Showing posts with label thinking. Show all posts
Showing posts with label thinking. Show all posts

Wednesday, 17 April 2013

Ink stuff

It's been a while. Sorry about that.

There are a fair few pieces by me on newsstands at the moment, although I'm afraid not many of them are available online. One prominent exception is my second piece for the New York Times, published on 23 March, probing the idea that a perfect home is the key to happiness, and tracing it back to modernist ideas about housing, health and hygiene. You might, if you have been kind enough to read it, of course recognise this as being an underlying preoccupation of Care of Wooden Floors.

Speaking of COWF, the German edition - Die nachhaltige Pflege von Holzböden, published by Carl's Books - is now on sale. Buy buy buy!

"The Anxiety of Influence" in Frame magazine issue 91, looks at copying and plagiarism in contemporary design and asks if too much emphasis is placed on novelty. Has fear of plagiarism led to "amnesiac design" that denies its own history and is disingenuous about its influences?

In Disegno issue 4 (S/S 2013) there's an essay by me examining press trips, a fundamental but little-remarked aspect of architecture and design discourse. Do they warp the way we see architecture and design? Are they, in fact, fundamentally corrupt?

I can be found in two places in Icon 119 (May 2013) - in the News section I talk to Sou Fujimoto about his plans for the Serpentine Pavilion, and the role of landscape in his architecture, and in Review there are my very positive thoughts about David E Nye's fascinating history of the assembly line.

A labour of love in the current issue of Art Review (#66, March 2013): reviewing the superb Extreme Metaphors: Interviews with JG Ballard 1967-2008.

In the spring edition of Audi magazine I mark the 40th anniversary of the first mobile phone call by talk to the man who made it, Martin Cooper.

Also now on sale is Metahaven's excellent essay Can Jokes Bring Down Governments? (Strelka Press), which is did not write but helped edit. It looks at the potential for anarchic viral online humour to overturn the present neoliberal austerity consensus, and the role of design and designers can play. Also it's witty and provocative, so please do take a look. 

Wednesday, 17 August 2011

Make Room! Make Room!

My piece on the hellish "rodent universes" of John Calhoun is now online at Cabinet magazine. Researching overcrowding, Calhoun built elaborate "utopias" for rats and mice, in which they enjoyed unlimited resources and freedom from disease or predation - but limited space. Once population density passed a certain point, the mouse heaven always became mouse hell, rife with violence, rape and asocial freakery. This research formed a cornerstone of the overpopulation and anti-urban doom-mongering of the 1970s - and informed fictions from Stand on Zanzibar to Soylent Green.

Here's Calhoun in one of his universes, via Wikimedia:

Friday, 5 August 2011

Aliens! Fetishists! Situationists! Psychopathic mice!

There's a bumper crop of stuff by me floating around in August, on a pleasingly wide array of subjects.

In this week's New Statesman (edition of 8 August) I review "Out of This World", the British Library's survey of science fiction ephemera - an exhibition well worth catching before it finishes on 25 September.

On the chunkier side, there are a hat trick of longer, thinkier essays approaching the newsstands. I'm in the first issue of new journal Transgressive Culture, published by Glyphi, reviewing Jonny Trunk's Dressing for Pleasure (FUEL), a compilation of classic fetish magazine AtomAge. I first reviewed Dressing for Pleasure last year for Icon - this is a much more in-depth look at the book, attempting to place it in a cultural context.

In issue 42 of American art quarterly Cabinet, there's an essay by me on the American ecologist John Calhoun. Calhoun was interested in the effects of overcrowding, a phenomenon he explored by building elaborate "utopias" for mice and rats. These "universes" were free of disease and predators and supplied with abundant food and water - all they lacked was space. Rodent populations inside the tanks boomed uncontrollably - and then collapsed into a vortex of rape, violence and social dysfunction. Enthusiastically taken up by the overpopulation doom-mongers of the 1960s and 1970s, Calhoun's research became the "proof" that crowded cities would mean disaster for mankind - but Calhoun's message is a little more complex than that.

More, better, utopias. Under/Current issue 06 has the theme "retro-future", a chance for me to talk about my favohttp://www.blogger.com/img/blank.gifurite world-that-never-was, Constant's New Babylon. The trouble with utopias is that they tend to be striving, efficiency-minded places. New Babylon was a reaction against that - a paradise for slackers, a world-spanning megastructure geared to wandering, idling and socialising.

And finally - Icon 099 is now on sale, featuring eight pages by me on one of the most exciting design studios in London, BERG. A conversation with BERG is like hearing a friend tell you about a brilliant concept from a science-fiction novel they just read. Only they didn't just read it, they're trying to build it. And look, here's a prototype. They're an interesting bunch, to say the least.

Wednesday, 6 July 2011

3 ... 2 ... 1 ... Launch


The Unknown Fields expedition to Chernobyl and Baikonur - fulcrum of my promised book Toxic Tourism - is steadily clearing its no/no-go checks and trundling towards the launchpad. The official launch will be on Monday with a frankly blockbusting public forum at the AA on Bedford Square, London. The line-up is simply incredible, extending beyond the participants in the expedition to include everyone from artist Paul Duffield to UFO folklorist Mark Pilkington - plus poets, sound artists, filmmakers, it really promises to be a really fascinating day. (Liam Young, Unknown Fields co-mastermind with Kate Davies, is also the creator of Thrilling Wonder Stories, so he knows how to put on an amazing day-long event.)

I'm also in the line-up, introducing my work and talking a little about my intentions and aspirations for Toxic Tourism. To give you a taster, I will be dealing with the lure of forbidden places and wildernesses, why places like Chernobyl, Aral and Baikonur tug at the imagination, and the ultimate in getting away from it all: excursions into a posthuman, postapocalyptic world.

So, please come along.

The photo at the top of this post shows the AA's 2009 summer pavilion, and is from my Flickr photostream.

Monday, 13 June 2011

British Paradoxes

"London, where the streets are paved with gold, and the gardens with cement", leads a Guardian article on the loss of wildlife habitats resulting from people paving over their front gardens.
The biggest survey ever conducted of private space in the capital, taken by the London Wildlife Trust, shows it is getting greyer – threatening its reputation of being one of the world's greenest cities because of its extensive public parks and gardens.

The city is losing the equivalent of two-and-a-half Hyde Parks of greenery a year from its private, domestic gardens – about 3,000 ha (7,410 acres), says the report.

Lamentable. So what is to be done? Legislation, perhaps, or biodiversity conversation areas to go with the existing system of conservation areas? But what about the Briton's inalienable right to do whatever he pleases to his home? But of course we are in the fork of a defining British paradox. We have this generalised sense of a shared patrimony that must be protected, which we sum up as our "heritage". And yet we also have this pugnacious sense of private property and natural justice, of rights and entitlements. So the very person who might complain about the loss of butterfly habitats and deterioration of streetscape caused by his neighbour's concreting of his front garden might be apoplectic at rage if the council stopped him putting up a shed in his back garden. Both sides of this paradox are of course "common sense", and reason buckles under the distorting pressure of its internal contradictions.

Similarly, everyone wants a home with a garden - surveys repeatedly show that this is the national preference. If this is what people want, then it must be right, that's just common sense. And everyone wants total protection of the green belt, and indeed all undeveloped green space. Where are these homes going to go? So we end up with absurd, cramped brick boxes on ludicrous coasters of turf - an attempt to meet a typological requirement in defiance of all reason. We very obviously share many things - our cities, our countryside, our past. And yet we despise the idea of dealing with them in a communal manner.

These paradoxes - and there are dozens like them, on everything from the "nanny state" to the BBC - are the logical outcome of 30 years of government according to the vindictive petty jealousies of the Daily Mail. They are rooted in that poisonous discourse, in which it seems every politician talks to you, personally, as an individual - you are of course responsible, hard-working, ordinary - in order to warn you about the others, the ones who are taking advantage and ruining everything. It is a mean, small-minded pattern of thought, the politics of Gollum. It has stacked this country with lose-lose paradoxes and zero-sum games, and at times it feels as if these paradoxes are about to block out all light from above and hope of change. Like when a Labour leader stands up and - instead of announcing a national programme of housebuilding, which would allow thousands more to share in the benefits of a council home - announces that "hardworking, responsible" people (like you!) would be given preference for the existing tiny number of council homes, over the "shirkers" (you know, the others).

