Perhaps it is not a city

[Image: Michael Maltzan’s Inner City Arts building, Los Angeles; photo by Iwan Baan].

I’ll be speaking tonight, May 17th, at Van Alen Books with architect Michael Maltzan about his book No More Play: Conversations on Urban Speculation in Los Angeles and Beyond, edited by Jessica Varner, previously discussed on BLDGBLOG here. The book includes interviews with Matthew Coolidge of the Center for Land Use Interpretation, Charles Waldheim, Qingyun Ma, Catherine Opie, Edward Soja (who quips that “architects should think more like good geographers”), and many more, and will be available for sale this evening, if you can stop by.

Things kick off at 7pm at 30 W. 22nd Street, near the Flatiron Building; here’s a map.

[Image: Los Angeles; photo by Iwan Baan, from No More Play].

As Maltzan writes in the book, “we have reached a point where past vocabularies of the city and of urbanism are no longer adequate, and at this moment, the very word city no longer applies” to Greater Los Angeles. “Perhaps it is not a city” at all, he suggests, but something altogether different and more formally interesting than that (see a slightly longer discussion of this earlier on BLDGBLOG).

When discussing this resistant, indefinable character of Los Angeles, I’m always reminded of a description from the beautifully written but, sadly, now scientifically out of date 2-part book The Music of the Spheres by Guy Murchie. At one point, Murchie describes the surprising lack of density in certain stars, even when those stars, nonetheless, seem structurally coherent to an outside observer.

He explains, for instance, that the surface of the sun “is really a thousand times more vacuous than a candle-flame on Earth, and even the concentrated moiling gases hidden a thousand miles below it are a hundred times thinner than earthly air.” In fact, other stars—such as E Aurigae I, so huge it could “contain most of our solar system, including the 5.5-billion-mile circumference of Saturn’s orbit”—are often “described as ‘red-hot vacuums,'” Murchie writes, “because their material, though hot, averages thousands of times thinner than earthly air and is normally invisible, so that you might fly through them for days in your insulated space ship without even realizing you were inside a star.”

You might fly through them for days without even realizing you are inside a star.

[Image: Los Angeles; photo by Iwan Baan, from No More Play].

Applying this to the urban condition of Los Angeles—a kind of sidereal city, measured by different stars, able to make you feel as if you will never really arrive—it becomes an oddly apt analogy for that region, with its loose outer edges and unclear points of entry into an often off-kilter system of road grids.

In any case, stop by Van Alen Books tonight at 7pm, where we’ll be discussing Los Angeles, density, crime, and, who knows, even my own willful misunderstanding of astrophysics—or, as Van Alen Books puts it, topics such as “real-estate speculation and future urban development, infrastructure, resources, site density, urban experience, political structure, commerce, and community, attempting to transform our understanding of how each affects present-day Los Angeles.”

Urban Speculation in Los Angeles and Beyond

[Image: Photo by Iwan Baan, from No More Play: Conversations on Urban Speculation in Los Angeles and Beyond edited by Jessica Varner].

Last autumn, I had the pleasure of speaking with architects Michael Maltzan and Jessica Varner for the new book No More Play: Conversations on Urban Speculation in Los Angeles and Beyond.

[Image: Photo by Iwan Baan, from No More Play: Conversations on Urban Speculation in Los Angeles and Beyond edited by Jessica Varner].

That conversation was then included in the book itself, alongside conversations about the city with such artists, architects, and writers as Catherine Opie, Matthew Coolidge, Mirko Zardini, Edward Soja, Charles Jencks, Qingyun Ma, Sarah Whiting, James Flanigan, and Charles Waldheim. It will surprise no one to read that my interview is the least interesting of the bunch, but it’s an honor even to have been invited to sit down as a blogger amidst that line-up.

[Image: Photo by Iwan Baan, from No More Play: Conversations on Urban Speculation in Los Angeles and Beyond edited by Jessica Varner].

Overall, the book represents a series of interesting decisions: it doesn’t document Michael Maltzan’s work—though, with several recently completed, high-profile projects, including Playa Vista Park, Maltzan could easily could have spent the book’s 200+ pages discussing nothing but his own productions (in fact, Maltzan’s buildings are absent from the publication).

Instead, the book instead features newly commissioned photographs of greater Los Angeles by the ubiquitous Iwan Baan; further, Michael’s and Jessica’s introductory texts are not about the firm’s recent buildings but are about those buildings’ urban context. It is about the conditions in which those buildings are spatially possible.

[Image: Photo by Iwan Baan, from No More Play: Conversations on Urban Speculation in Los Angeles and Beyond edited by Jessica Varner].

In many ways, then, the book is astonishingly extroverted. It’s a book by an architecture office about the city it works in, not a book documenting that firm’s work; and, as such, it serves as an impressive attempt to understand and analyze the city through themed conversations with other people, in a continuous stream of partially overlapping dialogues, instead of through ex tempore essayistic reflections by the architects or dry academic essays.

[Image: Photo by Iwan Baan, from No More Play: Conversations on Urban Speculation in Los Angeles and Beyond edited by Jessica Varner].

Iwan Baan‘s photos also capture the incredible diversity of spatial formats that exist in Los Angeles—including camouflaged oil rigs on residential hillsides—and the range of anthropological subtypes that support them, down to fully-clothed toy dogs and their terrycloth-clad owners.

[Image: Photo by Iwan Baan, from No More Play: Conversations on Urban Speculation in Los Angeles and Beyond edited by Jessica Varner].

In an excerpt from Maltzan’s introduction to the book published today over at Places, Maltzan writes that the city’s “relentless growth has never paused long enough to coalesce into a stable identity.”

Los Angeles and the surrounding regions have grown steadily since the founding of the original pueblo, but the period immediately after World War II defined the current super-region. During this time, the economy accelerated, and Los Angeles became a national and international force. Today, innovation and development define the metropolis as the region multiplies exponentially, moment by moment, changing into an unprecedented and complex expansive field. The region continues to defy available techniques and terms in modernism’s dictionary of the city.

This latter point is a major subtheme in the interviews that follow: exactly what is it that makes Los Angeles a city, not simply a “large congregation of architecture,” in Ole Bouman’s words. As Bouman warns, “If you don’t distinguish between those two—if you think that applying urban form is the same as building a city, or even creating urban culture—then you make a very big mistake. First of all, I think it’s necessary for architectural criticism, in that sense, to find the right words for these very complicated processes, to distinguish between two processes or forms that, at first sight, appear the same, but that are, in reality, very different.”

At the end of his introductory notes, Maltzan remarks that “we have reached a point where past vocabularies of the city and of urbanism are no longer adequate, and at this moment, the very word city no longer applies” to a place like Los Angeles.

“Perhaps it is not a city,” he suggests. Perhaps something at least temporarily indescribable has occurred here.

[Image: Photo by Iwan Baan, from No More Play: Conversations on Urban Speculation in Los Angeles and Beyond edited by Jessica Varner].

You can read Maltzan’s essay in full over at Places; or I’d encourage you to pick up a copy of the book as a way of encouraging this kind of discursive engagement with the city—what Varner describes in her introduction as a set of outward-looking, nested narratives “which then fold back onto themselves” from conversation to conversation, and will only continue to develop “as the city advances forward.”

[Image: From No More Play: Conversations on Urban Speculation in Los Angeles and Beyond edited by Jessica Varner].

The book also comes with a small fold-out poster, one side of which you can see here.

