Showing posts with label technology. Show all posts
Showing posts with label technology. Show all posts

Monday, April 6, 2009

Is the Past Almost All Right?


The old proverb, “May you live in interesting times,” is usually interpreted as a curse rather than a blessing. Lately, financial collapse, climate change, and the looming threats of food and energy crises have all done their part to make these times more interesting for cities. As a result, the popularity of concepts like sustainability has never been higher.

The biggest problems for cities today—the ones mentioned above—all stem from humans’ impact on the environments in which they live, and especially their consumption of resources. The term “sustainability” addresses that set of problems, but it’s generally used to mean two vastly different things. The first definition involves consuming resources more efficiently and more cleanly in order to maintain a given standard of living. The second involves cutting society’s resource consumption to a level that won’t exhaust those resources in the long run. The former definition, it seems, is not truly “sustainable”—the more efficiently we can provide ourselves with food and energy, the more food and energy we’re likely to consume. If everyone’s car gets 1000 miles to the gallon, the long distance commute becomes a more attractive option and total fuel consumption does not decrease much (although that consumption would be more efficient).

Reducing resource consumption to a truly sustainable level, however, holds more promise. Environmental problem-solving often takes the form of technological innovation, and such innovation has a crucial role to play. The other side of the coin, though less enticing in many ways, is “old” technology. At any given time, the human race has its entire history at its fingertips, and there’s no reason why a society shouldn’t cherry pick the very best aspects of each bygone era for incorporation into the present world. This is already done to some extent—there are many ways of doing things that never went away—but it’s harder to bring something back once it disappears, and sometimes a new innovation threatens to displace something low-tech that works fine. Why send a Segway to do a bike’s job?

Plenty of new technologies will have instrumental roles in bettering our world, as they always have, but when we talk about sustainability today, we should look to the past as closely as we look to the future.


(Photo from Flickr user lmapix.)

Thursday, April 2, 2009

Technology: Personal or Public?


“Any technology tends to create a new human environment... Technological environments are not merely passive containers of people but are active processes that reshape people and other technologies alike.”

Marshall McLuhan

* * *

It’s a worthwhile exercise to periodically consider why the much-maligned personal automobile is, in fact, maligned. The effort will likely yield such adjectives as expensive, dangerous, pollutant, isolating, frustrating and sprawl-inducing. Amazingly enough, however, the advantages of cars used to get all the attention. One hundred years ago, the car’s invention started a transportation revolution while becoming the symbol of American freedom, convenience and progress.

Today, most people have been around cars their whole lives. The magic has largely worn off and the auto industry currently epitomizes the deepest woes of the US economy. Computers and their accompanying innovations, on the other hand, have seized the mantle of progress that cars once proudly possessed. The benefits of computing, and especially the Internet, have produced a worldwide cultural shift that’s at least as enormous as the one cars created.

Computers and cars have plenty in common. Both have an isolating effect—one removes the traveler from the public realm while the other replaces (and simulates) many forms of face-to-face contact. Both cost plenty of money—a lump sum for the initial purchase and a limitless series of repairs, upgrades and modifications. And finally, both became, in different eras, a form of personal expression and a virtual extension of self for their owners.

Cities can’t avoid expressing the effects of widely-adopted technologies. The impact of cars on cities is obvious and well-documented; the impact of computers and global connectivity less so (interest in the latter is booming, though—see Kazys Varnelis and his Network Architecture Lab, for example). Despite their behind-the-scenes nature, one manifestation of computers in urban landscapes seems more visible than the rest—the internet café.

Internet cafés abound in European, Asian and Latin American cities, but are curiously scarce in the United States. They offer a bustling, communal (if not exactly social) alternative to a city full of people inside their homes, alone in front of their computers. It’s a bit of an exaggeration to say, but the internet café’s urban presence appears inversely related to individual car ownership and usage. In a society as affluent and individualistic as the United States, it makes sense that many would prefer owning something and fully controlling it instead of paying to use it in public. Like mass transit, internet cafés offer the benefits of use without demanding the steep costs of ownership or the hassle of maintenance, and in a public setting to boot. Reaping those rewards just requires that we relinquish total control of the item in use. In an age when a single hard drive, iPod or email account can store all the data most will ever amass on their computers, we’d do well to recognize that ability as the privilege that it is.


(Photo from Flickr user thw05.)

Monday, March 30, 2009

The Value of Scarcity

Urbanization is caused, at least in part, by scarcity. Certain resources are limited, and thus more efficiently used in a communal setting. Through urbanization, more people have access to these resources than would if settlements were less densely populated. This is true of everything from intangibles like creativity to more solid things like water and electricity, which are more cheaply and easily distributed to dense urban areas than rural places. Cities are often trumpeted these days as "the solution" to the challenge posed by global climate change because of this very phenomenon; as energy sources become more scarce, the efficiency of densely populated cities becomes the most viable way for developed nations to maintain a high standard of living while simultaneously reducing energy usage.

A recent article by Thomas Friedman gave me pause because of its implications for the scarcity of energy. Two weeks ago, Friedman wrote about a laboratory in the Bay Area that is optimistic about its ability to make cold fusion power a reality within the next decade. This claim has, of course, been made before, and as Friedman quips, such revolutionary technologies tend to be "20 years away and always will be." The successful commercialization of cold fusion would, at least in theory, solve the problem of the scarcity of energy once and for all; assuming that it were actually only ten years away, what would this mean for cities? How would patterns of urbanization change if energy were not an issue?

On the one hand, an endless supply of cheap, safe, clean energy would make currently-cost-prohibitive technologies like mag-lev trains and supertall skystrapers (we're talking about the kind of buildings that would make the Emirates blush) much more feasible. Mag-lev trains, in particular, would present an interesting challenge to cities by opening up an even more vast range of the exurban hinterlands to development. With the density-related benefits of energy rendered moot, how would urbanists need to re-think their arguments in favor of high-density urban cores?

On the other hand, it could be argued that the end of energy scarcity would make developed world-conditions in currently-developing countries much, much easier to achieve. This would be a massive economic boon to lower-income and impoverished people around the world, freeing up people previously locked into cycles with few or no opportunities for advancement, greatly accelerating the growth of the Creative Class across the globe. Innovation-intensive fields tend to encourage clustering, as Richard Florida has argued so thoroughly in his books, meaning that a massive shift like the advent of cold fusion power might actually be a boon to urbanism.