Wednesday, 27 April 2011

Metropole and Fighting Traffic


Photograph taken from the Flickr stream of Martin Tomitsch and used under a Creative Commons licence.

A man boards a plane on his way to a conference and falls asleep. When he awakes, he finds himself not at his intended destination but in a vast, unidentifiable city filled with unimaginable numbers of people. The traveller is an accomplished linguist, but he can't begin to make sense of the jabbering language spoken by the city's inhabitants. He can't even place it in a group of languages, or identify the script. Everywhere he is jostled by crowds and ignored or berated by taxi drivers or hotel staff.

This is the premise of Ferenc Karinthy's remarkable book Metropole, a classic in Hungary for 40 years and now translated into English by George Szirtes. "Nightmarish" is overused as a descriptive term in literature but Metropole has precisely the texture of a nightmare - it is stifling, desperate, lonely. The city presents Budai, the narrator, with a monolith of incomprehension and indifference. And, like a nightmare, the aftertaste of Metropole stays with you long after reading it - I have found myself thinking of it again and again, when fighting crowds on the Tube or trying to get down Oxford Street or attempting to make myself understood in a coffee shop.

Much of Metropole concerns itself with language, and Budai's agonising attempt to comprehend the scribbled, yapping mess written and spoken around him. The city would be hell for anyone, but it must be hell squared for a linguist. Budai must find a "way in" to the language, some corner of it that can be empirically understood by him without doubt, a loose thread to grab onto and pull. This inquiry is as much a decoding of the city as it is a decoding of the language. Budai identifies taxi cabs, metro stations, religious buildings and abattoirs; and he does this through architecture and design. All the time he is looking for a railway station which might be able to transport him to an airport, a frontier, a seaport, any place other than this city - spying station-like buildings he finds instead law courts and covered markets. The physical language of European cities is revealed to be simultaneously eloquent and limited.

Physical symbols - steps with yellow handrails leading underground mean a subway, a certain look of car is a taxi - are one lexicon within a city; social codes are another. Before Budai can achieve anything he has to discern social protocols such as when to queue and where to queue. He watches what other people are doing and does the same. Cities are all built on the side of a steep learning curve - they turn people into new people. New York is an exceptional example of this, a machine that takes immigrants and turns them into Americans. (Jonathan Raban's book Soft City is the unsurpassed description of these learning processes and the interaction between cities and our identity as individuals.) The city Budai is trapped in is rarely less than hostile, but without adaptation to its social codes it could be lethal.

To take an obvious example - when and where do you cross the street? An apparently simple question is in fact encrusted with acculturated with complex cultural considerations, a topic explored in detail in a very different book to Karinthy's, Fighting Traffic by Peter D Norton. Norton examines in scrupulous detail (the book is an expanded PHD thesis) the upheaval wrought by the automobile when it arrived on the streets of the American city.

"Cities treated the arrival of the automobile as they might any other emergency," Norton writes. Rather than being a seamless technological succession from one form of (horse-drawn) wheeled transport to another, the automobile blundered into a sophisticated street-level ecology. The death toll that resulted was a bona fide emergency for cities, and the way they reacted is fascinating. We know what happens in the end, of course: the automobile not only triumphs, but routs the pedestrian and the streetcar both in theory and in practise. They are not only practically driven out of a roadway that used to be shared, but their right to that space (which previously went without saying) was withdrawn. As late as 1926, there was nothing in law preventing pedestrians in Chicago from using any part of the street to do anything they wished, such as hold a conversation; the most restrictive interpretation of pedestrians' right was that cars had an equal right to the street. Try doing that today.

How did this come about? Norton examines the story from the perspective of the three main groups involved: anti-car groups, who at first had the whip hand in the debate; the police, who affected to be neutral but whose motives were in fact more complicated; and motorist groups. Part of the story unfolds at the level of public policy, as cities drafted legislation to counter the emergency and end the bloodshed, influenced by the various lobbies on either side of the debate. Given that the crisis was handled locally by scores of municipalities, there's considerable variation in response and the story twinkles with thousands of interesting facets and suggestions of how the aggregate course of history could have gone differently. A few lessons stick in the memory, though. First is that the hugely emotional, absolutist language that was used around health and safety - "surely XYZ is better than the death of a child!" - led to poor decision-making and poor outcomes for everyone. Secondly is that the police, far from being honest brokers, acted according to what was best for the police, rather than what was best for the city or it inhabitants. Segregated roadways were easier and cheaper to police than shared roadways, so the police pushed for segregation.

Still more interesting than the public policy side of the issue, and in the end more decisive, was its psychological side. New techniques for living in cities had to be explained to the public, with the different pressure groups all advertising their own interpretation of how public space should be used, dressed up in fine language about "justice", "freedom" and so on. "Success would require the best salesmanship techniques of 20th-century marketing," writes Norton. The future of public space was decided in memespace - by a battle of messages and ideas.

At first, the anti-car safety campaigners called the shots. Drivers were maniacs, "speed demons", privileged toy-owners killing children, intruders in the city. The onus was surely entirely on them to alter their behaviour to reduce the number of road fatalities. How did this message fail in the end?

Firstly, motoring groups gathered themselves under the banner of "freedom" - a potent idea anywhere, but especially in the United States at the beginning of the 20th century. Their conception of freedom was connected to the greater independence and mobility offered by the car, and we still see motoring groups clinging to that idea today when those returns have diminished considerably. Also, it was essential that motorists assert their own freedom over that of the pedestrian - if they could secure a concession of equal right to the roadway, then their motorised might and speed would secure the rest.

Secondly, they adopted the language of the safety campaigners - and even started to put on their own versions of the grisly tombstone-erecting ceremonies the safety campaigners used to attack the automobile, but with the message twisted to argue for segregation and pedestrian responsibility.

Thirdly, they invented something that transformed the language around the issue. They invented the jaywalker. Walking in the street at points other than crossings, was entirely normal behaviour, and rebranding this behaviour to turn it into a faux pas (or even a crime) was a masterstroke. A "jay" was a rube, a country bumpkin, someone who did not know the sophisticated social codes of the city. Car-owners, by contrast, were better-off, better educated and - here is the killer idea - better at using the city efficiently, sophisticates speeding from one point to another while jays stumbled around in the middle of the road. Standing in the street was transformed from the God-given right of the American urbanite (this was precisely the language used to defend it) into something only a hick would do.

Thus, through branding and advertising rather than legislation, motoring groups managed to make safety the pedestrian's responsibility rather than theirs, and presented themselves as the rightful users of the roadway. They took over the safety campaigns with this message and established in social convention what would later be reinforced by law.

Which explains how they secured the advantage - but not entirely how they turned that advantage into unquestioned supremacy. That was largely the fault of well-meaning safety campaigners. The road safety debate made much of the death of children, innocents, in contrast to the worldly and by implication corrupt motorists who knew more of life. But as the scales tilted to safety being the pedestrian's responsibility as well as the motorist's, the first efforts were made to educate children into the dangers of the road. Children use the street, but they do not drive. So they are exposed to years of messages about their, the pedestrian's, responisbility for safety before they learn to drive and hear anything about the motorist's responsibility. This imbalance has become a form of generational brainwashing - conditioning, anyway - that has turned the car's ownership of the street from a purely contingent social arrangement to a hegemonic natural right. Fighting Traffic is an indispensable work of scholarship, and transforms the reader's view of the city and its uses.

Wednesday, 23 February 2011

Fox in the Shard


The Shard. Image taken from the Flickr stream of Michali_ and used under a Creative Commons licence.

This post contains a minor spoiler related to the book Chronic City by Jonathan Lethem - not enough to ruin anyone's enjoyment of it, I think, but still - you have been warned.

