information playground: manifesto

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In Pla forma tion y gr ound Natalie Chuh Bachelor Thesis 2014 Advisor: Doug Jackson

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In

Pla

forma

tion

y

gr ound

Natalie Chuh

Bachelor Thesis 2014

Advisor: Doug Jackson

5

Manifesto

The following pages contain personal intentions, opinions,

objectives and motives in regards to architecture.

76

Contemporary culture’s relationship to information differs

significantly from that of a few decades ago. The emergence

of a new information-dependent culture has created a society

that now places a higher value on knowledge. Within this new

knowledge culture, the exchange of information is developing

into a more public and social activity. The traditional top-

down, authoritative methods of information sharing (i.e.

newspapers, broadcast television) are now supplemented with

new bottom-up, amateur methods (i.e. Wikipedia, Facebook,

blogs). Peer-to-peer information exchange is increasingly

more prevalent in today’s society, thereby creating a network

connecting people based on proximity and social interest

groups. This network encourages participation and cultivates

social interaction through the sharing of information

between individuals and groups. The information exchange

seeps into daily activities, making it integral to our everyday

lives. The “social-ness” of the network creates an enjoyable

environment for the exchange and discovery of information.

This peer-to-peer information exchange is created effortlessly

through the development of new user-friendly software,

easily accessible networks of communication, and portable

digital devices. With technology, users act as both consumers

and producers of information. But these exchanges are

most fully expressed and experienced only in the virtual

realm. Especially now, as our culture holds knowledge as a

prominent source of wealth, it is increasingly beneficial to

create physical spaces that support the new informational,

social exchange that contemporary culture desires. Current

Abstract spaces devoted to information, such as libraries, do not

sufficiently address the new knowledge culture, nor support

new technology and media. For the successful expression

of society’s new relationship to information, it is necessary

to create a physical place that complements the existing

structures of virtual information exchange. This thesis

demonstrates new techniques in which architecture can

create physical spaces for users to produce, consume, and share

information in a fun, creative, and social way.

Manifesto

98

(Below):

School of Athens, laptop,

tv, radio, newspaper;

(Page Right):

Portrait of Baruch Spinoza,

headphones, iPhone

Abstract Manifesto

Antique paintings depicting

traditional forms of

education are altered to

show the role new media

plays.

1110

Prosumers’ Remix

The development of digital technology hints to the thought

that old forms of delivering information will soon be obsolete.

This transition of media we are experiencing, from books

to e-journals, CDs to mp3s, and radio to television is not as

“deadly” as it seems. A new medium does not kill the old

medium; it merely shift s the former content or audience. New

media allow for improved methods of delivering information

as we now see old and new media blending together. It is

merely the same information, music, and news delivered

and consumed in new forms, those of which are still being

discovered. The cultural signifi cance in these forms does not

lie in the technology itself, but rather in how these new media

infl uence our interaction and relationship to the information

around us. Technology is not the sole driver of this shift , but

rather its overlap with culture, society, and politics allow

audiences to more easily interact within a network.

The emergence of these technologies aff ect the way we

consume, produce, and perceive information, whether we

recognize it or not. We can now process information in

ways that were not previously possible, via smartphones,

laptops, and tablets. These new technologies allow for

a wider exchange of information. In contrast with the

usual top-down method that feeds information in a one-to-

many relationship, there are now countless more ways to

receive information. Instead of a purely fl at approach, an

increasingly prominent peer-to-peer exchange induces a

more interactive and interdependent network. We are no

longer receiving information from one high, expert source,

Manifesto

One-to-many, top-down, vertical relationship

+ Non-authoritative exchange

Many-to-many, bottom-up, horizontal relationship

Authoritative exchange

Expert/authoritative:

newspaper, broadcast

television, books, journals

Amateur/non-authoritative:

Wikipedia, blogs, Facebook,

Twitter, forums

1312 Prosumers’ Remix

but rather from lesser and more ubiquitous sources, such

as our peers. Traditional authoritative sources, such as

books and radio, are experiencing competition from more

informal media, such as blogs and web forums. The variety

of non-authoritative sources, like Wikipedia, provide valuable

information generated by a multitude of users to create one

collective compilation. Common bottom-up sources, like

blogs, are created by individuals but are widely available to

the public. News reporters on CNN and CBS now have Twitter

accounts to share opinions and connect to their audience

more informally. These different user-created systems are

everywhere and easily distributed. Facebook, for example,

has become a common news source for thousands of users.