(Earlier on BLDGBLOG: Agitation, Power, Space: An Interview with Ole Bouman).

Spacesuit: An Interview with Nicholas de Monchaux

[Image: From Spacesuit: Fashioning Apollo by Nicholas de Monchaux].

Nicholas de Monchaux is an architect, historian, and educator based in Berkeley, California. His work spans a huge range of topics and scales, as his new and utterly fascinating book, Spacesuit: Fashioning Apollo, makes clear.

From the fashionable worlds of Christian Dior and Playtex to the military-industrial complex working overtime on efforts to create a protective suit for U.S. exploration of the moon, and from early computerized analyses of urban management to an “android” history of the French court, all by way of long chapters on the experimental high-flyers and military theorists who collaborated to push human beings further and further above the weather—and eventually off the planet itself—de Monchaux’s book shows the often shocking juxtapositions that give such rich texture and detail to the invention of the spacesuit: pressurized clothing for human survival in space.

[Image: From Spacesuit: Fashioning Apollo by Nicholas de Monchaux].

Bridging the line between clothing and architecture, the spacesuit is a portable environment: a continuation of habitable space, safe for human beings, capable of radical detachment from the Earth. That a “soft” and pliable suit designed by Playtex—manufacturer of women’s underwear—would beat the “hard,” armor-like suit design of military contractors is the surprising core story of de Monchaux’s research.

[Image: From Spacesuit: Fashioning Apollo by Nicholas de Monchaux].

In the following Q&A, BLDGBLOG speaks with de Monchaux about his book; about his newly announced architectural design track at UC-Berkeley, called Studio One; about the risks and rewards of parametric design on an urban scale; and about his ongoing experiments with architectural representation, including analyses of food production and delivery and a technical interrogation of the complex digital tools we use to map empty spaces in our cities. We video-chatted on Skype.

• • •

[Image: From Spacesuit: Fashioning Apollo by Nicholas de Monchaux].

BLDGBLOG: I’m curious about the origins of the book: did you start off researching the history of systems engineering, only to stumble upon this emblematic object—the Apollo spacesuit—or were you hoping to write a design history of the spacesuit, only to discover that it was connected to these hugely diverse topics, such as postwar urban management and complexity theory?

Nicholas de Monchaux: The project itself really has two origin stories. One is when I first began to research spacesuits, as a graduate student: I expected there to be a single historical narrative. I expected that someone had already written extensively about the Apollo spacesuit, because it’s such an iconic object of the 20th century. But there was very little writing to be found.

Then, in 2003, I was invited to give a lecture at the Santa Fe Institute, which was a slightly intimidating thing to do—I was on the same bill as James Crick, Stewart Brand, and all these other heavyweights! I was looking for a way to discuss the essential lessons of complexity and emergence—which, even in 2003, were pretty unfamiliar words in the context of design—and I hit upon this research on the spacesuit as the one thing I’d done that could encapsulate the potential lessons of those ideas, both for scientists and for designers.

The book really was a melding of these two things. One is very much a situation where the chapters alternate between a focus on the object itself and its astonishing history—being made by Playtex, who was an underdog in the whole suit-design process, and that suit’s hand-crafted nature, etc.—and the other is an equally layered but very outward-looking narrative, from the vacuum of outer space to early ideas of computing, simulation, the body, cybernetic theories of urbanism, etc. etc.

Just as the structure of the spacesuit allowed many different approaches to be hybridized, from girdle-making to military-industrial engineering, so too did the structure of the book allow these complex internal and external narratives to be bound together into a single volume.

[Images: From Spacesuit: Fashioning Apollo by Nicholas de Monchaux].

BLDGBLOG: At its most basic, your book tells the story of how humans have costumed themselves for extreme exploration. From the Mongolfiers’ balloon to Wiley Post and the high-altitude jump suit, you reveal some fascinating design precedents for the Apollo spacesuit—suggesting that it’s almost more of a technical outgrowth from the history of baroque costume design. Could you speak a little bit more about this background?

de Monchaux: One of the things I find most fascinating about the idea of the spacesuit is that space is actually a very complex and subtle idea. On the one hand, there is space as an environment outside of the earthly realm, which is inherently hostile to human occupation—and it was actually John Milton who first coined the term space in that context.

On the other hand, you have the space of the architect—and the space of outer space is actually the opposite of the space of the architect, because it is a space that humans cannot actually encounter without dying, and so must enter exclusively through a dependence on technological mediation.

Whether it’s the early French balloonists bringing capsules of breathable air with them or it’s the Mongolfier brothers trying to burn sheep dung to keep their vital airs alive in the early days of ballooning, up to the present day, space is actually defined as an environment to which we cannot be suited—that is to say, fit. Just like a business suit suits you to have a business meeting with a banker, a spacesuit suits you to enter this environment that is otherwise inhospitable to human occupation.

From that—the idea of suiting—you also get to the idea of fashion. Of course, this notion of the suited astronaut is an iconic and heroic figure, but there is actually some irony in that.

For instance, the word cyborg originated in the Apollo program, in a proposal by a psycho-pharmacologist and a cybernetic mathematician who conceived of this notion that the body itself could be, in their words, reengineered for space. They regarded the prospect of taking an earthly atmosphere with you into space, inside a capsule or a spacesuit, as very cumbersome and not befitting what they called the evolutionary progress of our triumphal entry into the inhospitable realm of outer space. The idea of the cyborg, then, is the apotheosis of certain utopian and dystopian ideas about the body and its transformation by technology, and it has its origins very much in the Apollo program.

But then the actual spacesuit—this 21-layered messy assemblage made by a bra company, using hand-stitched couture techniques—is kind of an anti-hero. It’s much more embarrassing, of course—it’s made by people who make women’s underwear—but, then, it’s also much more urbane. It’s a complex, multilayered assemblage that actually recapitulates the messy logic of our own bodies, rather than present us with the singular ideal of a cyborg or the hard, one-piece, military-industrial suits against which the Playtex suit was always competing.

The spacesuit, in the end, is an object that crystallizes a lot of ideas about who we are and what the nature of the human body may be—but, then, crucially, it’s also an object in which many centuries of ideas about the relationship of our bodies to technology are reflected.

[Images: From Spacesuit: Fashioning Apollo by Nicholas de Monchaux].

BLDGBLOG: The spacesuit’s history implies a sort of David Bowie-like situation where astronauts are really cosmic cross-dressers—genderless and post-terrestrial, with no obligation to stay on Earth. But there are at least three different ways, I’d say, of preparing humans for inhospitable circumstances, whether that’s the moon, Antarctica, or Mars: one, you can turn humans into cyborgs, as you just explained; two, you can build them a spacesuit, which makes our ability to visit other planets a kind of unexpected outgrowth of the fashion industry; or, three, you can actually alter the atmosphere of the target destination itself, terraforming it, making it more Earth-like. It’s neither fashion nor architecture, but more like planetary-scale weather engineering.

de Monchaux: Well, I’d say that those are actually still two approaches. The cyborg approach and the climate-modification approach are not only one idea, conceptually, but they are also one and the same historically. The same individuals and organizations who were presuming to engineer the internal climate of the body and create the figure of the cyborg were the same institutions who, in the same context of the 1960s, were proposing major efforts in climate-modification.

