24 June
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No T-Squares: Robot Arms Are The New Thing In Architecture School

In a nondescript central Los Angeles neighborhood sits a renovated warehouse, home to the Southern California Institute of Architecture, or Sci-Arc for short. The small graduate school, which is noted for producing architects who go on to work in highly specialized fields like digital animation, is run by a core group of LA architects who place special emphasis on advanced fabrication. The school’s new Robot House, for example, is a dedicated laboratory for students interested in, well, learning how to program robots.

Robotic arms, to be more specific. The Robot House (it’s more like a room) has five of them, Staübli-brand machines with “hands” that can be programmed to do just about anything. Initiated in spring of last year, the lab has already produced some pretty cool stuff. The latest is a complex acrylic sculpture called Hot Networks, authored by Brandon Kruysman and Jonathan Proto, the two young designers Sci-Arc appointed to run and teach the Robot House lab.

In Hot Networks, Kruysman and Proto have given each robotic arm a different task: one positions the work surface, a another picks up and places a plastic cylinder, a third heats up the plastic as it’s set into place, melting and deforming against the others. Another arm airbrushes the cooled pieces, and the fifth arm films the whole thing for posterity. It’s a bit like earlier robotic building experiments (like this one, in which an arm builds a brick wall), but about five times more complex.

The highly choreographed network is made possible by a programming language the duo wrote specifically for the Robot House. Esperant.O, as it’s cleverly called, translates MAYA’s dynamic systems (like skeletons and moving parts) into a language that the mechanical arms can understand. “Esperant.O opens up an entirely new way to engage making through industrial robotics,” write the duo on their website. MAYA, an animation and rendering software that’s typically used to make stuff move on-screen, is being used to control real-time moving parts. For anyone unfamiliar with the software, a vastly over-simplified analogy would be a cartoonist who’s invented a way to control real-life people using his pencil and paper.

It’s funny that we never really get a good look at the morphing plastic sculpture. But the ambivalence the designers seem to feel about showing off the piece plays to the concept behind Robot House. The final product might look cool, sure, but it’s just a byproduct of the real work – the programming itself.

Via FastCoDesign: http://www.fastcodesign.com/

10 May
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The future of TV is more than social, it’s a multi-screen experience that needs design

The future of television is much more than social; much in the same way that the future of media is too, more than social. Social is a fabric; it connects the individual nodes that make up the human network. But, social however, is not a means to an end. And, as such, the same is true about the working theories driving Social TV. Understanding the role social plays in how viewers connect with programs and other people is essential to defining the future of television.

Over the years, I’ve written much about my vision for the long overdue convergence of not only web and TV, but also how the three screens (TV, mobile, and PC) and human relationships impact adoption and engagement between people and also between programming. So when I hear the term Social TV, I get it. I’ve certainly used it in the past. At the same time, I’ve also said however that the future of television is more than integrating Tweets or #hashtags into the programming to start a “global conversation” around the world’s largest digital water cooler.

This is a time when bringing to life what’s possible takes imagination, design, scripting, and innovation. We need to raise the bar. The future of TV won’t be driven by a social media strategy. Instead, the future of TV will be driven by innovation and a vision for more meaningful entertainment and engagement (no it won’t be called entergagement). This innovation will in turn inspire new programming, revenue opportunities and ultimately social media strategies.

Chloe Sladden, Twitter’s director of media partnerships, once said, “Twitter lets people feel plugged in to a real-time conversation. In the future, I can’t imagine a major event where the audience doesn’t become part of the story itself.”

She’s absolutely right. The program is the event. It’s the epicenter of engagement. The future of TV starts with defining how the event is alluring, captivating, and most importantly shareable.

Many of you don’t know, but I ran some very interesting social experiments with top networks and programs for several years. The driving questions at the time are still more than valid today. How do you expand the reach of a network, program or personality beyond the reach of the existing audience? And, how do you use social media to drive tune-in?

All too often, even the best examples of social media in entertainment are simply finding new ways to connect with those to whom they’re already connected. The goal, in every experiment, was always the same and it sparked creative thinking and innovation in both approach and technology. Marketers sought to use social media to drive tune in and also find new ways to measure social media’s effects.

