Sensemaking

In attempting to understand the interactions between formal and informal communities, Cynthia Kurtz and Dave Snowden’s sense-making model the Cynefin framework challenges three key assumptions currently held within organizational theory: 1) ‘Order’ – that human interactions and markets possess fundamental cause and effect relationships; 2) ‘Rational choice’ – that rational decision making based on minimizing pain or maximizing pleasure (Skinner’s ‘operant conditioning’) can be manipulated through education and thus determine possible outcomes; and 3) ‘Intent’ – that individuals or communities acquiring capabilities show an intention to use that capability. While the above assumptions may be true in some cases, Snowden’s sense-making approach contends they are not true universally, despite the fact that the methods commonly used assume that they are. Data is frequently skewed by the fact that people not only have multiple identities of which they are often blind, but they do not follow rules or act on local patterns.

Snowden, D., & Kurtz, C. F. (2003). The new dynamics of strategy: Sense-Making in a complex and complicated world. IBM Systems Journal, 42(3), 35-45.

Digital Human Modeling

A biased history of CAAD


In A biased history of CAAD¹ Alexander Koutamanis traces a bibliographic history of CAAD, positing that it emerges from two distinct ambitions: 1) a bottom-up technology-driven evolution of architectural computer graphics; and 2) a top-down domain of theory-minded design automation; including a subcategory of the previous two emphasizing computerization of analysis and evaluation. Results of the analysis are summarized in the above timeline, indicating parallel approaches during the broad adoption of CAAD in the 1980s, and a diversification during the democratic and populist 1990s, ranging from support, computational theory and collaborative projects with other specialisms. Algorithmic Architecture² by Kostas Terzidis shares a similar point that architectural computing is framed by two conditions: 1) bottom-up design realized through abstracted high level programming, i.e. computerization processes already conceptualized in the designer’s mind which are entered, manipulated or stored on a computer; and 2) top-down design realized through little or lower level programming, i.e. computation processes which apply scripting languages available in 3D packages like Maya Embedded Language (MEL), 3dMaxScript and FormZ 4.0.  While valid arguments can be made for all architects to have a broader understanding of computation in general, I would argue that the algorithmic approach is merely a shift towards an extreme formalist grammar. In fact on closer inspection, much of the recent work conceived using such methods has a recognizably visual bias of surface over space. In contrast to web and product design which seems more concerned with how things feel rather than look, architectural theory on the other hand remains trapped in a formalist cul-de-sac, conditioned by an increasingly formulaic geometricism. While I would agree with Terzidis that CAAD’s graphical interface incurs significant constraints on ideation (a view many design educators would share) a paradigm shift is unlikely unless a radical new way of interfacing with computer graphics is developed. Until this happens, computational architecture will remain largely faithful to its formalist roots.

1. Koutamanis, A. (2005). A biased history of CAAD. In Digital Design: The Quest for New Paradigms, 23nd eCAADe Conference Proceedings, Lisbon, September

2. Terzidis, K. (2006). Algorithmic architecture. Architectural Press

Beyond Parametricism


In Collapsing the Tetradhedron theorist Jules Moloney reminds us that advances in design media have both enabled and constrained the historical evolution of architecture, as seen in Robin Evans’ tetradic process – ‘Projection and its analogues’, rendering explicit divisions between the four nodes of orthographic projection, perspective, observer and designed object – what Evans coins ‘design is action at a distance’. Responding to advances in digital media, Moloney revises Evans stating that the implementation of emergent form, immersive editing and computer aided construction allow the nodes of ‘Projection and its analogues’ to dissolve, thus blurring divisions between designer, digital model and realized project. Moloney’s reworking of Evans reveals that ‘by designing with(in) digital machines, the architect in effect works directly with the final object as opposed to “action at a distance” via drawing.’ Responding to the democratizing shift from design specialist to creative surplus, Munro’s SCAPE model (above) challenges Evans and Moloney by presenting a co-creative framework which delivers structural, cognitive, aesthetic, physical and emotional transformations between elicitor (designer) and aspirant (user).

Mapping the affective quality of images using ICS


Emerging from a 1990s inquiry into the effects of emotion on cognitive health, CBU‘s Philip Barnard and John Teasdale constructed a macro-theory of mental architecture – Interacting Cognitive Subsystems¹ or ICS (above left). Accounting ‘for all the intricacies of human cognition and affect’, ICS is a highly parallel and modular structure comprising of nine interactive systems which have been further distilled into four subsystems – ‘acoustic’, ‘body state’, ‘effectors’ and ‘visual’ (above right).

In a recent series of tests into the affective qualities of images, Nick Halper et al. attempted to clarify the cognitive processing of ‘invariants’ (Gibson’s notion of stable entities) by applying ICS, making distinctions between propositional and implicational meaning – i.e. between semantic (facts about the world) and schematic (ideational and affective) content. In the experiments, participants were required to make rapid aesthetic judgements on selections of either high or low resolution images. While the earlier Fordham experiment similarly showed affective variance between cold and hot media, disseminating the effects via the ICS model potentially offers a more critical approach beyond the purely descriptive (see Gestaltism). For example – as Halper et al. explain, subsystems receive data from multiple sources but only invariants within the incoming representations become coherent. Transformations only function on coherent products and if these are absent, output becomes unusable. Transformation disengages and thus operates either on data most recently copied or from deeper within the experiential record.²

Like Fordham, Halper’s tests confirmed differences between visualization media and how they control meaning and influence judgement. Paradoxically however, while applications of ICS correctly highlight the crossmodal nature of visual perception and learning, the methods chosen to test participant feedback were largely modular (unimodal). Arguably, mapping crossmodal interaction will become an increasingly critical element for future research if such models are to be more sucessfully adopted in practice. As the most recent crossmodal studies remind us:

…visual processing does not appear to take place in a module independently of other sensory processes. It appears to interact vigorously with other sensory modalities in a wide variety of domains.’³

1. Philip Barnard and John Teasdale (1991) Interacting cognitive subsystems: A systematic approach to cognitive affective interaction and change. Cognition and Emotion, 5(1):1 39

2. David Duke, Philip Barnard, Nick Halper, Mara Mellin (2003) Rendering and affect. Computer Graphics Forum, 22 (3), pp. 359-368

3. Ladan Shams & Robyn Kim (2010) Crossmodal influences on visual perception. Physics of Life Reviews Vol. 7, Issue 3, pp. 269-284

Physiological interactions in ludic space


In her recent review of Human Computer Interaction evaluation methods, Regan Mandryk notes that despite the shift from usability analysis to user experience – ‘HCI has been rooted in the cognitive sciences of psychology and human factors, in the applied sciences of engineering and in computer science.’¹ In contrast to performance metrics, Mandryk notes that the measures of success for  entertainment gaming media are more elusive. Thus the current problem is ‘what emotions to measure, and how to measure them.’ Current methods include both subjective and objective techniques (above left) with the most being subjective interviews, focus groups and questionnaires which risk over-generalization. And while observational data (body language, facial expressions etc) provide a potentially rich source of information, the complexities of process and analysis often end in biased outcomes. Similarly, the framing of heuristic evaluations by usability specialists equally result in biased oucomes (see Empathic design).

In response to growth in ludic interfaces, Mandryk addresses the above biases by designing an experiment to map the emotional states of users interacting with ludic space. Using ProComp’s Infiniti hardware and Thought Technologie’s BioGraph software, Mandryk’s team recorded the galvanic (GSR), cardiovascular (EKG) and muscular (EMG) responses of users playing NHL 2003, further supported by a questionnaire ranking experience to the psychometric Likert Scale. To create the affective-based model, GSR, HR and EMG data was modeled in two parts – first, by adding arousal and valence values from the nomalized signals; and second, using these values to generate emotion values for boredom, challenge, excitment, frustration and fun (above right). As Mandryk recognizes, such an approach can be adapted to analyze user experience across a range of interactive platforms, providing a useful metric to counter knowledge deficiencies in the objective-quantitative quadrant:

‘…the emotion of the user can be viewed over an entire experience, revealing the variance within a condition, not just the variance between conditions. This is particularly important for evaluating user experience with entertainment technology, because the success is determined by the process of playing, not the outcome…’

1. Mandryk , R. et al. (2006) Using psychophysiological techniques to measure user experience with entertainment technologies. Behaviour & Information Technology, 25(2), 141–158

Designing for the 4th dimension


‘Chaos, Trends and/or Rhythms Constituting Structures in Time’ by Franz Halberg (2001)

While recent studies by Stanford’s Martin Fischer highlight the benefits of employing 4D modeling in construction (improved communications for planning and production) the most common reasons for lack of adoption into practice is the steep learning curve, lack of analytical support and cost. Despite Fischer’s methodology ‘generating 4D models from 3d product models’ I would argue that valuable criteria remains missing from the project.

Currently, all 4D design systems are 3D platforms with procurement and scheduling plug-ins – essentially post-conceptual, thus limiting collaborative influence in the early stages of design. Without the ability to conceptualize ‘time’ as a critical dimension beyond the other 3, all environment design is fatally flawed from the earliest point of creative ideation. This is not however the fault of the architect – digital modeling platforms enforce a ‘bounded projection’ in how designers think and structure projects from a user-centred perspective. 4D models may be more easily understood by stakeholders, yet such benefits mask an critical point – buildings do not function solely as commodified entities, they must also adapt to provide stimulating and healthy environments over time to a broad range of people.

The physiological effects of ’time’ on humans has been known since the C18, with the latest studies linking chronobiological cycles to the human genome (Duboule, 2003). With the arrival of chronomic science (see Halberg‘s diagram above) and growth in evidence supporting the effects of electronic media on neurotransmitters like serotonin, noradrenaline, dopamine and tryptophan (natural psychotropics) an increasing number of researchers are now looking beyond traditional cognitive models to question the chronomic implications of media. My thesis begins with the assumption that chronomic science has the potential to counter traditional ‘closed’ systems of architectural design based on cybernetic homeostasis (the ‘superorganism’) by providing more ‘open’ tangible media frameworks instructed by biological rhythmicity.

