0.1 The Functionalism of Ludic Architecture in the Modern City.

0.2 The subject of research is ludic architecture and its importance in an urban context.

This thesis has evolved from the initial premise that the ludic element is integral to the “faber”: ie. play and making, or play and work are not exclusive of one another but fundamentally intertwined.

This version of ludic architecture is a reaction against the idea that architecture and the city as an organism are no more than functional entities. It is also a reaction against the idea that play is non-functional. However, it is not a reaction against all functional architecture, but more a recognition that the pragmatic and the playful have a synergetic relationship. The purpose of the ludic element in general and the intent of this thesis is to make an architecture that allows, and perhaps encourages creativity, spontaneity, and activity in the midst of a functional environment. Perhaps its direct and literal role is not so much to cause these activities as an attempt to engage the functional city in a ludic way to create an awareness of the play-element already present and its importance to the city’s functionality in large and small scales: as built environment and as building, as well as for the collective and the individual.


Johan Huizinga, who coined the term “Homo Ludens” in his book of the same title speaks about the modern qualification of homo sapiens as “homo faber” – man the maker. The idealism of the functionality and industriousness of humans in recent centuries has been highly influential in forming much of the modern built environment (the Bauhaus and modernist movement, for example). The industrial revolution saw this era of “man the maker” when social classes were increasingly divided. Engines and mass production allowed for the “freedom” of the upper echelon to enjoy ludic pursuits. The opposite was the case, however, for the working class for whom life was nasty brutish and short. Slums, workhouses, and a general decline in the quality of life coincided with the wonder of industrialization.
Constant Niewenhuis’ version of ludic architecture, as seen in his vision of “New Babylon”, removes the social stratification of culture, but retains the technology which makes it possible for the human race to be “free” of the mundane activity of production, hence creating an entirely ludic society in which everyone can attain his or her creative potential. The city as we know it would cease to exist, because to Constant the city has only existed for the functional reasons that would become redundant in New Babylon (these functional reasons being protection from invasions, as a mercantile center, production center etc.) Creativity would become not a luxury for the few, but a way of living for all.


Cedric Price, architect and contemporary of Constant’s also had ludic aspirations, but contrary to Constant’s vague images and idealistic models of a utopian city, a few of Price’s designs were built, in particular the London Zoo aviary and the “Inter-Action Centre” north of London. Price’s view was that the architecture must “enable people to think the unthinkable” and should be “enabling, liberating, and life-enhancing” (British Council.) His designs for this purpose consisted primarily of modular and moveable structures allowing for customization and change to allow for a plethora of creative and ludic pursuits. Key to the design and Price’s thesis was the impermanence of the building, including instructions for its later dismantlement and recycling. Evidence that he was not, however, deluded about the power of architecture is obvious in his suggestion that “the man hoping to transform his life with a new house might be better off getting a divorce.” Joan Littlewood and Price’s design for the “Fun Palace”, a leisure center planned for the Lea Valley Regional Park in the UK, is described as the “project [that] probably came closest to making the dream of a spontaneous leisure architecture for the 1960’s into a reality” (Sadler 135.)


A more contemporary example of ludic architecture is appropriately more virtual. The projects of the German firm “Rude Architecture” attempt to engage the urban inhabitant in ways which take advantage of current technology. “Chat Stop” a project which takes advantage of the video surveillance already in place at bustops in Berlin, converts them into interactive chat rooms, where people can videoconference with others waiting for the bus at other locations around the city. The transit commuters of Berlin are safer and more playful at the same time. A second project also involves mass transportation:

 


“Urban_Diary was an installation realised [sic] in Berlin, in which diary entries could be transmitted via SMS. All submissions were displayed on the platform of the underground line 2, located at Alexanderplatz station.
Urban_Diary is an urban-planning project, an active architecture. We view the stimulation of urban processes as a form of up-to-date urban planning, and the design of temporary spaces for urban interaction as a type of contemporary architecture.” (Rude Architecture)


The use of mass transporation as a “vehicle” of sorts for ludic architecture is a recurring theme. Whether installations such as Rude’s qualify as architecture or as installation art is certainly questionable but their function of engaging the public to participate in an environment that is part of the “everyday” of the city is clear.


Constant, in his ludic vision, seems to argue that if only we can be free from work we will be able to achieve a ludic epitome – and an end to the city as we know it. There are several problems with this model, the first being that the loss of the city would be a great tragedy and the resulting placelessness is certainly not freedom. As much as the ludic element is important to the functional, the “faber” element is essential to the ludic. Price and Littlewood’s Fun-Palace design “confined their army of technical assistants to quarters in the Fun Palace’s service basement” (Sadler 138.) This indicates a clear separation between “play” and the workings of the architecture and the facility. Constant demonstrates a similar move in New Babylon, separating technical services so that “New Babylonians would have been as ignorant of the mechanical workings of their environment as Ludwig II of Bavaria was indifferent to the weary electrician and workmen stoking the furnaces at his Linderhof grotto. ‘I don’t want to know how it works,” Ludwig is reputed to have said. ‘I just want to see the effects.’” (Sadler 138.) This thesis is a reaction against this attitude that the functional aspects of a ludic architecture need to be pushed out of sight. Indeed, the working element of structures and the city are some of the most inspiring and ludic aspects of their existence.


Also, the idea of world where humans have no reason to work because everything is automated is fundamentally flawed. Humans as a whole tend to work regardless of automation and technology – indeed more so. Instead of these things liberating us to play more they have liberated us to work more. This statement does not eliminate the need for the ludic element in architecture, indeed, it reinforces the need for places of creativity in the urban context. Ludic architecture has no point if it is not in a functional context.