Embedded in both of those ideas is the notion that we can reduce a complex, emergent system—whether it’s the body or the planet or something closer to the scale of the city—to a series of cybernetically inflected inputs, outputs, and controls. As Edward Teller remarked in the context of his own climate-engineering proposals, “to give the earth a thermostat.”

[Images: From Spacesuit: Fashioning Apollo by Nicholas de Monchaux].

BLDGBLOG: I’m curious about other uses of spacesuit technology. For instance, biosafety suits allow humans to clean up after virological outbreaks or to enter Level 4 bioresearch labs without become infected—it’s clothing as quarantine, we might say. But there is also a different kind of space exploration, which is terrestrial exploration into the earth itself, through caving. The complex rebreathing apparatuses and wetsuits used in cave diving, in particular, are perhaps earthbound cousins of the Apollo spacesuit that you describe so well in the book.

de Monchaux: Absolutely. It’s the same notion. In the devices, mechanisms, and portable environments that we make for ourselves, and that we bring with us into these extreme situations, we see both the inconvenient truths and the convenient untruths of the relationships between technology and the body.

In the 1960s, which was a very anxious time in terms of the safety of the body, you have the image of the space traveler—but it was also an era of films like Fantastic Voyage where the human body itself was deemed to be this fantastic environment that we could enter using technologically mediated tools. And, in films like The Andromeda Strain, there’s that fabulous scene where the wall becomes the suit of the medical worker in quarantine. The architecture literally becomes a piece of clothing that you can wear.

In a sense, though, the diving suit is a fundamentally different technical project from a spacesuit. For instance, a diving suit has to protect against external compressive forces, whereas, in the spacesuit, it’s the internal expansion of a breathable atmosphere that the suit needs to hold in.

Other than that simple difference, though, the technologies end up being quite similar. For instance, the hard suits proposed by Litton Industries for use on the moon were never used, because, though they were conceptually very clear, they were logistically more cumbersome than the soft, mutable suits by Playtex. However, they ended up being adapted into a series of deep-sea diving suits—in fact, becoming the first jointed diving suits engineered in the 1960s.

Further, the same industrial division of Playtex that produced the Apollo spacesuit produces many of the suits used today by the EPA for major threat-level spills and contamination events, because the fundamental lessons about how to suit the body for these hostile environments are very similar.

As we’re discovering, we don’t have to go a quarter-million miles to the surface of the moon to discover environments that are inhospitable to the human body.

[Images: From Spacesuit: Fashioning Apollo by Nicholas de Monchaux].

BLDGBLOG: On a more speculative level, your research implies, in a sense, that architects could simply design portable environments, in the form of elaborate, pressurized clothing and so on, instead of stationary structures called buildings. Put another way, is it no longer an avant-garde question to ask if clothing is the future of architecture?

de Monchaux: There are at least two levels at which that is very much true. An interesting history has yet to be written about the architectural influence of the Space Race. We’re used to understanding groups like Archigram and Coop Himmelb(l)au as being very influenced by inflatable environments and space habitats in the 1960s—and they truly were, and that’s a fascinating history. Even in the Soviet context, you see a kind of heroic architecture that springs directly out of the Space Race, such as the use of gigantic trusses and frames.

But if you look at American architectural magazines from the same era, you don’t see any of that at all. What you actually see is a kind of utopian vision of the systems-management that was at the core of NASA’s own technical approach, as if it could offer its own revolutionary hopes for architecture. In other words, there was something about the European perspective that seized on the actual, physical architectures of the American and Soviet space programs. For the American architectural psyche, the complex systems of the space race implied that any complex situation—cities, in particular—could be subject to principles of management.

This is interesting, especially as we see a return to the intimate as a zone for design in today’s architectural scene. We have many of the same anxieties and hopes now as were the case in the 1960s, when things like Michael Webb’s “Cushicle” first made their appearance. You only have to look at the work of someone like Hussein Chalayan, in fashion design, to see a vision of clothing itself embedded with sensors and actuators and HVAC and infrastructure, that recalls the complexity and function of a building more than anything like traditional clothing. And I would contrast this with the current architectural fascination for extending parametric systems to every scale.

As for the architecture of fabric more broadly, I think, as was the case in the Apollo program, fabric has a discourse of softness, protection, and layering that is very appropriate to our current architectural moment, despite the hard logic of systems that underlies much of what passes for fashion in architecture these days.

It’s also important to note that, in a world that is moving so fast, and in such uneasy and unsettling directions with issues such as climate change, peak oil, and the resilience of cities, that something like a clothing-based solution is probably more credible than parametrically designing whole future cities from scratch. Of course, as was pointed out by Walter Benjamin, fashion and the city have an intimate and particular relationship that I think is of clear relevance to this discussion.

I love the word fashion, by the way, because, on the one hand, it speaks to a kind of utter fabulousness that none of us, as designers, could live without; but, at the same time, fashion means to make something out of something else, often with a connotation that this is something it wasn’t originally intended for.

[Images: From Spacesuit: Fashioning Apollo by Nicholas de Monchaux].

BLDGBLOG: The application of cybernetic and systems-based approaches to the management and administration of cities is also explored by another recent book—The Fires by Joe Flood. Flood’s book specifically looks at the limitations of cybernetic management as applied to firefighting in New York City. The failures of this era of city management seem increasingly of interest today, in fact, when places like New York now have “Chief Digital Officers” and so-called Smart Cities are all the rage. Your book seems, really, to be a prehistory for all this.

de Monchaux: When I presented the original lecture that turned into the Spacesuit book, I made a link between the spacesuit and the urban and environmental scale, mostly through what I would call a system of analogy; the body and the city have been talked about as models for each other at least since Vitruvius. Yet as I delved into the history of NASA, I discovered that what I had thought of initially as an analogy was, in fact, a dense web of historical and material connections.

In the book, I write about a figure named Harold Finger, who was, first, the director of research into nuclear propulsion for something called NACA, a predecessor of NASA. Finger did things like put the only nuclear reactor ever in an airplane—in a B-36 Peacemaker nuclear bomber. The windows to the cockpit needed to be 9-inch thick plexiglass to protect the pilots from radiation. You couldn’t make this stuff up! By 1962, the same figure—Finger—is designing long-range, nuclear-propelled, interplanetary spacecraft. He actually designed the spacecraft that Kubrick lifted and used as a model for the “Discovery” in 2001, with the nuclear reactor at one end, a long spur, and then a habitation module at the other end. And then he becomes NASA’s administrative director.

In 1968, though, he makes a shift to become the director of research for the Department of Housing and Urban Development. And this was not some unusual, crazy thing, where the director of research from NASA moves to HUD. This was very much the tenor of the time.

When Hubert Humphrey made his famous speech—where he said that the same techniques that got us to the moon would also solve the problems of American cities—he wasn’t operating by analogy. He was actually talking very explicitly about a direct transfer of techniques and ideas. You had this historical moment where there was a perceived crisis in the American city; you had the heroic victory of Apollo; and, of course, you then had the radical defunding of the space program. After all, the space program was only ever designed to produce a single TV image of an American man on the moon. In 1968, once they’d succeeded in doing that, you had all of the original engineers losing their jobs.

For instance, at Berkeley, where I teach, and also at MIT, there was a summer school in 1968 explicitly organized to train engineers who had been let go from NASA for new jobs in urban administration—for NASA engineers to become city managers. You can’t underestimate the extent to which this attempt to transfer the techniques of systems management from the national space program to cities was very self-conscious.

