Design Science through Architectural Experiments
Design Science through Architectural Experiments
Design Science through Architectural Experiments
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<strong>Design</strong> <strong>Science</strong> <strong>through</strong><br />
<strong>Architectural</strong> <strong>Experiments</strong><br />
BO STJERNE THOMSEN<br />
M.Sc.Eng. in Arch. & <strong>Design</strong>, PhD Cand.<br />
Department of Architecture & <strong>Design</strong>, Aalborg University<br />
DK-9000 Aalborg, Denmark<br />
TEL: +45 99 40 71 69<br />
bsth@aod.aau.dk<br />
Abstract<br />
Two important characteristics are differentiating architecture from science. You can’t create<br />
architecture from science, but architecture can create the worlds and imagination for the<br />
future of scientific discoveries. Architecture has the ability to be more aware and to question<br />
the traditional conventions about society and space, and instead of proclaiming the<br />
conventional approaches to science where technological development or societal initiatives<br />
are driving the science agenda, the following paper illustrates the ability for architecture to<br />
create worlds of inclusion to shape a new science.<br />
For a long time science and the technological development has determined the way<br />
architects design spaces and interactions by focusing on the traditional disciplinary<br />
boundaries of science as a starting point for new research questions. However realizing that<br />
the scientific problems of today are far more complex and the world more multicultural, we<br />
can discuss the science of tomorrow with far more relieving results by proclaiming a<br />
performative design agenda.<br />
The paper discusses the design development of the NoRA project for the 10th International<br />
Architecture Biennale in Venice with other projects and describes the potential of setting an<br />
urban research agenda <strong>through</strong> performative experiments bringing together a broader field<br />
of actors. Using actor-network theory, complexity science and the current development<br />
within pervasive communication technologies, the paper extends the architectural research<br />
agenda into a more experimental setting allowing for a more open and stimulating design<br />
approach as a basis for science questions.<br />
Performative environments are architectural experiments that interact with the local actors<br />
and redefine the relationships in the urban settings to perform a collective social<br />
environment. In this way the performative approach crosses social and technological<br />
networks arguing for a more practice-related and interdisciplinary approach to a new<br />
scientific agenda for architecture and public spaces.<br />
<strong>Design</strong> <strong>Science</strong> Through <strong>Architectural</strong> <strong>Experiments</strong> 1(11)
Architecture & <strong>Science</strong><br />
The paper looks at the obvious relationships<br />
between architecture and science from a different<br />
perspective. Traditionally the scientific<br />
investigations have provided the inspiration for<br />
new kinds of architecture and building<br />
technologies, but now the fields of architecture<br />
and science become increasingly dependent on<br />
each other when entering a society affected by<br />
more complex relationships and blurring<br />
boundaries. There are examples that architecture<br />
has provided the imagery as representation and a<br />
source of inspiration for science when creating the<br />
icons for technological challenges (Jencks 2005).<br />
However most significant has been the eager to<br />
incorporate of the recent scientific developments<br />
and method in the architectural context.<br />
Cosgrove (2003) has pointed out how Vitruvius’<br />
concern for architecture as science required<br />
architects to pay close attention to fields as<br />
astronomy, astrology, geography and with the<br />
human body as the center measurement of the<br />
world machine; an approach that reached far into<br />
modernism as basis for the functional optimization<br />
of architectural typologies. In contemporary<br />
architecture Picon (2003) has described how<br />
scientific images and metaphors have been used<br />
within the architectural discipline already from the<br />
biological sciences of the nineteenth century and<br />
in the modern movement from the e.g. Einstein’s<br />
theory of relativity. According to Picon some of<br />
these references have been more or less<br />
superficial, but nevertheless it is important to<br />
emphasize that science and architecture meet<br />
when they both contribute to the cultural<br />
construction of perception (Picon 2003: 295), and<br />
“science appears as the productive tension<br />
between theory and experiment or… between<br />
abstract knowledge and practice.” (Picon 2003:<br />
300).<br />
In a similar way Lenoir and Alt (2003) looks at<br />