There is something magnificent, and melancholy, in the rumour that Southwark Council is scrambling to catch a fox that is somewhere on the 75th floor of the Shard, the Renzo Piano skyscraper currently under construction in London. It is, in fact, easy to attribute romantic, even heroic attributes to the (putative) animal. There's the dangerous charm of the fugitive, of course, still a potent presence in the British psyche as the bizarre Raoul Moat case demonstrates. And there's something else. The rise of the Shard is a PR endeavour as much as it is a feat of construction. "Shard" is an official name, not a popular nickname; it's right there on the jumpform rig. An image is going up at the same time as the building.

The fox - even as a rumour - is an unchoreographed intrusion into this careful brand-building. A rogue presence has installed itself in the highest reaches of the tower and insolently eludes the authorities. Higher than highest - the tower will only have 72 habitable floors, so if the animal really is on the "75th" floor, it is at the summit, the unbuilt point of the spike. Underdog, meet overfox. This wasn't part of the PR strategy.

So, true or not, the rumour suggests the first inklings of popular mythmaking around the new tower - the city accepting the building into its collective imagination. Phantasmic Mr Fox can be seen as a sliver of public affection for Shard. In that, it brings to mind the escaped tiger in Jonathan Lethem's 2009 novel Chronic City. Lethem's tiger continually evades the authorities; capable of demolishing whole buildings, its effects are excessive even for a big cat. Rumours, lies and conspiracy theories swirl around it - it is a symbol in a book filled with symbols. Chronic City's New York is a strange, troubled place, unnerved by its own gentrification and regeneration, marooned in introspection. The people feel they have lost something, that something is amiss, and their attention transfers to mysterious absences: the tiger and the buildings it conveniently clears out of the way, ready for regeneration; astronauts trapped aboard a space station with no hope of rescue; gigantic chasms carved by a monumental land artist called Laird Noteless (note: less); "war-free" editions of the newspaper.

Foxes have thrived in London in recent years - they and the super-rich seem to be the only things in the city that have no trouble finding new places to live. Their eerie calls can be heard earlier and earlier in the evening, and they appear bolder, less afraid around people. Of course it's please to think of a fox brazenly in residence in the nosebleed section of the aspiring spire, barking that three-part cry, a vulpine muezzin in the city's best minaret. The Shard is a magnificent building, and it's hugely exciting to see it rise; the fox's presence seems to say, yes, this belongs to us too. What a view it must have, if it's there. And even if it isn't there, someone has seen fit to imagine it there, and that's almost as good.

UPDATED 16:45 24 February: It was real, it was on the 72nd floor, and they caught it! You can read the story here at the Standard. Says the article: "It is thought to be the highest distance ever recorded to have been made by a fox." Carve that one into the annals of pest-control-at-height. And I like its defiant expression. It's seen things, man, things you wouldn't believe. It can go back, but it won't be the same.

Wednesday, 9 February 2011

Sirens, soot and strikes

This was written for Edge magazine's "Time Extend" slot, which looks at the lasting influence of a classic computer game. It first appeared in Edge 215 (June 2010) and is reproduced here with permission. It expresses some of the thoughts contained in this old blog post in a more cogent and convincing way.


Eagles soar in smokeless skies and whales glide through the clean oceans. Herds of horses (or perhaps giraffes) are the only inhabitants of the lush plains and old-growth forests. The simulated world of SimCity 4 is a peaceful place before you set about building your city. Boring, though. What it needs is urban sprawl, ribbon development along blacktop highways, strip malls and Dopplering sirens, chimneys belching soot, budget crises and strikes. What it needs, really, is problems – problems that you, the mayor, can solve.

That’s the paradox at the heart of the appeal of SimCity 4. Much of the fun that comes from playing the 2003 apogee of the SimCity series of city design and management games is solving problems: relieving traffic on this avenue, removing the polluting industries from that business centre, restoring a depressed neighbourhood to prosperity. But these problems have to come from somewhere. Next to the game’s peaceful, constructive, problem-solving side, it also nurtures the darker, more complex pleasure that comes from problem-creation. The tension between these two sides of its personality is written deep into SimCity 4; as we’ll see, it’s a reflection of the real-life systems and people that led to the creation of the game in the first place.

Key to SimCity 4’s enduring popularity is the fact that it can be enjoyed on a number of levels. Effective management can be satisfying in itself, given the game’s devilish complexity compared to previous versions and its dozens of competing variables. When things are going well it can be pleasant enough to simply sit back and watch the contented populace streaming along your ample boulevards while skyscrapers sprout around them – again, something that reached its peak with the gorgeous, hugely detailed, entirely 3D-modelled graphics of SC4. But those are passive pleasures, to be enjoyed once a city has been built. First you must play the game – and its split personality means two different styles of play. You can plan ahead and build with care, tending to your city like a bonsai tree, guiding every stage of growth and clipping and tweaking until it looks just right. This approach is deeply absorbing and can eat up tens of hours of dedicated play; the quality of the graphics has always made a beautiful city a highly desirable end. But that can be a bit boring. Often, a player will just want their city to get big quickly. So indulge in SimCity 4’s kinky secret: the joy of unplanned sprawl. The city is developed hurriedly, with only the loosest plan in mind. Vast zones are laid out without much thought, in artless but easy-to-build grids, and with services added (maybe) as an afterthought. Obviously, this manner of play creates problems – but in SC4, that’s a good thing. Pretty soon, your city is a snarling deathmaze of smog, crime, poverty, dereliction and gridlock. Bliss. These problems must be fixed to keep Gotham growing, but they can be ‘fixed’ in the same haphazard way that the city was thrown up in the first place: quickly, cheaply and dirtily. Roads and train tracks can be punched through run-down inner cities without protest; new business districts can be founded on the outskirts without caring too much about the chaos this will ultimately cause on the roads. Each solution brings a batch of fresh problems.

This approach, with its swift returns and constant challenges, can be the most rewarding and most addictive way to play. Imagine that you lay out a residential district and it immediately develops into Snooty Corners, a rich neighbourhood full of attractive high-wealth houses and well-kept lawns. That part of the game map is pretty much done with – barring vandalism, there’s nothing more you need do to it, so it’s finished, dead, game over. But if it develops into Crystal-Methington, a crime-ridden hellhole full of empty lots and burned-out cars, well, game on, you’ll be revisiting there pretty soon. The appeal of creating a ‘perfect’ city may be what draws players to the game in the first place, but actually perfecting a city is a losing approach. When it’s done – admittedly after what could be tens of hours of play – what else is there to do? You can look at it, but that’s more like owning a fish tank than playing a game. Almost every game is a struggle towards completion and perfection: SimCity gives you the opportunity to reject that goal, and to revel indefinitely in play. Its creator, Will Wright, called it more toy than game. It’s a rare game that can be at its most fun when it’s played ‘badly’.

The reckless style of play can also, oddly, lead to the best results. Cities built as sprawls, full of improvised solutions and gimcrack workarounds, can be very attractive – certainly Maxis put as much aesthetic effort into the low-wealth commercial units and tenement blocks as it did into the pretty-pretty mansions and sparkling skyscrapers. But they’re also appealing, and fun to play, because they most closely resemble real cities. And it’s worth remembering that this high-speed slapdash improvisation is how most real cities grew, and are still growing.

Plus there’s a sheer atavistic thrill that comes from playing the game fast and loose, with all sorts of destruction and little thought of consequences. Your urgently needed relief road happens to pass straight through a small, comfortable middleclass neighbourhood? Pah, build it anyway. Sure, you could spend the money on a neat little bus system, but isn’t a glistening motorway just a bit more swanky? Similarly, a vast stadium complex is always going to be more appealing to the ambitious mayor in a hurry, even though a well-funded local library network could yield better results for a fraction of the cost. Huge engineering projects will always be more fun to put together, and more impressive onscreen, than microscopic local initiatives. A mayor should be building suspension bridges and airports – leave the rest to Extreme Makeover: Home Edition.

