NEW HYBRID URBAN SPATIALITIES
P.Mantzou1, X.Bitsikas2
1
School of Architecture, Democritus University of Thrace, Greece, Ktirio
Bibliothikis, Kimmeria, 67100, Xanthi, Greece, pmantzou@arch.duth.gr
2
Department of Fine Arts and Art Sciences, University of Ioannina, Greece,
University Campus, 45110, Ioannina, Greece, xbitsika@uoi.gr
Abstract
Open public spaces are becoming more and more the scenery for the
implantation of digital interactive technologies. Through a short and selective
examination of specific paradigms of media incorporation in open public space
and reference to issues such as the inclusion of narrative, the insertion of
duration or the incorporation of interactivity in the design procedure, a basic
analysis for the project presented is offered. The project refers to the creation of
an augmented scenario where a story is told. Urban spaces or historic sites can
host transparent media that interact with their visitors, wearing activators, upon
demand and configure an expanded, intelligent, environment, where different
temporalities, as well as realities, are fused, so that the subject can interact, by
means of construction of non-linear events, not only with the factual present but
also with a narration that takes place at the virtual past.
Keywords: interactive, public space, design, media, architecture
Theoretical context
Public space has always functioned as a representation of the society that
produced it. In other words, it always reflected its principles, its possibilities
and its structure. Nevertheless, there is a relative inertia in reference to the
changes that occur to society and their reflection in public space as materiality
has always been slow and gradual in adapting to new conditions and requisites.
The city has been traditionally characterised by the dichotomy between static
structures and mobile subjects, but this is a dichotomy referent to the analogical
era. Digital technologies have provoked a significant number of alterations in
traditional conceptions, marking a true revolution in many aspects of every day
life. This revolution has been up to now, only fragmentarily reflected in public
space but there is an escalating tendency to insert digital technologies in open,
urban public spaces and this is gradually becoming an everyday experience.
These digital technologies can give way to new hybrid spatialities that question
the conventional dipoles and offer novel means of interaction between the
subject and its environment and at the same time among the subjects themselves
as they function as an additional intermediary.
The contemporary interplay between digital media and public space can be
better understood in the framework of a long chronological trajectory that
articulates the subject’s relation with the public space through the use of
specific media platforms. Former platforms were structured upon former
technologies, less complicated and effective than digital ones but equally
impressive and powerful for the specific moment in time and the society in
which they were developed. From the Baudelerian flâneur and the Simmel’s
blasé individual to the Neil Leach’s wallpaper person and from the Benjamin’s
passages to the mallification (Boyer 1996: 153-160) and the thematization of
the public space there are important intermediate phases that have questioned
and progressively altered the subject’s relation with the urban public space. In
each of these phases, technology and society’s evolutions and changes were
mirrored in the structure and function of public space.
Two of those moments, worth to be mentioned in the present context as they not
only appear mostly relevant in a theoretical level, but at the same time reveal
how a specific technology can be used through entirely different paths and
goals and result in completely different but yet very similar, in various ways,
results. On one hand, the situationist psychogeographic lecture of the city,
which inserts the dérive, the détournement, but most importantly the
construction of situations and the activation of a constantly playful behaviour of
the subject and, on the other hand, the Disneyland world which present several
similarities but is also clearly distinct as it separates the organizers from those
who are organized, following and maybe even generating the rules of the
spectacle society, to which the situationists were so directly opposed.