how contemporary architecture is affected by new<br />
computational tools within bioinformatics and in a<br />
way creating post-architects acting <strong>through</strong><br />
electronic media: “A number of architects have<br />
been similarly affected by engagement with<br />
computers, and they have looked to computational<br />
biology for metaphors to articulate the new<br />
directions in which they want to take architectural<br />
practice.” (Lenoir and Alt 2003: 326)<br />
Eisenman has described that all other cultural<br />
practices have been <strong>through</strong> a transformation with<br />
electronic media, but architecture has still<br />
maintained largely unchanged (Lenoir and Alt<br />
2003: 327), and we need to look at spaces that<br />
induce an affect within the subject and doesn’t<br />
operate according to a knowable or predictable<br />
logic.<br />
Bouman (2005) points to a new dynamic<br />
architecture with a focus on experiments where<br />
the architectural products are more liquid and<br />
animated and proclaiming that “we will see more<br />
and more architects realizing spatialised<br />
moments, <strong>through</strong> staging narratives, <strong>through</strong><br />
event designing, working with effects and<br />
emotions” (Bouman 2005: 22).<br />
The above emphasizes the aspects of architecture<br />
and science to be more collaborative as a<br />
productive tension and common contribution to<br />
development and to focus on the perception and<br />
sensorial experiences of space as part of creating<br />
common worlds. These issues are treated as part<br />
of incorporating digital technologies into the<br />
creation of the architectural experience and not<br />
only as part of a fixed representation.<br />
As from Picon (2003) it is important to extend<br />
these architectural tools further than just hauling a<br />
process as an event and focus more on the<br />
sensorial experiences and as from Nelson<br />
Goodman understand how both architecture and<br />
science contributes in the ‘ making’ of worlds and<br />
moving definitions that are always historically<br />
determined.<br />
New digital technologies<br />
Many of the new aspects of architecture and<br />
science are based in a new understanding of<br />
electronic media and digital technologies as they<br />
2(11) Conference <strong>Architectural</strong> Inquiries, Göteborg 2008
are increasingly integrated in our everyday-life.<br />
Within architecture the tools that are created<br />
mainly for optimization purposes and virtual<br />
domains are now acting as boundary objects<br />
connecting our social worlds with physical<br />
mobility, when feedback processes between<br />
environment and actor are opened up for<br />
influence.<br />
Starting from the age of electronics with the<br />
cybernetics movement and information theory<br />
these technologies are now spreading into fields of<br />
mobile, ubiquitous or pervasive computing, which<br />
are embedded and put into circulation in larger<br />
systems with behavior similar to self-organization.<br />
Most importantly these systems are now getting<br />
increasingly pervasive embedded into architecture<br />
(McCullough 2004) and attached to mobile<br />
networks thus creating larger networks of<br />
communicating objects.<br />
Usman Haque is experimenting with these<br />
technologies as part of larger collectively<br />
constructed environments where people and<br />
objects collaboratively create social domains as in<br />
the projects Sky Ear and Open Burble. These<br />
systems are following from the development of<br />
interactive technologies and as a difference to<br />
standard reactive systems, input and output are<br />
dynamically constructed.<br />
“We can consider instead architectural systems<br />
in which the occupant takes prime role in<br />
configuring the space he/she inhabits, a bottom-up<br />
approach which would result in a more productive<br />
relationship to our spaces and to each other.”<br />
(Haque 2007: 61)<br />
Haque bases this conception on cybernetics and<br />
the experiments by e.g. Gordon Pask and Cedric<br />
Price in the 60’s as part of an ‘underspecified<br />
architecture’ as computer systems begin to evolve<br />
on their own. Oosterhuis and the Hyperbody<br />
group are working additionally on extending the<br />
field of interactive environments not only as part<br />
of the realized architecture but focusing on a<br />
process-driven architecture (Jaskiewicz 2007)<br />
with the development of new interactive software<br />
that incorporates the complex socio-technical<br />
networks of architecture.<br />
“Interactive Architecture (iA) is NOT simply<br />
architecture that is responsive or adaptive to<br />
changing circumstances. On the contrary, iA is<br />
based on the concept of bi-directional<br />
communication, which requires two active<br />
parties.” (Oosterhuis 2007: 4) This aligns well<br />
with the definitions from McCullough that<br />