There are plenty of real-world examples of civic leaders’ weakness for expensive, grandiose white elephants. But one particular figure stands out: Robert Moses. Moses, an American planner and administrator, came closer to playing SimCity with a real city than anyone else in the free world. Never once holding elected office, he wielded unsurpassed power over the city of New York through mastery of its bureaucratic machinery, diabolical legal chicanery and an eerie knack for raising vast sums of money. Mayors, governors and even presidents were forced to let him have his way. He first used this power to build colossal parks and recreation beaches, making himself wildly popular, but his attention soon turned to highways. When Moses started his career in the 1920s, New York was just beginning to come to terms with automobile traffic. He shaped the way it responded, girdling the city in an elaborate web of freeways and neglecting public transport. These new superhighways often created as many problems as they solved, rapidly choking with cars. They drove suburban sprawl and were built with little regard for the residents who happened to be in the way. More than once, Moses demolished a thriving community to make way for a road, even though a perfectly good alternative route existed. When Moses was finally ousted in the 1960s, the city had an expensive freeway network, but was more jammed with traffic than ever. It was also teetering towards bankruptcy.

Moses did a lot, but he didn’t do his worst. He wanted to slice freeways right across Manhattan itself, through some of the most expensive and crowded urban land in the world. One of these plans, the Lower Manhattan Expressway, was only defeated after a desperate struggle by a small community group led by a writer called Jane Jacobs. In the course of the campaign Jacobs wrote a book, the Death And Life Of American Cities, which defended the dense, mixed neighbourhoods that Moses dismissed as slums and encouraged a view of the city as a complex organism which needed nurturing, not drastic surgery.

Death And Life became a classic, and is still widely read. Among those who were influenced by it was Wright. He built his city sim to resemble a living thing, with scores of interlinked processes and cycles interacting over time in a complex system that the player can adjust and mould – a vision palpably drawn from Jacobs’ work, and cultivated over time into the superbly complex and organic fourth game. Ultimately, then, Robert Moses could be seen as the wicked uncle of SimCity 4, indirectly inspiring it by causing Jacobs to mount her defence of city life. To enshrine Jacobs in a game, Moses had to go in there too – we can share his satisfaction in grand projects and wanton destruction. He’s the dark side of the Force, one half of the duality that makes SimCity 4 so seductive. Planning versus sprawl; micromanagement versus megaprojects; neighbourhoods and localism versus traffic, money and power. Those opposite poles keep the dynamo of SimCity spinning even after seven years; it is still rich and rewarding because it springs from the vital conflicts in our own world.

Tuesday, 26 October 2010

The Leyton Roar

This article originally appeared in Smoke: A London Peculiar #16 and is reproduced here with permission.


Someone is fighting a lonely war against noise on the Central Line. The shrill tone that announces that the doors are closing is too loud for them, or too high-pitched, or both. They scratch their complaint into the doors: Excessive Door Noise; Noisy Doors Cause Deafness; Too Loud. Always the same hand, the same terse concision. How long has this been going on – scratch-scratch-scratch attrition on one side, deafening psy-ops on the other?

Meanwhile, almost unnoticed, part of the Central Line has lost its voice. Perhaps the anonymous vigilante of quietude is pleased, but it’s really a cause for sadness: The Leyton Roar is gone.

At its furthest eastern reaches, between Epping and Debden, Central line trains roll through actual countryside – fields, cows, hedgerows. Heading west, towards London, the city composes itself out of fragments. Scattered semis link arms into terraces, playing fields shrink and evaporate, urban pressure closes in around you. At Leyton, the gathering density pushes the line underground.

As if to make it clear that Leyton is a threshold, there is an enormous, crowded Catholic cemetery next to the station. Graveyards are traditionally placed at a city’s edge, for hygienic reasons and to satisfy their demands for space. The approach to the tunnel mouth has none of the flamboyance of the cemetery, but there is a grave quality to it: the long downward slope is like the ramp leading into the tomb of an ancient civilisation. This sense of the monumental is reinforced by the rising filthy retaining walls, bruised pink like the walls of the Forbidden City in Beijing or Delhi’s Red Fort, or the exhausted moquette of older Central Line seats. The portal itself is modest, stained with decades of abyssal grime.

This eastern entrance to the city used to be far more impressive, though, for it had an aural architecture too: The Leyton Roar. When a westbound train entered the tunnel, a powerful wave of air would blast through the carriage with a high-volume shriek, loud enough to silence any conversation and surprise the unsuspecting: people would be cut off mid-sentence, or roused from their newspapers. Even for city ears accustomed to tuning out announcements and the Tube’s general background thunder, this noise was impossible to miss. It was a signal, a portent, an apocalyptic howl that far exceeded the usual Underground cacophony. Like a triumphal arch or a gate, it announced that the train had entered the city. And now this landmark is gone. Now, there is simply a dull whoosh when the train slips into the tunnel. No one looks up, and conversations continue.

The sudden disappearance of The Roar unnerved me. Why had it gone? The trains were the same, the tunnel was the same – how could the sound of the journey change so dramatically? These changes are important. If such a noise made a sudden appearance in a routine journey, it would give pause for thought; its disappearance might be more subtle, but is no less significant.

I e-mailed the Transport for London press office. A month passed without reply. I e-mailed again. This time, there was a response, from Benedict Pennington, head of the London Underground press desk. “I believe the difference you will have noticed will be as a result of track and ballast replacement,” he wrote. “This involves removing all the rails and aggregate which the rails sit on, and replacing them with continuously welded rails, rather than blocks of jointed rails. This would alter the ride noise on board our trains.”

That wasn’t wholly satisfactory. The Roar hadn’t seemed to be a product of the ride noise of the trains. But if the removal of the aggregate meant there was now more space, then maybe the train would be less like a piston smashing against a wall of pressured air as it entered the tunnel, resulting in a quieter passage – maybe? “Track ballast replacement” – it was shaped like an explanation, and filled the hole where an explanation should be, but did not really explain anything.

Once a day I still listen out for The Leyton Roar, and listening for a sound that isn’t there breeds a kind of super-sensitivity – it’s as if there is now a negative space where The Roar once was, a new space of quiet carved out of the Tube thunder, in which creaks and sighs that would otherwise rush past unnoticed suddenly stick out; and that thickening in the ears, that perceptible increase of air pressure against internal membranes, that movement of blood in the darkness – a new roar.

Meanwhile, the scratch marks still appear on the doors: Noise Pollution; Inappropriate Door Noise. Somewhere out there, the Noise Vigilante is still at work.

Sunday, 26 September 2010

The Image Accumulator


This is part of Tim Maly's 50 Posts About Cyborgs, a collaboration between blogs celebrating 50 years of the term "cyborg". Here, I'll be talking about David Cronenberg's film Videodrome, and there'll be some description of sadomasochism. Consider yourselves warned. It's also an imperfect effort to bring together thoughts on a number of subjects, and as such has a slightly unfinished feel. For that, my apologies.


What is the secret of the Videodrome signal? Not its origins or its meaning, which are the objects of James Woods' quest in David Cronenberg's film Videodrome (1983). I mean the secret of its shiver. We get the shiver when Max Renn, played by Woods, is introduced to the signal by his colleague Harlan. The signal was sniffed out by the pirate satellite dish operated by Renn's cable network - Videodrome is a brutal sadomasochistic television programme apparently emitting from Malaysia. Nothing but torture and snuff, filmed in a studio with walls of wet clay. Wet clay - absorbs sound, and it can be electrified. How's that for a deviant architectural detail? You have to love Cronenberg. An illicit television programme, operating beyond the reach of any risk of penalty and specialising in savagery, is a sinister enough premise. And then he goes and throws in a baroque, left-field detail like walls of wet clay. It just emphasises the otherness of the signal - the fact that it is a product of thought processes that are not like ours. We think.


Videodrome.

And there's the shiver. An illicit television programme. Something we aren't meant to be seeing. But it's right there, on the spectrum, just waiting for an ear cocked in its direction. It's inherently fascinating. Broadcast television is a rigid, hierarchical, top-down, hermetic system, a trumpeting modern edifice. Underneath a veneer of raucous diversity, it's monolithic and monopolistic. Breaches in that monopoly are at once unnerving and exotic - such as the sinister surrealism of the Max Headroom signal intrusion incident (video).

