Author Archive | Jarrett

How do I find a hotel near good transit?

Map_of_hotels_near_washington_dc_metroHere's news you can use, or at least news I can use as an absurdly frequent flyer.  

All of the standard travel shopping sites make it very hard to assess the transit options from a hotel's location.  At most they have distances and sometimes car travel times.  So I often spend too long doing research, and pay too much for a hotel close to my destination when I might easily have stayed further away more cheaply if I knew good transit was there.

This, therefore, is a really good tool.  In the case of Washington DC, it helps you see all the hotels that are close (objectively close, not hotel-marketing-close) to a subway station.  It's the work of Jeff Howard, and he's also done one for Atlanta's MARTA subway.

You can get hints of similar output from Google, very crudely, by pointing Google Maps at a city and then specifying, say, "hotels near a DC Metro station," but Google is easily confused by excessively clear requests, and to Google, "near" means car-near, not transit-near.  Someday, maybe Google will understand "hotel within 400m of a frequent transit stop," or even "hotel within 30 min frequent transit travel time from ___".  But that's clearly a way off, and Google often seems more interested in interpreting vague search requests than replying to clearly stated ones.

In any case, even a competent search engine wouldn't produce Jeff Howard's very useful feedback about hotels.  Click on a station and there's a writeup about each station area, including a map showing the hotel's exact relationship to the station, and links to the hotels themselves, including a reservation widget.  Nice work, Jeff!

 

My interview on National Public Radio

Last week I was a guest on Here & Now, a nationally syndicated radio program produced by WBUR in Boston, talking with the show's Jeremy Hobson about the recently approved Houston METRO Transit System Reimagining, and how its lessons apply to other American cities.  The segment aired today, and is a nice summary of the project, quickly covering much of the material discussed here, here and here. Take a listen via the embed above, or head over to the Here & Now site to check it out.

Houston’s reimagined network: don’t let us make it look easy!

AnimatedFrequentNetwork

It's great to see the national press about the Houston METRO System Reimagining, a transformative bus network redesign that will newly connect a million people to a million jobs with service running every 15 minutes all day, with almost no increase in operating cost.  Last week, when the Houston METRO Board finally adopted the plan for implementation this August, I was in New Zealand advising Auckland Transport executives on how to roll out a similar plan there, one that MRCagney and I sketched for them back in 2012.  Advising on these kinds of transformations, and often facilitating the design process, is now one of the core parts of my practice.

And here is my most important piece of advice:  Don't let anyone tell you this is easy.

Much of the press about the project is picking up the idea, from my previous post on the subject, that we redesigned Houston's network to create vastly more mobility without increasing operating cost — "without spending a dime," as Matt Yglesias's Vox piece today says.   An unfortunate subtext of this headline could be:  "Sheesh, if it's that easy, why didn't they do it years ago, and why isn't everyone doing it?"

Some cities, like Portland and Vancouver, "did it" long ago.  But for those cities that haven't, the other answer is this:  

Money isn't the only currency.   Pain is another.  These no-new-resources restructurings always involve cutting some low-ridership services to add higher-ridership ones, and these can be incredibly painful decisions for boards, civic leaders, and transit managements.  Civic officials can come out looking better at the ends of these processes, because the result is a transit system that spends resources efficiently in a way that reflects the community's values.   But during the process they have every reason to be horrified at the hostility and negative media they face.

If you're on a transit board, here's what these transformations mean:  Beautiful, sympathetic, earnest people — and large crowds of their friends and associates — are going to stand before you in public meetings and tell you that you are destroying their lives.  Some of them will be exaggerating, but some of them will be right.  So do you retain low-ridership services in response to their stories, and if so, where does that stop?  I'm glad I only have to ask these questions in my work, not answer them.

For a decade now I've been helping transit agencies think through how much of their service they want to devote to the goal of ridership and how much they want to devote to a competing goal that I call coverage.  Ridership service should be judged on its ridership, but coverage service exists to be available.  Coverage service is justified partly by the political need for everyone (every council district, member city or whatever) to have a little service, because "they pay taxes too," even if their ridership is poor.  But it's also justified as a lifeline, by the severity with which small numbers of people need it.  

