We consider some of the planetary conditions and global circumstances that both research and practice of media architecture are embedded within, such as climate change, pollution, resource consumption, and loss of biodiversity. While there has been a notable increase in emphasis on participation and engagement in design and use, with the aim to increase the involvement of diverse and often marginalised citizens, a human-centred approach to media architecture comes with its own set of problems. In this paper, we want to draw the attention of the media architecture community to the fallacy of human exceptionalism and anthropocentrism. We present a critical review of examples of media architecture projects and installations that question our understanding of urban space as separate from nature, and designed primarily for humans and just humans. Informed by studies in disciplines such as science and technology studies, critical geography, urban planning, and interaction design, we use insights derived from our review to discuss ways towards a more-than-human approach to media architecture. We conclude by proposing for discussion nascent design considerations for media architecture to go beyond the needs of just humans and to consider new ways to appreciate and cater for our broader ecological entanglements with plants, animals, and the environment at large.
{"title":"More-than-Human Media Architecture","authors":"M. Foth, G. Caldwell","doi":"10.1145/3284389.3284495","DOIUrl":"https://doi.org/10.1145/3284389.3284495","url":null,"abstract":"We consider some of the planetary conditions and global circumstances that both research and practice of media architecture are embedded within, such as climate change, pollution, resource consumption, and loss of biodiversity. While there has been a notable increase in emphasis on participation and engagement in design and use, with the aim to increase the involvement of diverse and often marginalised citizens, a human-centred approach to media architecture comes with its own set of problems. In this paper, we want to draw the attention of the media architecture community to the fallacy of human exceptionalism and anthropocentrism. We present a critical review of examples of media architecture projects and installations that question our understanding of urban space as separate from nature, and designed primarily for humans and just humans. Informed by studies in disciplines such as science and technology studies, critical geography, urban planning, and interaction design, we use insights derived from our review to discuss ways towards a more-than-human approach to media architecture. We conclude by proposing for discussion nascent design considerations for media architecture to go beyond the needs of just humans and to consider new ways to appreciate and cater for our broader ecological entanglements with plants, animals, and the environment at large.","PeriodicalId":400834,"journal":{"name":"Proceedings of the 4th Media Architecture Biennale Conference","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122131060","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Designers are challenged to conceive socio-designs for future cities that will be driven by digital transformation. For this task we will draw from a parallel situation in history: The German Bauhaus (1919-1932) - part of the European heritage and the start of the Modern Movement - is globally known for addressing the fundamental questions of a technology-driven culture. The Bauhaus masters found answers in a new model of education and production, linking crafts, arts and industry. Today we take this model for an inspiration as we create and anticipate new answers appropriate for our time. Questions are: • How can new cultural patterns be created that integrate tradition and digital transformation? • How to design concerns like health, housing, education, mobility and security? • How can we advance cultural heritage from China and Europe and build on it? We introduce the concept of concerns and experiment with designing cultural formats. Design organizes signs, structures and events. Based on universal principles these activities embody qualities that form the building blocks for ethics, services and socio-psychology. Together with the world of smart materials they form future cultural formats.
