Abstract
Keywords
Introduction
Motivation and scope
The rapid growth of cities and urbanization in recent decades has led to significant challenges in urban design and planning, including the creating of dense, potentially overcrowded living environments that can negatively impact the residents’ well-being and health (Fisher-Gewirtzman, 2017). These challenges, combined with issues such as global warming and dwindling natural resources, have led to the emergence of more sustainable and efficient approaches to urban design (Bardhan et al., 2015). A growing interest can also be seen in generative methods and performance-based designs—to create high-performing urban environments that also consider aspects such as the climate, energy, mobility and walkability, the economy, and perceived density among residents (Schnabel et al., 2017). The integration of advanced computerized tools into the design process has also played a role in this significant trend.
As mentioned, the benefits of using generative design methods are considerable. While the solutions produced through generative design are not fundamentally distinct from those manually and traditionally crafted by designers, generative design methods facilitate the systematic evaluation of a vast array of alternatives. This evaluation includes measuring their performance upon creation and at the earliest design stages, when changes are still straightforward and cost-effective to implement. This process allows for the objective ranking of alternatives based on their performance. Furthermore, when an alternative is generated parametrically, it becomes easier and quicker to implement changes throughout the process, unlike traditional methods where each adjustment necessitates extensive planning/design and redrawing.
Yet, most architectural design practices only perform systematic quantitative analysis in the later stages. As such, traditional urban design practices tend to entail a team of architects who manually create a small number of design schemes (Austern et al., 2014; Çalışkan, 2017; Wilson et al., 2019).
Integrating parametric and generative methods into urban design practices can be a challenging task, due to the complexity of the urban environment, the need to consider numerous parameters and their interrelations, and the conflicting interests of the various stakeholders (al Qeisi and Al-Alwan, 2021; Stouffs and Janssen, 2017). This complexity is twofold, as it exists both at the macro and micro level (Çalışkan, 2017). The use of these methods also requires high levels of software programming skills and can be computationally expensive.
Some studies have utilized generative methods to create optimal alternatives (Calixto and Celani, 2015), yet this can be difficult in cases with multiple stakeholders and complex environments. It can also be challenging to assign weights to different metrics, as a means for reflecting the priorities of the various design aspects in optimization processes with multiple goals—thereby adding further complexity to the generative process (Fisher-Gewirtzman, 2018).
Designers may be deterred by the possible integration of computerized methods in their design processes, particularly in the early stages when their creative skills and experience are most valuable. There is also concern regarding the
As such, there is a clear need for a generative method that focuses on the specific process of urban designers, and that entails numerous factors and micro-decisions which may impact the outcome. Moreover, this method must also enable designers to conduct comprehensive assessments of the generated design alternatives—through both quantitative and subjective evaluation in an interactive manner.
Research objectives
The aim of this research was to develop a model that would enable urban designers to generate and evaluate multiple design alternatives at the neighborhood scale; in the early design stages when changes are easier to make; with an emphasis on the residents’ well-being; and in line with the Contemporary Urban Theory. In addition to being interactive, this proposed generative workflow would also entail automated and rule-based (i.e., parametric) algorithmic processes. In addition to developing this novel design tool, the study also strove to assess its efficacy and applicability via a case study and based on several indices for assessing the quality of the generated alternatives.
The research hypothesis posits that the alternatives generated through the interactive parametric model will exhibit comparable or superior performance to the existing neighborhood.
Research background
Generative design in the urban scale: Related studies
Generative design principles stem from an extensive debate on urban planning “design methods,” which confronts the notion that cities are complex, organic systems and criticizes traditional, oversimplified, and predefined master planning in favor of a more dynamic approach (Mehaffy, 2008, 2011). Led by Christopher Alexander and influenced by thinkers like Jane Jacobs and the principles of New Urbanism (CNU, 1993; Alexander, 1964, 1987; Jacobs, 1961), this perspective asserts that cities inherently possess a “structural quality” enabling them to grow according to their own unique “laws of wholeness” (Alexander, 1979). This approach rejects conventional master planning for what they call “generative” methods (Batty, 2007). The generative strategy emphasizes adaptability and integrates a city’s unique character, moving away from fixed “diagrammatic” plans toward a more fluid, complex, rule-based, and organically evolving urban development.
The generative design method allows designers to explore complex alternatives through automation and algorithms. More specifically, it enables the exploration of large design spaces through the generation of novel, high-performing designs that meet specific objectives (Frazer, 1995).
