Designing for the Internet of Things

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  1. arCHitECturE as intErfaCE (^) | 293
    devices, and for the process of design itself. Theorists in the 1960 s and
    1970 s discussed cybernetics,^8 digital approaches to systems of work and
    habitation, and explored through programming Negroponte’s concept
    of “the architecture machine,”^9 a theory about the ability of machines
    to learn about architecture as opposed to being programmed to com-
    plete architectural tasks.
    More recent investigations of the merger of digital and architectural
    realms have been undertaken since the 1990 s, with research consid-
    ering the concept of adaptive feedback loops,^10 of environments such
    as Rodney Brooks’ Intelligent Room Project,^11 or environments such
    as the Adaptive House.^12 These experiments explored the principles
    of combining digital with architectural environments and processes.
    Malcolm McCullough observed an impending future of opportunity
    when computing pervades architecture and activities are mediated
    in new ways. He commented that, “The rise of pervasive computing
    restores an emphasis on geometry.... In locally intensified islands of
    smarter space, interactivity becomes a richer experience.”^13
    Theories and manifestos proliferated with a focus on the cultural
    and societal imperatives that should guide practitioners in navigat-
    ing the choppy waters between meaningful and merely practical
    arrangements of space. As Michael Speaks described in his introduc-
    tion to Kojin Karatani’s Architecture as Metaphor, a tug of war ensues
    between two metaphors, “Architecture as Art” versus “Architecture as
    Construction.”^14 If we are to believe Vitruvius, the aspiration of archi-
    tecture has always gone beyond function and effectiveness to incorpo-
    rate the difficult-to-define idea of “delight,” a notion beyond aesthetics.
    In today’s post-modern age, we expect a work of architecture to mean
    something to inhabitants and observers. Architecture has always con-
    8 Frazer (1993)
    9 Negroponte (1970 )
    10 Eastman, in Cross (1972)
    11 R. A. Brooks. 1997. The Intelligent Room project. In Proceedings of the 2nd International
    Conference on Cognitive Technology (CT ’97). IEEE Computer Society, Washington, DC,
    USA, 271-. http://people.csail.mit.edu/brooks/papers/aizu.pdf.
    12 http://bit.ly/1nTB2BH
    13 McCullough (2004)
    14 Karatani and Speaks (1995)

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