Architectural Narratives: From NATØ's Radical Visions to OMA's Provocative Practice and Beyond
The Architectural Association (AA) in London has been a pivotal institution in shaping contemporary architectural thought and practice. Its influence extends through a diverse array of architects and architectural movements, including the radical narrative-driven approach of NATØ under Nigel Coates, as well as the work of Rem Koolhaas and his Office for Metropolitan Architecture (OMA) and the research-oriented AMO. This narrative draws on the pedagogical lineage of the AA, emphasizing the transformative role of the architect, akin to a draughtsman's contract, in shaping and challenging socio-political landscapes through design.
NATØ, or Narrative Architecture Today, emerged from the Architectural Association in the early 1980s. Under the guidance of Nigel Coates, the group developed an architectural approach that integrated elements of fashion, television, music, video, and nightlife. This was a deliberate departure from the more traditional and introspective work prevalent at the AA. Their narrative architecture aimed to break down professional barriers and engage directly with urban subcultures, reflecting the chaotic and vibrant milieu of 1980s London. They sought to create a participatory urbanism where the city's inhabitants played a central role in shaping their environment, moving away from top-down professional imposition.
The AA has been a crucible for avant-garde architectural education, fostering an environment that encourages experimentation and narrative-driven approaches. Nigel Coates, alongside other influential figures like Bernard Tschumi, cultivated a pedagogical ethos that challenged conventional architectural norms. This environment not only birthed NATØ but also influenced other significant architects, including Rem Koolhaas.
Rem Koolhaas, a prominent figure in contemporary architecture, studied at the AA during the 1970s. His experience at the AA was formative, shaping his architectural philosophy and approach. Koolhaas's Office for Metropolitan Architecture (OMA) has become renowned for its innovative and often provocative designs that challenge traditional architectural boundaries. OMA’s work spans various scales and typologies, from urban planning to iconic buildings, always pushing the envelope of architectural discourse.
In addition to OMA, Koolhaas established AMO, a research-oriented counterpart to OMA. AMO engages in interdisciplinary research and consultancy, addressing broader cultural, social, and political issues. This dual approach—practical architecture through OMA and theoretical exploration through AMO—reflects a comprehensive engagement with architecture’s potential to influence and respond to contemporary challenges.
The notion of the architect as akin to a draughtsman's contract can be understood as a metaphor for the architect's role in mediating between ideas and their material realization. This concept is particularly resonant in the work of both NATØ and OMA/AMO. In Peter Greenaway’s film "The Draughtsman’s Contract," the draughtsman’s meticulous drawings are not just representations but instruments of power and transformation. Similarly, architects, through their designs, wield the power to shape and transform spaces, cultures, and political landscapes.
NATØ’s narrative-driven architecture and OMA/AMO’s provocative and research-oriented projects both exemplify how architecture can serve as a powerful medium for socio-political commentary and change. NATØ's work rejected the traditional boundaries of the profession, promoting an inclusive and participatory urbanism. Their narrative approach infused architecture with symbols and metaphors from everyday life, making it more accessible and engaging.
OMA’s projects, under Koolhaas's direction, often critique and reinterpret urban and architectural conventions. The CCTV Headquarters in Beijing, for example, challenges conventional skyscraper design, while projects like the Seattle Central Library reimagine the role of public space in the digital age. AMO’s research projects further extend this critique, exploring issues such as globalization, media, and politics, and their impact on architecture and urbanism.
The NATO headquarters in Brussels, designed by Skidmore, Owings & Merrill (SOM), represents a symbolic shift from military opposition to unity and integration. This design, with its interlaced office wings, embodies the narrative of peace and collaboration. The building’s sustainable and flexible design reflects contemporary values and underscores architecture’s role in promoting political and social ideals.
Reflecting on NATO and its architectural counterpart NATØ, an interesting parallel can be drawn. If NATO stands for Narrative Architecture Today, then OTAN, being the reverse acronym, could creatively stand for "Observations on Transformative Architectural Narratives." This maintains the architectural theme while providing a thoughtful and fitting reversal that emphasizes the reflective and analytical aspects of architectural narratives.