Generative tools and computational design methods are often applied on small scales in architecture and engineering, to optimize specific issues such as building forms and facade geometries (Fisher-Gewirtzman, 2019; Rakha and Reinhart, 2012)—primarily as a means for addressing the demands and requirements of a single stakeholder (Brown and Mueller, 2016; Nagy et al., 2018). In the practice of urban design, however, these methods are less frequently adopted (Nagy et al., 2018; Çalışkan, 2017), with draft and illustration tools being more commonly used, with the help of CAD and manual 2D and 3D modeling. Yet these latter methods are dependent on teams of urban designers, who can create a small number of relevant schemes.
The complex process of urban design involves multiple disciplines and stakeholders, each with different interests and objectives (Nagy et al., 2018). It also involves dealing with intricate and detailed geometric and morphological designs at the urban scale, which can make it difficult to define input parameters without increasing computational costs. The urban design process can also be challenging for reconciling between the various interests and opinions to achieve optimal (or even satisfactory) results that meet the conflicting demands (Schnabel et al., 2017; Stouffs and Janssen, 2017; Wilson et al., 2019).
Several approaches have been suggested for the generation of urban fabrics. König and Bauriedel (2004) proposed a four-step process for generating urban designs (Ayaroğlu, 2007). Aldabagh and Alchalabi (2009) used geometrical shapes of individual buildings to create a regular grid, while Steinø and Obeling (2014) developed a six-step process for generating urban designs. Other researchers have used shape grammars (Beirão and Duarte, 2018; Beirão et al., 2010) or intera methods for the procedural generation of parcels within city blocks (Vanegas et al., 2012). These methods all involve the creating of a skeleton-based or oriented-bounding box subdivision. Koenig et al. (2017) developed a framework for generating urban design alternatives by synthesizing road networks, plots, and building volumes—using simple algorithms and an open-source toolset for the Rhino/Grasshopper environment called
Studies on generative methods for urban design provide valuable insights and practical applications, yet they also entail a range of challenges. These challenges include lack of simplicity in the initial shapes; unrealistic or overly complex urban-network results; of scalability to the neighborhood level urban design; and lack of an end-to-end framework that analyzes the existing conditions of a given urban area while integrating programmatic, spatial, and geographical characteristics as input. In addition, these studies often focus on finding a single optimal design solution, rather offering a range of possible solutions that could be continuously addressed during the unpredictable design process. This proposed research strives to address these challenges, by creating a holistic process for generating, evaluating, and filtering design alternatives, while involving the designer in the selection process and offering a range of suitable planning alternatives based on the designer’s selection of relevant parameters and indices.
Urban well-being
Most of the world’s population currently lives in urban areas, with over 70% of the global population expected to live in cities over the next two decades (Fisher-Gewirtzman, 2017; United Nations, 2018). The well-being and quality of life of urban residents are therefore of great importance. Studies show a connection between urban designs and the residents’ well-being, with an emphasis on identifying design principles that meet the needs of city dwellers (Fisher-Gewirtzman, 2012, 2017; Fisher-Gewirtzman and Wagner, 2003; Gehl, 2013; Lynch, 1984; Marans and Stimson, 2011; Martin et al., 1972; Trossman-Haifler and Fisher-Gewirtzman, 2022). Research focus has been placed on principles of benefactor urban design in dense urban environments, to contribute to a sense of well-being among residents. Dense yet well-planned cities can offer a range of benefits and opportunities (Borukhov, 1978; Fisher-Gewirtzman, 2018). Poorly planned dense cities, however, could have significant negative impacts on their residents.