Whether or not cold fusion is possible within the foreseeable future, the idea that it is challenges some of the most basic tenets of urbanist thought. What might we learn about how contemporary cities work if we were to give such a seismic technological shift some serious thought? What value does the scarcity of energy -- or any resource -- have for cities?


(Photos from Where@FFFFOUND!. The originals can be viewed by clicking the photos.)

Thursday, January 22, 2009

Wherever you go, there you are.

It struck me the other day, while reading one of Springwise's increasingly frequent posts on the mass customization of travel, that the types of travel apps and sites being developed right now to personalize the urban travel experience could have a profound impact not just on how we visit cities, but on how cities themselves function, as well.

Urban travel has long been a two-sided coin, with time in a new city being divided (in different ratios, depending on the tourist) between the standard landmarks like the Empire State Building, or the Forbidden City, and the day-to-day urban world that exists on the edges of guidebooks; think of Brooklyn back in the 1990s, or Beijing's fast-evaporating hutongs today -- places to which people are drawn to observe the day-to-day lives of other people, to experience the spectacle of the extraordinary-ordinary.

The Postcard City and the Real City are inevitably pitted against each other in a battle for the urban tourist's limited time. But as cities grow bigger and bolder on our increasingly urban planet, it seems fair to assume that greater and greater numbers of tourists will make their way down the streets of cities that they do not call home; as such, the traditional landmarks and attractions become more and more crowded, making the prospect of tooling around a lesser-seen part of the metropolis an increasingly attractive option for visitors.

The aforementioned trendblog has spotted some real doozies lately; a site that allows you to navigate cities by mood (Could Yelp-like testimonials about certain blocks, streets, parks, or even whole neighborhoods define or even change the mood of a given place?); another that uses personal data to create personalized guidebooks (Would the diversity of interests force travel publishers to re-think the meaning of the term "attraction?" I.E. cyclists' internationally competitive quests to speed up the steepest slopes could reboot the way a whole subculture navigates hilly cities like San Francisco, Pittsburgh, Guilin, and Lisbon); and yet another that helps you track down a hot scene at the last minute with crowdsourced GPS data (Anybody up for an impromptu, flashmob-style block party?)

The customization of the urban tourism experience not only makes wandering off the beaten path more common, but more enticing as well, and has the potential to distribute visitors more evenly around the city than old-school printed-paper guides, with their hyper-selective map insets and restaurant listings.

But does this dispersal of small-time explorers legitimize or cheapen the Real City? It seems like an echo of the ongoing argument about gentrification; after all, while tourists themselves are a temporary presence in a given location, their combined influence can be very powerful over time. (You could make a strong case for the influence of tourism in speeding the process of gentrification, itself.) And, while the carving of initials into a famous landmark is a time-honored tradition (as old as the very idea of "landmarks"), the tourists of tomorrow could soon be able to carve their very presence into the city in the unpredictable paths that they cut through it, shifting not only the way that other visitors, but the very citizens of the city in question, navigate and experience a place.

(Photo from Flickr users LondonSLR and neiljs. The original full-sized versions can be viewed by clicking the photos.)

Friday, December 5, 2008

Revisiting The Radiant City


A note accompanies this photo in Le Corbusier’s The Radiant City (1933):

“outside our apartments in the Radiant City: we come home from work and change; our friends are there waiting. High spirits, physical activity. And then we can go on to think about the 'serious' things afterwards."

I can see myself now, coming home after a long day's work and running the steeplechase with my neighbors. :) Le Corbusier’s plans, while at times charmingly unrealistic, are also blamed for inspiring the spread of giant housing projects in cities around the world. But is there enduring value in his thinking?

Two possibilities come to mind: 1) his embrace of new technology to improve living conditions, and 2) his use of space to minimize the ground cover of buildings.

As for technology, Le Corbusier tended to adopt ideas of mass production uncritically. However, his thoughts on prefabricated structures have great potential. As evident in the recent exhibition Home Delivery: Fabricating the Modern Dwelling, the featured houses in Dwell Magazine, and the assembly of LivingHomes, prefab architecture is coming into its own. What if we could design our own houses from components displayed online? Would this result in monstrosities or homes well-adapted to our needs? Could this be a way of realizing some of the building ideas in Christopher Alexander’s Pattern Language?

While Le Corbusier's use of space wouldn't work for everyone, tall buildings on pilotis with roof gardens would minimize the acreage occupied by our homes. This could bring benefits associated with energy efficiency, biodiversity, carbon sequestration, and (provided that amenities are within walking distance) reduced dependence on automobiles. I don't suggest that everyone should live in this kind of building, and the architecture could use rethinking; still the idea of freeing up space for agriculture, forests, and recreation sounds promising.

Although we might not find spontaneous track meets in our yards, I think Le Corbusier was on to something.

(Photo of runners scanned from The Radiant City. Photo of the Swiss Pavillion from www.culture.gouv.fr)

Friday, November 21, 2008

Human Nature

Photo of the Portland skyline, trees, and Mt. Hood“[It] appears that we must recognise at least two principal meanings in the word 'nature.' In one sense, it means all the powers existing in either the outer or the inner world and everything which takes place by means of those powers. In another sense, it means, not everything which happens, but only what takes place without the agency, or without the voluntary and intentional agency, of man. This distinction is far from exhausting the ambiguities of the word; but it is the key to most of those on which important consequences depend.” John Stuart Mill, On Nature, 1874

Nature as a term can be inclusive and exclusive. It may include everything in existence or exclude products of human agency (e.g. cities, corn fields, art, technology, pollution) from the rest of the world (e.g. old-growth forest, boulders, elephants, fire, snowfall). Photo of Dolly the cloned sheepThe distinction is blurred when we think of tree farms, artificial lungs, and cloned sheep. Many words have dual meanings, but perceptions of nature can influence our place in the world. When nature is viewed exclusively, where does this leave humans?

The city is often considered separate from the natural world. As a remedy, some call for the integration of nature (usually trees) into urban settings. While I consider this a good thing, the terms imply that cities are not already part of nature. When people use these terms, they don't necessarily intend to be exclusive. It just reflects a deeply ingrained idea of nature without a clear alternative. According to inclusive views, cities are no less natural than birds' nests. Both are constructed by animals with material derived from the Earth. This is not a justification for environmental abuse, but simply an understanding of human activity as within the scope of nature.

