I believe that there is a strong connection between the design process and a separation from reality. In the reading, film is referred to as being dreamlike. It is a false reality that allows the viewer to conceive something that does not necessarily exist.
I architectural design, I often have to separate myself from the reality of a built object, in order to further the design process. The ultimate goal is always to create the reality of a building, but not every sketch and model is a concrete representation. Many of these drawings and models become something entirely surreal, in order to further the development of the design. For example, architectural drawing are often very conceptual. They allow the observer to view the project in a almost "dreamlike" condition in order to conceive it. This separation from the concrete reality of a building into the dreamlike conception of it, is very important to the process of architectural design.
This makes me think about the way that our bodies paralyze themselves during the REM cycle so that we do not "act out" our dreams. So it seems the brain processes our dreams as reality even though we are not physically going through the actions occurring in our dreams. In the same way, we sort of live vicariously through characters in a film (or book even) and "follow along" with them as their story unfolds. In the same way, as designers, we have to step back from what we create.
To quote Peter Zumthor from Thinking Architecture: "...when our imagination and curiousity about the reality of the drawing can penetrate the image, [so that] the portrayal itself becomes the object of our desire, and our longing for its reality wanes because there is little or nothing in the representation that points to the intended reality behind it."
In a way then, as designers, we have a very similar obligation that filmmakers do. Their purpose is to construct a reality that is so believable (think of a dream you had that seemed so real you couldn't remember if it actually happened) that we are immersed in the story and sympathize with the protagonist. Much like this, we should construct a form or space that is so genuine in the way it intends to invoke a certain emotion that inhabitants can drift through it and retain this experience. The danger here (in film and architecture) is that the beauty of the piece becomes so distracting that it is this beauty that is focused on and not the message that is trying to be conveyed. I can think of several movies that I like simply for the visuals but have a story with little essence. Of course, the best ones are those that have both.
As designers, when all of the elements are brought together; construction, circulation, balance, light, etc., the inhabitant is able to 'derive' [from the French Situationists] and focus on the essence that all of these elements are supporting. The same is true with film and the reality that is constructed there; lighting, acting, cinematography, dialogue, set/costume design, etc.
I guess all of this to say that success as a filmmaker or designer comes with the ability to lose your viewer in your work so that your message is evident.
This work looks at the body of the city in its intimate relationship to the human body. Can we analyze the data of the human body and city body as interrelated and intimately connected?
Bleecker, Julian, A Design Approach for the Geospatial Web
Borges, A Universal History of Infamy
Calvino, Italo. Invisible Cities.
Corner, James. “The agency of Mapping: Speculation, Critique and Invention” in Mappings, edited by Denis Cosgrove
Crary, Jonathan, Subjective Vision and the Separation of the Senses in Techniques of the Observer
de Certeau, Michel. Walking in the City. In The Practice of Everyday Life.
Johnson, Steven. Emergence, The connected lives of ants, brains, cities and software
Kracauer, Sigfried, Theory of Film: The Redemption of Physical Reality
Lightman, Alan. Einstein’s Dreams.
Manovich, Lev: The Language of New Media.
Moholy-Nagy, Laszlo. Vision in Motion
Nuti, Lucia. Mapping Places: Chorography and Vision in the Renaissance. In Mappings, edited by Denis Cosgrove,
Ross Pier Paolo Pasolini, Norman MacAfee, Craig Owens Observations on the Long Take October
Ross, Rebecca. Perils of Precision. In Else/where: Mapping New cartographies of Networks and Territories.
Sant, Alison. Redefining the Basemap
Saul Albert. Critical Cartography
Skinner, Martha. “ A/V Mappings and Notations, Merging the Vocabularies of Video and Drawing”
Tschumi, Bernard. Manhattan Transcripts
Varnelis, Kazys and Meisterlin, Leah. The Invisible City: Design in the age of Intelligent Maps.
Vetters, Trui. ‘Night on Earth’: Urban Practices and the Blindness of Metatheory. In The Urban Condition: Space, Community, and Self in the Contemporary Metropolis.
Vidler, Anthony. Warped Space, Art, Architecture, and Anxiety in Modern Culture.
To answer my own question...
ReplyDeleteI believe that there is a strong connection between the design process and a separation from reality. In the reading, film is referred to as being dreamlike. It is a false reality that allows the viewer to conceive something that does not necessarily exist.
I architectural design, I often have to separate myself from the reality of a built object, in order to further the design process. The ultimate goal is always to create the reality of a building, but not every sketch and model is a concrete representation. Many of these drawings and models become something entirely surreal, in order to further the development of the design. For example, architectural drawing are often very conceptual. They allow the observer to view the project in a almost "dreamlike" condition in order to conceive it. This separation from the concrete reality of a building into the dreamlike conception of it, is very important to the process of architectural design.
by the way...both SIR NICHOLAS and NICKREADSBLOGS are my usernames. I accidentally signed into the wrong one.
ReplyDeleteThis makes me think about the way that our bodies paralyze themselves during the REM cycle so that we do not "act out" our dreams. So it seems the brain processes our dreams as reality even though we are not physically going through the actions occurring in our dreams. In the same way, we sort of live vicariously through characters in a film (or book even) and "follow along" with them as their story unfolds. In the same way, as designers, we have to step back from what we create.
ReplyDeleteTo quote Peter Zumthor from Thinking Architecture: "...when our imagination and curiousity about the reality of the drawing can penetrate the image, [so that] the portrayal itself becomes the object of our desire, and our longing for its reality wanes because there is little or nothing in the representation that points to the intended reality behind it."
In a way then, as designers, we have a very similar obligation that filmmakers do. Their purpose is to construct a reality that is so believable (think of a dream you had that seemed so real you couldn't remember if it actually happened) that we are immersed in the story and sympathize with the protagonist. Much like this, we should construct a form or space that is so genuine in the way it intends to invoke a certain emotion that inhabitants can drift through it and retain this experience. The danger here (in film and architecture) is that the beauty of the piece becomes so distracting that it is this beauty that is focused on and not the message that is trying to be conveyed. I can think of several movies that I like simply for the visuals but have a story with little essence. Of course, the best ones are those that have both.
As designers, when all of the elements are brought together; construction, circulation, balance, light, etc., the inhabitant is able to 'derive' [from the French Situationists] and focus on the essence that all of these elements are supporting. The same is true with film and the reality that is constructed there; lighting, acting, cinematography, dialogue, set/costume design, etc.
I guess all of this to say that success as a filmmaker or designer comes with the ability to lose your viewer in your work so that your message is evident.