Tag: ecosystem

  • Never mind the aurochs

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    It now lives on the Constructivist blog: read the updated version →

    Eiffel Over is now my stage for engineering-related clowning, singing, dancing and writing — you’ll find my professional writing on design and regenerative thinking over at Constructivist.

    …here’s the Tauros.

    I read last week that Aurochs were the third heaviest mammals to wander Europe, after woolly mammoths and their sartorial companions, woolly rhinoceroses. Aurochs were like giant long-horned cows. They crashed their way through woodlands, opening up the canopy by knocking over trees. In doing so they allowed an interconnected mosaic of habitats to form and sustain in the woods of Europe. 

    That is until over 300 years ago when they became extinct in the UK. It is believed the last aurochs was killed in Poland four centuries ago.

    As engineers (and other humans) become increasingly concerned about habitat loss and restoration, there is increasing interest in the role that extinct mega fauna (giant animals) played in creating and maintaining thriving habitats. 

    And so I am excited to hear about this experimental programme which aims to recreate the effects that aurochs had on the landscape. In this scheme, charity Trees for Life is releasing a herd of Tauros into the Dundreggan Estate, near Loch Ness. Tauros have been back bred from long-horned cattle to create animals that begin to resemble the mega fauna that once roamed the UK.

    I see this project as an exciting example of unlocking the living world’s potential to create rich habitats. And of the role humans can play in this process of trying to counter some of the previous harm we have done.

  • Losing edge (on the disadvantages of scale)

    In my last few posts I’ve been exploring the relationship between the scale of design team and the connection with the places they are working with. Today I’ll go into the benefits of smaller scale.

    To explore this topic I’ve invented a game as a thought experiment. In this game, teams of different sizes compete in a woodland to build shelters from materials they have foraged. To form their working groups, the participants of each team form into tight clusters. The catch is that only people on the outside of the cluster – the ones on the edge – can do the foraging. 

    Yesterday, I explored the advantages that larger groups have, and in particular the possibility of specialisation that a larger team allows. But this specialisation comes with costs. A big one is the loss of contact with the surrounding ecosystem. 

    In a smaller team, everyone is involved with foraging, designing and building. This interconnectedness means that the processes can inform each other. The process of foraging informs what materials are available for design and construction. Design itself might be a process of trial and error with the available materials. And the experience of construction can inform what materials the foragers need to look for next. 

    The smaller scale also enables the design process to adapt to environmental conditions. If, for example, a particular material is running out in the environment, the foragers can get something different, and adapt the design. Over time, there is even the possibility that the foragers could notice the impact of harvesting materials on the ecosystem. It could be, for example, that harvesting a certain kind of timber encourages regrowth of other species. 

    This constant, direct feedback loop is much easier to achieve in smaller teams—teams with more “edge,” or more points of contact with the environment.

    In larger teams, this kind of information can still be shared, but because specialist designers aren’t directly in contact with the environment, a formal process for transmitting information must be established. This introduces a risk: if designers don’t experience the environment firsthand, they may become desensitised to the information. Seeing and feeling the conditions on the ground creates a deeper understanding than hearing about them secondhand.

    While this is a post about building wooden shelters, it is a metaphor for our actual large-scale design processes, in which designers have virtually no contact with the environment that they are affecting by their design decisions. Without edge – without strong connection with our ecosystems – it is much harder to work in harmony with those systems.