technologies only are interactive when<br />
‘technology makes deliberative and variable<br />
response to each in a series of exchanges’<br />
(McCullough 2004: 20)<br />
These interactive technologies have existed for a<br />
long time as part of sensors, processors and<br />
actuators that are binding individual responses to<br />
collective outputs whether in art installations or<br />
larger building facades. However these<br />
technologies are getting increasingly individual<br />
and location-based with the introduction of more<br />
sophisticated mobile technologies at the same time<br />
as they are connected to larger more sophisticated<br />
networks. These connections appear from<br />
concepts as the Soft Urbanism model (Sikiaridi &<br />
Vogelaar 2006) or WikiCity projects<br />
(http://senseable.mit.edu/wikicity/). In these<br />
projects the understanding of realtime<br />
technologies create an ability to work with largescale<br />
complex models and to significy individual<br />
presence and participation in space, and<br />
additionally the potential for the architectural<br />
environment to become open for interaction, and<br />
not as a static pre-determined spaces.<br />
These interaction technologies also involve closer<br />
relationships within the elements of the design<br />
process and realization as well as the potential for<br />
meaningful connections to emerge from real-time<br />
access. When accessing architecture <strong>through</strong> these<br />
new technologies it is a way <strong>through</strong> which we<br />
‘create meaning, construct knowledge and make<br />
sense of our surroundings’ (Mitchell 2003: 120),<br />
and interactive architecture can (also) <strong>through</strong><br />
<strong>Design</strong> <strong>Science</strong> Through <strong>Architectural</strong> <strong>Experiments</strong> 3(11)
these technologies act as a social infrastructure<br />
(McCullough 2002: 4). This is where the<br />
beginning potential of a networked, interactive<br />
architecture begin to make sense as part of urban<br />
development and experiments, and the notion to<br />
bring into account to understand these emergent<br />
effects of multi-interaction real-time urban<br />
environments are described as ‘performative<br />
environments’.<br />
Performativity<br />
Performative environments contain the ability for<br />
an environment to act with its surroundings with<br />
both humans and non-humans as actors focusing<br />
on the collective outcome of these feedback<br />
processes.<br />
The central aspect of performativity originates<br />
from the ‘speech acts’ of Austin (Austin 1990), as<br />
when words ‘do’ something and meaning is<br />
constituted <strong>through</strong> an act or practice. McKenzie<br />
has tried to generalize performativity aspects<br />
(McKenzie 2001) within organization, technology<br />
and cultural performance following from the<br />
performative acts of e.g. Butler (1993) and<br />
Fischer-Lichte (2005) as well as reaching all the<br />
way to performativity as a way to legitimate<br />
knowledge (Lyotard 1991). These many aspects<br />
deals with the overall concepts of the emergent<br />
effects of interactions in complex systems as in a<br />
society influenced by an increased amount of<br />
circulating information and cross-cultural inputs.<br />
In this regards an understanding of the complex<br />
feedback mechanisms that are in place when<br />
minds, bodies and objects intersect.<br />
Because of the large variety of aspects within<br />
performativity there might be a lack of clarity in<br />
the conceptual framework for working with it as a<br />
method, which is important to keep in mind not to<br />
fall into the trap of referring only to the<br />
performative studies within performance, even<br />
that there are similarities. Diebner notes these<br />
similarities between performance and<br />
performativity as a ‘focus on “constitution”<br />
instead of “ontological given” or “presence”<br />
instead of “representation”.’ (Diebner 2006: 21)<br />
When actors are involved in a performative<br />
relationship they are participating in creating the<br />
reality that it describes (Callon 2006) and thus the<br />
performative act brings something forward that<br />
does not exists elsewhere (Fischer-Lichte 2005:<br />
27).<br />
Within the architectural domain Leatherbarrow<br />
has described the ‘unscripted performance’ of<br />
architecture as the way how architecture acts or<br />
what the building does (Leatherbarrow 2005).<br />
This considers how architectural performance<br />
carries internal definitions or a pre-predicated<br />
existence, and from the understanding of<br />
architecture as an object that happens to us as an<br />
event and denotes something to us from the past.<br />
Considering these immanent characteristics of<br />
architecture is a way to work with architecture as<br />
an actor with effects on the environment and our<br />
experience of it. However if we extend this notion<br />
