You are on page 1of 7

See discussions, stats, and author profiles for this publication at: https://www.researchgate.

net/publication/240618726

Architecture and the Virtual Towards a new Materiality?

Article · January 2011

CITATIONS READS

91 4,528

1 author:

Antoine Picon
Harvard University
351 PUBLICATIONS 1,675 CITATIONS

SEE PROFILE

All content following this page was uploaded by Antoine Picon on 11 December 2014.

The user has requested enhancement of the downloaded file.


Architecture and the
Virtual
Towards a new Materiality?

Antoine Picon
Introduction ipates not a single built realization but an entire
The development of digital design is often present- range of them. There is no architectural design
ed as a threat to one of architecture's essential without some margin of indetermination that
dimensions: its involvement with the concrete as- allows for different paths to be followed. One of
pects of construction and other building technolo- them, only, will usually be taken.
gies, its materiality in a word. Such is for example Despite all the attempts made at a better and
the concern expressed by Kenneth Frampton in his better codification of design procedures in order
recent writings.1 This concern is easily understand- to anticipate as closely as possible the built out-
able, given the highly formalist nature of many come of conception, this relative indetermination
digital architects' production. Computer-based of the architectural project is probably one of its
design appears often to neglect the material most fundamental features. It enables it to
dimension of architecture, its intimate relation "speak", so to say, or rather to be a matrix of pos-
with properties like weight, thrust and resistance. sible narratives regarding the kind of built reality it
On a computer screen, forms seem to float freely, anticipates. Without this narrative dimension, the
without any other constraints than those that are project would be a mere technical blueprint.
imparted by the program and by the designer's Returning to the question of materiality, one
imagination. There is for sure something deeply could summarize the situation by saying that de-
unsettling in this apparent freedom that seems to sign has of course to do with the realities of the
jeopardize our most fundamental assumptions built environment, but its relation to it is ambigu-
regarding the nature of the architectural discipline. ous. There again, what is evoked is rather a range
However, should one take the present stage of of material effects than a precise, unequivocal sin-
computer-based design as a permanent one? Some gle material reality.
features of the digital scene tend to suggest a neg- The ambiguity of architectural design reflects
ative answer. Actually, far from being jeopardized on architectural representation. As convincing as
by the generalization of the computer and the they may appear, the modes of representation
development of virtual worlds, materiality could used to convey architectural intentions do not cor-
very well remain a fundamental feature of archi- respond fully to the experience of the built reality.
tectural design. One may furthermore wonder If we put aside architectural drawings, we never
whether the use the computer with its web exten- see buildings in plan and elevation, to say nothing
sions represents such a departure from the tradi- of the cross-section. The same applies of course to
tional practice of architecture. In many respects, the modernist axonometric view that presupposes
bi-dimensional hand-produced drawings are no an observer situated ad infinitum. Generalizing
more material than computer-based ones. from this last example, one would be tempted to
In this paper, I would like to begin precisely affirm that architectural representation, just as the
with the general question of architectural design cartographic one, presupposes an observer located
and representation before turning to the changes in an impossible place.
brought by the computer. Among the leads I Architectural representation is actually always
would like to follow is the idea that materiality, submitted to contrary tendencies, the quest for
like almost everything around us, is to a large verisimilitude and the desire to preserve margins
extent a cultural construction. Physical experience of indeterminacy. Actually, the necessity to ba-
itself is partly shaped by culture, by technological lance between these two conflicting ideals might
culture in particular. Indeed, our motility, our very well account for one of the most surprising
everyday gestures are indebted to our machines features of architectural drawings. The more spe-
and their specific requirements. cific the physical effect aimed at, the more abstract
becomes often the representation, as if the funda-
mental tension I just referred translated into an
Architectural Representation as a Matrix equilibrium between materiality and abstraction.
When we deal with computer productions, from From the Renaissance on, the drawings represent-
images to web-based worlds, the term virtual ing architectural profiles can illustrate that point.
comes almost immediately to the forefront. The For the Vitruvian inspired architect, nothing was
accusation of dematerialization usually goes with more material than the play of light on the various
an explicit opposition between virtual reality and moldings of a building. Yet, their representation in
true reality. profile was often surprisingly distant from the
Without entering into a philosophical debate effects aimed at.
in which one usually refers to Henri Bergson or In such a frame, does the use of the computer
Gilles Deleuze, one may observe that such an imply a clear departure from the traditional prac-
opposition is hard to sustain in a domain like tice of architecture? At this stage, the digitalization
architecture. An architectural project is indeed a of design may very well appear as a mere techno-
virtual object. It is all the more virtual that it antic- logical advance, a supplementary power offered to

