Theme: Technological developments in Urban Planning and Design
Abstract:
Introduction The growth and proliferation of Big Data 1 is the one most relevant technological and cultural phenomenon of the twenty-first century. Its impact goes well beyond mere technical issues to invest our cognitive models, how we make things (and consume them), and experience the built environment. The urbanism of the twenty-first century will demand tools able to merge the potential of big data onto the physical reality of cities. The reasons for doing so are multiple: digital data allow us to monitor environmental performances, study and design our cities as evolutionary elements that evolve in time, as well as connect people and professionals constructing an open, cross -disciplinary form of urbanism. User-friendly, geo-located, and connected to a potentially infinite archive, such digital tools are somehow the opposite of what planning has come to represent; a discipline whose internal mechanisms have alienated it from public debate. If digital tools had so far only allowed to construct parallel virtual environments for simulations [think of the popular videogame SimCity here], the digital tools of the so-called 'web 2.0' generation have allowed us to collapse digital spaces onto real ones. Augmented reality, for instance, allows us to visualise digital models on actual locations by projecting them on the screen on our mobile phone. Where Modernist planning sought standardisation and simplification by decomposing the built environment into individual indexes, digital tools operate according to the opposite paradigms. They relish complexity [due to computational power], volatility [because of their ability to sense and adapt], and dynamic information [as time-based media], as well as they can weave multiple scales together. Conceived as such, masterplans will resemble more websites than traditional blueprints. They will aggregate and link data, tag it to physical locations as hyperlinks and social media do. What will result is a dynamic planning tool, able to absorb ever-increasing data sets, a platform for experimentation [through simulation and scenario planning] and collaboration between diverse expertises.
The pressing issues of the near future will require a more radical re-thinking. On the one hand, the exponential growth of storage capacity, bandwidth, and user-friendliness interfaces will provide a timely opportunity to allow citizens to tune into their cities. Simultaneously, issues of rapid urbanisation, volatile economic and social variation, and limited resources are global concerns, particularly relevant in China, requiring agile planning tools that the profession currently lacks.
The points are discussed by examining two recent projects in which remote sensing and augmented reality where employed: Xiamen Interactive Model exhibited at the Xiamen Expo 2010 (China, 2010) and Molecular City presented at the Future Places Festival i in Porto in 2010.
Xiamen Interactive Model: Representing Change
The Xiamen Interactive Model was designed in the spring of 2009 and subsequently exhibited at the Xiamen Technology Expo (2009), Post-Oil City exhibition at the ifa gallery in Stuttgart (2010) and the UIA congress in Tokyo (2011).
1 http://en.wikipedia.org/wiki/Big_data The model is perhaps the major and most sophisticated outcome of a larger commission from the city of Xiamen to an international and interdisciplinary team to design the first comprehensive masterplan for the city. [fig.1] Xiamens population has been growing at the staggering 6% rate for the past decade to reach the current count of 2.5milion inhabitants; however, like many other cities in China, Xiamen has plans to continue its growth and reach the 4milion mark by 2020. The ecological and infrastructural scale of such dramatic and ongoing transformations led the team to believe that traditional tools to analyse and manage this kind rate and magnitude of change would not be effective anymore. Instead of a standard masterplan, we proposed a dynamic planning document to be first introduced through an interactive model to be presented to the planning authorities and the general public.
The model is a 4x4 metre rapid-prototyped representation of the entire metropolitan area of Xiamen. A set of LED lights wired to an interactive system linked to the Internet via Arduino circuit boards is positioned underneath it and animates the entire model. In fact, by utilising rapid-prototyping machine it was possible to maintain a 1mm thickness through the model, thus allowing both lights to glow through the top surface and various lighting effects. Made by a single, extremely thin material, the model immediately alludes that there is no difference between built and natural environment as well as poetically depicts Xiamen as a delicate and fragile artefact to be curated. Four consoles positioned along the edges of the model are provided with buttons to activate different sets of lights animating the Masterplan. Each LED light represents either an existing, proposed, or simply speculative project to implement through the masterplan: the colour of the light identifies the type of project (typology, technology employed, etc.), whereas its field of influence is conveyed through the effect generated through the LED light (spot light for point projects, diffuse light for projects having a larger area of impact). The whole interactive system is also connected to the web which allows it to download data representing global factors affecting the Xiamens environment such as oil price, energy consumption, etc. thus visualising the hidden but profound financial and political forces acting on the city itself. [fig.2]
Molecular City Exhibited for the first time at the Future Places Festival in Porto (Portugal, 2010) Molecular City is an installation allowing the public to create their collective hybrid city by superimposing virtual architectures onto the map of the existing city of Porto via computer projection. The installation consists of: a model of Porto, video cameras, a projection screen, and a collection of Augmented Reality [AR] markers that visitors could take and freely position on the model - called Periodic Table - and formed the architectural substances that made up this half fictional/half real landscape. Once the visitors choose one or more markers and freely position them on the map of the city, they can point a video camera at them animating the data sets attached to the markers which can then be displayed on monitors and projection screens. Finally, via a specifically designed phone app, this hybrid landscape can be stored online and retrieved by the visitors on their mobile screens once they wander through the streets of Porto.
The physical space of Porto becomes an unfinished canvas constantly connected to the endless possibilities provided by virtual space. The role of the architect recedes to the background; the city transforms into a gameboard where cultural desires and needs are seamlessly projected and negotiated. Conflations of place, scale, emotion and history overlay to give rise to a hybrid (half real, half virtual) urban condition that traditional planning tools would not have be able to register and manage.
By adding AR technology an otherwise conventional model is transformed into a dynamic participatory tool to imagine future scenarios. Similar to social media and so-called web 2.0 tools, the logic of such planning tool is aggregational; it links and combines diverse elements in a dynamic fashion. The city's overall complexity and richness emerges out of the multitude of diverse narratives and singular gestures showing the potential of an urbanism of Big Data.