Behold the Wondrous Evoluscope, a ground breaking mind bending parascientific device which allows us to take snapshots of the future. Future scenarios are projected through hpotheses of how our current civilisation could evolve. The evolution, mutation and hybridisation of the architectural type provides the final scope of our investigation which is seen as an expression of this change. This is the architectural thesis of Scott Mason at The University of Melbourne.
Showing posts with label week X. Show all posts
Showing posts with label week X. Show all posts

Sunday, May 9, 2010

Hydroponic Experiments - 50 000 people - Massing













50 000 people food supply with Flat Bed Hydroponic system.
  • 114 floors
  • 418m high building
  • 786411m2 worth of growing and floor area



    50 000 people food supply with Stacked Hydroponic system.
    • 61 floors
    • 223m high building
    • 420799m2 worth of crop floor area
    • 1 258 500m2 worth of crop growing area

    Hydroponic Experiments - 50 000 people





    Food Supply

















    Hydroponic Experiments - 100 000 people - Massing


    100 000 people food supply with Stacked Hydroponic system.
    • 120 floors
    • 440m high building
    • 2517000m2 worth of growing and floor area
    • 836100m2 worth of crop floor area


    100 000 people food supply with Flat Bed Hydroponic system.
    • 361 floors
    • 1324m high building
    • 25170004m2 worth of growing and floor area

    Hydroponic Experiments - 100 000 people





    Site Supply

    Based on ABS statistics the site required to supply 100 000 people is enormously large. The skyscraper would stretch up from the ground 78982.2m.  Untenable......



    What We Eat

    Agindustrial

    Australians Spend $100 dollars on groceries each year.  Out of all of Australias Land Mass only 10% is arable land of which, most is located on the peripery of urban areas, in areas such as Melbournes Green Wedges.  The developement of these Green Wedges continues against the recomendations of the Melbourne 2030 planning document.  As this   It is from here that most of Melbournes perishable vegetable supply is grown.

    Saturday, May 8, 2010

    FutuRetail

    CommArts’ competition proposal - FutuRetail 2020 is a dynamic proposal that provides a snapshot of the powerful future forces shaping a proposed retail renaissance.  It is presented in an eye-grabbing graphic novel form, what better way to reach Generation Z, often defined as being very active consumers with a high degree of influence over their parents purchasing decisions.  Here the surviving consumption places will need to scramble to remake themselves or become relics like so many before them.  Internet, social networking, women, food, energy and sustainability factors will determine their functionability, form and location.  CommArts’ Crossroads City doesn’t offer a fully realized design for the mall of the future, but it does lay the groundwork for what that mall will consist of.  Malls will not only generate sales, they will “grow food, create crafts, manufacture products, generate energy, and provide education.”


    Source: http://opinionator.blogs.nytimes.com/2009/06/01/rethinking-the-mall/




    Marketing a New Mall

    Changing the consumption behaviors in an environment where cues and signals encourage over consumption is a difficult prospect and one which is sure to take revolt among the developers and financiers and beneficiaries of the economic windfall of consumption.  More than likely consumers will consume a particular resource until there is nothing left unless a change in information occurs, regulations are put in place and perhaps moral sensibilities are heightened.  If environmental behavior is socially influenced then the spaces where we collectively learn from must lead this evolution of our cultural consciousness.  From a psychological and philosophical stand point, reducing consumption depends on more than the built environment, but where design has a role, new environments where over consumption is viewed as perhaps silly can be created.  This cognitive approach reinforces the approach of redesigning these consumption spaces and thus reframing the signals in our environment.

    Some certain societal elements have sought to cast aside the allure of consumption both in the past and currently.  Here in Melbourne the CERES facility in Brunswick with facilities such as a community farm and “The Bike Shed” promote a lifestyle choice which is decidedly anti consumption.  Situationalist activities whereby experience and play are foremost, such as the recently witnessed “Melbourne Zombie Shuffle”, hark to the French equivalent from yesteryear teach us that through shared cultural experience a new connection in the urban environment can be made. 

    From a Psychological perspective, consumerism will never make full a life or make it more worthwhile.  Psychological studies have derided the myth that happiness does not in fact correlate to material possession but instead with healthy relationships and meaningful leisure and work.  Meaning therefore, does not stem from the TV or from our consumption spaces.  From a social  perspective new spaces need to be developed where the status quo is overturned and consumption is viewed as a need which has consequence, the Newtonian law; every action has an equal and opposite reaction.  If consumption has become normalised through our environment, cognitive learnt behavior of a new type of environment can generate a new cultural ideal, created through environs which actually connect us to the things that make what we need?

    Mine is an idealistic standpoint, this is something I have tried to divorce myself from to no effect.  I want to change the world.  I see shopping malls as an unnecessary evil, a corrupted tool for the already corrupt.  However I am not naive to the fact that shopping is here to stay and that indeed these spaces are vital, not only the economy but to our cultural learning and structure. 

    However I believe, through this research, that the deep structure of a new type becomes a vital new interface between production and consumption.  If we occupy a liminal space in our mind at the point of consumption then in opening up our liminal spaces, our consumption spaces to something more than consumptive reinforcement, a new relationship and awareness of what it really is, these things, these signals we consume can develop. 