The Architectural Association in London has been instrumental in fostering a lineage of architects who challenge and expand the boundaries of architectural practice. Through the radical narrative architecture of NATØ and the innovative, research-driven work of Rem Koolhaas's OMA and AMO, the AA’s influence is evident. These architects embody the role of the draughtsman, not merely as designers but as agents of cultural and political transformation. Their work illustrates how architecture can transcend traditional boundaries, engaging with and shaping the socio-political landscapes of their time. This legacy continues to evolve, influencing contemporary architectural discourse and practice, and ensuring that architecture remains a dynamic and transformative field.
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DESIGN INNOVATION - OUTCOME
USE OF Ai IN THE ILLUSTRATIONS OF ALICE IN WONDERLAND I
CONTENTS
1. INTRODUCTION
1.1 OVERVIEW/SCOPE OF WORK
Artificial intelligence.. It will change business, it will affect content creation, it will take over workplaces and social networks, starting from replacing physical work first, and gradually reaching the replacement of highly skilled professions such as programmers, teachers, lawyers, doctors, and all art professions (including designers!) For example, the new DALL·E 2 AI is a system that can create realistic images and art from natural language descriptions. There are some more aspects of the entry of AI into humans life in the near future: There will be a new type of videos - without human participation, in which, by using your personal photos, the AI can fully reproduce the appearance and even the voice of the user. Thus, practically any photo can be made to speak, which will lead to a new kind of (robotic) influencers on YOUTUBE as the normal biological ones will simply disappear. Of course, there will also be some negatives: Some sites, such as This Person Does Not exist.com are a generators for creating people from Artificial Intelligence, and the special thing is that none of these people actually exist. Similarly, a human voice can be generated based on an existing one. In such a case, it will be really very difficult to verify who is saying what Even the identity of the speaker can be perfectly recreated from his photo.
SOUNDRᐱW is an AI that creates a music. The users need just select the style of music and from there the AI generates hundreds of songs for them that they can combine, mix different beats, use to sound their YouTube videos, etc.
Chat GPT is a robot (Ai) that users can talk to. It's a text system that listens them and learns from their questions. Something like Google, but instead of offering dozens of sites to read and explore, the info is arranged in a few sentences. But its capabilities are much greater than that (in fact, its limitations are only the users ability to ask questions!) For example, it can be asked for health information, or to write some school homework, to create film scripts, or to offer a cooking recipe..
And if we go even further… Those of us connected to Elon Musk's Neuralink will be able to input and receive information much faster because they won't be limited by our fingers. This means that compared to everyone else this will make us somewhat superhuman and we will be able to see the beginnings of two races:
- the one that is the normal one that we know. The biological one. - and the one that merges with the machine.
1. INTRODUCTION
1.2 AIM, INTENT, METHODOLOGY
AIM :
The aim of this study is to offer an Ai-assisted layout (cover and spreads with illustrations) for the book “Alice in Wonderland" by Lewis Carroll.
METHODOLOGY :
OUR INTENT :
We will apply what we learned from our research to our Ai-created book layout proposal.
2. RESEARCH & DISCOVERY
2.1 CHAPTER I
2.1.1 Consumer culture / subculture
MIDJOURNEY is an artificial intelligence generator that turns language descriptions called "prompts" into images. With his help, everyone, without mediation of artists or designers, can create unique works of art in а minutes after entering text instructions. Works through DISCORD server.
This subculture arose in San Francisco, California, as a result of the need of young people (16-30+…) to develop their artistic and creative digital ideas. It is globally positioned (GCCP) as it uses digitization and the entry of artificial intelligence into our lives. It can follow the strategy: To achieve perfect realism more easily.
The scales for measuring consumer culture can be, for example :
perception of quality (is the image have a very high quality?)
social prestige (does it represent the latest trends in digital art?)