The Interpreter

The psychological bias of organizational structures and reward systems as highlighted by the Hawthorne effect are clearly problematic for environmental research. Often hampered by a lack of time-based analysis, many theories are so entrenched in environmental research that they become part of an accepted wisdom among social scientists (Parsons, 1973). Economists John List and Steven Levitt have recently challenged this wisdom, stating that the production variance shown in the Hawthorne experiments can be attributed to other biochemically induced factors relating to work production and climate, confirming earlier studies by Steven Jones. While design research methods may vary (from questionnaires, interviews, focus groups and online surveys), cognitive rationalization is fundamentally the same, integrated by what neuroscientist Michael Gazzaniga refers to as the Interpreter. Therefore, environmental researchers (and anyone else who depend on memory recall to make judgements) rarely operate left-brain rationale, forming ‘creative’ rationalizations from the same non-cognitive (irrational) areas of the brain which process emotions.

E.g., Why do many architects specify aeron chairs over other more appropriate somatic alternatives?  Regardless of personal taste, many would repond with something like, ‘I preferred the design’ or ‘they were within budget.’ Occaisionally, this response seems valid and the left-hemisphere rules. In the majority of cases however, the repsonse is impossible to explain, based solely on emotional instinct. The clear message here is that before environmental researchers consider what methodology to adopt, they need to be aware that responses given by subjects about their behavior will generally be skewed.

Levitt, S.D. & List, J.A. ‘Was there Really a Hawthorne Effect at the Hawthorne Plant? An Analysis of the Original Illumination Experiments.’ (National Bureau of Economic Research, 2009)

Parsons, H. M. ‘What happened at Hawthorne?’ (Science 183, 922-932, 1974) argued the Hawthorne effect was due to feedback-promoted learning.

Berkeley Rice, ‘The Hawthorne Defect: Persistence of a Flawed Theory’ (Psychology Today, 1982)

Enabling Digital Citizenship

Despite the extended and ubiquitous nature of cognition, the majority of educational facilities have remained places of specialization and standardization, i.e. one format for all. The above clip outlines what digital citizens are really gettig up to in class (tweeting, texting, etc.), suggesting discrepancies between academic management and socially enabled learning are often wildly underestimated.

Holistic design theory

Concepts of holism (from ὅλος holos, Greek meaning whole) have been around since Aristotle’s Metaphysics claimed ‘the whole is more than the sum of its parts’, however it was not until Fuller’s Synergetics and Alexander’s A Pattern Language that the notion of holism gained architectural impetus:

We are in an age that assumes the narrowing trends of specialization to be logical, natural, and desirable. Consequently, society expects all earnestly responsible communication to be crisply brief. Advancing science has now discovered that all the known cases of biological extinction have been caused by overspecialization, whose concentration of only selected genes sacrifices general adaptability. Thus the specialist’s brief for pinpointing brevity is dubious. In the meantime, humanity has been deprived of comprehensive understanding. Specialization has bred feelings of isolation, futility, and confusion in individuals. It has also resulted in the individual’s leaving responsibility for thinking and social action to others. Specialization breeds biases that ultimately aggregate as international and ideological discord, which, in turn, leads to war (Fuller, 1975).

Supported by academics and practitioners alike, holism is routinely considered as something that sets architects and designers apart from other creative professionals. However, sociological studies into the architectural profession reveal serious contradictions between what architects say and what practice delivers (Cuff, 1989). Such findings may be traced back to education, e.g., engineering schools demanding architects ‘do not start by designing an entire structure, but by studying detailed problems inherent in the design of a certain type of structure.’ (Collins, 1971)

Since 1970s space exploration, many architects have favoured homeostatic rather than purely aesthetic production values. Inspired by the study of cybernetics, the superorganism metaphor has become a key concept with architectural lexicon: ‘Space exploration has created for architects, landscape designers and city planners the conceptual basis for a new approach to the design of human settlements.’ (Finch, 1972)

Not until the advent of space travel did designers begin to explore holistic or integral design philosophies on earth. Deeply pessimistic of the future of industrial society, Arcadian visions like Arcosanti by Paolo Soleri which placed humans in synchronicity with nature inspired a whole generation of architectural experimentation. Ironically however, as many projects were closed systems, most had limited life cycles.

Fuller, B., Synergetics: Explorations in the Geometry of Thinking (Macmillan, 1975)

Cuff, D., Through the Looking Glass: Seven New York Architects and Their People in Architects’ People, ed R. Ellis and D. Cuff (OUP, 1989)

Collins, P. Changing ideals in modern architecture: 1750-1950 (Faber and Faber, 1971)

Fitch, J. M., American Building (Houghton Miffin, 1972) p.viii

Architecture and the Extended Mind

If we accept that all built environments consist of multiple arrays of media ecologies (books, smartphones, laptops, lighting, hvac, etc.) and that such ecologies enable us to extend our own psychophysical potential, it follows that all environments are essentially networked extensions of the body. Thus, before challenging the separatist methods of architectural praxis, concepts of active externalism and the extended mind thesis (EMT) need to be examined if we are to more accuately define how environments shape cognition.

The extended mind thesis simply questions where the mind stops and the world begins. Most of us would answer the skin or the skull. However, Clark and Chalmers suggest cognition is inextricably looped throughout the environment. Citing the behaviour of garden spiders who build intricate webs despite their blindness, a recent paper further supports Clark’s thesis, stating ‘it is easy to be misled into thinking that intelligent action is always the sole product of neural mechanism… always something that must reside in the ‘head’ of an agent… what the case of web construction teaches us is that agents may often co-opt a variety of far flung forces and factors into a problem-solving routine, and not all of these forces and factors need to be biological in nature.’

Realizing environments as extended cognitive networks presents a great challenge for the traditional schizm between design and facility management. A good example of this can be seen at Arup who operate over 10 specialist divisions including Advanced Technology, Lighting, Acoustics, Product and Theatre design. Despite a plethora of design and engineering expertise (incl. communications), no department currently facilitates the necesssary integration fundamental to servicing the interactive demands of media environments. A disappointing but not surprising revelation. Such effects have been recognized for decades, as John Dewey noted in his seminal book on aesthetics - Art as Experience:

‘Comparmentalization of occupations and interests bring about a separation of that mode of activity commonly called “practice” from insight, of imagination from executive doing. Each of these activities is then assigned its own place in which it must abide. Those who write the anatomy of experience then supppose that these divisions inhere in the very constitution of human nature.‘ Dewey, J., Art as Experience (1934) p.21


Countering the communications fallout between design and engineering, Munro’s model for Integral Architecture (right) extends traditional linear production (left) in favour of a more integrated approach, whereby four environmental divisions operate within one non-hierachical framework. The importance of how media ecosystems and user-experience are cultivated and nurtured can not be understated, indeed many examples of crossmodal immersion have already begun to emerge, within retail and leisure sectors, with financial, education and health sectors not far behind.

Virtual Acoustics

In the last 15 years, virtual acoustic modeling has been radically overhauled, with platforms like Soundlab providing architects with an essential tool to measure the effects of environmental sound. Created by Neill Woodger, Soundlab is certainly a step in the right direction for performance architecture, however applications across other industry sectors seems to be rather scant. Perhaps it’s the case that the passive nature of the concert hall experience works best for Soundlab’s statically derived data (i.e. no user interaction) which inhibits broader application. Acoustic experience is not a solely electromagnetic or linear experience, it involes the entire sensorium. Furthermore, with architectural spaces becoming increasingly participatory, virtual models will inevitably be required to transport us beyond traditional filmic models (audio/visual) to reflect a more responsive and crossmodal hyperesthetic (audio/visual/aromatic/tactile), an approach recently explored in IBM’s multisensory cabin.

Spatial Media

Whether internally or externally directed, the effects of spatial media have been shown to be considerable – e.g. recent studies reveal how changes in somatic media (from chairs to loungers) can dramatically shift brainwave activity from convergent to divergent thought. Projects like Googleplex Zurich show how successful motivational spaces can be in positively influencing staff production. However, to fully understand how spatial media may be applied to achieve ‘theta sound’, ‘alpha air’, ‘beta form’ or ‘gamma light’, real-time neurophysiological analyses will become increasingly necessary to support a field which is clearly still in its earliest phases of development. Nevertheless, some of the initial findings are quite compelling…

Acoustic media Research shows that architects primarily adopt three approaches; to absorb (ceiling tile), to block (panels, layout) and to cover-up (electronic sound masking). While all provide some reduction, electronic sound masking has been shown to be the most practical and effective. It follows that understanding the bioeffects of sound are key if architects wish to optimise cognitive performance, e.g. excessive use of hard reflective materials like glass, metal and epoxy would be ill-advised in spaces which demand cognitive attention and focus (gamma).

Chemical media Researching the effects of four primary aromatic groups (oriental, fresh, floral, woody), Aromachology provides evidence of enhanced levels of concentration and relaxation. Such chemicals are increasingly finding status among products like the Multisensory Kitchen by Zaha Hadid which use light patterns calibrated with the release of aromatics to synthesize traditional aromas. Applications of internal gardens and oxygenating systems have also been shown to provide effective treatment for people suffering from S.A.D.

Electric media While research into lighting and electronic devices have largely focused on perceptual and problem-solving tasks, recent investigations into light therapy has emerged in response to studies linking mood disorders like unipolar depression and SAD to circadian rhythm abnormalities. It follows that universal circadian phase-shifting and chronobiological factors are now viewed as responsible for a wide spectrum of disease. Philips dynamic lighting systems and ambient experience are pioneering applications to counter such effects.

Somatic media Despite the postural dominance of the office chair, multi-user ‘augmented forms’ forging social interaction and collaborative learning raise levels of user engagement. For example, fitness media like slides, trampolines and tredesks all provide essential opportunities to counter the sedentary nature of workstations. More importantly, sensory deprivation studies into ganzfeld by Carnegie Mellon and University of Vienna now support the benefits of sound therapy furniture like the AlphaLounger and the Energy Pod to remedy conditions of ‘digital fatigue’.

In evaluating the ability of spatial media to achieve cognitive equilibrium, a ranking can be calculated using the Spatial Analysis chart (below). Each case study potentially scores a maximum of 64 points depending on the presence or absence of specific media.



Until recently, EEG studies into the cognitive effects of spatial media have been limited, however based on current research into acoustic, chemical, electric and somatic media (ACES), the above diagram provides a framework for examining design potentials for what may be described as architectural mindfields.

Cognitive Tetrad


Evolutions in spatial analysis

Before Marshall McLuhan, no theorist had examined the effects of media on the sensorium. Despite influential critiques of media production (Benjamin, 1935), simulation (Baudrillard, 1985) and acceleration (Virilio, 1986) it is perhaps McLuhan’s approach to media analysis which demands renewed attention. Opposing environmental analyses based on information theory (Shannon, 1948) the Cognitive Tetrad (above right) similarly draws conclusions from what McLuhan defined as his Tetrad of Media Effects.