I learned quite a bit about how engagement between and during events created a new communal experience that connected events and people together offline and online. I also learned more about the role each of the three screens play in consumption and engagement. Whereas TV, PC and mobile are all used for consumption of content, consumers have made it clear that they only wish to use the PC and/or mobile for real-time engagement…not the television.

It is in the context of each device and the context of the event that brings viewers together. The nature of the event also defines are engagement is triggered. We can’t assume that content and channels are agnostic. What we can assume is that audiences are already more fractured and distributed. Each channel (broadcast, online, and social) and each device serves a purpose. But no purpose will ever compensate for unengaging content or events.

If you think about it, some of the biggest events, such as the Super Bowl and the GRAMMYs, are only earning greater concentrations of live audiences. This is in part due to the content of the event, but it’s also driven by the conversations that make the event communal, a real-time exchange. Whether it’s driven by a fear of missing out (FOMO) or a desire to share in the experience, broadcast events are conduits to live participation and as such, can be designed to spark online engagement.

I refer to the connected class of consumers as Generation-C. It’s not just about Gen-Y, it’s about all consumers who live the digital lifestyle. And, they are not only connected, they’re incredibly discerning. Connected consumers don’t just expect online, on-demand streaming optimized for each device, they expect to engage in each screen differently and in a dynamic way. This is where you come in. The experience requires definition. The experience requires architecture. And, the supporting experiential infrastructure must be adaptive. It’s part programming, part mobile and social media, and part engagement. It’s also episodic and continual.

Today, we’re seeing experimentation across the screens with strategies that invite audience participation. Some live shows now run social media tickers during programs. Other live events feature tweets and also live statistics based on social media analytics. Some programs are integrating community participation into content. Others are using social media to tell supporting stories between seasons or airing special webisodes to keep interest and anticipation high between on air programs. Apps are also emerging to open new windows between programs and mobile audiences.

So what?

What we need to do for any of these initiatives to work is to align them with a higher purpose and a vision for what the new relationship looks like between viewer and the program, the viewer and the program’s elements, storyline and characters/roles, between the viewer and the screen, and between viewers and other viewers.

You must first answer these questions…

What is the objective and the purpose of your social TV initiative?

What kind of relationship are you striving for and how will you enliven it through each channel in a way that’s not only engaging, but also relevant?

What would the “Tweet heard around the world” look like and what is the social spark that would trigger activity?

What does the experience look like on a mobile phone, tablet, PC, and a TV? Meaning, what does the second and third screen experience look like? Design it and also design it back into the first screen programming.

Programming is just the beginning. Advertising also has a new opportunity to engage in a more meaningful way.

Rather than simply buying seconds and using spots to promote social media campaigns, visits to Facebook pages or rallies to Tweet a branded hashtag (brandtag), think about it as a way to tell a story that can live beyond the spot or beyond the campaign. Old Spice learned that its commercials were too successful to treat as traditional campaigns that would start and stop. Viewers don’t “turn off” so why wouldn’t a great story continue to live on across distributed platforms where consumers are more than willing to engage? Now, Old Spice hosts an ongoing experience where its campaign has become a transmedia experience that perseveres across online, broadcast and social channels. The story, the product, the series keeps viewers engaged. The series also strives to make consumers part of the story where custom videos are created based on input and participation.

Product placement is also open for reinvention. By making products or brands part of the story, advertisers have new opportunities for contextualized storytelling across multiple platforms and the ability to host new interactions, build communities or drive desired outcomes. Everything of course is based on the story advertisers wish to tell and the experience they wish to delivery. The point is that advertising doesn’t just have to end nor does it have to be limited to a finite engagement in new networks and platforms. Storytelling and consumer engagement are infinite if they’re compelling, delightful and shareable. But then again, it takes a different vision supported by an irresistible purpose or intention.