2. RESEARCH & DISCOVERY
2.1 CHAPTER I
2.1.2 Consumer culture of Millennials
Millennials have grown up in a time of great technological change and love technology (the internet and social media to connect with people, places.)
Motivation : creative work that has a positive impact on others.
Ideas - they believe in cooperation and sharing of all ideas and opinions without the priority of traditional hierarchy. They are good problem solvers and receptive to feedback. They are multifunctional and flexible and do not share the idea of a fixed work schedule (but they value their working time.)
Changes - they are very adaptable to changes (both technological and societal.)
Lifestyle - skillfully balance work and personal life. They value education and up-skilling.They practice healthy life style. They are not strongly attached to material things and real estate.
ALEXA is an example of a consumer product often used by Millennials in their daily lives.
ALEXA is a virtual assistant technology which replaces the expensive and difficult to carry devices from the 90s. It is small, compact and easy to carry even abroad. It is readily available and can be found at a relatively reasonable price anywhere. ALEXA is a reflection of Millennials' active lives and their affinity for technology but it's also evidence that they don't like to commit to buying things.
2. RESEARCH & DISCOVERY
2.1 CHAPTER I
2.1.3 Key trends in the field of interest (market segment)
The illustrations are intended for an adult audience (both men and women) but due to the interpretive nature of the issues discussed, the focus falls on women (after all, Alice is a girl!)
The idea is to cover a wide market segment of women - from children - bordering on teenagers and socially active 'career' women to housewives.
2. RESEARCH & DISCOVERY
2.1 CHAPTER I
2.1.4 Co-creation design
As an example of co-creation at the moment could point the influencers' channels on youtube where the followers give a feedback in the comments and express their wishes for the next topic or guest on the channel - and the influencer should comply with that if wants to continue growing his channel.
As a more specific example in the field of development of Ai in life and art (and the possible consequences to which this may lead) could be pointed the course 'The Future of Being Human' by
Anders Sandberg, a fellow at Oxford's Future of Humanity Institute, where аs a part of the course, there are in-video quiz questions to consolidate students learning and discussion boards to have their say.
During the course Sandberg explains the roots of modern transhumanist thinking and the aims of transhumanism, why we age and can we stop this process, he predicted what humanity would look like billions of years from now and does it make sense in genetically engineered life where anything is possible.
2. RESEARCH & DISCOVERY
2.2 CHAPTER II
2.2.1 Design problem
How can Alice survive in the 21st century? What challenges does she face in the era of artificial intelligence ?
The reimagining and adaptation of this character will be examined as a juxtaposition with some of the existing visual interpretations of Alice, as well as like a new modern proposal for its visual personalization nowaday.
Unlike the 19th century, when the original text was perceived as nothing more than " a healthy dose of fun and nonsense", in the 20th and 21st centuries, hidden beneath the witty puns and innocent banter, far darker trends such as violence, insanity and sexual menace began to emerge.
This understanding is also reflected in most of the modern interpretations of this world classic (films, music, graphic novels, video games) where the modern dangers facing the growing girl are presented.
In the 21st century, Wonderland has become a dark and child-unfriendly environment, and in order to survive in it, Alice from a child must become an independent and strong woman (warrior), able to overcome all dangers and defend herself on all levels .
2. RESEARCH & DISCOVERY
2.2 CHAPTER II
2.2.2 Ideation board
REVERSE THINKING *
If the main question I need to answer with the illustrations is how to improve the experience, I will try to turn it around with the question: how to complicate this experience as much as possible?
SIX THINKING HATS ***
2. RESEARCH & DISCOVERY
2.2 CHAPTER II
2.2.3 Presentation of the selected idea
BUILD THREE PERSONAS:
JO is a teenager who grew up in a troubled family: a mother who struggles with her alcohol addiction and a father who is constantly absent and absolutely indifferent when it comes to her upbringing.
Jo has a friend at school with whom she shares everything. The two girls often run away from class together to weed and drink Red Bull in the park. Also, music is a powerful factor that unites them. Together they go to concerts and live performances of various underground bands.
