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Dulmini Perera. Dessau Institute of Architecture, Anhalt University of Applied Sciences , Dessau, Germany. RSD7. 2018
Wicked Problems, Wicked Humor:
Fun machines as a Method to Frame Wicked Problems in Architecture
Slide 2/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018
Introduction
Dessau ?	
  
Image	
  01:	
  Im	
  Osten	
  nichts	
  Neues.2017.h.ps://www.economist.com/node/21720578/all-­‐comments?page=1	
  
Image	
  02:	
  Cover	
  copy.	
  Atlas	
  of	
  Shrinking	
  ci7es.	
  Edited	
  by	
  Phillip	
  Oswalt,	
  Hatje	
  Cantz,	
  2006.	
  
Image	
  03:	
  Bauhaus	
  Dessau.	
  Photo	
  by	
  Author	
  
Image	
  04:	
  Cover	
  copy.	
  InternaPonal	
  Building	
  ExhibiPon	
  Urban	
  Redevelopment	
  Saxony-­‐	
  Anhalt	
  2010,	
  Ministry	
  for	
  regional	
  
development	
  saxony	
  anhalt,	
  2010,	
  h.p://www.fad.cat/citytocity/2/cat/wp-­‐content/uploads/guanyadora/booklet_dessau.pdf	
  
Slide 3/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018
Introduction
Dessau ?	
  
All Project images that appear in this presentation are produced by Fun machines 2018 project group: Samuel Koh, Ariruddha
Phadke, Gary Chong, Yu kee Chai, Olivia Ashbrook, Raik Schamberg, Maria Quittenbaum,You Shing Soh, Maria Shelkovska,
Taylor Louison, Valmir Kastrati, Henrique de Oliveira, Lai Mun Choong.
Slide 4/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018
Introduction
Design and Architecture students	
  
Slide 5/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018
Complexity , Design Methodology and Wicked Problems
Discussions in Methodology
	
  
Methods
	
  
Wicked Problems
Complexity, Mess
(Ri.el	
  &	
  Webber,	
  1973)	
  
After methods
(John	
  Law,	
  1973)	
  
(Birger	
  Sevaldson,	
  2010,	
  2011)	
  
Second generation methods
Slide 6/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018
Horst Rittel, Heinz von Foerster and the Design Machine
Science and Method
Design and Logic
Ri.el-­‐Instrumental	
  knowledge/pragmaPcs-­‐	
  rethinking	
  scienPfic	
  method(machine)	
  
von	
  Foerster-­‐rethinking	
  the	
  science	
  (machine)	
  
Ri.el,	
  On	
  the	
  Planning	
  Crisis(1972),	
  instrumentelles	
  Wissen	
  in	
  der	
  PoliPk(1966)/	
  Von	
  Foerster,	
  ResponsibiliPes	
  of	
  Competence	
  (1971)	
  
	
  
Ri.el-­‐Design	
  process	
  as	
  a	
  process	
  of	
  argumentaPon	
  
von	
  Foerster-­‐	
  ConversaPon	
  (	
  monologue	
  to	
  dialogue)	
  
Ri.el,	
  On	
  the	
  Planning	
  Crisis(1972),	
  Instrumentelles	
  Wissen	
  in	
  der	
  PoliPk(1966)/	
  Von	
  Foerster,	
  PercepPon	
  of	
  The	
  Future	
  and	
  Future	
  of	
  PercepPon	
  (1971)	
  
	
  
Design and Community
The Designing Self
Ri.el-­‐Symmetry	
  of	
  ignorance	
  
von	
  Foerster-­‐Reality	
  =community	
  	
  
Ri.el,	
  On	
  the	
  Planning	
  Crisis(1972)	
  /	
  Von	
  Foerster,	
  On	
  ConstrucPng	
  a	
  reality	
  (1973)	
  