Finding this hotline to depravity, Renn does what any sensible person would - he pirates the programme and puts it on his own channel. He also becomes obsessed by it, and discovers that not only is it not faked, it is also being broadcast from no further away than Pittsburgh. As Renn gets closer to the source of the signal, he suffers from terrifying hallucinations. His television warps, swells, pulses and erotically reaches out towards him; his abdomen splits into a maw like a VCR cassette slot; he learns that the signal has a direct physiological effect, causing brain tumours. It's a product of the military-industrial complex: weaponised television, designed to destroy the minds and bodies of undesirables.


Body horror is of course what Cronenberg is best known for. The director had previously shown the boundaries of the body collapsing (most memorably in 1975's Shivers) and mind control (in 1981's Scanners). But Videodrome is I think the first proper foray into cyborg transgression - the merging of flesh and technology, a catastrophic breakdown in the separation we take for granted.

Or do we take it for granted? It makes sense that the vector of this breakdown is a broadcast signal. We are, as a species, not entirely convinced that visual information has no power over us - photosensitive epilepsy is of course real, and Videodrome-like mind control has seeped into urban legends, always a good barometer of modern pathologies. (The arcade game Polybius is a particularly fine example of this line of mythmaking.) We feel sensitive to the non-visual electromagnetic spectrum around us, even where it doesn't affect us - witness the pseudoscientific health scares over mobile phones, phone masts, electricity pylons, "electrosmog". Television was the first electronic love-object, the focus of an extraordinarily widespread devotion. As a consumer item, it has consistently adopted different strategies to get closer to us - reproducing, breaking out of the living room and into different rooms in the house, and also attempting a more intimate connection. First it experimented with miniaturisation (portable TVs, pocket TVs, wearable TVs); now its preferred method is immersion, giant screens, clearer images and sound, refining the purity of the signal rather than its portability. The relationship of the 20th-century consumer to the television signal has always been a kind of romance - a ferociously close but off-balance, sadomasochistic romance. Renn is simply acting out the atavistic dream-journey of the 20th-century consumer - he is getting inside his television, letting it get inside him, finally breaching that air-gap and bathing in the electromagnetic spectrum. In an ecstatic climax within the film, when all the distinctions between reality, television programe and hallucination have disappeared, Renn finds himself inside the orange chamber with the wet clay walls. There, he whips a television; on the screen, Debbie Harry's lips moan and cry out approvingly.


Clear-eyed and unsentimental as always, JG Ballard was on top of this relationship. The Atrocity Exhibition (1970), contains the shadow of Videodrome - it's filled with giant screens, with broadcasts, with violence as entertainment. While the discourse around social change was mostly fogged with petty conservatism, Ballard saw deeper psychological instincts and pathologies being acted out in our relationship with consumer goods.

In fact, too few things are bad for us, and one fears an indefinite future of pious bourgeois certitudes. It's curious that these puritans strike such a chord - there is a deep underlying unease about the rate of social change, but little apparent change is actually taking place. ... Real change is largely invisible, as befits this age of invisible technology - and people have embraced VCRs, fax machines, word processors without a thought, along with the new social habits that have sprung up around them.

-- JG Ballard, notes to "Death Games (a) Conceptual", The Atrocity Exhibition


Ballard, one feels, would have approved of Renn's self-destructive line of enquiry - his advice in The Atrocity Exhibition is that we should "immerse ourselves in the most destructive element, ourselves, and swim"; he thought there should be more sex and violence on television, seeing it as a powerful catalyst for social change. Videodrome is a thoroughly Ballardian film. And Renn really does immerse himself in himself - his tool for becoming one with the Videodrome signal is the Image Accumulator, a kind of helmet; in this helmet, reality, television and hallucination are the same non-judgemental flow of electrons.


The Image Accumulator.

The Image Accumulator is profoundly reminiscent of works by the German artist Walter Pichler. Attempting a critique of television, Pichler combined the device with prosthesis and architecture, fashioning "rooms" that are in fact helmets with integrated televisions. Pichler exposes the dependence in the relationship with television, its total demand on the user - the helmets are not convenient or liberating, they are blinding and immobilising. He gives us the cyborg endgame of devotion to television. But the astonishing thing about his helmets is that they manage to be appealing - they have the finished surface of consumer products, and despite ourselves we're curious about what's inside, how the experience works. The risk of course is obvious - it's not that we'll find these absurd contraptions uncomfortable and debilitating, that's a given; the risk is that we'll find the payoff worth it for final oneness with the signal, the warm umbilical with the machine, and that we'll come to forget we're wearing the helmet.


"Portable Living Room", Walter Pichler, 1967



"Small Room Prototype", Walter Pichler, 1967

Wednesday, 18 August 2010

Saint Jane


The Pelican edition of Death and Life, with cover by Germano Facetti.

A spectre is haunting urbanism - the spectre of Jane Jacobs. The American-Canadian writer and activist died in 2006, but she continues to exert influence over the urban debate, primarily via that dreary federacy of messianic dovecote enthusiasts, the "New Urbanists", who have taken her up as a kind of guiding prophet. Outside the ranks of the Kunstlers and Kriers, there is a great swath of architects, thinkers and writers on the city who have read Jacobs and hold her in high regard. With a touch of embarrassment, I should include myself in this latter category. Not being an architect, I was an auto-didact in urban theory. When I came across a Pelican edition of Jacobs' best-known book, The Death and Life of Great American Cities, in a second-hand bookshop almost a decade ago, I had never heard of her. But I loved the Germano Facetti cover design, the back sounded interesting enough, and the price was right, so I took it home.

At that point, my reading on urban theory had been scattershot, based entirely in what I found in 2nd-hand bookshops: Corbu, Lewis Mumford, Thomas Sharp, Steen Eiler Rasmussen, an odd band who had given me all sorts of interesting ideas and imagery, but nothing very coherent. What they had in common, more or less, was that I didn't really enjoy reading them all that much, and had mostly got through to the end in a spirit of patient self-improvement. I picked up Jacobs, expecting more of the same, and instead ploughed through it in a matter of days. If nothing else, she taught me that book-length urban theory could be hugely entertaining, and since then I have sought out books about the city with enthusiasm, as opposed to a worthy sense of I-really-should-know-more-about-this. (I haven't read The Economy of Cities which I understand unwisely broadens some of Jacobs' microcosmic conclusions, which is probably why its profile has declined in recent years while that of Death and Life has done little but improve.)

At the time, I lived in a basement flat in Pimlico. I worked from home. From the desk where I read and worked, I could see feet passing on the pavement outside. I could stroll out during the day and visit the market on Tachbrook street, which had a book stall. I knew the names of local shopkeepers. It was, when I had money, all very comfortable. Westminster council was on its never-ending crusade to fuck up everything with vast shiny office buildings. Jacobs had an obvious appeal in this context. Since then, I've learned a lot more, but much of what she says about the folly of monolithic single-use zoning and the importance of mixed activity on the street, still seems to me to be self-evident.

She has remained on my mind since, popping up from time to time in both expected and unexpected places. I recently read Joe Flood's account of New York's 1970s organisational meltdown, The Fires (review scheduled in Icon 088). Flood has a criticism of some form for nearly everyone in 1970s New York - except Jacobs, who floats, omniscient and benign, above the crumbling city. This kind of veneration obviously grates with some people. In an essay in The Atlantic, Benjamin Schwarz complains that the writers Sharon Zukin and Michael Sorkin are hopelessly in thrall to Jacobs in their recent accounts of NYC, and that Jacobs' description of the city was a mirage - if it ever existed, it was only for a split-second in the city's life.

Jacobs, Schwarz complains, presented a "transitional and unsustainable, if golden, moment" in the life of a certain neighbourhood as an ideal, and in doing so distorted our whole idea of the urban good life. This critique was picked up by Kosmograd: ever since Death and Life, urbanists have been attempting to conjure a steady-state Jacobs Moment in neighbourhoods globally, and always end up with a runaway reaction on their hands: gentrification. Working-class communities and affordable housing are swept away, and the district ends up as a "bo-ho theme park". Jacobs' "sentimental ... matronising" opinions have precious little to offer a world that is throwing up such terrifying urban environments as the FoxConn complex in Shenzhen.

