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Introduction
Attempts in
the past to enlist the participation of inhabitants in planning and designing
their own environment have not been entirely successful. There is at present
no theoretical basis for collective design, and there also exist severe
impediments to any participatory process. Collaborative design is not
as well established in architecture as it is in some other fields, such
as research and computer software development, where the concept of "collaboratories"
promotes interactions between the involved parties. Complex software cannot
be written without two separate collaborations: (I) between individuals
on the software team that have to deal with different pieces of code which
are too complex for one individual to handle; and (II) constant feedback
between the software team and the end user.
Some architects
approach the design of structures with community participation, and serve
as teachers, guiding a collective discussion towards a design goal. In
each of these cases, the process changes according to the project and
the participants. In mainstream architecture, at least, there has been
no clear prescription for participatory design. With the publication of
Christopher Alexander et al.'s A Pattern Language 1,
a new and comprehensive technique was made available, and was subsequently
applied by Alexander and others in completing successful projects. It
is only because of a lack of published material that this method has not
become more widely known. This situation is soon going to change, with
the publication of Alexander's book The Nature of Order 2
.
Here, I am
going to discuss a process of interactive design using Alexandrine patterns.
My brief outline is no substitute for Alexander's description of his method,
which should be consulted by every serious practitioner. What I am going
to focus instead is on a fundamentally problem: why any method of participatory
design is likely to fail because of ingrained anti-patterns in the participants'
subconscious. In The Structure of Pattern Languages 3
, I describe how patterns combine in building urban boundaries (simply
as one possible example of their application). After outlining an interactive
design method here, I will spend some time pointing out the pitfalls that
can make it ineffective, and which must therefore be avoided once identified.
A "pattern"
is, quite simply, a recurring solution (here for a problem in architecture
or urban design, but generally for any social or technical problem). Regardless
of how the solution was originally obtained, as soon as human beings identify
a pattern and communicate it either orally or graphically, this confers
an enormous advantage to the group. The ability to communicate patterns
eventually builds an arsenal of reusable design knowledge. Thus, the language
of patterns is closely linked to culture and tradition 3 .
Each pattern represents a rule governing one working piece of a complex
system. A pattern language allows patterns on a smaller scale to combine
and support patterns on a larger scale. Large-scale patterns themselves
are necessary because they contain more information than the smaller-scale
patterns on which they rely, thus showing emergent properties.
I am not offering
my own or Alexander's personal preference, or an ideal theoretical model.
I am outlining what I suspect to be the design process as it has occurred
to create living cities the world over for several millennia. Finally,
I will attempt to explain the failure of participatory design from a novel
point of view. I will review supporting results that explain the theory
in terms of the competition between patterns and anti-patterns. (Anti-patterns
can in many instances be treated like mind-viruses, or "memes", a concept
taken from the literature of biological evolution). Without this understanding,
there is no point to introducing a participatory design method at all,
because of the resistance from the modernist architectural tradition.
Two
contradictory models for urban interfaces
The Structure
of Pattern Languages 3 derives a definite (fractal) geometry
for urban interfaces, such as is found both in traditional cities, and
unplanned human settlements and favelas in the third world. The
twentieth century saw a deliberate reversal of traditional design rules
so as to allow novel forms to be produced. People have argued at great
length for or against this transition, but the discussion has always taken
place purely on a stylistic level. Urban boundaries influence the activity
matrix of people in cities. A boundary's geometry is determined by fundamental
processes, and if this geometry is tampered with, it inhibits the everyday
actions that contribute to make a successful city.
I believe that
the imposition of a simplistic geometry on city form, by suppressing more
traditional patterns, has curtailed or eliminated the traditional functions
of a city that make it alive. Contemporary design philosophy gets rid
of connective interfaces altogether. A deeper problem arises out of the
modernist desire to visually "purify" areas by eliminating complex structure,
subdivisions, and connections. Consolidation of functions by concentrating
them geometrically eliminates the complex mixing that characterizes a
traditional city. In our times, urbanists intentionally de-couple urban
elements by separating them spatially.
The twentieth
century has invented urban boundaries that are very bad interfaces. Many
of these are made possible by technological developments that were unavailable
in traditional cities. Urbanists have created a new set of rules that
are used to define urban interfaces. The interfaces of twentieth-century
cities prevent most of the activities that occurred there in previous
times. People have been taught by schools, critics, and magazines to prefer
smooth, unnatural edges and boundaries over ones with fractal scaling
that resemble natural structures. Architecture schools instill a precise,
sleek image of the world into our culture. Any participatory design process
therefore, is bound to get hung up by the two contradictory views of the
built environment.