Ri.el-­‐”mental	
  crutches”	
  that	
  enhance	
  natural	
  intelligence	
  
von	
  Foerster-­‐in	
  Pmes	
  of	
  crisis	
  your	
  gaze	
  should	
  widen	
  
Ri.el,	
  How	
  to	
  know	
  what	
  is	
  known(1983)	
  /	
  Von	
  Foerster,	
  Needs	
  of	
  percepPon	
  and	
  PercepPon	
  of	
  needs(1975)	
  
Also	
  The	
  idea	
  of	
  internal	
  conversaPon	
  and	
  drawing	
  as	
  discussed	
  by	
  Ranulph	
  Glanville	
  and	
  Ben	
  SweePng	
  
Slide 7/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018
Complexity , Design Methodology and Wicked Problems
Fun Machines	
  
How can this construct be used to
explore the connections between
architecture, systems theory and
wicked problems?
In what ways do the terms
fun ,playfulness, humor relate
to second generation methods
Design Process?
What other theories, discussions
exist that relate to humor/
playfulness are helpful for
theoretical framework?
In what ways can the fun machine be used
to frame the complexity of social
processes ?
What experiments/objects exist
historically that could be
interpreted through the lens of
the fun machine?
What are the specific strategies /tactics
that are a part of the fun machine?
In what ways does this relate to the broader conversation o
deign methods what does it add?
Machines= Design methods	
  
Machines= Social Process	
  
Slide 8/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018
Humor (Koestler, Freud, Bergson, Higgins )
Sources	
  [	
  ej	
  to	
  right]:	
  Freud,	
  Sigmund.	
  Jokes	
  and	
  Their	
  Rela7on	
  to	
  the	
  Unconscious	
  (1905).	
  London:	
  Hogarth	
  Press,	
  1960.,	
  
Koestler,	
  Arthur.	
  The	
  Act	
  of	
  Crea7on.	
  London:	
  Penguin	
  Books,	
  1989.,	
  Deleuze,	
  Gilles,	
  ConstanPn	
  V.	
  Boundas,	
  and	
  Mark	
  
Lester.	
  The	
  Logic	
  of	
  Sense.	
  London:	
  ConPnuum,	
  2012.,	
  Law,	
  John.	
  ABer	
  Method:	
  Mess	
  in	
  Social	
  Science	
  Research.	
  Psychology	
  
Press,	
  2004.,	
  Higgie,	
  Jennifer.(ed.)	
  The	
  Ar7st's	
  Joke.	
  London:	
  Whitechapel	
  Gallery,	
  2007.	
  
Slide 9/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018
The 1960s
Sources	
  [lej	
  to	
  right]:	
  Schrijver,	
  Lara.	
  Radical	
  Games:	
  Popping	
  the	
  Bubble	
  of	
  1960sʼ	
  Architecture.	
  Ro.erdam:	
  NAi	
  Publishers,	
  2009.,	
  Sadler,	
  Simon.	
  
Archigram:	
  Architecture	
  Without	
  Architecture.	
  Cambridge,	
  Mass:	
  MIT	
  Press,	
  2005.,	
  Blauvelt,	
  Andrew.	
  Hippie	
  Modernism:	
  The	
  Struggle	
  for	
  Utopia.	
  
Minneapolis:	
  Walker	
  Art	
  Center,	
  2016.,	
  Mathews,	
  J.	
  Stanley.	
  From	
  Agit-­‐Prop	
  to	
  Free	
  Space:	
  The	
  Architecture	
  of	
  Cedric	
  Price.	
  London:	
  Black	
  Dog	
  
Pub.	
  Ltd,	
  2007.	
  
