Silicon Valley has transformed our experience of the built environment and the complex systems within it to an extent never before conceived by any planner or architect. Uber, AirBnB, Google, Trip Adviser, Twitter – all have drastically affected how we consume and experience cities.
Each of these companies addressed a single market problem via technological innovation, and succeeded by attracting a critical mass of users. Lines of code, intentionally or otherwise, have rapidly outmaneuvered the lines of architectural blueprints in programming our cities.
Imagine, then, the possibilities of cohesion between these two toolsets: of architects who are, theoretically, tasked with designing for a public good, using the tools that are actually redrawing our cities. I believe that designers, as programmers of spaces, objects and experiences, hold the potential to craft this emerging city cyborg, and more importantly determine its purpose.
In his 1994 thought piece The Generic City, Rem Koolhaas describes a city where “serenity... is achieved by the evacuation of the public realm”, largely as the result of “urban life[’s] cross over to cyberspace”.
To a great extent, urban life has crossed over to cyberspace. We can receive deliveries within hours, date through apps, know who is where, and no longer need to know the name of our neighbourhood streets thanks to Google maps. These are great functions.
But to avoid Koolhaas’s vision of a public realm devoid of social purpose, we must simultaneously design an environment that offers experiences greater than those offered through highly functional apps.
The Generic City was intended as a provocation. But a link between our reliance on apps focused on the individual, and our reliance on what the built environment and city has to offer, is undeniable. Designing for a digitally mediated city that aspires to invigorate and inspire the public realm, rather than bypass it – that uses the interplay between lines of code and the lines on architectural blueprints – requires the designer to consider both the physical and digital layers of the urban experience.
Back to the fun palace
An early example of the application of this type of thought was the “Fun Palace”, designed by British architect Cedric Price, theatre director Joan Littlewood and cybernetic scientist Gordon Pask. The project, conceived in 1961, aimed to create “unimagined sociality” through a large adaptive structure that blended learning, work, the arts and “fun”.
It was to be an automated set of public spaces, mediated by cybernetic algorithms, and actuated through a variety of spatial and interactive mechanisms. Gantry cranes would reconfigure spaces to meet the needs of a particular performance, while another space would be configured to support an educational workshop.
My practice, Chomko & Rosier, seeks to reexamine this interplay between architecture, technology and culture. Our studio is midway through producing “The Lost Palace” – a project for Historic Royal Palaces, which will allow visitors to explore the Palace of Whitehall, which was largely destroyed by fire in the late 17th Century. Taking place on the streets of contemporary Whitehall, this compression of several hundred years is mediated via a series of haptic, physical, audio and interactive mechanisms powered by digital technology.
Urban experience designers can draw upon these types of experiments, while also engaging with the immense critical narratives emerging around data and our use of technology. They can decide which problems to address within our cities, and pursue the far greater task of designing our digitally mediated urban experiences. They can craft mechanisms, spaces and systems that encourage, suggest and assist us, while providing rich urban experiences – whether local information, wayfinding, transport, events, history, socialising, or any combination.
Our studio was able to play with this idea through our public art project “Shadowing”. The project gave streetlights the quality of memory, allowing them to record the shadows of those who walk underneath to be played back for the next person. As an art piece Shadowing captures and then enhances the core quality of any city: the people who share it. As a piece of design, Shadowing offers a glimpse into the potential for technology to provide a layer of experience on our streets and infrastructure.
The tools available to designers through software are unprecedented. They can dramatically alter our perception of a space, a historical event or an entire city without laying a single brick.
So as the Generic City surges forward, propelled by digital technologies, and we wander towards the theatre exit lights guided only by a backlit screen, let us attempt instead to turn the city into theatre.
This article was originally published on CityMetric.