In the blinding brightness of the east-facing morning, trapped in our metallicÂ boxes of rage, impatience, and anxiety, the truth called out to us . . .
It called, not as an answer, but as a question . . . a question whose simplicity made a mockery of all those willing to confront it . . .
Out of the blinding light, for that fleeting moment of honesty concealed by the shadows, the truth taunted all those brave enough to accept it . . .
From the blinding light, the truth dared us to regain our vision . . .
RIDE . . . METRORAIL
from Improve Everywhere:
The No Pants! Subway Ride is annual event staged by Improv Everywhere every January in New York City. The mission started as a small prank with seven guys and has grown into an international celebration of silliness.
This is awesome.
TransitMiami.com endorses out of the box thinking, innovative transportation alternatives and fun. That stated, we leave it to our readers to assess these six new vehicles, presented to us by Cracked.com :: “These are the baffling contraptions that remind us that while thinking outside the box is cool and all, you should probably make sure that there isnâ€™t a cheaper, less unintentionally hilarious version already in the box.”
Many of the examples are prototype modified versions of the basic human-powered bicycle while others are fully motorized and already on the market. Read the full, hysterical piece here and donâ€™t miss the video of the inventor of the ‘Hyperbikeâ€™.
Okay, this one was sent to me from Dave Hull, via the Association for Pedestrian and Bicycle Professionalsâ€™ listserv. The University of Minnesotaâ€™sÂ Intelligent Transportation Systems Institute has released a “Gridlock Buster” traffic game, which helps students understand the “fundamentals” of controlling gridlock. Says the Institute of its new product:
“Gridlock Buster” is a traffic control game that incorporates tools and ideas that traffic control engineers use in their everyday work. Players must pass a series of levels while acquiring specific skills for controlling the traffic and ensuring that delays donâ€™t get out of hand. For example, a player might need to manage a high volume of traffic passing through an intersection, where long lines form if vehicles donâ€™t get enough green-light time. The more drivers are delayed, the more frustrated they getâ€”causing the gameâ€™s “frustration meter” to rise. Sound effects and animation simulate cars honking and driversâ€™ fists shaking to illustrate the realistic results of backed-up traffic queues.
Of course,Â the sole focus of this hyper annoying and stressful game is to move as many cars as possible through the grid so that one may obtain an acceptable score and move to the next round-where one is expected to move even more cars through the grid. With no options to actually decrease the traffic with mobility options such as bicycle facilities, transit, or infill the blatantly exposed surface parking lots-a pockmark on any potentially walkable street- I am left with one question: whatâ€™s so intelligent about that?
I donâ€™t know much about the ITS or the University of Minnesotaâ€™s traffic engineering curriculum, but if this game is any indication of it ethos, then it is clear that we livable streets advocates need to infiltrate the education system too.
This Disney cartoon from 1950 (!) places Goofy in a Dr. Jekyll and Mr. Hyde scenario whereas Mr. Walker (pedestrian) is perpetually threatened by Mr. Wheeler ‘s (driver) quest for roadway supremacy.
Sadly, not much has changed…
Thanks to Felipe Azenha for the tip.
While many of you nominated The Onionâ€™s recent article regarding DOTâ€™s new “reckless driver” lanes, we felt that highlighting this article so late in the week would be redundant, especially considering Streetsblogâ€™s and Planetizenâ€™s coverages. Instead this week, we bring you the Dog Sack:Via Itâ€™s Knuttz…
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