{"title":"Bauhaus Transformed: Designing Concerns of Future Cities","authors":"P. Stephan, Enno Hyttrek","doi":"10.1145/3284389.3304001","DOIUrl":"https://doi.org/10.1145/3284389.3304001","url":null,"abstract":"Designers are challenged to conceive socio-designs for future cities that will be driven by digital transformation. For this task we will draw from a parallel situation in history: The German Bauhaus (1919-1932) - part of the European heritage and the start of the Modern Movement - is globally known for addressing the fundamental questions of a technology-driven culture. The Bauhaus masters found answers in a new model of education and production, linking crafts, arts and industry. Today we take this model for an inspiration as we create and anticipate new answers appropriate for our time. Questions are: • How can new cultural patterns be created that integrate tradition and digital transformation? • How to design concerns like health, housing, education, mobility and security? • How can we advance cultural heritage from China and Europe and build on it? We introduce the concept of concerns and experiment with designing cultural formats. Design organizes signs, structures and events. Based on universal principles these activities embody qualities that form the building blocks for ethics, services and socio-psychology. Together with the world of smart materials they form future cultural formats.","PeriodicalId":400834,"journal":{"name":"Proceedings of the 4th Media Architecture Biennale Conference","volume":"41 3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128481305","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Playable cities and smart cities share the same infrastructure yet present different approaches to citizen participation. In this paper, the playable cities approach to digital infrastructure is contrasted with various iterations of the smart city to explore affordances for game design in the hybrid city. Placemaking is introduced in relation to play via a short history of playful urban interventions over the last century leading to an approach that uses strategies from a range of disciplines to explore game design that acknowledges cities as always being in the process of becoming and how games may allow citizens to shape the future, preserve the past, and recognise the present within the urban environments in which they live. Three examples are explored to demonstrate early work towards this approach: a resource management game based on real census data, an urban design app that uses augmented reality to situate citizens in the process, and location-based augmented reality game that explores the role of placemaking at macro and micro scales. These examples draw out and demonstrate the opportunities afforded by a playable cities approach that interacts with digital infrastructure, making it tangible and enabling social structures to emerge through play communities. Placemaker is explored in detail in relation to the site and city in which it is situated and how it relates to architecture, community, infrastructure and place. This game is built upon urban codemaking, an established framework for decoding urban environments and appropriating them for play. Three different stages of the year-long game are articulated in relation to the different scales of public space and perception that they have impact upon. The interaction techniques and design processes of the game are analysed in relation to digital infrastructure at the scale of the hybrid city. Finally, the examples lead to speculation on their potential use as to situate dialogue between citizens and digital infrastructure, particularly in relation to participatory urban planning. The games actively use and engage with urban planning and design concepts and language, inviting players to re-imagine their neighbourhood in these terms. As such, they demonstrate the potential for the future development of urban planning games involving citizens in participatory design processes.
{"title":"Play about Place: Placemaking in location-based game design","authors":"T. Innocent","doi":"10.1145/3284389.3284493","DOIUrl":"https://doi.org/10.1145/3284389.3284493","url":null,"abstract":"Playable cities and smart cities share the same infrastructure yet present different approaches to citizen participation. In this paper, the playable cities approach to digital infrastructure is contrasted with various iterations of the smart city to explore affordances for game design in the hybrid city. Placemaking is introduced in relation to play via a short history of playful urban interventions over the last century leading to an approach that uses strategies from a range of disciplines to explore game design that acknowledges cities as always being in the process of becoming and how games may allow citizens to shape the future, preserve the past, and recognise the present within the urban environments in which they live. Three examples are explored to demonstrate early work towards this approach: a resource management game based on real census data, an urban design app that uses augmented reality to situate citizens in the process, and location-based augmented reality game that explores the role of placemaking at macro and micro scales. These examples draw out and demonstrate the opportunities afforded by a playable cities approach that interacts with digital infrastructure, making it tangible and enabling social structures to emerge through play communities. Placemaker is explored in detail in relation to the site and city in which it is situated and how it relates to architecture, community, infrastructure and place. This game is built upon urban codemaking, an established framework for decoding urban environments and appropriating them for play. Three different stages of the year-long game are articulated in relation to the different scales of public space and perception that they have impact upon. The interaction techniques and design processes of the game are analysed in relation to digital infrastructure at the scale of the hybrid city. Finally, the examples lead to speculation on their potential use as to situate dialogue between citizens and digital infrastructure, particularly in relation to participatory urban planning. The games actively use and engage with urban planning and design concepts and language, inviting players to re-imagine their neighbourhood in these terms. As such, they demonstrate the potential for the future development of urban planning games involving citizens in participatory design processes.","PeriodicalId":400834,"journal":{"name":"Proceedings of the 4th Media Architecture Biennale Conference","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117103753","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Media architecture gains societal relevance as a mass communication medium that is able to strengthen a sense of place. However, little is known about the interplay between the content that media architecture displays and the public perception towards the architecture that supports it. With a global refugee crisis currently unfolding, we took up the challenge to explore how media architecture can raise awareness about urgent societal issues among the nearby population. In this paper, we describe the participatory design and in-the-wild evaluation of a media architecture installation that depicts refugee displacement onto the façade of a refugee shelter. Our analysis provides insight into the qualities of hyperlocal media architecture, in terms of (a) inviting community participation, (b) displaying compelling and socially relevant narratives, and (c) stimulating dialogue between communities.
