Enough



Muji’s mission statement for the New Year raises a couple of interesting issues relevant to the wide world of design culture. The initial premise is the focus on providing products that are “enough” and not necessarily “the best”. Basically, the idea is that we should aim to design goods that are adequate to the customers needs. Now the truth is that we live in a world where many of us are drawn to the concept of “top of the line”, even if that may not be the most rational choice regarding our own personal parameters. Say, for example, that you want to buy a mobile phone. You may fancy for the best mobile the market has to offer. You start desiring that Iphone or that Blackberry you’ve read about, even though you may end up not using a tenth of all the functions it has to offer. You’re fancying the object, not the tool that’s adequate to you.
Another example of this trace in contemporary consumption culture is a digital camera. Some people pay a lot of money for a top camera even though they have never processed (or plan to process) a RAW image file. Maybe they don’t even know what RAW is. It takes a lot of dedication and time to fully explore a powerful photographic camera these days, but again, it becomes a yearning for the object, that wonderful camera you’ve fallen in love with. And you may end up doing this in many other things in life, like that premium sound system you bought, even though you don’t have a living room big enough to sustain it. Or the lifestyle to invest some quality time into listening to that huge CD library you possess.
I’m not saying there’s anything wrong with having desires in life. But when it comes to consumption, often it’s not rationality that’s driving the consumer’s choices. And this is where sustainability comes into play. Because sustainability lies in the adequate use of resources to provide for the needs involved. It is, as Muji’s message states, a matter of minimalism, not as a style, but as a paradigm for a new economy.
Unless we adopt values informed by moderation and self-restraint, the world will find itself at an impasse. All people living today deep down are probably already beginning to consider greater self-restraint as a way of life.

So I was considering these ideas and wondering how they also relate to the field of architecture nowadays. We may still regard architecture as a realm for experimentation and technological innovation. But if we are not applying those values to provide for a rational use of materials and construction processes, aiming for the adequate needs of the users, then, we are failing to install an ethical form of practice. Experimentation is only relevant if guided by rationality. It is not a value in itself.
Via Core77.

Put a sock in it



Graffiti de malha. Muito engraçado. Visitem a página de Magda Sayeg e o seu blogue Knitta Please para mais. Via Begin Being

Knit graffiti. Now that’s funny. Check the website of Magda Sayeg and her blog Knitta Please for more. Via Begin Being

Top 10: The architecture of computer games, reloaded



Heaven forbid The Architect’s Journal from making a serious article about the architecture of computer games. No doubt they would be prohibited from using the architect's secret handshake ever again. Fortunately I'm here to save the day with my own scoop on the 10 greatest architectural achievements in video game history, after the jump. Click to expand. [+/-]


10: Halo.

The original Halo introduced the player to an artificial planet of unknown alien origin, a gigantic space arc with an external living ecosystem and a complex web of underground tunnels. Later games in the Halo franchise would also introduce the setting of New Mombasa, a mega-city located on Mombasa Island in Kenya, the World’s busiest sea port of the 24th century and Earth’s first Space Elevator city.


9: Tomb Raider.

Tomb Raider revolutionized the 3D genre, becoming one of the most successful gaming franchises of all time. From the lost tombs of Qualopec in Peru to the City of Khamoon in Egypt, the original title of the series presented some of the most memorable built environments ever seen in a videogame.


8: The Elder Scrolls IV: Oblivion.

The fantastic province of Cyrodiil is one of the largest virtual environments created for a game, allowing the player to travel freely in over 40 km2 of open landscape and marvel at the extensive views of distant towns and mountain ranges.


7: Mirror’s Edge.

Mirror’s Edge is set in a futuristic dystopian city dominated by a totalitarian regime. It’s gleaming, clean environment is hampered by the presence of invasive surveillance, tracking all forms of electronic communication in order to reduce crime to nearly nonexistent levels.


6: Modern Warfare (Prypiat/Chernobyl).

The city of Prypiat was founded in 1970 to house the Chernobyl Nuclear Power Plant workers. It was abandoned in 1986, following the events of the Chernobyl disaster. The ghost city is portrayed in the game Modern Warfare as a gloomy, dark, lonely and scary place with gray skies and long, unkempt grass.


5: Fallout 3 (Washington D.C.).

Fallout 3 takes place in the year 2277, 200 years after a nuclear war. The game is set in a post-apocalyptic version of Washington D.C., taking the player on a journey through an area known as the Capital Wasteland.


4: Half Life 2 (City 17).

City 17 is a metropolitan area in Eastern Europe that forms the primary setting for Half-Life 2. The city features a variety of architecture types, from mostly Eastern European architecture dating from pre-World War II neoclassicism, to post-war revival of classical designs, Soviet Union modernism, and post-Soviet contemporary designs, as well as alien structures. The city is quite large, consisting of a railway station, a dilapidated canal system, underground road tunnels, and multiple communal living quarters and buildings.


3: GTA IV (Liberty City).

Liberty City is a fictional city portrayed as a generic version of the metropolitan area of New York. The city’s geography and alignment of districts features two major mainlands with a Manhattan-like central island (which contains a large park at the center, a reference to Central Park), and several smaller islands connected primarily by road bridges. Train services with lines running in the city are also present, providing GTA IV with one of the most convincing, living urban environments ever created for a video game.