Informed by recent neuroimaging studies, the Cognitive Tetrad rejects architectural models like those based on organization or socioeconomics (below). In an attempt to achieve mental equilibrium between what McLuhan coined acoustic and visual space, the Cognitive Tetrad divides all environments into ‘mindfields’ of gamma, beta, alpha and theta effects (below). EEG recordings of these brainwaves show that while the human body’s electrochemical engagement with its environment may be varied, most are either internally and externally directed cognition. For example, Gamma mindfields support intensified focus (conference/lecture rooms); b) Beta mindfields support convergent analysis (office/seminar space). Alpha mindfields support divergent reflection (meeting/studios) and Theta mindfields support deep relaxation (quiet rooms/gardens).

The Power of Mass Creativity

Clay Shirkey discusses Cognitive Surplus¹ at TED

After 20 years of research, the core argument presented in The Master and his Emissary by Iain McGilchrist seems wildly out of sync with modern times. Nowhere throughout this incredibly referenced book have the effects of communications media (e.g., Innis, McLuhan) been addressed. While philosophers still debate the levels of influence screen media impart upon human consciousness, few would doubt we live in a highly pervasive pop culture. Sadly, McGilchrist’s analysis of how the dominance of brain lateralization has shaped human culture suffers from what McLuhan coined the rear-view mirror, i.e. we evaluate present environmental media via nostalgic metaphors of the past. Their effects therefore remain invisible to us.

Since the 1960s explosion of entertainment technologies, media ecologists have been examining the considerable shifts in cognitive perception, with many reporting a gradual feminization of the male psyche (70s sexual liberation, 80s androgyny, 90s metrosexuality). So where exactly has McGilchrist been residing? If the latest studies into the effects of social networks (Zac, 2009) and cognitive surplus are correct (Leadbeater, 2009; Shirkey, 2010) McGilchrist should be championing a left-brain renaissance rather than lamenting right-brain obsolescence. Such phenomenological analyses result in a philosophical dead-end, as McLuhan noted in his posthumous Laws of Media:

There is in Heidegger still no sense of interplay between figure and ground; the attention has just been shifted from one to the other wihout trying to take the new thing on its own terms. That is, ground cannot be dealt with conceptually or abstractly: it is ceaselessly changing, dynamic, discontinuous and heterogenous, a mossaic of intervals and contours. As von Bekesy discovered, the appropriate form of awareness is acoustic-tactile-kinetic and alive to the stress and coercion that each exerts on the other

1. Clay Shirkey, Cognitive Surplus: Creativity and Generosity in a Connected Age (Allen Lane, 2010)

2. Charles Leadbeater, We-think: The Power of Mass Creativity (Profile, 2008)

3. Marshall & Eric McLuhan, Laws of Media: The New Science (UTP, 1988)  p.63

Transnatural

Works by Lucy McRae

The Transnatural symposium celebrates some of the more successful love affairs between the made & the born. Until March 19th you have the opportunity to see works like Bitfall, Biojewelery and Mudtub, whom you might know from the blogosphere, but are more than worth experiencing in real life. Thus recommended. Hendrik-Jan wrote a more extensive review in the local language.

Hyperesthetic Cuisine

 
Philips Design Probe has teamed up with restaurant Arzak to create Multi-Sensorial Gastronomy – a series of crockery that transforms the experience of eating. The term ‘molecular gastronomy’ defines a cuisine where chefs take inspiration from science and research. Beyond merely serving food on crisp, white plates, this bone china series is designed to react to food. As liquid is poured into the Lunar Eclipse bowl, a glow begins to appear from the bottom. Light begins to appear as soon as food makes contact with both the Fama and Tapa de Luz plate. 


The series involves the integration of lighting, conductive printing, selective fragrance discharge, micro-vibration and electro stimulus among other sensory stimuli that all create an altered and interactive dining experience. The hope is that the project will generate discussion and debate about the fusion of technology and food in the future.

Micro-environments

Mattieu Lehanneur at the Laboratoire

Failure to recognize noise pollution as a key contributor to hearing loss, heart disease, academic performance  and stress  shows a distinct lack of corporate responsibility regarding human and environmental needs (e.g. anti-smoking bans took decades to implement despite mounting evidence). And it’s not just at the top end of the acoustic spectrum. Even low-level “everyday traffic noise can cause stress in children and raise blood pressure, heart rates and levels of stress hormones. Science Daily

Light Pollution

 
Light Pollution by cestomano

Research into the effects of artificial lighting on human circadian rhythms has shown increasing incidents of fatigue, depression and lowered immunity. Clearly humans are not well adapted to the new pressures of the 24-hour workplace. Disruptions in lighting also cause problems with Growth Hormone (GH) and melatonin levels which seriously affect how our bodies age and fight cancers. But perhaps more dramatically, any disturbance of cortisol can cause stress, high blood pressure and obesity, indicating that “light pollution”  has completely altered our experience of the environment on both aesthetic (e.g. luminous fog)  and biological levels:

“Light intrusion, even if dim, is likely to have measurable effects on sleep disruption and melatonin suppression. Even if these effects are relatively small from night to night, continuous chronic circadian, sleep and hormonal disruption may have longer-term health risks”

In a statement from the International Dark-Sky Association (IDA), the use of bluish-white outdoor lighting increasingly threatens human and animal life. While Philips Dynamic Lighting is an attempt to counteract the effects of static lighting scenarios, responsibility for population health must surely reside with city planning departments and ultimately Government.

Lockley, S., “Blinded by the Light?” (CfDS handbook, 2009)

Copresence

Recent explorations into presence and other user-centric modalities seriously challenge what it means to experience natural realism. The sharing of digital artefacts (audio, images, video) reflect an innately voyeuristic population who not only desires “to watch” but “be watched”. The ability of media to skew presence shows that while traditional 2D artworks may not support physical presence (with the exception of set designs and trompe l’oeil effects) immersive VR systems generally stimulate a greater sense of physical presence.

presence at FILE RIO 09 from smallfly on Vimeo.

Presence [a.k.a. Soft n' Silky] is a double sided interactive surface in which multiple co-located participants are invited to interact on both sides of the membrane, reworking assumptions about co-presence. The project offers simultaneous layers of communication performance, in which the participant’s bodies are key elements of the interface. By expanding and amplifying interaction via the implication of co-present bodies, we produce an interface that engages people on the intellectual, emotional, and physical levels.

Against Nature

The Chimaera & the Sphinx from the Dying Dreamer by Malin Zim

One of the earliest explorations into transformation design emerges from Against Nature À rebours by Joris-Karl Huysmans. Rebelling against the naturalism of contemporaries like Emile Zola, Huysmans’ main character Des Esseintes believes nature “has had her day” and that “the time has surely come for artifice to take her place whenever possible.”  In response to the lack of aesthetic intensity in real world, Des Esseintes artificially manufactures a mind-altering virtual palette of artefacts in which to stimulate hyperesthetic experience, albeit without the social connectivity of twenty-first century cyberspace.

Interestingly, Des Esseintes does not acquire hyperaesthetic artefacts for social status, the transformative experience of the artefact is more important than the object itself. Further, Huysmans extends space beyond the visual and acoustic by allocating navigational functions to aromatics and haptic elements, mimicking the crossmodal effects of synesthetic cognition. By presenting artifice as the totally immersive reality of choice, Huysmans pioneers a manual for hyperesthetic experience. For Huysmans, it is cognitive manipulation that gives rise to flights of imagination, and imagination that controls human evolution itself.

Crossmodal Interaction

In collaboration with Heston Blumenthal, the Crossmodal Research Laboratory in Oxford has shown that the flavours of bacon and egg ice cream can be switched by altering the background sound. For example the ice cream tastes more “bacony” with the sound of sizzling bacon, and more “eggy” with the sound of clucking chickens. In the above video, the flavour of oysters is shown to increase with the sound of seagulls and crashing waves. In testing the freshness response of Univlever’s Pringles the lab also confirmed that by altering the volume or frequency (above 2 KHz) of the crunching sound in real-time via a microphone and headset, people rated Pringles 15% fresher and crisper.

Head of research at the Crossmodal laboratory, Charles Spence notes that ‘taken together, these results suggest that our perception and evaluation of food and drink depends not just on the taste, smell, sight touch and sound of the food itself, but also on the packaging, and even on the environment in which those foods are eaten.’

Augmented Reality

Established in Paris in 2000, Electronic Shadow is a hybrid design platform whose practice is based on research and innovation. Their approach allows unique propositions which merge space, image, material and light in the most diverse contexts from art and architecture to design and scenography. Media technologies becomes totally invisible – no screens or visible interfaces are visible, visitors only need touch the walls or move their bodies and the habitation will respond to them.

Hiro Yamagata

New York Ace Gallery Installation, Hiro Yamagata (2001)

Hiro Yamagata creates artworks that are simultaneously high tech and elemental, theoretical and visceral, abstract and immersive. He explores the links between science and art, micro and macro phenomenon, and geography, ecology, technology and cultural memory. Yamagata has particularly explored the inexplicable forces of the sun, and its effects on one’s environment for over a decade. By working with artificial, man-made beams generated by lasers and other advanced lighting systems (including fiber optic beams, color rays and Intelbeams), he believes “we can better recognize those elements of the sun which we would not otherwise perceive, or attempt to understand.


The unifying element is the refractive holographic panels covering all surfaces of the gallery walls, floor, and ceiling. These multiple refractive surfaces disperse and transform white laser beams into scattered spectrums of color. In addition, most of the rooms are filled with hundreds of spinning, mirrored cubes suspended from the ceiling. The laser/lighting systems are run by an intricate series of computer programs designed to generate various rays of light, which travel across and between various galleries, bouncing and refracting off of mirrors and holograms. The viewer is immersed in a vast display of ever-changing lights, unlike any natural phenomenon but perhaps indicative of it. While the lasers emphasize the technological potential of light, commonplace light sources, such as mirrors or floodlights, represent an anchor to reality, albeit with its constantly changing impressions.

Immersense

Many virtual environments reduce the observer to a disembodied state within a Cartesian space that is clear for miles around and empty. Although Charlotte Davies‘s virtual environment Osmose (1995) has been exhibited only six times in North America and Europe, it has received more attention in the international discussion of media art than perhaps any other work. Only a few thousand visitors have experienced the installation, but many times that number of art aficionados have avidly followed the debate on aesthetics, phenomenology, and reception of virtual art that has homed in on this particular work.