Also in 1968, for example, Jay Forrester wrote a book called Urban Dynamics, a very comprehensive cybernetic analysis of urban problems. Forrester was the guy who invented magnetic core memory—RAM—as well as early systems of computer networking for something called the semi-automatic ground environment, or SAGE, a nuclear defense system for the Air Force. And General Bernard Schriever, commander of the Air Force’s Western Development Division from 1954, developed systems engineering with Simon Ramo and Dean Wooldrige of what would become TRW; Neil Sheehan just wrote a marvelous biography of this moment in Schriever’s career. By 1968, Schriever was running a firm called Urban Systems Associates, or U.S.A. Simon Ramo also published his own book on applying systems engineering to urban problems in the same year, called Cure for Chaos.

Yet much like the attempts of the military-industrial complex to design, in the context of the space race, for the human body, most attempts to cybernetically optimize urban systems were spectacular failures, from which very few lessons seem to have been learned.

For instance, in our current architectural moment, our popular discourses of parametric urbanism and digital urban design seem to have been cut from the very same cloth. I was at the Parametric Urbanism conference at USC eighteen months ago and, just for my own amusement, I juxtaposed a series of quotations that came out of USC in a previous era, from a book written by a guy named Glen Swanson, who gave a symposium on the “Cybernetic Approach to Urban Analysis” in 1964.

If you lay, side by side, quotations from USC’s discourse on parametric urbanism now and USC’s discourse on cybernetic urbanism thirty years ago, for better or for worse, you can read them as a complete narrative. It’s impossible to distinguish which is which. Both are born out of a fundamental faith in technology and a fundamental notion that, if you feed enough variables into a problem-solving system—now we call it parametric, then we would have called it cybernetic—that an appropriate and robust solution will emerge. I’m not, myself, so sure that’s the case; in fact, I’m pretty certain that it’s not.

[Image: From Spacesuit: Fashioning Apollo by Nicholas de Monchaux].

BLDGBLOG: I’m curious, then, how you’ll incorporate this criticism into your own Studio One program at Berkeley, which will include the use of parametric design tools as well as your own custom modeling software. How will you differentiate Studio One from the overtly technocratic approach that you just described, and what, in the end, is the ultimate goal for the studio?

de Monchaux: I wrote the Spacesuit book very much in the spirit of my own heroes and teachers—people like Alan Colquhoun, Liz Diller, and a whole generation of architects who were also theorists. They intended to figure out the meaning of the moment in which they found themselves, but then also to design for it. That means, of course, that I can’t just sit back and talk about these issues of technology and the city; I actually have to imagine what a constructive practice might be. That’s what I’ve focused on most in the past two to three years, and what has led to Studio One.

But the Studio One project really builds on the work that I’ve published as “Local Code.” I think one interesting point of intersection between them—and, I think, a shared interest with you—is the work of Gordon Matta-Clark. “Local Code” was very much a take on Matta-Clark’s “Fake Estates,” which was not actually conceived as a documentary project. Matta-Clark was interested, in the 1970s, in the kind of fissures and overlaps between the official and systematized vision of property assumed by the cadastral map and the actual nature of property on the ground.

One of the things I think is important about technology in the current moment is that it allows us ever more completely to visualize and very precisely map the fissures between a technologically mediated understanding of the world and the world as it actually is—and then to exploit those fissures as designers.

A bit like my stumbling on the links between the space race and the urban history of the late 1960s, when I went into the “Local Code” project, I thought that “Fake Estates” was just a great analogy. Now, though, you can find 5,000 sites in New York instead of 15, and you can even figure out, parametrically, what to do with them and how to turn them into an ecological resource. But then, when I went into the history, it turns out that, by 1975-77, Matta-Clark was deeply excited about the prospects of computing and digital mapping, and he had conceived a whole project using left-over urban space—in his case, I kid you not, for a whole series of what he called “pneumatic network enclosures” that would have provided resources to underprivileged neighborhoods.

So we can look to his practice not just as a kind of analogical inspiration but, more literally, as an interesting alternative model for architecture: that architecture can be informed by technology and, at the same time, avoid what I view as the dead-end of an algorithmically inflected formalism from which many of the, to my mind, less convincing examples of contemporary practice have emerged.

I’m actually speaking to you right now from the Autodesk office in downtown San Francisco. I don’t know if you can see the Ferry Building over my shoulder [N.b. picks up laptop and angles camera outside the window toward the Ferry Building], but they’ve invited us to do a residency here and to complete the parametric design of the 5,000 leftover spaces in New York that we’ve identified. We’ll have that project going on all spring here, hoping to publish it this summer.

[Images: From Spacesuit: Fashioning Apollo by Nicholas de Monchaux].

BLDGBLOG: I would love to see the non-urban equivalent of this project. In other words, it would be fascinating to see what scraps of land, in extremely rural areas, also fall into these sorts of federal, municipal, and even just gerrymandered blindspots. Spatial fissures, as you call them, can be just as complex outside the context of, say, downtown San Francisco or Manhattan.

de Monchaux: Of course! The modernist notion that the world needs to be perfect is something that is so fundamental to how architects think about design, yet so potentially problematic in its actual application. Matta-Clark said very directly that “the availability of leftover and unplanned space is one of the primary critiques of progress through modernization.”

[Image: From “Meatropolis” by Nicholas de Monchaux].

BLDGBLOG: One other aspect of your work that I want to touch on briefly is an essay of yours called “Meatropolis,” on food and the city—in particular, on meat and Manhattan. I’d love to hear more about your research into how urban form can be seen as a graph of shifting consumption practices.

de Monchaux: Many people have looked at the history of the city and meat, of course, but that paper was my attempt to see how and whether there was any further truth behind the formal resonance. In the case of my essay, I showed the butcher diagram of a cow and a map of all the neighborhoods of Manhattan—and they do look fairly similar—but the essay tries to examine whether there’s anything more to that superficial similarity.

And, in my mind, there actually is. In both cases, you have complex tissue reduced to a simplified diagram for the sake of its consumption. But we confuse the butchering diagram with the cow, and the neighborhood diagram with the city, at our peril. That’s a highly consumptive and highly simplistic lens—the lens of neighborhoods, the lens of cuts of meat.

Robert Moses once said that, in order to make the city work, you have to cut through it with a meat axe—but it turns out the city has a whole complex set of tissues and connections that are, in Jane Jacobs’s words, inherently irreducible to diagrams. They are, in her words, as slippery as an eel—to use another food metaphor.

I think that, between those two, you have a really interesting space. One of the other historical connections that turned up in my own work is between the early writing of Jane Jacobs, in the case of Death and Life of Great American Cities, and the early research done in the 1950s and 60s on complexity and emergence under the aegis of the Rockefeller Foundation. The Rockefeller Foundation not only funded Jacobs’s work to the tune of about $5,000 in 1962, which was a lot of money back then, but also gave her office space with the then-president of the Rockefeller Foundation, Warren Weaver. Weaver was a seminal founding figure of complexity science, and was, in fact, the first to coin the phrase “the science of organized complexity”—this notion that our attempts at measurement both freeze and oversimplify something fundamental to natural systems at every scale, from our own body to the city, upward to the ecology of the planet as a whole.

Interestingly, just to bring it full-circle, when I gave my spacesuit lecture at the Santa Fe Institute in 2003, the notion that the city itself should essentially be seen as a complex system was something that people took for granted, but it didn’t have a lot to do with the work that was going on there in complex systems and emergence.