Photo of Earth seen from spaceI like the idea that we are arrangements of atoms -- the same atoms that constitute the world around us. Some arrangements result from human action while others may result from the actions of bears, rain, or geological faults. Fortunately we are capable of conscious decisions, which can and should include a sense of responsibility for environmental well-being.

Perhaps it is enough to refer to streams, flowers, jets, and sculptures individually, reserving nature to describe the whole. All of the examples above are human concepts, and all are composed of material from the (natural) world. If this view of nature is too inclusive to be useful, is there a simple way to distinguish beehives from buildings, ponds from swimming pools, sunsets from street lights ... ?

(Photo of Portland from Adrian's Photo Blog; Photo of Dolly from Next Nature; Photo of Earth from Wikimedia Commons)

Monday, November 17, 2008

The Next, Next Street Art

Street With A View is a performance/digital art hybrid (I know! So rad!) coordinated by a small team of artists, residents of Pittsburgh's North Side, and Google. The artists thought up the idea to create vignettes in the city's streets that would be coordinated with when Google's Street View camera car would drive down those same streets. They tapped local residents to act out a series of scenes, coordinated with the Googleheads, and the rest is history.

SWAV's staged "interventions," as the team refers to them, point out an interesting possibility for street art. Referring to an earlier post on the subject, tech like RFID chips and barcodes will make digital graffiti a more ready possibility in the future. SWAV highlights one of the many ways that this type of art could be achieved: take a 360˚ photo (of which there are plenty freely available through Street View for an enterprising hacker), doctor it, and attach it to an RFID chip installed inconspicuously nearby. Set it up with an automatic trigger, and any passersby with an iPhone or a Blackberry will be treated to an alternate reality version of the place that they're walking through.

Aside from the potential for humor, there is political potential here as well. Think of preservationists looking to impress upon people the importance of preventing the destruction of historic structures; take the current, well-publicized battle over St. Vincent's in Manhattan, for example. A skilled digital artist with a penchant for quirky 1960s-vintage low-rises could create a digital, 360˚ recreation of the intersection of 7th Ave and 12th Street in which to-scale renderings of the 300 and 233 foot towers planned by the adjacent hospital replaced the distinctive O’Toole Medical Services Building. Passersby could get a better sense of the scale and blandness of the new development than they ever could from a wallet-sized picture in the Times.

Inverting the perspective, SWAV says some interesting things about Google's Street View feature as well. When examining the interventions on the Google Maps website, try to imagine what a normal user, unaware of the SWAV project, might think when encountering the digital parade. At the same time that it makes Google Street View more fantastical, SWAV also makes it, in a way, seem a bit more real. Certainly moreso in examples like the moving truck or the garage band practice. Add to that the impromptu "meta-interventions" staged by locals unaware of the project until it was happening, and the lines between reality and digital representation get delightfully blurry.

To ponder: If people become more aware of the Google Street View camera car and scenes like those staged by SWAV become more common (which seems very plausible, I think), what role does the Street View feature take on? Its parallel reality becomes heightened; humor and politics are woven into the scenery, and become as valid as the built environment that the feature was intended to represent. In addition, what does a more theatrical representation on the web mean for the real place being represented? If one were to walk down Sampsonia Way in Pittsburgh -- a charmingly "Pittsburgh" kind of street -- would it seem boring? Less authentic or interesting than its Street Views counterpart? Does the digital city draw from the real city, or add to it?


(Photo from Street With a View. The original full-sized color version can be viewed by clicking the photo.)

Wednesday, October 29, 2008

Can Buildings Learn?

How Buildings Learn, by Stewart Brand, is a perceptive study of how the built environment changes over time. Brand draws insight from historic and contemporary buildings to explain why some remain useful and/or well-loved, while others become obsolete. He compliments his examples with wonderful images throughout the book.

Brand points out the double meaning in the word “building” (both noun and verb, action and result) to explain that architecture is not a fixed entity. Thus buildings can evolve toward greater complementarity with their occupants and surroundings. Brand recommends that building processes incorporate this notion of continuous adaptation and improvement with time.

Throughout the book, buildings are discussed in ecological terms. Brand relates “low road” and “high road” development to r- and K- selected species. The low road is associated with rapid cycles of adaptive use and reuse (such as an industrial warehouse converted to a restaurant, then a bar, then apartments). The high road refers to incremental change over generations (such as a mansion cared for lovingly and eventually preserved as a museum). A combination of both approaches can bring about multifaceted environments that are both attractive and useful.

Brand finds that “age plus adaptivity is what makes buildings come to be loved. The building learns from its occupants, and they learn from it.” People modify the built environment, and in the process discover ways of making buildings last. If the longterm use of buildings is an effective means of conserving resources, the ideas presented in How Buildings Learn have much to contribute to sustainable development.

There is a six-part BBC series on How Buildings Learn posted for free viewing on Google Video (see links to each part below).

1 of 6 - "Flow"
http://video.google.com/videoplay?docid=8639555925486210852

2 of 6 - "The Low Road"
http://video.google.com/videoplay?docid=5088653796598486022

3 of 6 - "Built for Change"
http://video.google.com/videoplay?docid=6141960341438553915

4 of 6 - "Unreal Estate"
http://video.google.com/videoplay?docid=-8761299882173964035

5 of 6 - "The Romance of Maintenance"
http://video.google.com/videoplay?docid=5407846553590755822

6 of 6 - "Shearing Layers"
http://video.google.com/videoplay?docid=2283224496826631552

(Photo included with permission from William Bernthal. The original full-sized version can be viewed by clicking the photo.)

Thursday, July 10, 2008

Digital Density

CHICAGO, 2008


Dense concentrations of people = dense concentrations of information. Will the NIMBYs of the digital city complain about websites that ruin the character of neighborhood infoclouds? Or perhaps block new sites from launching because they displace smaller, scrappier sites with more interesting content? Will the artistic streetpunks and art insurgents of tomorrow be carefully and sneakily grafting their tag onto Flickr images?

Is the future of urban activism electronic?