Neuroaesthetics

The Delivery of the Keys by Perugino (Sistine Chapel, 1482)

The most interesting aspect of neuroarthistory is the way it enables us to get inside the minds of people who either could not or did not write about their work. John Onians

In an attempt to further understand the creative process, the recent interest in neuroarthistory contributes to the ongoing investigation into human cognition and consciousness. Echoing the ‘embodied mind’ texts of Lakoff & Johnson (Philosophy in the Flesh) Neuroarthistory by John Onians confirms that by adopting a textual or ‘clerical’ approach to cognition provides us with limited access to human nature. Onians cherrypicks 25 philosophers and scientists who exemplify theories of embodiment – from the location of ‘psyche’ by Aristotle to the neuroesthetics of Semir Zeki. In the process Onian’s makes some interesting obsevations e.g. he links the empanthetic neural activity of ‘mirror neurons’ to Alberti’s understanding that a painted scence ‘will move spectators when the men in the picture outwardly demonstrate their own feelings as clearly as possible’ and similarly that people looking at beautiful faces take on their expression. Another thesis is that Perspective emerged from the converging grid-like linearity of Roman city architecture, as seen in the above fresco by Perugino.

A great prelude to an increasingly important debate however Onians & Zeki’s current neuroesthetic agenda is problematic due to their sensory preoccupation with the visual. Ignoring the hyperesthetic effects of electronic media on the nervous system (McLuhan et al) reduces neuroesthetics to the same textual shortcomings their research aims to obsolesce. Developing other biofeedback technologies like the biosensecam and thrillchip by Lydnsay Williams may provide neuroarthistory and neuroesthetics with a more subjectively-biased outcome.

McLuhan in Space

  
Space is the notion that connects a multiplicity of elements in McLuhan’s large and diverse ouevre. McLuhan made constant reference to space throughout his career and the various dimensions of this thought are articulated through notions of spatial biases, sensations and modes of production. It was space furthermore which anchored the systems of ideas that connected McLuhan to artists and theorists with whose work his own is most productively situated. McLuhan in Space by Richard Cavell

While McLuhan’s later work experienced luke warm reception, his reappraisal in recent times shows his views on media and communications have lost none of its punch. McLuhan’s 1969 Playboy interview offers his ideas up in a most lucid fashion. In true maverick style, McLuhan rarely ‘positioned’ or ‘framed’ his views - his perspective was always in a state of flux. As McLuhan realized, there can no points of view in a society where media promotes their own hyperesthetic models of lifestyle experience.

3deluxe Design

Cyberhelvetia Pavillion (2002) by 3Deluxe

The Cyberhelvetia Pavillion by 3Deluxe was part of the “Arteplage Biel” during the Swiss Expo of 2002. A big pool made of glass was illuminated with a water animation whose parameters were depending on the real weather-situation outside, resulting in rougher or calmer water simulations. Pool-side aquaphones featured 3 interfaces to an interactive sound-pool where visitors exchanged sound-messages in digital water bubbles. Using the aquaphones (a combination of a 3d-tracker used as cursor, a speaker and a microphone) people created bubbles by speaking into the microphone which were then shared among 2 projections facing each other on the sides of the pool.

‘Don’t think disappearance of reality in representation; think disappearance of the self! In postmodernity it seems that simulation has become the existential ground of personality itself.’ David Howes

Hyperesthesia, or The Sensual Logic of Late Capitalism explores ideas from The Experience Economy (1999) by Pine & Gilmore and Emotional Design (2004) by Don Norman and posits an interesting question – with the commercially motivated hyperestheticization of everyday products, how long will it be before every aspect of sensation is brought under the scrutiny of intellectual property rights? A scarry thought. The hyperesthetic of McLuhan’s acoustic space has indeeed come home to roost…

Emplacement


The utopian Mind Expander (1969) by Haus Rucker Co, both neural sanctuary and atopic habitat, promises to deliver us from the corporate matrix. In Empire of the Senses David Howes introduces an extended model of cognition for the cultural reader: “while the paradigm of embodiment implies an integration of mind and body, the emergent paradigm of emplacement suggests the sensuous interrelationship of body-mind-environment.” Echoing Andy Clarke’s work on the Extended Mind a decade earlier, Howes also reminds us of its counter imperative – displacement. Historically, architectural discourse has favoured textual analysis, an approach which has arguably offered up some of the least endearing environments on the planet. For better or worse, these spaces are now the dominating forces in contemporary corporate life – the non-places in which we permanently dwell; the terminal, the mall and the office.

Psychedelic Architecture

The Domes of Drop City, Colorado, 1969
 
Influenced by the 60s psychedelic movement, an interesting group of architects and designers manipulated space with the aim of triggering higher states of consciousness and living experience. Some of these projects have recently been collated in Alistair Gordon’s Spaced Out. A great read for anyone passionate about living off-grid. Leary’s turn-on-tune-in-drop-out mantra inspired a whole generation of brightly coloured bucky domes, identified by cool names like Morning Star.

Richard Neutra

Singleton House Richard Neutra, 1959

Form Follows Libido is a facinating book by architectural theorist Sylvia Lavin which documents how some architects directed the abstraction of high modernism away from a neutral formalism toward the production of more erotic, affective environments. Focusing on California-based Richard Neutra (1892-1970) she explores the genesis of these new mood-inducing environments set against a background of fetishized domestic architecture and popularist therapeutic culture of 50′s America. She reveals how Neutra’s redirection of modernism constituted not a lyrical regression to sentimentality but a deliberate advance of architectural theory and technique to engage the unconscious mind, fueled by the ideas of psychoanalysis that were disseminated at the time.

“Eight million Americans a year cool their heels in psychiatric waiting rooms. Design can help lower this nervous overhead.” Richard Neutra, 1954

Energy Pod

MetroNaps at MacWorld from napaholic on Vimeo.

Researched and tested at Carnegie Mellon University, MetroNaps has developed the EnergyPod aiming to solve a contemporary problem: most work spaces do not offer their employees a place to rejuvenate. The EnergyPod is an elegant yet simple device that counters the problem of employee workday fatigue.

Espace Pur

Espace Pur by Marc Hottinger & Lucien Iseli

Espace Pur is an air ionizer that uses dust as pixels and that displays patterns thanks to it, in a very slow motion way. It cleans and purifies the air in architectural spaces. It increases the level of oxygen’s negative ions contained in the ambient air. Once installed, the air’s oxygenation becomes nearly the same as in the mountains. The more there are negative ions, the more the air is purified. The installation of the “anti-dust screen” can take place in flats, hospitals, offices, and everywhere where air needs to be cleaned. The aim of the project is therefore to capture dust and organize it on wall panels in order to build pictures that will gently appear on the wall. The panels are displaying compositions of weed that are on the one hand harmful plants but on the second hand have beneficial aspect on the health.

Chemical Media

Cloud by An Te Liu, a 2008 installation consisting of 120 air purifiers, ionizers and humidifiers

In 2007 architect
Philippe Rahm also explored the potential of chemcial media by ionizing the exhibition spaces at Kusthaus Graz with negative rather than positive air ionization to see if visitors’ moods would be enhanced. The notion stems from clinical research on the antidepressant effect of negative air ionization and a recent study of college students who showed quick enhancement even though they were not clinically depressed. Similar research supporting negative ion therapy can be found at the Center for Environmental Therapeutics (CET).

Scentsory Design


Just as the scent of the skin changes with emotion, Smart Second Skin interacts with human emotions whereby the aroma dimension becomes an integral part of the wearers wellness sensory experience. The dress mimics the body’s circulation system, the senses and scent glands. The interactive fabric emits a selection of scents depending on your mood. Aromatic messages are actively ‘pulsed’ electronically through a cabling system, to key points of the body in order to activate the smell centre. The project is from the Science Fashion Lab which brings together the disciplines of Analytical Chemistry, nanotechnology, perfumery and fashion design.

Scentspace


ScentSpace by Usman Haque is an interactive smell system that allows for three-dimensional placement of fragrances without dispersion and demonstrates how smell can be used spatially to create fragrance collages that form soft zones and boundaries. Airflow is generated by an array of fans and the moving air is then controlled by a series of diffusion screens to provide smooth and continuous laminar airflow. Computer-controlled fragrance dispensers and air control enable parts of the space to be scented without dispersing through the entire space.

Whiteplane 2

Whiteplane_2 (2006) by Alex Bradley and Charles Poulet.

Using ambisonics and large-scale planes of shimmering LED light, the audience sits, stands or lies as the space around them is rewritten with flickering vistas, floating panoramas and tactile surfaces. Consistently surprising and confounding expectations, Whiteplane_2 has been described as ‘a spectacular triumph’ and ‘heart-achingly beautiful’. The installation will also feature a cutting-edge ‘live ambisonics’ performance on the opening night, during which the artists will take the work to new audio/visual heights and extremes. A unique sonic-illumination in 3D.

Retail Therapy


IBM’s has launched a prototype “multisensory cabin” for shoppers that’s reminiscent of a coin-operated viewing machine equipped with a projector. 10 people can enter the small, dark box to see what’s behind the latest spring fashions. Wearing fold-up polarized 3-D glasses, people watch canned scenes from the world’s top-tier catwalks. Basic elements of the 13-by-20-foot cabin include two AG Multivision 3D DLP projectors and surround audio. There’s also a scent diffuser from Trieste-based M-Cube to circulate smells (say, leather when the focus is shoes or sweet vanilla for floaty summer dresses). All the devices are orchestrated with IBM hardware and software.

Sensorium

REAL FAKE: Sissel Tolaas from Grafikdesign und Fotografie on Vimeo.

Sensorium, a 2006 exhibition at the MIT List Visual Arts Center, explored various ways in which artists address the influence of technology on the senses. In ‘Fear I,’ above, Norwegian artist Sissel Tolaas embedded synthesized human sweat pheromones into the white paint on the gallery’s walls. The smells derive from the body odor of frightened men. Visitors rub the walls to release the smells.

Reversible Destiny

Architect and artist duo Arakawa+Gins believe architecture and design can offer us longer and healthier lives. In Mitaka, Japan their Reversible Destiny Lofts are designed on the premise that comfort speeds up the aging process. The concept is simple – people are essentially better off living in spaces that continually challenge them physically and mentally. The built result are quirky homes with bright walls, unconventionally shaped rooms, curved and uneven floors, doorways you have to crawl through, light switches in unexpected locations and the absence of the usual mod cons.

Kapsel

Kapsel by Eventscape is a multisensory mobile enviroment that can be set up in an office, hospital or school to create an oasis of relaxation and calm. Kapsel allows designers to create customisable environments without the use of traditional building materials. Using lightweight tubular frames allows knockdown environments to be skinned in any material with no restrictions on size or form. By integrating full colour graphics, light, sound and scent, the audience is totally immersed in a multisensory environment, stimulating therapeutic mind and body processes.

Biophilic Design

Urban Biophillic Pavilion, Pittsburgh by studio d’ARC architects

Biophilia is the term coined by Edward O. Wilson to describe what e believes is our innate affinity for the natural world. In his landmark book Biophilia, he examined how our tendency to focus on life and lifelike processes might be a biologically based need, integral to our development as individuals and as a species. The biophilia hypothesis, if substantiated, provides a powerful argument for the conservation of biological diversity. More important, it implies serious consequences for our well-being as society becomes further estranged from the natural world. Relentless environmental destruction could have a significant impact on our quality of life, not just materially but psychologically and even spiritually.

Obesogenics


Megan Lane reports on how cities are now being redesigned as gyms. Stairs for cardio training. Wider footpaths instead of treadmills. She comments that it’s not just that we eat more and do less. We live in what experts call an “obesogenic” environment – our surroundings encourage inactivity. For the first time since infectious disease was conquered, children’s lifespan is shortening. But it’s not about illness, it’s lifestyle. Planners are now looking at wider footpaths and attractively landscaped pedestrianised areas to lure walkers. Stairs and ramps works different muscles and helps the motor-neuron development of very young children, says Jennie Butterworth, of Learning Through Landscapes. “Aylesbury is a good example of a town that promotes activity,” says Polly Turton, from CABE. “It’s spent a lot on cycle paths and pedestrian provision.”

Underwater Spa


Designed by UK architect Richard Hywel Evans, Huvafen Fushi in the Maldives has been marketed as the world’s first underground spa complete with treatment rooms and relaxation pods where post-treatment guests can chill out on an oversized day bed and be mesmerized by the soporific, sun-dappledaquamarine seascape. Says Hywel Evans: “We wanted to create an interior that was in keeping with the spa’sposition – at the bottom of the sea! The underwater spa has always been a sensational concept and the newinterior was designed to reflect and amplify this extraordinary environment and add flexibility too; one of ourmain challenges was dividing the space into three separate areas using room dividers that could disappear,unifying the space so that it could be used for a variety of functions including ‘underwater’ wedding ceremonies.

Acoustic Media

Mix House by Joel Sanders, Ben Rubin & KVL

Since the birth of printing and perspective, architecture has been ocularcentric Pallasmaa. The “quintessential icons of modernism” is the floor-to-ceiling window, the curtain wall. For Rubin these present acoustical problems. The Mix House attempts to re-introduce sound into the residence, to play with both visual and aural transparency. Created by Joel Sanders, Ben Rubin, Karen Van Lengen it explores the possibility of closely coordinating sound and vision with the goal of enhancing the individual’s audiovisual experience of the domestic landscape. Situated on a generic suburban plot, the dwelling is composed of two sound-gathering volumes with three audiovisual windows. The curved profile of each of these sonic windows is composed of two elements: a louvered glass window wall that regulates the sound of the air-borne ambient environment, and a parabolic dish that electronically targets domestic sounds and transmits them to an interior audio system controlled from the kitchen island. From here occupants are free to design original domestic soundscapes by mixing media sponsored sounds with the ambient noises of the neighborhood.

Retreat Pods

Photo by George Bryant, Daily Telegraph Magazine 1972

Making a guest appearance in A Clockwork Orange, the Retreat pod is a piece of equipment, according to artist Martin Dean, in which one can contrive to cut oneself off from the world. There is adequate air-conditioning. To counter possible claustrophobia the door stays shut by its own weight, so no catches are needed. The interior of the Pod is lit by hundreds of tiny orange neon bulbs from Philips, which look like glow-worms.

Biomapping

Christian Nold from FADE research on Vimeo.

Biomapping is a research project which explores new ways that we as individuals can make use of the information we can gather about our own bodies. The project envisages new tools that allows people to selectively share and interpret this information. The current version of the Bio Mapping system allows people to measure their Galvanic Skin Response (GSR) as a simple indicator of emotional arousal in conjunction with their geographical location. By sharing this data we can construct maps that visualise where we as a community feel stressed and excited.

Architecture Principe

Villa Drusch by Virilio & Parent

In 1963 Claude Parent and Paul Virilio formed the “Architecture Principe” group with the aim of investigating a new kind of architectural and urban order. The Function of the Oblique describes the experimental, provocative and largely undocumented collaboration between the architect Claude Parent and the cultural theorist Paul Virilio, who investigated a new kind of architectural and urban order which forced the body to adapt to disequilibrium, encouraging vertigo and promoting fluid, continuous movement.

Weather Project

The Weather Project was installed at the Tate Modern in 2003 as part of the popular Unilever series. The installation filled the open space of the gallery’s Turbine Hall with representations of the Sun and the sky. Olafur Eliasson used humidifiers to create a fine mist in the air via a mixture of sugar and water, as well as a semi-circular disc made up of hundreds of mono-frequency lamps which emitted pure yellow light. The ceiling of the hall was covered with a huge mirror, in which visitors could see themselves as tiny black shadows against a mass of orange light. Many visitors responded to this exhibition by lying on their backs and waving their hands.

Alphasphere

Alphasphere by Sha Art.

Conflicting results from sensory deprivation studies confirm that while regular exercising of all the senses in the form of daily social interaction is of great importance, even more critical is the ability to spend time alone. This may be due to the hyperesthetic nature of urban spaces. Recognition of this retreat due to overstimulation was originally explored by John Lilly in the 1950s who discovered that spells in an isolation tank could boost levels of creative cognition. Recent studies into sensory deprivation by Ward & Pavlak and the AlphaLounger by Thomas Slunecko seem to support Lilly’s work.

Neuromythology

Current sustainable design guidelines focused on the conservation of energy (e.g. eco-lighting) invariably reduce sensory bias to the purely visual. This is problematic as without attempting to employ cross-modal analyses, much design research fails to escape the reductionist methodologies of mainstream science. The shortcomings of unimodal analysis is perhaps best outlined in the latest research for neuroaesthetics, a visually-biased program which aims to uncover the mysteries of human creativity and art. In its current state, it misses the mark on two counts; first, not only are responses to art ‘creatively’ biased (via Gazzaniga’s ‘interpreter’) but second, if we accept that aesthetic appreciation involves the entire body, neuroimaging is an incredibly narrow window into the connections between body function and response. The neuroenthusiasta hype has gathered significant momentum in the past decade, with fields of neurolaw, neuroarthistory, neuromarketing and neuroeconomics all jumping on the proverbial bandwagon. Few would doubt the need for cross-fertilization between the two cultures, however researchers and policy makers would do well to remain skeptical of what Raymond Tallis (above) refers to as neuromythologies: ‘if you come across a new discipline with the prefix “neuro” and it is not to do with the nervous system itself, switch on your bullshit detector. If it has society in its sights, reach for your gun.’

Slaves to the Rhythm

 
A recent study by Ilia Karatsoreos has found that disruption of circadian rhythms (day-night cycle) results in obesity, impaired cognition and other physiological changes in mice, similar to those observed in people who experience shift work or jet lag. Karatsoreos warns ‘the findings have great implications for humans… In our modern industrialized society, the disruption of our individual circadian rhythms has become commonplace, from shift work and jet lag to the constant presence of electric lighting. These disruptions are not only a nuisance, they can also lead to serious health and safety problems.’

Contrary to popular belief, healthy circadian entrainment can be attained via a number of environmental solutions, e.g., shortwave blue light therapy, natural daylight and negative air ionization: ‘Naturalistic dawn simulation and high-density ionization are active antidepressants that do not require the effort of postawakening bright light therapy. They can be considered candidate alternatives to bright light or medication.’

Designing for the Pineal Eye

Split-times Cafe by Philippe Rahm (2007)

So why focus environmental research on the pineal gland? Because despite the size and higher functioning of the neocortex, all cognitive responses to the built environment are initiated in the reptilian brain or brainstem, regulating instinctual functions essential for survival. The true function of the pineal gland has been contemplated for millenia; the Ancient Greeks believed it connect us to the Realms of Thought, Descartes coined it the Seat of the Soul. Studies now confirm that light and dark cycles trigger impulses from a region inside the hypothalamus called the suprachiasmatic nucleus (SCN) to the photosensitive pineal gland, inhibiting the production of melatonin. When light no longer stimulates the hypothalamus at night, pineal suppression ceases and melatonin is released. These processes have led some to suggest that melatonin may provide the trigger for psychedelic cognition:

‘The pineal gland is a chemical production factory, either producing melatonin or serotonin depending on the presence of absence of light. In this process, light source information is relayed from the eyes via the optic nerves and results in the activation of synthesizers that either produces melatonin in the absence of light or serotonin in the presence of light, becoming the brains largest producer of serotonin.’

In collaboration with the Centre for Chronobiology, Philippe Rahm (above) is one of the few architects exploring the potential of spatial media (coloured light, deionizing air filters) to manipulate circadian rhythm. It remains to be seen whether such art projects can cross over into the mainstream, inspiring architects to employ similar approaches to realtime situations.

Callaway, J (1988).Proposed Mechanism for the Visions of Dream Sleep. Medical Hypotheses. 26, 119-124.

The Semantic Turn

Ecotect (form-centric) vs. CATIA V5 (user-centric)

Defined by Klaus Krippendorff as the semantic turn, this shift from function to interaction is not new, originating around the early 1980s in response to personal computing and later expanding into the field of cognitive ergonomics. Since then, designing ‘object’ has become subordinate to designing ‘interface’. Despite this evolution, most architecture applies form-making as its dominant motif. Adopting new tools to realize this phase shift will allow our environments to become more sensor-driven and thus more rewarding. Some designers are already modeling via Second Life to counter the form-centricity of CAD, while others choose to adopt tools like virtual ergonomic systems by Dessault (above right), providing a more critical (albeit limited) understanding of subjective experience.

Cross Reality: from bio to technophilia

Recent experiments in cross reality radically challenge traditional notions of naive realism and biophilia, with the sharing of digital artefacts (audio, images, video) reflecting a highly voyeuristic and technophilic desire ‘to watch’ and ‘be watched’. The ability of media to skew presence shows that while traditional 2D artworks may not support physical presence (with the exception of set designs and trompe l’oeil effects) immersive VR systems provide a more direct sense of user participation. This is achieved in two ways. First, by removing any mediating technologies so users can actively reconfigure their experience; second, by creating interactive multi-user platforms for shared content and user experience, e.g. as seen in the above ACME system by VTT Technical Research Centre of Finland.

