Got Architect? Part 3 - Architecture as a Culinary Art
On the other hand, a steak dinner prepared really well, is meant to be taken slowly. Too fast - - expect to choke. Each bite is meant to be enjoyed and savored. The meal contains proteins, carbohydrates (can't forget the baked potato and garlic bread), vegetables, and a beverage of your choice.
Experiencing the built environment is like that... depending on its design, it can be more like a Gummi Bear - in that it may be consumed quickly - - or like a steak dinner... consumed more slowly. Both Gummi Bears and Steak Dinners (I'm hungry while I'm writing this) have their places. But, let's face it, a Gummi Bear has little nutritional value.
Some may debate as to whether the steak dinner would kill a person faster than the Gummi Bear... that's not really our concern at this point. The point is, though, that some things are meant to be enjoyed over time and other things are meant to be appreciated quickly, with no regard for depth of experience or meaning, etc. The Gummi Bears are what they are... no more, no less.
So, let's stretch our brains for a few minutes and try to take the ideas I just mentioned and look at architecture (generally as something that is built by people for people to inhabit and use) from the same point of view.
In considering experiences in general and the design of experiences in particular, there is a sliding scale - a spectrum - when it comes to enjoying the built environment.
On one side, we have the Gummi Bears. An architectural equivalent of Gummi Bears would be the themed environments of Disneyland. Now look, I enjoy Disneyland as much as or even more than the next guy. Hey, I even worked for Disney Imagineering for a time. But, for all of the care that Imagineers put into the design of the place (and other places at other theme parks and other companies as well), you have to admit that Disneyland and places like it are designed to be consumed instantaneously... the person looking at it "gets it" and then moves on to the next 'land' or themed environment.
At the other side of the spectrum, we'll call this the Steak Experience side of life, there are buildings that are not instantaneously consumed. There are alot of examples I could give, but I would like to settle, for a moment, on the Getty Center by Richard Meier. It is impossible to 'get it' upon only one visit to the Getty Center. There, we see a depth of experience for the visitors of the space that goes past the experience one has at Disneyland.
Since we are examining the big picture of what 'Architecture' is and the role of the architect, we now move to 'connect the dots'. The role of the Architect is that he provides a service that will enable one to live in and / or experience a place that a person enjoys over time. The function of a place must be there (see Got Architect, Part 2), but the consideration of the experience of the place over a long time must also be considered.
Ever wonder why Disneyland has to be continually updated?
It gets old. People get bored. They want something new. Disneyland provides a good Gummi Bear for people to chew on, but the fun is over way too soon. The 'shelf life' (so to speak) of an instantaneously consumed building is quite low. Its price, from design to construction, is often quite high. It's a vicious cycle, because as soon as Tomorrowland is updated (!), it starts to get old. Even the reworking of Tomorrowland isn't looking to the future - it's looking to the past!
A set of buildings like the Getty Center, though, has a very long 'shelf life'. It isn't instantly consumed. It provides a level of resistance to the cravings of those who want Gummi Bears. It gives them a steak dinner. The messages of the Getty Center are less easily consumed, and thereby experiencing it in its fullness takes more time.
I can hear it now, "...but the Getty Center is boring. It is modern looking. Disneyland is fun, interesting and exciting." True; and both have their places. But in hiring an Architect you have to consider what strategy you want him to employ in designing your building - do you want to live in a Gummi Bear? Or, do you want to have a Steak Dinner every time you come home? It's your choice.
To be honest, the way that many buildings look out there, it seems as though people love Gummi Bears more. And that's O.K. It's O.K. to love Gummi Bears!
But, before we leave this topic, think about this: the house a person lives in, or a building that is built for them, is going to be around for a long time. To make a building as thrilling as Disneyland is going to be expensive and will eventually need to be re-worked in the future. Why not invest the cash spent on the building in a way that is intelligently designed and though not as 'eatable' as a Gummi Bear, provides increasing levels of interest and satisfaction over time?
There is also a third option.
