“It’s almost like he wanted to collect every map ever made”

Alec Earnest recently made an interesting documentary about a house in Los Angeles whose owner died, leaving behind a personal map collection so massive that, upon being acquired by the city’s public library, “it doubled the LAPL’s collection in a single day.”

When LAPL map librarian Glen Creason, interviewed for the film, first entered the house, his jaw dropped; “everywhere I looked in the house, there’s maps,” he explains in the film, including an entire floor that was “absolutely wall to wall with street guides.”

[Image: From Living History: The John Feathers Map Collection by Alec Earnest].

As the Los Angeles Times described Feathers’s house upon its discovery back in 2012, it held “tens of thousands of maps. Fold-out street maps were stuffed in file cabinets, crammed into cardboard boxes, lined up on closet shelves and jammed into old dairy crates. Wall-size roll-up maps once familiar to schoolchildren were stacked in corners. Old globes were lined in rows atop bookshelves also filled with maps and atlases.”

It went on and on and on: “A giant plastic topographical map of the United States covered a bathroom wall and bookcases displaying Thomas Bros. map books and other street guides lined a small den.”

Urban atlases, motoring charts, pre-Thomas Guide local street maps—Feathers collected seemingly any cartographic ephemera he could get his hands on.

[Image: From Living History: The John Feathers Map Collection by Alec Earnest].

Earnest’s short film has more information about Feathers himself, and can seen in full either above or over on YouTube.

Although the story of the collection would lend itself well to longer journalistic exploration—and map librarian Glen Creason has actually written up some thoughts for Los Angeles Magazine—it feels like an amazing jumping off point for a piece of fiction, either cinematic or literary.

Perhaps some sort of Chinatown or True Detective-like property speculation noir, where parcels of land and off-books deals are being tracked by a lone collector through generations of local maps, marking boundaries, street names, omissions; or perhaps something more like “X Marks the Spot,” where an old Spanish-affiliated property from the pre-Los Angeles era is rumored to have once had vast brick vaults stocked high with gold, buried beneath the main ranch house, a property long since absorbed into the supergrid of Greater Los Angeles… but the vaults are still down there—along with the gold—if only you can dig up the right map to go find it.

[Image: From Living History: The John Feathers Map Collection by Alec Earnest].

In fact, there could be a whole genre based purely on the unexpected narrative side-effects of people attempting—and failing—to map Los Angeles.

Abandoned Basements as Stormwater Basins

[Image: Rendering of a possible “BaseTern” landscape by students Brett Harris, Andrew D’Arcy, and Heidi Petersen, via Landscape Architecture Magazine].

Not all the news coming out of Milwaukee involves misguided highway megaprojects or tax-funded crony capitalism—though there is that.

For example, Wisconsin governor Scott Walker—confusing an earlier generation’s urban mistakes with how a city is meant to function—has been plowing billions of dollars’ worth of taxpayer money into “freeway megaprojects” for which “the pricetag got so big that leaders from his own party rejected his plan as fiscally irresponsible, leaving the state budget in limbo,” Politico reports:

As the state has shifted resources into freeway megaprojects, 71 percent of [Wisconsin’s] roads are in mediocre or poor condition, according to federal data. Fourteen percent of its bridges are structurally deficient or functionally obsolete, which is actually better than the national average. Walker and his fellow Republicans have killed plans for light rail, commuter rail, high-speed rail, and dedicated bus lanes on major highways, so there is almost no public transportation connecting Milwaukee to its suburbs, intensifying divisions in one of the nation’s most racially, economically and politically segregated metropolitan areas. Yet Walker, who is running for president as a staunch fiscal conservative, has pushed a $250 million-per-mile plan to widen Interstate 94 between the Marquette and the Zoo despite fierce local opposition.

If that sounds both avoidable and unfortunate, consider the fact that “Walker also killed a ‘Complete Streets’ program that pushed road builders to accommodate bicyclists and pedestrians.”

[Images: (top) Milwaukee’s Marquette interchange, nearly the same size as the city it cuts through; (bottom) Milwaukee before the interchange. Images via Politico].

At the same time, Walker has also “championed a high-profile proposal to spend a quarter of a billion dollars of taxpayer money to help finance a new Milwaukee Bucks arena—all while pushing to slash roughly the same amount from state funding for higher education,” the International Business Times reports.

But, hey, why does Wisconsin need universities when everyone can just go to an NBA game? Not that benefitting the public is even Walker’s goal: “One of those who stands to benefit from the controversial initiative is a longtime Walker donor and Republican financier who has just been appointed by the governor to head his presidential fundraising operation.”

In any case, an interesting landscape test-project is currently underway in Milwaukee, called the “BaseTern” program.

As the city explains it, a “BaseTern” is “an underground stormwater management or rainwater harvesting structure created from the former basement of an abandoned home that has been slated for demolition.” Why is the city doing this?

By using abandoned basements, the City saves the cost of demolition on these structures (filing the basement and grading the surface) and on excavation for the new structure. In addition, BaseTerns provide significant stormwater storage capacity on a single site, the equivalent of up to 600 rain barrels.

The result, the city is keen to add, is “not an open pit. Rather a BaseTern is a covered structure, which is covered with topsoil and grass, and will appear the same as conventional vacant lot.”

In their July 2015 issue, Landscape Architecture Magazine explained that this is, in fact, “the world’s first such system.” Conceived—and actually trademarked—by a city official named Erick Shambarger, the idea was inspired by a GIS-fueled discovery that the worst flooding in the city always “occurred in neighborhoods with high rates of foreclosures. The city controls roughly 900 foreclosed properties, many of which it plans to demolish. Shambarger figured the city could preserve the basement structure and put it to use.”

[Images: Two BaseTern design diagrams, taken from Milwaukee’s “Vacant Basements for Stormwater Management Feasibility Study“].

While there is something metaphorically unsettling in the idea that parts of a blighted, financially underwater neighborhood might soon literally be underwater—transformed into a kind of urban sponge for the rest of Milwaukee—the notion that the city can discover in its own economic misfortune a possible new engineering approach for dealing with seasonal flooding and super-storms is an inspiring thing to see.

The BaseTern program also potentially suggests a stopgap measure for coastal cities set to face rising sea levels well within the lifetimes of the coming generation.

In the all but inevitable managed retreat from the coast that seems set to kick off both en masse and in earnest by midcentury—something that is already happening in New York City, post-Sandy—perhaps the subterranean ruins of old neighborhoods left behind can be temporarily repurposed as minor additions to a broader coastal program intent on reducing flooding for residents further inland.

Before, of course, those underground voids—former guest bedrooms, dens, man caves, she sheds, and basements—are inundated for good.

Read more about BaseTerns over at Landscape Architecture Magazine.

Composite Archaeology

[Image: A laser scan of the Pantheon, courtesy ScanLAB Projects and the BBC; view larger!].

ScanLAB Projects, focus of a long article on Wired last month, are back in the news with a BBC documentary exploring the infrastructure of ancient Rome.

The show “explores Roman infrastructure and ingenuity, all below ground level”:

We journeyed via the icy, crystal clear waters of subterranean aqueducts that feed the Trevi fountain and two thousand year old sewers which still function beneath the Roman Forum today, to decadent, labyrinthine catacombs. Our laser scans map these hidden treasures, revealing for the first time the complex network of tunnels, chambers and passageways without which Rome could not have survived as a city of a million people.

The results, as usual, are both breathtaking and bizarre.

[Image: Courtesy ScanLAB Projects and the BBC].

The surface of the city is scraped away, a kind of archaeological dermabrasion, to reveal sprawling networks of knotted masonry and old corridors spliced together in a translucent labyrinth less below than somehow in the city.

[Image: Courtesy ScanLAB Projects and the BBC].

One of the most interesting points made in Mary-Ann Ray’s excellent Pamphlet Architecture installment—1997’s Seven Partly Underground Rooms and Buildings for Water, Ice, and Midgets—is when she describes her use of composite photography as a way to experiment with new forms of archaeological documentation.

