Sunday, October 4, 2009

/ ARCHITECTS MANIFESTO IN SECOND LIFE

So we've read about the theories behind virtual architecture. What the great minds have envisioned virtual architecture to be.

But what is/what should be architecture in second life?

We know SL is an online 3d web browser with an extensive landscape which makes it so different. SL is useful in a way that it does not have a pre-designed environment and is not rigid. It allows for its users to create its environment and experiment unlike the other MUD's.

It is not a natural environment and utilises only two of our senses and exists only in space. It is divided into grids which are further split into parcels. Avatars can buy a parcel or parcels and start building what they want on their parcels. There are no zoning laws in SL so no one can force an avatar to not build what he wishes for. It is its own entity. It has human created rules and boundaries. So really why transfer pre-made rules binding us in RL into SL? Why mimic designs that are restricted by natural phenomenon? Gravity, landscape, wind, moisture, materials etc are non-existent in SL.

We should try not to mimic real life architecture but to establish new principles for SL architecture.
Let's look at some rules in RL and compare it with SL. Below is Maslow's hierarchy of human need which is basically what drives architecture in the first place.



Safety and security is where architecture comes into play and is the most crucial factor one has to consider when designing for humans.

Now let's look at Second life of needs.




We can see that this pyramid has only 4 sections, which is obviously because Avatar is far less complex than a human being.

As one can see there are huge differences between the very existence of avatars and humans, consequently the need for a different kind of architecture arises.

Let's get the BASICS BEHIND DESIGN PRINCIPLES for architecture in SL.

1) COMMODITY/PURPOSE: All architecture is created for a reason. And purpose informs the typology of architecture.

2) DELIGHT/AETHETICS: In second life aesthetics comes second to function as it is what draws the avatars in. It is to be loved by the avatars. It is noted that digitally more enhanced architecture is liked by the public and is what creates more successful architecture.

3) PHYSICS: This is the interesting one. Because there are no rules of physics in SL it no longer concerns itself with any aspect of SL. One should keep that in mind and design accordingly. For example you don’t need a roof in SL, it does not rain!

4) MATERIALITY: Materials are purely symbolic in SL and serve no real purpose.

5) PERCEPTION: In RL there is only one point of view from which humans can perceive objects; however in SL avatars can fly, change views and angles. Designing have to keep all views in mind.

6) NON-COLLINEAR: this is most important in drawing in people into the building. Because avatars can fly, all buildings should have 360 degrees ingress and egress which makes it more appealing to avatars.

One has to question, why do people move to SL? Obviously, they want to see and do things they can't in real life. The parameters that restrict them in RL need to be liberated in SL. Also, this world is largely visual, which means orientation and aesthetics play a very important role in SL. Many businesses that open up their islands or structures in SL try to mimic what they see in RL. They design their structures incorporating RL rules into SL. Is that the best way to design?
There is so much freedom in SL that holding an avatar in ones building is not easy. Businesses want profit from avatars so they need to keep their interests in mind. Profit is lost in the realm of losing their customers interest.

This brings us again to spatial interaction. Avatar orientation and aesthetics as mentioned above play a very important role in successful designing of SL architecture.

So, what will satisfy avatar orientation and aesthetics?

Architecture in SL is basically made of prims that can be manipulated and texture applied on to them. Best designs in SL experiment with prims and change the visual geometry to create excitement.

It is clear from the above; life and needs in SL are very different to RL. Trying not to manipulate the real world architecture in second life will best give form to a successful building.

Here is an excerpt from the book "Space between people" which relates back to the theories behind designing in SL. It also gives example of some of the winning entries from "The world's best architecture in Second Life", which we will discuss a bit further on.


This Chapter from the same book best describes the aesthetic concept of design in SL.








Lets look at the winning entries of the "The world's best architecture in Second Life"


LIVING CLOUD


Points to be noted:
1) Innovative
2) Defies laws of physics
3) Ignores mimetic architecture
4) Materiality does not dictate form.


WHITE NOISE




Points to be noted:
1) No relevance to laws of structure and building.
2) Everyday objects which in RL provide no structural support are used as materiality.
3) Objects are purely symbolic.
4) Egress and ingress is not restricted.
5) Creates interesting views from all angles.


FULL IMMERSION HYPERFORMALISM




Points to be noted:
1) It acts as a building, but again is symbolic as it is nto a building. It is merely an interface in service to a fine art exhibition.
2) One can interpret it the way they feel like it.
3) No mimicry and materiality used.


My favourite ones:

FLOATING MONOLITH


FUSION DREAMS



BABEL LIBRARY




Referring back to my previous post / Architecture in SL, let us look if these check the boxes of the principles behind virtual architecture in SL.

Most of them are surreal, fantastical. Directly off fantasy land shelves. -CHECK

Definitely indulges our sense of make-believe (can do strange, wonderful and surprising things; makes us laugh) -CHECK

They affect our behaviour, perception and even our self-perception. - CHECK

And the most important bit of all, they are physically impossible in Real Life, or could only be created at enormous/unrealistic expense (defies the laws of gravity and physics in general)- CHECK.

No comments:

Post a Comment