Since that time, however, in the last couple of years, I’ve been engaged with the work of two scientists at the Institute—Geoffrey West and Luis Bettencourt—who have gone a long way in showing that, not only should cities be viewed through the analogical lens of complex natural systems, but, in fact, some of the mathematics—in particular, to do with scaling laws, the consumption of resources, and the production of innovation by cities—proves itself far more susceptible to analyses that have come out of biology than, say, conventional economics.

And at the same time, current work in more conventional biology—for example, with the internal biome and ecology of our bodies, where bacterial cells outnumber our own cells by 10 to 1—uses economic and statistical techniques developed to understand cities.

So, without falling too far into sensationalism, we’re getting really interesting indications that intuitions by anyone flying in an airplane at night—that cities look like amoebae or giant life forms—might be a lot closer to the truth than we’ve ever had a chance to understand before, both in the sense that they have their own kind of biology and that organisms are turning out to have their own kind of urbane, material economy.

[Images: From Spacesuit: Fashioning Apollo by Nicholas de Monchaux].

BLDGBLOG: Even the design tools and software packages that we use often have surprising and unexpected connections across disciplines, from urban mapping to missile guidance and from cancer research to special effects. Software archaeology becomes really interesting, in this context—looking at the shared codes and subroutines of otherwise very different software programs. For instance, Auto-Tune, which is now used on basically every pop record, was actually designed as a seismic-analysis tool for Exxon, to find underground oil deposits. My point is that many, seemingly unrelated disciplines can actually have a lively and engaged conversation together simply on the level of shared research tools.

de Monchaux: Yes. For instance, it’s become fashionable—probably rightly so—to talk about the formal and analogical links between the technological systems and media by which we design today and the midcentury systems of the military-industrial complex. But I didn’t fully realize, for instance, how much of the CAD system that I’m sitting in front of right now here at Autodesk, or the GIS technologies that I make use of in the office, come out of very direct historical and material connections.

For instance, not only is the GIS software that I used to make “Local Codelike the software that was developed to target defensive nuclear missiles; it, in many ways, is that system. It shares code with it; it shares conceptual and algorithmic approaches with it, including the projection of cartographic information onto screens in an interactive way.

As designers, we stand much more shoulder-to-shoulder with the missile-men and systems engineers of midcentury than we might even feel comfortable with, in terms of the tools that we’re increasingly using to shape the physical world.

An awareness of the true nature of those tools is essential, I think, for us to unlock their actual, potentially liberating possibilities; knowing their origins, you can be much more strategic in your relationship to that history, and use these tools not as they were intended to be used—or even directly as they weren’t intended to be used—but from more oblique perspectives, more uncanny angles of incidence. It’s in this territory, I think, that much more essential and interesting architectural research needs to be done.

• • •

[Image: From Spacesuit: Fashioning Apollo by Nicholas de Monchaux].

Thanks again to Nicholas de Monchaux for having this conversation! For more, pick up a copy of his book, about which you can read more at its website, Fashioning Apollo.

Drift Deck

[Image: From the Drift Deck by Julian Bleecker and Dawn Lozzi].

The Drift Deck, produced in 2008 by Julian Bleecker and Dawn Lozzi, is “an algorithmic puzzle game used to navigate city streets,” offering “instructions that guide you as you drift about the city.”

Each card contains an object or situation, followed by a simple action. For example, a situation might be—you see a fire hydrant, or you come across a pigeon lady. The action is meant to be performed when the object is seen, or when you come across the described situation. For example—take a photograph, or make the next right turn.

The deck has a tendency to sound a bit like a human behavior manual for urban residents suffering from Asperger Syndrome—”Uh Oh…” one card reads, “An awkward moment. Pause and take a photograph,” as if talking to Rain Man, or “Ugliness,” another card says, “Avoid it noticeably, gesturing and registering disgust,” as if the city would be more interesting if only we could be as flamboyant as RuPaul—rather than serving as a genuinely diagonal guide to the city.

But I love the Drift Deck‘s premise, combining as it does the Oblique Strategies of Brian Eno with the chance operations of John Cage, by way of Situationism and perhaps even the “let the dice decide” tactics of Luke Rhinehart.

[Image: From the Drift Deck by Julian Bleecker and Dawn Lozzi].

A non-sentimental Drift Deck, intended not as a way to emotionally enrich the urban experience but simply to densify the number of personal actions taken during a given span of time, would be an interesting thing to develop and explore. Basic, analog instructions (turn left, enter that shop, buy something, slow down) would, in the end, I’d suggest, generate at least as many random encounters.

This could also quite easily be turned into a mobile app: tap the screen at every intersection (or every hour on the hour) and random navigational options are generated. Combine this with Foursquare (“the mayor of turning-left at 44th Street”), Twitter, etc., and you could leave automatically generated traces of unique drifted paths for others to see. Repeatable experiments of random acts through the city.

There’s still the key question, though, of how to realize this without falling back onto a kind of Instabuddhism™, exhorting participants to appreciate their everyday lives with greater intensity. After all, the results could just as easily be disorienting and sharply alien—deliberately so—not instilled with a New Age sense of rejuvenated authenticity. Perhaps petty crimes could even be thrown in for good measure…

The Inevitability Of Prophecy Among Models Of New York

[Image: From Prototype, courtesy of Activision].

[Note: This is a guest post by Jim Rossignol].

The parallels and disparities between videogames and movies are endlessly debated, but there’s one certainty: they both return, routinely, to the architecture of New York City. The most frequently filmed city in the world is also the most frequently modeled.

The canyons of New York are as useful for game designers as they are for film directors. If the decision is arbitrary, then New York represents a kind of go-to alpha city: the logical choice if you need a city at all. For film directors it’s a grand and familiar backdrop, and the same bold geometry is relatively straightforward for game technologies to render. The grid-like topology, an added bonus, is easy for gamers to understand and navigate, too.

Models of the city exist, at many different levels of fidelity, for many different gaming scenarios. From the crude polygonal outlines of early iterations of Microsoft Flight Sim, to the normal-mapped biomorphic horrors of last year’s ultraviolent brawler, Prototype, Manhattan’s skyline and the districts beyond are etched into virtuality, over and over. These models exist on countless DVDs and hard-discs across the world, in ten of thousands of memory-states within the architecture of game consoles and PCs that are modeling the city right now, in real time. It might be impossible to say how many different (or identical) instances of New York are stored, digitally, within the city itself. It seems likely that a model of New York sits just an arm-length away from every Xbox-inhabited TV stand in the greater metropolitan area.

[Image: From True Crime: New York City, courtesy of Activision].

There have been dozens of instances of New York remade for the escape-hatch sub-realities of gaming in studios around the world. In just the past decade we could name Alone In The Dark, True Crime, The Hulk, World In Conflict, Forza 2, Project Gotham, 50 Cent, Max Payne 1 & 2, Gran Turismo 3, and Def Jam Vendetta. This number spills into scores more across the previous decades, and it’s a figure which becomes hazier still when mods, expansions, analogues, and cancelled or lost projects are counted in the mix.

[Image: From Max Payne, courtesy of Rockstar Games].

This reliance on New York isn’t simply about providing a visually interesting backdrop, of course, because it has also provided some of the strongest connections to character. When the noir ultraviolence of Max Payne was moved to Sao Paulo for Max Payne 3, there was uproar. If you took Max out of the tenements of New York, was he really Max at all? What was the New York cop without his delirious nightmare of New York’s criminal innards? Similarly, when it was announced that Crysis 2 would be moving from its technologically impressive jungle-island home to the exploding streets of Manhattan, no one really thought to comment. Of course it would be set in New York. Indeed, if they really wanted to see/destroy it all, where else would the aliens want to go next?