In the early stages of the Reimagining project, I facilitated a series of METRO Board and stakeholder conversations about the question:  How much of your operating budget do you want to spend pursuing ridership?  I estimated that only about 55-60% of existing service was where it would be if ridership were the only goal, so it wasn't surprising that the agency's ridership was stagnant.  I explained that the way you increase ridership is to increase the percentage of your budget that's aimed at that goal.  And if you're not expanding the total budget, that means cutting coverage service — low ridership service, but service that's absolutely essential to some people's lives.  

In response to a series of scenarios, the Board told us to design a scenario where 80% of the budget would be devoted to ridership.  That meant, of course, that in a plan with no new resources, we'd have to cut low-ridership coverage service by around 50%.  Mostly we did that not by abandoning people but certainly by inconveniencing some of them.  But there was no getting around the fact that some areas — areas that are just geometrically unsuited to high-ridership transit — were going to be losers.

We didn't sugarcoat that.  I always emphasize, from the start of each project, how politically painful coverage cuts will be.  The stakeholder committee for the project actually had to do an exercise that quantified the shift of resources from low-ridership areas to high-ridership ones — which was also a matter of shifting from depopulating neighborhoods to growing ones.  They and the Board could see on the map exactly where the impacted people were.

And exactly as everyone predicted, when the plan went public, those people were furious.  Beyond furious.  There really isn't a word for some of the feelings that came out.

Houston had it much worse than most cities, for some local reasons.  Along the northeast edge of inner Houston, for example, are some neighborhoods where the population has been shrinking for years.   They aren't like the typical abandoned American inner cities of the late 20th century, where at least there is still a good street grid that can be rebuilt upon.  In the northeast we were looking at essentially rural infrastructure, with no sidewalks and often not even a safe place to walk or stand by the road.  Many homes are isolated in maze-like subdivisions that take a long time for a bus, or pedestrian, to get into and out of.  And as the population is falling, the area is becoming more rural every year.

I feel the rage of anyone who is trapped in these inaccessible places without a car.   I also share their desire to love where they live, and hope my description hasn't offended them.  But I can't change the geometric facts that make high-ridership transit impossible there, nor can I change the reality of their declining population.  And that means I can't protect civic leaders, elected officials, and transit managements from the consequences of any decision to increase the focus on ridership.  Increasing your transit agency's focus on ridership, without growing your budget, means facing rage from people in low-ridership areas, who will continue to be part of your community.

Houston's situation is worse than most; less sprawling cities can generally prevent any part of the city from depopulating in the context of overall growth.  But in any city there are going to be less fortunate areas, and the disastrous trend called the "suburbanization of poverty" means that increasing numbers of vulnerable people are forced to live in places that are geometrically hostile to high-ridership transit, and thus demand low-ridership coverage service.

So don't let anyone say this was easy.  What's more, in Houston it was easier for me than for anyone else involved, which is why I'm uncomfortable when Twitterers give me too much credit.  I flew in from afar, facilitated key workshops for the Board and stakeholders, led the core network design process, and got to go home.   It was the the Board, the management, the key stakeholders and the local consultants led by TEI who had to face the anger and try to find ways to ease the hurting.  

Was it worthwhile?  I was very touched by what METRO's head of planning, Kurt Luhrsen, wrote after the Board's decision.

I am overjoyed for the citizens of Houston.  Particularly those who are dependent upon the bus and have been riding METRO for years.  Their trips to the grocery store, the doctor’s offices, work, school, church, etc. take way too long and are usually way more complicated than they need to be.  

Today, with this Board vote, Houston took a giant step toward making these citizens’ lives better.  That simple fact, making people’s lives better, is why I love my job in transit.  It is where I draw my inspiration and today definitely recharged my batteries a bit.  I am also very proud of our Board, METRO employees, our consultants, our regional stakeholders and many others who worked tirelessly to make this action today possible.  These types of projects are difficult, that’s why so few transit agencies really want to do them.  But today we did it.  This plan will improve people’s lives, and I am so thankful that I got to play even a small role in it.     

I, too, am thankful for my small role in guiding the policy and design phases of the process.  I listed, here, some of the key people who really drove the process, all of whom worked much harder than I, and who faced much more ferocious public feedback than I did, to bring the plan to success. 

Transit in Houston is about to become a completely different thing, vastly more useful to vastly more people's lives.  But don't let anyone imply this was easy.  It was brutally hard, especially for the Board and staff.  Nobody would have done it if it didn't have to be done.