This study applied several planning and geometrical principles, based on approaches to urban planning that prioritize the well-being of residents. These include the Theory of New Urbanism, the concepts of Jan Gehl, the concept of Perceived Density, and the Neighborhood 360 Index. First, the
The
Quantitative evaluation methods of urban environments
In this study, we applied a quantitative analysis methodology for evaluating urban environments using various computer-based metrics. Such methods can be classified by field of knowledge, such as
Methodology and data
To create and evaluate the proposed model for generating and evaluating multiple urban design alternatives, the following four stages were conducted:
The interactive model for generating multiple urban design alternatives
Developing the workflow algorithm
The novel generative algorithm presented in this study was developed following previous research on parametric urban design and on the rule-based algorithmic creation of urban environments—with a focus on geometric and morphological complexities (Ayaroğlu, 2007; Beirão and Duarte, 2018; Beirão et al., 2010; Chowdhury and Schnabel, 2018; Koenig et al., 2017; König and Bauriedel, 2004; Steinø and Obeling, 2014; Vanegas et al., 2012; Vidmar and Koželj, 2015; Wilson et al., 2019). The purpose of the algorithm was to create a complex and realistic environment that could be used for detailed assessments, such as radiation analysis and perceived density. To create a design that enables degrees of freedom, the algorithm was written in Python, combined with open-source generative components for the Rhino/Grasshopper Platform, such as Decoding Spaces (Koenig et al., 2017).
The development process entailed the determining of the desired level of complexity and flexibility, while finding a balance between a large range of input parameters and reasonable calculation runtimes.
Selecting the case study
The Neot Peres Neighborhood in Haifa, Israel, was chosen as a case study for the present research due to its urban density, landscape views (the Mediterranean Sea in the West and the Carmel Mountains in the East), and widespread public criticism of its urban design (Merav Moran, 2018). The master plan for the neighborhood which includes about 2000 housing units. The neighborhood is relatively flat and enables the use of a simple grid for presenting the road network typology.
Choosing the leading design principles for the model
The generative algorithm developed in this research is based on design principles and on variable parameters, which are defined by the urban designers as the starting point. While the design principles dictate how the algorithm operates, and are expressed in all generated alternatives, the variable parameters enable the creation of a set of diverse alternatives for the designers to evaluate and choose from. The design principles are derived from the local master plan of the neighborhood, the New Urbanism Theory (Grant, 2005), and the designers’ spatial choices and preferences.
Principles inspired by the local master plan of the neighborhood
The design principles for the generative algorithm were based on the local master plan for the case study neighborhood, which includes programmatic, economic, and connectivity considerations at the metropolitan scale. These principles—such as zone areas and built areas, building volume and density, network typology, connectivity to the surrounding neighborhood and main traffic routes, and a central park axis with a cluster of public buildings—served as a geometrical baseline.
Principles inspired by the New Urbanism Theory
Additional design principles for the generative model were based on the New Urbanism Theory and measurable indices, such as the Neighborhood 360 Index. These principles included an orthogonal grid-based street network with a range of 60–180 m between junctions; walking distances with a range of 250–300 m from the residential homes to daily-used services; and lot depths to create shared courtyards. The model also included a set of predefined street sections, as per the New Urbanism Theory.
Principles inspired by the designers’ spatial choices and preferences
Based on their worldviews and intuition, the designers chose the following six free variable parameters, which when combined—enabled the creating of an initial set of alternatives (Figure 1): 1. Size of the grid. 2. Position of the park’s axis along the street network. 3. Distribution of the public buildings along the park. 4. Width of the residential plots. 5. Building heights’ delta factor 6. Building heights’ organizational rule in relation to their surroundings (i.e., mountains and sea). A diagram of leading spatial principles, chosen as quantitative input parameters for the generative algorithm.

The algorithm’s main steps for calculating the design alternatives
The first step of the generative design process is to create a design space algorithm model that can generate various design alternatives based on site conditions and constraints (Nagy et al., 2018). The parametric workflow algorithm in this study was developed through the following six stages (Figure 2): 1. Inserting the neighborhood borders as polygon input for the model. 2. Inserting number of grid divisions in the 3. Determining one axis of the grid as a central park, and sorting the remaining roads based on a hierarchy. 4. Sorting the urban blocks by proximity to the park axis, while maintaining the land use mix and zoning areas for residential and public spaces. 5. Dividing residential blocks into plots and categorizing them into building typologies, based on their area size. 6. Generating building according to the typology of each lot. Determining the height of each building—based on distance from a given reference point, the building height rule type, and the building height ratio. A Python component calculates the number of floors required for each building in a recursive algorithm, ensuring that the required number and size of residential apartments and public buildings are maintained. Parametric workflow’s main steps.

Performing calculations for the initial set of design alternatives
The Colibri plugin (CORE Studio, 2016) was used to automatically iterate the generative algorithm and aggregate the data for each alternative in a comma-separated value type of database. The challenge at this stage was finding an optimal balance between the number of variable parameters, the runtime of the algorithm and analyses, and the designers’ ability to manually filter the generated alternatives.
