THE INDUCTION CITIES / INDUCTION DESIGN Project (1990-) Solution for the Complexity of the City and Architecture |
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ALGORITHMIC DESIGN The Undesignable Cityscape: ?~Project Cities The "induction cities" project began with our conclusion that a city cannot be designed. With what do you usually associate "city planning"? You may think of sketches of a shining city, the "Tokyo Planning 1960" montages, the maps of a city divided by color according to function, or tables of traffic volume estimates. But all such things are records of results-the picture-perfect completed city, the iconography of the end-result.
How, then, are cities or cityscapes talked
about? They are usually perceived as an accumulation of events, a process
of change, the overlapping of fragmentary sequences, or as existing in
media networks or in people's consciousness. One realizes, however, that
such perceptions alone are of little use when attempting to actually create
a cityscape. One easily concludes that a cityscape is not something that
can be created and then returns to descriptions of perceptions. Nevertheless,
while one is doing so, the city keeps on expanding and changing. In a nutshell, no one knows how to create a city/cityscape. Because they do not know, city planners plan the cities according to the textbooks. Building a city should be a project for creating a huge system. They know that something is wrong, but end up giving priority to the existing system over their individual initiative because of the time-consuming and too-minute procedures required for decision making and execution. What results is the dilemmas we now face.
The reason for the current dilemma is the
absence of a method for recognition of what really needs to be done to
be put into practice. What we need is not critical perceptions of what
a city is but a methodology for creating a city as well as a set of theoretical
principles to buttress such a methodology. We do not need a conceptual
drawing of a cityscape at its completion or legal regulations or programs
of events or pocket-sized maps, but a way of creating a city that embraces
the dynamism of the city. A Methodology for the Cityscape: The Spontaneously-Generated City
The "induction cities" project
has two features: it offers tools for visualization of concepts and provides
a methodology for creating a cityscape. The project we present here emphasizes
the latter feature. In this perspective, a city is viewed as a kind of
system. |
| (1) many kinds of elemental units, some
of which can be enumerated; (2) a fairly large number of these units; (3) partial relationships-or interactions-existing among the elements and their definability; and (4) definability of the stage upon which those relations unfold. A system with these characteristics is called a "city" here. A city need not be a "physical entity built on the surface of the earth." Whatever conforms to the above-defined characteristics is a city, be that an actual entity, a computer program, or a set of network relationships. It is the extended city. What kind of city you get depends on which of these definitions you apply. Of course, a city is a whole made up of all these characteristics combined. But, simply putting them together makes the system into a kind of enigmatic "black box." Even if you do not know what the relations are between input and output, if there are an ample number of tests, certain statistics will appear. This is the essence of simulation. But that is possible only when you can evaluate output, which requires that an object of evaluation be selected. Selection is also removal. And here emerges the scientific method, which gains results by selecting one thing and removing others. Complex-systems science, which opposes conventional analytical methodology, or reductionism, inevitably adopts as its specific means the traditional scientific methods of analysis, hypothesis, and verification. Criticisms of reductionism that sound valid on the theoretical level immediately become impotent when attempts are made to create the world they advocate. You cannot verify anything simply by meditating on it. On the other hand, non-reductionist methodology is more like conventional design itself. An individual brain, a black box, may be made to correspond to the city that is itself a black box. Using the unfathomable to cope with that which is beyond comprehension is certainly a clear-cut method. By this method, the inspirations of a genius could yield the best possible solutions to our problems. The dilemma is that it is not easy to decide who displays genius. In assigning the task of building not just one building but the massive entity of the city, it is too risky to depend on some kind of game of toss to determine the difference between genius and insanity. Obviously, then, a different method is more desirable for such a project. The analytical evaluation system might be another possibility, but the city is so complex that such a method would not be effective. Since neither approach-the inspiration of genius or the system of analytical evaluation-is any good, we usually end up going back to conventional methods for city planning.
Probably the reason neither is any good
is that we try to decide everything about the city all at once. In designing
a city that is constantly changing and expanding, it is of little effect
to map out only one path or pursue a deterministic theory as advocated
by Newtonian mechanics. What needs to be determined is not a complete picture
or a set of rules governing the entirety, but the partial interactions
among elements (above-defined characteristic 3). Results are obtained by
conducting simulations in an adequate number and volume (characteristic
2), and we must "read" relationships between the setting and
the results.
Our project presents such a methodology.
We do not specify what kind of city will be created using the method. In
preparing the program, it is necessary, of course, to establish criteria
for evaluation and decide what kind of city is a good city. But we do not
present evaluation criteria for the entirety of city. We only define the
good qualities of some aspects of a chosen city. Small and simple relationships can become complex through their combination. Even a simple relationship involves contradictions. As more and more relationships combine, therefore, they gradually grow intertwined like tangled threads. If you pull the end of one of the threads, you find some unexpected place even more twisted and snarled, and as you try to undo that part, another place grows even more intricately tangled. Relations between the threads are simple enough: they are either intertwined or separate. What is difficult to grasp is their entanglement as a whole. The situation gets even more complicated if the threads are very long or large very large in number. Their relationships eventually acquire a state of deterministic chaos.
The desirable form of the city is simply
an alternative. Such a goal differs depending on what from you consider
desirable. What form you choose varies from one person to another, and
according to the time and the situation the decision is made. Goals are
adaptable. Shown here in our project are "methods" by which to
materialize a chosen objective.
Objectives are images, and images are generated
by the imagination. Imagination has the power to conceive a city not yet
in existence, even before all simulations and all programs. It is a feat
best performed by the human brain, not computers. |
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| Key Words: | Induction Design | ID |
| Generative Design | GD | |
| Genetic Design | GD | |
| Computer Generated Design | CGD | |
| PGD | ||
| Evolutionary Design | ED | |
| Evolutionary Computation | EC | |
| Algorithmic Design | AD | |
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