of architecture as object, considering the<br />
developments in interactive architecture, we now<br />
reach to an understanding of architecture not only<br />
as performance, or a stage for our events, but as an<br />
actor <strong>through</strong> new technologies.<br />
Actor Network Theory (ANT) with e.g. Bruno<br />
Latour, Michel Callon and John Law has worked<br />
on what could be announced as a performative<br />
theory useful for understanding the relationships<br />
between actors, urban environments and digital<br />
networks. Here ‘entities take their form and<br />
acquire their attributes as a result of their<br />
relations with other entities.’ (Law 1999, 3) and it<br />
can be a way to describe how these new<br />
relationships with the city are shaping a public<br />
consciousness when “the sense of belonging has<br />
entered a crisis” (Latour 2005b: 7). Identity is<br />
considered as emerging from an ensemble of<br />
relations between different places and objects in<br />
the public sphere (Abbas 2005: 93) in the same<br />
way as complexity science describes how<br />
collective patterns are emerging ‘spontaneously’<br />
<strong>through</strong> interactions (Urry 2003: 24). The<br />
performative logic implies that entities are shaped<br />
4(11) Conference <strong>Architectural</strong> Inquiries, Göteborg 2008
y the relationship with other entities and to<br />
engage truly with architecture and science, we<br />
need to establish the experiments and new<br />
platforms for a new science to arise.<br />
Thus the above integration of mobile, integrated<br />
and networked technologies are understood as<br />
performative environments focusing on the<br />
emergent effects of crossing social and<br />
technological networks as a basis for an<br />
architecture that stands out as dynamic and open,<br />
facilitating self-organizing communicative<br />
environments for an organized complexity<br />
between flows of local interactions and network<br />
behaviour. This architecture based on the<br />
experimental approach can retain both variation<br />
and recognisability in changing social<br />
constellations at same time as acknowledging<br />
space as the product of interrelations and always<br />
under construction.<br />
<strong>Design</strong> <strong>Science</strong> and <strong>Experiments</strong><br />
Following naturally from performativity the<br />
experiment in architecture and science becomes a<br />
mediator for cultural development as a connector<br />
between two different approaches.<br />
“A practitioner does not need an explicit<br />
definition of design, and a theorist may never<br />
arrive at one. People who haggle endlessly over<br />
the meaning of design actually may not be seeking<br />
a unified science at all. Instead, the idea of design<br />
benefits from constant negotiation.” (McCullough<br />
2004: 147)<br />
Understanding performativity in relation to<br />
science brings up the central problem of<br />
understanding science as separated from practice.<br />
How science can be separated from the fields of<br />
production and how the researcher on the one<br />
hand can do meaningful studies of complex social<br />
patterns from a laboratory or in texts and on the<br />
other hand how to separate the researcher from the<br />
field of study if investigating a practice.<br />
Schaffer has described the problem of deciding on<br />
who the experts and important scientists are in<br />
each matter as a problem of trust, and the public<br />
experiment as a heterogeneous enterprise in<br />
asserting the experiment (Schaffer 2006: 298).<br />
Centuries back public experiments was used as<br />
assays for spectacular events where the success<br />
were evaluated by the involved assembly, and<br />
“assay work mattered in public culture because<br />
its artful judgements systematically played crucial<br />
roles in securing early modern world pictures”<br />
(Schaffer 2006: 304). These experiments or assays<br />
bring together experts and scientists, practitioners<br />
and theorists around an architectural object to test<br />
out new devices, submitting new observations and<br />
facilitating new collaborations and discussions.<br />
Heading towards the non-representational aspects<br />
of performativity, as also included in the<br />
beginning investigations of Austin, we can take a<br />
look at recent studies in performative science.<br />
Callon has extended the utterances from Austin<br />
into an understanding of science as also<br />
performative: “Scientific theories, models and<br />
statements are not constative; they are<br />
performative, that is, actively engaged in the<br />
constitution of the reality that it describes”.<br />
(Callon 2006: 10)<br />
In order to deal with this complexity of science<br />
and architecture Latour is one of the advocates of<br />
an object-oriented approach, which is a way to<br />
assembly a variety of different actors around a<br />
