28 September 2009

Survival of the Fittest

Our new website is live at www.smarterplaces.org. Our objective is simple: to provide those who want to participate in school design with the means to explore, evolve, and communicate their ideas.




There is something profound about releasing ideas onto the internet where Darwinian rules apply. The first measure is survival, and our hope is that the website will find its own important niche in the food chain and grow to become an integral part of the language of school design in Scotland.



To do this, we need to let go of our creation – to allow it to change in response to what the world wants from it. Eventually, we all need to recognise this as an essential part of the design process – allowing our designs to make their own way in the world.

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24 September 2009

Enough is Enough






















How much is enough? Game Theory would encourage us to think carefully before we assume that each of us pursuing the absolutely best possible solutions will result in the best possible outcomes.

Yet we have been trained by experience to articulate our requirements as if they were negotiating stances rather than expressions of heartfelt need. As a consequence, every solution, no matter its quality, is seen as a compromise with our theoretical ideal world. We expect our Utopian hopes to be dashed and they inevitably are.

Economists talk of a point reached in consumption when further consumption fails to add any value. The technical term for this is Bliss Point – defined as the total satiation of wants. In design, more is not always better. Sometimes, enough is enough.

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9 September 2009

Lessons Learnt


















St Margaret’s Academy, West Lothian, is over 15 years old, yet avoided many of the mistakes of its predecessors – and stands up well to the passage of time and ideas. One can only imagine the moment when its architect questioned the way things were always done and decided to think again.



There may indeed be only one lesson to learn – that we need to think carefully about why we repeat ourselves. The good reason is to build on experience and not reinvent the wheel: the bad reason is because we didn’t think.



‘If you always do what you’ve always done, you’ll always get what you’ve always got’. We know this. We know that we are all guilty of repeating the same mistakes. The lesson for designers is . . . think again.

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27 August 2009

Sensible Answers Only




















The class were looking enthused, and were even more engaged when they were told by the guest there were no right answers to the questions they were being asked. So, pens poised, creativity sparked . . . and then the teacher said “sensible answers only”.



There is an old adage amongst courtroom lawyers that you should never ask a witness a question to which you do not already know the answer. Otherwise, you risk being wrongfooted by unexpected responses that may not support your case.



But the whole point of creating a useful brief is to ask open questions in a way which is open to new answers. So, fewer ‘sensible’ answers please, and more ‘sensibility’ (defn: the ability to appreciate and respond to complex emotional or aesthetic influences).

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24 August 2009

ICT



















There is something about the term ‘ICT’ that surgically removes any sense of excitement about the possibilities of techology to transform our lives. In a recent discussion with a younger colleague about the learning potential of websites such as Facebook I realised that for her the use of such social networking tools are simply the way life is lived today.



Information, Communication, Technology: a very inelegant way of saying ‘the way life is lived today’. ICT is no longer a potential, or an opportunity, it is a fact. The challenge is to come to terms with this fact in our design of school buildings.



My generation make jokes about asking teenagers to come to our rescue when technology refuses to speak our language. However, when we design for technology we continue to give greater weight to our own painfully acquired understanding. For me, acknowledging the generation gap is about accepting what I don’t know, and asking those who do – whatever their age.

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18 August 2009

Homework






























Working with The Children's Parliament in The Royal High School building on Calton Hill was a great experience in a great building. Just being there was a powerful reminder of two obvious design lessons.



Firstly, the significance of space. Being in an environment with architectural presence reminds everyone of all ages that the way your surroundings look and feel affects the way you behave, and the perceived value of what you are doing.



Secondly, the history of a place is important. What a place stands for, and what it means to its community, goes way beyond the architectural merits of its columns and cornices. People define buildings.



We asked the children to think over the next few weeks about how they feel in different spaces, and to ask questions of themselves about why they respond the way they do. It’s homework we should all be doing if we are to create new buildings with resonance and significance.

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11 August 2009

Vanilla Essence




















For a long time there was a misconception amongst some developers that magnolia was not a colour. As in ‘we didn’t want to use a colour so we painted the rooms magnolia’.



In all types of design we are occasionally blind to key features which are the perverse result of not making a decision – like the automatic default settings on our technology. Not all unthinking decisions are bad – but it’s a dangerous way to spend a lot of money.



A common fear about more analytical approaches to design is that we will inevitably end up with ‘vanilla’ design: design without heart or expression, like wind tunnel designed cars, or magnolia painted rooms. Underlying these fears is the suspicion that if we think too much about design we will be less creative. There is one compelling rebuttal of this – it is not true. Quality design comes from quality of forethought. Good design is not an accident or a default - and it is never inevitable.

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