{"title":"Hyperlocal Media Architecture: Displaying Societal Narratives in Contested Spaces","authors":"Niels Wouters, Sandy Claes, A. V. Moere","doi":"10.1145/3284389.3284490","DOIUrl":"https://doi.org/10.1145/3284389.3284490","url":null,"abstract":"Media architecture gains societal relevance as a mass communication medium that is able to strengthen a sense of place. However, little is known about the interplay between the content that media architecture displays and the public perception towards the architecture that supports it. With a global refugee crisis currently unfolding, we took up the challenge to explore how media architecture can raise awareness about urgent societal issues among the nearby population. In this paper, we describe the participatory design and in-the-wild evaluation of a media architecture installation that depicts refugee displacement onto the façade of a refugee shelter. Our analysis provides insight into the qualities of hyperlocal media architecture, in terms of (a) inviting community participation, (b) displaying compelling and socially relevant narratives, and (c) stimulating dialogue between communities.","PeriodicalId":400834,"journal":{"name":"Proceedings of the 4th Media Architecture Biennale Conference","volume":"177 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121312351","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Media facades have successfully enabled interactions between citizens and buildings, yet they still mostly function as top-down urban infrastructure, with content commissioned by the government or private owners. One of the key reasons for that is the lack of user-friendly and public-facing prototyping tools to design creative content for media facades, making them out of reach for regular citizens, artists and other creative content providers. This paper describes our preliminary work in addressing this gap with a prototype of an online platform for media facade content creation, with features such as built-in templates, editing tools, and 'copy and paste' of lighting patterns across different sections of the facade. Crucially, the project is concerned with making the interface intuitive enough to facilitate the design of creative content for media facades by regular citizens, even if they lack coding skills, thus enabling self-expression and a greater diversity in public media art creation.
{"title":"Developing an Intuitive Website for Prototyping Creative Media Facade Content","authors":"Naiyu Wang, L. Hespanhol","doi":"10.1145/3284389.3303995","DOIUrl":"https://doi.org/10.1145/3284389.3303995","url":null,"abstract":"Media facades have successfully enabled interactions between citizens and buildings, yet they still mostly function as top-down urban infrastructure, with content commissioned by the government or private owners. One of the key reasons for that is the lack of user-friendly and public-facing prototyping tools to design creative content for media facades, making them out of reach for regular citizens, artists and other creative content providers. This paper describes our preliminary work in addressing this gap with a prototype of an online platform for media facade content creation, with features such as built-in templates, editing tools, and 'copy and paste' of lighting patterns across different sections of the facade. Crucially, the project is concerned with making the interface intuitive enough to facilitate the design of creative content for media facades by regular citizens, even if they lack coding skills, thus enabling self-expression and a greater diversity in public media art creation.","PeriodicalId":400834,"journal":{"name":"Proceedings of the 4th Media Architecture Biennale Conference","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123042187","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The 20 Pixels of Data Workshop is a proposal to make a simple LED matrix of 4x5 pixels measuring 1.60m width and 2.00m height, and to create data visualization of the local context. The idea is to work collectively with perception of the environment and representation of information, making digital data more accessible and visible to a broader audience in an architectural space. The pixels will be made of cardboard boxes and LED strip, controlled by an Arduino board with relay modules and sensors. The Workshop aims to empower communities to build their own media device to share graphical information and representation of the environment.
{"title":"20 Pixels of Data Workshop","authors":"Artur Vasconcelos Cordeiro","doi":"10.1145/3284389.3303996","DOIUrl":"https://doi.org/10.1145/3284389.3303996","url":null,"abstract":"The 20 Pixels of Data Workshop is a proposal to make a simple LED matrix of 4x5 pixels measuring 1.60m width and 2.00m height, and to create data visualization of the local context. The idea is to work collectively with perception of the environment and representation of information, making digital data more accessible and visible to a broader audience in an architectural space. The pixels will be made of cardboard boxes and LED strip, controlled by an Arduino board with relay modules and sensors. The Workshop aims to empower communities to build their own media device to share graphical information and representation of the environment.","PeriodicalId":400834,"journal":{"name":"Proceedings of the 4th Media Architecture Biennale Conference","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-11-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127966019","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Proceedings of the 4th Media Architecture Biennale Conference","authors":"M. Brynskov, P. Dalsgaard, A. Schieck","doi":"10.1145/3284389","DOIUrl":"https://doi.org/10.1145/3284389","url":null,"abstract":"","PeriodicalId":400834,"journal":{"name":"Proceedings of the 4th Media Architecture Biennale Conference","volume":"53 6","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-11-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120893020","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}