Imagine walking through the city and being “guided”—without anyone holding up a sign. Unfriendly architecture: nudging with a barbed wire aura Unfriendly architecture (also known as “defensive architecture”) is design that excludes people rather than inviting them in. Not with words, but with shapes. That's nudging – only not as a gentle nudge, but as a silent push out the door. Typical examples you're guaranteed to have seen Benches with armrests in the middle: sitting yes, lying down no. Spikes on wall projections: “No one is allowed here.” Sloping surfaces instead of seating edges: no breaks, no lingering. Sound/light/sprinklers in corners: “Please move on.” The goal is rarely “beautiful” – it is to control behavior: less lingering, less visibility, less “disorder.” Nudging: Where does the nudge end and manipulation begin? At its core, nudging is decision architecture. You design the environment in such a way that certain behaviors become more likely. The question is not: Is it being controlled? But rather: For whom and at what price? Pro argument: Safety, cleanliness, order, less vandalism. Criticism: It often affects the most vulnerable—homeless people, young people, people without a “place.” Ethics check: Is a problem being solved—or just made invisible? Mini check: “Good nudging” vs. “cold nudging.” Answer spontaneously: Does it help me make a better decision? Do I have a real alternative? Is the intention transparent and fair? If you feel “no” 2–3 times: It's more design than an instrument of power. Now it's your turn 👇 1) Comment with an example from your city: What was the moment when you thought, “Okay... this wasn't built by accident”? 2) Quick vote (just write A/B/C): A) “Totally okay—the city has to function” B) “Depends—context is key” C) “Not okay at all – hostile to people” 3) Challenge: On your next walk, take 3 photos of “invisible nudges” (they don't have to be spikes – guidance systems, barriers, and pathways also count) and post one of them here with 2 sentences: