The Last Town on Earth: An Interview with Thomas Mullen

Thomas Mullen is the author of The Last Town on Earth, a novel set in a voluntarily quarantined village in the remote forests of the Pacific Northwest during the Spanish Flu pandemic of 1918.

From the book’s description:

The year is 1918. America is fighting a war on foreign soil that has divided the nation. Meanwhile, rumors of the spread of the deadliest epidemic ever are causing panic on the home front. The uninfected town of Commonwealth, Washington, votes to quarantine itself, and two young friends are asked to guard the town entrance and keep strangers out.
One day, a starving, cold—and seemingly ill—soldier comes out of the woods begging for sanctuary, and the two guards are confronted with an agonizing moral dilemma.

The Last Town on Earth was named the Best Debut Novel of 2006 by U.S.A. Today – who describe it as “an absorbing depiction of a utopian town that attempts to keep the 1918 flu epidemic at bay” – and it won the James Fenimore Cooper Prize for Excellence in Historical Fiction.

As part of our ongoing series of quarantine-themed interviews, Nicola Twilley of Edible Geography and I spoke to Mullen about his novel, about the historical research that informed it, and about the moral implications of mass quarantine.

• • •

Edible Geography: What sort of research went into writing the novel?

Thomas Mullen: The impetus for the book was an article that I read many years ago about an AIDS virologist who had studied the 1918 flu earlier in his career. It also mentioned, parenthetically, that there had been healthy towns in the Rocky Mountain states and in the Pacific Northwest that were so terrified by stories about how contagious the flu was, and how fatal it was, that they decided their best recourse for staying healthy was to block off all the roads leading into town and to post armed guards to prevent anyone from coming in. That just blew me away—it was amazing to read that this had happened—and I thought it would be a very dramatic first scene.

I was hooked by the moral dilemma of quarantine: what happens if, one day, you and your buddy are standing guard over your town and you’re presented with a lost traveler? He’s freezing, and he’s starving, and he’s begging for your aid. He needs food and shelter, or he might die. What do you do? Do you bring this person in? Do you try to be charitable, even if you know he might be carrying this awful virus that you don’t really understand? Again, it was 1918 and their understanding of the virus was certainly worse than ours is today. Or do you tell you the person: “Hey, I’m sorry, but I need to think of my friends and family and my town. I don’t know what you might be carrying, and you’re just going to have to die in the woods.”

That’s what made me want to write the book. I sat down and I read a few books about the 1918 flu—although I couldn’t find many. It had become this overshadowed chapter in history. That’s starting to change now; with the new concern about avian flu and H1N1, there’s been much more discussion of the 1918 epidemic. But, back when I started my research, it was hard to find much information.

I tried to find out about these towns that had done this—these sort of reverse-quarantines. That’s just a phrase that I invented; I don’t know if there’s a real phrase for it. Normally, quarantine is when something or someone is ill and they’re quarantined off so that they don’t spread their germs to the rest of us. But in this situation, the town that closes itself off is healthy. I called that reverse-quarantine.

I couldn’t really find anything out about these towns. In fact, when I was about three-quarters done with the rough draft, a historian named John Barry wrote what is now the definitive history of the 1918 flu, called The Great Influenza. I got that book and I read it—and it’s about 600 pages long, but he only gives about half a page to this phenomenon of Western towns that had closed themselves off. He says that it worked for some and it didn’t work for others—and that’s it.

[Image: Historical quarantine marker].

Edible Geography: Was reverse-quarantine a common phenomenon and just under-reported, or was it actually fairly rare?

Mullen: It doesn’t sound like it was very common. After all, if it only got about half-a-page in a 600-page book… It’s just something I could not find reference to very often.

They were probably small towns that were already fairly isolated, and therefore might not have left such a good paper trail for historians to write about. It must have been fairly unusual in the first place, because the flu spread very, very quickly, so usually it was too late. By the time you were thinking that maybe you should close the borders, people were already getting sick in your town—so you missed the opportunity.

Meanwhile, because our nation was at war, there was censorship of the press. Newspapers didn’t want to report bad news. People didn’t often know what was happening until it was too late. Instead, newspapers would have a little pick-me-up story about how some soldiers in a nearby army base had a bad case of the flu… but they’re feeling much better now. Meanwhile, people are looking out their windows and seeing hearses! If there had been a free press, and if the government had not been distracted by a war and had shared information about it sooner, it’s possible that more towns would have tried quarantine. But for most people, by the time they realized what was happening, it was too late.

I think the reason why the towns that did this were in the Rocky Mountains and in the Pacific Northwest was that they were inland and fairly isolated. The flu had started, most epidemiologists believe at this point, in army bases, and then it had traveled along the rail lines, from army base to army base; and from port to port—meaning cities like Philadelphia and Boston and New Orleans and San Francisco—and it gradually trickled inland. Some of the mountain states were the last to get infected – and they were the ones where, finally, the story was out. They were the ones who knew what was happening, so some of them were able to make this decision.

Ultimately, though, because I’m a novelist—I write fiction, and I can make things up—I decided, okay, maybe it’s better that I don’t know exactly what happened in these towns. Maybe that frees me up a bit. I did as much research as I could into how the epidemic worked, how the disease itself worked, and what the political environment was like at that time in America—what these characters were doing and what they were thinking about. But, as for what had actually befallen towns that tried this, I was sort of unconstrained by historical fact—which, I think, was a good thing.

BLDGBLOG: That raises the question of your own interest, as a novelist, in the idea of quarantine. What are the narrative possibilities of quarantine that drew you to it, as a plot device?

Mullen: As a novelist, you need there to be some stress, because that creates the tension between the characters. It leads them to act – sometimes in inappropriate or regrettable ways.

One of the things that I was really interested in doing with this book was studying the way in which people act differently from the way they would like to think they act, under stress. We have this idea of ourselves as good people, and we have moral guidelines that we like to believe we follow, but when we feel threatened and we feel that our family is in danger, we tend to bend some of those rules. Whether that means shooting a stranger who’s trying to come into your town, or whether that means shutting out your neighbor because you think they might have a cold – things like that.

I was interested in looking at the stresses that these people would be under. First of all, externally, they feel they’re safe in their little town—but the world around them is dangerous, with everyone being ill. Also, in those political times, there were things happening that the utopians in my little mill town didn’t agree with; they’re very anti-war and anti-capitalist. They feel at odds with the world, and they’re closing themselves off from a world that they disagree with in many ways. But when the disease does get into the town, they’re at odds with each other: some are sick, some are healthy. New stresses are introduced; they start running out of food and out of things that they need to maintain their quarantine.

[Images: The town of Jerome, Arizona, during the 1918 flu outbreak; note the face masks. Courtesy of the Jerome Historical Society, via the Sharlot Hall Museum].

Edible Geography: Much of your book is focused on the moral dilemmas associated with implementing and enforcing quarantine. What drew you to that?

Mullen: That was something that I didn’t seek out to do, but, as I was writing the story, it came naturally. You have these utopian idealists and political activists who are anti-war and pro-union, and they’re early suffragists. Some of them support the quarantine because they want to stay healthy; they want to protect their families. But some of them, because their political beliefs are so strong, realize that, hey, I have these beliefs because I want to make the world a better place. I don’t want to just make my town a better place. And what are the moral implications of turning our back on a world that is suffering? Isn’t it our obligation to do something that would improve the world? Some people feel that the best way to make a better world is to focus on yourself, and on your own community, and to hope the world will emulate it. Others—more activist—think they need to get out there. I’m interested in that conflict.

And, of course, that line is itself blurred—because they all support the quarantine initially. Even those who opposed it refused to leave. So, theoretically, everyone in the town in chapter one is cool with the idea. But, as time goes on, some people are thinking, god, I’m bored, I want to get out of here; or we learn that they’ve been secretly sneaking out to visit women or buy booze. So even the people who had initially agreed with it came to feel that it had been imposed on them. They change their minds—but it’s too late.

BLDGBLOG: In a way, you illustrate the fundamental impossibility of a total quarantine: there’s always something getting in or getting out, usually due to human weakness or error.

Mullen: I can’t remember if that’s something that I always intended—that I was going to have these people sneaking out—or if that was something that came up halfway. But it just seemed right to me. The whole dilemma of utopian politics, in general, is: can we really make the world a perfect place? I think there is enough human frailty and vice out there that something will always sabotage it.

Medically speaking, I know that quarantine can work, but, with something on the scale of a whole town, I can’t help but wonder: would it really work? It didn’t in the book because it was this slapdash affair; you’ve got randomly chosen people standing guard. But I think if it were to happen now, with a city or a state, you’d have National Guard or police or army officers standing guard, and I don’t think they would bend quite the way my characters would bend. But then you have the other problem—where it becomes a police state—and people aren’t allowed to come and go. It might work to keep the disease out, and people might thank them for that, but they might also feel like their rights were being violated. It gets really complicated.

[Image: A sick ward for those infected with the 1918 Spanish flu].

Edible Geography: Why do you think there has been such a historical silence about the epidemic?

Mullen: My partly cynical answer is that we Americans just don’t know our history very well!

I did a panel once with two other writers who both had novels set during World War I, and they were both British. They talked about how World War I is a big deal in the UK: how everybody knows about it; you see plaques everywhere listing the dead; and there were some towns where, in one night, the entire population of young men died, because they had this idea that men in the same town could enlist together and fight in the same regiment. This meant that you got to enlist with your friends, and you got to fight with your friends, which was great for morale—but what it also meant it that you died with your friends. There were literally towns where all the young men died on the same day, in one of those major battles.

It was a profound experience for so much of Europe, where they fought the war for years on their home soil. For America, on the other hand, we were only involved militarily for about year. We declared war earlier on, but it took a while just to get an army together, because we didn’t even have a standing army. And, of course, it wasn’t fought on our own soil. So the flu took place during the war, and the war itself is just not very well-taught or well-understood here.

But, also, in terms of why do people know about the war and not the flu, can it be that history textbooks can only handle one big subject at once? They’re writing about the war and they just didn’t think they needed to mention the flu? A disease doesn’t have the geopolitical themes that you get to play with when you’re teaching about a war or a politician or a movement; it was this horrible thing that just happened.

Also, I wonder how much of it was simply the fact that the people who lived through it just wanted to build a wall around those memories; they didn’t have our mindset, where we need to come to terms with our past and expose our scars in order to find closure. I think the survivors, to some degree, probably felt that it’s over – and it was horrible – but the last thing to do was to talk about it.

At this point, it’s enough generations away that there’s very little memory of it left – people only remember being told about it. Another horrible thing about the flu was that it killed so many adults and it left so many orphans. A lot of the survivors were very young children, who really don’t remember it for themselves.

But it was interesting to me that so many of the great literary lions in the early 20th century were people who lived through this when they were teenagers or young adults—Hemingway, Faulkner, Fitzgerald, Dos Passos, Steinbeck—and none of them wrote about it. It now seems like of course you would write about this.

• • •

This autumn in New York City, Edible Geography and BLDGBLOG have teamed up to lead an 8-week design studio focusing on the spatial implications of quarantine; you can read more about it here. For our studio participants, we have been assembling a coursepack full of original content and interviews—but we decided that we should make this material available to everyone so that even those people who are not in New York City, and not enrolled in the quarantine studio, can follow along, offer commentary, and even be inspired to pursue projects of their own.

For other interviews in our quarantine series, check out Isolation or Quarantine: An Interview with Dr. Georges Benjamin, Extraordinary Engineering Controls: An Interview with Jonathan Richmond, On the Other Side of Arrival: An Interview with David Barnes, and Biology at the Border: An Interview with Alison Bashford.

Many more interviews are forthcoming.

The Plague

What does a town under quarantine—walled off against the world, shutting its doors against commerce—feel like? What if those doors have been forcibly shut, against the citizens’ will? What is it like to be medically captive in a city? At the very least, how does one pass the time?

Nearly two years ago, while living and working in San Francisco, I would often spend my lunch breaks down at Stacey’s, an amazing bookstore that sadly went out of business this past spring. One of the books that I gravitated toward—and eventually purchased—was The Plague by Albert Camus.

Camus’s novel—about a quarantined city in North Africa called Oran, where the bubonic plague has erupted, originating in rats that have come crawling out into the streets to die en masse—seems to illustrate quite well the proposition that fiction is an extraordinarily effective medium through which to describe architectural and urban experiences. One of Camus’s characters, for instance, surveys the quarantined city laid out before him: “At that moment he had a preternaturally vivid awareness of the town stretched out below, a victim world secluded and apart, and of the groans of agony stifled in its darkness.”

Quarantine, Camus suggests, can have the effect of heightening the sensorial impact of certain urban details: “For in the heat and stillness, and for the troubled hearts of our townsfolk, anything, even the least sound, had a heightened significance. The varying aspects of the sky, the very smells rising from the soil that mark each change of season, were taken notice of for the first time.” The city has become amplified, so to speak, by its isolation. We even read that a “new paper has been launched: the Plague Chronicle,” as if all of these newly noticed details, and the alterations in daily routine that revealed them, were too numerous—and far too extraordinary—not to catalog.

But the city looms, stripped of vitality, anemic, its purpose gone; it is urbanism as depicted by Giorgio de Chirico.

The silent city was no more than an assemblage of huge, inert cubes, between which only the mute effigies of great men, carapaced in bronze, with their blank stone or metal faces, conjured up a sorry semblance of what the man had been. In lifeless squares and avenues these tawdry idols lorded it under the lowering sky; stolid monsters that might have personified the rule of immobility imposed on us, or, anyhow, its final aspect, that of a defunct city in which plague, stone, and darkness had effectively silenced every voice.

I won’t review the book here; it is worth reading, even if it’s emotionally imperfect, so to speak (and often a bit boring), but its literary merits are not what I’m concerned with. I’m concerned with its descriptions of space.

I thought, then, especially in light of the quarantine studio that kicks off in NYC this autumn, I would simply excerpt some of Camus’s more memorable thoughts on quarantine.

For instance, he writes, describing this strange state of medical siege-urbanism:

At first the fact of being cut off from the outside world was accepted with a more or less good grace, much as people would have put up with any other temporary inconvenience that interfered with only a few of their habits. But, now they had abruptly become aware that they were undergoing a sort of incarceration under that blue dome of sky, already beginning to sizzle in the fires of summer, they had a vague sensation that their whole lives were threatened by the present turn of events, this feeling of being locked in like criminals prompted them sometimes to foolhardy acts.

Oran, Camus continues, its city gates closed against foreign visitors, its citizens often sitting there, listless in the desert heat, “assumed a novel appearance.”

You saw more pedestrians, and in the slack hours numbers of people, reduced to idleness because shops and a good many offices were closed, crowded the streets and cafés. For the present they were not unemployed; merely on holiday. So it was that on fine days, toward three in the afternoon, Oran brought to mind a city where public rejoicings are in progress, shops are shut, and traffic is stopped to give a merry-making populace the freedom of the streets.

What is there to do in quarantine? Not much, it seems:

So now he drifted aimlessly from café to café. In the mornings he would sit on the terrace of one of them and read a newspaper in the hope of finding some indication that the epidemic was on the wane. He would gaze at the faces of the passers-by, often turning away disgustedly from their look of unrelieved gloom, and after reading for the nth time the shopsigns on the other side of the street, the advertisements of popular drinks that were no longer procurable, would rise and walk again at random in the yellow streets. Thus he killed time till nightfall, moving about the town and stopping now and again at a café or restaurant.

This level of ennui—”You could see them at street corners, in cafes or friends’ houses, listless, indifferent, and looking so bored that, because of them, the whole town seemed like a railway waiting-room”—unsurprisingly soon breeds violence (and, with it, glimpses of a new constitutional order):

It was incidents of this sort that compelled the authorities to declare martial law and enforce the regulations deriving from it. Two looters were shot, but we may doubt if this made much impression on the others; with so many deaths taking place every day, these two executions went unheeded—a mere drop in the ocean. Actually scenes of this kind continued to take place fairly often, without the authorities’ making even a show of intervening. The only regulation that seemed to have some effect on the populace was the establishment of a curfew hour. From eleven onwards, plunged in complete darkness, Oran seemed a huge necropolis.

For all of these descriptions, however, the question remains: what is the effect of quarantine on a city’s populace? Can public policy reach down into the emotions of a resident and predict how he or she might react? And how is urbanism itself transformed by states of temporary—but enforced—isolation?

For that, a much larger conversation about quarantine and the city must ensue.

Dormitorium

[Image: From Dormitorium].

Today is your last day to see Dormitorium, an exhibition of interior sets from films by the Brothers Quay, on display now at Parsons in New York City. Dormitorium, we read, “explores the macabre fantasy world of twin brothers Stephen and Timothy Quay through the highly detailed miniature sets of their influential stop-motion animations.”

The dean of academic programs at Parsons adds:

This exhibition gives our students an opportunity to see how the Quay brothers create intricate fantasy worlds, from set design to finished film through their compelling engagement with literature, their command of sound and lighting design, their uncanny use of focus, color and texture, as well as their mastery of digital editing processes.

The show is open till 6pm today, and you can find more info here.

[Image: From Dormitorium. Photo by Morbid Anatomy; see more photos here].

Tangentially, I am reminded of an article from the most recent issue of Mark Magazine about the models and dioramas of Ronan-Jim Sevellec. Sevellec explains the making of his miniature boxed scenarios to Mark:

The first phase of my work consists of setting together a certain number of elements. That may be furniture or scenery items, but it’s mostly insignificant and mostly at random. This is my way of setting traps to catch images of latent inner dreams. A really accurate picture of what my efforts will finally result in remains unclear to me. It does reveal itself, but only progressively, until the day I realize that nothing more is to be added. At that moment, I make up my mind and seal the front with a glass panel.

While I could perhaps do without the “latent inner dreams” to which Sevellec refers, his basic idea of timing – that there is an intuitive moment at which a created miniature world has reached a state of completion – is a compelling one.

You hit a certain point at which you can seal off a microcosm and move on.

[Image: From Dormitorium].

Finally, how much do I love the use of the word “dormitorium” in the Quay Brothers’ exhibition title? What would normally refer simply to university housing becomes an extraordinary codeword for a laboratory of sleep.

(Thanks to Ed Keller for the tip!)

Phantom City

[Image: Museum of the Phantom City by Cheng+Snyder for the Van Alen Institute].

A fantastic new iPhone app by Irene Cheng and Brett Snyder has come to market in New York City this autumn. Sponsored by the Van Alen Institute, Museum of the Phantom City is “a public art project that allows individuals to browse visionary designs for the City of New York on their iPhones.”

Users can view images and descriptions of speculative projects ranging from Buckminster Fuller’s dome over midtown Manhattan, to Antonio Gaudi’s unbuilt cathedral, to Archigram’s pop-futurist “Walking City,” all while standing on the projects’ intended sites.

In other words, you go around the city, iPhone in hand – a kind of architectural dowsing rod held in front of you – discovering the traces of buildings that never were (perhaps even fragments of a city yet to come).

Proposals by Buckminster Fuller are suddenly as real as the Empire State Building – after all, they’re both pictured right there on your iPhone…

[Images: Screen shots from Phantom City by Cheng+Snyder].

As the New York Times wrote this morning:

A mile-high dome shades Midtown Manhattan, an airport floats off Battery Park, Harlem is enveloped in a hulking megastructure literally lifting residents out of poverty, and the tallest building in the world, continuously under construction, sprouts from ground zero, growing without end.

“It’s the city that never was but could have been,” said Irene Cheng, an architectural historian. “Sort of an alternate future.”

Without mining the architectural avant-garde and its history of impossible projects, and before you even get to things like science fiction films and comic books, and as you hold yourself back from exploring the spatial reserves of ancient myth and urban legend – weird tunnels beneath midtown, World War II bunkers, secret apartments of the rich and famous – you can simply tap the ongoing economic recession for architectural content.

It would be easy enough, in fact, to put together a tour of building projects that never made it past the recession – New York’s so-called “Lost Skyline” – or, for that matter, of the buildings that never made it past the Depression.

You walk past a certain corner on the Upper West Side and your iPhone starts to ring: you’re being called by a missing building… Absent structures detected in a wireless blur, leaving messages for you (complete with call-back number).

Electromagnetic voice phenomena in architectural form.

[Image: Screen shot from Phantom City, featuring Superstudio’s Continuous Monument].

On one level, of course, it’s worth asking whether or not it’s a problem that all of these new and exciting visions for 21st-century urban life are only accessible to people rich enough to afford iPhones – but, on another level, why not use the tools that exist, no matter how expensive they might be, in order to try out new models for historical and spatial exploration?

Caving, for instance, requires caving equipment – and not everyone can afford to stock up. But that’s no reason to stop exploring the underworld.

At a conference in Turin earlier this summer, I was on a panel with Bruce Sterling and Nicolas Nova, where Nova asked this exact question. Having just shown us all a series of slides in which new ways of interacting with, and learning about, the city had been suggested, he pointed out that most of these things required an iPhone. But do we really want to build and promote the city of tomorrow, if it’s effectively inaccessible to a particular class of consumers?

Yet, one could argue, this is exactly what we’ve done with cars; the spatial needs of the automobile industry have shaped our cities far more than the cultural and economic – and possibly even neurological – needs of those cities’ inhabitants.

So will iPhones do to urban information what cars have done to the streetscape?

[Image: The iPhone at work, detecting the Phantom City].

In any case, back in 2008, in a post that now seems remarkably dated, I suggested that Google Maps should come with a “sci-fi layer” – that is, a layer that would document where in your city certain events had taken place or certain structures had stood in a work of fiction. For instance, the building that Robert Neville’s dog runs into in I Am Legend or the trainyard from Escape From New York, the apartments from Make Room! Make Room!, the high-rise penthouse from The Day After Tomorrow

Those are Manhattan-centric examples, of course, and drawn only from science fiction, but this could easily be expanded to include landscapes and structures elsewhere, from the deserts of the Empty Quarter to central Paris, and it could include other genres, from the poems of John Ashbery to Howl to The Great Gatsby.

You could even have a “mythology layer” – roaming around Scandinavia, tracking Thor or digging for the roots of Yggdrasil – or a “theology layer”: you go to Israel and your iPhone short-circuits from the laminations of charged geography around it. Pillars of salt, sacred basements, dead walls and abandoned forts.

In fact, I’m further reminded of a project produced this past summer by Sally Hsu, one of my students at Urban Islands down in Sydney. Hsu came up with something she called the Research Institute of Phantomology, a fake historical research society whose specially-invented machines could detect missing buildings: structures that had been demolished and lost to history. You could use these throughout the Sydney Harbor – or specifically on Cockatoo Island, where our studio was set – in order to trace the architectural remains of history.

One of those devices, according to Hsu, was the Architectural Ghost Chaser: it would lead historians directly to the ruins of old buildings in the earth.

[Image: Patent diagrams for an “Architectural Ghost Chaser” by Sally Hsu; Urban Islands 2009].

A tongue-in-cheek proposal, of course – Hsu even made patent diagrams to illustrate it, as well as a fake cover for New Scientist featuring the remarkable device – it nonetheless kicked-off an interesting conversation about demolished buildings, urban archaeology, and the strategies through which we could detect the ruins of the past if physical excavation is not an option. After all, we’ve already got things like ground-penetrating radar – through which we can map and explore an ancient Roman city beneath Wroxeter, England, without digging a single hole – and we’ve even got muon detectors. But imagine discovering new archaeological sites through an iPhone app!

So why not build a tricked-out PKE Meter attuned to architectural space? At the exact intersection of Sally Hsu’s Institute of Phantomology and the iPhone?

In other words, why not create something like the Museum of the Phantom City?

Cheng+Snyder‘s free download opens up a new kind of historical spectating: architectural tourism of the unbuilt. Perhaps someday we’ll be done with monographs, traveling exhibitions, and even senior thesis reviews; we’ll simply upload all our projects into the Phantom City and let the world decide their worth. Crowds of tourists mill about on 13th Street, looking around at the imaginary buttresses of a superstructure you’ve spent three years digitally assembling.

Download the app via the iTunes store and see for yourself.

Manual of Architectural Possibilities

As many people who attended my book launch this past weekend in New York will already know, I had on hand a fantastic new publication by architect David Garcia: the Manual of Architectural Possibilities, or M.A.P.

[Images: M.A.P. by David Garcia].

I had the pleasure of meeting David back in Sweden earlier this month at the ASAE conference; David’s presentation and our subsequent conversation – ranging from the architecture of déjà vu and haunted house novels to the possibility of sonic archives and the work of David Gissen – were more than enough to show that he is pushing forward through some incredibly interesting ideas and is already someone worth keeping an eye on now, not just in the future. He’s even just completed a cool children’s playground in suburban Denmark.

Issue One of M.A.P. – or poster #1, really, as it all unfolds into a double-sided A1 sheet – is about Antarctica.

[Image: M.A.P. by David Garcia].

Open the poster up and there are habitats excavated directly from the ice, their dimensions and size based on the carving radius of industrial digging machines; there are seed archives entombed throughout the polar glaciers, marked only by GPS; there are abandoned airplanes all hooked together into a grounded megastructure and reused as research labs; there is a catalog of snow crystal geometry; and there is a photo-survey of exploratory housing for visiting scientists.

Look for M.A.P. at an architecture bookstore near you, or get in touch with David Garcia Studio directly to order some copies.

M.A.P. #2 – which is, incidentally, open for suggestions – will be about “Archives.” And future M.A.P.s are impossible not to daydream about: a M.A.P. for prisons, gardens, earthquakes, architecture school, the moon…

The Windowless Hall of Tides

[Image: The wastewater treatment plant at Roseville, California, unrelated to the poem discussed below].

For nearly four years now, without access to a good library, I’ve been looking for a poem called “Staines Waterworks” by the English poet Peter Redgrove; it’s impossible to Google and, though I knew I’d actually photocopied it for myself nearly a decade ago, I had apparently lost the photocopies.

But, then, amidst the weird rolling peaks of recovery and amnesia that come with cleaning through your old books and papers in the family basement, I found a sheaf of old photocopies in a box about an hour ago – and inside it was “Staines Waterworks” by Peter Redgrove.

The poem is incredible for a variety of reasons; but its most basic impulse is to describe the water purification plant at Staines, west London (the hometown of Ali G), as a kind of previously overlooked alchemical process.

It is water “in its sixth and last purification” that “leaps from your taps like a fish,” Redgrove writes.

Rainwater gross as gravy is filtered from
Its coarse detritus at the intake and piped
To the sedimentation plant like an Egyptian nightmare,
For it is a hall of twenty pyramids upside-down
Balanced on their points each holding two hundred and fifty
Thousand gallons making thus the alchemical sign
For water and the female triangle.

The poem is a stimulatingly odd collision of occult – many might say openly New Age – symbols and present-day civic infrastructure. In the process, it raises some amazing and fascinating questions of how we might more interestingly interpret the built structures surrounding us.

Redgrove describes the movement of water through its various steps of industrial filtration, saying that it “reverberates… like some moon rolling / And thundering underneath [the] floors,” passing through a “windowless hall of tides.” It is a surrogate astronomy, surging through the replicant gravity of pumps and steel holding tanks.

The processed river water is then decanted, surveilled by automata, and “treated by poison gas, / The verdant chlorine which does not kill it.” Beyond life, it is pushed through “anthracite beds,” where Water meets Earth in an engineered encounter between the elements.

[Image: A wastewater treatment plant in Macao, via Wikimedia, unrelated to the poem discussed in this post].

Later, in what Redgrove might call its fourth purification, the water at Staines flows past an underground structure that resembles “a castle,” complete with “turrets / And doors high enough for a mounted knight in armour / To rein in.” Dials here are read “as though [they are] the castle library.”

There are very few people in attendance,
All are men and seem very austere
And resemble walking crests of water in their white coats,
Hair white and long in honourable service.

Civic water-filtration takes on the air of a Druidic ritual, with bespoke costumes, arcane electrical equipment, and the dull roar of the inhuman echoing both above and below. Thames Water or, for that matter, Brita become strangely occult organizations obsessed with ritual actions and weird geometries, like something out of Aleister Crowley. It is sustainability by way of the B.P.R.D.

Redgrove’s poem – and I refer only to “Staines Waterworks” here, as I am not that familiar with his other work – shows the transformative power of description: give something an unexpected context and whole new, extraordinarily vibrant worlds can be created. This is more important, more lasting, and more interesting than much of what passes for architectural criticism today.

Finally, the baptized liquid at Staines reaches a point of biological and chemical clarity, after which it is re-introduced to the city through a labyrinth of pipework that extends in wild curlicues, a machinic Thames beneath western London. Scalded, filtered, purified, made artificially natural and ready for drinking, it is water born again for future uses.

Sound engines, astral cenotaph, polar infranet

[Image: New York’s Storefront for Art and Architecture, photographed (and beautifully renovated) by Rieder Smart Elements].

I owe a huge thanks to everyone who came out on Saturday for the event in New York City – in particular, the speakers who added so much to the proceedings. Karen Van Lengen, Jace Clayton, Richard Mosse, Mason White, Patrick McGrath, and Lebbeus Woods all brought enthusiasm and interest to their participation, and Joseph Grima and the staff at Storefront for Art and Architecture were phenomenally generous, patient, and organized with their time – and likely to break-out huge spreads of Syrian food at a moment’s notice. Alan Rapp, editor of The BLDGBLOG Book, was also on hand to offer some incredibly appreciated, and economically quite timely, thoughts on publishing, blogs, architectural speculation, and more.
It was also great simply to see so many old friends, going back nearly a decade and a half, and finally to meet people whose work I’ve written about on BLDGBLOG, in Dwell, and in publications elsewhere.
From future car engines sound-designed by DJ /rupture to a tomb for Albert Einstein, via childhoods lived in the shadows of psychiatric institutions, student “sound lounges,” photographic surveys of remote air disasters, and infrastructural ice floes, it was a gigantic Saturday, and I was thrilled to be a part of it.
So thanks for coming out, thanks for participating, and thanks for saying hello!

Landscapes of Quarantine Studio: Participant Update

[Image: Quarantine facility and hospital ward on Swinburne Island, in the NYC archipelago].

It’s been an extremely eventful month since Edible Geography and BLDGBLOG teamed up to announce “Landscapes of Quarantine,” an eight-week, intensive, independent design studio to be hosted this fall in New York City; its brief is to create original and thought-provoking design projects that explore the spatial implications of quarantine. The results of the studio will then be the subject of an exhibition at Storefront for Art and Architecture in spring 2010.

The practice of quarantine extends far beyond questions of epidemic control and pest containment strategies to touch on urban planning, geopolitics, international trade, ethics, immigration, and more. In the early twentieth century, for example, “quarantine lines in Africa offered a clear and politically useful demarcation for new ‘international’ borders between Sudan and Egypt,” as historian Alison Bashford points out in her book Medicine at the Border.

From Boccaccio’s Decameron and disinfected mail protocols to bio-secure airlocks, plant smuggling, and Matt Leacock’s Pandemic boardgame, quarantine is a fertile territory for architects and designers to explore.

You can read more about the studio here.

Over the past few weeks, we have been blown away by the quality (and even quantity) of applicants interested in the studio. Indeed, narrowing the pool down to a manageable group of participants has been a very tricky process. We have been concerned all along with achieving a usefully diverse mix of backgrounds, media, and individual strategies of approach, while holding numbers low enough that the studio can still function as a weekly discussion group.

[Image: U.S. “Federal and State Isolation and Quarantine Authority,” updated January 18, 2005].

