Tuesday, January 27, 2009

Opus 1 Build:Design::Tell:Story

TRANSLATION
In Studio we were assigned the project "found in translation," where we read and dissected a grimms' fairytale and used abstract artifacts to translate the story. In history + theory we learned architecture is subdivided into vernicular vs. high style. It is debatable whether solely vernicular style can be consider the art of architecture, because art is interpreted differently based on your previous history, the context, and it is in general a difficult language to understand. Some would say "a bicycle shed is a building, lincoln cathedral is a piece of architecture," (Nicholas Pevsner) while others translate vernicular style in a more abstract way. We also were urged to notice the symbolism that goes into many architectural projects by examining its history as well as its purpose.

MULTIVIEW
Perceptions and Communication is pushing us to do more than see, to really know/experience/investigate/observe when we draw. Interior Architecture has many different facades, but one of the more simple ways to look at it is where inside and outside meet. When designing it is also important to look at the spaces in many different views, Aedicule is "a unit of space to help divide and understand a larger space" because "seldom is a building devoted wholly to one function." (Roth 18) Whether it is a 2-D plan, a 3-D section, or how the design will be seen through time. A Midsummer's Night Dream has four different sets of stories that all intertwine together. By showing the characters interact through different perceptions gives you the power to hide or reveal certain information, depending on the view. In design graphics, Pat's Chair is designed to be different from all four directions, which will in the end make the desk more dynamic.

CYCLEIn Grimms' fairytales we encounter archetypes that have been recycled all over the world in countless scenarios. History does have a habit of repeating itself, the past molds the present and future. The further back in time you go the easier it is to see the patterns that have rippled. In history + theory we learned about the design cycle. Designers have a cycle, their creativity peaking in their 50-60s. But buildings go through cycles too. A style of architecture's popularity is best described as a bell curve. Different styles do overlap however, some being hugely fashionable but burn out quickly. While other classic styles may never reach the same hype, but stand the test of time and become standard throughout history.

ARTIFACT


"Architecture is arguably the most accurate, the most truly revealing, human cultural artifact." (Roth 12) The study of material culture and the semiotics, ideologies, and signs that encompass it divulges into how tightly linked memories are with tangible objects. Roth suggests "perhaps the most fundamental concept is that the mind, particularly the human mind, is programmed to seek meaning and significance in all sensory information sent to it. (67) After translating our fairytale into an abstract quilt/board, we were asked to make an artifact grasping the essence of the story. This is very important in design, picking materials that bring out the story of your design.


STORY
Architecture expresses itself as a "form of dialogue with past and future." In studio we are learning how to let our designs tell their own story. History can be defined as the interaction of humanity and nature. We distinguish ourselves by telling stories, it is necessary to who we are as people. "When sight, hearing, smell, and touch are completely unstimulated, as in an isolation flotation tank--the mind will eventually invent its own stimuli, and hallucination will result." (Roth 69) I thought this quote was interesting because Stoel also referred to stories as "lies," which hallucinations are as well. Patrick referred to a quote that argued that out of a book of words, deeds, and art, art would be most honest. It reminds me of a Picasso quote, "art is the lie that tells the truth."

SUMMARY

The word "story" requires all of the other four words: multiview, translation, cycle, artifact to function as a whole. They are the sum of its parts, each an aedicule that make up the chapters. Every story has a cycle; a beginning, middle and end. There is a deeper meaning usually disguised in symbolism, sometimes they are people but many times artifacts, which needs to be translated. Multiview is "stories within stories," seen through different perspectives. Embodying these prompts in my design process will lead to a more "holistic creation, development and completion of space for human use." (John Kurticht and Garret Eakin)

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