Instead of reading the newspaper for current events, people

log-on to Facebook and find the latest updates in politics and

pop culture, in addition to the superfluous comments, links to

other articles, Memes, and Tweets.

These new non-authoritative platforms have made the

transfer and creation of information more accessible to

everyone. It is now easy to produce as much information as we

consume. “Old consumers” were relatively passive, isolated,

silent and invisible, while “new consumers” are more active,

socially connected, and public. Consuming knowledge is

now a shared process in which we build our knowledge basis

through social interactions, either physically or virtually.

Consumers are now “prosumers,” acting as both consumers

and producers of information.

Fan-fiction, online forums, and blogs are a few examples of

how users are expanding their relationship to information.

These new forms of information create the opportunity for

“citizen journalism” and amateur production. Fan-fiction

websites, platforms where fans are able to re-vivify the lives

of characters, are at times the starting point for more famous

works.* Numerous online communities have emerged around

books and TV shows (Harry Potter and Star Trek) in which

the audience continues the lives of characters in different

places or time periods. The increasing ease of producing

information in the network provides a platform for a wider

audience. These amateur productions are part of a much

larger history of writing, film, and video production.** Music

and home videos are also easily remix-able and distributable

on websites like YouTube. Alongside amateur production,

audiences also help professionals in design processes with

user feedback. Websites are created specifically for this

purpose of “participatory design.” “Ordinary users, who

are ordinarily left out of the design process, can bring their

expertise using products to the conversation, and help ensure

more usable products.”2

Ordinary people are creating a wealth of links within the

information network through the production of “citizen

journalism” and amateur authorship of film, music, and

games. As the network becomes increasingly more prominent

in our lives, it drastically affects the ways in which we relate

to information, as well as the ways in which we connect with

each other.

Bestseller “50 Shades of

Grey” started as Twilight

fan-fiction, originally titled

“Masters of the Universe.” 1 The author wrote it as

a continuation of the

characters in Twilight,

including pictures of the

actors of Twilight with her

story.

*

Steven Spielberg and

George Lucas were

themselves amateur

filmmakers, creating low-

budget horror movies as

teenagers.2

**

Manifesto

1. Kellogg, Carolyn. “The Origins of ‘50 Shades of Grey’ Go Missing.” Los Angeles Times. N.p., 30 May 2012. Web.2. Jenkins, Henry. Fans, Bloggers, and Gamers: Exploring Participatory Culture. New York: New York UP, 2006. Print.

1514

Collective Intelligence

With digital media and technology, information is highly

accessible. The phrase “Google it” has become universal in

giving someone direction to find an answer instantly. We are

closer to information and more importantly, we are closer

to each other. Facebook, Twitter, and multitudes of other

platforms allow us to share photos, post news, and distribute

information with incredible ease. This poses the question of

what significance technology has on the social interaction we

have with each other and how we share information.

As posting, texting, and tweeting become ever more

prominent in our social lives, we are creating an increasingly

important social network. This network allows for the

distribution and collection of personal information through

blogs and social communities. As the collection of content

grows, so does the production of information, creating a

constant cycle of consuming, producing, and remixing.

Media scholar Henry Jenkins describes the difference

between shared knowledge and collective intelligence:

shared knowledge is the information held by an entire group,

while collective intelligence is the summation of information

held by individuals.1 He describes this collective intelligence

as an expansion of individual knowledge when people “pool”

together, an action made incredibly simple with new social

networks. No one individual can know everything, but when

collaborating together, groups develop new information that

would not have been produced otherwise. Wikipedia is one

example. It is an online encyclopedia composed of the data

accrued by ordinary people, creating one unified compilation

Manifesto

of information. Jenkins researches a group of online members

called “spoilers,” who pool together in efforts to uncover

who gets kicked off the island in the TV Series “Survivor”

before the results are released to the public.1 Jenkins implies

that individually, it would have been inconceivable for an

individual to acquire that information, but collectively, the

pooling of different expertise within the group allowed for its

feasibility. This merging of knowledge between individuals

depicts the current blending of information exchange and

the new ways in which we connect with each other.