Thesis, Wissenschaftliche Zeitschrift der Bauhaus-Universität Weimar, (2003) Heft 3

107
the designer, a power that does not affect the and decelerations to the feeling provoked by the
nature of its production. wind. Some of these sensations are intimately
This is of course not entirely true, for the com- linked to the use of the engine. We have become
puter breaks with the immediacy of the human so accustomed to acceleration that we tend to for-
gesture. Between the hand and the graphic repre- get that the sensations it creates were unattainable
sentation, a layer of hard and software introduces in former non-mechanized societies.
itself. The machine and its programs are synony- In our mechanized environment, between the
mous with a thickness that traditional tools did exhilaration of speed and the perspective of acci-
not have. dent, we have both an impression of power and a
One could of course object that this thickness feeling of vulnerability. James Graham Ballard's
might eventually disappear with the development famous novel, Crash, is centered on this new status
of more and more advanced interfaces that would of the human body, both empowered and vulnera-
make the use of the computer almost transparent. ble, making nothing of miles and being always on
Digital gloves and tactile screens are full of promis- the verge of being bruised.4
es, just like camera and laser-controlled feedback Our very notion of space is altered through the
systems between manual and digital modeling. redefinition of perceptual entities, sensations like
The Media Lab at mit has made itself a specialty of acceleration, and the change in the existential sta-
these devices. But for all that the mediation of the tus of our entire body, that we experience while
machine and its software will not be abolished. riding a car. Roadmaps reflect this altered spatiali-
The difference between hand- and computer-pro- ty just as the various signs that help us to orient
duced designs is not without analogy with the ourselves when we drive. The most important fea-
contrast between a walk and a car ride. What is at ture of this situation is perhaps the subtle changes
stake in both cases is the opposition between man that the use of the automobile infuses in our
and a couple formed by a man and a machine. everyday experience of space. Walking has defi-
Should one infer from that opposition that digital nitely not the same status at the age of the auto-
architecture implies a cyborg-like author?2 This mobile than in prior times. The driving experience
proposition is suggested by various contemporary is always there as a limit that define other modes
reflections. Their influence can be traced in many of apprehension of space.
architectural publications.3 In brief, the automobile has not diminished our
physical perception of the world. It has altered it.
It has displaced the content and boundaries of
A different Materiality materiality.
If we leave aside the cyborg theme, the analogy Using now the automobile as a metaphor, it is
with the car is still revealing. Its is quite common tempting to interpret the computer as a new vehi-
to oppose the richness of walk to the impoverish- cle that induces another displacement of physical
ment implied by the automobile, as if, there again, experience and materiality. The computer-assisted
materiality was at stake through the contrast architect is perhaps like a driver or a passenger
between the plenitude of real physical experience embarked in a journey that generates a new type
versus the abstraction fostered by a technologically of experience. What are the salient features of this
determined environment. experience? One should of course avoid taking the
Fortunately, after almost a century of car use, metaphor too literally. But the automobile analogy
we know that an opposition of this type does not is not without interest to approach the digital
fully apply to the automobile experience. Instead world and its consequences regarding what we call
of being synonymous with a dematerialization of materiality.
the world we inhabit, the automobile has trans- Just like the automobile, the computer pre-
formed our notion of materiality. sents us with new objects. Whereas the architect
It is not of course in my intention to enter here used to manipulate static forms, he can now play
into a detailed discussion of these transformations. with geometric flows. Surface and volumes topo-
I would just like to insist on some major points. logical deformations acquire a kind of evidence
First, in a car, we don't perceive exactly the that traditional means of representation did not
same objects as when we walk. Seen from a free- allow. Other phenomena become also so easy to
way, a building is generally different from the manipulate that they appear as quasi objects for
vision we have when we stroll by. Above all, at the the designer. Effects of light and texture are
speed of the automobile, objects regroup in order among them. The computer enables to intensify or
to form new perceptual entities. Our contempo- dim light, to vary its parameters, to play in a simi-
rary urban skylines are for instance typical prod- lar way with degrees of roughness and smooth-
ucts of the automobile age. ness, to an extent that makes them almost tactile.
The automobile experience is also synonymous In this process, some dimensions become all of
with a series of sensations, from the accelerations a sudden problematic. In the case of the automo-

