Last week I concluded my presentation on Narrative and Databases with SpaceFighter, the latest software tool devised by MVRDV, expected to be released and publicly accessible online in the coming months. In this post, I would like to elaborate some more on this topic, namely by framing the theory, and attempt a better articulation with the topics that we have discussed over the past few weeks.
In its opening statement, Winy Maas, the director of MVRDV involved in this project, sustains the “inevitable and total surrender” towards a process oriented approach, which he hopes will lead to a city which can reformulate itself, a city that is conscious of its gained knowledge (a concept which had already been identified in previous publications from this office, namely KM3 – Excursions on Capacity).
I would argue that this software has at its very core the notion of the necessity to readjust the way we see urban planning and the city, to a new model which reflects the changes in our contemporary society as well as in the complex urban synergies which planners and architects have only now started have a more detailed grasp on. This assertion seems to correspond with the fundamental idea in the Schivelbusch piece (which we read a few weeks back), where he argued that the change of technology, in his case transportation systems, from coach to railroad, should be accompanied by an adaptation of our “traditional perception apparatus” to this new condition. Thus, SpaceFighter, aims at understanding “the size and complexity of the urban reality”, by trying to develop new methods beyond the exhausted models of scenario creation (which have dominated urban analysis for quite some time now), more precisely original projective methods. In practical terms, it would mean a shift from the common and exclusive tools of mapping and diagramming to the innovative and inclusive tools of gaming. This is argued to be more suited, since contrasting to the limited variation in scenarios; the interactive model can generate outcomes previously unimaginable, as it absorbs new knowledge by agents playing the game, but also by the constant update of the several databanks to which is connected.
In this regard, SpaceFighter expects to gain new insights into the complexity of urban systems by the combination of different datasets, stimulating the planning aspects of all (possible) databanks, “encouraging them to move from static to progressive data”, and therefore producing more data (quantitatively as a result of new technologies), but also better data (since it becomes available and accessible to a larger audience). I would argue this specific process of data-crossing to be more productive and less scary than the one described by professor Hayles when explaining the future ubiquity of RFID chips and possible uses in personal data-mining. I also believe that we have somehow addressed issues relevant to this point in our discussion of Google Earth (after Tim’s presentation) as a tool which can be used by a small group professionally, but also by a larger audience as an entertainment device, but also in the comments of professor Hayles regarding the close reading of Fuller, where he writes about how the systems of work and fun have become intermeshed and are no longer restricted to their original use.
I would like to point out to something that seem to be implicit, and undisputed, in the whole SpaceFighter project, namely that in current society, the pervasiveness of digital technology implies that everything (or at least complex urban systems) are in some way or another captured in databases, which is why I thought this endeavor to be relevant in the context of last week’s discussion of databases and narratives.
Finally, and since the theoretical implications of Spacefighter are not exhausted in the (limited) approach I used in this post, and so that you could have a broader idea of what this project is based upon, other recurrent concepts in the theory of SpaceFighter, and which I have not addressed but believe to be worth noting would be:
– Entropy, or how regions are comparable to surviving systems where energy losses, accumulations and uses are observable
– Evolution, in the Darwinian sense, as a parallel is drawn from regional survival and the development of species, namely the (inherent) perfecting ratios-based calculations which have been incorporated into living entities by evolution
– Complexity, specifically that contemporary life is based in complexity, which can be approached by a simplification and understanding of elements which compose it on different levels
– Game Theory, or how games can be used to gain insight in complex systems. In SpaceFighter concepts such as player, strategy, payoff, complexity and predictability are applied to architecture and urban planning
– Multiple Scenarios, which allows planners and decision makers to realize that there is no one absolute truth, but several different possibilities or scenarios
PS: If you are interested in SpaceFighter, you can download a more comprehensive presentation I prepared about SpaceFighter (based on the publication) in PDF slides