Three modes of presence: LBEs (location-based entertainment), SVEs (shared virtual environments) and MUDs (Multi-User Dungeons)

A meta-analysis into the experience of being-there by Riva & IjsselSteijn concluded that presence is always mediated physically (bodily, technological objects) and culturally and that ‘physical’ presence is no more ‘real’ than virtual immersion: “Experiencing presence requires the reproduction of the physical features of external reality; the possibility of interaction and free action, and the creation and sharing of the cultural web that makes meaningful – and therefore visible – both people and objects populating the environment.”¹ While human-like robots and avatars are created to instil a rich sense of copresence that mimics corporeal presence, paradoxically, such rich experiences are not always desirable. For example, the most addictive social networking activity is also the most disembodied – ‘texting’ or ‘online chat’ demands that low levels of ‘media richness’  are more advantageous (users often prefer to remain anonymous while connecting with others). This response may be due to that fact that until recently, many machines failed to engage humans emotionally, although this seems to be changing with rapid advances of affective computing (voice and facial recognition). Avoiding the singularity debate on whether computers will eventually have the capacity to acquire super-intelligence, research into copresence increasingly reveals that by making machines more human-like via affective computing, humans are becoming more machine-like: “…as computer technologies are more and more integrated into the fabric of social life, social reality becomes increasingly virtual, and virtual reality increasingly social.”² Despite issues of reality distraction and privacy, Brother Industries plans to produce Retinal Imaging Display (RID) glasses for augmented vision suggest it is only a matter of time before full immersion virtual reality and augmented reality will revolutionize our perception of nature.

In his essay Nature is not Green, Koert van Mensvoort reminds us that environments have become ‘hypernatural’ extensions of nature, “a simulation of a nature that never existed.” Even better than the real thing, hypernature is prettier, slicker and safer than before, thus “the more we learn to control trees, animals, atoms and the climate, the more they lose their natural character and enter into the realms of culture.”³ The key argument from a hypernaturist perspective is that rather than be concerned about the disappearance and destruction of the natural world, humans will adapt for positive gain. This will undoubtedly happen, as the history of human evolution reveals. However, certain biological adaptation will have a subliminally harmful effect on human life. For example, a study in the 1980s by Gary Evans discovered that people who live with air pollution over a considerable time frame become conditioned to the polluted air quality, unable to recognize it even exists, condition which Peter Hahn coins environmental generational amnesia.

Hahn’s ‘amnesia’ confirms the desensitizing effects of media McLuhan predicted more than four decades ago. Environmental ‘anesthesia’ or desensitization has shown that while humans have adapted to extremes in light, noise and air pollution, such adaption has also imparted negative stressors upon our biological systems. Thus, contrary to popular belief, not all human adaptation is beneficial, as we directly sense via our love/hate relationship of the hypernatural environment. We crave fast food, fast cars and fast living, yet despite their economic advantages we also must accept hypernature’s negative polluting and intoxicating effects on cognitive health.

1. G. Riva et al., “Being There: Concepts, effects and measurement of user presence in synthetic environments” (Ios Press, 2003) Amsterdam, The Netherlands

2. Zhao, S., “Toward A Taxonomy of Copresence” from Presence: Teleoperators and Virtual Environments archive Volume 12 ,  Issue 5  (October 2003) p.445 – 455

3. Mensvoort, K., “Real Nature is not Green”, Published in Vermeulen, (2006) Sun enlightment, States of Nature. Syndicaat, ISBN: 87-1762457-900-4

Synoetic design

The Eighth Day by Eduardo Kac

‘Synnoetics is a cooperative interaction (symbiosis) of people, mechanisms, plants or animals and automata into a network or system with a total capacity of knowing that is greater than that of its individual parts.’¹ 

Forecasting the dynamic growth and connectivity of computer-related sciences in the 1960s, Palo Alto consultant Louis Fein coined the term ‘synnoetics’ to express the potential for human intellectual enhancement via participatory interactions of humans, machines, automata and other biological organisms. Initially proposed as an integrated ’meta-discipline’ within academic institutions, Fein’s notion of synnoetics mirrors current biogenetic technologies and transgenic art (above). In Synnoetics and the Self artist Gregory Little posits that applications of synnoetic systems in art achieve greater levels of immersive response by engaging psychophysical levels of mediated production and user-experience.²

Diagrams of Synnoetic Systems by Gregory Little 2007

Little notes that despite the plethora of human-centred theories surrounding interactive artworks, most remain largely technocentric in both process and interface. In Toward an Aesthetic of Synnoetic Interactivity, Little explains that ‘the goals of interactivity as previously outlined above by Bush et al. – human centeredness, associative paths, mutual action, cognitive mapping… are frequently at odds with the goals of machine maintenance and homeostasis.’³ Little reveals the main problem of achieving optimal human-centredness in interactive artworks is the illusive nature of cognitive experience, thus will always condition levels of participatory engagement. Recent biometric and cognitive mapping experiments attempt to break through such technocentricity, as seen below in a virtual reality performance by Darij Kreuh and Davide Grassi. Here the biometric interface establishes a reflexive cybernetic loop where the human’s output (electronic impulses) modifies audiovisual projections which in turn provide new conditions of sensory stimulus. Mediated art employing such biometric technologies to stimulate mutually interactive systems clearly reposition reciprocal engagement between user, machine and data.

Brainscore – incorporeal communication from aksioma on Vimeo.

1. Louis Fein, The Computer-Related Science (Synnoetics) at a University in the Year 1975,
unpublished paper, 1960

2. Gregory Little, Synnoetics and self: the construction of planetary identity as an aesthetic oeuvre, Technoetic Arts: A Journal of Speculative Research, Volume 2 Number 2 (Intellect, 2004)

3. Gregory Little, Toward an Aesthetics of Synnoetic Interactivity, (Intelligent Agent, 2003) Retrieved 27/10/10 http://www.intelligentagent.com

Connectivist learning

Connectivism MindMap by George Siemens (2004)

In response to shifts in education media and the limitations of behaviorist, cognitivist and constructivist learning environments, George Siemens and Stephen Downes have developed an alternative model – connectivism. Referred to as “a learning theory for the digital age” it aims to understand the effects of technology on human life, communications and learning:

…connectivism is the integration of principles explored by chaos, network, and complexity and self-organization theories. Learning is a process that occurs within nebulous environments of shifting core elements – not entirely under the control of the individual. Learning (defined as actionable knowledge) can reside outside of ourselves (within an organization or a database), is focused on connecting specialized information sets, and the connections that enable us to learn more are more important than our current state of knowing. Connectivism is driven by the understanding that decisions are based on rapidly altering foundations.‘¹

As Siemens himself notes, the idea for connectivism is drawn from earlier texts on distributed congition Hutchins, media theory McLuhan and social development Vygotsky. In this respect it seems difficult to claim the theory as revolutionary, indeed as a review of the epistemology of design highlights, the majority of learning theories have evolved from three fundamental positions – innatism, empiricalism and constructivism. However, despite recent critics who claim it can not be defined as a theory (Verhagen, 2006), Siemens argument for revising the fundamental precepts of learning from ‘skill acquisition’ to ‘actionable knowledge’ seems well justified on many levels, not least of which is the growing evidence base supporting educational software.

Contrary to assumptions that networks ‘haven’t changed learning so much that we need to throw away all of the established learning theories and replace them with a new one’ (Kerr, 2006), distributed co-creation radically confronts the inadequacies of traditional learning models (Kolb, Riding, Gregorc, Myers-Brigg, Entwistle) which are predominantly based on inadequately validated concepts of genetic inheritance, archetypal psychology and instrinsic motivation. Many of Siemens’ critics fail to grasp this salient point – connectivism does not transfer cognitive power from the individual to the smartmob (digital Maoism) as proposed by media moralists like Jaron Lanier.

Rather, it responds to the urgent need for educational professionals to begin sharing and building a knowledge base to address fundamental change, instead of wasting time agressively defending opposing theoretical positions which bear little or no relevance to how digital natives (screenagers) acquire knowledge in the C21.

1. George Siemens, (2005) Connectivism: A Learning Theory for the Digital Age, Retrieved 17/01/11 http://www.itdl.org/journal/jan_05/article01.htm

Structuring the thesis


In an attempt to highlight the relevant arguments in support of The Bias of Design, the above diagram outlines the three modes of inquiry (review, case study analysis, experiment) as shown below in the provisional structure…

Vitruvius Redux

The above diagram by Mark Bew of BuildingSmart and Mervyn Richards of CPIC shows the evolution from what may now be called ‘traditional’ CAD (Computer Aided Drafting) to an integrated and interoperable Building Information Model (BIM or iBIM). The benefits of editing drawings and schedules from within a single unified database offers clear advantages for many aspects of production from construction to post-occupancy. However, while growth in BIM usage has been noted (up to 80% in some cases), the reality is that not all parties elect to use the same tools. With Revit functioning as the primary BIM platform, many other parametric (Digital Project and Rhino) and feedback (Ecotect, Fluent and Simulex) tools are employed to further enable cost reductions.