Thesis, Wissenschaftliche Zeitschrift der Bauhaus-Universität Weimar, (2003) Heft 3

108
bile, the emergence of new pertinent objects is sess a physicality of their own, just as the seeming-
accompanied by the loss of the ordinary sense of ly abstract notations that choreographers use to
distance. With digital architecture, it is scale that note the steps of a ballet. For the better and for
appears no longer evident. What is the true scale the worse, there is by the way a striking parallel to
of the forms that appears on computers screens? be made between the contemporary, often Dutch-
Despite photomontages showing people in front inspired, diagrammatic production in architecture
of digital projects, it is often difficult to answer this and the diagrams that geopolitics has produced
question. Computer imagery is actually in pro- from the beginning of this century. In both cases,
found accordance with a world in which informa- what seems at stake is the apprehension of a
tion and complexity are to be found at every level, world populated with targets and objectives, a
a world organized according to fractal instead of mobile and fluid world, which requires continuous
traditional geometry. action.
This world requires a new visual practice based At a more general level, the computer has been
on the capacity to follow the complex maze of often presented as an extension of the mind, a
interactions between the global and the very local, super memory or an enhanced tool for logical ex-
the general definition of the project and the some- ploration. Such was for instance the way the
times minute, sometimes dramatic changes French anthropologist Leroi-Gourhan approached
brought by parametric variations. This sensibility is it in Le Geste et la Parole, a spectacular evocation
there again not without analogy with the height- of human progress through the use of technologi-
ened sensory experience of somebody driving at cal tools, from the Neolithic period to the twenti-
full speed on an uneven surface where the tiniest eth century, from the first trimmed and polished
obstacle can be full of dramatic consequences. stones to the early computers.5 For Leroi-Gourhan,
Computers immerge us into a fluid, eminently vari- human progress was marked by the gradual exter-
able world that gives a special intensity to some of nalization of functions through tools. It all began
our sensations. with stone knives and axes that extended the
Once more, the automobile is only a metaphor capacity of the hand. The final stage was the exter-
that shouldn't be taken too literally. Contrary to nalization of mental functions like memory with
the linear track followed by the automobile, the the computer.
digital world that unfolds under the eyes of the It is indubitable that the computer has defi-
designer is multi dimensional. It flows theoretically nitely something to do with the extension of the
in all directions; it is theoretically also fully rever- mind. But the computer also alters our perception
sible. of objects; it extends the realm of our sensations.
These characteristics are not easily compatible With the new interfaces that are developing today,
with the necessity for the design process to follow it will soon affect our motor schemes. It is already
a series of steps, from the preliminary sketches to striking to observe how the mere use of a mouse
the ultimate technical specifications, steps that has created new kinds of gestures. Among teen-
involve usually some kind of interactions with agers, for the better and the worse, the develop-
partners, from the architect's collaborators to the ment of videogames has fostered even more spe-
engineers and builders in charge of specific tech- cific kinds of reflexes.
nological developments. In other words, comput- Our very perception of space will in its turn be
er-aided design cannot be a labyrinthine explo- affected by these very physical changes. In films
ration of the almost infinite possibilities offered by like Johnny Mnemonic, The Matrix or the recent
the machine. When form can vary endlessly, choic- Minority Report, cinema has envisaged repeatedly
es have to be made; decisions have to be enforced the changes in the perception of ordinary space
in order to break with the theoretically reversible that should be brought by the development of
nature of digital manipulation. sophisticated interfaces between the ordinary
The importance of these choices implies a new space and the digital one. The notion of enhanced
attitude based on the strategic evaluation of the or increased reality does convey the idea of a dif-
potential of evolution of design at critical stages of ferent materiality made possible by the hybridiza-
development. It has been often noted that com- tion of the physical and the digital. This hybridiza-
puter foster a scenario-based kind of reflection. tion is not yet fully there, but some features of the
Besides the use of scenarios, diagrams may help displacement of materiality can be already ob-
the designer to orient himself among the various served.
paths of evolution that digital media make possi- As I said, the visual codes are changing at a
ble. surprising speed. We no longer marvel, for
Diagrams are often presented as pure mental instance, at the capacity of the digital media to
schemes. This approach is not consistent with the allow for effects like zooming in and out, and we
true nature of diagrams, namely the fact that they tend to perceive our ordinary three-dimensional
are inseparable from courses of action. They pos- world in the same terms. Zooming is of course inti-