For this reason,
I emphasize the need for two objectives in participatory design: (I) education
of the users by reintroducing patterns that are timeless; (II) careful
avoidance of modernist images that are bound to work against the patterns.
Otherwise, the contradictory forces will destroy the coherence of the
final product. Unless these two points are clearly distinguished, then
the design team is going to get irreconcilable demands from the users,
who, being under the influence of the architectural media, will associate
economic success with the most disastrous examples of the built environment
in the twentieth century.
The design method in practice
One first holds
preliminary discussions with residents of any region to establish the
major, i.e., most significant patterns for them. This could be by consensus
or via a majority vote, but only after some discussion to "mine" for patterns
hidden in the residents' subconscious. For example, in designing the Eishin
School Campus in Tokyo, Alexander found to his surprise that most teachers
and students interviewed put a lake as their top priority. He then built
an artificial lake, and this feature is what makes the school most extraordinary.
An insensitive architect and contractor would have dismissed this wish
as outrageous, and actually, some interviewees were initially afraid to
express their vision of the lake, because they feared that it was too
crazy to even mention.
Once the residents'
deepest wishes are noted, then the architects have to come up with patterns
to express those desires written in pattern format, as in A Pattern
Language 1 . If such high-priority patterns are not already
documented in the pattern language, they have to be researched by looking
at the most beautiful examples in existence around the world, and identifying
what makes those examples so successful. It could be geometry, position,
connectivity, or a relationship to other patterns. In the meantime, the
architects should have picked out a dozen documented Alexandrine patterns
that are most relevant to the job at hand. These are going to be presented
to the residents in pictorial form.
The next step
is to hold an educational session with the residents, and to teach them
the twelve most important Alexandrine patterns that apply to their project.
To these are going to be added any additional patterns that come from
the residents themselves. The rest of the work involves combining all
the patterns together in many different ways, and judging the end results.
Here, enormous work is saved if one can do the simulations on a computer,
and view the results graphically. Unfortunately, most existing software
gives a very sterile picture of designed environments, which is totally
useless for judging the life that a particular solution will have when
built.
For practical
reasons, the completion of the project will be in the hands of the planner/architect,
with one or two residents closely participating until the end. These residents
may be individuals who take a more intense interest in urban design, and
can be expected to represent the entire community. It is not suggested
that any more collective group decisions be made, as different members
of the group will certainly diverge in details and preferences, and the
project will then be delayed indefinitely. The input, and even veto power,
occurs in the major patterns in the beginning, which is precisely where
the most damage can be done by insensitive planning.
Another point
is that, as the design process progresses, many more patterns will have
to be brought into play as things get built on different scales. The project
becomes more complex because of the increasing number of possible pattern
combinations, and quick decisions will have to be made. Many of these
will be driven by competing technical, practical, and legal considerations.
As long as the scientific principles of patterns and their combinatorics
are respected, however, one can choose equally well from among an infinity
of different choices, all of which will lead to a successful result.
The great power
of this method is that it is recursive on smaller scales. That is, once
the largest scale is decided upon, individual regions on the next smaller
scales may be tackled. One works with about five patterns to solve a specific
design problem. The number five comes from a "chunk" of disparate pieces
of information that the mind can juggle simultaneously 3 .
Again, one can choose from among the original Alexandrine patterns, or
if required, a new pattern is derived for the occasion.
Preserving
what is most valuable
In urban restructuring,
it is essential to preserve what has most life in the existing environment.
Because of the infection by mind-viruses discussed later, it is almost
always the case that urban renewal destroys the few objects and places
that have life in any neighborhood. It is therefore necessary to identify
these by common consent, and to put a priority on preserving them so that
they are saved intact in any new plan. Examples of failing to do this
abound around the world. In one instance, the Indonesian Government rebuilt
an entire village that was destroyed in an earthquake. The planners ignored
the traditional sacred places in the old village, with nothing to take
their place in the new village. The result was a loss of culture and identity,
with a severe disorientation and cultural breakdown.