Through experimentation, we are seeing what’s possible. However, networks, advertisers, and producers, must think beyond technology and rethink experiences. By not focusing on the experience or defining the nature of relationships, we fall to mediumalism a condition where we place inordinate weight on the technology of any medium rather than amplifying platform strengths to deliver desired experiences, activity, and outcomes.

The future of Social TV is not yet written. It takes vision. It takes creativity and imagination. It takes innovation. Most importantly, it takes the architecture of experiences to engage, enchant and activate viewers.

Image Credit: Shutterstock

Via Brian Solis: http://www.briansolis.com

08 May
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A Pop-Up Scent Shop Made From The Perfumes On Sale

A decade into the fashion industry’s romance with the pop-up store, the concept of temporary retail is no longer a novelty to consumers. Hoping to engage their audience with a six-week storefront in the East Village, high-end scent maker Odin invited Brooklyn duo Snarkitecture to rethink the pop-up. The resulting space opened yesterday in a tiny (350 feet wide) 11th Street space.

Snarkitecture is known for its process-oriented approach (last year, partner Daniel Arsham sealed himself into the Storefront for Art and Architecture with white foam and slowly dug a tunnel out). But for Odin’s shop, the duo imagined a still, austere space emphasizing the preciousness of Odin’s products. “We wanted to create an unexpected moment within this small storefront,” says Snarkitecture partner Alex Mustonen. “An escape.”

Snarkitecture started off with a simple visual insight: all of Odin’s packaging is black, with little text or decoration. They decided to cast one of the bottles–a simple black cube with a drum-like cap–in white gypsum cement. The resulting cast was “almost like a ghost or mirror of their product,” says Mustonen. Snarkitecture cast over 1,500 of the bottles, and hung the casts from the ceiling in an undulating sea of white cubes. On the ground plane, the ghost bottles rise on white poles to mirror the texture of the ceiling. The actual Odin products are few and far between, recognizable as the only objects in the store that aren’t white.

Rather than overwhelming visitors with gimmicks, Mustonen and Arsham say they hope the shop will offer consumers “a few minutes to contemplate this strange white-on-white landscape inhabited by only a few products.”

Via FastCoDesign: http://www.fastcodesign.com/

26 April
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Watch: A “Dragon Skin” Pavilion Made Of Hi-Tech Bent Wood

The act—and art—of bending plywood has preoccupied architects and designers the world over for ages, offering the idealistic promise of practical, functional, and affordable construction from a very modest material. The Dragon Skin Pavilion, a recent collaboration between the Laboratory for Explorative Architecture and Design (LEAD), a Hong Kong- and Antwerp-based firm, and the Tampere University of Technology in Finland, further explores the potential of this customizable lumber.

An early prototype of the self-supporting, free-standing form was developed after two workshops, and the structure was then “drastically reworked” for the Hong Kong and Shenzhen (HKSZ) Bi-City Biennale of Urbanism and Architecture, LEAD’s founding director Kristof Criolla explains to Co.Design.

Cutting, milling, and molding each of the 163 squares of post-formable plywood—which has layers of adhesive film that eliminate the need for steam or extreme heat to curve—took place in Finland, but the assembly happened on-site in Hong Kong. “After a few false starts trying to figure out the best strategy, the puzzle was slotted into place by roughly nine people, in about three hours,” Criolla says.

And though the piece was only temporary at the pavilion, he feels there are lessons to be learned from its unique configuration, which “connects geometry with mechanics in one single integrated system” and can be scaled to suit a variety of environments. “The evolution of digital fabrication and manufacturing technology has brought us to a point where we need to revisit today’s building premises,” he says. “By actively working with this material’s basic properties and pushing its structural performance, the unlimited design freedom we experience digitally can be grounded and materialized in a sustainable way.”

The team is now looking for a second home for the Dragon. Any takers?

Via FastCoDesign: http://www.fastcodesign.com/

14 April
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A Church Whose Roof Would Become An Urban Hotspot

In 2009, the community of Våler, Norway, sustained a severe blow: Their 17th-century church caught fire and burned to the ground. To replace their beloved meetinghouse, the town recently held a competition for a design that would serve as a symbol of renewal. Among the proposals was OOIIO Architecture’s low-lying all-wood structure, whose rooftop doubles as a promenade, providing an open public space with views of the picturesque surroundings.