Slide 10/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018
Tactics- Process and Scale
Scale Cards
Slide 11/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018
Tactics- Process and Scale
Animating machines
Slide 12/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018
Tactics- Flows
Animating machines
Slide 13/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018
Tactics- Designer vs. The Others (Gameplay)
Slide 14/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018
Tactics- Designer vs. The Others (narratives )
Slide 15/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018
Tactics- Wordplay
Slide 16/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018
Tactics- Wordplay
Slide 17/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018
Tactics- On becoming a clown
Designing selves
Is there a unitary self that designs or are there many selves? Can we explore the designing self
as series of voices or contradictions? Can we break away form the restrictions of the
architectural personae? ( a continuation of Rittel, Schon, Glanville, Sweeting )
Slide 18/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018
Tactics- On becoming a clown
“Learn to Laugh “
	
  
Perhaps, most importantly at yourself
Friedrich Nietzsche,
Thus Spoke Zarathustra, P.405
	
  
The fun machine is a conflict/ controversy map.
Paradox	
  or	
  contradicPons	
  are	
  significant	
  components	
  of	
  wicked	
  problems.”	
  The	
  fun	
  machine	
  
uPlizes	
  paradoxes	
  as	
  a	
  producPve	
  factor	
  in	
  the	
  generaPon	
  of	
  the	
  machine.	
  Discordant	
  codes,	
  
hidden	
  incongruiPes	
  are	
  made	
  explicit.	
  According	
  to	
  Ri.el	
  design	
  emerges	
  through	
  conflict	
  and	
  
controversy.	
  	
  
The fun machine plays with language.
According	
  to	
  Ri.el	
  wicked	
  problems	
  need	
  to	
  be	
  reframed	
  constantly.	
  The	
  fun	
  machine	
  uPlizes	
  
word	
  play	
  in	
  its	
  many	
  forms	
  (	
  pun,	
  wincism,	
  perversions	
  of	
  rhythm	
  and	
  rhyme	
  to	
  engage	
  in	
  
re-­‐languaging	
  of	
  the	
  idenPfied	
  problem.	
  
Fun machines create mattering maps.
For	
  Ri.el	
  wicked	
  problems	
  were	
  another	
  way	
  of	
  rethinking	
  the	
  discussion	
  on	
  the	
  significance	
  
of	
  instrumental	
  knowledge	
  in	
  architecture.	
  ParPcularly	
  instrumental	
  knowledge	
  as	
  something	
  
that	
  does	
  not	
  deal	
  with	
  “what	
  is”	
  (science)	
  and	
  “what	
  it	
  means”	
  (humaniPes)	
  but	
  rather	
  as	
  
something	
  that	
  relates	
  to	
  “	
  what	
  ma.ers”	
  (pragmaPcs).	
  	
  
The fun machine allows for a Clowning of the self. It	
  
operates	
  as	
  a	
  tool	
  for	
  designers	
  to	
  rethink	
  their	
  own	
  subject	
  posiPon	
  and	
  agency.	
  This	
  idea	
  
of	
  clowning	
  allows	
  one	
  architect	
  to	
  assume	
  mulPple	
  voices	
  at	
  the	
  same	
  Pme	
  and	
  voice	
  the	
  
contradictory	
  posiPons	
  within	
  the	
  designing	
  self.	
  	
  
Slide 19/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018
Slide 20/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018
In a complex world where wicked problems are an inevitable part of the
everyday life of an architect it is hoped that the fun machines will provide
young architects with a tool of thought, action, activism, and if nothing else a
method of survival in times of frustration.
	
  

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Wicked Problems, Wicked Humor: Fun machines as a Method to Frame Wicked Problems in Architecture