Such evolutionary transferrence of information from designers to producers (builders) creates significant challenges to the traditional role of the architect as visionary leader, particularly in terms of design ideation. Yet the key advantage of BIM remains centred on its capacity to integrate lifecycles of social interaction, a shift which earlier CAD modelling simply failed to deliver. While early promises of an architectural revolution by W. J. Mitchell and Nicholas Negroponte may have been overly optimistic, in Vitruvius Redux, Mitchell reminds us that contrary to popular belief, digital design media nostalgically clings to the past, adhering to systems of architecture which can be traced back to early C19 design theories of Durand (below) and Guadet:

…designers relied heavily upon abstract ordering devices such as grids and axes… guided by this skeleton they would then consider alternative ways to arrange the major rooms and circulation spaces. Finally, they would develop the design by deploying elements from an established vocabulary of construction elements – columns, entablatures, doors, windows, and so on… a recursive process of top-down substitution.‘¹

1. Antonsson, Erik K.; and Cagan, Jonathan. Formal Engineering Design Synthesis. Cambridge University Press, 2001. Cambridge Books Online. Cambridge University Press. 17 November 2010 http://dx.doi.org/

Quantifying Creativity

Many empirical studies have highlighted the importance of freehand sketches in facilitating design ideation. In comparing representation techniques via protocol analysis, Vinod Goel showed more design transformations were achieved with ill-structured representations (freehand ambiguity) than with the well-structured representations (digital precision) during the early design conception.¹

Studies by Gabriela Goldschmidt have also shown how representations ‘defer commitment to a solution’. By calculating ‘lateral transformations’, Goldschmidt’s Linkography deconstructs the creative process by parsing the recorded design protocol into small units called ‘design moves’: ‘a step, an act, an operation, which transforms the design situation relative to the state in which it was prior to that move’. A ‘linkograph’ is built by interpreting the links between the moves, providing graphical representations of design reasoning. The design process can then be viewed in terms of five patterns: a) ‘chunk’ moves, exclusively linked; ‘web’ moves, minimally linked; ‘sawtooth’ moves, uniquely linked; ‘backlinks’, linked to a move’s generation; and ‘forelinks’, linked to the production of further moves.²

For Goldschmidt, design productivity is inextricably connected to the ‘link index’ (the ratio between the number of links and moves) and ‘critical moves’ (forelinks, backlinks or both). Thus, high values of link index and critical moves reveal more creatively productive design processes. For example, in the diagram below Architect (A) was working with Landscaper (L) to design an art gallery on a triangular site with level changes. Each utterance of the session was recorded and tagged sequentially as a ‘design move’ beginning with A01.

Table 1. Extract from the transcript at the early stage of the session

Despite the flexible and scalable nature of Goldschmit’s method, recent studies by Kan & Gero have shown Linkography to be a rather unreliable indicator of ambiguity.³ Indeed, variations in linkographic analyses highlight a model greatly biased by subjective interpretation. As Gazzaniga‘s work on hemispheric specialization has shown, analytical devices like Linkography remain problematic due to an unconscious interpreter attempting to apply linear analytic structures to fundamentally abstract cognitive procedures.

1. Vinod Goel (1992). ‘Ill-Structured Representations’ for Ill-Structured Problems. Proceedings of the Fourteenth Annual Conference of the Cognitive Science Society.

2. Gabriella Goldschmidt (1990). Linkography: Assessing Design Productivity. Paper presented to the Cyberbetics and System, Singapore.

3. Jeff Kan & John Gero (2006). Acquiring Information from Linkography in Protocol Studies of Designing. Key Centre of Design Computing and Cognition, University of Sydney.

Heuristics in Design Thinking


Investigating the nature of intuition the 1970s, Amos Tversky and Daniel Kahneman identified cognitive bias as heuristic reasoning (cognitive shortcuts) which results in errors of statistical judgment, social attribution and memory. Ubiquitous throughout human cognition, such errors clearly skew the reliability of anecdotal and verbal protocol analysis. Reminiscent of McLuhan’s notion of hot and cool media cognitive biases have also been grouped into either hot or cold states of emotional arousal. E.g., highly attentive and interactive information affording heightened patterns arousal or ‘hot cognition’  bias rapid emotionally-charged decision making without analytical reflection. Conversely, low attentive non-engaging information affording low patterns of arousal or ‘cold cognition’ bias calmer reflective thought processes.¹ The above diagram is taken from a recent visual study of cognitive bias which can be found here.

As Peter Rowe argued, the practice of architectural design is inherently heuristic, exerting ‘a strong and dynamic influence over subsequent sequences of problem interpretation, solution generation, problem representation and solution assessment.’² Based on protocol analyses of architectural designers at work, Rowe identifies five classes of heuristic constraints which shape architectural production: 1) anthropometric analogies, 2) literal analogies, 3) environmental relations, 4) typologies and 5) formal languages. A more extended analysis to the one offered below can be found in his 1991 book Design Thinking.


1. Abelson, R. P. (1963). Computer simulation of “hot cognition”, in S. S. Tomkins & S. Messick (Eds.), Computer simulation of personality (pp. 277-302). New York: Wiley

2. Rowe, P. (1999). A Priori Knowledge and Heuristic Reasoning in Architectural Design. In Classic Readings in Architecture, edited by K. Spreckelmeyer & J. Stein. WCB/McGraw Hill. Originally published in Journal of Architectural Education 36, no.1 (1982) p.18

The Generation Game in Design Thinking

In his 2002 PhD thesis, Rabah Bousbaci outlined the main theoretical models of architecture and design disciplines, exploring the potential for moral and ethical reasoning to provide a philosophical basis for architecture. In a more recent paper The Models of Man in Design Thinking Bousabaci cites Nigel Cross, stating that design thinking has been described ‘in terms of what is largely accepted today as the “generation game” (i.e., first-,second-, and third-generation design methods’ (above). Reacting against the intuitive processes of the “beaux-arts”, between the late 1950s and 1967, supporters of the first generation championed highly rationalistic design. Between 1967 and 1983 a second generation informed by the participatory theses of Horst Rittel and Christopher Alexander reduced design to processes of bounded rationality. Finally since 1983, based on the cognitive analyses of Donald Schon, a third generation operate from within the “reflective turn“. As Bousabaci’s review shows, since the early 1980s research in design thinking has attempted to incorporate a broader range of issues (poetical, rhetorical, phenomenological, hermeneutical, and ethical). However some researchers in the field would be reluctant to define this final shift as paradigmatic.

In Design Research: a revolution waiting to happen, design thinking guru Kees Dorst claims outcomes of modeling design research have been problematic for two reasons: 1) an overwhelming ‘emphasis on the process of design’ and 2) a ‘strong orientation towards practice’. For Dorst, such conditions have resulted in cognitive divisions between observing, describing, explaining and prescribing design tools for education and practice. Perhaps more importantly, Dorst recognizes a fundamental lack of explanatory framework on which to develop an academic knowledge base, rendering the majority of design research virtually impenetrable to critical analysis. Inspired by contemporary educational preference for Hubert Dreyfuslearning model (learning-by-doing), Dorst and collaborator Brian Lawson have recently attempted to counter the above scenario with a systematized model of ‘design expertise’. Initial findings suggest design can be reduced to a seven-layered process, beginning with the ’naive’, ‘novice’ and ‘advanced beginner’, and extending to the ‘competent’, ‘expert’, ‘master’ and ‘visionary’.

Kees accepts ‘there may be discontinuities in the model’ due to Dreyfus’ methodological mix of AI critique and phenomenological theory, yet clearly any attempt to provide ‘an empirical basis for levels of design expertise’ using Dreyfus’ anecdotally-biased model would seem constrained by the very processes they wish to counter. Whether responding to the limitations of protocol analysis or inspired by emerging applications of neuromarketing, John McCardle’s inquiry into identity and affect in design cognition may provide a genuine break from tradition. McCardle’s musings in ‘further investigations’ suggest the interplay or resonant interval between ‘the effects of design activity on the designer’ and ‘the role of self-concept in design cognition’ can be expanded via a series of skin conductance experiments. Based on physiological response and models of the extended mind, such approaches may indeed prove to be paradigmatic…

A Case for Metadesign


The Affective Geography of Silence by Giaccardi & Sabena (2006)

In her 2001 essay ‘Digital Pedagogy’ Professor of Urban Studies at UCLA Dana Cuff raises some key issues regarding the digital media on offer throughout the majority of European and American based architectural schools. As design software ‘both reflects and enables forms of thought, as does language, according to the Whorfian hypothesis‘, Cuff notes ‘there is a decided bias toward surface rather space.’ This may come as no surprise to design tutors of production (AutoCAD, ArchiCAD, CATIA) or visualization software (Maya, FormZ, StudioMax) however as Cuff reveals, ‘most schools tend to prioritize one visualization application in studio, which invites a particular way of thinking about design.’¹ By restricting movement ’between viz-ware and production software, or between digital and material design’, Cuff contends that design environments prioritizing representation over instructional output fail to deliver the primary role of architectural drawing – instruction. While some schools are attempting to bridge the divide between digital and tactile design (e.g. UCLA, SciArc) Cuff’s essay confirms a disturbing trend within practice and research – what Kees Dorst recently referred to as an over-emphasis on process.² 

However, what Cuff and others have failed to develop is why such an over-emphasis should matter. As connectivist learning theorist George Siemens notes, recent changes in social media have irreversibly altered our understanding of learning and idea creation, thus design research internalizing the creative process from within empirically closed systems (e.g. traditional behaviourist or constructivist models) blind themselves to the open dynamics of distributed creativity. Arguably, any future companies wishing to optimize creativity in a conceptual economy (Greenspan, 1997; Pink, 2005) will be ones structured on a collective sharing of media and ideas, a connectivist approach to learning which few design researchers have yet to address, with the exception of Fischer & Giaccardi‘s conceptual framework for metadesign (see below). As Fischer et al. stress, ‘meta-design puts owners of problems in charge of creating open, evolvable systems that address the limitations associated with closed systems.’³

The SER (seeding, evolutionary growth, reseeding) model  by Gerhard Fischer (1995)

1. Deborah Snoonian & Dana Cuff, (2001) Digital Pedagogy: An Essay, Architectural Record, Vol. 189, Issue 9

2. Kees Dorst, (2007) Design research: a revolution-waiting-to-happen, Keynote speech delivered at the Congress of the International Association of Societies of Design Research, Hong Kong Polytechnic University

3. Gerhard Fischer et al., (2004) Meta-Design: A Manifesto for End User Development. Communications of the ACM, Vol. 47, Issue 9, pp 33-37

Temporal Bias and the Four Idols


In Laws of Media (1988) McLuhan cites Jacques Lusseyran‘s violent childhood loss of sight to support his own communication theory:

Blindness works like a dope, a fact that we have to reckon with. I don’t believe there is a blind man alive who has not felt the danger of intoxication. Like drugs, blindness heightens certain sensations, giving sudden and often disturbing sharpness to the senses of hearing and touch. But most of all, like a drug, it develops inner as against outer experience, and sometimes to excess

Inspired by Lusseyran’s depiction of sensory blindness, McLuhan forms his own Media Tetrad by extending the Sciences of Francis Bacon and Gambattista Vico, asserting that ‘Bacon’s four idols constitute the basis for a complete theory of communication in that they account for the various forms of blindness and ignorance conferred upon self and society by technology and culture alike.² Bacon summarizes four cognitive biases (idols) as…

Idols of the Tribe (idola tribus) a bias rooted in ‘the tribe or race of men… a false assertion that the sense of man is the measure of all things… the human understanding is like a false mirror, which, receiving rays irregularly, distorts and discolors the nature of things by mingling its own nature with it’. Idols of the Cave (idola specus) a bias of the individual man ‘which refracts and discolors the light of nature, owing either to his own proper and peculiar nature; or to his education and conversation with others’. Idols of the Marketplace (idola fori) a bias ‘formed by the intercourse and association of men with each other… words plainly force and overrule the understanding, and throw all into confusion, and lead men away into numberless empty controversies and idle fancies’. Idols of the Theatre (idola theatri) a bias which has ‘immigrated into men’s minds from the various dogmas of philosophies… all the received systems are but stage plays, representing worlds of their own creation after an unreal scenic fashion’.³

While Vico’s New Science emerged almost century after Bacon’s Novum Organum, despite the pervading influence of Guttenberg’s Galaxy both managed to arrive at similar conclusions – i.e. that the human mind works in a highly poetic and creative way, constructing both itself and its environment via non-rational (non-Cartesian) principles.