    There are already spaces within our environment which are consumption spaces but which foster a product knowledge and a social interaction, the market, the farmers market et al. has evolved very little in its principle of direct interaction with consumers and producers from its origins at the Greek Agora.  Consumers have a very good idea of where their produce comes from, coupled with the social interaction that occurs from the purchase creating a cognitive social grounding.  Here we consume as social and moral beings at a level unlike that of a shopping mall environment.  In places like markets we actually use more of our human insight and intelligence to evaluate, distinguish, interact, negotiate and then finally purchase a product.  The key to the spiritually sustainable lifestyle is to work for our pleasure, rather than have someone hand it to us on a platter.  It s my supposition that material goals which define our consumer culture can be replaced with transcendental goals in which we understand our place in the world and the effects of our decisions.  This capacity for an understanding that we are a part of a greater entity than ourselves is a uniquely human characteristic, albeit one that we as a species has not yet mastered.





    Positioning

    Producer - Consumer
    Make/Grow - Buy
    Surface - Interface
    Access - Proximity
    Size/Scale - Sociability
    Global Outlook - Local Design

    Sunday, May 2, 2010

    Consuming Design



    The Character of Shopping Mall Design

    The intent of malls are purely scientific - Economics.  And so, the design of malls are also driven purely by economics.  Developers have sought to create a fantasised disassociation from the act of shopping, a machine that induces the exchange of money.  Scientific and Psychological gestures, spatial and subliminal tricks that seduce, stimulate and physically manipulate, amounting to an illusion that there is something else going on rather than shopping and it is supremely important and cultural.

    Victor Gruen’s initial intent for the mall was to create a traditional market, a town square, evoking a sense of place through cultural enrichment, education and relaxation. This intent was a philosophical endeavour to mend what Gruen perceived as a the culturally sparse landscape that was 1950’s suburban America.  His dream steadily turned into his nightmare as developers seized on his design with the new intent of malls becoming purely scientific.  And so today's malls and their program and design are driven purely by economics.  Developers have sought to create a fantasied disassociation from the act of shopping to generate huge profits.   Scientific and Psychological gestures, spatial and subliminal tricks that seduce, stimulate and physically manipulate, amounting to an illusion that there is something else going on rather than shopping and it is supremely important and cultural.  The Shopping Mall product has effectively become a pseudo-place which works through spatial strategies of dissemblance and duplicity, much to Gruen’s disgust.

    The design of malls as civic spaces, less the grit and grime, the annoying street signs, telephone poles, trams, vagrants and vandalism that we associate with it, create an idealised sense of the public street with all citizens enjoying a carefree and happy life.  Those inside enjoy social experiences, participatory entertainment that in essence represents a distinctly purified idealist and puritanical view, controlled by those that purvey it.  Indeed the safety and convenience of the mall becomes the mall developers greatest advertising tool.

    However the structure and program of the mall is decidedly not like an urban space at all with every little detail and placement of those details having an underlying logic all aimed at reinforcing a credit card culture.  Drinking fountains, which remove soft drink sales may be hard to find.  Rest rooms, which are expensive to upkeep are usually poorly signed and difficult to locate not to mention a magnet for antisocial behavior.  Undesirable tenants are excluded based on their image and the type of clients they attract making malls places of extreme discrimination, a type of cultural cleansing.

    Along side these explicit acts of social conditioning the shopping mall deploys another set of implicit spatial and psychological devices through the internalised syntax that is the spatial realm of this type.


    Consuming Design

    The shopping centre, as a location provides, the context in which we habitually play out our desires.  In a sense it becomes a phenomenological space by which we are, through convention, forced to purchase.  Through the elements (the signifiers) that make up a shopping centres built environment we are guided to act in a certain social way.  And thus the spatial organisation and segregation of the mall is set up such that our predicted behavior from a predicted demographic form the context of the mall. 

    Through environmental science, the tools for mall designers have been conceived to socially orient the actions within it, one literally comes to know ones place.  Each person enters a mall in a particular state of being or mood.  It is the shopping malls role to place this consumer in a state of bliss, therefore a spender of money.  A shopper reacts to their environment psychologically in three ways:

    • Cognitively
    • Emotionally
    • Physiologically

    The shopping centre as a spatial system reacts to these directly through its a complex syntax of architectural and psychological gestures which can be grouped into three main types:
    • Ambient Conditions - Physiology
    • Spatial Layout and Functionality - Cognition
    • Signifiers - Signs and Symbols and Artifacts - Emotion

    Saturday, May 1, 2010

    The Character of Shopping Mall Design.

    Consumerist Characteristics of Style

    Stylistically speaking, the minimalist approach reveals shopping and consumption habits by exposing the context through an act, a one thing, that through a cultures shared and collective experience, finally reveals that context and perhaps the ramifications of that context.  A postmodern box reveals the context and again, perhaps the ramifications, through a more explicit and sometimes ironic way.  The signifying elements of both of theses styles could not be further apart in their proliferation by marketers and advertisers and developers.  Indeed postmodern consumption and our cultures lack of meaningful signifiers reval the shallow meaning and relationship we have with our products.  Our new cultural signifiers have become the objects that we posses and our measure is how many and what type we have.

    Characteristics of the Shopping Mall

    The characteristics of the shopping maal can be described as a box containing pricless items to the consumer.  Once inside the box we are urged to stay, be dazzled, susped our beliefs and most importantly buy.  The postmodern consumption patterns that are the everyday norm can be characterised as such.  Shopping malls are the perfect manifestation of these principles.

    Friday, April 30, 2010

    Charactetristics of Style - Postmodernist

    The Postmodernist box reveals nothing of its structure in the 2 dimensional image presented here.  Through our past experience of an object such as this we are able to tell that the outline shape is most likely a box.  However the text makes explicit the nature of this 2dimensional image. Venturi, Loos et al.

    Thursday, April 29, 2010

    Characteristics of Style - Minimalist

    The minimalist box reveals the structure through our high content knowledge.  That common cultural knowledge of our everyday experiences of that box tells us that the configuration of these lines forms a 3 dimensional object; a box.