Indeed, the pamphlet itself is as much architecture as it is archaeology—perhaps even suggesting a new series of historical site documents someone should produce called Pamphlet Archaeology—looking at wells, baths, cisterns, and spherical refrigeration chambers, in various states of ruin.

All of these are representationally difficult spaces, Ray explains, either curving away from the viewer in a manner that is nearly impossible to photograph or presenting constrictions of perspective that make even wide-angle photographs inadequate.

[Image: Courtesy ScanLAB Projects and the BBC].

Ray writes that the spatial complexity of the buildings, quarries, basements, and other excavations that she explores are, in a sense, an entirely different kind of space: knotty, interconnected, unstable. “They were also spaces,” she writes, “which seemed to have the ability to ‘flip-flop’ in and out of multiple spatial or constructional readings.”

What appears to be near is revealed to be far; what seems far away is suddenly adjacent.

[Image: Courtesy ScanLAB Projects and the BBC; view larger!].

Ray uses the metaphor of a “hyper-camera” here in order to draw comparisons between her composite photography and what she calls “a kind of cubist multiple view,” one where “the frame might succumb to the taper of perspective into deep space, or it may counter it, or build it into something else altogether.”

“In these composite views,” she adds, “the photograph can record the enactment of space as one maneuvers or roams through it with the eye or body.”

While Ray’s photographic approach is technologically, materially, and even visually very different from the work of ScanLAB, the two projects share a great deal, conceptually and methodologically. In fact, if many of the above quotations were applied, instead, to the images seen in the present post, they would seem to be the appropriate descriptions.

[Image: In the ruined basements of architectural simultaneity; ScanLAB Projects and the BBC].

ScanLAB’s laser work seems to fulfill many of the promises of Ray’s composite photography, offering multiple, overlapping perspectives simultaneously whilst also eliminating the problem of the horizon or ground plane: you can thus look straight-on into the basement of an ancient structure without losing sight of the upper floors or chambers.

The city is split in two, made into an architectural section of itself that is then animated, made volumetric, turned into Ray’s “enactment of space as one maneuvers or roams through it with the eye or body.”

The show airs tonight on the BBC. Check out ScanLAB’s website for more info, and definitely consider picking up a copy of Mary-Ann Ray’s book; it remains one of my favorites and has actually become more, not less, topical since its original publication.

The City Has Eyes

[Image: Photo by BLDGBLOG].

In the distant summer of 2002, I worked for a few months at Foster + Partners in London, tasked with helping to archive Foster’s old sketchbooks, hand-drawings, and miscellaneous other materials documenting dozens of different architectural projects over the past few decades.

On a relatively slow afternoon, I was given the job of sorting through some old cupboards full of videocassettes—VHS tapes hoarded more or less randomly, sometimes even without labels, in a small room on the upper floor of the office.

Amongst taped interviews from Foster’s various TV appearances, foreign media documentaries about the office’s international work, and other bits of A/V ephemera, there were a handful of tapes that consisted of nothing but surveillance footage shot inside the old Wembley Stadium.

It was impossible to know what the tapes—unlabeled and shoved in the back of the cupboard—actually documented, but the strange visual language of CCTV is such that something always seems about to happen. There is a strange urgency to surveillance footage, despite its slow, almost glacial pace: a feeling of intense, often dreadful anticipation. A crime, an attack, an explosion or fire is, it seems, terrifyingly imminent.

Unsure of what I was actually watching for, it began to feel a bit sinister: had there been an attack or even a murder in the old Wembley Stadium, prior to Foster + Partners’ new design at the site, and, for whatever reason, Foster held on to security tapes of the incident? Was I about to see a stabbing or a brawl, a small riot in the corridors?

More abstractly, could an architect somehow develop an attachment, a dark and unhealthy fascination, with crimes that had occurred inside a structure he or she designed—or, in this case, in a building he or she would ultimately demolish and replace?

It felt as if I was watching police evidence, sitting there, alone on a summer afternoon, waiting nervously for the depicted crime to begin.

The relationship not just between architecture and crime, but between architects and crime began to captivate me.

Of course, it didn’t take long to realize what was really happening, which was altogether less exciting but nevertheless just as fascinating: these unlabeled security tapes hidden in a cupboard at Foster + Partners hadn’t captured a crime, riot, or any other real form of suspicious activity.

Rather, the tapes had been saved in the office archive as an unusual form of architectural research: surveillance footage of people milling about near the bathrooms or walking around in small groups through the cavernous back-spaces of the old Wembley stadium would help to show how the public really used the space.

I was watching video surveillance being put to use as a form of building analysis—security tapes as a form of spatial anthropology.

[Image: Unrelated surveillance footage].

Obsessed by this, and with surveillance in general, I went on to write an entire (unpublished) novel about surveillance in London, as well as to see the security industry—those who watch the city—as always inadvertently performing a second function.

Could security teams and surveillance cameras in fact be a privileged site for viewing, studying, and interpreting urban activity? Is architecture somehow more interesting when viewed through CCTV?

To no small extent, that strange summertime task thirteen years ago went on to inform my next book, A Burglar’s Guide to the City, which comes out in October.

The book explores how criminals tactically misuse the built environment, with a strong counter-focus on how figures of authority—police helicopter crews, FBI Special Agents, museum security supervisors, and architects—see the city in a very literal sense.

This includes the specialty optical equipment used during night flights over the metropolis, the surveillance gear that is often deployed inside large or complex architectural structures to record “suspicious” activity, and how even the numbering systems used for different neighborhoods can affect the ability of the police to interrupt crimes that might be occurring there.

I’ll be talking about all of this stuff (and quite a bit more, including the sociological urban films of William H. Whyte, the disturbing thrill of watching real-life CCTV footage—such as the utterly strange Elisa Lam tape—and what’s really happening inside CCTV control rooms) this coming Friday night, May 8, as part of “a series about spectatorship” at UnionDocs in Brooklyn.

The event is ticketed, but stop by, if you get a chance—I believe there is a free cocktail reception afterward—and, either way, watch out for the release of A Burglar’s Guide to the City in October 2015.

Infrastructure as Processional Space

[Image: A view of the Global Containers Terminal in Bayonne; Instagram by BLDGBLOG].

I just spent the bulk of the day out on a tour of the Global Containers Terminal in Bayonne, New Jersey, courtesy of the New York Infrastructure Observatory.

That’s a new branch of the institution previously known as the Bay Area Infrastructure Observatory, who hosted the MacroCity event out in San Francisco last May. They’re now leading occasional tours around NYC infrastructure (a link at the bottom of this post lets you join their mailing list).

[Image: A crane so large my iPhone basically couldn’t take a picture of it; Instagram by BLDGBLOG].

There were a little more than two dozen of us, a mix of grad students, writers, and people whose work in some way connected them to logistics, software, or product development—which, unsurprisingly, meant that everyone had only a few degrees of separation from the otherworldly automation on display there on the peninsula, this open-air theater of mobile cranes and mounted gantries whirring away in the precise loading and unloading of international container ships.

The clothes we were wearing, the cameras we were using to photograph the place, even the pens and paper many of us were using to take notes, all had probably entered the United States through this very terminal, a kind of return of the repressed as we brought those orphaned goods back to their place of disembarkation.

[Images: The bottom half of the same crane; Instagram by BLDGBLOG].

Along the way, we got to watch a room full of human controllers load, unload, and stack containers, with the interesting caveat that they—that is, humans—are only required when a crane comes within ten feet of an actual container. Beyond ten feet, automation sorts it out.

When the man I happened to be watching reached the critical point where his container effectively went on auto-pilot, not only did his monitor literally go blank, making it clear that he had seen enough and that the machines had now taken over, but he referred to this strong-armed virtual helper as “Auto Schwarzenegger.”

“Auto Schwarzenegger’s got it now,” he muttered, and the box then disappeared from the screen, making its invisible way to its proper location.

[Image: Waiting for the invisible hand of Auto Schwarzenegger; Instagram by BLDGBLOG].