  • 1. Dulmini Perera. Dessau Institute of Architecture, Anhalt University of Applied Sciences , Dessau, Germany. RSD7. 2018 Wicked Problems, Wicked Humor: Fun machines as a Method to Frame Wicked Problems in Architecture
  • 2. Slide 2/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018 Introduction Dessau ?   Image  01:  Im  Osten  nichts  Neues.2017.h.ps://www.economist.com/node/21720578/all-­‐comments?page=1   Image  02:  Cover  copy.  Atlas  of  Shrinking  ci7es.  Edited  by  Phillip  Oswalt,  Hatje  Cantz,  2006.   Image  03:  Bauhaus  Dessau.  Photo  by  Author   Image  04:  Cover  copy.  InternaPonal  Building  ExhibiPon  Urban  Redevelopment  Saxony-­‐  Anhalt  2010,  Ministry  for  regional   development  saxony  anhalt,  2010,  h.p://www.fad.cat/citytocity/2/cat/wp-­‐content/uploads/guanyadora/booklet_dessau.pdf  
  • 3. Slide 3/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018 Introduction Dessau ?   All Project images that appear in this presentation are produced by Fun machines 2018 project group: Samuel Koh, Ariruddha Phadke, Gary Chong, Yu kee Chai, Olivia Ashbrook, Raik Schamberg, Maria Quittenbaum,You Shing Soh, Maria Shelkovska, Taylor Louison, Valmir Kastrati, Henrique de Oliveira, Lai Mun Choong.
  • 4. Slide 4/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018 Introduction Design and Architecture students  
  • 5. Slide 5/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018 Complexity , Design Methodology and Wicked Problems Discussions in Methodology   Methods   Wicked Problems Complexity, Mess (Ri.el  &  Webber,  1973)   After methods (John  Law,  1973)   (Birger  Sevaldson,  2010,  2011)   Second generation methods
  • 6. Slide 6/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018 Horst Rittel, Heinz von Foerster and the Design Machine Science and Method Design and Logic Ri.el-­‐Instrumental  knowledge/pragmaPcs-­‐  rethinking  scienPfic  method(machine)   von  Foerster-­‐rethinking  the  science  (machine)   Ri.el,  On  the  Planning  Crisis(1972),  instrumentelles  Wissen  in  der  PoliPk(1966)/  Von  Foerster,  ResponsibiliPes  of  Competence  (1971)     Ri.el-­‐Design  process  as  a  process  of  argumentaPon   von  Foerster-­‐  ConversaPon  (  monologue  to  dialogue)   Ri.el,  On  the  Planning  Crisis(1972),  Instrumentelles  Wissen  in  der  PoliPk(1966)/  Von  Foerster,  PercepPon  of  The  Future  and  Future  of  PercepPon  (1971)     Design and Community The Designing Self Ri.el-­‐Symmetry  of  ignorance   von  Foerster-­‐Reality  =community     Ri.el,  On  the  Planning  Crisis(1972)  /  Von  Foerster,  On  ConstrucPng  a  reality  (1973)   Ri.el-­‐”mental  crutches”  that  enhance  natural  intelligence   von  Foerster-­‐in  Pmes  of  crisis  your  gaze  should  widen   Ri.el,  How  to  know  what  is  known(1983)  /  Von  Foerster,  Needs  of  percepPon  and  PercepPon  of  needs(1975)   Also  The  idea  of  internal  conversaPon  and  drawing  as  discussed  by  Ranulph  Glanville  and  Ben  SweePng  
  • 7. Slide 7/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018 Complexity , Design Methodology and Wicked Problems Fun Machines   How can this construct be used to explore the connections between architecture, systems theory and wicked problems? In what ways do the terms fun ,playfulness, humor relate to second generation methods Design Process? What other theories, discussions exist that relate to humor/ playfulness are helpful for theoretical framework? In what ways can the fun machine be used to frame the complexity of social processes ? What experiments/objects exist historically that could be interpreted through the lens of the fun machine? What are the specific strategies /tactics that are a part of the fun machine? In what ways does this relate to the broader conversation o deign methods what does it add? Machines= Design methods   Machines= Social Process  