Houston METRO’s Transit System Reimagining Plan approved

Over the past two years, our firm has worked as a member of a diversely skilled team to help Houston METRO comprehensively redesign the city's transit system (look back to this post for the backstory). Houston is a dynamic, fast-growing city, where despite a reputation as a place where one must own a car to live, many areas have developed land-use characteristics indicating a large, untapped market for quality transit. This project has sought to design a transit network which can deliver the type of mobility outcomes current growth patterns demand, through a extensive Frequent Network grid. 

Today, we are proud to share the news of the unanimous passage of the final plan by METRO's Board of Directors, with implementation on track for August 2015. In the history of transit in North America, top-to-bottom transit network redesigns are very rare, particularly for a city of the Houston's size and national importance. This is a great day for Houston, and will be a fascinating case study for transit in North America.

The final approved map (click here for the detailed pdf):

Reimagined Network Plan Feb Revision

basics: should I vote for a transit tax?

Note:  This popular post is being continuously updated with useful links and comments.  Come back and it may be improved!

In the United States, but occasionally in Canada too, voters are sometimes asked to decide whether to raise taxes to fund transit improvements.  I’m often asked whether I support these things.  I don’t like telling people how to vote, but I can point out some predictable patterns in the arguments, and some universal facts about transit that you need to keep in mind.   Continue Reading →

can we get the slides from your presentation?

[Updated August 1, 2019]

This is the second most common question I receive, second only to “What do you think of ___ transit technology?” but a little ahead of “How do I become a transit planner?

While it’s usually the client’s decision, my preferred answer is a compassionate no.

In my presentations, most of the content and tone arises from what I say, not what’s on the slides, so releasing the slide deck without my voice attached carries a high risk of misunderstanding.   Slides by their nature do not convey nuance, tone, or feel.  If I prepared slides that were easy to understand without the benefit of what I’m saying, they might be fine for professional contexts but they’d be way too boring to use in a public event.
For example, I will sometimes just put up a picture and a few words that prompt me to tell a story, but I’m not going to put the three-paragraph story on a slide, and even if I wrote out the story in the notes (and even if, more implausibly, the people reviewing the slide read the notes) it wouldn’t convey the effect of me telling the story.
This may be one of those few moments when my past life as a theater director affects me.  I’m very attuned to the difference between a performance and a script or score.  If scripts accurately reflected what happens in a live performance, we wouldn’t need live theatre or live music.  PowerPoint slides are part of the script; they are not the show.
In resisting releasing my slides, I am also cognizant of Edward Tufte’s groundbreaking work on visual presentation, notably The Cognitive Style of PowerPoint, in which, among other things, he blames the lazy thinking encouraged by PowerPoint for the Columbia space shuttle disaster.
The other obvious reason, which is that my slides are our intellectual property, is the least important to me, though I obviously dislike seeing my work show up without acknowledgment in things that other people produce.
So when I get this request, my response is:
  • If you are interested in a particular thing I said, there’s probably a quotable article here about that.
  • There may also be a video of my presentation.  You may be able to find it on the event sponsor’s website, and the best of my presentations are also collected here. While it has its own limitations, a good video can capture most of what actually happens in an event.
I hope that helps.

Transitmix continues its development

By Evan Landman. 

Last summer, we covered an exciting new transit planning tool called Transitmix. Transitmix grew out of a Code for America project that sought to create a web-based tool to automate much of the complex yet mundane work that goes on in the background during transit planning. Cost estimation, line measurement, population and employment coverage analysis, are all examples of tasks that require time and effort such that they cannot all be carried out in real time during a planning meeting or workshop.

The team at Transitmix reached out to transit planners all over the county (including our firm), learning what did and didn't work about current practices and workflows. They created a beta version of a simple online tool that hinted at what might be possible. Finally, last week, Transitmix released a new video announcing the impending release of the professional version of the application, with critical features that offer the promise of a dramatically simpler, more open, and more easily understood transit planning tool.

