Tag: SelfOrganising

  • Remote treehouse design

    Sometimes humour serves best to highlight the ridiculousness of a situation. 

    In my last few posts I’ve been exploring the relationship between designers and the ecosystem they draw their materials from. 

    The working thought experiment has been a game in which differently sized design teams compete to build a wooden shelter from fallen branches in a forest. The size and configuration of the team have a big impact on how the teams source and work with their materials. 

    Now, let’s make it ridiculous. Imagine that instead of the design teams being situated on site in the wood, they are instead situated in a cabin just outside the forest. The construction teams remain on site. How would the game work?

    The direct link between designers, the site, the construction team and the environment that the materials come from is broken.

    The first challenge is communicating to the designers what the site is like. This could be done by means of a drawing, or even a video sent to the designers. But any representation is likely to be a partial version of fully understanding the site. 

    Next we need to find a way to communicate to the designers what materials are available. In the game, the materials are sourced from the surrounding woodland. But found materials don’t necessarily conform to easily describable units. We could envisage then a system in which branches are harvested and sawn to make their dimensions easier to work with and specify. In doing so, we lose some of the material in order to ease communication and specification for the remote design team.

    With a list of standard parts the remote design team can then begin their design. They may invite the build team in to the design office for ‘early contractor involvement’. When the designs are produced, there will need to be further meetings to brief the construction team on how the design works.

    As construction begins, the people on site notice the design could better fit into the local environment with some changes, but that would take additional meetings with the design team over in the cabin. And it’s not their own design anyway. They don’t feel like they own it, so they don’t bother.

    Meanwhile, the design team forget that they are in a game and start selling their remote treehouse design services to other people. They have a design that they believe works, and so start using it in other woodlands, albeit with even less knowledge of the locally available materials, site conditions, and fitness-for-purpose of their design.

    Of course, this is a ridiculous way to organise a construction process.

  • 340-degree vision

    I read on a fact sheet that guinea pigs have 340-degree vision. On a horizontal plane they can see almost all around. Imagine! Their only blind spots are directly behind and a small patch directly in front of them. 

    That’s because they are prey animals. They spend their whole waking time observing their environment for threats (they can even sleep with their eyes open). And while they can’t see far, they build up a detailed mental map of their surroundings by scuttling around, which means they can navigate even in the dark.

    The animals that hunt them, on the other hand, have forward-facing eyes. Their breadth of vision is limited but their acuity is much higher. This focus allows them to spot and lock on to their prey from much further away.

    I note that my eyes are on the front of my head. Does that make me a hunter? 

    And when we design, which way are our eyes pointing? Are we focused on a pre-defined target or are we continually scanning the landscape to build up a picture?

    For the regenerative designer, seeing is much more akin to the latter: building up a picture of the system we are in by continually exploring it. Building our interconnection with place. Searching for symbiosis we can unlock. Looking for emergent patterns we can enable. Then we can know how to act, even without being able to see straight forward.