These new “pools” of information are formed within the

development of new knowledge communities: fan-fiction

sites, forums, and gaming groups make up only a portion

of the community. These communities are interest-based,

meaning members can shift from one group to another or

participate in multiple groups at once. They are “held together

through the mutual production and reciprocal exchange of

knowledge.”3 The contemporary social network emphasizes

the visible collectivity between individuals and places

significance on the notion that the whole is greater than

the sum of its parts. As Mark Wigley states in his essay “The

Architectural Brain,” “the exchange of information is now

more about the “extended patterns of interconnections […]

rather than the things being connected.”3

1. Jenkins, Henry. Convergence Culture: Where Old and New Media Collide. New York: New York UP, 2006. Print.2. Jenkins, Henry. Fans, Bloggers, and Gamers: Exploring Participatory Culture. New York: New York UP, 2006. Print.3. Wigley, Mark. “The Architectural Brain.” Princeton Architectural Press (2007): 30-53. Web.

1716 Manifesto

Socialization and Enjoyment of

Information

The digitization of media and information has created a

prominent social network widely seen in the virtual realm.

“Knowledge itself is seen as socially constructed.”1 The social

used to be an ideal subscribed to through life-long dedication,

or something provided through religion. Now, with digital

technology, “the social is a feature.” 2 We expect to be

constantly connected with our network – whether through

Facebook, Twitter, or Pinterest. As our virtual network

proliferates, our physical surroundings seem to disappear;

we continue to gather in coff ee shops and cafes, but have

stopped interacting with each other as we previously have.

Cell phones, laptops, and iPads distract us from interacting

with direct surroundings, and without these physical spaces,

we would rarely interact with each other at all. We are

consistently connected to our social network and prefer to

relate to it over an unfamiliar physical network, even if it is

only a virtual one.

Our attachment can be explained through the enjoyment

we experience in being connected to a network that gives

feedback and favors participation. We are able to share

information and receive responses within our virtual

community, whether it is mundane day-to-day activities, or

our views on world politics – the connectedness is what draws

us and keeps us tied to social media. It gives us a sense of

belonging and persistent connectivity to something.

Where should we go for dinner, honey?

Let’s see what Yelp says!

Getting directions...

What’s on the menu?

Checking in...

Wait! Instagram it!

The “Informationalization”

of life integrates

information into social

contexts.

1918

Although new technology creates a world that discourages

face-to-face communication, it is still important to take

advantage of the new media. “The value of any bit of

information increases through social interaction.” 3 As

previously stated, our relationship to information is

changing as we collect it from numerous different sources

and collaborate in innovative ways. It is important to take

advantage of these changes and the new opportunities for

interaction it brings. Cultural theorist Pierre Levy states that

“lacking such interaction, we will ultimately produce nothing

more than a meaningless technology and a dead culture.” 4

Levy addresses the significance of social links in

contemporary society. Although digital media changes how

we behave in public spaces, it does not change our desire

as social beings. Social and more importantly, physical

interactions are necessary in order to foster healthy and

strong environments. Mizuko Ito, a cultural anthropologist,

argues for the importance in “establish[ing] an ambient visual

experience of bodies near proximity, which is physically

necessary in this wireless age.” 5 This calls for the opportunity

for physical spaces to cultivate social interactions that cannot

be experienced virtually. Levy describes objects and physical

spaces as the next targets for integration into the current

culture’s network, bringing an even more enjoyable, tangible

aspect to our existing virtual network of information.

Socialization and Enjoyment of Information Manifesto

1. Brawne, Michael. Library Builders. London: Academy Editions, 1997. Print.2. Lovink, Geert. Networks without a Cause: A Critique of Social Media. N.p.: n.p., n.d. Print.3. Jenkins, Henry. Fans, Bloggers, and Gamers: Exploring Participatory Culture. New York: New York UP, 2006. Print.4. Levy, Pierre. Collective Intelligence: Mankind’s Emerging World in Cyberspace. New York: Plenum Trade, 1997. Print.5. Varnelis, Kazys. Networked Publics. Cambridge, MA: MIT, 2008. Print.

A Physical Place

The social information network and the new ways in which

we interact with each other are effects of current media. It

describes our persistent desire for collectivity. These digital

media not only change the way we interact with each other,

but also how we interact in a greater sphere of society. Laptops

and home computers allow for almost everything to be done

from the comfort of the living room. A majority of retailers

have websites, which allow for quick and easy methods for

shoppers to see the newest arrivals, browse what’s in stock

and read customer reviews. Some retailers even reserve

special items to be sold exclusively online. Grocery stores

offer home-delivery of fresh produce and foods. Museums

now allow audiences to visit and view art online through

virtual tours and step-by-step views of each room, snapshots

of each painting and sculpture. Some have even taken “road

trips” online with GoogleMaps Street View. National Public

Radio tells the story about two friends, in different parts of the

country, who decide to take a virtual road trip together across

the United States, using only the arrow key as the steering

wheel, while live-streaming the entire trip on the internet.1

With digital technology, traveling the country can apparently

be done without leaving home. This poses the question of why

anything outside the virtual realm is significant.