We are now excited to announce a truly amazing list of participants:

Joe Alterio — Illustrator, Animator, and Comic Book Artist (http://joealterio.com/)

Joe Alterio is an illustrator, animator, comic creator, and artist, interested in narrative structure, collective creativity, and the physical manifestations of story-telling. Joe has been at the forefront on using new technology to push forward the graphic narrative medium, from his early 2004 mobile comic The Basic Virus to his most recent work with Robots and Monsters. Alterio’s work has appeared in the Boston Globe, Rolling Stone, Boing Boing, Drawn!, The BLDGBLOG Book, and many other publications.

[Image: Joe Alterio, from Robots and Monsters].

Elizabeth Ellsworth and Jamie Kruse – Artists, smudge studio (http://smudgestudio.org/)

Elizabeth Ellsworth and Jamie Kruse are co-directors of smudge studio, a collaborative, non-profit media arts studio based in Brooklyn. Ellsworth is Associate Provost of Curriculum and Learning and Professor of Media Studies at The New School. Her recent book, Places of Learning: Media, Architecture, Pedagogy is about the aesthetics of mediated learning environments. Kruse is an artist, independent scholar, and freelance graphic designer.

Scott Geiger — Writer, Architecture Research Office (http://www.aro.net/)

Scott Geiger is the recipient of a Pushcart Prize for fiction. A contributor to magazines such as The Believer and Conjunctions, Geiger also writes for Architecture Research Office, a 2009 Finalist for the National Design Award for Architecture. As a Cleveland native, schemes to rescue America’s postindustrial cities stalk his work.

Yen Ha and Michi Yanagishita — Architects, Front Studio (http://www.frontstudio.com/) and “ladies who lunch” (http://lunchstudio.blogspot.com/)

Yen Ha and Michi Yanagishita are principals of Front Studio Architects, named one of the “world’s 50 hottest young architectural practices” by Wallpaper magazine. Their work has been featured internationally in Icon, AD: Cities of Dispersal, and the New York Times, and it was recently featured in the London Yields exhibition at the Building Centre in London. The Invisible Gate, their competition entry in the 2005 Gdansk International Outdoor Art Gallery, is currently under construction.

[Image: Front Studio, Farmadelphia].

Katie Holten — Artist (http://www.katieholten.com/)

Katie Holten has exhibited widely in Europe and the United States, and, in 2003, she represented Ireland at the Venice Biennale. She currently has a solo exhibition at The Bronx Museum of the Arts and a public artwork installed in the Bronx, called the Tree Museum. Holten was born in Dublin, Ireland, and is now based in New York City.

Jeffrey Inaba — Architect, INABA Projects (http://www.inabaprojects.com/), Director, C-LAB (http://c-lab.columbia.edu/), and Editor, Volume Magazine (http://volumeproject.org/)

Jeffrey Inaba is the Director of C-Lab, an architecture, policy and communications think tank at Columbia University‘s GSAPP, and he is Features Editor of Volume Magazine. With Rem Koolhaas, Inaba co-directed the Harvard Project on the City, a research program investigating contemporary urbanism and planning worldwide. Before starting INABA, he was a principal of AMO, the research consultancy founded by Koolhaas. Inaba has also taught at UCLA, Harvard, and SCI-Arc, and he lectures worldwide.

Ed Keller — Architect and Filmmaker, AUM Studio (http://www.aumstudio.org/)

Ed Keller is a designer, professor, writer, “media architect,” and former professional rock climber. He is co-founder with Carla Leitao of AUM Studio, an architecture and new media firm based in New York and Lisbon. Keller is an Associate Professor at Parsons School of Design, and he has taught at Columbia’s GSAPP, SCI-Arc, Pratt, the University of Pennsylvania, and more. Keller’s work has been featured in ANY, AD, Wired, Metropolis, Assemblage, among others.

Mimi Lien — Set Designer (http://www.mimilien.com/)

Mimi Lien is a designer of sets and environments for theater, dance, and opera. After studying architecture at Yale University, she began making paintings, installations, objects, and designs for performance. Her work has been seen at The Joyce and The Kitchen, and she is a recipient of a 2007-2009 NEA/TCG Career Development Program award.

[Image: Mimi Lien, from a set design for Samuel Beckett’s Endgame].

Richard Mosse — Photographer (http://www.richardmosse.com/)

Richard Mosse is an Irish photographer based in New York. He travels extensively with the assistance of a Leonore Annenberg Fellowship in the Performing and Visual Arts. Recent forays have taken him to Gaza, the Yukon Territories, and Iraq. Mosse has a forthcoming solo show at Jack Shainman Gallery, opening on November 19th, and new video work will be exhibited at Barcelona’s Ca L’Arenas, in a year-long exhibition cycle, investigating war and its representations.

[Image: Richard Mosse, ruined swimming pool at the palace of Uday Hussein, Jebel Makhoul, Iraq].

Daniel Perlin — Sound Designer, Perlin Studios (http://danielperlin.net/)

Daniel Perlin is a New York-based artist and sound designer. Perlin operates across media, creating video, objects, installations and performances. His work has been heard at Chelsea Art Museum, the Whitney Biennial 2006, D’Amelio Terras, TN Probe Tokyo, Temporary Contemporary Gallery, the Centre Pompidou, and BCA (Beijing), as well as in such films as Kelly Reichardt’s Old Joy, Errol Morris’s Fog Of War and Phil Morrison’s Junebug.

Thomas Pollman — Architect, NYC Office of Emergency Management (http://www.nyc.gov/oem and http://www.thomaspollman.com/)

Thomas Pollman is an architect and amateur cartographer based in New York City. He currently works in the Geographic Information Systems Division at the NYC Office of Emergency Management, where he works to enhance situational awareness for first responders through the deployment of geospatial technologies. Pollman is a registered architect in the State of New York.

Kevin Slavin — Urban Games Designer, Area/Code (http://areacodeinc.com/)

Kevin Slavin is managing director and co-founder of Area/Code. Working with media companies, museums, brands, and foundations around the world, Area/Code focuses on games with computers in them. Their work frequently extends game systems into the real world—and the other way around. Prior to founding Area/Code, Slavin was an artist and an advertising executive.

Brian Slocum — Architect, Polshek Partnership Architects (http://www.polshek.com/)

Brian Slocum is the recipient of a 2008 grant from the New York State Council on the Arts for ad hoc infrastructures, a design research project focusing on the deployment of scaffolding and alternatives for its spatial exploitation. Slocum was a contributor to Pamphlet Architecture #23 and is currently an Associate at Polshek Partnership Architects.