Dynamic demographic and employment mapping and analysis, and side-by-side network and route comparisons are the main new features implemented here, to go along with the live updated costing, and deeply configurable frequency, span, and cost parameters the older version already includes. Transitmix continues to impress, creating a tool that simplifies and demystifies procedures that are too often known only to practitioners. We look forward to getting our hands on the full-featured product.

how we kick off a planning study: video

We don't always kick off planning studies with a public event,  but that's what we did for the Wake County Transit Investment Strategy in Raleigh, North Carolina.  At a kickoff meeting attended by hundreds of people, I gave a presentation on how we'd approach the project, which is mostly how my firm approaches any planning project.  While there are some local references, it's easy to follow no matter where you live, because it's mostly about the big-picture.  Some time-stamps:

  • 0:30 Remarks and kind introductions from County Manager Jim Hartmann and Capital Area MPO Executive Director Chris Lukasina.
  • 5:18 Beginning of my remarks: "This plan will be yours."  Our firm's approach to transit studies.
  • 7:53 The New Case for Transit:  Why the conversation about transit is changing, in the US and overseas.
  • 21:52.  Common Mistakes About Transit.  
  • 26:14 "Plumber's Questions."  The Ridership Recipe and the Ridership-Coverage Tradeoff.
  • 43:27  End of my remarks.  Richard Adams of Kimley Horn speaks on local conditions in Wake County.  From here on, through the Q&A, the conversation becomes more locally focused.

 

learning from “mini metro”

Mini metro logoI've long wished there were an computer game that would require players to figure out the basic facts of transit network design.  I don't mean complex simulation games like Cities in Motion, Transport Tycoon or (shudderSimCity, which simulate so many things that it's hard to focus on the network element.  I mean a game that is simple but engaging the way chess is, and where the strategy you need to learn happens to also be What City-Makers Need to Understand About Transit (but Often Don't).  

Games are a good way of thinking about real problems (see Jane McGonegal's great book Reality is Broken).   And there are plenty of geeks out there, in city-building professions and advocacy, who'd enjoy learning this way.  I use (non-computer) games in all my courses and stakeholder workshops because things you've played with are things you remember.

Well, now there's a draft of the very game I've been imagining, thanks to Peter and Robert Curry of the New Zealand gameshop Dinosaur Polo Club.   Their game, Mini Metro, is  simple, fun, and (if this is a virtue) addictive.  And if you notice what's going on, you'll learn some sound principles of network design that will serve you well, no matter what your role is in creating the cities of the future.  

This post is not a critique of Peter's and Robert's work.  They eagerly emphasize that they're not transit experts; they're just clever blokes who set out to create a fun game about transit, and who succeeded.  My focus here is twofold.  First, let's notice how accurate a game that set out to be fun turns out to be.  Second, let's think about what steps you'd take to make it a little more accurate, if you wanted to.  

Here's how it works.

You choose one of several world cities, which basically gives you a famous set of water features that will require bridges or tunnels.  Start the game, and little shapes start appearing.  These are potential stations, with demand for travel to other places.  Click on a shape and connect two of them, and you've built a line, where a short train starts running back and forth.  Before long, you have something like this, from a recent session of the Cairo game.  

Mini metro cairo early

(If you don't like the background color, play one of the other cities; I think this one is trying to suggest desert sand.)

Early in the game, you see circles and triangles, and a single square.  Next to each symbol, you'll see little black symbols accumulate.  Those represent someone at that station who wants to go to a station of the specified shape.  For example, in the image above, at the circle station at the south end of my Red Line, above, someone is waiting who wants to go to a triangle.  

The demand-generation rules of Mini Metro are oversimplified, but not disastrously so.  People always want to go to a station of a different symbol.  Most demand is between a circle and a triangle.  You'll note that in the sample above, I've arranged a radial network so that identical symbols (between which there's no demand) are never adjacent on a line, and so that each circle or triangle is connected to a nearby symbol of the other type.    

Both circles and triangles also generate demand to squares; initially there's only one square but gradually more appear.  If you like, the square is downtown, the triangles are local retail/activity centers, and the circles are residential areas.  Because all stations generate demand to squares, and initially there's only one, it's logical to start by building a radial network, like the one above, with the single square at the hub.

So far, the game has presented two obvious oversimplifications.  First, there is no "mixed use," but this is accurate in a way:  Players experience the transport demand problems created by monotonous single-use development patterns.  The residences (circles) are all over here, and the shopping (triangles) are all over there, and a bunch of important things are only downtown (squares), so everybody has to get from here to there, over a distance too far to walk.    So there's lots of need for transport in this city, even from the earliest days!