  • 8. Slide 8/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018 Humor (Koestler, Freud, Bergson, Higgins ) Sources  [  ej  to  right]:  Freud,  Sigmund.  Jokes  and  Their  Rela7on  to  the  Unconscious  (1905).  London:  Hogarth  Press,  1960.,   Koestler,  Arthur.  The  Act  of  Crea7on.  London:  Penguin  Books,  1989.,  Deleuze,  Gilles,  ConstanPn  V.  Boundas,  and  Mark   Lester.  The  Logic  of  Sense.  London:  ConPnuum,  2012.,  Law,  John.  ABer  Method:  Mess  in  Social  Science  Research.  Psychology   Press,  2004.,  Higgie,  Jennifer.(ed.)  The  Ar7st's  Joke.  London:  Whitechapel  Gallery,  2007.  
  • 9. Slide 9/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018 The 1960s Sources  [lej  to  right]:  Schrijver,  Lara.  Radical  Games:  Popping  the  Bubble  of  1960sʼ  Architecture.  Ro.erdam:  NAi  Publishers,  2009.,  Sadler,  Simon.   Archigram:  Architecture  Without  Architecture.  Cambridge,  Mass:  MIT  Press,  2005.,  Blauvelt,  Andrew.  Hippie  Modernism:  The  Struggle  for  Utopia.   Minneapolis:  Walker  Art  Center,  2016.,  Mathews,  J.  Stanley.  From  Agit-­‐Prop  to  Free  Space:  The  Architecture  of  Cedric  Price.  London:  Black  Dog   Pub.  Ltd,  2007.  
  • 10. Slide 10/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018 Tactics- Process and Scale Scale Cards
  • 11. Slide 11/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018 Tactics- Process and Scale Animating machines
  • 12. Slide 12/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018 Tactics- Flows Animating machines
  • 13. Slide 13/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018 Tactics- Designer vs. The Others (Gameplay)
  • 14. Slide 14/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018 Tactics- Designer vs. The Others (narratives )
  • 15. Slide 15/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018 Tactics- Wordplay
  • 16. Slide 16/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018 Tactics- Wordplay
  • 17. Slide 17/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018 Tactics- On becoming a clown Designing selves Is there a unitary self that designs or are there many selves? Can we explore the designing self as series of voices or contradictions? Can we break away form the restrictions of the architectural personae? ( a continuation of Rittel, Schon, Glanville, Sweeting )
  • 18. Slide 18/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018 Tactics- On becoming a clown “Learn to Laugh “   Perhaps, most importantly at yourself Friedrich Nietzsche, Thus Spoke Zarathustra, P.405  
  • 19. The fun machine is a conflict/ controversy map. Paradox  or  contradicPons  are  significant  components  of  wicked  problems.”  The  fun  machine   uPlizes  paradoxes  as  a  producPve  factor  in  the  generaPon  of  the  machine.  Discordant  codes,   hidden  incongruiPes  are  made  explicit.  According  to  Ri.el  design  emerges  through  conflict  and   controversy.     The fun machine plays with language. According  to  Ri.el  wicked  problems  need  to  be  reframed  constantly.  The  fun  machine  uPlizes   word  play  in  its  many  forms  (  pun,  wincism,  perversions  of  rhythm  and  rhyme  to  engage  in   re-­‐languaging  of  the  idenPfied  problem.   Fun machines create mattering maps. For  Ri.el  wicked  problems  were  another  way  of  rethinking  the  discussion  on  the  significance   of  instrumental  knowledge  in  architecture.  ParPcularly  instrumental  knowledge  as  something   that  does  not  deal  with  “what  is”  (science)  and  “what  it  means”  (humaniPes)  but  rather  as   something  that  relates  to  “  what  ma.ers”  (pragmaPcs).     The fun machine allows for a Clowning of the self. It   operates  as  a  tool  for  designers  to  rethink  their  own  subject  posiPon  and  agency.  This  idea   of  clowning  allows  one  architect  to  assume  mulPple  voices  at  the  same  Pme  and  voice  the   contradictory  posiPons  within  the  designing  self.     Slide 19/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018
  • 20. Slide 20/20. Wicked Problems, Wicked Humor: Fun Machines as a Method to Frame Wicked Problems in Architecture. RSD7. 2018 In a complex world where wicked problems are an inevitable part of the everyday life of an architect it is hoped that the fun machines will provide young architects with a tool of thought, action, activism, and if nothing else a method of survival in times of frustration.