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Slums are Necessary


Tuesday, April 30, 2013 9:30 am

On the outskirts of some of the world’s largest cities exists an informal way of life. It’s unlike any other. To most, these spaces are defined as slums, shantytowns, or favelas. The list of stigmatized words associated with these settlements is never ending. Regardless of their delineation, the sheer mention of their existence conjures up an endless sea of negative associations—rampant crime, dismal infrastructure, impoverished communities, filth, and a severe lack of education. Yet the reality is not as simple as all that. While our assumptions are not wholly dishonest, they are wildly deceptive.

Heliopolis, the largest favela in Sao Paulo, grew out of a need for proximity to the amenities that the city had to offer. When this informal settlement was first established in the 1940s, the demand for it was low, thus the population was much smaller and much more spread out than it is today. Over time, as Sao Paulo expanded so did the desire to be situated within its reach. But housing within the urban area was not affordable to a large number of low-income residents. So they settled down on un-owned and non-delineated land areas, like Heliopolis. Today, the densely lined streets of this three-quarter square-mile favela, is home to roughly 100,000 inhabitants.

When we first see Heliopolis, all of the stereotypes we could imagine about an informal settlement are at play—the tin roofs are rusting, the streets are sprawling and unorganized, brick buildings are crumbling, and crime is rampant. There is no denying that these characteristics are a reality. What surprises us, however, is that an average home within the perimeter of Heliopolis costs $100,000 USD. As a matter of fact, one of the most prestigious hospitals in Sao Paulo sits along the edge of Heliopolis. Read more…



Categories: Cities, Sao Paulo, Urban

A Network of Shared Intelligence


Tuesday, February 19, 2013 10:00 am

What is “Geodesign” exactly?

Geodesign is a term dubbed by Redlands, California-based Esri to describe the confluence of geography and design, applying technologies from geographic information systems and other complementary approaches to tackle big world problems such as sustainability, ecology, and building tomorrow’s cities.

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Bran Ferren

Bran Ferren, co-founder of Applied Minds LLC and keynote speaker for the opening session at the Geodesign Summit held at Esri’s Redlands, California Campus, set the tone for the event this past January.

The Geodesign Summit, in existence since 2009, is one of those conferences that explores a concept that is still at the “shiny object curiosity stage,” not yet something very usable, according to Ferren. It is a way to try to begin to build the cities of the future, using technologies such as geographic information, planning, building information modeling and much more.

So in trying to retrofit and build tomorrow’s cities, considerations should be made to create “cities that feel good about themselves as they will perform better than cities that don’t feel good about themselves,” Ferren added.

Most of those charged with building and designing the 3D city or city of the future are not talking about how the city itself “feels” but rather, does it have all the physical components that will address the needs of the inhabitants? In another talk it was brought out that Geodesign professionals may think of themselves as “therapists”, as well as designers, as they consider how cities are modeled.

Read more…



Categories: Design, Landscape, Research

Working in the Age of Geodesign


Wednesday, February 6, 2013 8:00 am

Data is becoming the designer’s new best friend. Urban designers, architects, and landscape architects – whether they’ve realized it yet, or not – will soon be integrating massive sets of data into every design they do.

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Esri representatives show a 3D computer model of a skyline and view analysis at the GeoDesign Summit, courtesy of Esri

These fields are entering the age of geodesign, an emerging concept that melds the geospatial data of geographic information systems, or GIS, with simulation and design evaluation techniques. Through geographic analysis of the various streams of data relating to a project and its site, geodesign creates the potential for real-time vetting of design ideas within the grander context of the site. From hydrology and habitat to traffic patterns and energy regimes, multitudes of data are now easily available and nearly as easily integrated into the designs of the built environment. Designers can quickly know how a 10-story building would affect shadows, water stresses, parking demands, and solar energy potential in a neighborhood. Or how those factors would change if it were 15 stories. Or how such a project would be affected by 15 inches of sea level rise over the next decade.

The applications run wide and long – from weighing transit oriented development versus traditional development along an as-yet-unbuilt light rail line to assessing stakeholder support for various redevelopment schemes to analyzing the impact of a proposed roadway on the grazing patterns of wildlife in a national park. Planners, designers, and resource managers are using geodesign for all of these projects and more. Projects like these were highlighted at the recent GeoDesign Summit, a two-day conference held at the Redlands, California headquarters of GIS software powerhouse Esri. Example after example showed how geospatial information could not only inform the design process, but actually improve the way projects respond to and relate with that information.

Read more…




A New Way of Designing:
Part 4


Sunday, February 3, 2013 9:00 am

As we wound down our a charrette, an exercise somewhere between a Top Chef “quick fire” and a game of “exquisite corpse,” we remembered seeing flickering pixels, oversized movable louvers, folding organ-like planes, and stretching ribbons. Our research yielded a number of innovative precedents —both theoretical and built— from architects and engineers experimenting with movable facades around the world. We had examined automated fins and shading umbrellas, tessellated screens and adaptive fritting from ABI, the homeostatic façades from Decker Yeadon, and the Aegis Hyposurface from Goulthorpe, among others.

But it was not enough that these façade components moved, either by means of carefully controlled computerized programming or by more rudimentary manual, hydraulic, or mechanical means. The movement that we were trying to describe was different. It had to be tied to performance. It had to respond to the sun. As Mike Hickok often said, it had to behave “more like a plant, less like a machine.” With our newly acquired understanding, how could we propose a future in which shading devices would deploy and contract biomimetically, like the artificial muscles we studied, in response to the sun?

Then we had a rude awakening. How could we even begin to tinker with these shapes with our limited experience, with the kind of software that had the capabilities to produce what we needed?  Clearly we had found ourselves at the convergence of technology, media, and representation. We needed to make leaps in all three. As Lisa Iwamoto describes on her book Digital Fabrications[i], our design had to inform and be informed by its modes of representation and production. We had to go beyond, way beyond, the limitations of what we traditionally produced in-house and do it at the fast pace of a design competition. At once we were dealing with modeling software shortcomings, researching smart materials, studying artificial muscles, defining performance, contracting out the scripting of algorithms, buying software, and storyboarding the presentation to determine deliverables and staff allocation.

Single-Ribbon-Rhino

Rhino image of ribbon

Mike Fischer[ii], a fifth young designer was brought on board, contracted to work side by side with our team to help with computational modeling and scripting. We shifted to Rhino, a NURBS-based modeling software that would allow us to conceptualize, tinker, and control our shading strands. While developing the component, we needed to test it across the façade. Mapping it and remapping it to control its size, density, and openness required formulas—a lot of formulas—which we crunched in Grasshopper.

OOF-Grass-Hopper

Read more…




The Projected Story


Tuesday, January 17, 2012 11:00 am

What you see in the video above is San Francisco-based Obscura Digital’s six solid weeks of content development, countless hours of production, and invaluable cultural awakening coming to life on the exterior surface of Sheikh Zayed Grand Mosque in Abu Dhabi.

This 17-minute long show of architectural projection animations replayed every 30 minutes for 5 days starting on November 29, 2011 to mark the 40th Anniversary of the United Arab Emirates National Day. The experience brought together over 1,000 people from all over the world and from the most modest to the most extravagant backgrounds—a very appropriate tribute to the values that Sheikh Zayed built the Mosque and the UAE on.

Read more…



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