Second, the society represented by Mini Metro displays some strongly fictional features.  A black triangle by a symbol means someone wants to go to any triangle, not a particular one.   Not only are people content to go to whichever shopping center the next train is going to, they feel the same way about jobs and even about homes!  Nobody  in this city wants to go to their own home+family, but just to whichever is easiest to get to on the next train.  Clearly, we are in a science-fictional society that engages in spontaneous partner-swapping and communal parenting on a citywide scale.

But does this simplification get in the way of the accuracy of the game in conveying how earthbound transit networks are designed?  Only to a point.  It makes the game much easier than real network design is.  In Mini Metro if a circle is connected directly to any triangle, it doesn't need to be connected to others, whereas a real residential area will generate specific demand to each of the retail/activity centers nearby.  

On this point, the game encourages a  lazy design habit that creates problems the real world: focusing  on the large-scale flows of demand to the point that you neglect the fact that people are going from everywhere to everywhere.  I can't tell you how often I've seen someone point to a map and say "these people, they're all going over there!"  What that really means is that above the high level of everywhere-to-everywhere demand, there's some preponderance of demand from this place to that place, but this pattern is rarely as big as it's made to appear.  Some people are just uncomfortable thinking about the reality of everywhere-to-everywhere demand, and need to oversimplify.  Be suspicious when you hear statements of that form. 

Look again at that first screenshot above.  At this stage, I've gotten to nine stations with a totally radial system, and it's working fine, but that's an artifact of the game's oversimplification.  In the real world, someone in that circle at the west end of the Blue Line would want to go to the triangle on the same side of the river — because in a real city, people are going everywhere.  Mini Metro makes that not my problem as a designer, but in a more accurate game it would be; we would see more complex demand patterns, perhaps with many people willing to go to the nearest triangle but some needing to go to specific ones.  

In the upper right of the screen is a timer that counts off days of the week.  Every seven days, you get one "locomotive" (which is to say, another train you can add to an existing line, increasing frequency).  You also get either a new line, a new carriage (which adds to the capacity of an existing train, or a new tunnel or bridge to extend another line across the water body.  I like the Cairo and London games because they don't need a lot of tunnels, which enables me to focus more on network structure.  Mini Metro also includes cities with much more complicated water barriers (Osaka, Hong Kong, Auckland) if you like dealing with those.

The object of the game is to carry as many people as possible to their destinations before any station exceeds its capacity.  In the image above, I've already carried 36 people in this early stage of the game, per the counter just to the left of the clock in the upper right.   If people accumulate at a station faster than trains come to pick them up, the station is marked as critical and you have some time to intervene.  Eventually, though, the game ends with so many stations over capacity that you can't manage to get a train to them all soon enough, and that's the end.  The number of people you've carried by that time is your final score.

This is not, of course, how real transit networks die.   But it is true that capacity is considered a must-solve problem by many transport engineers.   Meanwhile, it's very realistic to score a game on how many people reached their destinations.  That's access, after all, or if you're a businessman it's also fare revenue.

When I say that some engineers think capacity is a must-solve problem, am I implying that it isn't?  Well, in the real world, some capacity problems are so expensive that they are not worth solving, so people stop travelling.  Likewise, if you add a lot of new capacity, you will get more people using it.  These are the phenomena of suppressed and induced demand, respectively.  Unlike the citizens of a Mini Metro city, real people have a range of choices, and choose transit or not based on how it stacks up against alternatives.  (The same things happens with roads, of course.)  So more capacity attracts more people and less capacity pushes them away.  There's a longer term land use impact of this process that can be positive.  If you don't keep meeting a very expensive capacity demand, the development pattern will eventually adjust to one that doesn't require so much capacity — for example, one that fosters generally shorter commutes by putting jobs and appropriate housing closer together.

The Mini Metro world has none of that nuance; instead, it runs on the assumptions of classical transport engineering.  Demand is envisioned as being like floodwater: it's coming at you in a predictable quantity, nothing you do can change that, so you just have to handle it somehow.  So this is another simplification that can mislead.  

Let's take the game above a little further.  Again, here is the radial network that evolved early in the game, with an alternation of circles and triangles on every line.

