Showing posts with label Nate. Show all posts
Showing posts with label Nate. Show all posts

Saturday, March 16, 2013

Nate Update

Hi Keith, 

I hope Brazil is treating you well. It snowed here today so don't you dare send a photo of warm weather. 

Here goes...

Based on the feedback I got from mid review, I'm shifting my thinking a bit from archetypal space as a means of injecting narrative into the landscape. Rather, I'm working around doing so by creating a 'game' out of the inerface between American Street and a digital environment (similar in spirit to Geocaching and Letterboxing). The rough idea is that players/users provide on the ground knowledge about needs, desires, hunches, assets, worries, etc. pertaining to living on and around American Street. All within the idea that this repository of knowledge will inform the design of playscapes that will, in turn, feedback into the game board by altering the physical environment. 

As time and development progresses along American, some of the playscapes will be permanent but some will be formwork for opportunities, scenarios, etc. that players want preserved as infill development, etc. occurs.

Play as development. Play informs development. 

The rough diagram below hopefully makes the role of the designer (in red) versus the players a bit more clear...
As I'm trying to project a future that grows from a physical/digital interface I figured making an all or mostly digital final product would be great. I've been using an initial mapping exercise to teach myself flash this week. Here is a VERY VERY VERY VERY VERY ROUGH first pass. Click anywhere on the black line to start it and then hover over parts of the ring...

The goal here is to recast American Street in an altered form to initiate thinking differently about the spaces along it as well as create something that can be easily navigated. 

As far as what is being mapped, I've divided the lots along American into those that only front American and, thus, will remain largely industrial and those that have dual frontage and might be able to skirt the no living on American rule (like Brian told us about the southern lot). 


UPDATE: The flash content isn't loading so I'll just have to show it when you're back.



As of now, I've started thinking more in depth about two spaces along American. This would be the point that a designer is reacting to the information that has been collected within the game.

The first video is the lot just north of the intersection with Cecil B Moore. There is no sidewalk on one side of the street and the rail lines splay out off the road. In this scenario, players have indicated the need for a sidewalk, that the rail lines might be an assett and that they'd like to regain the connection through American Street on Montgomery Ave (which was closed off at some point and made superblocks on both side of the street).

I'm playing around with a moveable rail-cart structure that hopefully has some 'spatial amazement'  but also begins to map out and solidify the connection through the block. In the future, even though most of the play structure might make way for a new building, the connection will remain.


The second video is just north of American and York. In this scenario, players have indicated that this might be a good place to make a lot of noise because it is relatively isolated and empty. The response is a sound tube playscape that fills in between two old factory buildings. At one end of york street is a subway stop and at the other is Temple. The act of reinforcing the building wall at this intersection is formwork for the more robust and muscular intersection that could happen along these two streets. 




Some thoughts and questions Todd raised that I need to address (among many):
1. Clarify the role of the designer and make prominent the role of the designer...and then design!
2. How can I bring the project to a level of clarity without having to design the digital piece of the game?
3. How does the project start? Get its legs? Ignite? Etc? Where is the initial excitement coming from?

That's it for now. Thanks!

Tuesday, March 12, 2013


PLAY

Play is the narrative through which identity and purpose is formed within the vague landscape of American Street. A body of knowledge and collection of spatial attitudes, as shaped through play, influence development along the corridor which, in turn, change how one plays. 

Play is both a trajectory and an outcome along American Street. By playing the game, the game evolves.

Players’ desires, needs, discoveries, assets, aimlessness, hunches, and the like about American Street feed back into the game physically and digitally.

Play becomes the connective force that carries energy from surrounding neighborhoods through and along American Street. In this way, play is not only development of the body and mind but also the urban environment. Play becomes an integral part of the realization of American Street as more complete urban space.

Play is a tool for all ages.



CITY FORCES

Industrial/Commercial nature of American Street allows for things not possible in a residential neighborhood.

What areas tap into adjacencies? Dual frontage with side street or are forced to only front American Street?


PHYSICAL CONSTRUCT EXTRACTIONS

Joint potential...appendages. No trajectory/construct is closed.

Scale...part to whole?

Obscuring and radical material/spatial transformation.


FINAL PRODUCT

Flash website/app
Game...

Tuesday, January 22, 2013

Nate D. Branching Game

I set up a game that guides a system of branching. I first roll the three dice to determine the degree of branching (bifurcate, trifurcate, or quadrifurcate), the angle of the split, and the organization around the parent trunk.  I then roll the dice again for each of the branches to determine its gauge, length, and wether or not it has a hanging tab off the back end.



The rules of the game are on the left, the results on the right. Each bracket represents one round of play.







The highlighted round produced the following branches to be attached to the trunk.






The parent trunk to which the branches are to be attached.


The first branch is soldered and wrapped with copper wire to prevent it from shifting or falling when the solder is reheated to attach the other branches.


Second branch soldered and wrapped...


Third branch...


Fourth branch.





Structure after 15 rounds.


Branching detail.