As the virtual network grows and becomes more prominent

in everyday life, it is ever more important to uphold physical

spaces. Architecture can realize the desire for a physical,

social space and complement the already existing virtual space

involved with information culture.

2120

“Since the infinite space of the internet may be accessed

from the private realm of the home computer, [architecture]

provides containment, and the characterization of its identity

through scale and form has become critical.”2

Physical spaces would bring this new information exchange

to the presence of the public sphere, instead of the currently

segregated places within our own personal homes. Physical

spaces can potentially further the exchange of information

in more productive ways. It is important for architecture

to provide physical spaces for the public, raising it to a

level equal to its significance in contemporary culture.

Architecture can elevate the new non-authoritative forms of

information, providing a more monumental and dramatic

presence in relation to traditional media.

1. “Taking the Great American Road Trip, Google-Style.” Weekend Edition Sunday. National Public Radio. 16 Aug. 2009. Television. Transcript.2. Prizeman, Oriel. “Typology Quarterly: Libraries.” The Architectural Review 11 Nov. 2011. Print.

ManifestoA Physical Place

The Library

The current architectural typology traditionally dedicated to

the collection of information is the library. It is an institution

built up of time and knowledge, playing an essential role

in reflecting community and culture. The library has an

important prominence in the city context and expresses the

traditions held by its time period and culture. It has always

been an authoritative and reliable source for information. It

has primarily acted as a storage place for texts, the central

gathering place for universities, a communal gathering for

citizens, and a social space for collaboration. New media

will either give birth to a new typology or evolve the library

into a place that fosters the desires of contemporary culture.

Especially now, in a time when knowledge and information

are the main sources of wealth1, the library has greater

potential to act as an architectural symbol of the collective

holdings and exchange of knowledge. But its significance is

not solely dependent on the formats of information it holds –

namely books.

Although printed texts have, up until a few decades ago, been

the main sources of knowledge in libraries, recent libraries

collect new media information in the format of CDs, DVDs,

e-books, and so forth. The book was the traditional medium

through which culture, information, and stories were shared.

Now, the most common form of information exchange occurs

through the online network, where anyone is free to post and

share. This does not necessarily imply the death of libraries,

or rather architectural spaces dedicated to information.

Libraries are not dependent on books, but rather their value

22

is in the information they hold. The need and desire for a

physical space will never dissipate with the disappearance of

books. While the adaptation of new media formats in libraries

is productive, it does not sufficiently match the rising height

of importance that technology has allowed us to communicate

and gather information. If the library is to continue as an

architectural symbol, it should continue to be culturally

significant, regardless of the format of information it takes.

In order for architecture to stay relevant in contemporary

culture’s new relationship to information, it must create

spaces in which new social relationships are encouraged.

The question is whether architecture can manifest the

combination of old and new means of communication as a

single, physical space. How can architecture heighten the

new social aspect of information, and create physical spaces

that support both the production and consumption of it?

For the past two decades, there have been many attempts to

resolve these architectural issues by means of programmatic

and spatial changes.

The Library

2524

Precedents and Case Studies

These include a small portion of projects that have influenced

interpretations of space and the public library.

2726

Tokyo, Japan

Sou Fujimoto

Musashino Art University Museum & Library

The massing of the two-story library at Musashino Art

University is composed entirely from shelves, which hold all

the books. Circulation routes spiral around both the ground

and first floor between apertures cut out of the shelving.

Precedents and Case Studies

2928

Lorem Ipsum

Social/cultural center, Reinosa, Spain

Fala Architects

Lorem Ipsum is a sequence of blank canvases. The edges are

open on all sides to establish a sense of flow through to the

interior. The building itself contains 49 equal-sized rooms

with various activities juxtaposed next to one another. It

is activated by the people, hoping to fulfill their many and

different needs.

