ARCHITECTURE For Total Morons (3:Addenda)by Ric Carter |
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One can never say or do too much about architecture, sculpture, town/garden design, construction, or kinky sex. That's why there are so many publications about these related fields. Having kinky sex in a garden or construction site is especially interesting. But I digress. ![]() Labyrinths & Mazes For Total MoronsMAAZ was the firstborn son of RAM (I Chronicles 2:27). Thus a maze is a place where you lose your sheep. —Anon. There is a great deal of confusion regarding the similaities between mazes and labyrinths, and their spelling. This confusion is natural, because people are easily confused. But this confusion is also easily dispelled. Here are simple guidelines you can follow to discover whether you are lost in a maze, in a labyrinth, or just in a twisted skein of indeterminate space-time.
Maze-Labyrinth Resources (under construction)
![]() Christopher Alexander's 15 Principles of Style / Design / ArchitectureYou can't invent a design. You recognize it, in the fourth dimension. That is, with your blood and your bones, as well as your eyes. —D.H. Lawrence Whilst perusing vapid websites I chanced upon a reference to alleged principles. You may or may not wish to observe them. They may or may not work for you. Memorize them if you want. Makes no difference to me. 1.) Levels of ScaleA balanced range of sizes is pleasing and beautiful. 2.) Stong Centers Good design offers areas of focus or weight. 3.) Boundaries Outlines focus attention to the center. 4.) Alternating Repetition Repeating various elements creates a sense of order and harmony. 5.) Positive Space The background should reinforce rather than detract from the center. 6.) Good Shape Simple forms create and intense, powerful center. 7.) Local Symmetries Organic, small scale symmetry works better than precise, overall symmetry. 8.) Deep interlock and ambiguity Looping, connected elements promote unity and grace. 9.) Contrast Unity is achieved with visible opposites. 10.) Gradients The proportional use of space and pattern creates harmony. 11.) Roughness Texture and imperfections convey uniqueness and life. 12.) Echoes Similarities should repeat throughout a design. 13.) The Void Empty spaces offer calm and contrast. 14.) Simplicity and inner calm Use only essentials; avoid extraneous elements. 15.) Not-seperateness Designs should be connected and complementary, not egocentric and isolated. ![]() Notes On Extreme ArchitectureEverything at the extremes and everything in between has architecture. Atoms have small-scale architectures. Rocks have architectures. Microchips and computers have architectures. Galaxies have architectures. The universe and multiverse have large-scale architectures. Yada yada yada. The architectures at the extremes don't much resemble intermediate architectures, mainly because the operant forces and constituents are rather different. Inter-atomic energies and black matter determine their structures in ways we don't notice on the human scale. How boring. Wouldn't you rather be something other than human? Extreme architecture is all about finding the limits of what can be done with the forces and constituents at hand, and pulling or pushing those limits. You can tell when you've exceeded real limits because whatever you're trying to put together, doesn't happen. Thus anything you can actually build is stale and obsolete. But don't let that stop you. One approach: impose onerous limits. Constrain yourself to work with only the most basic of materials, like building a house from only marbles and snot. Such extreme limitation will force you to exercise your creativity to the fullest, like a real genius. Another approach: remove all possible limits. Build with something other than crass material stuff - build with light, with sound, with words, with scents, with tastes. You may end up with something brilliant, if a bit impossible and unusable. Just don't expect to win approval from your local zoning commission. But who needs those focking Philistines?!?!? You can also redefine 'architecture', 'design', 'building', 'usefulness,' and other relevant terms. This can lead you in totally novel directions. But see the caveat in the previous paragraph. Think outside the box. Think outside the paper bag. Think outside the condom. Think outside the inflated goat's bladder. Think outside the cargo ship. Think outside the pustule. Wherever there's a boundary or barrier, think on the other side of it. Then think about coming back, eventually. If anyone will have you. To be successful as an extreme architect, you must be an extreme person. Do everything, Think and dream everything, Eat and drink and smoke everything. Love and hate everything. Fight and fuck everything. Nothing is ever accomplished by a reasonable person. Moderation is for monks. Get extreme. (to be continued...) |
CONTENTS:(PRACTICE) (ADDENDA) (NAVIGATE) ARTICLESHYPERNORMAL: ArchiSculpture Barbecuing Deconstruction Existence Evolution Knowledge & Belief Logic Millennial Madness Proof Redefining Time ReDoing PARANORMAL: Buddha ChemTrails Crop Circles (De)Materialization InnerSpace Exploration Levitation Lycanthropy Mental Radio NewAge Buzzwords Paranormal Research Perpetual Motion Pyramidology Self-Delusion TeleKinesis Time Travel Vampirism Vril Power X-Entities |
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