Recent EntriesDesign Zone Qatar: Fossil Fuel Logic and Design Thinking
August 2010 The Design Council Design Index, 5 Years Later June 2010 Case Study: Mobile Phones April 2010 The 2012 Logo April 2010 Generative: Experimental Font Download February 2010 Sustainable by Creative Collaboration: Developing the Blueprint for a Zero-carbon Community in the Desert January 2010 On the History of Culture, Architecture and Design January 2010 The Invention of Leisure: Hot Dogs, Dreamland and the Globe Tower January 2010 From Walkman to Ipod December 2009 The Root of Management October 2009 Mozart, Globalisation, and Geometry July 2009 The Shape of Innovation May 2009 CUBES by Mario Gagliardi May 2009 The Lemon and the Cheese May 2009 A Parallel Design Process for Dynamic Media April 2009 Spaces Of Memory April 2009 F O R M A L P O P Superstructures April 2009 Design and Difference February 2009 Generative Animation December 2008 Design Zone Qatar October 2008 Mario Gagliardi | Biography September 2008 ACH: Observations on Architecture July 2008 The Four Ps June 2008 More Designers, but Less Design: Designers Need to Think and Act Globally June 2008 The Chasm June 2008 © 2006-2010 Mario Gagliardi ![]() This work is licensed under a Creative Commons Attribution-Noncommercial 3.0 United States License. |
Tuesday, August 10. 2010Design Zone Qatar: Fossil Fuel Logic and Design Thinking
Fossil fuel logic
Doha, until recently an idyllic pearl fishing village in the Persian Gulf, became wealthy with oil and gas. In its new wealth, Doha is sprawling, so much that constantly new highways have to be built. These highways criss-cross the city and are built for speed, without foot bridges and only a few traffic lights. The focus on the logic of cars and highways is so embedded in the system that there is no working public transport and walkways, if at all present, are crumbling.
Walkways in Doha Doha is a premier example for the problems of cities in the developing world in times of globalization, where notions of 'modernity' got so enwrapped in profit interests that architectural sense was one of its first victims. The old city center, the only place which had a genuine cultural fabric and working small-scale economy, is being demolished. In the meanwhile, people can go to the souq nearby. It looks ancient, but is merely a few years old, a shopping simulacrum for tourists - an example for, as architecture theorist Khaled Asfour puts it, 'heritage cloning'.
Building activity in Doha Design always has two sides to it: the one is function, the other appearance. Both are about the best possible answers to a given set of circumstances. Skyscrapers are an answer to a particular set of circumstances: restricted space and a moderate climate, such as it can be found in Chicago or New York, where the first skyscrapers have been built. In places such as Doha, where space is abundant, but the climate is extremely hot, steel and glass skyscrapers make little sense. Steel and glass-clad buildings work as high-temperature ovens, with their interior becoming so extremely hot that they need to be cooled down by massive electric air conditioning. They are essentially gigantic ovens with gigantic fridges inside. Consequently, the average energy consumption in the Gulf is massive: every year, for each single built square meter, 440 Kilowatt hours of energy are consumed, at the cost of 66 tonnes of CO2 emissions. An average office space of 500 square meter in the Gulf produces 33 thousand tonnes (33 million kilograms) of CO2 each year, filling two 44-ton trucks (the highest permitted load for trucks in the UK) with CO2 every single day. Doha is prototypical not only in the way in which it was dealing with its development, but also in terms of landscape and climate. In 50 to 100 years, one third of our planet will be just like Doha, with a similar arid and extremely hot climate. Making sense So how could these problems possibly be approached? We set out to answer this within the Design Zone project, initiated by Sheikha Mozah of Qatar. To start, we asked the people about their experiences, what they think works well, and what could be improved.