Precedents and Case Studies

3130

Marketplace

The prospect of a future library can be embodied as a

marketplace. Marketplaces are traditionally places used for

the exchanges of goods and services. A library could take

this same form, with the exchange of information in place of

goods, creating an “intelligent marketplace”, as Paul Lukez

calls it.1 The traditional forms of the marketplace could

encourage a more fluent exchange of information between

users. In Paul Lukez’s proposal for a prototype, he designs a

marketplace based on the Greek agora, with digital elements,

such as electronic screens on walls, which serve as the

backbone of the typology.

1. Brawne, Michael. Library Builders. London: Academy Editions, 1997. Print.

Precedents and Case Studies

3332

Program

Acting as a prototype for a new “library,” the project is designed

as a gathering place for three universities in a large urban

setting. The design takes into consideration the everyday

lives of students, their studies, and the social context.

3534

Central Library for Universities:

School of the Art Institute of

Chicago

Art History

Art Education

Interior Architecture

Fashion Design

Object Design

Arts: Visual, Critical Studies

Architecture

Columbia College

Fine Arts

Media Arts

Liberal Arts and Sciences

Education

Art and Design

Performing Arts

Audio Arts and Acoustics

Journalism

+

The current program

is designed for three

universities without a

main campus. This library

is intended to act as a

“university union” for all

three schools. It will also

host rooms, such as studios

and galleries, that cater to

specifi c areas of study.

Dance

Library

Interdisciplinary

Textile, clothing collection

Film, multimedia

Music

Prints and drawings

Host studios

Museum

Roosevelt University

Education

Business

Performing Arts

Pharmacy

Arts and Sciences

+

Program

3736

Program

Reading rooms:

rooms set aside for reading

“Themed” areas:

spaces set aside for specific interest groups -- allows

users to select specific atmospheres and generate

information within

Stacks:

compactly spaced bookshelves used to house large

collection of books

Walls:

act as housing for books, as well as objects,

information, and nooks for social interaction

Departmental Collections:

special collections specific to areas of study; ie.

textile, materials, drawing, painting, etc.

Public areas:

Entry lobby, auditorium, cafeteria

Operation:

Administration, offices, library processes

Traditional library

New prototypical library

online processes/catalog

too

Program

Themed areas

180,000 sq ft

Stacks / Walls

25,000 sq ft

Public

15,000 sq ft

Operation

42,000 sq ft

3938

Site

As a prototypical “library,” the site is located in an urban

setting in the vicinity of prominent universities.

4140

SITE

Columbia

downtownchicago loop

SAIC

Roosevelt

Site

4342

Roosevelt

Columbia

Ora

nge

Line

Red

Line

SITE

Stat

e St

East Harrison

Gra

nt P

ark

Site

4544

site footprint30,000 sq. ft.commercial / residential Jones College Preparatory School

Site

elevated tracks(orange line)

4746

Architectural Explorations

The following are design studies and investigations of space

as a pre-cursor to the library.

4948 Explorations

Spatial Investigations

The following studies were implemented to discover which

types of spaces allow for a wide variety of interaction between

users. The basis for this is seen in the interactions in virtual

networks: web forums, Facebook, etc. Strangers are far

more likely to make contact on the internet because they are

usually brought together by a specific common interest. This

developed into the first spatial strategy: Zoning.

To encourage the same

types of social interaction

we experience online and in

our social network, groups

or “zones” are created.

These specified zones cater

to a certain audience --

some bizarre (ie. room full

of fur) and some relatively

normal (ie. coffee shop).

These zones act as catalysts

to encourage social

interaction between users,

in hopes to create a sort of

information exchange.

Zoning

1

5150

Traditional movement

through a building is

provided by hallways

and corridors. But the

elimination of these

intermediaries creates a

non-heirarchical movement

through spaces, as one can

move from space to space.

This removal of heirarchy

encourages creative

paths, experiences, and

discoveries.

Exploratory Circulation

2

ExplorationsSpatial Investigations

Heirarchical circulation:

sequence is set

Non-heirarchical circulation:

sequence is emergent

Exploratory circulation:

movement from space to space without intermediaries

Movement online is free-flowing as

user clicks from link to link, constantly

surrounded by new information, images,

and opportunities. Movement in physical

spaces are not as free-flowing. There are

almost always interstitial spaces before

reaching a destination, creating a dis-

joint between spaces.

The second strategy is creating an

Exploratory Circulation. This allows

users to move from space to space without

intermediaries. It is easier to meander

and discover space, information, as well

as re-mix areas to users’ desires.