Renee Barker - Post Virtual Space Arch
Renee Barker - Post Virtual Space Arch
Renee Barker - Post Virtual Space Arch
ABSTRACT: Wicked Tactics – UX/XD explores and describes strategies for design in a post-virtual world.
Wicked - as in wicked complexity, tactics as actions that cross strategic fields to create stunning solutions
and User eXperience / eXperience Design (UX/XD) as a user-driven design methodology assuming humans
interface everywhere. As the semantic web parses meaning from the big data of the internet of everything,
designers explore affinities between social/philosophical and mathematical/programming expressions to
move beyond stylistic parametric expressions to meaningful parametric expressions.
“Every age has its own ideas; it must have also words adapted to those ideas.” –Victor Hugo
We have a disconnect. New technologies have created a new age with its own ideas. Contemporary design
terminology must be adapted to those ideas (semantic shift). Ultimately, the goal is to develop a common
language - shared by makers of objects, spaces, and means of communication: a language of our
contemporary condition. This work takes up the cause to reframe the language and processes of design in
order to develop new strategies and to generate novel solutions.
In the post-virtual world, we reside in seamless space where the tactics and strategies for designing human-
computer interface are based on human experience. You are likely interfacing with the digital realm right
now; thus, a part of your body-based consciousness is concurrently residing in the shared space of the
internet. This phenomenon is creating a new human: the Internet of Me (IoMe). Designers of space are
expected to provide solutions for the distributed experiences of new humans in post-virtual space. These
solutions require building worlds before designing buildings. Architectures must become epigenetic/control
spaces satisfying the spatial, functional and experiential needs of a post-virtual society.
INTRODUCTION
This is a theory addressing design processes adapting to a new context. This work will:
1. define and describe the changed context,
2. search for language and procedural affinities across the spatial divide and
3. derive processes and methods from that context to generate novel solutions conditioned to our
time.
Why is it relevant? This work intends to redefine architecture in form and scope, in material and purpose.
This theory assumes human perception is augmented through technology and human presence resides in a
seamless physical/virtual space of experience. Creating new design processes will continue to challenge the
makers of space to recognize architecture as a complex adaptive system. Beyond designing a physical
space to support technology for virtual communication and experience, we must design architectures as
interactive solution spaces of human, physical and virtual agents – to serve the needs of new humans in
post-virtual space.
1.0 WICKEDNESS
The complexities inherent to designing/planning for social spaces have been defined as ‘wicked’ (Rittel,
Webber). The fundamental difficulties in designing solutions for such complexity are well-described in their
Dilemmas in General Theory of Planning. In that work, the authors clearly delineate the need for new
methods to approach wicked complex issues. Wicked problems demonstrate both causalities and objectives
that are ill-defined and interrelated. Wicked problems are a complex field of open and interactive systems
where no definitive statement of the problem is possible and the process of collecting information to define it
depends on the approach one intends to take to solve the problem. “Wicked problems have no stopping
rule” (Rittel, Webber) and therefore any solution is assumed to be iterative: re-defined and re-applied until
the context changes to the point when a new wicked problem emerges. Simply asking a question acts as an
agitator in a field of noise that will then demonstrate emergent properties. Therefore, approaches to wicked
problems must also be non-telelogical, interconnected and aware that every intervention is absorbed by,
leaves a mark on, and becomes part of the wickedness. Fortunately, there are models for reconciling such
complexity and emergence.
It is essential to engage in deep and detailed research in order to establish a rich and nuanced field of
relevant information for any design project. The first challenge is to model all relevant information into a data
field. An important assumption is that all information considered relevant to populate a given system-model
is somehow related. The degree to which the information is related will define the density of the model and
the complexity of the structure of that model. That field of information must be modelled as a declarative
representation - where the model is initially independent of the tactics and analysis to be applied to it.
The wickedness of the information suggests representing a new type of space beyond 3, 4(time), or even
5(virtual) dimensions. The notion of a space containing more points than ‘normal’ space begs the question,
could new wicked spaces be discovered? Projective space and Riemann surfaces provide mathematical
models that may provide strategies for representing such an information model.
Once the field of wicked information is established, discovery algorithms (used to parse the vast amounts of
unstructured information in order to identify patterns in Big Data) could be applied. Applying the same
algorithms, to a declarative representation of all the information pertaining to a given design project, could
reveal patterns to inform novel design strategies for spaces of massive unknown variables.
The data of our quantified selves and our interactions in post-virtual superspaces can be interconnected and
cross-referenced. As technology is grafted to our bodies, it is also grafted into our offices, hospitals, schools
and homes. Advances in technology have allowed for the dematerialization of the interface device; integral
and indistinguishable from body and space. Therefore, at home in our virtual superspaces, the data from our
bodies, behaviors and environments is a dynamic part of the internet of everything. Where then, do our
architectures begin and where do they end; and how do you define the scope of a project?
Another behavioral change in the IoMe humans is community building. Communities are created according
to elective affinities, especially when there is no hurdle to direct communication. The nature of ‘place’ has
completely changed and our experience of space is radically altered. Our senses and awareness exist
simultaneously in various places – literally. We have a sense of expanded perception and we engage in
behaviors at one location that have been instigated in another. New architectures will need to be developed
to house communities and accommodate remotely solicited behaviors. The role of architecture is no longer
just to house, but also to facilitate distributed behaviors: a post-virtual space to pass through in order to
support the creation of communities.