Thesis, Wissenschaftliche Zeitschrift der Bauhaus-Universität Weimar, (2003) Heft 3

109
mately linked to the crisis of the traditional notion flow of electrons."6 Actually, these two bodies are
of scale. not separated. They are part of what constitutes
In the age of the computer, the physics of today's physical presence. The Sendai Media-
solids and dna manipulations, materiality is more theque that was designed by Ito to epitomize this
and more defined at the intersection of two seem- contemporary physical status is revealingly both
ingly opposed categories, the totally abstract, densely material, reminiscent of heavy-duty naval
based on signals and codes, on the one hand, the construction with its massive steel plates, and at
ultra concrete, involving an acute and almost the same time fluid, translucent, like a precious
pathological perception of material phenomena electronic device.
and properties such as light and texture as they are I mentioned earlier videogames and their
revealed by zooming-like practices. This short-cir- impact on a whole generation the behavior of
cuit between the abstract and the ultra-material is, which has been shaped by bizarre figures running
I think, quite representative of the new world of and jumping on gameboy and computer screens.
sensations and movements that we are entering This generation has developed physical and mental
today. attitudes that call for a different kind of space, a
In the architectural domain, the coexistence of space that can be deciphered through systems of
reflections of a diagrammatic nature with a re- clues and series of unfolding scenarios instead of
newed interest in some of the most concrete traditional mapping. For this generation, no seri-
aspects of materials is typical of this situation. At ous gap must be feared between digital-oriented
an urban level, the gps is also representative of architecture and its spatial expectations.
this immediate contact between abstraction and Another reason to be confident in the wide-
concreteness. Using a gps, we are both plugged spread effect of the new materiality that architects
into a global, abstract geodesic grid, and confront- are looking for through the use of the computer
ed with our immediate surroundings. Just as the lies in the fact that contrary to the automobile, the
computer is beginning to affect the design of computer is not an isolated machine of the kind
buildings, the digital environment will eventually that the French philosopher George Simondon
modify urban design, if only because old problems called a technological individual,7 or a super pros-
like the legibility of the urban sequences are now thesis adding to man's physical capacity. The com-
redefined by tools like the gps. puter is only a part of a global digital world that
But how are the intuitions of the architect or includes entire worldwide networks as well as mil-
the urban designer conveyed to the public that is lions of personal digital assistants. In other words,
supposed to inhabit his projects? In other words, instead of facing a technological individual, or a
can the new materiality aimed at by computer- prosthesis, we are confronted with a phenomenon
aided designers concern a larger public who is that is better apprehended in terms of environ-
probably unaware of the reflections developed ment. We are more and more immerged in this
people like Greg Lynn, Jesse Reiser and others? environment.
With its blobs and other strange geometrical Regarding the question of materiality, this
forms, their architectural production seems often environment provides numerous new opportuni-
far away from the common definition of architec- ties like the possibility to design materials, to
ture. At the level of the city, the same gap seems shape their properties and appearance, instead of
to separate the world of computerized urban sim- using them in a passive manner. At the Harvard
ulations from the ordinary perceptions of the peo- Design School, this theme has been recently ex-
ple. plored by a group of professors and students led
by Toshiko Mori.8
Computer-aided material production seems to
A digital Environment abolish the distance between representation and
Two reasons at least may be invoked in favor of an materiality I started from. But this is actually an
optimistic type of answer. The first one lies in the illusion provoked by the oblivion of the series of
way computer permeates everyone's life. The interfaces necessary to bridge the distance bet-
alteration of materiality they tend to promote is ween architectural representation and material by
thus a general phenomenon. We are all about to design.
inhabit both the ordinary and the virtual worlds. The true novelty of the whole affair might very
Hence Toyo Ito's famous statement that architects well lie ultimately in the generalization of design,
should indeed design for subjects imparted with as a practice regarding not only buildings and their
two bodies, a real and a virtual one. "We of the various technological systems, but also materials
modern age are provided with two types of bod- and beyond them nature as an engineered reality.
ies, writes Ito. The real body which is linked with In many contemporary landscape projects, nature
the real world by means of fluids running inside, is no longer an external resource to be drawn
and the virtual body linked with the world by the upon. It appears more and more as something the

