Some details are still left to work out here with infrastructure and such but 
one can imagine a variety of ways things like water and sewerage can be 
handled. Some frame systems of this sort can be made with a hollow core 
allowing for utilities to be run through them. ( 
http://www.quadranthouse.com/#/the-system/4533281076 ) Use of on-demand water 
heating eliminates the need for second hot water supply from a central source. 
Alternatives like marine incinerating toilets can eliminate the need for 
blackwater sewerage lines. Inner dark areas that can't be precluded in space 
use management can be alleviated with heliostats and fiber optic lighting. 

But the big question is, most certainly, how can such evolvable habitats be 
created bottom-up without star architects? I think the answer to that question 
can be suggested by changing its context. For instance, how can a custom 
personal computer be built without the benefit of a bunch of computer 
engineers? Well, we know the answer to that because people commonly build 
custom PCs ever day; PC components are designed to a set of common interface 
standards such that, no matter who manufactures them or where, affords them 
interoperability and skill-less assembly. You don't need to be an engineer to 
build a PC. A child can be taught to do it in an hour or so. The engineering 
has been compartmentalized and encoded in the topology of the components. They 
can go together in a great many ways offering an endless variety of options, 
combinations, and physical configurations, but are more-or-less precluded by 
their discrete design from going together in functionally 'wrong' ways. We see 
this w
 orks every day. The most amazing thing about the contemporary personal 
computer is not that we now have so much computing power so cheap in such small 
packages. It's that a child can take a bunch of parts, each made by a 
completely different company in a completely different place in the world, put 
them together in minutes into what is arguably the most complex and 
sophisticated machine humans have ever devised, and 9 times out of 10 this 
thing will boot up and run the first time you turn it on. That is the 
single-most amazing feat in the entire history of human industry, the hallmark 
of a second industrial revolution, and we completely take it for granted. 

The architectural equivalent of this is called a 'vernacular building method', 
which is a term usually applied to old technology that we associate with a 
particular regional culture and often disregard as anachronistic. But 
vernacular building methods are, in fact, extremely sophisticated in the same 
way the design of PC components is. They encode a great deal of 'experiential 
engineering' in their methods and conventions. The difference is that their 
knowledge evolved bottom-up through trial and error over very long periods of 
time, not top-down through a lot of mathematics, simulation, and staged 
experiment. But the end result is a similar encoded physical knowledge with a 
big benefit; follow these simple rules and techniques dictated by tradition and 
you can design and build functional and attractive buildings without any 
special talent or difficult skills. With the establishment of the 'ken' 
measurement system and standardization of building elements in old Japan 
(specifically fo
 r the purpose of easing the rebuilding of communities after war and natural 
disaster), the construction of entirely custom houses was done in a direct 
conversation between homeowner and carpenter with little difficulty in 
predetermining time, materials, and costs. The homeowner might not have the 
same woodworking skills as the carpenter, and the carpenter might not have a 
complete understanding of the homeowner's needs, but they were on equal terms 
in a basic knowledge of how things were built and so could collaborate as peers 
on design. Sadly, the Industrial Age systematically destroyed much vernacular 
building knowledge on the presumption of anachronism before the new formally 
educated professional class really understood it. 

The fact of the matter is that there were no architects or engineers for most 
of human history and, somehow, we managed to stay alive and, to the present 
day, most of the world's built habitat is not built with the aid of these 
people. Sure, there may be problems where tradition lags behind in contemporary 
standards and in exploiting the benefits of new technology, but for the most 
part, at modest scales, vernaculars work. It's only when we develop this 
compulsion toward extreme scales of construction, extreme structural 
performance, for the 'processing' of people in masses, or communicating 
state/class power and mythos through the psychological impression of design 
that we start needing ad-hoc design, engineering, and building method performed 
by a professional class. And now that we've systematically destroyed so much 
vernacular knowledge, we're increasingly stuck with this way of doing things 
and a trend of disempowering and disenfranchising the inhabitants of an 
increasingly alie
 n built habitat. It used to be every human being had a basic knowledge of how 
to shelter himself and to cooperate in a group on this. We all had some degree 
of vernacular knowledge, a basic understanding of the composition and creation 
of our habitat passed down through culture. We're nesting animals. Building 
things, creating villages and cities, is a fundamentally human schtick. Now, 
who knows what the hell is behind the plasterboard! 

I think the role of 21st century architect is not so much in the design of 
specific structures with an anachronistic idealized function, perfection, and 
permanence. Rather, it is like the role of the genetic engineer seeking to 
realize emergent forms through the development of systems/platforms/vernaculars 
conveying a particular aesthetic genome. It's OK to produce objet d'art, but 
the ultimate objective should not be to produce pretty perfect buildings but to 
empower inhabitants and communities--to enable habitation--in the same way a 
computer empowers a user. I often say 'city' is a verb. 'Housing' is a verb. 
They're not things/products, they're applications of systems. They are the 
desktop on a computer screen that, like human consciousness, only exists 
insofar as the system is on-line and running. This is why the past attempts at 
the industrialization of housing were such a failure. They treated it as a 
product--an appliance--shoe-horned into a production paradigm that, in practi
 ce, has never sustainably manufactured anything bigger or more diverse than 
the automobile. That missed the point, the same way the dedicated word 
processors that once, very briefly, competed with personal computers missed the 
point. 

Eric Hunting
[email protected]



On Mar 17, 2014, at 8:54 AM, Fabio Barone wrote:

> While I see the idea of paracity very interesting, 
> a few questions arise:
> 
> - How will water and sewage be organized? It seems it's up to the "occupants" 
> to deal with
> - It will result in a maze of stairs and access ways. Could be fun/beautiful, 
> but maybe difficult?
> - Would it not result in a lot of dark spaces inside the cube?
> 
> But most importantly, I am interested in shedding light on this question:
> - How can "organic" "p2p" "evolvable" "adaptable" city spaces be created 
> where there are no star-architects involved
> or where no favorable city-planners are around?
> 
> I mean sort of a bunch of individuals decide they want to create such a 
> structure (let's for simplicity sake assume they have some basic funds for 
> that...).
> 
> I know that especially in Europe industrial areas in neglect / disuse could 
> serve this perfectly.
> How about cities in Latin America, Asia or Africa, where these spaces are not 
> abundant 
> (that's where production takes place...)
> 


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