Despite that, Jo feels lonely and misunderstood most of the time. She is a frequent victim of verbal abuse from her classmates, who think she is arrogant and fake. She tries in every way to escape from this reality, which depresses and crushes her. Unfortunately, most of the time she have to deal with everything herself and that's why usually she feels confused and helpless.
EMMA is a manager in a large private company. She is an independent young woman who is successfully striving to build a career in her field. She is an active person and meets many people during her working day. After work, she likes to relax and have fun with friends. She has many friends and admirers, as she is quite attractive, but she is afraid of commitment and a serious relationship with any of them. Emma likes to travel abroad and do sports. She goes to the gym every day.
Her favourite are extreme sports, such as wall climbing and mountain climbing. She lives alone in a spacious studio in a quiet and isolated area of a modern city, but very often visits her parents, to whom she is very attached. Although she has had major disagreements with them in the past, they have managed to overcome them and now despite her busy schedules, daily calls with them are a necessary part of her everyday life.
Emma is doing pretty well with life, but she is not satisfied with what she has achieved and is constantly striving to get more out of it.
Liz is a 50-year-old mother of 3 daughters. She has a master's degree in design, but does not practice, as she takes care of her two younger daughters, students in high school. Her eldest daughter is married and lives separately.
Liz has a family business husband who is away most of the week, so she had to fend for herself. She doesn't have many friends and leads a secluded life devoted entirely to her daughters.
She has recently learned that her husband has multiple extramarital affairs, which he has been carrying on for years. She is disappointed, lonely and misunderstood. Always when she has free time, she reads her favourite Alice books from childhood and struggles to find answers for her own life in them.
SCENARIOS : JO STORYBOARD
SCENARIOS : EMMA STORYBOARD
SCENARIOS : LIZ STORYBOARD
REQUIREMENTS
REQUIREMENTS
REQUIREMENTS
2. RESEARCH & DISCOVERY
2.2 CHAPTER II
2.2.4 The importance of Storytelling in Design
JO / TARGET GROUP: Gen Z or Alpha Gen.
GOAL : To provoke discussion through an alternative to the mainstream position: Should there be limits to the use of Ai to generate images and why sometimes do we consider that the borders are crossed.
STORY : Jo is a 15-year-old teenager who grew up with the Harry Potter, Lord of the Rings and Alice in Wonderland books and movies. Feeling lonely most of the time and misunderstood by family and classmates, she finds herself in the Midjourney multiverse, where she can create avatars of her favourite movie characters herself, with the help of Ai. Besides her, this platform is used by hundreds of thousands more creative fans (called story tellers or content creators) who produce an average of 500+ posts per day..
At first, Jo uncritically accepts each publication and each new series of images (characters). She is fascinated by the high quality and realism of the graphics. She uses every minute to enter the platform and discuss with like-minded people.
Sometimes she staying there for hours, forgetting about time as she observes or creates images. It could be said that her addiction is complete until at some point when she begins to feel a slight doubt regarding the newly generated images and the results of them.
Jo is Gen Z and as such is completely unencumbered by racial, sexual, and gender discrimination. She tends to accept everyone equally, regardless of religion, ethnicity, nationality, sexual orientation. But this is where the doubts start.
.. or to be recognized as models for the most unusual haute couture photo shoot in Manhattan history.
And that wouldn't bother anyone. But when these original characters appear in dark-skinned...
...or non-binary avatars...
...real drama ensues, because some users
do not want to agree with such an
interpretation. According to them, history is
displaced/rewritten/corrupted/corrupted
from the original, and the creators of such
interpretations use Mj as a front to impose
their own theses, According to them, thus
devaluing the true story.
Jo feels confused. She loves diversity and
wants everyone to be able to have equal
rights of expression, but she feels that she
is losing ground under her feet - she herself
could not imagine Harry as anything other
(as a woman or dark-skinned , for example)
than what she already knows.
In this particular case (and in general, with
regard to all world-renowned bestsellers,
broadcasts, etc.), she is inclined to admit
that she would like to have a legally
established copyright, according to which
the originals should be preserved in their
exact version everywhere. Even among the
endless fields of Midjourney.