Wednesday, June 25, 2008

Electri-City

From the look of things, the zero carbon high tech eco-city of 2030 might not really look that different from the boring old present of 2008. Innovative minds are coming up with new ways of harvesting power from just about everything, reducing the need for crazy-looking turbine towers or solar-paneled skylines. What happens if everything becomes its own source of energy? Obviously, this seems like a Green pipe dream, but speculate for a moment. What might humanity do with a global surplus of power?

In the meantime, we can marvel at the creative thinking below and wonder if, one day soon, our curtains might be powering our laptops and televisions.

So where might we be getting our electricity from in the near future?

Our toilets? (Architecture.mnp)

Our walls? (Jetson Green)

Our clothes? (MIT News)

Our curtains? (Electricpig)

Our sidewalks? (core77)

What are some common, overlooked aspects of the urban environment that might be able to generate usable energy if harnessed in a new way? With suburbs densifying and evolving and becoming more self-sufficient nodes in polycentric megacities, the potential seems endless. So many people, so many opportunities for a volt or two.

(Photo from Flickr user Tobers. The original full-sized color version can be viewed by clicking the photo.)

Tuesday, April 29, 2008

The Next Street Art

Say there was a place that had some special meaning to you. It could be the alcove where you had your first kiss, the alley where you were mugged, the square where you participated in an important rally, or the location of an historic uprising. Good or bad, we all infuse places with our memories. This is what makes physical places so powerful, and why peoples' opinions and experiences of the same place can be vastly different. Places are what people make of them. Now, technology could be making it easier for tech-savvy street artists to etch their own experiences and opinions onto physical places, communicating the artists' own sense of a place to others who pass through it.

Barcodes are most commonly used in retail environments, but their size and informational storage capacities make them ripe for adaptation for more inventive uses. In Japan, barcodes are now being applied to gravestones to store and transmit information, when scanned, about the deceased. The idea here is that family members will, through videos, photos, and stories, be able to reconnect with the deceased in a less mournful, more celebratory way. Imagine "a sort of gravestone based, family fueled, wiki of the dead."

This technology could easily be used in public spaces to represent a political viewpoint or a historical event. Imagine walking down a street for the first time and noticing a bright green barcode sticker affixed to the facade of a building. Using a scanner-enabled mobile device, you could access a website loaded with the history of the building site, or a series of short stories about the surrounding blocks, or photos of a lifechanging event that a stranger experienced in the very spot where you are standing. Reading or viewing material like this would give the place a new gravitas, and would change your perception of what might otherwise be a mundane stretch of asphalt and brick.

RFID tags are another method of remote-storing information that, thanks to increased range, provide the opportunity for a bit more mischief. With the technological know-how, a clever street artist could program a chip to send a text message or photo to any wi-fi enabled mobile device passing by. Imagine again: you're walking down a street and you pass a hidden RFID tag; your phone rings. You answer. An audio recording plays, recounting a woman's personal account of a riot that took place across the street a decade earlier. Later, walking through a park, your text alert sounds. You open the message to find a set of coordinates and the time of an upcoming event, perhaps a flash mob or a constructive riot. Or, perhaps, a photo of the view from the very place that you are standing, hyperlinked to a database of stories and photos of places around the city (along the lines of Invincible Cities, linked below).

While they would only be accessible to those with the proper devices to read the information that they stored, RFID tags and barcodes have distinct advantages over more traditional forms of street art like posters, graffiti tags, and murals. For one thing, they are smaller, and less intrusive. While this could be seen as a weakness (especially for barcodes, which require direct interaction), it is also a strength in that RFID tags and barcodes are less likely to prompt their own removal than more readily noticeable artistic interventions. These tiny storage units can also provide more vivid, personalized accounts of events or viewpoints, and have the potential to be more impactful on their viewers.

RFID and barcode street art has the potential to turn the urban environment into a virtual minefield of information. While the potential for abuse by malicious hackers or marketing drones is there, the idea of being able to literally "tag" a place with multimedia information is an exciting one. Perhaps it's already being done. Anyone know of some examples?

(Photo from Flickr user cloverst. The original full-color version can be viewed by clicking the photo.)


Links:
Barcodes on tombs to connect with the dead (The Inquirer)

Invincible Cities (Thanks, Pete!)

Sunday, April 27, 2008

The Linkdump

Weekend Reading has been on hiatus, along with the rest of this blog, for the past three weeks. That was unfortunate, as there was a ton of great reading material online during that time. If you find yourself with some reading time over the next few days, check out some of the following posts and articles.

The art and architecture of arcologies || Lessons from those who've never seen a city || A note to the Midwest: Change or Die || Four artistic ruminations On Cities || Digital Nomads: the podcast interview || Amazing Title Award goes to "Growing Pains for a Deep-Sea Home Built of Subway Cars" || Stepsister cities: not always ugly, but usually forgotten || Tatlin's Tower as archetype || Beautiful drawings of Buenos Aires' architecture || Nigel Coates takes the stage in Milan (Yay! Where loves Nigel Coates!) || Manaugh presents erudite posts on noise pollution, cloud writing, and video game architecture || Justin Davidson on Nouvel's brillaint 53 W 53rd || A fascinating look at Sao Paulo's growing (!) traffic problem || Four conditions for exuberant diversity || When architecture is freer than the people who use it || Baghdad: feral metropolis on the dunes || Why homeownership may not be the best option || Coolest green building ever || The Earth is making music (Incredible) || Rich Florida on The Big Sort || Phototour of a "constructive riot" || A wiki route planner for urban explorers || The chronicles of an adventuresome boulder || If you still need more proof that cities are living things, look no further... || Dubai's Palm runs into big problems (Raise your hand if you're surprised) || The Bowery Boys explore the history of NYC as a video game setting || An example of "new urban hieroglyphics" || How urban nomads are changing architecture || Design as economic salvation in BsAs



(Photo from FFFFOUND! The original full-color version can be viewed by clicking the photo.)

Monday, March 31, 2008

W(e are )here

The following post contains the introduction that this blogger wrote for the W(e are )here show, which opens today at the Intermedia Arts Gallery in Minneapolis. The show is being curated by the founders of Solutions Twin Cities, one of whom happens to be Mr. Colin Kloecker of BLYGAD fame. If you're going to be around the Cities at all between now and May 9th, 2008, do stop by and take a look. For more information, see the link at the bottom of the post.