Awesomely—in fact, almost unbelievably—when we entered the room, with this 90% automated landscape buzzing around us outside on hundreds of acres of mobile cargo in the wintry weather, they were listening to “Space Oddity” by David Bowie.

“Ground control to Major Tom…” the radio sang, as they toggled joysticks and waited for their monitors to light up with another container.

[Image: Out in the acreage; Instagram by BLDGBLOG].

The infinitely rearrangeable labyrinth of boxes outside was by no means easy to drive through, and we actually found ourselves temporarily walled in on the way out, just barely slipping between two containers that blocked off that part of the yard.

This was “Damage Land,” our guide from the port called it, referring to the place where all damaged containers came to be stored (and eventually sold).

[Image: One of thousands of stacked walls in the infinite labyrinth of the Global Containers Terminal; Instagram by BLDGBLOG].

One of the most consistently interesting aspects of the visit was learning what was and was not automated, including where human beings were required to stand during some of the processes.

For example, at one of several loading/unloading stops, the human driver of each truck was required to get out of the vehicle and stand on a pressure-sensitive pad in the ground. If nothing corresponding to the driver’s weight was felt by sensors on the pad, the otherwise fully automated machines toiling above would not snap into action.

This idea—that a human being standing on a pressure-sensitive pad could activate a sequence of semi-autonomous machines and processes in the landscape around them—surely has all sorts of weird implications for everything from future art or museum installations to something far darker, including the fully automated prison yards of tomorrow.

[Image: One of several semi-automated gate stations around the terminal; Instagram by BLDGBLOG].

This precise control of human circulation was also built into the landscape—or perhaps coded into the landscape—through the use of optical character recognition software (OCR) and radio-frequency ID chips. Tag-reading stations were located at various points throughout the yard, sending drivers either merrily on their exactly scripted way to a particular loading/unloading dock or sometimes actually barring that driver from entry. Indeed, bad behavior was punished, it was explained, by blocking a driver from the facility altogether for a certain amount of time, locking them out in a kind of reverse-quarantine.

Again, the implications here for other types of landscapes were both fascinating and somewhat ominous; but, more interestingly, as the trucks all dutifully lined-up to pass through the so-called “OCR building” on the far edge of the property, I was struck by how much it felt like watching a ceremonial gate at the outer edge of some partially sentient Forbidden City built specifically for machines.

In other words, we often read about the ceremonial use of urban space in an art historical or urban planning context, whether that means Renaissance depictions of religious processions or it means the ritualized passage of courtiers through imperial capitals in the far east. However, the processional cities of tomorrow are being built right now, and they’re not for humans—they’re both run and populated by algorithmic traffic control systems and self-operating machine constellations, in a thoroughly secular kind of ritual space driven by automated protocols more than by democratic legislation.

These—ports and warehouses, not churches and squares—are the processional spaces of tomorrow.

[Image: Procession of the True Cross (1496) by Gentile Bellini, via Wikimedia].

It’s also worth noting that these spaces are trickling into our everyday landscape from the periphery—which is exactly where we are now most likely to find them, simply referred to or even dismissed as mere infrastructure. However, this overly simple word masks the often startlingly unfamiliar forms of spatial and temporal organization on display. This actually seems so much to be the case that infrastructural tourism (such as today’s trip to Bayonne) is now emerging as a way for people to demystify and understand this peripheral realm of inhuman sequences and machines.

In any case, as the day progressed we learned a tiny bit about the “Terminal Operating System”—the actual software that keeps the whole place humming—and it was then pointed out, rather astonishingly, that the actual owner of this facility is the Ontario Teachers’ Pension Plan, an almost Thomas Pynchonian level of financial weirdness that added a whole new level of narrative intricacy to the day.

If this piques your interest in the Infrastructure Observatory, consider following them on Twitter: @InfraObserve and @NYInfraObserve. And to join the NY branch’s mailing list, try this link, which should also let you read their past newsletters.

[Image: The Container Guide; Instagram by BLDGBLOG].

Finally, the Infrastructure Observatory’s first publication is also now out, and we got to see the very first copy. The Container Guide by Tim Hwang and Craig Cannon should be available for purchase soon through their website; check back there for details (and read a bit more about the guide over at Edible Geography).

(Thanks to Spencer Wright for the driving and details, and to the Global Containers Terminal Bayonne for their time and hospitality!)

Under London

[Image: Bond Street platform tunnels, courtesy Crossrail].

Crossrail—the massive, 73-mile rail project currently underway in London, including twin-bore 13-mile tunnels—has released a handful of new photos showing the underground works.

[Images: Bond Street platform tunnels, courtesy Crossrail].

I’m a sucker for images of the human form stranded amidst the shadows of massive, dimensionally abstract spatial environments, so I thought I’d post these purely as eye candy.

[Image: Bond Street platform tunnels, courtesy Crossrail].

If you want a bit more info on Crossrail itself, consider reading “London Laöcoon” or the second half of “British Countryside Generator,” both earlier on BLDGBLOG, or simply clicking around on the Crossrail website, including a few more photographs.

(Spotted via @subbrit and Ian Visits).

The Civic Minimum

[Image: From Gravesend—The Death of Community by Chris Clarke].

Gravesend is a suburb east of London, hosting on its own eastern edge something of a secondary suburb: a mysterious town on the edge of town that turns out not to be a town at all.

It is a simulated English village built in 2003 by the Metropolitan Police working with Equion Facilities Management and a firm called Advanced Interactive Systems (AIS).

The barren streets and hollow buildings of this militarized non-place were designed for use as an immersive staging ground for police-training exercises, fighting staged riots, burglaries, bank robberies, and other crimes.

[Image: From Gravesend—The Death of Community by Chris Clarke].

Facades with no buildings behind them line the empty streets; in some cases, it is only through the aerial views afforded by a service like Google Maps that this reality is made clear.

Imitation bus stops, make-believe banks, and an oddly whimsical Pizzaland—like an end-times chain restaurant from Shaun of the Dead—sustain the illusion on the ground.

[Image: From Gravesend—The Death of Community by Chris Clarke].

Somewhat incongruously, an airplane fuselage also now rests beside a chainlink fence near the roadway, giving officers an opportunity to prepare for airplane hijackings.

There are even empty Tube carriages parked outside town for improvisatory police raids.

[Image: From Gravesend—The Death of Community by Chris Clarke].

According to AIS, their consultant-designers kitted out the site’s “live-fire ranges with internal ballistic and anti-ricochet finishes, simulation and targetry equipment, and range sound systems,” a complete multimedia package that would soon also include HD video projectors and even “laser-based 3D virtual training environments.”

Architectural simulations embedded with high-tech, upgradeable media technology thus supply the necessary level of detail for repeating crimes, on demand, like strange social rituals.

[Image: From Gravesend—The Death of Community by Chris Clarke].

The photos seen here were all take by designer and photographer Chris Clarke, whose Flickr set of the series, including a dozen or so further images, is worth a look.

[Image: From Gravesend—The Death of Community by Chris Clarke].

For Clarke, the “facsimile” urbanism of this site at the end of Gravesend is actually something of “a warning—a prophecy of society’s potential to alienate itself from itself.” He suggests that these surreal scenes threaten to become indistinguishable from everyday life, our cities and streets stripped down to the civic minimum, used as nothing more than bleak stomping grounds for futuristic security forces armed with military-grade tools.

“We have estates, parks, nightclubs, tube stations,” Clarke writes, “but is the community missing from Gravesend significantly more present in our inhabited cities and towns?” His own answer remains unspoken but obvious.

[Images: From Gravesend—The Death of Community by Chris Clarke].

Writing about this same site back in 2008, Brian Finoki of Subtopia called it a “new theater of the absurd.”

It is, he wrote, “a city standing on the planet for one purpose: to be rioted, hijacked, trashed, held hostage, sacked, and overrun by thousands of chaotic scenarios, only so that it can be reclaimed, retaken, re-propped in circuitous loops of more dazzling proto-militant exercise, stormed by a thousand coordinated boots for eternity, targeted by hundreds of synchronized crosshairs of both lethal and non-lethal weapons.”