[Image: From Crysis 2, courtesy of Electronic Arts].

Crysis 2‘s ash-hazed avenues are impeccably damaged, while surly pedestrians in any sandbox city are happy to pick a fight if you don’t look where you’re going. These models new look increasingly like New York City, and more often behave like it, too. As the complexity of games increases, it seems that we are speeding towards a completionist model of the city—one that whirs and hums and yells like the real thing. As the models made by game studios march toward reality, they march towards Manhattan.

Yet realism is not a goal that games should really be striving for. Leave that to the CAD programs and the satellite maps. Instead games should explore the aspects of Manhattan that make less sense, like its dreams, or the models of the city that represent it not as it is, but as we are able to explore it, thanks to the mutational potentials of digital simulation. Examine those aspects of the city and perhaps the issue becomes less about New York as a fabulous piece of set design, and more about New York as a vital raw material for the business of fantasy.

This is a relationship that has moved on from simply being a straightforward practical connection to something that is embroiled in deeper meaning. New York city has become gaming’s ideal and idealized urban environment, and it has done so by becoming refictionalized and reimagined. The finest example of a city yet given to gaming, that of Grand Theft Auto IV, isn’t really New York at all, and yet it is more like New York than ever before. It’s the essence of New York—a distillation that is only possible thanks to the unique way in which games are able to make the figurative and the abstract resonate with us even more profoundly than the infinite detail of the everyday.

[Image: From Grand Theft Auto IV, courtesy of Rockstar Games].

It’s worth noting that the superficial New Yorkness of other, real cities often counts in their favor when it comes to making movies. At the end of American Psycho, for instance, Toronto’s TD Centre convincingly stands in for the fictional Patrick Bateman’s office in the real-world Seagram Building—both buildings by Mies van der Rohe, but the latter is in Manhattan. The TD Centre thus becomes an architectural stunt double—or perhaps a sinewy body double helping the real New York look good. Not only that, but Pinewood Toronto Studios recently announced that they will be investing further in their home city to create lived-in, urban areas that look like residences in New York, Chicago and London—real districts of a city that are permanently and deliberately cast as a “living movie set.”

[Image: From Deus Ex, courtesy of Eidos Interactive].

Where games are concerned, New York, and the modeling thereof, is a primary conduit for things that cannot happen, or things that need to happen over and over in a slightly different way each time. Not just a conveniently located backdrop, but a thing that can be toyed with digitally, again and again, first by the game developers and then by the gamers themselves. Occasionally, even, the simulations might accidentally model things that have yet to happen. Conspiratorial cyber-fantasy Deus Ex was awash with its own ideas about the sinister possibilities of our politico-military techno-future, but what was the meaning behind the twin towers missing from its future skyline? A year before the towers were destroyed? The silent bells of paranoia began to ring.

In truth the skyline had been cheaply mirrored to reduce the game’s memory footprint, and the Twin Towers portion had simply been left out to make the game run more smoothly. It was nothing more than a technical conceit of the kind games are riddled with, one of the limiting factors of memory or processing that makes the computerized cities so much less than their real counterparts. But it was also a manifestation of something that became inevitable as New York was modeled over and over—as speculation mingled with outright fantasy—the inevitability that games could become a form of architectural prophecy.

• • •

Jim Rossignol is a games critic, blogger, occasional guest writer on BLDGBLOG, and author of the excellent This Gaming Life: Travels in Three Cities, published by the University of Michigan Press. He is @jimrossignol on Twitter.

Drylands Design

If I could go back in time, there are two things I would have prioritized this autumn, had I known about them earlier: 1) I would have stopped by the Out of Water: Innovative Technologies in Arid Climates exhibition, curated by Liat Margolis and Aziza Chouani, at the Arid Lands Institute of Woodbury University, and 2) I would have attended more of the accompanying lecture series. The whole thing sounds amazing.

Here’s a description of the lecture series:

Excavating Innovation: The History and Future of Drylands Design examines the role of water engineering in shaping public space and city form, by using arid and semi-arid sites in India, the Middle East, the Mediterranean, and the New World to explore how dryland water systems throughout history have formed and been formed by ritual, hygiene, gender, technology, governance, markets, and, perhaps above all, power.

The series “brings together historians, urbanists, and contemporary designers to selectively excavate global historical case studies and reveal relevance to contemporary design practice.”

The specific lectures sound almost too good to be true, including a forthcoming talk this Thursday, November 18, about the stepwells of India—fantastically gorgeous native hydrological structures I’ve returned to again and again in my own off-blog reading and research.

[Image: Stepwell at Chand Baori, courtesy of Wikipedia].

The series continues into 2011 with a lecture by Nan Ellin called “Canalscape: Ancient and Contemporary Infrastructures of Phoenix” (January 27) and one by Vinayak Bharne called “Indigenous Infrastructure and the Urban Water Crisis: Perspectives from Asia” (February 10).

Anyone interested in the idea of “drylands design” or arid-climate technologies should strongly consider picking up a copy of Fred Pearce’s excellent book When the Rivers Run Dry: Water, The Defining Crisis of the Twenty-first Century. In it, Pearce presents a huge variety of vernacular water-harvesting and storage architectures, from Chinese domestic cisterns and dew ponds in the English South Downs to fog-catching nets in Pacific South America. Two other quick suggestions, if you want to extend your reading, include Marc Reisner’s classic Cadillac Desert: The American West and Its Disappearing Water—an immensely interesting but often historically over-detailed book—and James Powell’s Dead Pool: Lake Powell, Global Warming, and the Future of Water in the West. The latter title I favorably reviewed a while back for the The Wilson Quarterly.

In fact, if you’re really into this stuff, another article I frequently recommend here is something published in the Chicago Reader back in 2006: “They need it, we waste it,” a provocative look at the future interstate politics of freshwater, projecting a time when cities like Phoenix, Las Vegas, and even L.A. might come, buckets in hand, begging for clean water from the Great Lakes. What impending hydro-political rearrangement of North America might we then see take shape?

(Follow the Arid Land Institute on Twitter. Earlier on BLDGBLOG: N.A.W.A.P.A.).

Vent Stack

[Image: The Holland Tunnel Land Ventilation Building, courtesy of Wikipedia].

As described in this PDF, Holland Tunnel has four ventilation structures:

The four ventilation buildings (two in New Jersey and two in New York) house a total of 84 fans, of which 42 are blower units, and 42 are exhaust units. They are capable, at full speed, of completely changing the tunnel air every 90 seconds.

David Gissen briefly explores the architecture of NYC tunnel vents in his book Subnature, opening a window onto the architecture of subterranean weather generation, where unseen machines suck whole atmospheres from the depths of the city. Perhaps we’ll even read someday that New York’s ongoing rash of tornadoes includes a few rogue climate systems belched forth from these vent stacks on the autumnal banks of the Hudson (or perhaps not).

An Invisible Empire of Sidewalks and Gutterspace

[Image: The Viele Map].

Because of a talk I’ll be giving tonight at the USC School of Architecture with Nicola Twilley of Edible Geography, I found myself re-reading an old post here about fishing in the basements of Manhattan.

[Image: The Viele Map].