Mini metro cairo early

 

And a bit later it looked like this:

Mini metro cairo early plus 1

Something interesting has happened on the west side of Cairo.

In the first screenshot, the Green Line west of the river had only one circle to serve, so I routed it through the triangle to end at the circle.  But as more station areas appeared — that is, the city grew due to single-use development — I was presented with a problem.  The original circle was south of the triangle, so I had turned the Green Line south to end there.  The next circle that appeared, however, was northwest of the triangle, and a reasonably direct line could not serve both.  This is the "Be on the Way" principle, probably the single fact about transit that the city-building professions are least likely to understand.   The "be on the way" principle says: "If you want your new development to have great transit service, put it on a direct path with other places that do."  

In this case, I can imagine what happened.  The developer of the first circle, south of the triangle at the west end of the Green Line, took it for granted that the green line would be extended to him, and it was because he was there first.  Meanwhile, the second developer, northwest of the triangle, assumed that the Green Line could be extended to him.  But it couldn't be extended because the triangle was no longer end of the line.  (Mini Metro doesn't allow branching, but if it did that wouldn't really solve the problem because branching divides frequency.)

So the appearance of that one circle northwest of the triangle required me to rearrange the whole westside network structure.  I extended the Blue Line north so that it would cover both southern circles and end at the triangle, making it possible to extend the Green Line to the new circle out to the northwest.  It's never good to have two identical symbols connected, because there's no direct demand between them, but often it's unavoidable.  Here, it's manageable because once the Blue Line extends to a triangle, its trains will pick up triangle-bound people from these two circles in both directions of travel.  This doubles the effective frequency for getting to any triangle, which is all that our flexible citizens seek to do.

Let's notice some other things that have happened by the time of the second screenshot, above.  Apart from the westside problem I just described, I've been able to arrange the rest of the network so that stations visit circles and triangles in alternation.  This is a very efficient use of capacity, because many people ride for just one station; that means we turn over the load quickly, serving many people with few trains.  By contrast, if we have a series of circles with no triangle, each circle's demand adds to that of the previous circle, so we hit the capacity limit of the train sooner, and start leaving people behind.

Is it good that the game's goal is to optimize capacity rather than optimize customer travel time? Real transit agencies care about both, and at low levels of demand (early in the game, say) they're very different.  But they do tend to converge, mathematically, as cities grow.  The key elements of transit travel time are speed and frequency, but these are both elements of capacity as well.  Obviously, too, a capacity failure means that a train leaves the station without you, and that affects your travel time as well.

Less realistic is the game's construction of costing.   In the game, adding a carriage to a train is more expensive than adding another train, where in reality the opposite is true.  In the game, the cost of a carriage is the same as the cost of a tunnel/bridge — which amounts to confusing millions with billions — and it's also the same as the cost of a "new line."  Lines, of course, do not make sense as cost units at all.  Their cost is entirely a function of their length, the vehicles on them, etc.  "Line" is just a unit of nomenclature.  (Once more with feeling: When a transit agency brags about how many lines or routes they run, they are not bragging about the quantity or quality of their service; they are bragging about its complexity.)  Finally, of course, capital and operations costing are conflated, which is not necessarily fatal in a game this simple, but would need to be thought about. 

Now let's skip well ahead in my Cairo game, to see how the network evolves.

Mini metro cairo early plus 2

The city kept adding more station areas — new development nodes — and I've been forced to extend service to them.  In particular, more squares have appeared, signifying multiple regional centers — like the original downtown — that draw demand from longer distances.    Also, many more unique citywide destinations have appeared, such as the cross in the southeast part of town that presumably represents a hospital.  Third, there are more maddening cases where the various demand generators are not conveniently balanced.  West of the river, for example, there are now ten circles, three triangles, and no squares.  That means that it's impossible to set up lines with an ideal alternation of circles and triangles, because there aren't anough triangles per circle.  It also means  everyone from that part of town who's going to a square (or any unique citywide destination) has to cross the river, which means long-distance demand flows that will consume lots of capacity on all the east-west lines.  

That, ultimately, is the problem that will cause this network to fail.  When a station goes over capacity because it's impossible to run enough trains across the river, everyone will yell at the transit agency.  But the problem is a land use problem.  If there were a square on the west side of the river, and the triangles were spread out more widely, the network could be more efficient, which means a lot more people could have accessed their destinations, and gotten on with their lives, without requiring so much expensive transit capacity.