When I first read Schwarz and Kosmograd's essays, my first instinct was to spring to Jacobs' defence. She was a lone voice raised in defence of a certain kind of community. That community was worth defending - the contemporary notion of what constituted a slum was a nonsense, a nonsense that was being used as a tool for massive and wholly un-progressive urban clearance and social engineering. This clearance was not the comprehensive redevelopment and state planning that took place in the UK - Moses-manner planning was an unlikely and grotesque, wholly corrupt, public-private aberration, one that sadly proved repeatable within the USA; imagine PFI joint ventures crossed with the LDDC and given untrammelled power, and you get a rough idea. At the time Jacobs wrote, gentrification and yuppification were inconceivable: New York would continue to experience the flight of the middle classes for 20 years after the publication of Death and Life. Industrial New York might not have been pleasant, but its destruction was a man-made disaster: the city deliberately dismantled its blue-collar manufacturing base in pursuit of white-collar employers, and almost killed itself in the process. (Flood details this insane policy in The Fires.) So Jacobs has nothing to offer the inhabitants of FoxConnopolis - she didn't have much to say about the Gaza Strip or Dubai, either, because she was writing about local issues in the 1960s. Jacobs could not be held responsible for what has been committed in her name by the New Urbanists and their insipid watercolour view of the city. Also, wasn't a lot of the disdain for Jane a distaste for her (American, rather twee) literary style? And the book has this great Germano Facetti cover. Don't you see?

In other words, Leave Britney Alone.

That was my first instinct, but thought better of it. For a start, I didn't particularly want to write an ode to Jacobs and place myself in the company of the Nurbanists. Secondly, it wasn't long after the ArcelorMittal Space Tangle controversy, and I didn't want to get into an argument with Kosmograd again, given that he's one of the most interesting and perceptive architecture bloggers in the UK, and I'm generally behind him 100%.

Anyway, the cult of Saint Jane is developing into a menace. It's worth mentioning that Death and Life is not really (or not wholly) an attack on modernism. Besides the Moses approach to planning, Jacobs is primarily arguing against decentralisation, "decentrists" such as Mumford, suburbanisation, Howard's "Garden City", monolithic zoning, and residential monoculture. Although the organic, dense, city seemed chaotic, Jacobs argued, it could be understood; it had hugely complex systems, and the systems worked. In suggesting this, she was making the case that the technocratic city-as-diagram planners in the Moses mold were not replacing a chaotic lack of system with a working system - they were replacing a working system with a dysfunctional system. Many of Jacobs' ideas (particularly to do with mixed uses) can and should be safely integrated into modernist planning. Indeed, they have been - compare the mixed housing and culture of the Barbican with the Lincoln Center, a Moses project that Jacobs complains about.

However, in deposing the Moses planning priesthood, Jacobs cut the vestments for a new priesthood. "You have misunderstood the city," she says, "and I understand it" - as Kosmograd says, this equation meant that by bearing the relics of Saint Jane, the Nurbanists can set themselves up as the only people who understand the city, and swaddle their agenda in authenticity and legitimacy. They claim to be the people who understand the city, who tend the guttering pilot light of "vibrancy" that keeps it alive.

They are wrong. I am not going to presume to have a deeper understanding of Jane Jacobs than the Nurbanists, and attempt to snatch the relics back - they are, frankly, welcome to them. We are never going to move forward if we get bogged down into a recondite dispute about "what she really meant". But Jacobs appealed to me because it chimed with what I saw in cities and what I liked about them - and the Nurbanists have no idea what this quality is. Their agenda for "neighbourhoods", "contextuality", "walkability", is fundamentally anti-urban. These qualities aren't necessarily bad in themselves - but combined in pursuit of the singular Nurbanist vision, they mean the vivisection of the city into un-urban cells. Taken to its conclusion, "walk-to-work" ideology means cottages clustered around the mill. While a short commute is desirable, in a neoliberal world this would severely limit social mobility and the overall broadening of horizons that is the best the city has to offer. If people wish to live within walking distance of their workplace, they of course should be able to. But basing a housing system on proximity to workplace is not progressive - or at least it is not as progressive as cheap, plentiful public transport and cheap, plentiful rented accommodation. The FoxxConn workers live in and around their workplace.

The Nurbanist vision of carving up the city in this way is as diagrammatic and retrograde as Moses' planning - and, similarly, it's an assault on the complexity of the city, the city's ability to generate its own fabulously complicated internal patterns that defy cursory inspection. The emphasis on little neighbourhoods, the stoop, local shops and walking distances, the "human scale" only tells part of the story of the city - after all, these things can be found in villages and small towns. All cities need sublimity, a touch of holy terror, a defiance of human scale that asserts connection to the greater urban whole. Elevated highways, crowds, tall buildings, interconnection and confusion - these things can be to some people dismaying and unpleasant, but the awe they strike is the overture of accepting the condition of living in a city. The Tube roundel is vaguely holy to Londoners - intensely reassuring - because it is a sign of connection with a system of vast complexity and importance. (The religious meaning of the Tube is a subject I keep meaning to write about at some point.) Nurbanism stems from a fear and hatred of the modern city as it is - a hatred that is ideological, that cannot and will not be shown that there are reasons to like the neon snarl of the cities we have, and their inner flows and surges. This is a terrible frame of mind for a group concerned with urban planning. Jacobs, at least, liked the city, and liked it for factors that cannot be found in small towns.

Death and Life is parochial and highly idiosyncratic, a product of particular times and specific circumstances; as its critics say, a poor basis for general policy. Jacobs herself, though, can't really be blamed for making broad recommendations on the basis of her own experiences and beliefs. The trouble is that there are not more Jane Jacobs, more voices in the urban debate, giving different views of city planning from their own experience. It is mysterious to me that Jonathan Raban's Soft City - a book written out of love for and interest in the city, hugely perceptive about how cities work, without policy recommendations, simply a plea for what is valuable about the city as a huge civilising machine - is not venerated in this country. Anna Minton's Ground Control is the only really outstanding contribution to the urban genre in recent years, although of course I have high hopes for Owen Hatherley's New Ruins when it comes out. The mutations of cities around us, from Shenzhen to London, certainly do need new narratives.

Sunday, 23 May 2010

PoBa


1111 Lincoln Road, by Herzog & de Meuron. Image taken from the Flickr stream of www.urbancityarch.com and used under a Creative Commons licence.

At a symposium on "Ballardian Architecture" at the Royal Academy a week ago, journalist and Ballard expert Chris Hall said something rather intiguing about Herzog & de Meuron's 1111 Lincoln Road. Lincoln Road is a multistorey car park in Miami - Edwin Heathcote covered it well for icon in issue 081. Hall suggested that Lincoln Road could be considered "the first post-Ballardian building in the sense that they've taken a liminal structure of a car park and made an art work out of it".

This remark was very striking, not least because it's an excellent description of Lincoln Road. Rather than decorating or attempting to hide the multistorey car park, Herzog & de Meuron have made it highly assertive and expressive. It is beautiful and dramatic; in the words of Herzog, it's pure Miami Beach, because it's "all muscle without cloth". "Modern. Fast. Adaptable. Sensual," promises the website (emphasis mine). Muscular, unclothed, sensual, it wants to be sexy.

A sexy concrete multi-storey car park! What could be more Ballardian, eh? Except, as Hall noticed, this isn't really a Ballardian building - it's a post-Ballardian building. It's not a subconcious expression of the kind of pathologies that Ballard explored - instead, there's something janglingly concious about it. It's a place that knows exactly what it's doing. Alongside the car park, the complex has boutiques (Nespresso, Taschen), offices, art installations, offices and apartments (including one belonging to the developer - shades of Anthony Royal, to borrow Hall's observation). These functions "activate" the car park space, stitching it back into the city, dragging it out of alienation and liminality. (Not a new or unique strategy, just an under-used one - Owen Luder included a rooftop restaurant in the Trinty car park in Gateshead). But this is not a mixed-use complex that includes a car park - the car park is to the fore, out in front, the building's centrepiece. As well as regenerating a run-down part of Miami, the ambition is to regenerate and rehabilitate the whole car-park typology. Lincoln Road confronts the architectural and cultural hang-ups about multi-storey car parks head on. It is unafraid of being "Ballardian". It is unafraid full stop. It is a bold, glamorous, 21st-century building.

