Learning from Architecture

Anukriti Kedia
Sep 5, 2018 · 2 min read

Mark Weiser in his piece on ‘The Computer for the 21st century’ while instating the difference in the notion of virtual reality to ubiquitous computing, refers to Virtual Reality as ‘only a map, and not a territory.’ He further adds that ‘Virtual Reality focuses on simulating the world rather than invisibly enhancing the world that already exists.’ This world that is embodied by both its living and built environments.

This week’s readings in the interaction design seminar took us to the realm of the study and design of these built environments, looking at commonalities between principles of architecture to those of interaction design.

It is particularly interesting to note the intersections between architecture and interaction design, where in the vision of ubiquitous computing, the technology seamlessly integrates into our physical world, and in examples of use of Tesla’s Solar Panel, where the architectural design, uses technology to enhance materiality and efficiency.

While the applications of the two have blurring boundaries, the principles of its design are also intertwined.

The first and most apparent is the design of interactions of and by people. ‘Buildings contain our lives and all civilization.’ It is the point where the building stops being an object or product, but a space to build people’s interactions — personal, social and communal. Interaction design too finds it foundation in a similar thought, the very act of the interaction is the designed system.

Last week, I had a question, whether the technology influences people’s behaviors or is it people’s behavior that influences the design of the technology, seeing it more in terms of a chicken and egg situation. However Brand, in his book ‘How Buildings Learn’, writes in a way that best makes me understand the phenomena. Functions can never be anticipated, and functions reform perpetually, which means that the relationship isn’t about what comes first, it’s about a continuous cycle; a loop; a flow where design influences society and society influences design. Where there is flow, there is change and where there is change there is transformation, and this time based process is the only constant. Adaptation that appreciates evolution is key to a successfuly designed intervention.

The aim however isn’t to make quick specific changes, it is to incorporate the idea of constant change in the very inception of the design. This feedback-loop adaptation is what makes things harmoniously designed

Anukriti Kedia

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Masters student at CMU, School of Design.