A UX/XD process is grounded in research and looks to identify unmet needs through a deep and detailed
analysis of a user group. A scenario, usually developed as a visually enhanced narrative, develops a
comprehensive data field for the user context – rich in sensory and empirical information, interdependent in
space and time. The process is an empathetic analytical process and asks why as often as it asks how. For
example, why/how does a user enter a building, why/how can a user feel comfortable in a space, why/how
can the function of a development be determined to be efficient. The “whys” ask questions of culture,
psychology, economics and perception. The “whys” are where to find meaning, opportunity – and value.
Figure 2: Tactics across fields to create new strategic space. Source: (Author 2015)
A tactic is a calculated action determined by the absence of a proper locus [and] the space of a tactic
is the space of the other. [A tactic is deployed] on and with a terrain imposed on it and organized by
the law of a foreign power. [One who deploys a tactic] must vigilantly make use of the cracks that
particular conjunctions open in the surveillance of the proprietary powers. It poaches them. It creates
surprises in them (de Certeau 36-37).
Strategies and Tactics differ in key aspects: Strategies create their own space but tactics are conceived
outside of an established space with the intent to find opportunities in the un-resolved areas of any system
(deCerteau).
Employing tactics is consistent with the initial distinction between the declarative representation of the
information field and the methods for interpreting and navigating that field. Tactics are disruptors that can
cross strategic fields to generate novel solutions. New tactical models generate new strategic spaces and
new worlds. Resulting strategic fields and narrative spaces are bound in a ‘world’. Architecture is now called
upon to build such complex worlds.
Wicked tactics look for opportunities in the vast complexities of a strategic field, and may act deliberately
outside the strategic space, relying on the butterfly effect and interrelatedness of the system to achieve
desired behaviors. These tactics build strategies that are agile enough to design for adaptive agency in an
interactivist, multi-agent system.
Designing for emergence includes anticipating change in the range of bodily and non-bodily perceptions
within post-virtual space. Architectures are now expected to create an interactive, adaptive context to
facilitate behaviors and experiences. In the mathematical field of topology, models have been developed to
define continuous relationships between topological spaces that maintain all the topological properties of a
given space. We can begin here to develop models of continuous spaces of experience. This is architecture
without boundaries. Designing buildings is only part of the task. Architects must design environments:
epigenetic control spaces of artifacts and agents for IoMe humans.
When synthesized, parametric and BIM tools along with new fabrication processes and UX/XD methods
provide a comprehensive tool-set for designing architectures of seamless space. We have developed
proficiency with our digital tools; but what about the tools of meaning? What is the role of material and the
body and how does proprioception work in plastic space? Does that sense of the body (presence) in space
affect meaning? It is time to revisit and adapt human-centric design processes based on perceptions and
experiences of new humans, augmented by the digital and material precision of new technologies.
Much architectural discourse has been centered around form and meaning with a range of perspectives on
the primacy of one over the other. The forms of the artifacts of our environment (architecture) get built in to
our experiences and narratives, and are assigned meaning; regardless of the intent (or lack of intent) of the
creator. Many designers willingly ascribe the task of the creation of meaning to context and chance. As ever
more architecture is conceived through parametric design tools, the chasm between the human needs and
digital space must be bridged to create meaning and valuable architectures. The result of disregarding
meaning in the design process is that parametrically generated forms become purely stylistic and will not
retain value or become relevant artifacts of culture.
6.2. Chasm between digital tools and the creation of meaningful architectures
Fundamental to creating an artificial intelligence (AI), is creating a language of knowledge representation.
Such languages are structured according to human reasoning and allow for the structuring of vast amounts
of data. As creators of architectures, developing parametric processes to generate form is also a kind of
knowledge representation. Bits of code are created to direct the behavior of forms according to
predetermined properties and processes. Models of code and mathematics based on processes associated
with the creation of meaning can be built into the parametric process of architectural design. Often though,
parametric design occurs without narrative intent or a world-building objective. This had led us to the current
state of parametric as a style and form for form’s sake. There is a beauty of novelty and precision but these
architectures often leave a deep void of emptiness of meaning. In the best cases, these buildings may
demonstrate a mastery of the tools and materials of design. A demonstration of a virtuosity of parametric
architecture remains unachieved. Virtuosity assumes proficiency of skill, yet also requires the ability to elicit
complex emotional responses. Virtuosity assumes a design for interaction and affect.
In post-virtual space, it is necessary to design within the feedback/feed-forward loop of interaction theory
(Gallahger). Human experiences and behaviors can now be reciprocally modelled based on mathematical
processes. The intent is to bring those more meaningful processes into parametric design. Again we look to
mathematics and programming for models to deal with the complexities of design the post-virtual space. We
see promising examples in algorithm design, such as semantic evaluation (translating intuition to computer
language), stochastic processes (sets of random variables that behave indeterminately over time) and soft-
systems methodology (a framework to deal with wickedly complex problems). Additionally, forward
compatibility architectures that design for future input and change like multi-paradigm extensible semantic
languages (that enable elegant expansion to allow for changes in the problem question) and fuzzy sets (that
define variable relations amongst individuals) analogous to Gallagher’s interaction theory.
Figure 3 : Process for designing a complex adaptive system. Source: (Author 2015)
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