Amanda Spielman — Graphic Designer, Graphomanic (http://www.graphomanic.net/) and SpotCo (http://www.spotnyc.com/)

Amanda Spielman is a graphic designer at SpotCo, a New York-based design studio and ad agency that specializes in creating artwork for Broadway theater. Previously, she spent seven years in editorial design. Her work has appeared in The Design Entrepreneur, Fingerprint, Graphis, STEP, SPD, and metropolismag.com. Spielman graduated from the MFA Design program at the School of Visual Arts, and holds a BA from Vassar College.

[Image: Amanda Spielman, Island of New Ephemera].

Lebbeus Woods — Architect, Author, and Educator (http://lebbeuswoods.wordpress.com/ and http://lebbeuswoods.net/)

Lebbeus Woods is an architect and educator. He is co-founder of RIEA.ch, an institute devoted to the advancement of experimental architectural thought and practice, and author of Pamphlet Architecture #6 and #15, among countless other articles and books. His works are held in private and public collections worldwide, including the Museum of Modern Art and the Austrian Museum of Applied Arts, Vienna. Woods has received the Progressive Architecture Award for Design Research, the American Institute of Architects Award for Design, and the Chrysler Award for Innovation in Design. He is currently Professor of Architecture at The Cooper Union in New York City.

[Image: Lebbeus Woods, from a film treatment for Underground Berlin].

It’s hard to overstate how honored we are to work with practitioners of this caliber; we look forward to eight solid weeks of inspiring conversations and even more interesting work.

Expect frequent updates throughout the fall – in particular, during the week of October 5th, when we will begin to publish, both on Edible Geography and on BLDGBLOG, a series of original interviews with quarantine historians, public health policy experts, biosafety consultants, and more, placing quarantine into its unpredictably extensive context.

By making the studio discussions and our own research material public, we hope that anyone who has been inspired by the studio brief – and by the subject matter of quarantine – will be inspired to pursue their own projects, outside the necessarily limited walls of the studio.

Linkology

[Image: The Mobile Fabrication Unit by Gramazio & Kohler, soon to be building at Storefront for Art and Architecture].

Some things to read on a Monday afternoon:

—Architect Bjarke Ingels of BIG dominates the stage at TED. I was able to walk around BIG’s recently completed Mountain Dwellings in Copenhagen the other week, as part of an amazing drive around what felt like all of Denmark with Johan Hybschmann and Nicola Twilley. The building’s now-famous parking garage, we suggested only half-jokingly, would make an amazing venue for an architecture conference: its terraced parking decks overlook and focus upon a kind of inadvertent auditorium. Drive-in films, drive-in lectures, drive-in pirate radio concerts – it’s too fantastic a space not to try.

—Lebbeus Woods offers a glimpse of a film he outlined, designed, and later co-wrote with Olive Brown, called Underground Berlin. It involves a disillusioned architect, a missing twin brother, neo-Nazi activities in the divided city, metallic underground tunnels connecting east to west, and “a top-secret underground research station rumored to be somewhere beneath the very center of Berlin.” There are even rogue planetary scientists investigating “the tremendous, limitless geological forces active in the earth.” Woods’s graphic presentation of the idea is incredible, and absolutely worth a very long look.

—Meanwhile, farmers in the UK have been asked “to implement measures which would reverse the UK-wide decline in skylark numbers.” This means shaving small rectangular plots into the midst of productive cropland, because “rectangular uncropped patches in cereal fields allow skylarks to forage when crops become too dense for them.” We will prepare our landscapes for other species.

—Is your iPod maxing out the U.S. electrical grid? Perhaps it doesn’t matter: New Scientist looks at how to short-circuit the grid altogether – and would-be saboteurs the world over are still taking furious notes. Alternatively, just follow the fantastic On The Grid series by Adam Ryder and Brian Rosa to see where the electrical network really goes.

New Scientist also scanned beneath the south polar glaciers to find “Antarctica’s hidden plumbing” – and, as it happens, “the continent’s secret water network is far more dynamic than we thought.”

—Ruairi Glynn’s new book, Digital Architecture: Passages Through Hinterlands is now out; it documents Glynn’s related exhibition.

—Moving online, New York’s Architectural League has redesigned its website – joining the Canadian Centre for Architecture, who also redesigned their own site earlier this summer.

—Back in England, the BBC reports that pigs are being used “to help restore” parts of Worcestershire’s historic Wyre Forest. This comes at the same time that Cairo has realized that its absurd slaughter of every pig in the city last spring in order to guard against swine flu has led to an extraordinary garbage crisis. “The pigs used to eat tons of organic waste,” the New York Times reports. “Now the pigs are gone and the rotting food piles up on the streets of middle-class neighborhoods like Heliopolis and in the poor streets of communities like Imbaba.” Meanwhile, Edible Geography points our attention to the fascinating labyrinth of subsidiary products made from the bodies of dead pigs; welcome to “Pig Futures.”

—On io9 Matt Jones suggests that “the city is a battlesuit for surviving the future,” and he cites Archigram, Kevin Slavin, Dan Hill, Warren Ellis, the architecture of sci-fi, William Gibson, and much more to make his point. Speaking of Warren Ellis, Icon magazine recently published a long conversation between Warren, Francois Roche, and myself; you can check it out on Flickr.

—Were artificial hills, henges, and monumental earthworks a kind of “prehistoric sat nav” installed across the British landscape? And does this same question seem to be asked at least once every few years?

—The 2009 Solar Decathlon approaches.

—Gramazio & Kohler’s Mobile Fabrication Unit will arrive soon at New York’s Storefront for Art and Architecture. Between October 5 and October 27, it will be busy assembling “the first temporary public installation to be built on site by an industrial robot in New York.” Then, however, on Halloween, it will become possessed by incomprehensible forces from the Precambrian depths of the city, and, in a horrifying night of thunderous brickwork, it will wall off the island of Manhattan forever…

Digital Memory Palace

First thing tomorrow morning, I will be presenting at Ruairi Glynn’s Digital Architecture London conference, alongside Neil Spiller, Murray Fraser, and Alan Penn. Our topic is “Digital Architecture & Space.”

Anticipating a day filled with formal discussions, I’ll be speaking – albeit briefly – about what might be called the psychiatric effects of simulated environments. Specifically referring to the U.S. military’s Virtual Iraq project, I want to bring into the discussion the idea that “digital space” can be used for therapeutic purposes.

