Showing posts with label articulation. Show all posts
Showing posts with label articulation. Show all posts

Thursday, January 29, 2015

...still ambiguous?


Before I continue designing, I wanted to re-examine previous ideas on gaming, digital, play, and social interactions - to define an unambiguous problem and position...

Problem:

With rise of the Internet and ubiquitous technologies, videogames are gaining popularity with people of all ages today. Sociological and psychological explanations of this shift suggests that there are issues in reality where only virtual worlds can satisfy, and thus, a need to escape reality. It suggests a broken reality where the physical world is unsatisfying (McGonigal, 2011). This is a very dystopian view on the need for games. As children, we are encouraged to play. We explore, investigate, and learn through play and imagination. However, this curiosity and imagination is lost as we grow older. Maybe we as humans simply crave play and our physical world doesn’t provide it. As an object of the physical world which accommodates all human activity, contemporary architecture fails in addressing the basic human needs for play and engagement.  

Contemporary social spaces are often large spaces open to manipulation and definition by the end user. The architect is relieved of his/her role as a designer of space, allowing flexible spaces to transform on their own based on various programmatic needs. Architecture becomes a homogenous empty playground with completely flexible, modular interiors (E.g. Convention Centres, Community Centre, Multi-purpose spaces, public spaces). Although flexible spaces has its advantages, Architecture should not be a bystander to its internal activities.

Position:

Thus, instead of designing for flexibility, Architecture should be a ludic activity or facilitate ludic activities for play using social dynamics and culture of gaming to satisfy the human needs of play and engagement.

Strategies are determined by notions of gaming and play:

The design of architecture should:

1. Provide physically and visually engaging productive spaces - using architectural form to facilitate play and games (user-architecture interaction)

2. Create social spaces - using play and games as a means of ludic collaboration and social interactions (user-user interaction) - promote socialization 

3. Operate in open-ended experience space - provide non-linear experiences through navigation, exploration, and adventure - promote curiosity (self-driven)

Ludic - spontaneous and undirected playfulness 

Play is harder to define, because it is subjective and relative... but... some define it as an activity that is fun, voluntary, intrinsically motivated, incorporating free choices/free will, offers escape, and is fundamentally exciting (Smith, 2009). These actions can be: competitive, socially bonding, skill-training, or simply for fun (no reason other than for enjoyment).

Game is then simply defined as "constructed play scenarios" - applying some rules that manage play and define play spaces. Games are action-based - so engagement is defined by a user action (active engagement over passive engagement)

As an opposition to completely flexible open space, "rules" define the game of architecture where programmed spaces are fixed entities and movement from one space to another becomes the goal of the game. Transition spaces become opportunities for play. 


Tuesday, January 27, 2015

Ornamental Interventions


I admit I've been struggling (and having a cold has not helped).  I was perhaps a bit too focused on examining contemporary ornament.  A look at more traditional forms of ornament has re-stimulated my interest in the subject.  These are the details that enrich architectural design in their physical form but also symbolic meaning.

What went wrong:

The demise of architectural ornament was its overuse.  As ornament became a commodity, it lost its value.  Its worth was overlooked.  At the same time, the rise of the industrial revolution reduced the architect’s palette to a catalogue of materials.  While contemporary architecture addresses mass customization over production, today’s efforts to reintroduce ornament into architectural design have yet to understand the restraint required for it to resonate with the user.  Sprawling ornament simply becomes white noise. 

What to do:

Beyond visual delight, ornament ought to be used selectively and provide identity, utility and articulation of the building.  By achieving this tripartite combination as well as limiting its pervasiveness, architectural ornament can reclaim its potency.  What comes to mind is an ornamental acupuncture.

Strategies working towards Ornament:

Identity
- create a holistic environment
- provide a unique character
- reflect specific place and context

Utility
- merge ornament with function
- identify possible interconnections between them
- add a didactic dimension

Articulation
- choice in material
- the technology used (craft)
- placement