That third option is the one we call dessert. Having a mixture of substantive and superficial areas of interest provide a means of satisfying one's desire for both Gummi Bears and Steak Dinners. So, as a client, you need a designer who won't give too many Gummi Bears, and also will not give a steak dinner that you will choke on. Tender steak, in my opinion, is better than thick and chewy steak. On the other hand, I like Gummi Bears to be chewy.
As the designer, our responsibility to you, the client, is not to be the judge of your values, but rather, to help you realize the things that you value in the design of the building or structures that you want made.
As our client, the choice ultimately is yours. At Grizzly Bear Architecture and Design, our goal is to make you happy with the end product - our service to you. We provide both steak dinners, Gummi Bears and dessert. We love to design, and we love to make our clients happy.
Got Architect? Part 2 - 'A' is for Architecture
Whether it is the Pacific Ocean, Atlantic Ocean, or other large body of water, the beauty of the waves coming into the sea shore, the sounds, the smells... all of it taken together provide an environment of majestic splendor. The waves rolling in, the expanse of the sky above, the simplicity of the horizon, and the miles and miles of water have an overwhelming effect on most who visit these large bodies of water.
These experiences have a notable impact on the people there... a sense of awe and grandeur at our exposure to the sensory phenomena all around us results in feelings that are complimentary to our existence (we know we are a part of this world), but they also provide a contrast to our experiences (we are different from what we are seeing). In distinct ways, we are a part of the big picture, but because we are different from the world we live in there is a bit of discord that results. Although both are examples from the natural world, we can learn from the design of the natural world and take the strategies we learn and implement them into the things we design.
Seeing the best displays of design in the natural environment, we move forward into the built environment. I believe good design can be summarized as this: To the degree that any object, building or experience is designed well by a human designer, that is the degree to which it emphasizes one of the two extremes of a person's experience in encountering the building - both being a part of the world and being different from the world, while not losing sight of the other.
Due to these issues being so broad and inclusive, I need to clarify something at the outset; namely that the bare minimum that any building must have to approach the "Architecture" mentioned in the last post is to be that the building functions as it needs to function relative to the need of the users of the building. This is mere 'Building Design' at its best. These needs not only include arrangement of spaces in a floor plan, but also things such as, will the building perform economically over time as it needs to in order to satisfy the 'bottom-line' of user, client, builder, developer and the like. This proposition is that there is a 'win-win' situation for all who are involved in the design of the building. Does the building reach the economic goals of the user and developer? Does it meet the environmental goals of the community? ... more questions abound, but the sum total of the bare 'minimum' that a building must accomplish is function - does the building work? It is only after those initial questions are addressed that we can at all begin to address issues related to bigger questions of aesthetic consequence. But, those questions must be addressed in order for a building design to be truly considered good 'Architecture'.
If a building meets all known functional requirements, then it can be considered on the level of adding to or detracting from life. In order for a building to be a true 'Architectural Masterpiece', it must meet both functional and aesthetic requirements. The Aesthetic requirements include a dual framework which is a sliding scale, but essentially, it is that the building emphasizes either a person's "being in the world" or "being not of the world".
For those familiar with the Christian faith, it is easy to recognize this principle that is found in the Gospel of John, chapter 17 and verses 11 through 18. In it, Jesus is praying to the Father and asking for His protection of His children / sheep as He is about to undergo the suffering and humiliation of the crucifixion. He describes (in verse 11) that His children are in the world (not yet in heaven with the Father) and also not of the world (the Christians are from God - having a heavenly and not earthly origin).
So, to summarize, in order for a building to be "Architecture" with a capital "A", the building must seek to reconcile two different extremes of our experience: We are in the world and we are not of the world. 'Architecture' may then function as it ought to in this world... as a host to its users doing what it was designed, as a part of creation, to do.
Got Architect? Part I - You are Allowed to Enjoy Buildings
Feel free to visit us at future blogs to refine your understanding on this and other related topics.
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Ideas behind the name Grizzly Bear Architecture and Design
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Grizzly Bear
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Arthur = Bear
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