political object. "Each object gathers around itself<br />
a different assembly of relevant parties. Each<br />
object triggers new occasions to passionately<br />
differ and dispute." (Latour 2005a: 15)<br />
This involves using the experiment as a public<br />
object as a tool for discovering a reality that need<br />
to be tested out on location using interactive<br />
technologies to reach out for a debate about<br />
architecture and science.<br />
Bringing in a notion from Michel Serres we can<br />
call these object-oriented experiments for ´quasiobjects´<br />
as they act as a formation of a collective<br />
network out of the most intense solitudes. (Serres<br />
1994: 96). In a similar way Latour could call these<br />
<strong>Design</strong> <strong>Science</strong> Through <strong>Architectural</strong> <strong>Experiments</strong> 5(11)
objects for mediators as they are transforming or<br />
translating the meaning that they were supposed to<br />
carry (Latour 2005b: 39). Quasi-objects are then<br />
no-longer images of architecture in place as an<br />
ultimate aim for realizing a complex design or a<br />
representation of one master narrator. Instead<br />
these quasi-objects are interactive experiments as<br />
architectural drivers of a new discourse that<br />
situates the event and experiment. These objects<br />
are bound to the particular kind of urban space and<br />
local actors that gathers around them a specific<br />
assembly of relevant parties (Latour 2005a: 15)<br />
and the quasi-object-oriented architecture do not<br />
strive for technology to become an ultimate goal<br />
for integration in the light of scientific progress.<br />
Instead this quasi-architecture describes local<br />
actors involved in a collective experience <strong>through</strong><br />
the interaction with urban spaces, and takes hold<br />
in specific intelligent open experiments that<br />
incorporates feedback from the public space.<br />
Thus we need to look at these new ´quasi-objects´<br />
as tools for experiencing a dialogue that initiate<br />
cultural development, as “tools for discovering a<br />
reality, or aspects of a reality, that is out there in<br />
a fairly definite form but is more or less hidden to<br />
us.” (Law 2004: 38)<br />
In the same way it aims at bringing analysis into<br />
real-time experience in the same way as<br />
laboratories are migrating to forums (Latour<br />
2005a: 15) and the study of science as part of<br />
everyday laboratories (Latour & Woolgar 1986).<br />
This should be an alternative way to look at<br />
architecture and design experiments and the<br />
related scientific methods, in order to invent<br />
reality <strong>through</strong> the interactive public architecture<br />
acting as a tool.<br />
“So what of research methods Our argument is<br />
that these are performative. By this we mean that<br />
they have effects; they make differences; they<br />
enact realities; and they can help to bring into<br />
being what they also discove.<br />
(Law & Urry: 2004: 393).<br />
Now this might be a very different approach to the<br />
legitimation of knowledge as not based on the<br />
empirical facts in the laboratory experiment but on<br />
the realities that the object is able to enact <strong>through</strong><br />
the involvement of a variety of actors. The<br />
interactive technologies and above-mentioned<br />
notion of architecture is then actively contributing<br />
to shape the scientific agenda according to the<br />
relationships it is able to connect on location and<br />
in public minds.<br />
This is argued as necessary in order to deal with<br />
architecture as a scientific field that rests between<br />
social and natural sciences and deeply grounded in<br />
practice and perception. Also importantly these<br />
methods are required because the architectural<br />
field rests in a society increasingly affected by<br />
multiple moving forces that makes it an issue for<br />
complexity theory, where the emergent effects of<br />
the architectural integration cannot be reduced to<br />
its individual elements. There is no irreversibility<br />
of time in these matters thus the studies performed<br />
should be <strong>through</strong> the experimential settings that<br />
can inflect a cultural production to be studied for<br />
its implications. Especially as there might be<br />
coherent patterns to generate from the observation<br />
of the architectural experiment, when it becomes<br />
seriously involved in place-making as an<br />
interactive object.<br />
<strong>Design</strong>ing the urban experiment<br />
The concept for the 10 th International Architecture<br />
Biennale in Venice involved around the concept of<br />
a space designed from the relations between cities,<br />
architecture and society. The building was<br />
designed as an event base for the National<br />
Culinary Team of Denmark as well as a temporary<br />
generator for urban development, site initiator and<br />
forum in urban environments, which could<br />