[Image: From Gravesend—The Death of Community by Chris Clarke].

Check out more photos at Chris Clarke’s Flickr page.

(Related: In the Box: A Tour Through the Simulated Battlefields of the U.S. National Training Center).

Weather is the Future of Urban Design

[Image: From a newscast about Istanbul’s recent tornadoes].

It’s hard to resist a story where urban design is blamed for creating tornadoes. But the recent cluster of “freak mini-tornadoes” striking Istanbul offers an anomaly in search of an explanation, and the newly built outer edges of the metropolis are potentially to blame.

According to Ed Danaher at NOAA’s Center for Weather and Climate Prediction, speaking to the Hürriyet Daily News, “we know that tornadoes are exotic to Istanbul, like snow is to Florida.” That article go on to suggest, however, that these tornadoes “are possibly one result of the city’s rapid urbanization,” and that such a claim can be made based on their conversations with other meteorological researchers working at NOAA.

As their headline states bluntly, “Istanbul tornadoes [are] a ‘result of urbanization’.”

This conjures up frankly outrageous images of a city so sprawling—and so thermally ill-conceived—that huge masses of air at different temperatures are now rising into the sky to do battle, violently colliding like mythological titans above the city to generate the surreal tornadoes now ripping through the neighborhoods below.

Weather might be the future of urban design—but the rest of the news story actually includes no such quotations or any relevant evidence that would back up such a claim. They refer to climate change and its effects on regional humidity, of course, but, oddly enough, there is otherwise no attempt to back up the opening statement.

[Image: Photographer uncredited; via the Hürriyet Daily News].

But… But… It’s so tempting to speculate. Beyond just being clickbait, this vision of suburban sprawl inadvertently churning the skies with the introduced turbulence of tornadoes, and thus destroying the landscape like some twisted instant karma of the atmosphere, is too awesome not to entertain for at least the length of a cup of coffee.

What weird old gods of weather have Istanbul’s architects accidentally awoken? As streets and buildings continue to bulge outward into the forests and hills of the region, what else might their spatial activities unleash?

(Originally spotted via @urbanphoto_blog. Vaguely related: The Weather Bowl).

Sim City: An Interview with Stone Librande

[Image: Screenshot of our own SimCity—called, for reasons that made sense at the time, We Are The Champignons—after three hours of game play].

(This interview was originally published on Venue).

In the nearly quarter-century since designer Will Wright launched the iconic urban planning computer game, SimCity, not only has the world’s population become majoritatively urban for the first time in human history, but interest in cities and their design has gone mainstream.

Once a byword for boring, city planning is now a hot topic, claimed by technology companies, economists, so-called “Supermayors,” and cultural institutions alike as the key to humanity’s future. Indeed, if we are to believe the hype, the city has become our species’ greatest triumph.

[Image: A shot from photographer Michael Wolf‘s extraordinary Architecture of Density series, newly available in hardcover].

In March 2013, the first new iteration of SimCity in a decade was launched, amidst a flurry of critical praise mingled with fan disappointment at Electronic Arts’ “always-online” digital rights management policy and repeated server failures.

A few weeks before the launch, Venue—BLDGBLOG’s ongoing collaboration with Edible Geography‘s Nicola Twilley, supported by the Nevada Museum of Art‘s Center for Art + Environment—had the opportunity to play the new SimCity at its Manhattan premiere, during which time we feverishly laid out curving roads and parks, drilled for oil while installing a token wind turbine, and tried to ignore our city’s residents’—known as Sims—complaints as their homes burned before we could afford to build a fire station.


We emerged three hours later, blinking and dazed, into the gleaming white and purple lights of Times Square, and were immediately struck by the intensity of abstraction required to translate such a complex, dynamic environment into a coherent game structure, and the assumptions and values embedded in that translation.

Fortunately, the game’s lead designer, Stone Librande, was happy to talk with us further about his research and decision-making process, as well as some of the ways in which real-world players have already surprised him. We spoke to him both in person and by telephone, and our conversation appears below.

• • •


Nicola Twilley: I thought I’d start by asking what sorts of sources you used to get ideas for SimCity, whether it be reading books, interviewing urban experts, or visiting different cities?

Stone Librande: From working on SimCity games in the past, we already have a library here with a lot of city planning books. Those were really good as a reference, but I found, personally, that the thing I was most attracted to was using Google Earth and Google Street View to go anywhere in the world and look down on real cities. I found it to be an extremely powerful way to understand the differences between cities and small towns in different regions.

Google has a tool in there that you can use to measure out how big things are. When I first started out, I used that a lot to investigate different cities. I’d bring up San Francisco and measure the parks and the streets, and then I’d go to my home town and measure it, to figure out how it differed and so on. My inspiration wasn’t really drawn from urban planning books; it was more from deconstructing the existing world.

Then I also really got into Netflix streaming documentaries. There is just so much good stuff there, and Netflix is good at suggesting things. That opened up a whole series of documentaries that I would watch almost every night after dinner. There were videos on water problems, oil problems, the food industry, manufacturing, sewage systems, and on and on—all sorts of things. Those covered a lot of different territory and were really enlightening to me.


Geoff Manaugh: While you were making those measurements of different real-world cities, did you discover any surprising patterns or spatial relationships?

Librande: Yes, definitely. I think the biggest one was the parking lots. When I started measuring out our local grocery store, which I don’t think of as being that big, I was blown away by how much more space was parking lot rather than actual store. That was kind of a problem, because we were originally just going to model real cities, but we quickly realized there were way too many parking lots in the real world and that our game was going to be really boring if it was proportional in terms of parking lots.

Manaugh: You would be making SimParkingLot, rather than SimCity.

Librande: [laughs] Exactly. So what we do in the game is that we just imagine they are underground. We do have parking lots in the game, and we do try to scale them—so, if you have a little grocery store, we’ll put six or seven parking spots on the side, and, if you have a big convention center or a big pro stadium, they’ll have what seem like really big lots—but they’re nowhere near what a real grocery store or pro stadium would have. We had to do the best we could do and still make the game look attractive.

[Image: Using the zoning tool for the city designed by We Are the Champignons].

Twilley: I’d love to hear more about the design process and how you went about testing different iterations. Did you storyboard narratives for possible cities and urban forms that you might want to include in the game?

Librande: The way the game is set up, it’s kind of infinite. What I mean by that is that you could play it so many different ways that it’s basically impossible to storyboard or have a defined set of narratives for how the player will play it.

[Images: Stone Librande’s storyboards for “Green City” and “Mining City” at the start of play].

Instead, what I did was that I came up with two extreme cases—around the office we call them “Berkeley” and “Pittsburgh,” or “Green City” and “Dirty City.” We said, if you are the kind of player who wants to make utopia—a city with wind power, solar power, lots of education and culture, and everything’s beautiful and green and low density—then this would be the path you would take in our game.

But then we made a parallel path for a really greedy player who just wants to make as much money as possible, and is just exploiting or even torturing their Sims. In that scenario, you’re not educating them; you’re just using them as slave labor to make money for your city. You put coal power plants in, you put dumps everywhere, and you don’t care about their health.

[Image: Stone Librande’s storyboard for “Green City” at mid-game].

I made a series of panels, showing those two cities from beginning to late stage, where everything falls apart. Then, later on, when we got to multiplayer, I joined those two diagrams together and said, “If both of these cities start working together, then they can actually solve each other’s problems.”

The idea was to set them up like bookends—these are the extremes of our game. A real player will do a thousand things that fall somewhere in between those extremes and create all sorts of weird combinations. We can’t predict all of that.

Basically, we figured that if we set the bookends, then we would at least understand the boundaries of what kind of art we need to build, and what kind of game play experiences we need to design for.

[Image: Stone Librande’s storyboard for “Mining City” at mid-game].

Twilley: In going through that process, did you discover things that you needed to change to make game play more gripping for either the dirty city or the clean city?

Librande: It was pretty straightforward to look at Pittsburgh, the dirty city, and understand why it was going to fail, but you have to try to understand why the clean one might fail, as well. If you have one city—one path—that always fails, and one that always succeeds, in a video game, that’s really bad design. Each path has to have its own unique problems.

