Entries tagged with “john frazer” from active social plastic
Generator (1976-79, unbuilt), sought to create conditions for shifting, changing personal interaction in a reconfigurable and responsive architectural project. It was to serve as a retreat and activity center for small groups of visitors (1 to 100) to the White Oak Plantation on the coastal Georgia-Florida border. Designed for Howard Gilman, the CEO of the Gilman Paper Company and a generous arts patron [1], it followed this open-ended brief:
A building which will not contradict, but enhance, the feeling of being in the middle of nowhere; has to be accessible to the public as well as to private guests; has to create a feeling of seclusion conducive to creative impulses, yet ... accommodate audiences; has to respect the wildness of the environment while accommodating a grand piano; has to respect the continuity of the history of the place while being innovative.[2]
In order to determine the initial arrangements--menus, as he called them--Price used programmatic research tools: activity questionnaires filled out by Generator's potential users, who then mapped these against requirements for infrastructure, space, quiet or privacy. He used the small, handheld Three Peg Game to determine the original layout for Generator.
The social elements of Generator acknowledged that a retreat site composed of mobile, responsive components would prove unfamiliar to visitors without human facilitation. Thus, Price created two roles, "Polariser" and "Factor," to catalyze on-site interpersonal dynamics and logistical requirements. Polariser would encourage people to use Generator in novel ways and facilitate their interactions with each other; Factor would operationalize the desires of Generator's users onsite, operating the mobile crane to suit the menu and handling other human to site requirements. Polariser was Barbara Jakobson, a trustee of the Museum of Modern Art and the person who introduced Price to Gilman. Factor was Wally Prince, the operations manager for the White Oak Plantation.
Like many of Price's projects, Generator was never built. After nearly three years of design, the project was stymied by financial turmoil and a feud within the family-run Gilman Paper Company. Moreover, inasmuch as the project served to benefit employees of the company, the workforce did not support the project: the maintenance requirements were too great. Gilman was unable to clear the hurdle and had to abandon the project. John Frazer continued to hope that the project would be revived, suggesting a new start in 1989, again in 1995, and shortly before Price's death in 2003.
Technologically speaking, it must be said that Generator was a notably prescient project. It represents the nexus of architecture and nascent ubiquitous computing. The technical ideas behind Price and the Frazers' collaboration on Generator have still not been largely realized. Yet all of the groundwork was in place for Generator--its flexible program and its elements--before the sensors and programs were ever discussed. The programs were useful for the ways they could unleash unexpected interactions, but without the investigations into the connection of the social and the site and the underlying concepts, the idea would not have endured--an important precept for designers and architects working at the intersection of pervasive computing and design.
Continue reading Cedric Price's Generator.
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