Manhattan being an island once thoroughly criss-crossed by ponds and streams, almost all of which have been sealed in concrete and turned into sewers, this somewhat hallucinatory theory goes that some of those streams might still be accessible: just smash down through your building’s basement floor, uncover the island’s lost hydrology of well-braided rivers and streams, and an angling paradise will be accessible at your feet.

[Image: The Viele Map via Kottke.org].

But what really caught my eye, and what I’m actually posting about here, is a “gutterspace” reclamation project inaugurated by a man named Jack Gasnick, something I rediscovered today after following a link at the end of that post, which leads to the long-defunct blog Urbablurb by Giles Anthony.

[Image: From Gordon Matta-Clark’s Fake Estates, via Free Association Design].

This is how Anthony describes Gasnick’s project:

In the early 1970s—unbelievably, given how influential Gordon Matta-Clark has become in the last few years—Gasnick began buying and collecting “gutterspace,” or small slivers of land left over from zoning or surveying errors. He said that after a little while he couldn’t stop: “It’s like collecting stamps; once you’ve got the fever, you’ve got the fever.”

Accordingly, Gasnick “bought a slice in Corona just behind Louis Armstrong’s house,” Urbablurb continues, “a piece near Jamaica Bay where he once filled a pail with sea-horses, and yet another adjacent to the Fresh Kills landfill where he claims an abandoned sea Captain’s house still stood.” Gasnick then cultivated small patches of parkland and wilderness within those areas—a micro-wilding of the metropolis, one site at a time: “On the weekends, he would sometimes drive out to the tiny parcels and help the milkweed and laurel grow, tend to the turtles, and sit down for a picnic. ‘This jump of mine from flower pot to apple tree bears witness to the fact that it doesn’t cost much for an apartment-living guy to get a share of the good environment,’ he wrote in 1974. To be exact, it cost between $50 and $250. But the taxes he had to pay were enough of a hassle that he gave away (or otherwise lost track of) all the pieces by 1977.”

He “lost track” of them—the mind reels at the possibility that there is still a distributed Jack Gasnick estate somewhere, peppering the streets and gutters of New York City.

As Anthony suggests, this all has an uncanny parallel in Gordon Matta-Clark’s Fake Estates project. From Cabinet magazine:

In the early 1970s, Matta-Clark discovered that the City of New York periodically auctioned off “gutterspace”—unusably small slivers of land sliced from the city grid through anomalies in surveying, zoning, and public-works expansion. He purchased fifteen of these lots, fourteen in Queens and one in Staten Island. Over the next years, he collected the maps, deeds, and other bureaucratic documentation attached to the slivers; photographed, spoke, and wrote about them; and considered using them as sites for his unique brand of “anarchitectural” intervention into urban space.

So who is Jack Gasnick, that minor New Yorker who once “bought strange-shaped lots in every borough,” as the New York Times reported back in 1994, when Gasnick was still alive and 74 years old, and who once claimed to fish in the basements of Manhattan? Who knows.

(The BLDGBLOG/Edible Geography presentation tonight at USC is at 6pm in Harris Hall; it’s free and open to the public. We’ll be talking about buried rivers, artificial glaciers, and quarantine, among other shared topics of interest).

The Reforestation of the Thames Estuary

[Image: “The Dormant Workshop” by Tom Noonan, courtesy of the architect].

While studying at the Bartlett School of Architecture in London, recent graduate Tom Noonan produced a series of variably-sized hand-drawings to illustrate a fictional reforestation of the Thames estuary.

[Image: “Log Harvest 2041” by Tom Noonan, courtesy of the architect].

Stewarding, but also openly capitalizing on, this return of woodsy nature is the John Evelyn Institute of Arboreal Science, an imaginary trade organization (of which we will read more, below).

[Image: “Reforestation of the Thames Estuary” by Tom Noonan, courtesy of the architect].

The urban scenario thus outlined—imagining a “future timber and plantation industry” stretching “throughout London, and beyond”—is like something out of Roger Deakin’s extraordinary book Wildwood: A Journey Through Trees (previously described here) or even After London by Richard Jeffreys.

In that latter book, Jeffreys describes a thoroughly post-human London, as the ruined city is reconquered by forests, mudflats, aquatic grasses, and wild animals: “From an elevation, therefore,” Jeffreys writes, “there was nothing visible but endless forest and marsh. On the level ground and plains the view was limited to a short distance, because of the thickets and the saplings which had now become young trees… By degrees the trees of the vale seemed as it were to invade and march up the hills, and, as we see in our time, in many places the downs are hidden altogether with a stunted kind of forest.”

Noonan, in a clearly more domesticated sense—and it would have been interesting to see a more ambitious reforestation of all of southeast England in these images—has illustrated an economically useful version of Jeffreys’s eco-prophetic tale.

[Image: “Lecture Preparations” by Tom Noonan, courtesy of the architect].

From Noonan’s own project description:

The reforestation of the Thames Estuary sees the transformation of a city and its environment, in a future where timber is to become the City’s main building resource. Forests and plantations established around the Thames Estuary provide the source for the world’s only truly renewable building material. The river Thames once again becomes a working river, transporting timber throughout the city.

It is within these economic circumstances that the John Evelyn Institute of Arboreal Science can establish itself, Noonan suggests:

The John Evelyn Institute of Arboreal Scienc eat Deptford is the hub of this new industry. It is a centre for the development and promotion of the use of timber in the construction of London’s future architecture. Its primary aim is to reintroduce wood as a prominent material in construction. Through research, exploration and experimentation the Institute attempts to raise the visibility of wood for architects, engineers, the rest of the construction industry and public alike. Alongside programmes of education and learning, the landscape of the Institute houses the infrastructure required for the timber industry.

They are similar to an organization like a cross between TRADA and the Wooodland Trust, say.

[Image: “Urban Nature” by Tom Noonan, courtesy of the architect].

And the Institute requires, of course, its own architectural HQ.

[Image: “Timber Craft Workshop” by Tom Noonan, courtesy of the architect].

Noonan provides that, as well. He describes the Institute as “a landscape connecting Deptford with the river,” not quite a building at all. It is an “architecture that does not conform to the urban timeframe. Rather, its form and occupation is dependent on the cycles of nature.”

The architecture is created slowly—its first years devoid of great activity, as plantations mature. The undercroft of the landscape is used for education and administration. The landscape above becomes an extension of the river bank, returning the privatised spaces of the Thames to the public realm. Gaps and cuts into the landscape offer glimpses into the monumental storage halls and workshops below, which eagerly anticipate the first log harvest. 2041 sees the arrival of the first harvest. The landscape and river burst in a flurry of theatrical activity, reminiscent of centuries before. As the plantations grow and spread, new architectures, infrastructures and environments arise throughout London and the banks of the Thames, and beyond.

The drawings are extraordinary, and worth exploring in more detail, and—while Noonan’s vision of London transformed into a working forest plantation would have benefitted from some additional documentation, such as maps*—it is a delirious one.

[Image: “Thames Revival” by Tom Noonan, courtesy of the architect].

Considering the ongoing overdose of urban agriculture imagery passing through the architecture world these days, it is refreshing simply to see someone hit a slightly different note: to explore urban forestry in an aesthetically powerful way and to envision a world in which the future structural promise of cultivated plantlife comes to shape the city.

*I wrote this without realizing that the package of images sent to me did not include the entire project—which comes complete with maps.