------------------

During the Age of Discovery, great explorers crisscrossed the planet in search of uncharted territory. They left a visual legacy in the maps that recorded their journeys, and with each new discovery, mankind's knowledge of Earth grew. One can only imagine how thrilling it must have been to live in a world that was seemingly growing larger by the day. The very concept of "where" -- humanity's understanding of our relationship to the world around us -- was expanding.

Today, the internet revolution has democratized exploration in ways that Columbus and Magellan could never have imagined: everyone has become an explorer. New cartographers are adding their personal explorations to existing maps and creating new records of their own experiences. If that which is observed is inherently altered, it follows that a person's experience of a place directly changes the place itself; places are what people believe them to be. That means that today's maps are about much more than hills, valleys, rivers, and roads. Maps have become tools for examining the emotional, sociological, and philosophical aspects of the human experience.

The concept of "where" is changing once again, expanding to include increasingly minute and varied facets of our world. The ever-ephemeral sense of place is created by human interaction with the physical world. Maps have always charted changing systems, but in the internet age the more intense focus on the hyperlocal has sped up the rate at which cartographers work. Slower-moving features of the planet -- shifting continents, growing cities, and eroding shorelines -- have already been adequately mapped; places are now being recorded as they exist for short periods of time. New maps record what could be termed the "hypercurrent."

Within this gallery, you will find a sampling of how cartography is being redefined by this change in scale. Whether recording a tiny patch of previously unremarkable forest floor down to the tiniest twig and blade of grass, reorganizing the contents of the Bible to visualize cross-references and social relationships, or taking a fresh look at urban growth by examining the construction date of houses currently on the market, today's cartographers are rethinking how the world around us is recorded and represented to assert the fact that we are here. This new breed of explorer is taking the impersonal maps and graphs of yesterday and making them deeply personal.

Welcome to the New Age of Discovery.
Where is expanding. W(e are )here.


Links:
W(e are )here (Intermedia Arts)

Solutions Twin Cities

Blog Like You Give a Damn

Friday, March 21, 2008

Happy Whereday!

Well la-de-da. Exactly one year ago today, Where's first post went up. The site looked a lot different...no logo, basic Blogger format, very...yellow (not sure what I was thinking, there). And here we are, 365 days later, with the 250th post. Plus, since four regular weeks = one full year in blog-years, that makes today Where's 13th anniversary! Hip hip hoo-ray, and all that jazz.

For a bit of self-indulgent celebration, I've put together a list of the Top Ten posts (and series) over the past year. Each header links to the original post. The date of publication follows a brief sample quote, and the posts are listed in chronological order. Without further ado...

Open Spaces, Non-Places
"People have idealized 'open' space when what they should really be focusing on is 'quality' space...[And when] the distinction between 'open' and 'quality' public space is ignored, it allows not only for the types of ridiculous arguments used by the 'concerned neighbors' mentioned above, but on a more subversive level it devalues public space in general." (4/10/07)

Community 2.0 and the Built Environment
"Just as each technological revolution has had to prove its mettle over time, so has the internet; at first, there was a great deal of fear surrounding the dot com revolution...Physical communities, we feared, would become a thing of the past. But now, it seems, we have reached the critical point at which people trust the web -- trust it enough to really take control of it." (5/13-18/07; weeklong series)

Speeding Succession
"Why not help along the process of ecological succession? As urban areas around the world begin to reimagine and reconfigure themselves as more localized, sustainable places, people stranded by a fuel crash or a series of eco-disasters could get work replacing suburban communities with trees. For every house torn down and mulched, ten trees could be planted." (5/29/07)

A True Alternative
"Of late, we have been plagued in our building and planning practices by an intense mediocrity, a society-wide indeciciveness. What we want, of course, is the best of both worlds: the convenience, community, and culture of the city, and the peace, privacy, and pastoral scenery of the small rural town. What we've wound up with is suburbia: the best of nothing." (6/21/07)

The Dawn of Digital Urbanism
"'Who will watch the watchers?' This, I think, will be the most fundamental challenge of Cyberspace: in a universally connected world, the unwatched watcher has more power than ever, as they will have unprecedented access to the masses." (6/28/07)
(Also: from the response post a few days later, Everyone is Watching You: "To paraphrase that famous line: when everyone is a watcher, who's watching the watchers? Everyone.")

Resident Experience Master Planning
"New advances in crowd simulation technology are making Resident Experience Master Planning more and more possible and, with the economic potential of such a development so high, indeed more probable...If urban planning could figure out exactly how to get people to do specific things or behave in specific ways, it would give new and rather intense meaning to the term 'master planning.'" (7/13/07)

Eat Your City
"Urban farms could become for the 21st Century what large, elaborate central parks were in the late 19th and early 20th. Frederick Law Olmsted famously described Central Park in Manhattan as the lungs of the city, but with new green technologies these farms could become more than lungs -- they could be the heart and brain of the city as well." (7/25/07)

The Possibilities of the Post-Retail City
"It's interesting to imagine a world in which shopping took a back seat to other social spaces as the dominant street presence...To get an idea of what might fill the void [left by retail], it might be interesting to see how social space is structured in places where gift economies (or at least barter systems) often already exist and retail strips are few and far between, at least in the traditional sense: slums." (8/13/07)

World Urbanism Day
"[Presented here] is a simple visualization of the landscapes of twelve major coastal cities around the world in three imagined futures: red overlays represent areas that will be submerged after a 50 foot (15.2 m) sea level rise; orange overlays represent areas submerged after a 150 foot (45.7 m) rise; and yellow overlays represent areas submerged after a full 250 foot (76.2 m) rise. The colors represent the fire-like spread of the ocean inland." (11/8/07)

Living in SimCity
"In an existing version of SimCity, a player could cover an empty triangular plot with parks and watch the land value of surrounding blocks rise. Imagine a SimCity that allowed users to completely re-design the Polish Triangle so that any player walking through the area could access this visionary public space and interact with it." (2/13/08)


Have a wonderful weekend. Thanks for a great first year!

Wednesday, March 19, 2008

Designing SkyCar City: A Post-Studio History (Guest Post by Ella Peinovich)

Many notable architects and designers throughout history have created transportation-centric city models that represent the future or an idealized present. Historically, architectural movements have used these models to demonstrate their design fundamentals in a pure state to a world that did not, at that time, have the capabilities to achieve such idealistic forms. Each designer, in turn, walked a fine line between reality and fiction.

