I was thinking about architecture for bats in the most non-vampiric way. Of what they would need in a building, and how we could create buildings that worked for them instead of just pigeons. It is sad that our statues, our buildings, and our general built environment has been shaped through thousands of years of practice and yet we so frequently ignore the potential for ecosystems in architecture. We create ‘living buildings’ that sit within artificial ecosystems of energy sharing and recycling and yet the primary living aspect of these buildings is flora and not fauna. Perhaps if we looked at a useful creature like the bee or the bat and could drop our preconceptions of them as dangerous creatures that in the worst case left you bitten with disease (either fictional or otherwise) or, in a slightly better scenario, with a mere sting while admiring the flowers, we could move away from the overused metaphor of the hive or honeycomb and towards a realistic integration of animal environments within our own. While the cube is not the most efficient shape for maximization of interior volume (see Fuller’s work with the Dymaxion House for a look at other forms) it is nonetheless the form we have most enthusiastically adopted. A city like Montreal presents interesting examples of two very different building types that show the range of possibilities for ‘habitats’. We have Fuller’s Biosphere and Moshe Safdie’s Habitat 67. While each are born of very different geometries they each explore the notion of a built habitat for either humans or animals. We are arguably the dominant species of life on this planet (aside from perhaps some form of bacteria that is ubiquitous in a way we can never be) but if we continue to think of ourselves as such we reinforce the idea of dominance itself, a concept that does not sit well with successful ecosystems.
In nearly every vision of the future of earth from Atwood to Asimov we find a land devoid of plant and animal life. These barren landscapes are surprisingly full of technological ecosystems. The buzzing of bees and transmission of pollen, essential to the reproduction of countless fruit and flower species, has been replaced by the transmission of bits and bytes. These pieces of digital pollen may propagate knowledge but do so in exchange for the propagation of equally essential nutrients. In many other visions of the future we often find a regression of knowledge or civilization in exchange for the reclamation of the earth by nature. Thinking of H.G. Wells’ The Time Machine, the humans of the future are almost Neolithic in their capacity for expression. While they live in a land that is rich with natural life they are incredibly simple and preyed upon by the sinister underground race known as the Morlock. Interestingly enough, we yet again see the dominant life form as removed from nature, reduced to living in dark environments and relying on brute strength and aggression to rule instead of co-habitate. The Morlocks are an evolution of the working class of man and run the machines that make the paradise of the surface possible while living a drastically different reality for themselves. The same can be said of the characters in Children of Men, living in a dirty and infertile future on what could be the beginning of extinction. One scene in the film adaptation shows a child sitting at a table and entirely ignoring the conversation between the two adults in the room, entirely absorbed in his interactions with some novel device. I like to think that improved interface design and better tangible interaction is inevitable but hope that a similar detachment from society and nature is not as well. This field of tangible interaction design or tangible user interface is most interestingly known as natural user interface. With body control systems like the Kinect or countless Arduino hacker projects we have the power to design interfaces that use natural movement and gesture as input. For any interface there is a codified set of input to operate it, a language of interaction between human and computer. I often wonder whether the language we have adopted through devices like smart phones and tablets will survive much longer or if it will sink into obscurity, the Latin of the ubiquitous computing world. In thinking of language for natural user interaction I have wondered whether using a pre-existing and tested language would be more suitable. If we were to interact with systems using something like American Sign Language (ASL) then we would not only be empowering thousands of deaf individuals as natural masters of these systems but also reducing many of the barriers that the deaf face in communicating with the general public. If the languages we adopted for natural user interaction not only increased our ability to interact with computer systems but with other individuals then we could perhaps reverse the tendency for new technology to isolate us from social context. A language like ASL has other benefits that could lead to new advances in machine learning. ASL often allows the truncation of words or concepts into shorter gestures do as to avoid the rather lengthy process of spelling every word. Autocorrect or auto-complete could move beyond a sometimes frustrating function on your phone and into a useful application for shortening gestures. Autocorrect poetry, where writers let words emerge through a purposeful neglect of proper spelling, could move into the realm of full body interaction. Dancers in front of a screen could now dance poetry into existence, letting the formation of words with their body guide their movement and engaging in a co-authoring of poetry between themselves and the computer.
I heard an anecdote the other day regarding the ability of some architects to identify which program was used to model a building based on a quick look at the building itself. The constraints of 3D modeling software often leads us to alter our design decisions almost as much as the site itself. Look at Frank Gehry and the creation of Digital Project to allow him to represent buildings that are more sculptural than architectural. His buildings could not be created within the constraints of existing software so he designed his own to abolish these constraints. I believe that anything created digitally has some aspect of co-authoring as its creation is directly mediated by the rules of the software it is created in. What if our software was designed to co-author ecosystems? The challenge of designing an ecosystem often lies in the immense complexity of that system, complexity that is hard to handle when paired with the creation of architecture with a specific purpose. Architecture firms like MVRDV conduct research into software that optimizes the arrangement of space and functions, what if the inevitable leftover spaces could be used for networks of interconnected habitats for plants and animals? As I stated earlier, the cube and it’s derivatives remain the predominant building form despite their inability to maximize the use of space. I think that part of this inefficiency is due to areas like corners and the thickness of walls. Structural components that do nothing for our interactions aside from ensuring that the building does not collapse around us. While I appreciate this, I look to the software that allows my phone to run. To me the magic of the code is how it can run in the background and accomplish tasks that I need not be aware of. Folding@home allows you to connect your Playstation 3 into a network to analyze protein folding when not in use, what if the unused spaces of our buildings could function the same way?