It is the people
themselves, infected with anti-patterns from the media and education,
that usually want to eliminate their most sacred urban places. Those are
incorrectly identified with the past, and with a way of life that most
residents are ashamed of and wish to erase. People are frequently seduced
by empty images of prosperity that they have ingested from magazines,
and imagine that if only their environment would look like empty North
American suburbs, they too can aspire to a high standard of living. Almost
universally, when people acquire the money to alter their environment,
they invariably destroy what is most beautiful in it. This is most striking
in our times of cultural disorientation.
For example,
in a neighborhood, a corner with a tree and an old low wall might provide
a meeting place for teenagers. This corner with its tree might not fit
into a rigid rectangular plan of a new proposed rebuilding, and would
normally be eliminated without the least resistance. I propose reversing
the priority, and putting social needs first, so that any new buildings
need to respect and hence save the corner and tree, precisely because
it supports a social pattern for this community. Consequently, the whole
urban renewal plan has to bend to accommodate that tree and its corner.
This node should influence the shape of new surrounding structures rather
than the other way around. Unless a planner understands the necessity
for such an action, any intervention and rebuilding will probably destroy
the neighborhood's life. The process requires some preliminary work to
reveal which physical structures, however trivial, tie in with social
patterns in this community.
The computer
scientist Thomas Erickson 4 has reached the same conclusion.
He reviews the work of the urbanist Randolph Hester 5 in revitalizing
the town of Manteo, North Carolina. Although not originally expressed
in those terms, Hester and his team "mined" for socio-urban patterns important
to that community before rebuilding anything. These had to be observed
directly, since no-one talked about them. Once this "sacred structure"
was identified, all construction was aimed at reinforcing rather than
destroying it. What is important here is that the town's sacred structure
was not composed of any building or urban construction that would be classed
as "important" according to current architectural and urban criteria.
Architecturally, the town's "sacred structure" was a network of negligible
and insignificant places, buildings, and bits of built form -- this nevertheless
provided a matrix for the life of the town. By following this plan, the
town was extremely successful in regenerating itself 4,5 .
Emotional
dimension of design
What characterizes
a socio-urban pattern is an activity combined with a place that gives
emotional pleasure to human beings. Patterns are thus fundamentally based
on emotions. Even patterns that have to do with an efficient process involving
some function have to be selected from among all the alternative possibilities
that make the actor feel less comfortable. Here we come face-to-face with
a basic incompatibility between patterns and "functional" design, as expressed
by both modernist and postmodernist architects and urbanists.
In his projects,
Alexander experienced again and again the emotional dimension of design
when trying to "mine" for patterns. For example, in preparing for the
Eishin School outside Tokyo, he asked the teachers and staff to imagine
the most beautiful environment to teach in. At first they thought it was
a joke, but then became very emotional when they related visions of walking
along a lake between classes, and concluded that encouraging such a dream
was cruel because it was incompatible with contemporary fortress-like
concrete schools in an urban setting. At another occasion, in designing
a new community at Chikusadai, Nagoya, also in Japan, he asked families
to actually draw the plan of their house. While they were doing so, many
of them cried out of emotion, since they had expected to be given a standard
fixed, or at best a modular design.
There is simply
no way to decide on geometry -- whether the shape of a building, the shape
of a path, or the relationship between two structures -- without using
emotions. The human brain is the world's most sophisticated and powerful
computer, and it alone is capable of making the astronomical number of
parallel computations needed to decide the best position for placing an
object. Forget the simplistic method of alignment to an artificial rectangular
grid: it is the easy way out for architects who wish to avoid difficult
decisions. In designing the Eishin campus, Alexander had people holding
flags on poles move around the site so as to experience the best position
for the planned buildings. In the words of the client, the headmaster
Mr. Hosoi: "We could feel the actual buildings ... standing there".
Modernism eliminated
emotions from design, thus depriving the individual user from any say
in the process. How can a place be loved without emotions? The modernists
made machines out of houses and tried to make machines out of people,
but it didn't work. You cannot reverse human evolution (not in one generation,
anyway). We react to built form emotionally: it is either nourishing,
neutral, or hostile. In the latter case, it poses a threat to our sensibilities,
so we naturally wish to destroy it before it destroys us.