activate and involve the citizens as a quasi-object.<br />
Architecture could act with the urban environment<br />
and the surrounding social patterns and enact a<br />
reality in the same way as Doreen Massey<br />
beautifully outlines the social construction of<br />
place (Massey 1994: 154). At the same time it<br />
puts new constraints on the design process and the<br />
6(11) Conference <strong>Architectural</strong> Inquiries, Göteborg 2008
ability for architecture to maintain its capacity to<br />
respond to changing environments, and in this<br />
regards important to “recognise space as the<br />
product of interrelations” (Massey 2005: 9)<br />
The opening statement of the conceptual approach<br />
to the Architecture Biennale was to understand<br />
architecture as evolving from the interactions<br />
between inhabitants and the activities in the<br />
generated field of dynamics between site<br />
constraints and global input.<br />
Through the understanding of new infrastrucutres<br />
(Graham & Marvin 2001), complexities and<br />
global fluids (Urry 2003) and the study of fluids<br />
and relations (Mol and Law 1994) the<br />
architectural process was inscribed in the complex<br />
flow of relationships interweaving <strong>through</strong> the<br />
site. Instead of focusing on the static appearance<br />
of a site as the beginning constraints, it was more<br />
important with the idea of Bergson, where<br />
position should be secondary to movement in<br />
order to maintain the architectural experiment<br />
open for interactions and to investigate the<br />
potentials for new scientific objectives.<br />
(Massumi 2002: 6).<br />
understand architecture as a tool for materializing<br />
forces on the site to encapsulate and virtualize for<br />
later affects. In this regards it was much more<br />
valuable to consider the acts of the continuously<br />
developing digital prototype and how it could<br />
stimulate the interactions at place. This required a<br />
much more open debate about space and place and<br />
approach where architecture is in a constantly<br />
changing relationship with the social. No longer<br />
the architecture was the objective and a result to<br />
be maintained but much more a tool for working<br />
with place and perception:<br />
‘Thinking of place as performed and practiced<br />
can help us think of place in radically open and<br />
non-essentialized ways where place is constantly<br />
struggled over and reimagined in practical ways.<br />
Place is the raw material for the creative<br />
production of identity rather than an a priori label<br />
of identity.’ (Cresswell 2004: 39)<br />
The NoRA pavilion was investigating ways to<br />
incorporate complex site parameters and new<br />
ways of materialization <strong>through</strong> the massive<br />
influence of new impulses. The tendencies<br />
towards the introduction of complexity theory and<br />
emergence in the design processes are opening up<br />
the design effects of flows as well as management<br />
of highly complex and individually related design<br />
procedures that are able to test out constantly new<br />
scenarios.<br />
In this regard context is considered as a dynamic<br />
entity affected by forces and encapsulated in a<br />
digital simulation as an ordering system affecting<br />
the creation of space from the initial analysis and<br />
costantly shifting between analysis and<br />
materialization.<br />
Through an understanding of initial parameters on<br />
the site in Venice, the design process tried to<br />
NoRA and the urban relationships<br />
Illustration by the NoRA project team<br />
NoRA acting on site<br />
After setting the scene with the fluid dynamic<br />
simulations for the generation of a changing<br />
typology, the next level was to open up the space<br />
for individual interactions as basis for place-<br />
<strong>Design</strong> <strong>Science</strong> Through <strong>Architectural</strong> <strong>Experiments</strong> 7(11)
making and collective appearence. Pervasive<br />
computing and the main principles of access to<br />
both digital and physical experiences was<br />
integrated as a regained focus on sensorial<br />
experiences and perception as a the way to create<br />
collective environments and new scientific<br />
approaches <strong>through</strong> the relationships that the<br />
quasi-object initiated. It then became a challenge<br />
to introduce pervasive computing as a way to<br />
embed individual effects into the experiment,<br />
which were stimulated by the ambient interactions<br />
as a performative urban dialogue with emergent<br />
social patterns.<br />
During performances the pavilion becomes an<br />
instrument for the performers, where the<br />
technologies are used to enhance the performance<br />
experience as a piece of interactive architecture<br />
involving visitors’ perception of the events.<br />
The design process moves the architecture from an<br />