A few models worth mentioning would be the Futurist Antonio Sant'Elia’s Citta Nuova, and then, within the Modernist movement, Le Corbusier’s plan for Algiers and Frank Lloyd Wright’s Broadacre City. Later, the traditional utopian city changed when the line was officially crossed from being about the study of technological advances to science fiction, with Archigram’s Walking and Plug-in Cities. More recently, the 3D city model has been featured in the work of Dutch firms OMA and MVRDV through designs like the Hyperbuilding and the Five-Minute City.

Taking all of this into account, one can understand how overwhelming -- not to mention exciting -- it might be for a group of young architecture students to be presented with the open-ended challenge of creating such a complex city model by Winy Maas of MVRDV, a veteran to the topic. That was the situation I (and eleven of my classmates) found myself in during the last studio of my education in architecture.

…create a city built for the use of a skycar, a city with 'streets' at any level, or perhaps empty of streets as we know them…
-- Winy Maas, first day of the semester describing our assignment.


My studiomates and I were presented with an experiment: see how far transportation can shape architecture, with one constant variable -- the flying car. Winy had introduced us to a whole new set of Lego pieces; ones that were gravity-defying. We were to design a city that had no specific location, no city boundary, and no technological limits. This is a similar formula to those that have been at the heart of most city models in the past, except for the fact that we (twelve near-strangers) had no pre-established theory to drive the experiment.

We, with the guidance of our studio's co-leader, Grace La, quickly developed a pragmatic methodology of how to approach our design and then applied it to our hypothetical scene, assuming that humans would always be subordinate, or at least married, to our means of travel (this was also in line with the prescribed “sky car”). Ironically, though we were all architects-in-training, little time was spent designing architecture in the traditional sense. During our process, research, and developments we wore many hats: Urban Planner, Product Designer, Civil Engineer, Research Analyst, Historian, Editor, and then Architect. This mash-up of information with the added flavor of democratic group decisions more or less drove our re-imagining of the city form.

During this experience I learned some valuable design lessons. In no particular order of importance:

1) It is our responsibility as designers to address real issues rather than represent feel-good utopias.
A city model that is designed in reaction to current outstanding issues of common society (e.g. waste disposal, greening, traffic relief etc…) will likely get a lot of attention and praise. On the contrary, our city model chose to explore and build up a topic which currently carries a negative stigma. We suggested that, as a society, we accept that every person wants the freedom of having their own car. We chose to assume this desire of every individual and suggest that public transportation has no future. We feel our model holds its clout because it is based on realistic projections of where society IS headed, rather than where it SHOULD be.

2) Design by committee vs. the individual
When an individual is allowed to carry out an idea, they are able to create one conclusive and seamless design in a similarly seamless process. As soon as you allow everyone a voice, all you get is noise -- at least at first. It took my studiomates and I a while just to figure out how we could work together, which inevitably took away valuable design time. Admittedly I, and likely others, caved to the majority vote at different times during the design process just to move forward, and I know that many “place-holders” never got re-”placed”. However, I can confidently say that our design would not have been what it was without any one person in our studio contributing their input.

3) Build from the Bottom-up
I have to believe that the Modernists and Futurists had an idea for the final form of their models before they designed the infrastructure to support it. In my experience, a top-down method can be inefficient, continually having to cover its tracks along the way. Please do not misunderstand me; once a design has been established I think it is necessary to go back and implement the design diagram to every last detail, but I am referring the process of getting to your building diagram. On the contrary, we were very honest in our studies; we did not hide the unpolished edges that are always a possibility of functionally-driven design. Our process was prescriptive and built from the bottom-up.

4) Get Published
The most responsible thing a designer can do is contribute to the Industry by publishing and distributing their work. Being able to show something as a product of thought can create a much larger ripple than just talk, especial in a visually-oriented community. Work should be shared, flaws and all, so that others may see and critique in order to create dissemination.

There may be a conflict of interest for some in the architectural profession that view their work as an artform. But when you think of what has been entrusted to us by the public (e.g. to create efficient systems, reduce environmental impact, ect…) we owe it to everyone to find the best technologies to do the job, regardless of who authored them.

Now, well after the publication of Skycar City: A Pre-Emptive History, the record of my and my classmates' semester of city-building, it is up to the readers to make their own conclusions about the success of our research and model and decide whether it is worth mentioning alongside the great city models of the past.

------------------



Big thanks to Ella Peinovich, a design associate at Skidmore, Owings, and Merrill's San Francisco Office. Ms. Peinovich participated in a mixed studio, led by guest professor and MVRDV founding partner Winy Maas, of twelve undergraduate and graduate students at the University of Wisconsin-Milwaukee's School of Architecture and Urban Planning in the spring of 2006. The participants recorded their process and city model in the book Skycar City: A Pre-Emptive History.

Skycar City Studio co-leaders: Grace La, Winy Maas

Skycar City Studio participants: Bryan Howard, Tony Janis, Nick Moen, Ryan O’Connor, Trevor Patt, Ella Peinovich, Nick Popoutsis, Tarah Raaum, Gloribed Rivera-Torres, Scott Schultz, Tuan Tran, Andy Walsh

Edited 4/12/08 to include full list of studio participants.



Blogger's Note: The original post planned for tonight and announced on Sunday was going to focus on urbanism programs for kids in Singapore and Chicago. This post has been temporarily postponed, and will run at a later date. Sorry for any confusion!



Links:
Skycar City (Powells)

MVRDV-UWM Studio (Warning: absurdly long load time).

Tuesday, March 18, 2008

It Takes a Video Game to Save a Village

Most cities have a love-hate relationship with tourists -- civic officials love them, and residents hate them. Tourism generates billions of dollars in revenue for cities across the globe each year. The number of traffic accidents caused by tourists not watching where they're walking? So far, no reliable estimates have been made.

Still, tourism is a vital part of any urban economy. Even moreso, it can be a powerful factor for a neighborhood that is trying to lift itself up. Tourism As Economic Strategy is a well-worn path. But with all of the emerging technologies related to the web and wireless communication, it seems like the old urban tourism formula (cleaned up historic buildings + quirky neighborhood attraction + Starbucks and/or Cold Stone Creamery and corresponding independent cafe/gelato bar = success!) is due for an overhaul.