This success is very heartening, and gives us a chance to look forward to what else might be achieved with "post-Ballardian" architecture. There is great value in revisiting a large number of highly useful but allegedly "discredited" typologies - multi-storey car parks, elevated motorways, streets in the sky, megastructures. We should be rescuing them from blanket dismissal and looking afresh at their advantages and their potential success; re-examining what was exciting, sexy, positive about them. If their built manifestations failed, we should be unpicking why they failed, rather than simply discarding the typology. My colleague Owen Hatherley's book Militant Modernism makes excellent progress in this direction, and is perhaps a post-Ballardian architect set text. I realise in retrospect that I was indulging in PoBa re-examination when I tried to describe what I like about Beech Street in an earlier post. The importance of this line of inquiry has also occurred to me in connection with a long-planned but still largely formless post on Steven Holl and megastructures. Proceeding typology by typology, a systematic look at the potential for post-Ballardian architecture could make for a stimulating series of posts - or even the basis of a book. It's certainly worth further thought.

Monday, 17 May 2010

The Ruins of Oxford Street


Old advert revealed by Crossrail works on Oxford Street. Image taken from the Flickr stream of John O'Shea and used under a Creative Commons licence.

Like space, London is curved. It sits in a bowl-shaped valley, curving it one way, and the river adds its own magnificent curves. This curvature throws up unexpected views - you find yourself in west London looking at the City with south London somehow in the way. These surprise alignments are probably the reason the city is such a super-locus for the psychogeographers. They are also an essential element of the city's guile. Even familiar places can suddenly look at you with a new face. Wait, you can see the Telecom Tower from here? But ...

On Saturday, I went for a long stroll, walking an indirect route from the Royal Academy (where I had been attending a symposium on JG Ballard and architecture) to Centre Point. Nearing Oxford Street, I remembered a DVD I wanted to buy, and decided to pop into HMV.

I was surprised to find that it no longer exists - it's among the shops being demolished to make way for Crossrail. I've been through the area on numerous occasions recently, but never really took in the extent of the works; so surprising was the removal of HMV that I took a walk around the nearby streets to see how the city had changed. The entrance to Tottenham Court Road Tube station on the south side of Oxford street is now a faintly absurd toy - I never before appreciated what a bad match the 1980s perspex-looking porte cochere was with the decorative stonework around it. Now the surrounding building has been removed, leaving just the stone arch and the porch, it's a outstanding architectural oddity. An old painted advert, for Veglio's restaurant, has been revealed (more on old adverts, "ghost signs") in a forthcoming post about Gavin Stamp's Lost Cities). Standing just off the Charing Cross Road, I saw a striking brutalist building that was completely new to me - except that it wasn't new to me, it was the YMCA on Tottenham Court Road, seen for the first time from the south, and at an unaccustomed distance.

My grandmother was in London during the Blitz. She remember how strange it was to have the city transformed nightly, with new views opened up. I'm struck by how much of our image of the city is made up not of the buildings that we can see, but what they obscure - they city behind the city.

Updated 25 May to add:


The Festival of Britain opens new views of London. "This chaos made a vantage point for London to admire her finest profile; visible before to few, seen by fewer, the 'North bank from the South' is now a sightseer's dream." Image from www.fulltable.com, via Things.

Wednesday, 21 April 2010

Ewww'll Be Sorry


Kosmograd's thoughtful and provocative post about the ArcelorMittal Orbit earlier today has reminded me that I promised to return to the subject, talking specifically about the structure and not about its imagery or the reaction to it. As Kosmograd says, the Orbit is a little more palatable when viewed side-on as a model, and not through the trippy Tim Burton-esque lens of Arup's absurd renders. From that perspective, it is possible to make out something almost Tatlinesque about it.

But there the constructive comparisons with constructivism must halt. I'm still not a fan. I hate what this monument represents (the thought of visitors in 2052 traipsing past a display praising Mittal's "vision" and "generosity" makes me sick to my stomach) and I dislike it as a form; its structural loops and swirls don't really appear to stretch the boundaries of the possible so much as show off how easy it is for us to build something unusual at this comparitively modest height. Still, K'grad's chiding of instant snark make me feel like I have little new to add to what has been a spectacular outpouring of denigration and disgust on the part of the commentariat, so I'll leave it there.

There is, however, something else going on, something that I think is interesting. Over the past few weeks I've tried to confront and interrogate my own distaste for this structure, feeling very uncomfortable about my dislike for it. The root of this disquiet is now clear. A lot of the Orbit's defenders - or at least the wait-and-see contingent - have made the point that many much-loved buildings and structures (the Eiffel tower, to take Kosmograd's example) were opposed and derided when they were new. This is true; indeed, it's a point familiar to modernists justifying groundbreaking structures to a conservative audience. Pugin and Barry's Houses of Parliament were widely hated. Pugin himself deplored the ugliness of the Victorian city against the beauty of the medieval city. So it goes.

I realised that I was frightened of being caught on the wrong side of history, of being one of the reactionaries who booed Stravinsky's Rite of Spring. This is not healthy. My only motivation for revising my opinion would be so I did not look like a stick-in-the-mud in the eyes of a future generation of Londoners who hold the Orbit to be magnificent, and who are proud of it as a symbol of their city. Obviously I would prefer to be on the side of the bold, the brave, the new.

But in this case that would be dishonest. As it is, the prospect of the Orbit rising over the East End fills me with gloom. Once the thing is up, perhaps familiarity will soften it. I don't know. Familiarity is the magic ingredient here, though. Come 2052, if the Orbit is still standing, I'm sure many Londoners, perhaps the majority, will like the Orbit and feel proud of it. This won't be an aesthetic judgment in most cases - it will simply be a product of familiarity, of being used to a structure and associating it with their home city. There's nothing wrong with that reaction, but we shouldn't lie to ourselves about it now out of fear of being caught on the wrong side of that future consensus. I wonder if the Orbit's defenders are (consciously or not) writing themselves into the desirable role of the visionary, farsighted minority who saw the potential of this structure when the herd around them pooh-poohed it; and if so they are acting against their own aesthetic judgement. (I don't mean to malign anyone in this, my own experience related above tells me how strong this desire can be.)

This nervous desire to second-guess posterity feels like a new phenomenon, a product of the modernist supremacy slipping into the past and the immense power of the "they laughed at Columbus" meme in a relativist age, or part of the same queasy cultural acceleration that means some artists and comedians now see outrage as a form of acclaim. Maybe it doesn't exist, and I'm projecting my own insecurities onto the critical scene. Still, if it is out there, I think it's worth marking it down as undesirable - it's as weary and irrelevant to today as knee-jerk appeals to historical precedent. It is looking into the rear-view mirror not to see the road behind but to see what the kids in the back seat are doing. Keep your eyes on the road.

Thursday, 1 April 2010

Shock of the Ewww

Architecture is consumed at walking pace, but nowadays architecture criticism takes place at the speed of light. First impressions can be an important part of building a picture of a building when approach it on foot or in car, but when a digital image of a proposed building flashes over the fibre-optics and plops into one’s inbox, or Twitter feed, first impressions are about all you get. Zap, there it is, all buffed and ready, showing what is presumably its best side, with no intriguing glimpses over rooftops of approaches over lawns. “Hmm,” one says, or sometimes “Wow!”, and depressingly often “Eww”. And that’s all you get – you don’t proceed to consume the building, to explore it, you’re already done, the image is burned onto your mind like the floating blob left in the eyes by a camera flash. There’s some text, but that mostly is just an attempt to serve up a selection of adjectives that you might want to use in your story: “Vibrant”, “exciting”, “dynamic”, and of course “iconic”.


