday walking has been designed out of daily life.
It’s the story of Main Street turned into drive-thrus, tire shops, and car repair garages, with a Walmart at the center, instead of a place full of local businesses and life.
It’s the story of every worried parent who hands car keys to their teenager for the first time and spends every night anxious because traffic crashes are the leading cause of death for teenagers age 13 to 19. But they do it anyway because a car is the only way their kid can get anywhere.
But more than just capturing and validating those stories of everyday hardships and anxieties, it’s the story of building places that tackle those hardships head-on. Places designed to lessen or remove them altogether.
It’s about creating human-scale, quiet, affordable, safe, and clean neighborhoods where the barrier to entry is low and access is open to everyone without sacrificing quality.
Urbanism isn’t about dragging everyone down to the lowest common denominator. It’s about raising the collective standard of living.
In a world obsessed with progress, urbanism is obsessed with access.
But it’s more than that. The ideas at the heart of urbanism — walkable streets, connected communities, everyday human contact — are some of the greatest technologies humans have ever invented.
A walkable street is more powerful than any new app or gadget. A neighborhood built for people instead of cars is more radical than any smart city gadget. These ideas are old, but they still outperform almost every shiny new solution we keep trying to layer on top of broken places.
They’re the wonder drug of public life: cheap, proven, and incredibly effective at fixing problems that expensive tech often fails to solve: loneliness, obesity, traffic deaths, community breakdown.
Many of the biggest threats we face don’t come from sudden crises but from the small design failures of everyday life: car crashes, heart disease, social isolation, unaffordable housing, the cost of simply getting around.
Urbanism is about building a culture that actually does something about these threats.
As writer Katie Beth Payne puts it, “Culture is more than aesthetics. It’s how people survive.”
At its core, urbanism is about helping people do just that: survive, and then thrive.
It’s about guaranteeing people access to the basics — safety, shelter, freedom of movement — but also to the best parts of life that Anthony Bourdain so beautifully celebrated in his travels.
What makes urbanism powerful is that its best ideas are simple. They work for everyone all at once (even if not to perfectly equitable degrees), by making life richer and simpler at the same time.
But there’s a catch. If we get the story wrong, we risk losing it altogether.
Too many movements (political, cultural, or otherwise) have learned this the hard way. If you don’t get your story clear, someone else will write it for you.
We’ve all heard political slogans that sound bold at first but fall apart the second they’re challenged. Someone says, “We don’t really mean that — what we mean is…” and out comes a ten-minute explanation that loses everyone.
When a narrative is vague or half-baked, it’s easy to twist. Bad actors and extremists fill in the blanks with the most radical or absurd versions possible. Meanwhile, the real ideas gets buried under explainers and corrections. The plot gets lost quickly.
Urbanism can’t afford that. If the movement is going to grow, it can’t just have good policy and good hardware. It needs a narrative that’s sturdy, clear, and true enough that everyday people can repeat it, and see themselves inside it, without needing a footnote.
A good story doesn’t leave so much space that your critics get to finish the sentence for you.
A good story is how you invite people in. Buildings and streets are what we build; policy and ideas are how we make it work for everyone; but the story is what makes people believe it’s possible, and worth making possible.
Urbanism is quietly the wonder drug we already have. The real work is telling a story people believe enough to get on board, and one that’s clear enough that no one else gets to twist it for us.
This is the first part of this framework: Narrative.
If we don’t tell it well, who will?
Great writing, Michael! People need narratives. It's so true. Narratives are part of the human experience. Shortcuts that help us get through day to day life without fully understanding the details behind how things work.