What happened was that we just started to look at the two diagrams side-by-side, and we knew all the systems we wanted to support in our game—things like power, utilities, wealth levels, population numbers, and all that kind of stuff—and we basically divided them up.

We literally said: “Let’s put all of this on this side over in Pittsburgh and the rest of it over onto Berkeley.” That’s why, at the very end, when they join together, they are able to solve each other’s problems because, between the two of them, they have all the problems but they also have all the answers.

[Image: Stone Librande’s storyboard for the “Green City” and “Mining City” end-game symbiosis].

Twilley: One thing that struck me, after playing, was that you do incorporate a lot of different and complex systems in the game, both physical ones like water, and more abstract ones, like the economy. But—and this seems particularly surprising, given that one of your bookend cities was nicknamed Berkeley—the food system doesn’t come into the game at all. Why not?

Librande: Food isn’t in the game, but it’s not that we didn’t think about it—it just became a scoping issue. The early design actually did call for agriculture and food systems, but, as part of the natural process of creating a video game, or any situation where you have deadlines and budgets that you have to meet, we had to make the decision that it was going to be one of the things that the Sims take care of on their own, and that the Mayor—that is, the player—has nothing to do with it.

I watched some amazing food system documentaries, though, so it was really kind of sad to not include any of that in the game.

[Image: Data layer showing ore deposits].

[Image: Data layer showing happiness levels. In SimCity, happiness is increased by wealth, good road connections, and public safety, and decreased by traffic jams and pollution].

Manaugh: Now that the game is out in the world, and because of the central, online hosting of all the games being played right now, I have to imagine that you are building up an incredible archive of all the decisions that different players have made and all the different kind of cities that people have built. I’m curious as to what you might be able to make or do with that kind of information. Are you mining it to see what kinds of mistakes people routinely make, or what sorts of urban forms are most popular? If so, is the audience for that information only in-house, for developing future versions of SimCity, or could you imagine sharing it with urban planners or real-life Mayors to offer an insight into popular urbanism?

Librande: It’s an interesting question. It’s hard to answer easily, though, because there are so many different ways players can play the game. The game was designed to cover as many different play patterns as we could think of, because our goal was to try to entertain as many of the different player demographics as we could.

So, there are what we call “hardcore players.” Primarily, they want to compete, so we give them leader boards and we give them incentives to show they are “better” than somebody else. We might say: “There’s a competition to have the most people in your city.” And they are just going to do whatever it takes to cram as many people into a city as possible, to show that they can win. Or there might be a competition to get the most rich people in your city, which requires a different strategy than just having the most people. It’s hard to keep rich people in a city.

Each of those leader boards, and each of those challenges, will start to skew those hardcore people to play in different ways. We are putting the carrot out there and saying: “Hey, play this way and see how well you can do.” So, in that case, we are kind of tainting the data, because we are giving them a particular direction to go in and a particular goal.

On the other end of the spectrum, there are the “creative players” who are not trying to win—they are trying to tell a story. They are just trying to create something beautiful. For instance, when my wife plays, she wants lots of schools and parks and she’s not at all concerned with trying to make the most money or have the most people. She just wants to build that idealized little town that she thinks would be the perfect place to live.

[Image: A regional view of a SimCity game, showing different cities and their painfully small footprints].

So, getting back to your question, because player types cover such a big spectrum, it’s really hard for us to look at the raw data and pull out things like: “This is the kind of place that people want to live in.” That said, we do have a lot of data and we can look at it and see things, like how many people put down a park and how many people put in a tram system. We can measure those things in the aggregate, but I don’t think they would say much about real city planning.

Twilley: Building on that idea of different sorts of players and ways of playing, are there a variety of ways of “winning” at SimCity? Have you personally built cities that you would define as particularly successful within the game, and, if so, what made them “winners”?

Librande: For sure, there is no way to win at SimCity other then what you decide to put into the game. If you come in with a certain goal in mind—perhaps, say, that you want a high approval rating and everyone should be happy all the time— then you would play very differently than if you went in wanting to make a million dollars or have a city with a million people in it.

As far as my personal city planning goes, it has varied. I’ve played the game so much, because early on I just had to play every system at least once to understand it. I tried to build a power city, a casino city, a mining city—I tried to build one of everything.

Now that I’m done with that phase, and I’m just playing for fun at home, I’ve learned that I enjoy mid-density cities much more then high-density cities. To me, high-density cities are just a nightmare to run and operate. I don’t want to be the mayor of New York; I want to be the mayor of a small town. The job is a lot easier!

Basically, I build in such a way as to not make skyscrapers. At the most, I might have just one or two because they look cool—but that’s it.

[Image: Screenshot from SimCity 4].

Manaugh: I’m curious how you dealt with previous versions of SimCity, and whether there was any anxiety about following that legacy or changing things. What are the major innovations or changes in this version of the game, and what kinds of things did you think were too iconic to get rid of?

Librande: First of all, when we started the project, and there were just a few people on the team, we all agreed that we didn’t want this game to be called SimCity 5. We just wanted to call it SimCity, because if we had a 5 on the box, everybody would think it had to be SimCity 4 with more stuff thrown in. That had the potential to be quite alienating, because SimCity 4 was already too complicated for a lot of people. That was the feedback we had gotten.

Once we made that title decision, it was very liberating—we felt like, “OK, now we can reimagine what the brand might be and how cities are built, almost from scratch.”

Technically, the big difference is the “GlassBox” engine that we have, in which all the agents promote a bottom-up simulation. All the previous SimCity games were literally built on spreadsheets where you would type a number into a grid cell, and then it propagated out into adjacent grid cells, and the whole city was a formula.

SimCity 4 was literally prototyped in Excel. There were no graphics—it was just a bunch of numbers—but you could type a code that represented a particular type of building and the formulae built into the spreadsheet would then decide how much power it had and how many people would work there. It just statically calculated the city as if it were a bunch of snapshots.

[Image: A fire breaks out in the city designed by We Are The Champignons].

Because our SimCity—the new SimCity—is really about getting these agents to move around, it’s much more about flows. Things have to be in motion. I can’t look at anybody’s city as a screenshot and tell you what’s going on; I have to see it live and moving before I can fully understand if your roads are OK, if your power is flowing, if your water is flowing, if your sewage is getting dumped out, if your garbage is getting picked up, and so on. All that stuff depends on trucks actually getting to the garbage cans, for example, and there’s no way to tell that through a snapshot.

[Image: Sims queue for the bus at dawn].

Once we made that decision—to go with an agent-driven simulation and make it work from the bottom up—then all the design has to work around that. The largest part of the design work was to say: “Now that we know agents are going to run this, how do schools work with those agents? How do fire and police systems work with these agents? How do time systems work?” All the previous editions of SimCity never had to deal with that question—they could just make a little table of crimes per capita and run those equations.

Manaugh: When you turned things over to the agents, did that have any kind of spatial effect on game play that you weren’t expecting?

Librande: It had an effect, but it was one that we were expecting. Because everything has to be in motion, we had to have good calculations about how distance and time are tied together. We had to do a lot of measurements about how long it would really take for one guy to walk from one side of the city to the other, in real time, and then what that should be in game time—including how fast the cars needed to move in relationship to the people walking in order to make it look right, compared to how fast would they really be moving, both in game time and real time. We had all these issues where the cars would be moving at eighty miles an hour in real time, but they looked really slow in the game, or where the people were walking way, way too fast, but actually they were only walking at two miles an hour.

We knew this would happen, but we just had to tweak the real-life metrics so that the motion and flow look real in the game. We worked with the animators, and followed our intuition, and tried to mimic the motion and flow of crowds.

[Image: We Are The Champignons’ industrial zone, carefully positioned downwind of the residential areas].

In the end, it’s not one hundred percent based on real-life metrics; it just has to look like real life, and that’s true throughout the game. For example, if we made the airport runways actual size, they would cover up the entire city. Those are the kinds of things where we just had to make a compromise and hope that it looked good.