Let's start by thinking small, with the traditional Japanese village. Japan's demographic woes have been well-reported over the past few years; indeed, as young residents of this highly urbanized island nation put off having families and move to the cities in droves to pursue fast-paced careers, the raw population number isn't the only thing being affected. Culturally, Japan is seeing the evaporation of its small villages, and the slow death of ancient rural and cultural traditions.

Enter: mixed-reality gaming. An explanation, c/o Very Spatial: "One of the areas of convergence for location-based applications and gaming is the idea of mixed reality, where places in the game correspond to real-world locations, and actions in one lead to events or consequences in the other." A recent Nintendo DS game, Treasure Quest: Enoshima, follows this very blueprint, using a small island north of -- surprise! -- Tokyo as the setting for a handheld video game. Players have to visit and explore the actual island to play the game. The DS unit acts as the mixer, blending the fictional and real worlds, literally with the push of a button.

The problem with Treasure Quest, though, is that it's over. The software could be downloaded off of the internet, and the game only ran until February 19th. Makes sense, considering that Nintendo doesn't own the island, and thus can't stake any real claim to it. But what if they could? What if, as a way to draw in tourists, a rural village somewhere in Japan agreed to sell off a large number of its abandoned buildings to Nintendo in an agreement to become the permanent setting for a mixed-reality video game?

It sounds crass at first, but with the right amount of finesse, it just might be a win-win economic development strategy. For instance, to prepare the town for guests (players), Nintendo would agree to upgrade local utilities. It would also take on the responsibility for upkeep of public areas. Streetscaping, garbage collection, and parks maintenance would be taken care of by the entertainment giant. Villagers would enjoy a higher quality of life at a lower rate of taxation (though I'm assuming the American system there since I know very little about the governance of rural Japanese villages). In return, residents would agree to coexist peacefully with players. A particularly savvy game designer would craft the game as a cultural experience, creating some sort of mystery or adventure plot that made use of the area's native traditions.

The argument could be made that Nintendo (or whatever company helmed the project) was being given too much power over a municipal entity; it could also be said that cultural traditions were being bastardized and pillaged in the name of commerce and fleeting entertainment. But when the options for the village are Sink or Swim, the picture becomes less black and white. After all, don't most -- if not all -- preservation efforts (architectural or cultural), on some level, tokenize the very things that they aim to preserve?

So assume that Nintendo creates a mixed-reality game around a rural Japanese town, and it becomes a wild success. Players start booking rooms at a nearby hotel months in advance for their chance to play. The villagers find new opportunities to pass along their cultural history and traditions. Nintendo makes a buttload of cash. Everyone's happy. A small town in rural Portugal hears of the success and decides to give it a try. Sony's European headquarters gets a call from the mayor...

Ten years later, mixed-reality gaming has become an economic silver bullet. Hundreds of villages in countries around the world have mixed their realities with fantastical virtual counterparts. The trend goes big-time when the city of Detroit sells a square mile of its infamous "urban prairie" to the Walt Disney Co., which painstakingly re-creates the neighborhood circa 1930 to stage a depression-era mob mixed-reality urban epic. The arts & crafts bungalows are the hotel. Visitors live in the game. A month later, Blizzard Entertainment announces a joint deal with CCTV and the city of Shanghai to buy up hundreds of defunct surveillance cameras and create the world's largest multi-player mixed-reality on-and-offline mega-game. The setting? Pudong.

Of course, it must be asked: when is the reality in question no longer considered to be mixed? When does "mixed" become simply "augmented?"

(Photo from Flickr user Mathias M. The original full-color version can be viewed by clicking the photo.)


Links:
Mixed Reality Gaming In Japan (Very Spatial)

Monday, March 17, 2008

Exploring the City of Tomorrow

A hypothetical Aura Map of Istanbul's Golden Horn.


Google Transit wants your city to get on their bus. At the American Public Transportation Association's recent TransITech conference the web giant's mass trans-tracking maps app (say that five times fast) challenged every transit agency in attendance to upload their schedules and information to the site by Earth Day of 2008. If Google's effort at TransITech is successful, live, up-to-date GPS-powered transit tracking for every major city in the country (and beyond) could be a reality much sooner than one might imagine.

It's a bit freaky at first; there's a whiff of Big Brother, and a dash of 1984. But once the knee-jerk paranoia passes, the benefits begin to sink in. With live-feed transit information, Google Maps and Google Earth could eliminate the need for standing on a windy or snowy street corner for twenty minutes, waiting for a late bus. Outside it could be pouring rain, but you'd know exactly when to leave the house to catch your train. Even making connections could be more easily choreographed. Suddenly, one of mass transit's biggest drawbacks -- unreliability -- is eliminated. Overcrowding becomes less of a problem, and the whole system runs more smoothly. Everyone wins.

Online mapping technology has come a long way since the basic click-navigation maps of MapQuest hit the web back in the 1990s. Nowadays you can easily access street-level views, satellite images, and highly-detailed maps of buildings and amenities of dozens of cities. Certainly, this makes the prospect of taking an exploratory walk through a new part of town less daunting; you can preview your route, get a feel for landmarks, even decide where you want to stop for lunch. But there's still a dimension missing. Online maps are still very much stuck in the 3D-level, at least as far as the masses are concerned. We're still figuring out how to map the most important factor in cities: people. Not individuals (again with the creepy 1984ishness), but crowds, traffic patterns, and even emotions.

Think back, once again, to the SimCity game franchise. In later versions of the game, players could open up maps that charted everything from traffic to crime to the general happiness (aura) of the entire city. Live. Can you imagine the potential of people-mapping technology as a tool for planners and policy-makers?

A scenario: it's 8:00pm on a Friday in the year 2015, and you're looking for something to do. You grab your wi-fone and fire up the GoogleCity live maps app. There are three parties within a ten minute walk of your house being advertised on GoogleSocial (a convenient MeetUp/Bebo-powered mashup), a wifi-gallery showing one of your favorite artists from deviantArt four subway stops to the south, a restaurant opening on the corner where that hookah bar just closed last spring, and a band whose iSpace page you just subscribed to because you heard one of their songs on Pandora's new Loc:Audio channel. There's no excuse to be bored. And oh, look -- if you leave now, you can catch the next bus, but it'll be at least five minutes for a train. Perhaps tonight will be a concert night? The e-stars have aligned...