After conducting many interviews, we found that people would like to enjoy the outdoors, but shade is lacking. People found that there is nearly no public transport in the country and that transportation - by electric carts, or by boat along the coast - would be needed. They also found that it is hard to meet people, and that there should be more community spaces. I suggested two approaches. Firstly, a range of interventions in the city of Doha itself: zero-carbon public transport by solar-electric buses and by solar boats along the coast; accessible, shaded public spaces and well-designed community centers; shaded overpasses for highways cutting through communities; combined walk/cart/bikeways with a system of electric bike/cart stations so that all places in the inner city can be reached without a car. Secondly, I wanted to show with a model project that communities can be built entirely without the predominant 'fossil fuel logic': zero-carbon, walkable, self-sustaining, supporting creative and communal activities. In fact, better ways of building are just around the corner. Throughout the centuries, people in Qatar came up with ingenious ways to build houses, using locally available materials to create pleasant, even poetic spaces to live. It was only with the discovery of oil and gas that these were forgotten - see also this section of my keynote at the Icograda Doha Conference in 2009 (PDF, opens in new window).
Courtyard of an abandoned adobe building in Qatar In 2008, I invited a group of international architects to come to Doha for a week to work with me on a model for a zero-carbon creative community in Qatar. Ten architects have been asked to submit statements. Only one architecture practice did not convince (Sam Crawford Architects from Australia). The other 9 architects produced statements of such outstanding quality that they received an invitation to come to Doha for a week to work on the model project Design Zone Qatar. The fundamentals The invited architects: Sachin Anshuman, Orangevoid Yasuyuki Takano, Takano Design Marc Frohn, FAR Charlotte Skene Catling, SCDLP Gianni Botsford, GBA Kayvan Karimi, Space Syntax Ricardo de Ostos, Naja & DeOstos Endo and Aoi Shuhei, Paramodern The architecture team was complemented by a team of creative minds: music producer Anders Graae, event manager Jakob Ipland, landscape designer Erik van Lennep, filmmaker Joerg Altekruse, interaction designer Alexandre Tonneau and engineer Paul Downie. The brief: Develop the masterplan for a zero-carbon model community. Duration: 7 days in November 2008. As to the location for this prototypical community, the question was simple: Where do people like to be? As expected, this was neither in the traffic-jammed city nor in the middle of the desert, but by the beach. Qatar possesses 350 miles of natural coastline (Dubai, for comparison, has only around 40 miles of natural coastline). Sheikha Mozah then suggested a beach site to the north of Doha. The development process was kick-started by insights by Kayvan Karimi of Space Syntax, who laid out the basics of a possible masterplan. Gianni Botsford from GBA Architects presented his studies on light and shading in the context of masterplanning.
Gianni Botsford, study on shading depending on building heights
Yasuyuki Takano, studies on wind towers and native structures
The core element of the proposal is a solar tower to produce the required energy. Solar towers work by concentrating the heat of the sun on one point on top of the tower, an ideal source of energy in regions with nearly 100 percent sunshine year round. Mario Gagliardi, solar tower design The solar tower powers a system of virtuous ecological cycles containing saltwater greenhouses, treatment systems, wetlands, biodigesters and a geothermal PCM cooling labyrinth, providing everything a community needs: electricity, air conditioning, drinking water and cooking gas. The greenhouse, designed by Gianni Botsford (below), provides fresh fruits and vegetables all year. ![]() Combustion engine cars won't disappear right away. In the meanwhile, they have to be parked. Instead of miles of unsightly car parks, Gianni Botsford's car park (below) is hidden under a gentle hill which doubles as a structure to transport sweet water to the farmland on its surface. A community is characterized through its activities. Green spaces allow for small-scale markets, concerts and open-air cultural activities during the evening hours, providing ample opportunities to be creative and to communicate. ![]() Transport is by foot or