Nevertheless, these are two specific visions of the need to rethink the outdoor
social interaction, especially in relation to the audiovisual technologies and the
fabrication of events. In the case of the situationists everyday life is reinvented
and the public space is animated with the construction of situations which
disrupt the ordinary and normal in order to jolt people out of their customary
ways of thinking and acting. The urban flow of acts and encounters (dérive), the
rerouting of events and images (détournment) the insertion of games that the
subject invents in order to relate to the public space, are some of the
experimental techniques used to emphasize the relationship between events, the
environment and its participant (Debord 1996: 80). The Disneyland example
with the construction of a parallel world, which is a fabrication of a secure,
sterilised, fairylike and controlled reality, does not operate upon the public
space but offers a reflection, a mirror image of what appears as public, although
obviously it is a kind of public life that you have to pay for (Moore 1978: 115140). Disney creates through extraction, redaction and recombination, this fairy
world and prepares it as a consumption package for its guests, allowing them to
consume most of all symbolic images through the creation of a convention;
everything has to be reassuringly real and the guests have to be willing to play
along. The centrality of the guest is crucial for the Disney experience, the guest
appears as a spectator and a protagonist at the same time of a well organized
show where details are carefully designed in order to present a reassuring, nonstop spectacle. There is of course a tremendous gap between the situationists
and the Disney procedures, which is mostly focused on the fact that Disney
offers as a preorganized and prepackaged product to be consumed by the
passive customer what the situationists understand as the result of the activation
of the subject and its proactive and playful behaviour. In both cases the urban
space is the background, although it is a make-believe space in the case of
Disneyland, and the animation of the public life through leisure activities is the
objective, although it is not quite public in the case of Disneyland. These two
lectures of how public space can be animated and public life can be
reinvigorated in the leisure and spectacle society, form a kind of dipole very
present in all sorts of current interventions in public space.
The possibility of having, intertwined to physical space, technologies that are
progressively becoming more and more interactive has also marked a
significant change and a new type of emerging public spaces. In the last two
decades, the Tower of Winds (Toyo Ito, 1986), the Water Pavilion (the
saltH2Oexpo designed by Kas Oosterhuis and the freshH2Oexpo designed by
Lars Spuybroek, 1998), the Blur Building, a media Pavilion (Diller+Scofidio,
2002), the Serpentine Pavilion (Rem Koolhaas, 2006), are only few examples of
interactive cutting edge technology which evolves rapidly, allowing gradually
the insertion of a new aspect, the story telling, the narration. This is a critical
issue for the new mixed environments where digital technologies are fused with
the conventional material architecture in order to produce multi-levelled
human-computer interaction platforms. The narrative is one of our most
important means of comprehension, the embodiment of culture, education and
communication. Digital technologies can provide sensor-enabled, people
driven, media-augmented interactive indoors or outdoors spaces that convey
information as three dimensional, audiovisual, stories. The design process is
altered, this unexpected unfolding of possibilities make necessary the
collaboration of an interdisciplinary team of architects, engineers, artists and
story-tellers. The digital technologies interweaved to the urban space and
almost invisible to the naked eye when needed, can create a web of event points
so that a story can be told, a story that depends a lot on the way the visitor
interacts with the environment. Narrative, one of the oldest human activities can
be understood as a design tool for interactive installations (Cooper 2007: 110).
To achieve a high-level embedding of computational intelligence into the built
environment it is important to consider the obvious implications for the material
features of the environment, incorporating an awareness of cultural-historical
context, accrued social-collective connotations and the temporality of the
spatial experience. Interactive digital technologies involve the construction of a
plot, a scenario, in a far more intense way that the construction of plain,
stipulated events.
The plot as a significant part of the design, inserts the parameter of time and
duration which becomes an additional aspect, essential in the planning process
(Tuan 1997: 191-199). There is no doubt that time has always been an
important parameter of design but it is now duration that becomes fundamental
as it inserts a certain temporal limit for the perception of space. Spectacle is not
the same as contemplation since it signifies consumption and thus establishes
vectoriality, a beginning, a middle and an end. Once experienced the spectacle
can be repeated but this is just that, a repetition. That explains why such
strategies are employed in pavilions which have by definition a short life, as
visitors are bound to experience this type of spaces just once and are not
expected to live in them or have an everyday deal with them. In the theme parks
for example, where plot and spectacle are widely used, the duration is taken
under serious consideration and is calculated to the detail and at the same time
the repetition factor is avoided thanks to the abundance of the offered scenes
and also the constant renovation that reassures the visitor that soon he can come
back for new, additional themes. A lot can be learned on the duration issue from
artistic installations as well, and the way they have treated the time factor as an
important matter to take into account, as it implicates a certain understanding of
the time perception principles and codes of the public. Spectacle methods have
to be taken under advisement in order to achieve the proper duration so that the
public is able to comprehend without being bored. The amount of information
for the specific duration has to be just right; condensation, exaggeration, intense
emotions and peaks, have to be carefully orchestrated and distributed in the
duration of the event. Furthermore, artistic installations in public spaces provide
an opportunity to approximate the way the public behaves and interacts with the
fusion of ordinary and artistic and to reach some conclusions regarding
placement tactics in the public space. The placement of an installation in a
public space can only be understood as a project that redesigns or at least
rereads the public space and offers a brand new version of it, as it alters the way
that people comprehend and react to it and ultimately its function.