A great thing about Mini Metro, then, is that it accurately conveys the exasperation of transportation planners about transport-ignorant land use planning.  Sometimes, there's nothing but circles in one part of the map.  You can either put them all on one line, which will go over capacity at once, or run a whole bunch of parallel lines to different circles, at huge expense.  Either way is inefficient, and the emotions you are likely to feel about this impossible land use pattern — analogous to many square miles of residential with few destinations, all requiring travel in a single direction at the same time — are definitely putting you in a transport planner's shoes!

What else has happened in the game by this time?  As a result of the city getting larger, the network has not only grown but changed.  Once other squares appeared, it was no longer necessary to run the whole network to the original central square.  Instead, the demand pattern called for a grid, the ideal network structure for a city with balanced everywhere-to-everywhere demand.  Of course, the demand is still not balanced, because of the land use patterns, but as the city has grown it has grown more diverse, with more different kinds of destinations in many areas, so this is moving toward an approximation of everywhere-to-everywhere.  

If you can't see a grid in the screenshot above, look closer.  From top to bottom, the east-west elements are the Grey Line, the Blue Line, and the Orange Line.  From left to right, the north-south elements are the Orange Line, the Green Line, the Red Line, and the Grey Line.  The Grey and Orange serve as both because they are L-shapes.  L-shapes are fine in a grid as long as they main bend of the L occurs on the edge of the city and not in the middle.  

They key requirements of a true grid are observed:  Each north-south or east-west element continues all the way across the grid so that it connects with every perpendicular element.  This means that all trips are possible with a single connection.  This is a good thing for customer travel time, but it is also a good thing for managing station capacity, the ultimate object of the game, because connections are a main cause of station overcrowding.

If you compare the last two images, you'll see that in evolving the grid I've had to change the network substantially, rather than just grow from the orginal radial network.  Earlier we discussed the Green Line on the westside, but now the Green Line doesn't go there at all.  In the earlier radial system this line went north out of downtown and then turned west.  Once another square appeared in the north-central part of the city, it made sense to let the Green Line continue north to that and create a new east-west Grey Line.  In fact, much of the original radial structure has been revised.  

Grids, I should add, aren't always the answer.  The game includes a couple of cities, notably Auckland and Osaka, where there are so many water barriers that the need to conserve tunnels imposes a dramatically different shape.  Auckland, a series of ithsmuses, seems to work best with local circulators and strong axes linking them (the trick is to put all the citywide destinations on the axes, which are then one transfer from almost anywhere).  

Auckland 1

Indeed, the essence of what's fun about this game is that you have to keep revising your notion about what's a good structure.  You don't know where or what the new station dots will be.  You may develop one structure to deal with a poor circle-triangle ratio, as on the west side, but then more triangles will appear and you need to change the structure substantially to take advantage of that.  Playing the game, you notice your attachment to your network ideas, but winning lies in letting go of a network pattern as soon as it no longer fits the growing city.  If there are not too many water barriers, grids are almost always the answer, but what you're seeking is a marriage of the grid principle with the actual geography and land use, and that marriage is always evolving.

The final phase of the game is, of course, the most frustrating.  Demand grows everywhere, and as stations fill up with waiting passengers, little clocks appear at them counting down to the moment when they fail and you lose the game.  A basic strategy is to keep one line in the bank, so that you can create a short, temporary line wherever it's needed as a capacity problem occurs.  If a station is over capacity, and I can see that no train with enough spare room will get there in time, I can build a little two-station line from that station to wherever its people most need to get to.  It runs one trip to evacuate the station, then I remove it and deploy the same line at the next critical station.  (In the Auckland screenshot above, the pale magenta line is one of these temporary relief lines, which I'd just removed.)

We have discovered the most realistic thing about Mini Metro:  If you want to win, think of these "trains" as buses.  

In real rail transit systems, you cannot simply abandon a rail line and build a new one — certainly not just to handle an overcrowding problem.  But to do well in Mini Metro you must revise the network repeatedly, and the last phase of the game you'll deploy lots of one-time-only temporary lines  In fact, for best results, make sure you also have a spare tunnel, so that if you have to get a train quickly to a station on an island, you can build a temporary line to a destination across the water, deleting it after use.  