When I opened the emailed press release containing an image – that is, one (1) image – of the Anish Kapoor’s design for the ArcelorMittal Orbit, my immediate reaction was “fucking hell”. Instant and powerful dislike, coupled with instant horror: not a bad reaction to a work of art, but much less desirable in a structure that I think will be visible from my bedroom. The first visual impression I got was of a fountain of gore, the flying sanguinous strings that accompany the chestburster’s emergence from John Hurt, or the various hideous transformations of John Carpenter’s The Thing. This was accompanied by a strong reminder of the bonus buildings from Simcity 2000, which were a little too cartoony, bright and unrealistic. So I joined the chorus of disapproval on Twitter, where people were being most entertaining in their denigration. A number of blog posts have been composed attacking the design, from Hugh Pearman’s fairly thoughtful assessment to (Icon’s own) Douglas Murphy’s cri de couer.

There is of course something disreputable about this instantaneous critical consensus – seeing a render and popping over the Twitter to trade witticisms about it with one’s peers. (It is, however, no less reputable an activity than its tedious sister, contrarianism.) I rolled my eyes somewhat when it was the American Embassy getting Twitter-savaged, and the pleasure I derived from watching the Space Tangle getting a virtual kicking yesterday seems somehow unclean.

One of the things I like about Icon is that it doesn’t trade in renders. We only report on buildings when they’re finished. (Renders do pop up in profiles of architects, though, to show projects they have in the pipeline or never completed, but that’s rather different.) There’s not much that can be usefully said about a render because a building can look dramatically different when it is completed – I say one or two things about the magical world of renders here. It’s dangerous to write off a building on the basis of a render, but it’s equally foolish to praise it. You have to make it clear that you could be wrong.

This is especially the case with a bizarre image like the one that popped into my inbox (pictured above, the most widely-circulated view of the Orbit). Renders, being marketing material, come with certain implicit features that we can safely infer – that we are seeing the building in the best possible circumstances, from the best possible angle. Look at the Orbit render: the angle is impossible, as if we are viewing from an adjacent high building, with a curious wide-angle (almost fish-eye) effect. This unlikely aspect is sandwiched between two planes that are unreal to the point of being positively hallucinogenic – an acid-trip-in-Nevada sky and a great apron of what I assume is concrete; across this fair field, folk appear to be gravitating towards the Orbit from all directions, untroubled by queues, ticket booths, chicanes and the sort of honkytonk distractions that I’m sure will fill the Olympic park. It’s a e-number-loaded confection of an image, created solely to provoke a rush of sensation, that indeterminate thrillshock of the unexpected. That glandular burst of sensation has already served its purpose when it curdles into “like” or “dislike” – and the building hasn’t been used for the first time, it has used you for the first time, it has made its first and most important demand on your recently upgraded fishbrain. Coming out of that experience, a direct neural interlace with a marketing computer, with a bad taste in the mouth is only natural.

(I hope to follow up with a second post with some thoughts about the Orbit itself, but I'm out of time.)

Monday, 29 March 2010

YIELD


2m40 - Un Blog Impactant is a splendid enterprise. I first saw it on Metafilter a week or two ago, and on my recommendation we're including it in the online picks in the May Icon (083, out in a couple of weeks). It is focused, with pleasing specificity, on a single location: a particular tunnel near the Place de l'Etoile in Paris. This tunnel has a low clearance - 2m 40cm, funnily enough - and regularly scalps oversized vans that attempt to pass through it. 2m40.com simply posts photographs of the results (wreckage, emergency vehicles*, gawping crowds) along with fairly droll commentary in French.

This kind of accident clearly happens in this particular location a lot - presumably the blog's author saw it often before he came up with the idea of immortalising the comeuppance of careless van drivers. And it seems to exert a kind of hold over passers-by, who appear in many of the pictures to be thronging around the accident.


Image from 2m40.com.

The Metafilter thread about the site is also interesting, with contributors showing that there are other similar sites, such as this one from the USA. Mostly, of course, roads are designed to minimise the possibility of accidents. But some roads happen to create the perfect conditions for an accident. It's all geometry - trajectory, speed, momentum, lines of sight, incline, camber. To which we can add "human incaution", itself a vector.

In the UK, roads that generate a unusually high number of accidents are referred to as "accident blackspots"; in the film Withnail & I, there's a scene when the protagonists pass a sign warning of an accident blackspot. Signs like this are erected in the knowledge that driver inattention in a key component of these accidents; they're intended to spark a greater awareness of the urban, to jolt drivers out of complacency, to change the vector of incaution, inattention. They say: This landscape is not as it appears.

Look at that. "Accident Blackspot"? These aren't accidents. They're throwing themselves into the road gladly. Throwing themselves into the road to escape all this hideousness.

- Withnail & I.

The accident-ready landscape has other visual cues as well: a layer of burned rubber left by many tires on the road, scraped barriers, forlorn bunches of polythene-wrapped petrol station flowers attached to railings and signposts with zip ties, ghost bikes. In his essay "Third World Driving Hints and Tips", PJ O'Rourke comments on the custom in some countries of indicating a crash fatality with a roadside cross - if you round a corner at speed and find yourself confronted by a sea of crosses, he writes, you're done for.

This site offers aerial views of some UK accident blackspots - intriguing little images, inscrutable in their banality, with their hidden pattern of death and destruction. Complicated junctions, bringing together traffic of different speeds from different and unexpected directions, seem to be the rule.

The Integrated and Permanent Accident

I recently finished reading David Nye's book When the Lights Went Out: A History of Blackouts in America (my review will appear in Icon 084). Central to Nye's history is the idea of the "integrated accident" (a la Paul Virilio): the invention of the plane was also the invention of the plane crash. A blackout presupposes the existence of a power grid. As a parallel track to this worthwhile bit of reading, I have also been playing quite a lot of a video game called Burnout - specifically, Burnout 3: Takedown and its successor Burnout: Revenge.

Burnout is an astonishing amount of fun to play. It is ostensibly a driving/racing game, pursuing sports cars around beautifully rendered urban and mountain scenery. But as opposed to a game like Gran Turismo - which is all about precision and a nerdish delight in mastering the physics of driving - Burnout rewards recklessness. To earn speed boosts and rank increases, you have to take absurd risks in traffic and at the same time attempt to smash your rivals off the road. The atavistic joy that comes with slamming a rival into a concrete bridge support cannot be demurely stated. And if one of your rivals manages to splat you, you still have options - holding down R1 triggers "impact time", which slows down time and allows you to steer your flaming wreck into the other competitors. Crashing is the most important element of gameplay - accordingly, the crashes are rendered in extraordinary detail; not so much realism as blockbuster-hyperrealism. With this in mind, you begin to see how the different landscapes have been built to facilitate spectacular accidents with conveniently placed ramps, barriers and pillars. This is clearest on the "crash mode" levels, which involve nothing more than accelerating into a busy intersection and trying to involve as many vehicles as possible in a spectacular pile-up.

The "crash mode" levels thus take on a feeling similar to the opening scenes of the dismal UK medical drama Casualty, in which there is some fun to be had trying to guess the nature of the accident that will land the unfortunate bit-players in hospital. The innocuous intersection, with your car idling in a side-street, contains all the elements of the "perfect" crash - over that ramp, bounce off the bus, across both lanes of the freeway and into that big rig. Kaplooie. The accident is all there, it just takes the human vector, the player, to tie it all together. Across the rest of the game, individual crashes run into each other in chains of destruction. Discrete "crashes" run together into a vast, continuous, permanent accident in which every vehicle and every inch of road is somehow involved. Living near a main road strewn with the fragments of shattered brake lights, as I do, sometimes real life looks a lot like that as well.

Of course all this relates to JG Ballard's Crash, and Vaughan's accident-reenactments. It would make an interesting exercise, I thought, to appriase Burnout from a Ballardian perspective - but sadly Matt Bittanti got there first , and with far more style than I could muster [download "crash.pdf" for the results].

Thanks to Simon for drawing my attention to Bittanti.

* The French for those revolving lights on top of police cars is "gyrophares". Isn't that great?