Outdoor public space has not been the scenery of many realised interventions
that aim to merge a thematic logic with an artistic aesthetic. However there can
be located few paradigms of outdoor thematic-kind of- settings. The Las Vegas
paradigm where spectacle is placed in a sort of intermediate place, public but so
close to the private that one does not realise when the threshold is crossed and
he has entered in the closed private space, is a case where the thematic is used
in order to attract tourism and to activate a timeless, spaceless, unstressed and
happy attitude that leads to an unconstrained spending. Although Las Vegas is
far too unique, due to its singular condition, it shows how open space can host
events that attract and seduce the public and change its common way of
experiencing it.
At a different level and in relation to the creation of a responsive environment,
there are lately emerging proposals that are placed in the outdoor public space
and through the insertion of interactive digital technologies aim to animate the
everyday quotidian realm (Mitchell 1999: 68). Mainly theoretical but realisable
projects of this kind are being developed by university’s and company’s labs in
order to offer cities an attractive, functional and attentive public space. The
different approaches can be seen in just few of these paradigms that are
mentioned: Urban Probes project at Intel’s Urban Atmospheres Berkeley,
California (Eric Paulos), Digital Street game, Intel’s People and Practices lab in
Hillsboro, Ore., (Michele Chang), Wireless Athens Georgia, New Media
Institute at the University of Georgia (Scott Shamp), SHAPE (University of
Limerick's Interaction Design Centre), or the various projects of the MIT Media
Lab including the Zaragoza Digital Mile (William Mitchell). It is obvious that
digital interactive technologies are an enabler that reinforces what is persecuted
in each specific case, bringing along the special characteristics of the particular
technology.
A critical issue in all these cases is the design of interactivity in relation with
material space, that is to say, the design of the entire system as a whole, where
material and digital aspects are mingled and the way this holistic approach
reinvigorates the subject’s experience instead of converting it to a spectacle
passively followed.
Interactivity and design
Urban space is thus reinvented and its design, with the inclusion of embedded
technologies, has to be approached with a comprehensive and all-inclusive
method. Special attention is given to the specific characteristics of digital
interaction and how this new type of interaction transforms, on one hand, the
design procedures and, on another, the subject/object relation.
Interactivity has always been a decisive characteristic for the assessment of the
functionality of objects. It is obvious that all objects are interactive but in a
different way and grade. Analogical objects have their interactivity lying in
their design of form, mechanical objects host their interactivity in their
junctions and finally digital objects are interactive through their software
(Manzini 1992: 151-152). There is however an important issue to consider in
the design of the form of digital objects. Although form has undoubtedly been
freed of any restraints and is now in no way submitted to the form follows
function axiom, it remains the main mediator between the subject and the object
and it has to be able to communicate the possibilities and capabilities of the
object. This is clearly a new challenge for the design as it is not the function
that has to be exteriorised by the form but rather the understanding of the
functions, that is to say, the way the functions are conceptualised and
acknowledged through social, cultural and of course personal education and
experience. Design is, on one hand obliged to respond to this emancipation
from the form follows function that had become a simple and universal rule,
easy to follow -and to break as well-, and on the other hand, has to become able
to initiate a new kind of communication, through the use of all sort of already
existing coding systems and the creation of new applicable conventions.
Designing open public spaces where responsive, intelligent environments are
implemented, is a task that requires new methods of conceptualising and
comprehending space and furthermore demands a change on the mode that
activities and sceneries are situated, codified and communicated. Special
attention has to be drawn to the design of the interface used as well as to the
competency of the settings to communicate their contents to the visitor. Three
elements have to be considered, the existing open urban space, where there are
normally limitations on performing vast operations, the implemented
transparent interactive technologies, which is the element that can be designed
and can work as a mediator between the other two, and the subject-visitor.