How
patterns are displaced by anti-patterns
The word "meme"
denotes a transferable unit of information that propagates itself by going
from human mind to human mind 6 . In direct analogy with the
spread of a virus, a meme is an idea, a description of something, or a
visual image or snippet of music. Once released into the collective human
mind pool, it is picked up by someone, and then passed on to the population
at large by imitation. The success of a meme depends on its efficiency
to replicate, and has nothing to do with its beneficial or harmful aspects
to its hosts: human minds. An unsuccessful meme simply does not spread,
and may die off, or linger on marginally. A successful meme infects the
population in an exponential fashion, and could just as easily be replaced
by a more virulent competing meme.
Human language
-- both spoken words, and the pictorial language of images -- quite possibly
drove the brain to expand fourfold in order to accommodate the increase
in information input. The problem is that destructive memes also use the
replicating process intrinsic in the human mind to propagate themselves
throughout a population. We apparently have no defenses against virulent
memes, and cannot distinguish between them and benign memes. A frightening
picture emerges of human beings being manipulated by inanimate pieces
of information that, like viruses, care only for increasing their number
at the expense of their human hosts. Major human catastrophes can be attributed
to, or are certainly helped by, a destructive meme that spreads to the
population and drives it to do what it does unquestioningly.
A meme is more
like a simple visual image rather than a reasoned description of how something
is made. Successful memes are very easy to remember. A collection of simple
memes could pretend to form a language, which could itself be perfectly
consistent internally; nevertheless, they cannot coexist with a pattern
language that respects complexity. The best example comes from government.
Fascism and totalitarianism clean up the messiness of human society by
displacing our most deeply-held patterns of human values. They have an
undeniable appeal, however, otherwise they would not take over the collective
mind of nations every few decades. Each time that happens, people again
fool themselves into believing the demagogues who tell them that life's
complexities can be drastically simplified.
Anti-patterns
that destroy urban interfaces
Most of the known
architectural and urban anti-patterns were created by Charles-Edouard Jeanneret
(Le Corbusier). Characteristic of all viruses, there is no completeness
in the sense that we have an organism that metabolizes and interacts with
others in an ecosystem. What we have is a nonliving informational code,
or meme, whose sole purpose is to reproduce itself. For this reason, a mind-virus
is given as a simple image, and not as a formula or solution to a problem.
I have noted below some of the most destructive urban anti-patterns. These
have infected the minds of people alive today, and work to displace patterns
from the collective subconscious. This is the reason why it is extremely
difficult to reintroduce Alexandrine patterns back into today's society.
1- Absolute Rectangular
Grid
2- Segregation
of Functions
3- Sheer continuous
walls at street level
4- Building setbacks
5- Emphasis on
the large scale
6- Separated
buildings
7- Vertical stackings
8- Geometry of
straight lines
9- Non-Interacting
units
10- Unnatural
materials
11- Suppression
of geometrical patterns
12- Elimination
of the humana scale
This list underlines
my point. There is no scientific support for any of these twelve anti-patterns,
despite the false claims made by Le Corbusier, and repeated later by his
apologists. Scientific investigation of human interactions proves that
these twelve anti-patterns prevent the normal activity in a city that
drives people to inhabit urban regions in the first place. Anti-patterns
become so deeply embedded into a culture, however, that any questioning
of them threatens many people's essential being. Those persons are certainly
unwilling to admit that they have allowed themselves to be infected with
mind-viruses. Their mind is their self, and so they will defend their
prejudices as forcefully as they will defend their life 6 .
Taken as a
set of working rules, the above dozen anti-patterns have been used in
a method of urban design to build cities throughout the world. They combine
well together, and support each other. They have a consistency which is
mistaken for adaptivity 3 . Because of this consistency, they
give a result that is standard and easily identifiable: it is the modernist
anti-city that treats human beings as emotionless machines. In a recent
essay 7 , Michael Mehaffy and I argue that the application
of modernist urban anti-patterns around the world, by erasing the traditional
urban fabric, is in part responsible for the rage the non-industrialized
world feels against the industrialized nations.
Conclusion
I have offered
some ideas on how to handle interactive design with local communities, based
on the theories and practical experience of Christopher Alexander. People
starting an actual project will have to go to Alexander's writings for more
details. Here, the description was meant as no more than a proof that participatory
design is possible; suggestions on how to proceed with it; and why it is
very likely to fail unless some deep-seated problems are addressed in the
very beginning of the process. Design today is hampered by anti-patterns
(or mind-viruses, otherwise called "memes") that impose unnatural forms
and shapes on the environment. These will prevent the application of design
patterns, which offer the only way to create a living environment. |