Filtering out alternatives
After generating the initial set of design alternatives, the urban designers conducted an iterative process of computer-based analysis and manual filtering, to demonstrate the human-machine interaction. This iterative evaluation and filtering phase was comprised of the designers choosing a range of desired results for each metric, and then manually filtering out unrealistic alternatives using the Design Explorer Platform (CORE Studio, 2017). This platform could be perceived as a parametric space in which the performance of each option is presented in relation to all other ones. The order of the three analysis stages was determined in line with the designers’ worldview, values, and priorities, as well as the calculation time for each analysis. Below is a description of the reasons behind the designers’ analysis-related choices, as seen in Figure 3. Three analysis stages: (1) The shortest-path analysis for the walkability index. (2) Analysis of total daylight hours on December 21 (performed via Ladybug). (3) SOI analysis for the perceived density measure, demonstration via long (blue) and short (red) lines-of-sight.
Stage I: Walking distance
This study calculates walking distances based on the shortest-path algorithm of the space syntax (Zhan and Noon, 1998) and on three additional indices: (1) the average distance from each residential building to all public buildings; (2) the average distance from each residential building to the park; and (3) the average distance from each residential building to a particular public building. The starting point of the walking route is calculated from the center of the facade that is closest to the road of each building.
This stage of choosing the range of results for filtering the alternatives is a point in which the designer intervenes and influences the parametric process. In this study, alternatives with an average distance greater than 350 m to public buildings were removed, as were those with more than 500 m or less than 300 m to the park and the chosen public building. This was done to ensure that the neighborhood had a high walkability rate and that residents were not housed too close to potential sources of noise.
Stage II: Daylight hours
This study focuses on a simple solar matrix and evaluation method that can be integrated into a holistic workflow using the Rhino/Grasshopper Platform; it is also suitable for urban designs, due to its scalability and compatibility with automated design processes. The LadyBug Sunlight Hours Analysis (Roudsari & Mackey, 2017), an open-source plugin for the Rhino/Grasshopper Platform, was used to measure the amount of sunlight in different areas of the neighborhood and during two different seasons (summer, June 21; and winter, December 21). The following three measurements were conducted: 1. Daylight hours in open park areas—based on the assumption that maximal sunlight hours in these areas create a pleasant outdoor space. 2. Daylight hours on the building facades from all directions—based on the assumption that maximal sunlight on building facades ensures maximal penetration of natural light via the building’s interiors, thereby saving on lighting energy and enhancing a sense of well-being. 3. Daylight hours on the building rooftops—based on the assumption that this will maximize the potential for solar energy production or green rooftops.
The results were not normalized for the variance of the areas measured, to give priority to alternatives that offer more daylight hours.
Stage III: Perceived density
Perceived density indices have been found to impact the sense of well-being and behavior of urban residents (Fisher-Gewirtzman, 2012, 2022). SOI measure
Results: Leading generated alternatives via the interactive algorithmic model
The ten alternatives that were selected, based on the urban designer’s criteria and the filtering process, are presented with ID cards that display the input indices used in the generative algorithm and the results of the measurements and filtering iterations. These ID cards allow for easy comparison of the
As mentioned, the article outlines a filtering process that merges an objective, quantitative assessment of alternatives’ performance—where the researcher selects the value ranges for criteria from a pool of alternatives—with a subjective, manual selection. This approach is designed to address the “black box” issue prevalent in generative design processes. From an initial pool of 1910 alternatives, after three rounds of quantitative filtering, the designer narrowed the selection down to 25 alternatives for manual/subjective review. This quantity allows for an in-depth evaluation of each option and the ability to manually choose based on the content. The subjective criterion guiding the selection in this this study was the aim to ensure a diverse range of alternatives. It is important to note that all alternatives have the exact same local master plan definitions regarding land use mixes, built volumes, density levels, public programs, and overall typology (Figure 4). Best alternatives ID cards.
The case study: Comparative analysis
Using the Design Explorer Platform (CORE Studio, 2017), the case study was compared to the top ten alternatives created via the proposed algorithmic parametric model (Figure 5). The findings indicate that the ten alternatives that were created via the parametric model outperformed the existing neighborhood in the average walking distance between the residential buildings and the public ones, and in some indices relating to daylight hours. On the other hand, the existing neighborhood outperformed the generated alternatives in the average walking distance between the residential buildings and the park, and daylight hours in the open spaces during the winter season. In the SOI indices, the generated alternatives outperformed the existing neighborhood by about 30% in relation to lower perceived density among residents. Overall, these results support the research hypothesis whereby the alternatives that were generated by the interactive model performed at least as well as the existing neighborhood, if not better for some indices. Comparison of leading parameters and analysis results between the case study (the bold red line) and the leading ten alternatives.