You're happy. You're entertained. You click a button on the screen that tells Google that someone on your block is in high spirits. The block's aura jumps up one point. At City Hall a few weeks later, the general happiness trend of your neighborhood is noticed to be on the rise. Civic officials study the area to learn why this spike in aura has been occurring, and use this people-powered live information to liven up some less brightly-colored spots on the map. Repeat this process with any resource, tangible or otherwise. The places that need something get it more quickly, and the decrease in wasted funds leaves more tax money to be distributed wherever it's most needed.

Now you, as a citizen, have every right to see this information if your elected officials are looking in. So the aura map overlay is available via GoogleSocial. You tap the screen, pull it up. There's a spike near your friend's apartment building downtown. What's the deal? Street fair. You are so there. You lift the phone to your ear, call the friend, and then check a transit map. You just missed the train, which means 10 minutes of waiting. But oh, there's a cab around the corner. You ping it with the push of a button, and you're on the road a few seconds later.

The next day, you're ready to go for a run. You check out air pollution and crowd overlays. The wind is blowing everything to the south today, so air quality will be best on the north side of town, which is good, because that's where you live. The big orange blob in the middle of the park closest to your house suggests some kind of festival is going on. Not wanting to deal with people-dodging, you check out the riverfront. Clear as crystal. And you're off!

The full potential of maps, in terms of improving the quality of life in cities, is just beginning to be realized. Soon, maps won't just tell you where movie theaters are; they'll tell you which ones are less likely to be crowded, dirty, or noisy. Get ready for the cartographolution.

Links:
Get Your City On Google Transit (WorldChanging)

How Google Earth Ate Our Town (Time)

Sunday, March 16, 2008

Joie de Vivre Urbaine

"...And joie de vivre [joy of living] may be seen as a joy of everything, a comprehensive joy, a philosophy of life..."

Long ago, writers disparaged cities like London, New York, and Paris, labeling them as hives of disease and destitution. But over time, industrialization and economic growth powered by these urban centers lifted hundreds of millions of people out of poverty, creating a prosperous and secure middle class like the world had never seen. Over the past few decades, we have seen this happen again in China and India. With the rise of ideas like common wealth and the urban planet, it seems less naive each day to believe that this trend could continue moving upward, creating a globalized standard of living (not to be confused with a singular global culture, which would be intensely boring).

But the current model of urban living, with its sprawl, auto-dependancy, and tokenization of nature, is unsustainable at best. If economic development in developing world-cities is to diminish poverty at any notable rate, everyone -- in worlds both "first" and "third" -- must work to bring about the evolution of their cities into healthy, green, globally-minded places. The City As Solution to Climate Change and Globalization Pains has been a popular topic of conversation of late. But how can people in developed countries be persuaded to agree?

As we step into this new Urban Age, those of us arguing for the City As Solution must focus on the joie de vivre urbaine. For cities to reach their full potential as engines for change, the urban chorus will need to grow louder and brighter. The masses should be reminded of the joys and conveniences of living in vibrant, eqitable urban neighborhoods, not guilt-tripped out of their McMansions and driven into gentrifying neighborhoods to exacerbate socioeconomic inequality. Only when a person believes that they will enjoy something -- and that they deserve to -- will they make a real effort to change their way of life.

This week, as Where wraps up its first year in the urblogosphere, each day will feature a post that celebrates the excitement, promise, and possibility of the urban environment. It's Urbanism For Fun (but no profit). A preview:

Monday: EXPLORE
We'll start off by looking at how Google Earth and online mapping sites are making urban places more exciting by helping urbanites develop a better understanding of their cities, and how this type of technology could affect urban culture and society in the future.

Tuesday: PLAY
Taking another look at mixed-reality gaming, Where will consider this emerging form of entertainment as a possible catalyst for economic development in the near future.

Wednesday: IMAGINE
If you could rethink how cities are built, how would you do it? It's a question many of history's most famous architects have taken on with relish. In a guest post by SOM design associate Ella Peinovich, who participated in an architecture studio that took on this very daunting challenge, we'll learn more about what it's like to go through the process of radically reimagining the urban form.
(This has been edited to reflect a change in content).

Thursday: LEARN
Thursday will feature Where's full review of the buzz-heavy book The Endless City, compliments of Phaidon.

Friday: CREATE
March 21st marks the 365th day since Where's first post. To celebrate this blog's "birthday," a special edition of Weekend Reading will look back on the top ten posts of the past year.

--

DON'T FORGET
The Blogedanken game will be open to entries through 11:59pm CST, this Saturday, March 22nd. Go play and submit your favorite results for your chance to win a copy of PA Press' Hyperborder.

(Photo from Flickr user Shimrit&Yaar. The original full-color version can be viewed by clicking the photo.)


Links:
Joie de vivre (Wikipedia)

Hyperborder (Princeton Architectural Press)

Friday, March 14, 2008

WEEKEND READING: March 8-14, 2008

Lots of good stuff this week, but Item One is a must-read for everyone.

ITEM ONE: This week marked the (unfortunately early) end of South Central Tour, a fantastic, photo-rich blog documenting an epic trip through South and Central American cities with two infamous street artists, Above and Ripo. Take a look back through the group's stops in Rio, São Paulo, Buenos Aires, Santiago, and a bucketload of other cities. (Photo credit)

ITEM TWO: Speaking of South American cities, here's a great article on the idealism, overpopulation, and developing crime problems of Brasilia.

ITEM THREE: Kazys wins for title of the week -- "Take the bus to the internet." The post doesn't disappoint.

ITEM FOUR: Another literary excerpt from Archidose, this one examining the struggle between technology and nature in architecture and urbanism.

ITEM FIVE: Space & Culture provides some great links about "desire lines."

ITEM SIX: Another eloquent commentary on how cities can be used to combat global warming. (Via Civic Nature).

ITEM SEVEN: Karrie Jacobs goes searching for the soul of Times Square, with interesting (and, of course, beautifully-written) results.

Traffic has been abnormally high lately at Where; thanks for the great week. Now you have a great weekend.