To a rail engineer, all this is ridiculous, but to a transit network designer, it's the game's most realistic feature.

Build a subway line to run one train once, then tear it out?  No, this is not how rail transit works, but it's very much how buses work, and it's good thing, too.  That's why buses provide a much better sandbox for network design thinking.  When you build powerful networks with buses,  mistakes cost thousands rather than billions, so they're more likely to be repaired.  Real-life transit networks do need to evolve, usually from radial beginnings to more gridlike structures.  That's been theme of many of our recent network redesigns — in Houston and Columbus and even (if you squint) Auckland.  

Of course, this is not a bus vs. rail post; I hope I've established by now that "rail vs bus" is a false and boring dualism.  Rail is needed in many places, but rail mistakes are much bigger than bus mistakes.  When I advise on rail networks, for example, I'm always trying to make sure that planned lines make sense in the context of a much larger city and network of the future.  Grid patterns are safe because they work in so many possible future land use patterns, but I sense danger when a city proposes to build too many radial lines, or proposes short rail fragments that might one day be extended to a useful scale but that turn out to be net obstacles in the meantime (Hello, Toronto!).  

So while it's fun to imagine you're drawing a metro, Mini Metro rewards revision, which means it's about the kind of design that requires the flexibility of buses.  Buses are not flexible forever; well-designed networks do finally settle into successful patterns that become permanent, which means they could safely be converted to rail in the future.   But for now, your rail lines are really bus lines — or, since this is a science-fictional society — a sexy transit tool that's low-infrastructure and hence easy to revise. 

In my recent correspondence with Peter Curry, he mentioned that he was thinking about revising the game to make it more expensive to change structures that are already built.  I hope he doesn't, because that will make it a very different game, one that's about infrastructure instead of networks. Infrastructure is expensive, permanent, rigid, consequential, hard to make decisions about, and therefore best used only when necessary, which it often is.  Networks are full of possibility, are focused on liberating human beings, and for some of us can also be endless fun to think about.  Besides, there are already plenty of infrastructure games.  When it comes, I'm pretty sure that the ideal network planning game — and online teaching tool — will learn a great deal from what Peter and Robert Curry have done in Mini Metro.  

nearmap brings its high-resolution aerial imagery to the US

Understanding and decisionmaking in transit planning requires many inputs. These include agency staff expertise, all sorts of public input, performance and operational data on costs and ridership, and an array of supporting demographic information. However, when it comes down to questions of rights-and-lefts, at the lowest level of planning altitude, one source of information is critical: aerial photography. 

Transit design processes frequently involve very detailed questions that not everyone at the table has personal experience with. These sorts of questions:

  • Is the traffic median of this boulevard wide enough for the bus to use to make an uncontrolled turn without blocking traffic?
  • Is there a place at this intersection where we could locate a new stop?
  • Can pedestrians cross this road? 
  • Have people created their own use paths to shorten their walk from a subdivision out to the bus stop? 
  • Can a bus make this turn?

These small issues can have a big impact if they require substantial redesign (for example, finding a new turnaround), so it is important to get as much right as possible during design. To do this, we rely on aerial and satellite photos. Sometimes very high-resolution imagery is available from local governments, but more often we turn to Google Earth, due to its speed and ease of navigation. However, Google Earth is a limited tool – its images range in quality from new and crisp to dim and out of date. 

Nearmap is an alternative to Google Earth that has grown more and more impressive. Initially confined to Australia and New Zealand (I used it all the time when I lived there), it now includes all large US cities. The site's best feature is the very recent, aerial high-resolution imagery it offers, but it also has nice image capture and layer overlay tools, all in-browser. 

Google Earth has long been a critical tool because of its position between true GIS, with its steep learning curve, and consumer maps like Google Maps. However, while some nice features have been added over the years, the software is still much the same as it was back in 2005. Products like Nearmap, as well as the host of applications built on platforms like Mapbox, OpenLayers and Leaflet, are important because they offer some of the flexibility of GIS (importing layers, creating features), with the familiar toolset of web map navigation that most people are now familiar with.

Maps have always been a powerful tool. In a planning process, better maps can help enable better decisions to be made.

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Updated 30 Dec 2014 to clarify that Nearmap is aerial, not satellite, which is part of why it's so sharp!