“OOIIO Architecture designed for Våler a different and new typology of building, trying to solve two problems of the city at the same time,” the Madrid-based firm writes in its brief. “They need a new church, and they don’t have a representative public space, a meeting point where all the inhabitants could meet or immediately associate it to Våler and nowhere else.” It’s a beautiful gesture, making the church accessible and useful to even those residents who don’t attend religious services, in the same way that Snøhetta’s Norwegian National Opera and Ballet house became a public plaza and architectural landmark in Oslo. But there are some practical drawbacks to the plan: Without a draining system, the indented rooftop could become a reservoir of rainwater. And the open chapel, while creating a strong connection to the outdoors, could be unpleasantly chilly during long winter sermons.

That said, a few tweaks could have salvaged the proposal and made for a lovely communal space. Instead, Våler opted for Espen Surnevik’s slightly more traditional structure, whose white façade and pointed naves refer to the original church’s form.

Via FastCoDesign: http://www.fastcodesign.com/

07 April
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Students’ Bent Plywood Pavilion Puts The Eameses To Shame

Impressed by the bent plywood furniture of Charles and Ray Eames? Then feast your eyes on what a bunch of students whipped up at a university in Zurich.

This giant umbrella of a pavilion is made by stretching oversized sheets of curved plywood, each as much as 8 feet wide and 36 feet long, over the steps of the architecture department at the Swiss Federal Institute of Technology (ETH).

A plywood structure that big and heavy should collapse on itself. But by carving perforations into the wood, the designers made it easier to bend and more resistant to powerful wind loads. Then, they arranged the plywood sheets to overlap and interlock, creating a set of “self-stabilizing vaults.” Cross-bracing cables help keep everything in place.

The pavilion was a collaboration between the Chair of Structural Design at ETH and the Emergent Technologies and Design program at the Architectural Association (AA) in London. Read more about it at ArchDaily.com.

Images via ArchDaily.com

Via FastCoDesign: http://www.fastcodesign.com/

09 February
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No Joke: These Guys Created A Machine For Printing Houses On The Moon

There is very little that’s easy about moon colonization. One of the bigger problems is setting up our hypothetical future colonists with living quarters. The issue is that it is very expensive to lift things off the ground and throw them into space. The more material you need to send up there, the more prohibitively expensive your problem is. As we’ve noted before this is why robots are surpassing humans in space exploration. But say you absolutely must build a moon colony (maybe you are President-Elect Gingrich). How do you do it?

First, you solve the material transport problem by making the moon base out of the moon itself. Second, you mitigate the “humans are expensive” problem by keeping them on the ground until the last minute–you use robots to build the base. Recently, USC Professors Behrokh Khoshnevis (Engineering), Anders Carlson (Architecture), Neil Leach (Architecture), and Madhu Thangavelu (Astronautics) completed their first research visualization for a system to do exactly that.

Using a technique called contour crafting, they propose sending robots to seed the surface of the moon with the basic infrastructure for a moon base (landing pads, roads, hangars, etc.). Once the construction is completed, human crew could lift off and move into their new home.

Contour crafting is effectively a form of 3-D printing. A robot arm extrudes concrete while automated trowels smooth the material into place. On earth, the promise it gives is low-cost, individually customized house construction–the same promises that 3-D printers give to object creation, but on an architectural scale.

On the moon, the basic idea is enhanced fully mobile crafting bots and by on-site quarrying and processing–as it turns out, moon rock has almost all the basic ingredients for concrete. “We will melt the lunar sand and rocks and extrude, the same way some rocks are made naturally on earth from volcanic lava,” says Dr. Khoshnevis.

I’m completely fascinated with the way USC presents contour crafting. On the one hand, many of the demo videos show the system building very conservative houses. On the other hand, the live physical demos show ceramics with very curvy forms. The technique is presented at times as a solution to a housing crisis for the poor and at other times as the solution to housing in space. I can’t wait until it is unleashed on amateur and professional architects alike.