When interviewing Jurgen Bey last summer he spoke of how much space is wasted in a building when most people leave for the day and only a few are left behind to work. If the space of the building could be reconfigured then the office could shift drastically from a spatial perspective over the course of several hours. Reconfiguring large spaces is not that practical, but building in little spaces for plants and insects to carry out functions that are not productive for a certain company but for the population in general is much more realistic. We should reconsider whether parametric and modular architecture is as flexible and practical as we suppose. Maybe we would be better of looking at parameters pertaining to ecosystems than those that control random undulations in a facade. Maybe we would be better off if we re-evaluated the language that we use to design buildings and, like with tangible user interface, made a shift back to something more natural.
In the 1920s there was a transition in the work of El Lissitzky from graphic design to a hybrid between graphic design and architecture that he called ‘Proun’. These works initially explored the Suprematist style through shifting axes and multiple perspectives. What started out as 2D compositions soon incorporated architectural notions like form, volume, and mass. Eventually these lithographs and paintings evolved into architectural experiments and exhibition design. All the time this work was governed by his edict of “task oriented creation”; art with a socially defined purpose. This same transition is happening to graphical user interfaces as we realize that the most interesting interactions happen not on a 2D plane but in three dimensional space. Fanciful explorations from science fiction are beginning to inform the design of systems for the real world. Samsung has gone so far as to take legal action against Apple, claiming that the iPad was inspired by tablet devices in Stanley Kubrick’s 2001: A Space Odyssey. The case has not gone well for either party, and Samsung has recently filed complaints that Apple witheld evidence during the court case. The idea that the real interfaces of tomorrow could evolve directly from the imagined interfaces of tomorrow is an interesting one and a book is forthcoming on the topic. Authors Nathan Shedroff and Chris Noessel make the argument that all design is fiction until it is built. Viewed in this way, your favorite science fiction film of the 1980s could also be loosely considered a piece of design fiction. Researchers Paul Dourish and Genevieve Bell, in their paper “Resistance is Futile: Reading Science Fiction Alongside Ubiquitous Computing”, discuss the idea that “science fiction does not merely anticipate but actively shapes technological futures through its effect on the collective imagination” (quote and a lot of inspiration from Near Future Laboratory). The idea that a generation can be inspired by Hollywood is by no means alien to today’s culture and with the increasing number of designers completing their eduction and entering the professional field it is no surprise that we see many striking similarities between the interfaces of tomorrow and the films of 20 or 30 years ago that inspired them. We may even be catching up to science fiction, with products like Leap echoing the gestural interaction of Minority Report and MIT’s new T(ether) UI for collaborative group work looking like a very early version of the systems that Tony Stark uses in Iron Man. Childhood dreams are increasingly realized with the increase in computing power and presence largely due to the rapid growth of mobile technology and culture. The Atlantic posted an excellent reflection on the remote control as subversive technology. The remote control was one of the first devices to be owned by nearly everyone and to allow them to decide how they interacted with television, the defining media of the last century. Instead of having to interact directly with a box on the floor, the remote control added a spatial element to our interaction. The Wii Remote is really nothing more than an incredibly powerful remote control. With the development of the Xbox Kinect the Wii Remote began to shrink in importance. Microsoft took the Wii Remote concept, that of an incredibly powerful and spatially aware remote control, and removed the clunky technology between the human and the computer. If the original remote control obliterated the need for awkward interactions with the television set and brought us closer to direct control of the system while actually being further away then the Kinect did the exact same. In many ways it simplified the interaction by removing the industrially designed aspect of the system. Systems are more permanent than objects and can generally be upgraded gradually without having to be discarded completely. Look at how many remote controls you own at home and think of how quickly one is rendered redundant by the development of a new feature for your DVR. Gestural interaction mitigates the need for industrial design and the fetishized objects that ultimately end up in our land fills. It focuses on the interactions and in using simple movements in combination with one another to accomplish tasks. Physical remote controls will remain more practical for many interactions for years to come because of the endless complexity of gestural interaction but, like the gigantic television or the supercomputer, they too will fade into the background in favor of less obtrusive technology.
The relationship between two dimensions and three dimensions can be tense or incredibly powerful. A sculptor may not be able to paint a masterpiece (and vice versa) but they tackle the same issues of form, lighting, and volume with their work. I feel that the design of any object sits in this tension between 2D and 3D. Some designers could fill books with orthographic views of their work, industrial objects rendered flat through photography yet still portraying highly physical notions like tactility and weight. The progression that Lissitzky made was inevitable and highly logical. He realized that form could not be explored within the boundaries of two or three dimensions exclusively, form is the discussion between both. Interface design is making this same progression as we not only tire of sitting at computers and pecking away at highly developed typewriters. Much like the architecture that I discussed at the beginning of this essay, the screen, not so different from the cube, has been the dominant form of interface and interaction design for years. And, like architecture, this brings with it huge amounts of waste and ignored potential. The screen ignores all of the amazing things sitting at its edges, capturing our view and drawing us back in. The screen presents a series of overlapping planes with hierarchy that is meekly enforced through drop-shadows instead of things like perspective. Like architecture, it builds walls around our interactions and ignores the potential for many of those divisions to serve a much greater purpose. As new techniques in architecture allow us to tear down many of the physical walls that divide us I hope that gestural and embodied interaction will help us tear down the digital walls that cut us off from our surroundings. I think that metaphors for the interactions of the future should be closer to the way that a birds wing cuts through the air than to how the Neolithic man awkwardly smashes with his clunky tools. There is a beauty to handwriting and the fluid movement of the hand that cannot be matched by the inefficiency of separate keys hit sequentially. There is a need for a shift to interactions both on the screen and around us that consider the environment beyond the traditional lens of what we may think it means to be human. Let’s work to accelerate that shift and be mindful that when we do, we don’t leave the natural world behind.