13. Day 1 Day 2 Day 3
Concept Design Refine
Sketch Prototype Document
Experiment Demo Reflect
Planning
Editor's Notes
After this kick off everyone will get the opportunity to introduce him/herself, so then you will know what we know already: That there is a huge amount of knowledge assembled here, and that all this knowledge will be divided in teams that each have very specific combinations of experience.\n
And the workshop will not end on Sunday. There are many people already interested in the outcome of this workshop. Besides the attention we will get in various sessions at Picnic 2011. We want to publish our results and work processes on a web page we called Smart in Public. This website will then be the basis for further investigation and open source experiments. But first we will start building stuff. We will be designing, building, testing and playing with networked environments for the city.\n
Smart objects are already being applied in public space, but until now only in applications for control (surveillance cameras) efficiency (traffic management) and commercial purposes (advertising and gadgets). We would like to investigate here whether or not smart objects can play a role in the social structure of a public realm, and if they could help establish a sense of ownership for inhabitants. Now it has been said on several occasions that techniques from computing or game design could be the missing link in the quest for new ways of urban development, that we are now all looking for so much since the crisis (both economical and in terms of urban development). The economical crisis and its consequences on the urban fabric made it crystal clear that the modern urban planning protocol is now entirely insufficient, and that we need new ways, more informative, more human based, more evolving and more flexible urban protocols, instead of fixed urban plans. We also believe that computing techniques could be part of the answer here, which is why we are so eager to pair spatial designers with software and hardware engineers, to see if we can find something. The immediate inspiration however, we found in something a bit older: Aldo van Eyck’s playgrounds, that formed in the 1950s the first public space designed especially for children.\n
These playgrounds consist only of abstract geometrical objects, in ever changing configurations depending on the settings. In themselves these objects mean nothing. Play emerges only when the imagination of the child is projected over these objects. Because the objects are abstract enough, they are able to facilitate the play and imagination of all children. Therefore, this is an example of a truly co-creative shared public experience. This experience we would like to repeat in a new way: by designing open-end, co-creative objects in the city. The notion of the object’s nature being ‘open end’, as opposed to ‘pre-scipted’, is key.\n
Open end Vs pre-scripted: (Kars Alfrink in his talk New Cities New Games) Pre-scripted play is consumptive, confirmative or even prescriptive. It is a pre designed fixed program that the player has to follow, and the next time he plays it it will roughly be the same. Compare it to a concert hall, where you have a fixed seat and the orchestra is set up on stage in a fixed configuration. What they play might be different, but this will always be the same and you will have the whole concert with just one viewpoint and one sound\n
Open ended play, Kars defines as: creative, productive or even transformative. I have put here a diagram by Xenakis, a famous architect/composer.It is a floorplan for a new kind of concert – the orchestra is still there, with the conductor and all the instruments around him But the audience is represented by the lines: They are supposed to walk around between the musicians, hearing something new with each step and turn they take. They create their own concert in a way And every time they do it again it’s a different sound and experience. The audience is no longer passive, but actively engages in the creative process\n
Now Richard Sennett was here for Premsela a few months ago, with his lecture Out of Touch, on losing the sense of touch in the digital era and the consequences of that in amongst others work processes – under the influence of the modern ideal of structure, efficiency and consumerism. The user friendly computer program, he states, is based on hiding all forms of complexity and minimising resistance. It is a prescripted protocol: is inscrutable and opaque for most people that use it, they can only use it in the way it’s built and there is no room for difference, plural identity or ambiguity. An open-end protocol would be a lot harder for the user to learn to work with, but in learning and searching the user starts to understand what the idea behind the system is, finds unexpected solutions and as much more engaged in the process – he ‘owns’ the technique. Prescripted protocols, however, force the user into passiveness – this on a daily basis leads to alienation and indifference.\n
And this is precisely what is happening in urban planning – also still largely based on the modern paradigm. The city and its public realm is planned and imposed upon citizens by the building industry. For reasons of control and security, it is designed as one-dimensional and as pre-scripted as possible. And here emerge the problems that mark the public realm ever since the modern age: public space does not offer a true opportunity for its users to engage, and therefore provokes nothing but passive indifference. If we want to find a new way of designing the city we have to start here: we need to find new methods to design possibilities for re-appropriation of public space. Public space requires a sense of ownership for its users in order to be successful. The re-appropriation of public space into shared public experiences requires possibilities for open-end use. \n
We can design evolving frameworks instead of ready-mades for the city. The public domain is where we learn what our city needs and how it evolves. We therefore need to design a learning, networked environment, for inhabitants and for designers. We have situated this workshop assignment in one location, so that we can compare your ideas and designs. If everyone works with the same conditions we imagined the conclusions will not be interfered by location specific conditions. The NDSM wharf: perhaps the area in Amsterdam that has been the subject of the highest amount of designs. And yet it has managed to more or less remain the same in configuration and character. Whereas its function (from harbour ship wharf to creative work and festival space) could at the same time not have changed more radically. Together with its strange situation on the other side of the IJ, yet not really connected to the rest of Noord except through the ferry. We thought this to be the ideal playground for investigation in this workshop.\n
It is a challenge to deliver a design concept for the complex workshop framework we have developed. This model is an attempt to describe the elements that are inherent to open-ended, playful experiences of networked environments and enable meaningful participation that is possible on a large public scale.\n
All teams need to be able to engage in an open minded, intuition fueled discourse with each other while working with conceptual limitations to explore and design a scenario for that specific location. We want to focus on the interaction between the people in public space and how they relate to each other through social objects that are available to all. \n
We have formulated questions to funnel the research and scenario development, defining a common language to bridge the discussion between the groups and disciplines of the participants. We think sketching the scenarios and drawing storyboards of the experience are powerful tools to make conscious decisions for the articulation of the concepts. \n
We will start with interdisciplinary teams during the first day, the remainder of the workshop is meant for sketching and, if possible already, the design of experience prototypes. The teams will discuss each other’s concepts during the several stages of their process. At the end of day 3 all concepts will be published on the project website and presented to a critical audience. To conclude the workshop, we will analyze and compare the projects with each other in an open conversation.\n\nThank you.\n\n\n\n\n