BldgBlog’s Geoff Manaugh often jokes that the theme for his site is “but what if we had 1,000 of them and put them on the moon?!” One of his earliest posts imagined contour crafting robots gone amok, building an infinite labyrinth that became visible from space. Imagine instead a child with a telescope, sneaking out at night to watch flocks of robots, building her a new neighborhood on the moon.

Via Fast Co Design: http://www.fastcodesign.com

01 February
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Snøhetta To Build A Cutting-Edge Cancer Clinic, For Healing With Humanity

Over the last 15 years, nine Maggie’s Centres have sprung up around the U.K. to support people affected by cancer. Rather than administering medical treatment, these facilities provide comforting environments for those coping emotionally and psychologically with the disease, and their unique approach is matched by their commitment to innovative architecture. The newest center on the roster is a flying-saucer-like pavilion proposed by Snøhetta that, funding withstanding, is expected to set down in Aberdeen, Scotland.

Snøhetta follows a string of starchitects who have designed Maggie’s branches, including Zaha Hadid, Richard Rogers, and Rem Koolhaas. This particular center would sit on the grassy southern edge of the Forester Hill Hospital, oriented to receive both southern and western light. A softly curving exterior envelops the entire structure and defines the courtyard garden, a secluded outdoor space covered in a mix of hard and soft surfaces: a concrete-paved path frame a soft cover of foliage and a centrally planted cherry tree. A group of beech trees will mark the entrance, and a new planting of maples will be added to a row of preexisting trees. Says Maggie’s CEO Laura Lee in a press release: “This is a building that will first and foremost provide the ideal environment for people facing cancer in the region to gain support, whilst also greatly contributing to architecture within the region.”

But it isn’t a done deal yet. Maggie’s and the Elizabeth Montgomerie Foundation have launched a campaign to raise $4.7 million (£3 million) for the new Aberdeen center, which is expected to treat 40% of the area’s new cancer patients by its fifth year in operation. More information here.

Via Fast Co Design: http://www.fastcodesign.com

21 January
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How SOM Plans To Build NYC A (Better) Silicon Valley

Late last year, Cornell University and the Technion-Israel Institute of Technology won a hotly anticipated contest to build a graduate science and engineering campus on a sleepy island just east of Manhattan. It was widely hailed as an unlikely triumph–cooler, techier Stanford had been the front-runner–brought off by an ambitious mix of cash promises, strategic partnerships, and vigorous alumni support.

But perhaps nothing was more ambitious than the universities’ preliminary design concept by the architecture mega-firm SOM. Developed in tandem with Field Operations (the landscape architects of the insanely successful High Line), SOM’s scheme would feature a smattering of big metallic structures that zig-zag down Roosevelt Island, weaving into and around a rambling, verdant landscape. It’d transform part of the island–which has variously hosted a quarantine, an insane asylum, and a prison, but now has a bunch of residential buildings–into a lush, low-carbon high-tech haven, one that sounds more like an 11-acre eco-resort than a place for geeks to toil away in the science lab.

Now there are questions over whether Cornell will plow ahead with SOM’s plans. As Julie Iovine reported in The Architect’s Newspaper, rumor has it that Cornell is under pressure to hire a Cornell architect for the job. University officials haven’t confirmed the rumor, but they’ve also been vague about SOM’s role in the project moving forward. An SOM spokeswoman clarifies: “What we were hired for was the RFP the city’s request for proposal and the master plan, which is underway,” Elizabeth Kubany tells Co.Design. “What happens with the individual buildings is not clear.”

Whatever the final result–the campus won’t be built until 2017–the proposal merits a closer look because it shows what a technology incubator can look like in the 21st century and how it can both satisfy its own insular needs and appeal to those of us who aren’t plotting the next revolution in mobile tech.

SOM’s plan has three distinguishing features: a net-zero goal for the academic architecture; flexible buildings that the universities buzzily call academic “hubs”; and half a million square feet of publicly accessible space.

Hubs
The hubs would be divided not by academic discipline but by interest (mobile tech, for instance). They would feature big, sprawling floor plans that’d allow for the sort of free-flowing exchange of ideas that has become a hallmark of the tech world.