Twilley: Actually, one of the questions we wanted to ask was about time in the game. I found it quite intriguing that there are different speeds that you can choose to play at, but then there’s also a distinct sense of the phases of building a city and how many days and nights have to pass for certain changes to occur. Did you do any research into how fast cities change and even how the pace of city life is different in different places?

Librande: We found an amazing article about walking speeds in different cities. That was something I found really interesting. In cities like New York, people walk faster, and in medium-sized or small towns, they walk a lot slower. At one point, we had Sims walking faster as the city gets bigger, but we didn’t take it that far in the final version.


I know what you are talking about, though: in the game, bigger cities feel a lot busier and faster moving. But there’s nothing really built into the game to do that; it’s just the cumulative effect of more moving parts, I guess. In kind of a counter-intuitive way, when you start getting big traffic jams, it feels like a bigger, busier city even though nothing is moving—it’s just to do with the way we imagine rush-hour gridlock as being a characteristic of a really big city.

The fact that there’s even a real rush hour shows how important timing is for an agent-based game. We spent a lot of time trying to make the game clock tick, to pull you forward into the experience. In previous SimCities, the day/night cycle was just a graphical effect—you could actually turn it off if you didn’t like it, and it had no effect on the simulation. In our game, there is a rush hour in the morning and one at night, there are school hours, and there are shopping hours. Factories are open twenty-four hours a day, but stores close down at night, so different agents are all working on different schedules.


The result is that you end up getting really interesting cycles—these flows of Sims build up at certain times and then the buses and streets are empty and then they build back up again. There’s something really hypnotic about that when you play the game. I find myself not doing anything but just watching in this mesmerized state—almost hypnotized—where I just want to watch people drive and move around in these flows. At that point, you’re not looking at any one person; you’re looking at the aggregate of them all. It’s like watching waves flow back and forth like on a beach.

For me, that’s one of the most compelling aspects of our game. The timing just pulls you forward. We hear this all the time—people will say, “I sat down to play, and three hours had passed, and I thought, wait, how did that happen?” Part of that is the flow that comes from focusing, but another part of it is the success of our game in pulling you into its time frame and away from the real-world time frame of your desk.


Twilley: Has anything about the way people play or respond to the game surprised you? Is there anything that you already want to change?

Librande: One thing that amazed me is that, even with the issues at the launch, we had the equivalent of nine hundred man-years put into SimCity in less than a week.

Most of the stuff that people are doing, we had hoped or predicted would happen. For example, I anticipated a lot of the story-telling and a lot of the creativity—people making movies in the cities, and so on—and we’re already seeing that. YouTube is already filled with how-to videos and people putting up all these filters, like film noir cities, and it’s just really beautiful.

[Video: SimCity player Calvin Chan’s film noir montage of his city at night].

The thing I didn’t predict was that, in the first week, two StarCraft players—that’s a very fast-paced space action game, in case you’re not familiar with it, and it’s fairly common for hardcore players to stream their StarCraft battles out to a big audience—decided to have a live-streamed SimCity battle against each other. They were in a race to be the first to a population of 100,000; they live-streamed their game; and there were twenty thousand people in the chat room, cheering them on and typing in advice—things like “No, don’t build there!” and “ What are you doing—why are you putting down street cars?” and “Come on, dude, turn your oil up!” It was like that, nonstop, for three hours. It was like a spectator sport, with twenty thousand people cheering their favorite on, and, basically, backseat city planning. That really took me by surprise.

I’m not sure where we are going to go with that, though, because we’re not really an eSport, but it seems like the game has the ability to pull that out of people. I started to try to analyze what’s going on there, and it seems that if you watch people play StarCraft and you don’t know a lot about it, your response is going to be something like, “I don’t know what I’m looking at; I don’t know if I should be cheering now; and I don’t know if what I just saw was exciting or not.”

But, if you watch someone build a city, you just know. I mean, I don’t have to teach you that putting a garbage dump next to people’s houses is going to piss them off or that you need to dump sewage somewhere. I think the reason that the audience got so into it is that everyone intuitively knows the rules of the game when it comes to cities.

• • •

For more Venue interviews, on human interactions with the built, natural, and virtual environments, check out the Venue website in full.

Books Received

[Image: The Wiederin bookshop in Innsbruck, Austria; photo by Lukas Schaller, courtesy of A10].

Barely in time for the holidays, here is a quick look at some of the many new or recent books that have passed through the home office here at BLDGBLOG.

As usual, I have not read all of the books listed here, but this will be pretty clear from the ensuing descriptions; those that I have read, and enjoyed, I will not hesitate to recommend.

And, as always, all of these books are included for the interest of their approach or subject matter as it relates to landscape, spatial sciences, and the built environment more generally.

1) Map of a Nation: A Biography Of The Ordnance Survey by Rachel Hewitt (Granta).

2) The Measure of Manhattan: The Tumultuous Career and Surprising Legacy of John Randel, Jr., Cartographer, Surveyor, Inventor by Marguerite Holloway (W.W. Norton).

These two fantastic books form a nice, if coincidental, duo, looking at the early days of scientific cartography and the innovative devices and mathematical techniques that made modern mapping possible. In Rachel Hewitt’s case—a book I found very hard to put down, up reading it till nearly 2am several nights in a row—we trace the origins of the UK’s Ordnance Survey by way of the devices, tools, precision instruments, and imperialist geopolitical initiatives of the time.

Similarly, Marguerite Holloway introduces us to, among many other things, the first measured imposition of the Manhattan grid. I mentioned Holloway’s book the other day here on BLDGBLOG, and am also very happy to have been asked to blurb it. Here’s my description: “This outstanding history of the Manhattan grid offers us a strange archaeology: part spatial adventure, part technical expedition into the heart of measurement itself, starring teams of 19th-century gentlemen striding across the island’s eroded mountains and wild streams, implementing a grid that would soon enough sprout skyscrapers and flatirons, Central Park and 5th Avenue. Marguerite Holloway’s engaging survey takes us step by step through the challenges of obsolete land laws and outdated maps of an earlier metropolis, looking for—and finding—the future shape of this immeasurable city.”

For anyone at all interested in cartography, these make an excellent and intellectually stimulating pair.

3) The Old Ways: A Journey on Foot by Robert Macfarlane (Viking).

4) Weeds: In Defense of Nature’s Most Unloved Plants by Richard Mabey (Ecco).

I’ve spoken highly of Robert Macfarlane’s writing before, and will continue to do so. His Wild Places remains one of my favorite books of the last few years, and I was thus thrilled to hear of his newest: a series of long walks (and a boat ride) through the British landscape, from coastal mudflats to chalk hills and peat bogs, following various kinds of well-worn routes and paths, the “old ways” of his book’s title. Macfarlane’s writing can occasionally strain for rapture when, in fact, it is precisely the mundane—nondescript earthen paths and overlooked back woods—that makes his “journeys on foot” so compelling; but this is an otherwise minor flaw in a highly readable and worthwhile new book.

Meanwhile, Richard Mabey has written an almost impossibly captivating history of weeds, “nature’s most unloved plants.” Covering invasive species, overgrown bomb sites in WWII London, and abandoned buildings, and relating stories from medieval poetry and 21st-century agribusiness to botanical science fiction, Mabey’s book is an awesome sweep through the world of out-of-place plant life.

5) The Maximum of Wilderness: The Jungle in the American Imagination by Kelly Enright (University of Virginia Press).

6) In Search of First Contact: The Vikings of Vinland, the Peoples of the Dawnland, and the Anglo-American Anxiety of Discovery by Annette Kolodny (Duke University Press).

7) The Swamp: The Everglades, Florida, and the Politics of Paradise by Michael Grunwald (Simon & Schuster).

These three books variously describe encounters with the alien wilderness of a new world. Kelly Enright’s look at “the jungle in American imagination” reads a bit too much like a revised Ph.D. thesis, but its central premise is fascinating, looking not only at the complex differences between the meaning of a jungle and that of a rain forest, but exploring, as she phrases it, “some of the consequences of expanding an American image and ideology of wilderness beyond American shores,” from Theodore Roosevelt to the early days of tropical anthropology.