An Ancient Comedy of Urban Errors

[Image: From Andrejs Rauchut’s thesis project at the Cooper Union].

For his final thesis project this year at the Cooper Union in New York City, student Andrejs Rauchut diagrammed and modeled “a constellation of architectural set pieces” meant for “a day-long performance of The Comedy of Errors” by William Shakespeare. Rauchut’s project presentation included an absolutely massive, wood-bound book: it started off as a flat chest or cabinet, before opening up as its own display table.

[Images: From Andrejs Rauchut’s thesis project at the Cooper Union].

The diagrams therein are extraordinary: they map character movement not only through the ancient city of Ephesus, where Shakespeare’s play is set, but through the “constellation” of set pieces that Rauchut himself later designed.

[Image: From Andrejs Rauchut’s thesis project at the Cooper Union; view larger!].

As Rauchut describes it, The Comedy of Errors “follows a single day in the life of the port city of Ephesus through the eyes of its commuting citizens, from the high perch of the duke to the city’s prostitutes.” This has interesting spatial implications:

The shrewdest and most elaborate part of the play is its circuitous, knotted plot. The city starts to fold in on itself when a merchant named Antipholus arrives in Ephesus unaware that his long-lost twin brother now lives in Ephesus. The local citizenry misidentify the brothers as each Antipholus is shuffled in and out of scene. A complex strand of chaos breaks out throughout the city that climaxes with one of the brothers attempting to publicly murder his wife out of shear frustration. While the play investigates how the circulation patterns in a city can be hijacked to create chaos, it also demonstrates how, through the art of gathering, peace can be obtained via discussion and the exchange of information. We see this in the last act when all the characters gather and finally make sense of the day’s events.

Urban design becomes public dramaturgy.

[Image: From Andrejs Rauchut’s thesis project at the Cooper Union].

The bulk of Rauchut’s work went into producing a series of timelines and graphic depictions of character movement in Shakespeare’s play.

[Image: From Andrejs Rauchut’s thesis project at the Cooper Union].

In the massive image seen above, for instance, “Each box represents the time and space of an act and the crossing of a box by a line signals a character’s entrance onto the stage. One can see that it is in the final act, when nearly all the lines collectively intersect the last rectangle, and all the characters are on stage, that they can finally straighten out the events of their collective day. Up to this point, as the timeline demonstrates, the characters have been weaving in and out of contact with one another, multiplying the fragmented misinformation that spreads throughout the city.”

[Images: From Andrejs Rauchut’s thesis project at the Cooper Union].

He then went on to experiment with overlaying these character paths onto Staten Island, part of the New York City archipelago, as if trying to draw an analogy between the seafaring, splintered island geography of the ancient Mediterranean—with its attendant heroes and unacknowledged gods—and the contemporary commuter landscape of greater New York.

This transposition of Shakespeare’s characters’ movements onto Staten Island, Rauchut explains, became “the backbone for the design of a series of architectural set pieces inserted into the suburban fabric of Staten Island. At each of the points where characters interact, an architectural set is built.”

[Image: From Andrejs Rauchut’s thesis project at the Cooper Union].

Ultimately, the project aimed for the indirect choreographing of a public, urban event—it was to be a “guerilla instigator of public space,” as Rauchut describes it:

The final design is a constellation of architectural set pieces that would be used for a day-long performance of The Comedy of Errors. Actors would travel along their scripted routes through the city dressed in plain-clothes crossing paths and delivering lines. The audience would consist of interested citizens, gathering, following, growing, leaving, and occasionally returning as they continue through their daily routines.

“After the play is over,” he concludes, “the architecture would remain and would be used by the locals of Staten Island”—the remnants of a play incorporated into everyday urbanism.

To be honest, I’m not a huge fan of that sort of participatory street theater, but the spatial ideas underlying Rauchut’s project—that is, the precipitation of architectural forms from the public passing of an unannounced literary event—is certainly thought-provoking and could have some pretty awesome effects applied elsewhere, with different texts. Books become clouds, raining events and built forms onto the city.

(Thanks to Hayley Eber for inviting me to see Andrejs Rauchut’s project at midterm last spring! Of possible earlier interest: Bloomsday).

The Permission We Already Have

[Image: Courtesy of David Knight and Finn Williams].

David Knight and Finn Williams have been investigating what they call “minor development” in the field of architecture and urban planning for several years now, and their discoveries are absolutely fascinating. Last year they published a book called SUB-PLAN: A Guide to Permitted Development, exploring the world of building extensions, temporary structures, outdoor spaces, and other minor acts of home construction that fly beneath the radar of official town planning.

“How far does planning control what we build? And what can we build without planning?” the authors ask. “SUB-PLAN explores the legal possibilities of building outside the limits of legislation.”

The UK planning system has been swamped by minor applications for household extensions and outbuildings that cause a backlog of bureaucracy and dominate the limited resources of local planning authorities. On 1 October 2008 the government introduced changes to the General Permitted Development Order 2 to reduce the number of minor applications by expanding the definition of what can be built without planning permission.

But, they add, “are the implications of minor development more significant than planners imagine?”

[Images: Courtesy of David Knight and Finn Williams].

Knight and Williams will be participating in a public conversation next week in London, sponsored by the Architecture Foundation; called Permitted Development: The Planning Permission We Already Have, it will be an example of what we might call legislative forensics, looking into the law books—and the urban planning guidelines—to see what architectural possibilities already exist in the present day for residents to explore.

In that previous sentence, I almost wrote “for residents and homeowners to explore”—but I wonder if you really need to be a homeowner to take advantage of these unpublicized zones of building permission? Is simply being a citizen enough, or must you own property to participate in the realm of minor architecture? Or is there even an unacknowledged world of building practices legally open to construction by non-citizens—by people who, legally speaking, reside nowhere?

In the intersection between architecture and permission, what spaces are possible and who has the right to realize them? What are the possibilities for architectural insurrection—or, at the very least, aesthetic experimentation?

[Image: An awesome glimpse of “the permission we already have,” courtesy of SUB-PLAN by David Knight and Finn Williams; view larger].

In Sweden, for instance, there is a type of small garden shed known as the friggebod, named after Birgit Friggebo, Sweden’s former housing minister. “The term is a wordplay based on the common term bod: (tool) shed; shack,” Wiktionary explains. “The friggebod reform implied that anyone could build a shed of maximum 10 square meters on their premises without obtaining a construction permit from the municipality. In Sweden, the reform became a widely popular symbol of liberalization. From the onset of 2008, the area was increased to 15 square meters.”

These autonomous planning zones, so to speak, open up architectural production to non-architects in a possibly quite radical way. So how do we take advantage of them?

[Images: Another mind-bending example of “the permission we already have,” courtesy of SUB-PLAN by David Knight and Finn Williams].

Next week’s event in London bills itself as follows:

Though apparently at the humble end of the planning system, recent changes to Permitted Development rights are a treasure trove of architectural potential. The new breed of lean-tos, loft conversions, sheds and summerhouses they allow could have far-reaching and surprising consequences for UK towns and countryside. Finn Williams and David Knight will present recent projects which explore and exploit Permitted Development rules.

I’d love to hear how this goes, in case anyone there can report back. To be honest, I think this type of research is both jaw-dropping and urgently needed elsewhere. What unknown architectural permissions exist for the residents of Manhattan, LA, Beijing, São Paulo…?

What future DIY architectures have yet to arise around us—and when will we set about constructing them?