2. RESEARCH & DISCOVERY
2.2 CHAPTER II
2.2.5 Environmental and sustainable characteristics options
For the preparation of the illustrations will be used:
Choice of low-impact materials - Risograph, which is an absolutely ecological form of printing. - Soy-based inks pushed through natural fiber stencils. - Wet ink which dries only when absorbed into the paper’s surface thus not requiring much energy to fix toner like a laser printer.
Local sourcing (reduction of transport) - printing materials will be supplied by local manufacturers, without additional costs for shipping/delivery - on the one hand because of the economic bonuses, on the other - because of less environmental pollution through not using transport.
Recyclable design - The cover and illustrations will be printed on 100% recycled or FSC Certified paper. - Within the work were recycled as much leftover paper which can be found, into other items.
2. RESEARCH & DISCOVERY
2.1 CHAPTER III
2.3.1 Product Development Plan
. RESEARCH & DISCOVERY
2.1 CHAPTER III
2.3.2 Supply chain
2. RESEARCH & DISCOVERY
2.1 CHAPTER III
2.3.3 Business strategy
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10 Prototyping Methods: Turning Ideas into Reality
Summary
The journey of new product development is fraught with challenges, and prototyping stands as a crucial step toward success. By transforming abstract concepts into tangible forms, prototyping enables designers and teams to visualize the product and iteratively refine their ideas until dreams become reality.
Prototyping takes many forms, each playing a vital role in the development process, from simple sketches to advanced virtual reality experiences:
Hand-Drawn Sketches and Diagrams: The Seed of Creativity
The journey begins with paper and pencil. Hand-drawn sketches and diagrams quickly capture inspiration, making initial ideas tangible. They serve as a communication bridge within teams, helping everyone grasp the design's intent and providing direction for subsequent development.
3D Printing and Rapid Prototyping: From Digital to Physical
3D printing accelerates the prototyping process by swiftly converting digital models into physical objects. This allows designers to observe product details firsthand and identify design flaws early in the process.
Physical Models: Intuitive Representation of Design
Physical models, whether simple blocks or intricate crafts, provide a clear visual representation of design contours and proportions. Even without functional parts, they effectively assess design feasibility and support concept validation for larger projects.
Wireframes: The Blueprint for Digital Products
Wireframes clearly illustrate the layout and content structure of digital products. They are invaluable tools for UI/UX designers and serve as a universal language for cross-team communication regarding design concepts.
Virtual/Augmented Reality Experiences: Immersive Engagement
VR/AR technologies create immersive environments, allowing users to experience unbuilt spaces, such as theme parks. This forward-thinking testing method enhances the authenticity and immediacy of design feedback.
Feasibility Prototypes: Validating Functionality
In the later stages of design, feasibility prototypes focus on verifying the practicality of new features. Whether through digital simulations or physical models, they help designers adjust strategies to ensure product functionality aligns with user needs.
Working Models: Testing Operational Performance
Working models assess the actual operational performance of designs, especially for mechanical devices or dynamic systems. Real-world testing enables designers to evaluate the feasibility and efficiency of their proposals.
Video Prototypes: Animated Concept Demonstration
Video prototypes dynamically illustrate product concepts, processes, or project simulations. They provide an intuitive means to convey design ideas to non-technical audiences, enriching presentation formats and enhancing the persuasive power of design narratives.
Horizontal Prototypes: Testing User Interaction
Horizontal prototypes concentrate on user interface design by simulating elements like menus and windows, allowing for the testing of user interactions. This early detection of potential issues in human-computer interaction is crucial.
Vertical Prototypes: Validating Core Software Functions
Vertical prototypes focus on verifying database structures and core software functions. By digitally simulating the software environment, they ensure a solid infrastructure and functional capability before formal development begins.
Through these diverse prototyping methods, teams can effectively bridge the gap between concept and reality, ultimately leading to successful product development.
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