through a system of e-bike/e-cart stations: Wind brings cooling, but also dust from the desert. Wind fences break the wind so that sand particles drop, while small individual wind turbines add to the energy produced by the solar tower. Masterplans always suffer from their own fixations. To avoid the predeterminacy of usual developments, Marc Frohn created a smart modular system of built and unbuilt spaces. Inhabitants can design their own houses with zones of shading, lightwells and courtyards. ![]() The masterplan layout (below) was mathematically modeled by Marc Frohn to ensue that despite a high building density, each building block has an unobstructed view - either onto a plaza, a green strip, or the surrounding. Designing inspiration Atmosphere -something largely forgotten in architecture- comes about by light and shadow, sights and sounds, textures and impressions. Not concrete, steel and glass, which have to be imported at high cost, but adobe should be the material of choice in places such as Qatar: Abundant locally, it offers richly structured surfaces and excellent climatic properties. ![]() The design for adobe buildings below, inspired by natural formations found by the beach, is by myself: ![]() In the impression below, Marc Frohn created a casual creative space, characterized by adobe surfaces, perforated walls and textiles freely flowing in the wind, evoking the poetry of Bedouin tents: ![]() Gianni Botsford created a similar scene in a casual shaded plaza between buildings. His materials are fabric, structured brick and adobe surfaces. ![]() Charlotte Skene Catling created a magical atmosphere inspired by Arabian history: ![]() ![]() Ricardo De Ostos created an elegant structure for living on water. This is not an expensive and environmentally intrusive artificial island as they have become common in the area, but light spaces sublimely floating on water, connected to the beach by means of fragile bridges. ![]() Shuhei Endo created intriguing layouts inspired by shells found on the beach: All together now The collaborative model for Design Zone Qatar, the final result of one week of work: ![]() The vision for the Design Zone project is to be a pedestrian environment with e-bike/cart stations throughout. The main street, flanked by the design center and community exhibition spaces, starts at the underground car park and goes through to the pier, where the solar ferry from Doha arrives. The street crossing the main street connects to the village next to the site. Green strips, following the wind direction, provide for community space, while narrow, open greywater channels and pools provide for evaporation cooling. Surrounding the solar tower at the back of the site is farmland, made possible by charcoal-enhanced soil which is produced as part of the zero-carbon energy system in the biodigester. ![]() ![]() ![]() Tuesday, February 23. 2010Generative: Experimental Font DownloadI lately experimented with the application of generative algorithms to type, resulting in some interesting letterforms: Click here to download "Generative", one of the resulting fonts, as a True Type font file. The font is free to use under a Creative Commons Attribution License. To install the font in Windows, simply copy it to your Windows Font folder (WINDOWS/FONTS). To install the font on Mac OS, drag the file to the systems folder. The font - see a glyph example below- consists only of uppercase letters A to Z.
Monday, May 25. 2009CUBES by Mario GagliardiArchitectural fantasies: Constructive variations on a cube, another result of my work on generative algorithms for design - click the thumbnails to see the large (1600x1600 pixel) images: Sunday, April 19. 2009A Parallel Design Process for Dynamic Media
In the traditional brand development process, a brand needs to transport its own set of values. It is developed as a static sign to mark out and "brand" on paper, packaging, car hoods, computer cases etc. These brands are essentially sign stickers put on any medium, irrespective of the inherent qualities of a medium. That worked well enough as long as all media have been by definition static - catalogues, name cards, car hoods etc. While working well enough on static backgrounds, these brands appear superimposed on dynamic media. The standard brand development process remains little changed and is still essentially geared for static backgrounds, mostly paper. However, less and less information is actually consumed on paper - one of the reasons why even quality newspapers such as the New York Times are in trouble.