Thesis, Wissenschaftliche Zeitschrift der Bauhaus-Universität Weimar, (2003) Heft 3

110
productions of which can be shaped by adequate growing success of a designer like Shigeru Ban and
design. In this technological nature, materiality is his sustainable structures might very well lie, by
permeated by design. The true novelty is not a the way, in the articulation he proposes between a
growing gap between design and materiality but concern for materiality and structural innovation
rather their intimate interaction that might chal- and a political and social agenda a little clearer
lenge eventually the traditional professional identi- than usual.
ty of the architect or the engineer. Materiality — and this will be my conclusion —
There is undoubtedly a new political responsi- instead of representing an endangered dimension
bility at stake with this potential generalization of of architectural design will remain a pervasive con-
design procedures. As Toshiko Mori puts it, "Ar- cern. But this concern is now synonymous with a
chitects and other citizens must actively make new responsibility. Its content is changing, and its
choices about where build, what to build, how to meaning is yet undecided. One of the tasks of
build, and with what to build." One should proba- architecture might very well be to throw some
bly add to the list "when not to build", in a world light on its present potential.
where the environment and sustainable develop-
ment have become crucial issues. The real problem Author:
of today's architectural scene is in my opinion not Antoine Picon
so much its possible dematerialization than its lack Harvard University, Cambridge
of clearly defined political and social priorities. The

Notes:
1 See among others Kenneth Frampton, Studies in Tectonic Culture: The Poetics of Construction in Nine-
teenth and Twentieth Century Architecture, Cambridge, Massachusetts 1995.
2 f. D. Haraway, Manifesto for Cyborgs: Science, Technology, and Socialist Feminism in the 1980s, in
Socialist review, vol. 15, n° 2, 1985, pp. 65–107; D. Haraway, Simians, Cyborgs and Women: The Rein-
vention of Nature, New York 1991; P. Edwards, The Closed world. Computers and the Politics of Dis-
course in Cold War America, Cambridge, Massachusetts 1996.
3 We have explored for instance that perspective in A. Picon, La Ville Territoire des Cyborgs, Besançon,
Editions de l'Imprimeur, 1998.
4 J. G. Ballard, Crash, London 1973.
5 A. Leroi-Gourhan, Le Geste et la Parole. I. Technique et Langage. II. La Mémoire et les Rythmes, Paris
1964–1965, new edition Paris 1991.
6 T. Ito, Tarzans in the Media Forest, in 2G, n°2, 1997, pp. 121–144, p. 132 in particular.
7 G. Simondon, Du Mode d'Existence des Objets Techniques, Paris 1969.
8 T. Mori (ed.), Immaterial/Ultramaterial. Architecture, Design and Materials, Harvard Design School,
George Braziller, 2002.

Thesis, Wissenschaftliche Zeitschrift der Bauhaus-Universität Weimar, (2003) Heft 3

111
View publication stats

You might also like