Discussion
The aim of this research was to create an interactive algorithmic model that generates and assesses urban design options at the neighborhood scale—using a combination of urban design parameters and computational tools. The proposed workflow allows urban designers to create multiple design alternatives in the early design stages, based on their priorities and preferences—with the goal of enhancing residents’ well-being in urban neighborhoods, despite ever-increasing density requirements.
The workflow presented in this paper enables a balance between an algorithmic generative tool and the important input of the urban designers, based on their knowledge, experience, and perspectives. In this manner, the designers are not replaced by automated processes; instead, they can leverage such processes for generating and evaluating a much larger number of urban design alternatives that would not otherwise be possible.
This study builds on previous research that explores the development of parametric urban environments using a range of generative methods (e.g., Al-Sayed and Penn, 2016; Aldabagh and Alchalabi, 2009; Beirão and Duarte, 2018; Beirão et al., 2010; König and Bauriedel, 2004; Nagy et al., 2018; Nickerson, 2008; Popov, 2010; Rakha and Reinhart, 2012b; Schaffranek and Vasku, 2013). Contrary to prior studies, however, the primary objective of this research was to establish an interactive generative workflow that prominently involves the urban designer. By incorporating the computational and analytical advantages of computerized tools, as well as the designers’ subjective worldviews and irreplaceable intuition, the planning process benefits from the best of both worlds.
The proposed model also enables flexibility, as different sets of parameters, indices, and measurements can be applied. Indeed, the subjective preferences of the urban designers play a key role in this selection process, which is based on tradeoffs between metrics. The process outlined in the article differs from traditional optimization processes, which aim to find few optimal solution, by seeking to develop several strong alternatives and understanding their performance strengths and weaknesses through measurable criteria.
Creating a generative tool allows architects and urban designers to conduct in-depth examination of many design alternatives that they would not otherwise be able to analyze. The demonstrated parametric model may allow for more freedom, including randomness, which could result in alternatives that the urban designer may not have considered. This helps enrich the design process, by encouraging new design directions and thought processes.
In conclusion, by using the proposed workflow in multiple iterations, designers can explore a large range of design parameters and indices to create more accurate and suitable design alternatives that meet their goals and desired outcomes.
Limitations and future research
This study contributes to the field of urban design and residents’ well-being in both theory and practice. However, several research limitations should be addressed.
The experiment centered on a site-specific case study, potentially limiting generalizability and reliability. Input parameters and analysis iterations were restricted to demonstrate the iterative process. Only three quick analyses were conducted due to workstation constraints. The initial set of alternatives was reduced to 1.910, possibly excluding valuable alternatives.
Future research could optimize the iterative process for broader alternatives.
Further research could focus on improving the iterative process to generate even more diverse and impactful parametric alternatives. At the neighborhood scale, the emerging field of generative design requires more exploration, especially in handling the complexities of real urban environments and reducing abstraction levels. Comparing different generative methods and integrating algorithms from machine learning and deep learning could be valuable.
Future research in generative design could involve computerized models in the decision-making of prominent urban designers. Incorporating virtual reality experiments for assessing design options, with both quantitative and subjective evaluations through user responses and interviews, could be beneficial. Expert evaluations might also provide insights into urban design practitioners’ perspectives.
Despite architectural design optimization advancements, this study did not utilize optimization tools. While this research strives to overcome fundamental problems that are related to optimization processes, optimization algorithms provide an effective solution for large-scale parametric studies. Future research could integrate such algorithms to expand the parameter set, ensuring valuable alternatives aren’t overlooked.
Supplemental Material
Supplemental Material - An interactive method for generating and evaluating urban design alternatives in early design stages
Supplemental Material for An interactive method for generating and evaluating urban design alternatives in early design stages by Anat Talmor Blaistain and Dafna Fisher-Gewirtzman in Environment and Planning B: Urban Analytics and City Science.
Footnotes
Declaration of conflicting interests
Funding
Data availability statement
Supplemental Material
References
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