1. Jacques Lusseyran (1963) And There Was Light. Trans by Elizabeth R. Cameron. Little, Brown & Company, p.49

2. Marshall McLuhan & Eric McLuhan (1988) Laws of Media: The New Science. Univeristy of Toronto Press, p.83

3. Francis Bacon (1620) Novum Organum. Retrieved online 04/02/2011 from  http://en.wikisource.org/wiki/Novum_Organum

The death of drawing


Fabien Girardin‘s Sketching with Data for the Louvre Museum using visual programming environment Impure by Bestiario

Debates on the effects of drawing technologies have been in circulation since the emergence of design education in the mid C19, specifically Dyce’s objections to the pervasive bias of life drawing (Bell, 1963). Despite a fleeting renaissance in drawing, visualization researcher Pam Schenk notes that promoting the benefits of drawing to students has become increasingly problematic. In a recent letter to Tracey, Schenk confirms that due to increased applications of digital media over the past two decades, design graduates lack critical drawing skills. Schenk’s studies into the habits of print, textile and industrial designers over a 20 year period concluded that drawing ‘remains at the centre of the creative and developmental process of design’ for two key reasons; a) to support conceptualization and b) to facilitate communication.¹

Optimizing conceptual and communicative media is clearly important, and drawing skills have remained fundamental in developing some of the latest collaborative visualization tools – e.g. Dorta’s Hybrid Ideation Space, however the emerging fields of environmental informatics and visual programming (above) suggest that as creative design processes become more mediated, intelligent and complex, it may be only a matter of time before traditional modes of sketching become virtually redundant, as Bill Mitchell suggested more than two decades ago.² Citing Mark Burry‘s 1997 paper ‘Narrowing the Gap Between CAAD and Computer Programming’ Boeykens and Neukermanns recognize the need to assign visual programming equal weight within the architectural curriculum:

…the relation between programming and design studio assignments is still non-existent in many schools, nowadays… Programming should be part of the main architectural skills, albeit not necessarily in the sense of writing code…’³

Arguments for architects to adopt visual programming (e.g. via Bentley’s Generative Components and Rhino’s Grasshopper3D) are not new. Algorithmic Architecture by Kostas Terzidis (2006) similarly praised the benefits of the computational interface. However, as Flusser reminds us in The Shape of Things: a philosophy of design (Reaktion Books, 1999) a reciprocal dependency remains: ‘the robot only does what the human being wants, but the human being can only want what the robot can do’ (p.48). While I would agree that architectural graduates desperately require a minimum of computational knowledge, the visual programming bias of systems like the ones mentioned above still reduce architects to ‘functionaries’ of their own tools. The nature of the GUI is what needs to be challenged, not the design process itself. This is the fundamental mistake design theorists routinely make when adopting computer metaphor as cognitive model (Dorst, 2007).

1. Schenk, P. (2007) A Letter from the Front Line. Published in Tracey: What is Drawing For?

2. Mitchell, W. J. (1989) The Death of Drawing. UCLA Architecture Journal 2: 64-69

3. Boeykens, S. & Neuckermans, H. (2009) Visual Programming in Architecture: Should Architects be trained as programmers? CAAD Futures 2009 Conference Proceedings

The effects of dopamine on creative drive


In 2005, neuroscientist Alice Flaherty presented an interesting three-factor anatomical model for creative drive and ideation based on communication between the temporal lobes, frontal lobes and limbic system. Supporting earlier studies which showed minimal relations between creativity and intelligence (Torrance, 1974), Flaherty’s chart (above) aims to rotate the traditional hemispheric models of creativity by 90°, arguing that connections between the frontal lobes and temporal lobes are more important than those between the left and right hemispheres.’¹ Contrary to most neuroscientific studies of language which focus on skill acquisition, Flaherty highlights the importance of the limbic system in genertating ideas, drawing her conclusions from a much broader range of subjects, not only surgically treated epileptics.

I accept that ‘not all aspects of this model have yet been tested’, however Flaherty’s 3-factor model may not extend far beyond the hemispherical model she aims to counter. I would argue that many similar reductionist approaches emerge from the wrong world-view. The creative process can not simply be reduced to an (internal) limbic urge to express oneself, like the hypergraphia she experienced in response to the death of her own premature twins.² The intensly mediated nature of C21 life directly challenges the notion of thought as skin or skull-bound (Clark, 1995), indeed current research into digital networks aim to show how cognition extends across a range of media (O’Hara, 2006). Therefore monitoring how media inhibit chaotic disequilibrium³ in the human brain may be equally critical in further understanding creative block and its related effects.

1. Alice Flaherty, Frontotemporal and dopaminergic control of ideal generation and creative drive, J Comp Neurol. 2005 December 5; 493(1): 147–153

2. Alice Flaherty, The Midnight Disease: The Drive to Write, Writer’s Block, and the Creative Brain, (Clarion, 2004)

3. David Bohm & David Peat, Science, Order, and Creativity. (Bantam 1987)

Social Creativity

Image credit Jesse Thomas and Brian Solis

As social media overtakes pornography as the no.1 web activity, social creativity has become the latest word to enter marketing lexicon, with corporate strategists citing co-creation as the future of business innovation¹ (Tapscott & Williams, 2010; Prahalad & Ramaswamy, 2004). Yet similar approaches to management have been around for some time, e.g. in the 1960s Scandinavian projects like the Collective Resourse Approach pioneered the concept of participatory design by encouraging staff to personalize their own work systems to increase production (Bødker, 1966). Further initiatives followed in Britain in response to the failure of post-war WW2 utopian housing schemes. Since then, consensual involvement has become an increasing important process within architecture and product design.

Patronized as the ‘lipstick industry’ little more than a decade ago, corporate executives now rank creative capital as the defining characteristic for C21 business. Ironically, the design industry are trailing well behind in applying co-design to everyday practice (Sanders & Stappers, 2008). Notoriously slow in adapting to technological change (Egan Report, 2002) the construction industry has also failed to broadly integrate social creativity, possibly deterred by what Gerhard Fischer admits as ‘considerable challenges’:

While meta-design is a promising approach to overcome the limitations of closed systems and to support social creativity, it creates many fundamental challenges: in the technical domain as well as in the social domain including the need for social capital, the willingness of users to engage in additional learning to become designers, and the additional efforts to integrate the work into the shared environment

Before designers or theorists can adequately address such challenges the notion of ‘socialized’ creativity needs to be defined more critically. Literally dozens of theories have been proposed over the past century, yet as Nick Wilson reveals, most remain faithful to traditional preconceptions of individualism:

Despite a strong rhetoric of inclusion cultural and economic policies in the UK continue to reinforce the deep-seated belief that creativity is something (only) talented and artistic individuals do. This individualistic conception of creativity extends to the framing of the creative industries and the creative economy, where creativity is treated as either a quasi-commodity or the preserve of the so-called ‘creative class’

1. Prahalad, C.K., Ramaswamy, V. (2004), Co-creating unique value with customers. Strategy & Leadership, Vol. 32 No.3

2. Fischer, G. (2003) Meta-Design: Beyond User-Centered and Participatory Design, Proceedings of HCI International 2003, Julie Jacko and Constantine Stephanidis (eds.), Crete, Greece, June 2003, pp. 88-92

3. Wilson, N. (2010) Social creativity: re-qualifying the creative economy, The International Journal of Cultural Policy, 16(3)

Media technology and its impact on human physiology

Defining Meaningful Media by Gino Yu (TEDxNUS, 2010)

In an attempt to counter the psychometric behaviourism of learning styles like Briggs-Myers and Enneagrams, Director of Digital Entertainment and Game Development at Hong Kong Polytechnic University Dr Gino Yu has recently proposed a biometric investigation into the effects of media on human physiology, in recognition that ‘as media and technology become an ever-increasing aspect of daily life, we have a responsibility to create media that is beneficial to both mind and body, while reducting or even eliminating harmful effects.’ Emerging research which shows the benefits of interactive media on conditions like Attention Deficit Hyperactivity Disorder (ADHD) and Post Traumatic Stress Disorder (PTSD) by Reger & Gahm (2011) suggest that although in its infancy, advanced studies using fMRI and EEG aim to confirm the use of media in elicitating ‘desired physological and/orphsycholgocial changes, including the treatment of disease.’¹

In his recent course on ‘Recovering Creativity’, Yu advocates scalable plaforms of interactive media (meditation, self-exploration ‘brain’ games) as a way of rapidly achieving lifestyle ‘equilibrium’ and enhanced levels of ‘natural creativity’. Drawn from earlier studies by Ken Robinson (1998), Yu observes that Asia’s ‘negative conditioning’ coupled with a lack of nurturing environments places emphasis on cognitive uniformity which ultimately stifles creativity. Linking Becker & Seldon’s findings in The Body Electric (1985) to the Chinese notion of ‘Chi’, Yu concludes that early childhood trauma (blocked energy flow) shape an individual’s perception of reality and knowledge of the world. Thus, the positive and negative reinforcement systems at the heart of most education imposes a culturally contigent worldview from which few individuals can escape.

Yu’s argument for meaningful media seems timely and well-structured, a development of earlier brain-based learning models positing homeostatic mind-body feedback loops between physiological health and cognitive function (Caine & Caine, 1994; Pert, 1997), and while it also inherits similar challenges in linking theoretical neuroscience with learning behaviours, I’m keen to see how well the biometric experiments add support to his theory.

1. Yu, G., (2010) Media Technology and its Impact on Human Physiology. White Paper presented for Theme-based Research Scheme

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