Annette Kolodny’s review of what can more or less be summarized as the Viking discovery of North America is incredibly rich. Quoting from the cover, Kolodny “offers a radically new interpretation of two medieval Icelandic tales, known as the Vinland Sagas. She contends that they are the first known European narratives about contact with North America.” However, in addition to these tales of “first contact,” Kolodny examines rock carvings in Maine and Canada, as well as Native American folktales, to try to geographically and historically locate the moment when Europeans first arrived in North America, sailing up the small coastal rivers and setting foot on foreign land. Kolodny convincingly demonstrates, in the process, that the Viking discovery of North America was more or less widely accepted by 19th-century historians, but that, she argues, following a large influx of Italian immigrants toward the end of that century and into the 20th, the national importance of Christopher Columbus—an Italian—began to grow. From this emerged, she shows, a kind of narrative contest in which rugged northerners from a stoic, military culture (the Norse) were pitted against royalist Catholic Mediterranean family men as the true cultural progenitors of the United States. It is also interesting here to note that Kolodny assigned these early Icelandic contact narratives to her English literature class, asking students “to consider the possibility that American literature really began in these early ‘contact’ narratives that constructed a so-called New World and its peoples through and for the contemporary cultural understandings of the European imagination.”

I read Michael Grunwald’s The Swamp under particular circumstances—traveling around Florida as part of Venue, along with Smout Allen and a group of students from the Bartlett School of Architecture (photos of that trip can be seen here and here)—which might have added to its appeal. But, either way, I was riveted. Grunwald’s book presents, in effect, all of Florida south of Orlando as a massive series of ecologically misguided—but, from an economic perspective, often highly successful—terraforming projects. Speaking only for myself, the book made it impossible not to notice waterworks everywhere, on all sides and at every scale: every canal, storm sewer, water retention basin, highway overpass, levee, reservoir, drainage ditch, coastal inlet, and flood gate, all parts of an artificially engineered peninsula that wants to—and should—be swamp. Environmentally sensitive without being a screed, and written at the pace of a good New Yorker article, The Swamp was easily one of my favorite discoveries this year, a book I’d place up there with Marc Reisner’s classic Cadillac Desert; it deserves the comparison for, if nothing else, its clear-eyed refocusing of attention onto a region’s hydrology and onto civilization’s larger attempts to manage wild lands (and waters), from the Seminole Wars to George W. Bush. Grunwald also makes clear something that I had barely even considered before, which is that south Florida is actually one of the most recently settled regions of the United States, far younger than the new states of the American West. South Florida, in many senses, is an event that only just recently happened—and Grunwald shows both how and why.

8) Petrochemical America by Richard Misrach and Kate Orff (Aperture Foundation).

9) Gateway: Visions for an Urban National Park edited by Alexander Brash, Jamie Hand, and Kate Orff (Princeton Architectural Press/Van Alen Institute).

Here are two new books, each connected to the work of landscape architect and Columbia GSAPP urban planner, Kate Orff.

The first is a split project with photographer Richard Misrach, looking both directly and indirectly at petrochemical infrastructure and the landscapes it passes through in the state of Louisiana. Misrach’s photos open the book with nearly 100 pages’ worth of views into the rapidly transforming nature of Louisiana’s so-called Cancer Alley, “showcasing the immediate plight of embattled local communities and surrounding industries.” Orff’s work follows in the second half of the book with what she calls an “Ecological Atlas” of the same region, mapping what currently exists, more thoroughly annotating Misrach’s photos, and proposing new interventions for ecologically remediating the spoiled landscapes of the region.

The second book is an edited collection of essays and proposals for New York’s Gateway National Recreational Area. Gateway is a strange combination of protected lands and artificial dredgescapes, at the border between ocean and land at the very edge of New York City. Photographs by Laura McPhee join essays by Ethan Carr, Christopher Hawthorne, and others to suggest a new role for parks in American urban life, and a new type of park in general, one that is distributed over discontinuous parcels of marginal land and includes large expanses of active waters.

10) Cities Without Ground: A Hong Kong Guidebook by Adam Frampton, Jonathan D. Solomon, and Clara Wong (ORO Editions).

11) Oblique Drawing: A History of Anti-Perspective by Massimo Scolari (MIT Press).

12) Bulwark & Bastion: A Look at Musket Era Fortifications with a Glance at Period Siegecraft by James R. Hinds and Edmund Fitzgerald (Pioneer Press).

13) On the Making of Islands by Nick Sowers (self-published).

Cities Without Ground: A Hong Kong Guidebook was inspired by the revelation that a person can navigate the city of Hong Kong over great distances without ever leaving architecture behind, meandering through complex networks of internal space, from walkways and shopping malls to escalators and covered footbridges. Indeed, one can explore Hong Kong without really setting foot on the surface of the earth at all, making it a “city without ground.” The resulting labyrinthine spatial condition—consisting of “seemingly inescapable and thoroughly disorienting sequences” that cut through, around, between, and under nominally separate megastructures—has led the book’s authors to produce a series of visually dense maps dissecting the various routes a pedestrian can take through the city. A particular highlight comes toward the end, where they focus solely on the city’s air-conditioning, suggesting a kind of thermal cartography of indoor space and implying that temperature control and even humidity are better metrics for evaluating the success of a given project than mere visual or aesthetic concerns.

Massimo Scolari’s Oblique Drawing also pursues the idea that there are other, less well-explored methods for representing the built environment. Although I was disappointed to find that the chapters are, in effect, separate, not always related papers that happen to share a common interest in architectural representation, the book manages to tie together everything from ancient Egyptian hieroglyphs to the military drawings of Leonardo da Vinci, from medieval Christian landscapes to Chinese painting techniques and the Tower of Babel. Scolari’s book was also mentioned here on the blog last week in the context of architectural espionage.

I was actually given a copy of Bulwark & Bastion while out at the surreal and extremely remote site of Fort Jefferson, in the Dry Tortugas of Florida, and I read it on the 2-hour boat ride back to Key West. No more than a stapled pamphlet, like something you’d make at Kinko’s, it is, nonetheless, an extremely interesting look at built landscapes of warfare and defense. Unsurprisingly, it includes a history of walled cities and forts from Europe; but—and this topic alone deserves a full-length book from a publisher like Princeton Architectural Press—it discusses in detail the landscape defenses of the American Civil War, including massive brick citadels in Alabama, Maryland, South Carolina, and New York City. Star forts, bastions, casements, field works, and other geometries of assault and counter-attack are all illustrated and diagrammed, and they’re followed by a glossary of architectural defensive terms. Thoroughly enjoyable, in particular for anyone interested in military history.

Many of you will know Nick Sowers from his blogging at Archinect, where he explored the niche field of military landscapes and sound recordings. Nick was a deserving recipient of UC-Berkeley’s generous Branner Fellowship, which gave him the resources to travel the world for nearly a year, visiting overseas military bases, old battlefields, and urban fortresses from Japan and the South Pacific to Western Europe, including even the legendary Maunsell Towers in London’s Thames Estuary. At all of these sites, he made field recordings. Nick and I first met, in fact, down in Sydney, Australia, as part of Urban Islands back in 2009. This self-published book tells the story of those travels, including sketches and models from Nick’s own final thesis project at Berkeley, black & white photos from his long circumambulations of closed U.S. bases overseas, and a consistently interesting series of observations on the spatial implications of sound in landscape design. Weird visions of limestone caves being vibrated into existence by the tropical sonic booms of military aircraft give the book a dream-like feel as it comes to a close. Congrats to Nick not only for putting this book together, but for organizing such an interesting, planet-spanning trip in the first place.

14) Architecture for Astronauts: An Activity-based Approach by Sandra Häuplik-Meusburger (Springer Praxis).

15) The Textual Life of Airports: Reading the Culture of Flight by Christopher Schaberg (Continuum).

16) Urban Maps: Instruments of Narrative and Interpretation in the City by Richard Brook and Nick Dunn (Ashgate).