2: Assassin’s Creed II (Florence, Venice).

Assassin's Creed II takes place in an open world with nonlinear gameplay, allowing the player to roam freely within several regions throughout late 15th century Italy such as Venice, Florence, and the Tuscan countryside. With its focus on real-world locales like The Duomo in Florence or Piazza San Marco in Venice and historical figures like Lorenzo di Medici and Leonardo da Vinci, this game offers an evocative setting filled with visual details that infuse the world with life and elegance.


1. Bioshock (Rapture).

Rapture is a massive underwater city that lies at the bottom of the Atlantic Ocean. Created by a fictional business magnate called Andrew Ryan, it is a utopian metropolis of Art Deco-styled buildings connected by a network of glass tunnels and a Bathysphere system. The city is completely self-sustaining, and all of its electricity, food, water and air purification are powered by the volcanic vents originated from the bottom of the sea. Rapture is intentionally isolated from the world, and the only way to access it seems to be bathyspheres taken down from the lighthouse perched on an island above. Bioshock presents a fantastically speculative world that is both a shining example of science-fiction and a brilliantly drawn architectural world.

Interesting links:
Sightseeing in Liberty City: Liberty City vs. New York City, A photoset showing the similarities between Grand Theft Auto 4 and real life, Flickr.
Game / Space, an interview with Daniel Dociu, BLDGBLOG.
Evil Lair: on the architecture of the enemy in videogame worlds, BLDGBLOG.
Los Angeles: Grand Theft Reality, City of Sound.
Visualizing Geographic Environments: City 17, Digital Urban.
Cities in Games: Chernobyl in Call of Duty 4, Digital Urban.
The Role of Architecture in Video Games, Gamasutra.
Videogames and architecture, Polygon Web.

Fora deste mundo


The Known Universe, American Museum of Natural History. Via Capítulo 0.

The Known Universe takes viewers from the Himalayas through our atmosphere and the inky black of space to the afterglow of the Big Bang. Every star, planet, and quasar seen in the film is possible because of the world's most complete four-dimensional map of the universe, the Digital Universe Atlas that is maintained and updated by astrophysicists at the American Museum of Natural History. The new film, created by the Museum, is part of an exhibition, Visions of the Cosmos: From the Milky Ocean to an Evolving Universe, at the Rubin Museum of Art in Manhattan through May 2010.

The Known Universe é um pequeno filme de 6 minutos que oferece uma viagem aos confins do universo conhecido. Trata-se de um trabalho produzido pelo American Museum of Natural History que integra a exposição Visions of the Cosmos: From the Milky Ocean to an Evolving Universe, presente no Rubin Museum of Art em Nova Iorque até Maio do próximo ano.
Talvez o aspecto mais surpreendente desta breve odisseia seja o facto de grande parte do conhecimento científico que sustenta esta visualização do horizonte cósmico esteja ao nosso alcance há apenas poucas décadas. Poucas gerações da humanidade puderam beneficiar de uma tal concepção do universo e do conhecimento do seu processo de formação, desde a incrível erupção de espaço, matéria e energia que deu origem ao próprio tempo. A beleza desta viagem assombra, acima de tudo, pela percepção de escala quase inacessível que a torna numa experiência no limiar da abstracção. Eis um longo caminho percorrido desde a visão da primeira imagem da Terra vista do espaço, fotografada há pouco mais de sessenta anos, até este filme inacreditável que nos leva aonde nunca poderíamos ter imaginado.

Pequenos sinais na rede



Comecei a escrever este blogue há seis anos. Durante alguns dias do mês de Dezembro de 2003 – fica a revelação nunca antes partilhada – esta página ostentava o título de (tchan tchan) O cão com três patas. Pela simples razão de partilhar parte da minha vida com um cão com três patas, neste preciso momento deitado atrás de mim de barriga cheia junto ao aquecedor.
Ditou o bom senso que rapidamente adoptasse para o blogue o nome mais respeitável de A Barriga de um Arquitecto e assim desse início a uma viagem inesperada. Agora navegando para lá do milhão de visitantes, marca ultrapassada ainda no presente mês, fico a reflectir sobre o percurso que conduziu até aqui.
Alimentei sobre o fazer do blogue, ao longo do tempo, expectativas muito variadas. Da expressão pessoal ao desejo de contribuir para um qualquer debate colectivo, da vontade de aumentar audiência, de mudar tudo, fechar o blogue, começar de novo. Tenho agora sobre tudo isto uma postura bem mais prosaica, tão só se me diverte ainda a experiência.
Verdade seja dita, penso agora que me diverti apenas naquele primeiro ano de 2004. E penso se voltará a existir na rede aquela liberdade de partilhar sem expectativas, sem leitores, lançando sinais na inter-rede em busca de um mágico retorno? De uma miragem.
Os blogues são como as pessoas. Com hesitações e erros. Com a fragilidade do que é e do que um dia deixará de ser. Nada mais do que o presente, escrever um blogue pessoal só faz sentido como se em redor de um pequeno emissor de ondas de rádio. Algures, talvez alguém esteja a escutar. Algures, um único contacto humano. Tudo o mais uma ilusão.
Penso agora que talvez me apeteça começar a escrever aquele outro blogue. Talvez haja ainda espaço para o cão com três patas. Talvez seja ainda possível tocar alguém. Algures…