On another hand, the relation of the subject to this new kind of environments is
characterised not only by their capacity to offer strong emotions and spectacletype marvels but also of their ability to provoke a higher grade of participation.
The constantly increasing interactivity of the digital objects clearly affects the
mode subjects relate to them. The customary roles are altered, objects become
less and less passive and consequently subjects, who interact with them, do not
need to be as active as they were in the past and are now more passive. As in a
dialogue, the equilibrium changes when a silent interlocutor becomes an
eloquent orator and obliges his, up to the moment, fluent and monopolizing
conversationalist to hush. This is a very important issue to consider when
designing augmented and responsive urban environments as it is essential that
they do not convert the subject to a passive and inactive receptor. Digital media
have already been accused of mutilating the subject’s initiatives by being far
too user friendly in a way that they anesthetize and inactivate the subject’s
enterprises. Of course if humans have managed to progress thanks to their
ability to socialise and interact in groups, it is obvious that they could do the
same with digital media without sacrificing their ability to be active but instead
having it instigated. In order to have objects that behave as subjects without
having subjects transformed in objects we have to rethink the design of digital
media and especially of those implemented in public spaces. A crucial aspect of
the design is succeeding to provoke an energetic and lively attitude opposed to
the common, spectacle-originated, passive and docile reception of the subject.
As always, design depends on society, and public space can only be a mirror of
the society’s particular interests and viewpoints.
In order to design using interactive installations embedded to open public
spaces, one has to have special knowledge and preparation. In this actual
moment when computers are ready to enter and disappear in our everyday,
physical world the inevitable issue of interaction design and eligibility for it, is
placed. Far from being a technological problem it seems to be rather a logical
problem as interaction design feels at the moment like no man’s and
everyman’s land. Architects, computer engineers, graphic designers among
other disciplines, are involved but not in a conclusive way, nor in a regulated
one. Interaction design, understood mainly as the art –applied art- of facilitating
interactions between humans through products and services and only secondly
as the interaction of humans with these products that have some sort of
“awareness”, is about behaviour and not about appearance (Saffer 2006: 4).
Public space is recognized, by those intending to work upon it by inserting
additional interfaces, as an amazing and powerful physical and social interface
between different people (Eriksson 2007: 32). Of course design of public spaces
can encourage or discourage interaction, exactly as certain objects can be used
in order to achieve, through triangulation (Erickson 1993: 400), a catalyzing
effect on people’s interaction. But in any case physical space is experienced in
an immediate way, whereas to digital space, the existence of interfaces is, up to
the moment, necessary in order to be able to engage with it, as we can not –yetconnect to digital devices without the use of some intermediary, that is, some
interface. Although interface design is so closely tied to interaction design that
they are frequently confused, interface design is only a part of interaction
design. That is to say, interface design is only the experienced representation of
interactive design, and not the interaction design itself (Saffer 2006: 122).
Interface Design is about feeling stuff, a similar to what Decoration is to the
buildings, when Interaction Design is architecture. It is however extremely
difficult to evaluate Interaction Design and even to suggest who is responsible
for it in a multidisciplinary team as it is the responsibility of all and of no one
explicitly.
Its importance is crucial as it is now a powerful agent not only for the digital
realm but for the physical realm as well and for the way public space operates
or becomes inoperative. Interaction design has become an overall, totalising
management of space, which can no longer be understood in terms of separated
realms and calls upon unifying, all-embracing, catholic strategies for it to be
able to answer to the contemporary needs of its users. Public space invested
with digital technologies can turn out to be, depending on the quality of
interaction design, an inoperative space, where subjects interact solely with
products or procedures, or a dynamic, enriched milieu that offers a
multileveled, intense experience and creates the necessary ground for
interaction and communication among subjects. Design can thus restore to the
public space its quality of place, frequently lost, as relations are sacrificed at the
progressively expanding non-places, characterised by the absence of relations
(Auge 1993: 83).