To create an identity which is not superimposed, but blended into the medium, I experimented with parallel development. The identity for Design Zone, a support framework for creatives in the Gulf region, was developed from the start across three identity devices in three different dimensions: A community application in 3D, a website in 2.5D and the logo in 2D with the added dimension of time. The advantages of the process is that three parallel developments interweave in time, and during the creative process ideas for one medium cross over into the other two developments. Thus the brand is not just stuck onto the surface, but driven by underlying visual narratives and interwoven into the dynamic media. The first step is to explore underlying narratives which can drive the message from within the media which carry it. To visualize the meaning of Design Zone I started with the idea of an abstract "landscape of creativity" - a virtual space of imagination. Below the first rough concept renderings of this "imaginative space", colored in hues of turquoise: ![]()
![]() For the site, I wanted to suggest the mission of Design Zone as a catalyst for creativity through a visual narrative. The logo, representing the spirit of Design Zone, should appear as an actor with character. In the visual narrative, the logo helps to realize and bring forward creations. It does that by by bringing them out from the depths of imagination into reality, helping to make them into actual expressions. This narrative is told by making the logos accompany and slightly push information windows from the depths of the "imaginative space" into clear view - a narrative for the experience of consciousness in which we form imaginative artifacts from "blurry" sensory impressions. The idea of an "imaginative space" also served as the basis for developing a creative community site. Below two screenshots showing one of the features, an embedded 3D creation application running in "the cloud", designed to be intuitive to use.
The primary advantage of this parallel design process is the transfer of design ideas between parallel developments. This favors the embedding of underlying metaphorical design ideas across all media used. Friday, April 17. 2009Spaces Of MemorySpaces of Memory: A photographic travel through space and time, with visits to Bangkok, Beijing, Brasilia, Cairo, Colombo, Graz, Hangzhou, Hong Kong, Istanbul, Paris, Rarotonga, Salzburg, San Francisco, Seoul, Shanghai, Tokyo, Venezia, and Vienna. The places here are places where things once happened. These are spaces of memory - spaces where something was. This can be spaces where something was anticipated, but did not arrive; Or places where something, which was there, is gone. Brasilia is a case in point, a place of a grand ambition which was stopped, yet the ambition still lingers. In Beijing and Shanghai history happened again and again, but was - and is - repeatedly replaced. Vienna is full of past and the present at times tries to fit in. In all these places there is something which is not seen, but remembered - in the light, in traces and artifacts, and in the minds of people.
F O R M A L P O P SuperstructuresF O R M A L P O P Superstructures is the result of a process of random selection. First I created the images as stand-alone graphics. Following a creative technique pioneered by the Surrealists, I then wrote a short narrative to connect randomly selected images through keywords taken from news media. It features, of course, both the financial crisis and global warming, the two topics governing the news. It also features investors and the windmills of your mind, in a comic strip picture book with the aesthetics of old postcards and school infographics, connected randomly by a somewhat surreal-dystopian dime novel narrative. http://formalpop.mariogagliardi.com ![]() Tuesday, December 2. 2008Generative AnimationBack in 2002 and 2003 I experimented with a few approaches towards sketch - and gesture-driven art generation. One idea was that users would, with a few strokes and gestures, be able to create expressive graphical animations. The resulting engine takes in user-generated strokes and, depending on gestures made with the mouse, generates animated variations. See here an example animation. The prototype interface is very simple with two sketchpads, below the generated animated graphics: ![]() Try the basic functions for yourself with this online version which I called Sumi-e botany for its graphic effect. Sketch something into the top and bottom sketchpads (stem and leaf), move the slider at the bottom (environment temperature) and hit "create plant" - voilà! The mouse gesture input for controlling the animation movement is here a slider located below the resulting artwork. Thursday, December 13. 2007Looking at: Generative Design
A new glimpse at the possibilities of generative design to explore its potential for a creative approach beyond traditional discipline boundaries: Saturday, October 7. 2006Travelling and Hospitality: Workshop at Aalborg UniversityA selection of results from my workshop "Hotel Scenario: Designing the Future of Hospitality" this September. Continue reading "Travelling and Hospitality: Workshop at Aalborg University" Thursday, October 5. 2006Mnemonic MetropolisJust completed: Mnemonic Metropolis, a designerly investigation into place and memory in 20 scenes.
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