Net-zero Academic Campus
Net-zero energy would be achieved by sipping power from a 150,000-square-foot photovoltaic array (the largest in NYC, the architects say) and geothermal wells. It would also draw on passive heating and cooling strategies. “The zig-zagging layouts have to do with harvesting daylight and mitigating heat gain,” SOM partner Roger Duffy says. A caveat: The net-zero goal would be confined to the campus’s academic architecture. That’s because, as SOM’s Colin Koop explains, PVs aren’t efficient enough to generate adequate energy for proposed housing units and a hotel. Those structures would earn LEED Silver certification.

Public Space
“It wasn’t in the RFP,” Duffy says. “But Cornell perceived themselves as an underdog and wanted to differentiate themselves, so one of the big things was public space.” Squeezing in half a million square feet, though–around the hubs’ outsized floorplates and on an island that’s just 800 feet at its widest point–would be no small feat. So SOM decided to feed the landscape directly into the buildings: “The open space is both at ground level and wraps up and over several stories of the base of the campus,” Koop says. “There’s more or less a continuous two-story base of the campus that you can walk up and across; you can enter buildings at multiple levels. It’s about the integration of public spaces and academic spaces, and trying to create as much public space as possible.” And with landscape architecture by Field Operations, you know it’d be good.

 

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“These three distinguishing characteristics–the hubs, the net zero energy, and the public nature of the project–come together in a way that suggests that this is a unique position Cornell is putting out there in the world,” Duffy says. “Their aspirations are very high. They want to create the right atmosphere that will influence new businesses. Our plan is a manifestation of what they want. And what they really want is a 21st-century version of Silicon Valley.”

The question now is whether that 21st-century version of Silicon Valley will at all resemble the gleaming renderings we see today. “We expect the broad principles of the design to be maintained because Cornell/Technion believe in them and because they have been made public,” SOM’s spokeswoman says. “But, this a conceptual design, so some evolution is probably inevitable. The design will continue to develop as the project progresses.”

Images courtesy of SOM

Via Fast Co Design: http://www.fastcodesign.com

22 April
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Tech Boom 2.0: Intel Surges to Record Profits

Intel has blown past Wall Street’s estimates with its first-quarter earnings report, providing further evidence that the PC market and the tech industry as a whole are still on the rise.

In Q1 2011, Intel managed to gross $12.8 billion in revenue, an increase of 25% from Q1 2010 ($10.3 billion) and up 13% from Q4 2010 ($11.5 billion). As a result, the tech giant earned $3.16 billion in net income (the profit after income tax, depreciation and amortization). That’s up $830 million from Q1 2010 but nearly identical to its profits in Q4 2010 ($3.18 billion).

Intel’s big financial gains came from every division of the company — its PC Client Group, Data Center Group, Architecture Group and Software and Services Group all experienced double-digit revenue growth from Q1 2010. 56% of its total revenue derived from the Asia-Pacific region (minus Japan), while the America accounted for 21% of its profits. Japan alone accounted for 10% of Intel’s profits in Q1 2011.

Intel’s earnings easily exceeded Wall Street’s estimates. While analysts expected Intel to earn $0.46 per share, Intel managed to earn $0.56 per share in Q1 2011. Its $12.8 billion in revenue was nearly 10% higher than Wall Street’s expectations. As a result, shares of Intel are up 5.24% to 20.88 in after hours trading.

The surprising strength of Intel’s earnings demonstrates that demand for PCs hasn’t been dampened by the new wave of mobile and tablet devices flooding the market. Intel’s strong earnings are also a big indication that the technology sector as a whole is healthy and growing.

Despite the great results, the chip maker still faces big challenges from Apple, ARM, AMD and others. Apple is trying to create a post-PC world, something that would certainly be harmful to Intel’s bottom line (despite the fact that modern Macbooks run on Intel processors). It’s also had a tough time getting its chips onto smartphones, thanks to heated competition from ARM and Qualcomm.

Via Mashable: http://www.mashable.com

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