Interaction Design becomes therefore a central issue that has to be addressed
overcoming the problems that arise from its interdisciplinary character and its
intangible and evanescent nature. Working with interactive technologies
embedded to public space leads to the realisation that this is the inevitable
question that has to be answered and although answers appear to be neither
obvious nor easy, there are certain actions that can be taken in order to facilitate
our position towards the augmented open public space.
Project description
The preceding theoretical survey of public space in relation to the
implementation of media and specifically interactive media and digital
technologies serves as analysis for the presentation of a project that intents to
reanimate public space with the use of interactive digital technologies, focusing
on the history and collective memory and aiming at the construction of a highaesthetic environment that attracts, implicates and activates the visitors without
disrupting everyday life for the habitants. The proposal builds a web of
prefabricated multi-sensorial installations that are intertwined to the material
environment and are triggered by the presence or the mobility of the visitors.
The events are not only audiovisual appearances but can also include the
involvement of smells, the activation of certain movement in material objects,
the creation of airstreams, the incorporation of animated scenes that can be
viewed through a window or a door that slightly opens, etc. In all of these cases
it is extremely important that the technology apparatus is not visible to the
unsuspicious visitor in order not to betray the convention essential to every case
of make-believe.
It is however obvious that the visitor as well has to be willing to participate and
to accept the convention, as it is he that bears the interacting device, a sort of
activator that sets in motion the interactive technologies.
The visitors are given an activator which allows the system to keep a register of
where they are and where they have been and what they have experienced. At
the same time they are given a map of the selected area which indicates some
selected itineraries that they can follow, but has no information concerning the
location of the points where the interactive technologies are placed. Experience
has proved that the fact that the visitor has to wear an activator, which he will
acquire by payment, far from being a problem can be an additional advantage,
as it guarantees his willingness to play along and it provides a sort of
preparation, a ritual entrance to the story-telling atmosphere, which allows him
to transit smoothly from the everyday world to a dreamlike condition. The
visitor can either have a single activator or a group activator which permits the
system to treat the group as such and thus adjust correspondingly its response to
their presence. The form and the function of the activator, as well as the one of
the map, remain to be investigated and designed in a way that they are coherent
with the principles of interaction design followed throughout the whole project.
The story told with the use of interactive technologies is superimposed to the
actual environment and refers to it but may offer also a possible translocation
which can be temporal or qualitative, that is to say, the story can be about
another époque or about a legend or a fusion of historical and fictional events.
The narration is not a linear, one-way narration but is rather a construction of
articulated events which can appear in different order, depending on the way
that the visitor moves around the predefined area of the proposal. The story
rather than told is insinuated in an implicit, hinted manner. The visitor is a
spectator or in some cases a participant in scenes that seem to construct a
scenario which is a multidimensional, articulated structure. It is important that
the system can follow up his shifting through the selected area and have a
register of what he has experienced in order to be able to select which one from
the possible scenes for each site is adequate for this particular visitor given
where he has been up to the moment and also allow the system to avoid
repetitions that can ruin the convention. Different visitors at the same point will
not activate the appearance of the same scene more then once but the system
will be able to offer in some cases consecutive scenes.
It is obvious that thematization strategies are in order, as the objective is not so
much to recreate an accurate real event, but rather to create a certain
atmosphere, an enchanted milieu, which captivates and at the same time excites
its visitors. This whole project is built upon principles and procedures which
derive from spectacle structures. It is therefore necessary to achieve a
collaboration of different experts in fields related to the spectacle production.
However, as one of the aspirations of this proposal is to instigate and attract
high-quality tourism, the aesthetics of the constructed scenes, as fragments and
as a whole, is of extreme importance. It is consequently imperative to
accomplish a high level artistic result through the collaboration with artists and
especially with installation artists.