[Image: Brains].

To quote at length from a fascinating article in The New Yorker about the use of virtual reality as a treatment for Post-Traumatic Stress Disorder:

P.T.S.D. is precipitated by a terrifying event or situation—war, a car accident, rape, planes crashing into the World Trade Center—and is characterized by nightmares, flashbacks, and intrusive and uncontrollable thoughts, as well as by emotional detachment, numbness, jumpiness, anger, and avoidance. [A recently returned soldier from Iraq’s] doctor prescribed medicine for his insomnia and encouraged him to seek out psychotherapy, telling him about an experimental treatment option called Virtual Iraq, in which patients worked through their combat trauma in a computer-simulated environment. The portal was a head-mounted display (a helmet with a pair of video goggles), earphones, a scent-producing machine, and a modified version of Full Spectrum Warrior, a popular video game.

The purpose of discussing this is to look beyond formal analyses of digital architecture and virtual space, and to focus instead on their therapeutic possibilities. Put another way, to what extent could architectural simulations help to treat or even cure Post-Traumatic Stress Disorder?

With only a slight shift in emphasis, could you produce a building project that used the techniques of digital architecture to create an elaborate spatial memory system – a kind of RHINO mnemonics – that neurologically stimulated the act of remembering?

Of course, the use of architectural space as a road toward mental self-improvement, so to speak, is not at all new. A memory palace, for instance, is the art of remembering something by associating it with specific spatial details in a fantasy architectural structure, and this idea goes back at least to Cicero.

So is there a way to discuss the impact of digital design on architecture, with all of its implications of cinematic immersion and real-time animation, without getting stuck on questions of form? How might we discuss digital architecture’s impacts on things like memory – and can we do so in the context of experimental psychiatry and so-called exposure therapy?

I should add that each speaker will only be presenting for about five minutes – so the above remarks will be quite short, before turning into a much more general panel discussion.

Body Baroque

[Image: Yousef Al-Mehdari].

A few weeks ago I mentioned some 3D-printed work by Yousef Al-Mehdari, a student at the Bartlett School of Architecture. That work is now pictured here, in a proposal for a site on the island republic of Malta.

[Image: Malta, just south of Sicily, in the exact center of the image].

The project explores religious ritual and the human body, alongside an interest in “transitory sculptures,” processional routes, and a kind of body-futurist rediscovery of architectural ornament. Vortices of limbs ossify into cathedrals; overlapping anatomies become windows and valves.

Al-Mehdari suggests that a careful – even mathematically exact – study of human bodily movement could serve as a basis for generating new types of architectural form. As if we could take conic sections through Merce Cunningham, say, and turn the resulting diagrams into churches.

[Images: Yousef Al-Mehdari].

It’s the Visible Human Project as building typology: Vesalius meets Vitruvius in an era of computed tomography and RHINO.

[Images: The Visible Human Project].

The use of the human body as a generator for architectural ornament reminds me, in an admittedly tangential way, of the “cadaver cathedral” by Jeff VanderMeer – the description of which is worth quoting in full:

Where the sculptures of saints would have been set into the walls, there were instead bodies laid into clear capsules, the white, white skin glistening in the light – row upon row of bodies in the walls, the proliferation of walls. The columns, which rose and arched in bunches of five or six together, were not true columns, but instead highways for blood and other substances: giant red, green, blue, and clear tubes that coursed through the cathedral like arteries. Above, shot through with track lighting from behind, what at first resembled stained-glass windows showing some abstract scene were revealed as clear glass within which organs had been stored: yellow livers, red hearts, pale arms, white eyeballs, rosaries of nerves disembodied from their host.

In any case, what’s also interesting in Al-Mehdari’s proposal is that this seems to be pitched more as a scooping-out, or milling, of the inside of an existing building. The main chapel and nave of a church on Malta are simply scraped, shaved, and replaced with Al-Mehdari’s bodycode-geometry.

[Images: Yousef Al-Mehdari].

This further implies, however, that this project might be materially realizable in stone. The ongoing and obvious, but nonetheless absurdly under-discussed problem with today’s architectural interest in NURBs, algorithms, Voronoi tiling, parametric rhizo-phylo-archi-bio-futuro-spatiality and so on is that, yes, we can render vast and sprawling webs that consume whole cities, crawling across roofs and down streets through well-drawn tendons, arches, and amorphous sci-fi musculatures – but if all of it then gets built out of pink metal or red auto-painted aluminum that lasts for less than ten months in the wind, rain, and sun, then no matter how much your renderings might look like Tomorrowland, within weeks everything you’ve built will be indistinguishable from photo-degraded ruins of the early 1970s.

That is, no one is talking about weathering. And it’s not a trivial exercise, I would suggest, to imagine, for instance, Zaha Hadid’s collected built works re-realized in sandstone: not because this is an earnest material suggestion for Hadid, but because, as a thought-exercise, such alternatives might help architects to realize that their designs could be better served by the use of other materials.

All of which is a long way of saying that, to construct a new church of anatomical horror and to do so out of stone, as Al-Mehdari seems to be suggesting, is a fascinating idea.

And it’s a spatial idea that he explores through multiple incarnations of the resulting structure; Al-Mehdari’s obvious facility with a 3D printer makes these illustrations of the idea quite exciting.

[Images: Yousef Al-Mehdari].

It’s also a seriously interesting question: could we hook up milling machines to the existing interiors of cathedrals all over the world and reshape them, in situ, without adding a thing – simply installing new insides through abrasion?

Geometrically unprecedented statuary emerges from the vaults of Chartres. Westminster Abbey is reduced through bandsaws to a superterranean catacomb of interlaced saints.

The following minor structural unit, meanwhile, seems more like a prized fossil found in the mountains of western China than an architectural building-block for a Mediterranean religious site.

[Image: Yousef Al-Mehdari].

And the final two images here are more like nautiloids taken from the abyssal plains – bio-spatial artifacts with benthic resonance, we might say, like something Philip Beesley might use if he was hired to design an artificial reef.

[Images: Yousef Al-Mehdari; it’s Jacques Cousteau with a 3D printer, by way of Leviathan and Mike Mignola].

Al-Mehdari’s models and diagrams are more interesting than my own speculations, however. They will also be on display next month in London, alongside work by another student from the Bartlett, Yaojen Chuang; that exhibition kicks off on October 5th at the dreamspace gallery.