Sandra Häuplik-Meusburger’s Architecture for Astronauts has an accompanying website where we read that a “number of extra-terrestrial habitats have been occupied over the last 40 years of space exploration by varied users over long periods of time. This experience offers a fascinating field to investigate the relationship between the built environment and its users.” Häuplik-Meusburger goes on to definite extra-terrestrial habitat as “the ‘houses and vehicles’ where people live and work beyond Earth: non-planetary habitats such as a spacecraft or space station; and planetary habitats such as a base or vehicle on the Moon or Mars. These building types are set up in environments different from the one on Earth and can be characterized as ‘extreme environments.’ Multiple requirements arise for the architecture and design of such a habitat.” These requirements include different lines of sight, a shifted posture for humans in low-gravity, and different needs for visual clarity and even thermal insulation—a very different architecture, indeed. Her book is thus organized as an activity guide for thinking through things like sleep, food, and hygiene, and how architects can reimagine the spatial requirements of each for the “extreme environments” into which these houses and vehicles might go.

Christopher Schaberg’s Textual Life of Airports looks at the airport as a new kind of cultural space, one with its own emerging literature and its own untold stories, including what he calls “the secret stories of airports—the disturbing, uncomfortable, or smoothed over tales that lie just beneath the surface of these sites.” Citing Marc Augé and ambient music, the “airport screening complex” and Steven Spielberg, his book tries to clarify some of the “spatial ambivalence” travelers feel in an airport’s interconnected spaces. In the context of Häuplik-Meusburger’s book, one wonders what future literatures will emerge for the transitional sites of offworld infrastructure, the spaceports and gravity-free hotels that may or may not be forthcoming for the human future.

For Urban Maps, Richard Brook and Nick Dunn “use the term ‘map’ loosely to describe any form of representation that reveals unseen space, latent conditions or narratives in and of the city.” Their examples come from Google Street View, the photographs of urban explorers, advertisements, contemporary film, surveillance, and the art world, to name but a few.

17) Belgrade, Formal/Informal: A Research on Urban Transformation by ETH Studio Basel Contemporary City Institute (Scheidegger & Spiess).

18) The Waters of Rome: Aqueducts, Fountains, and the Birth of the Baroque City by Katherine Wentworth Rinne (Yale University Press).

Using an awesome font called Warsaw Book/Poster, Belgrade, Formal/Informal zeroes in on “a city that was isolated on the European periphery, a city a long history that was as significant as it was turbulent,” to find what parts of a metropolis with such locally specific circumstances have managed to stay more or less the same, through both war and economic estrangement, and what parts were fundamentally transformed by larger, pan-European events and processes. Further, within this, and as the book’s title suggests, they break the city into formal and informal sectors, the generic and the specific. The book is extensively illustrated, and attractively designed by Ludovic Balland.

Katherine Rinne teaches architecture at the CCA in Oakland, though her online project on the waters of Rome is hosted by the University of Virginia. Her book, The Waters of Rome, coalesces much of that work into a detailed study of the city’s hydrological infrastructures, from the ancient to the nearly modern, with a particular emphasis on the city in its Baroque age. Her approach is “largely topographic,” she explains in the book’s introduction, tying even the innermost fountains and waterworks to the landscapes of hills and rivers outside the city. As she writes, “Rome’s fountains are so dazzling that it is easy for even dedicated to overlook the profound changes that their construction initiated in the social, cultural, and physical life of the city. The transformation was systematic and structural, reaching from ancient springs outside the city walls to include aqueducts, fountains, conduits, drains, sewers, streets, and the Tiber. Because of gravity, which dictated distribution, the water’s flow was constrained or encouraged by the existing topography, which influenced in part how the water was displayed or made available for use, who controlled it and who was served by it, what it cost, and obligations that attached to the people who were allowed to access it.” The book is a vital addition to any syllabus or library on hydraulic urbanism.

19) Foodprint Papers, Volume 1 by Nicola Twilley & Sarah Rich (Foodprint Project).

Last not but least, the Foodprint Papers, Volume 1 have been released, edited by Nicola Twilley (my wife) and Sarah Rich, documenting Foodprint NYC from back in 2010, “the first in [a] series of international conversations about food and the city.”

From a cluster analysis of bodega inventories to the cultural impact of the ice-box, and from food deserts to peak phosphorus, panelists examined the hidden corsetry that gives shape to urban foodscapes, and collaboratively speculated on how to feed New York in the future. The free afternoon program included designers, policy-makers, flavor scientists, culinary historians, food retailers, and others, for a wide-ranging discussion of New York’s food systems, past and present, as well as opportunities to transform our edible landscape through technology, architecture, legislation, and education.

The pamphlet is self-published through Lulu, and all purchases help Nicola & Sarah throw more such events in the future. And, while we’re on the subject of food, don’t miss Sarah’s own recent book, Urban Farms.

Happy reading!

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All Books Received: August 2015, September 2013, December 2012, June 2012, December 2010 (“Climate Futures List”), May 2010, May 2009, and March 2009.

Secret Soviet Cities

[Images: From ZATO: Secret Soviet Cities during the Cold War at Columbia’s Harriman Institute; right three photographs by Richard Pare].

Speaking of Van Alen Books: earlier this week, they hosted a panel on the topic of “Secret Soviet Cities During the Cold War.” These were closed cities or ZATO, “sites of highly secretive military and scientific research and production in the Soviet Empire. Nameless and not shown on maps, these remote urban environments followed a unique architectural program inspired by ideal cities and the ideology of the Party.”

The ZATO, we read courtesy of an interesting post on the Russian History Blog, was a “Closed Administrative-Territorial Formation (Zakrytoe administrativno-territorial’noe obrazovanie, ZATO)”:

[T]he cities themselves were never shown on official maps produced by the Soviet regime. Implicated in the Cold War posture of producing weapons for the Soviet military-industrial complex, these cities were some of the most deeply secret and omitted places in Soviet geography. Those who worked in these places had special passes to live and leave, and were themselves occluded from public view. Most of the scientists and engineers who worked in the ZATOs were not allowed to reveal their place or purpose of employment.

In any case, there are two main reasons to post this:

[Image: Photo by I. Yakovlev/Itar-Tass, courtesy of Nature].

1) Just last week, Nature looked at Soviet-era experiments in these closed cities, where “nearly 250,000 animals were systematically irradiated” as part of a larger medical effort “to understand how radiation damages tissues and causes diseases such as cancer.”

In an article that is otherwise more medical than it is urban or architectural, we nonetheless read of a mission to the formerly closed city of Ozersk in order to rescue this medical evidence from the urban ruins: “After a long flight, a three-hour drive and a lengthy security clearance, a small group of ageing scientists led the delegation to an abandoned house with a gaping roof and broken windows. Glass slides and laboratory notebooks lay strewn on the floors of some offices. But other, heated rooms held wooden cases stacked with slides and wax blocks in plastic bags.” These slides and wax blocks “provide a resource that could not be recreated today,” Nature suggests, “for both funding and ethical reasons.”

Perhaps it goes without saying, but the idea of medical researchers helicoptering into the ruins of a formerly secret city in order to locate medical samples of fatally irradiated mutant animals is a pretty incredible premise for a future film.

[Images: (top) photo by Tatjana Paunesku; (bottom) photo by S. Tapio. Courtesy of Nature].

2) More relevant for this blog, you only have five days left to see the exhibition ZATO: Secret Soviet Cities during the Cold War up at Columbia University’s Harriman Institute, featuring “ZATO archival materials, camouflage maps of strategic sites, secret diagrams of changing ZATO names/numbers, [and] ZATO passports.”

That exhibition documents everything from the “special food and consumer supplements given as rewards for the secrecy and ‘otherness’ of the sites,” to the cities’ eerily suburbanized, half-abandoned state today: “Today there are 43 ZATO on the territory of the Russian Federation. Their future is uncertain: some may survive; others may disappear as urban formations within the context of Russian suburbs.” Check it out if you get a chance.

More info at the Harriman Institute.