The question remains whether the idealism of a ludic architecture can be realized in a modern city. Constant’s idealism is admired by this thesis, but rejects it as wholly impractical. Price’s principal of the flexible building for creative use is a sound one, and Rude Architecture’s interventions on the existing urban landscape take advantage of the functional as an insertion point for the ludic. To that end, this proposal is an assertion that ludic architecture can and should be realized but only in a manner that recognizes the element of the pragmatic “faber” element as essential to the ludic. It is a proposal for a multi-use structure for active and creative pursuits in Chicago that engages the city and its occupants by attaching to a major transportation network. Chicago is historically a “working” city, made from its importance as an industrial and commercial center of the Midwest. This aspect of its urban realities make it ideal for the siting of this thesis of ludic architecture, and their interface will be the key component in the design. The existing functional infrastructure present in the city will be the landscape for the ludic intervention. It will not turn its back on the most essential functional working elements of the city, but use them as a vehicle for play.

Primary Reference Sources:


Huizinga, Johan. Homo Ludens: A Study of the Play-Element in Culture.
Boston. Beacon Press. 1955


Sadler, Simon. The Situationist City. Cambridge. The MIT Press. 1998


Rude Architecture website. www.rude-architecture.de. April 4, 2006.


Formal Examples:


Constant Niewenhuis: New Babylon


Cedric Price: Fun-Palace (unbuilt) Inter-Action Centre (built, 1977 Kentish Town, UK).


Rude Architecture: Chat_Stop, Urban_Diary installation Berlin.


0.3 Methodology


0.31 Research Methodology:


The research methodologies I intend to use are as follows:


a. Further detailed study of Cedric Price’s designs and analysis of the practical aspects of implementing Price’s concepts in a modern urban environment.
b. Research possibilities of interventions such as Rude’s “Urban_Diary” attached to public transportation and similar interventions particularly along the Chicago Transit Authorities train lines.
c. Investigate similar play-oriented facilities in Chicago such as the Redmoon Theater, the Old Town School of Folk Music, and Parks District Fieldhouses.
d. Contact current owner of Megamall buildings.
e. Make contact with various community groups to discuss their intentions and needs for the site. Logan Square community groups include: West Logan Square, North Logan Square, Logan Triangle Association, and Greater Goethe Neighborhood Association block groups, Fullerton Avenue Chamber of Commerce, Economic Development Commission of Greater Logan Square, Logan Square Neighborhood Association, St. John Berchman’s Church and School, 4th Congregational Church, Ceasefire.
f. Meet with Alderman Rey Colon, 35th ward.
g. City Hall: Contact the Department of Planning and Development, the office that made the request for proposals for this site. Landmarks division: check possible historical significance of some of the Megamall’s façade’s. Department of Records: history of site, check department of buildings information on the site.
h. Newberry Library: research historical nature of site, maps, historical information on the train.
i. Chicago Transit Authority: contact regarding interface with train trench.
j. Extensive photo-documentation of site from all available angles including the train.


0.32 Design Methodology


The design methodologies I intend to use are as follows:


a. Photo-collages of the special experience of the site and possible interventions will be a key element in the design. Video may also be used depending on available resources.
b. Massing models of surrounding site elements will be critical because the site’s context is extremely important to the design.
c. Study of modular and/ or flexible materials and elements.


0.4 Site Selection


The chosen site is located at the intersection of Milwaukee ave. and Logan Blvd. in Chicago, Il. This is in the center of the Logan Square neighbourhood and 3.5 miles northwest of the Loop.
The site is at the point where the Blue line CTA train goes underground and changes from being an elevated line to an underground subway. This creates a long trench in the ground around which the land is currently vacant. The existing train infrastructure is vital to the ludic and functional intentions of this thesis. Also on the site are several buildings which make up the “Discount Mega Mall”, which was closed in June 2005 after the building’s owner was cited with 112 building, health, and safety code violations. The city has since acquired the property and the Department of Planning and Development has issued a call for redevelopment proposals. The available land is quite large at 4 acres and whether the whole site will be used for this thesis remains to be determined. Half the site is zoned B3-3 which is “Community Shopping District” and has an FAR of 3, the other half (where the existing “Megamall” is) is zoned C2-2 with an FAR of 2.2. It is also in a tax increment financing district.


0.5 Building Program


The building can be described as a multi-purpose activities center & artspace, open to the general public and providing facilities similar to a community centre or school, as well as multipurpose areas. *An undecided aspect is whether to include an element similar to the former Megamall which was a highly functional, though problematic, institution. This would consist of available space for vendors.


Art Studios 5000 s.f.
Art Classrooms 5000 s.f.
Gallery/ Exhibition Space 3000 s.f.
Theatre 14,000 s.f.
Digital Media Centre 2000 s.f.
Daycare 2000 s.f
After-school Daycare 2000 s.f.
Youth Centre 2000 s.f.
Gym 5000 s.f
Pool 6000 s.f.
Locker Rooms 2000 s.f.
Gym Equipment & Storage 800 s.f.
Reception areas (multiple) 4000 s.f.
Restrooms (multiple) 2000 s.f.
Café 1000 s.f.
*Market area (possibility) 4000 s.f.
Outdoor stage 1500 s.f.
Circulation/ utility/ misc. 10,000 s.f.
Significant outdoor space TBD
Total: 84,800 s.f./ 7,878 s.m.


Conclusion: This program, though large, leaves available significant open space if the whole 4 acre site is used.


0.6 Bibliography


Design Museum, British Council. “Cedric Price, Architect.”
http://www.designmuseum.org/design/index.php?id=92. April 6, 2006.


Huizinga, Johan. Homo Ludens: A Study of the Play-Element in Culture.
Boston. Beacon Press. 1955


Rude Architecture website. www.rude-architecture.de. April 4, 2006.


Sadler, Simon. The Situationist City. Cambridge. The MIT Press. 1998