event to both the materialization of relationships<br />
as well as new affordances for the development of<br />
the area with future research questions. And with<br />
the interactive technologies the architectural<br />
experiment becomes an urban laboratory where<br />
the sensory experiences were brought into play<br />
among a live audience in urban space.<br />
NoRA with satelites extending into the site<br />
Illustration by the NoRA project team<br />
These interactive systems of NoRA extend into<br />
different ambient configurations to be both<br />
remotely controlled by the internet, sensored and<br />
affected by the citizens passing by as well as a<br />
tool for the users inside the pavilion using five<br />
different cameras. The inside cameras are for the<br />
users to facilitate performance, record and stream<br />
to the internet, while the exterior cameras located<br />
in remote ‘satellites’ was tracking people to<br />
initiate changes in the visual and auditory<br />
appearance of the pavilion.<br />
The interactive technologies in the NoRA pavilion<br />
are able to be adjusted as both a system of control<br />
according to the needs of the users inside the<br />
building during performances as well as a selfregulating<br />
system affected by the citizens’<br />
activities in urban space with a feedback to a<br />
collective active environment. In this way NoRA<br />
not only becomes the media for interaction in the<br />
city but as well the other way around as an actual<br />
media and instrument for a performative<br />
environment where the participant is able to<br />
gradually affect the collective experience of<br />
architecture. An issue further treated in the<br />
‘Increasing Media Connectivity’ paper from<br />
November 06 at the Media City conference in<br />
Weimar (Jensen & Thomsen 2006).<br />
With the embedded digital technologies and<br />
audio-visual systems NoRA becomes a cultural<br />
attractor where the narrative of NoRA is<br />
embedded in a sound and visual database and<br />
extending into the site <strong>through</strong> satellite building<br />
elements.<br />
NoRA becomes performative when it acts as a<br />
tool with the environment and negotiates the<br />
emergent effects of the complexity of the<br />
interactions as a mediation of new scientific<br />
perspectives on how to act in relationship with<br />
technology.<br />
8(11) Conference <strong>Architectural</strong> Inquiries, Göteborg 2008
NoRA as an architectural experiment<br />
Photo by Bo Stjerne Thomsen<br />
Concluding remarks<br />
NoRA explored space from a beginning scientific<br />
understanding of quantifiable forces affecting a<br />
building envelope and looked at these impulses in<br />
a social context as a tool for perceiving a reality.<br />
In this way how space could reach out with<br />
affordances and effects and <strong>through</strong> technology<br />
bring the local actors in play around the<br />
performative object. The new connection between<br />
architecture and science <strong>through</strong> performative<br />
experiments thus introduces architecture as a tool<br />
that materializes changing relationships as a<br />
mediator for a new cultural dialogue.<br />
The interactive technologies that circulate<br />
information from the environment and<br />
individualize it to the individual actor as part of an<br />
emergent pattern, emphasises neither the<br />
representation of architecture nor the specific<br />
scientific endeavours as neither of these are<br />
ultimate goals for a culture.<br />
Instead the social relationships and circulating<br />
information will <strong>through</strong> the common worlds<br />
created by the acts and perceived materialized<br />
experiments generate the new research questions.<br />
The real questions are then related to the cultural<br />
developments of a society that is able to<br />
constantly challenge existing conventions and<br />
negotiate these <strong>through</strong> experimental settings in a<br />
future where materialization and digital<br />
technologies act in relationship with the<br />
perception of space.<br />
The experiments are important in order to shape<br />
the reality on how to enact new scientific<br />
endeavours and to challenge the conventions for<br />
use and integration of digital technologies. At the<br />
same time the experiments are triggering a public<br />
dialogue which incorporates a feedback between<br />
design, technology and culture, and brings in a<br />
medium for perceiving patterns in complexity that<br />
cannot be imagined or deduced from the isolated<br />
artefact. This incorporates elements of the social<br />
construction of space in urban laboratories and<br />
involves participants into the world of creation to<br />
stimulate a future of science and architecture.<br />
<strong>Design</strong> <strong>Science</strong> Through <strong>Architectural</strong> <strong>Experiments</strong> 9(11)
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