Special attention is given to the fusion of digital and analogical elements that
make possible an enhanced somatic perception of the constructed scenes. The
architectural aspects of the existing public space are taken under consideration
and are reinterpreted through the insertion of events which seek the proper
place to be hosted. Control of lighting, sound, airstreams, points of view, is
crucial for the design of the suitable atmosphere. Technologists and architects
have to collaborate closely in order to achieve the best possible intermingle of
digital-immaterial and analogical-material features. Interaction design issues are
undertaken from an interdisciplinary team that focuses on promoting the
visitors involvement. The transparency or better yet, the invisibility of the
implanted technologies is equally important as the successful association of the
material and the immaterial. The material features allow the overexposed to
audiovisual media visitor to enter in a magical dimension and to live the events
presented in a corporal, bodily way, particularly pleasant and surprisingly
fulfilling as they implicate a multi-sensorial reception. The visitor is not a
spectator but a protagonist, he feels immersed in an enriched somatic
experience that affects him as a totality.
Apart from the construction of the events-scenes a special attention is given to
the consideration of the details which aim to organize the material space as a
totality with the smallest effort and minimum intervention. Details, specifically
designed little things that are offered as a bonus to visitors and general public,
are planted here and there. Their main purpose is to attract the attention of the
visitors to particular positions where there is possibly a larger gap between
settings, or distract the visitors from contradictory elements that form part of the
material urban environment and cannot be eliminated or even create an
interaction among visitors. It is of course necessary to design these details in
such a way that they can be a part of the thematic and real environment at the
same time. Even when confronted with existing and historical public spaces,
there are certain elements that can be reconfigured in order to promote the
interaction, through the use of catalysing physical objects. Interaction design
cannot be limited to the digital realm but has to work parallel at multiple levels
and at all realms where the visitors have access to.
Security issues are not a great problem as all technology apparatus have to be
planned so that they will not be apparent. However there have to be a control of
the area and the personnel that will take part in some of the scenes will also be
able to assist in aspects of security. Cameras and other surveillance apparatus
will have to be authorized in order to be used in the public space.
Possible locations
The proposal is based on the fusion between outdoor, material, public space and
digital, interactive technologies. Consequently the locations have to be open,
public spaces and the plot weaved around them will have to focus upon a
specific story from the past, a historic event or a traditional legend, a kind of
narrative that is exclusively associated to the specific site. There are no
limitations regarding the accuracy of the story told; as theme parks have shown
the public is quite receptive to time-condensations and space-translocations; in
the case of the theme parks different continents and millenniums can be put
together without creating any annoyance to the spectacle educated public.
However, the theme park paradigm only serves as a reference and not as a
model to be followed, as the proposal aims to animate the public space and not
to annul it by superimposing a completely irrelevant and incoherent plot. The
narrative in cases of historic sites of great importance would have to follow in a
rather more meticulous way the historic facts but leaving a certain freedom in
the relation of fictitious scenarios which are correctly placed in the space and
time. Historic sites and city centres appear, subsequently, to be the most
appropriate sites for this proposal as they are practically always charged with
stories and legends that can nourish the construction of a plot.
Conclusions
Digital interactive technologies can be used as a powerful instrument of
activation of public space through the inclusion of a narrative and the
possibility to experience simultaneously different historical moments in time or
even parallel realities. Designing physical space and interactive, high quality
aesthetic installations is an inseparable, unifying process that has to be
understood as a single, multidisciplinary project. The project proposed
considers urban spaces and historical sites as locations that can host a web of
prefabricated multi-sensorial installations, intertwined to the material
environment and triggered by the presence or the mobility of the visitors.
Physical urban space is not to be converted to a thematic park and visitors are
not supposed to be mere spectators, but rather to be instigated to discover and
combine digital and physical realities. No-linear narrations, invisible
infrastructures, complex events can lead to the creation of a dreamlike
atmosphere. The collaboration of artists, technologist and architects is necessary
in order to allow the overexposed to audiovisual media visitor to enter in a
magical dimension and to live the events presented in a corporal, bodily way,
particularly pleasant and surprisingly fulfilling as they implicate a multisensorial reception.
Illustrations shown
are from an
adaptation of the
proposed project for
a concrete case. The
site chosen is the city
of Ioannina in the
Northwestern part of
Greece. This city has
an important recent
history, full of
legends and
traditions, and a
significant
landscape, with a big
lake, an inhabited
island inside the
lake, and a big castle
in the continental
part of the city,
which are the areas
chosen for the
project.
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