"There are far more radical forms of digital art than the cultural dead end of NFTs"

With a focus entirely on commercialism, NFTs are the most boring form of digital art being developed, writes Phineas Harper.

Last month, a collaborative online art project created on Reddit took the internet by storm. The vast interactive artwork, called Place allowed anyone to lay coloured tiles on its enormous canvas one pixel at a time with each user was only able to add a single tile once every five minutes.

Working alone it was impossible to design anything substantial so Place users collaborated in enormous decentralised teams, coordinating their tile placement through self-organised online communities. The result was a million-pixel battleground in which rival factions jostled for their preferred artworks to prevail.

Place is a highpoint in the history of internet art

National flags, cultural icons, memes and even Herzog & de Meuron's Hamburg Elbphilharmonie were drawn and then overwritten by competing online factions.

Place is a highpoint in the history of internet art. Its technicolour vitality flows from the thousands of people who contributed. Free and open, the project perfectly expresses the possibilities of art in the age of the World Wide Web.

Yet in recent months a very different kind of online art has taken up headlines – one that derives its value not from sharing, but from owning: Non Fungible Tokens (NFTs). An NFT is simply a unique chunk of data like a digital certificate whose ownership can be sold and verified using an online public ledger called a blockchain.

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By connecting a media file like a jpeg, gif or video with its own certificate, it becomes possible to trade them. The media itself is not sold but the digital certificate linked to it can switch hands for as much as buyers are willing to pay.

If you can convince enough people that a certificate linked to a piece of digital art you made is valuable then it becomes possible to make thousands of dollars flogging it in one of the numerous NFT marketplaces. Many celebrities, designers and artists have launched NFTs linked to their work including Jeff Koons and Damien Hirst. Even beleaguered British chancellor Rishi Sunak has got in on the action by asking the UK treasury to create an NFT.

Ownership is merely a clerical add-on to the practice of art making

Big names and big sums, combined with global lockdowns that pushed many to adopt a more digital existence, have fueled international hype around NFTs propelling the burgeoning market to a value of $41 billion in 2021. This has prompted many to ask if NFTs are the future of art, but there are far more radical forms of digital art than the cultural dead end of NFTs.

Whether NFTs are here to stay or not, they are the most boring form of art ever created, centring value in nothing more than ownership.

Owning art is the least interesting aspect of art. A great artwork might be pioneering in its use of media, arresting in its formal composition or rich with symbolism. It might ask profound questions of its audience or simply elicit a feeling among those who experience it.

Ownership, however, does none of these things. Ownership is merely a clerical add-on to the practice of art making – the dull transaction necessitated by an economic system based on property owners harvesting value from the work of others.

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The relative merit between NFTs worth millions and pennies is nothing but the promise of how much others might pay to own them.

In this sense, NFTs are the epitome of an industry lost to speculative investment – hallow avatars for late capitalism's broken relationship with the art and design worlds. They are the contemporary art market meeting its logical endpoint at which hype and hustle triumph over any other consideration.

Of course, the gallerists of Frieze and Basel have long used PR and spectacle to puff up the value of their collections, but the sheer banality of the NFT craze has reached a new level of tedium.

For all the designers who have successfully cashed in, many more will lose out

Digital art itself is not at fault. The aesthetic of many profitable NFT collections (gurning cartoon monkeys feature heavily) are certainly flat and derivative but those qualities are not intrinsic to digital art. Digital art can, like Place, allow new forms of interactivity or, like remarkable computer games, immerse audiences in worlds as compelling as the best literature.

NFTs, however, explore none of this potential, retreating into the cultural cul-de-sac of mere ownership. Shills will say that NFTs are a new means for struggling artists to make money, but this narrow justification misses many key points.

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First, those best able to profit from the NFT bubble are those already in command of substantial followings like the famous musicians Grimes, Eminem and Snoop Dogg who all recently released lucrative NFT collections. If there is cash to be made from issuing tokens, it will mostly flow to the already wealthy few rather than the struggling many.

Second, minting an NFT is not free, requiring makers to buy into cryptocurrency exchanges at their own risk like a pyramid scheme. For all the designers who have successfully cashed in on the hype machine, many more will lose out, predominantly those least able to do so.

Above all, NFTs erode the most radical and adventurous aspect of the internet: sharing. Sharing is a nourishing act of solidarity, fundamentally more enjoyable and resource-efficient than the kind of private, solitary ownership that consumerism promotes.

But every time something that could have been sold is shared, an opportunity to extract profit has been lost, and it is for this reason big tech and finance are cynically pouring resources into cryptocurrency innovations like NFTs.

As art, NFTs are boring beyond words, but as tools to commodify what was previously a digital commons they may be far more insidious – turning the internet from a place of sharing to a place of owning.

Phineas Harper is director of Open City and formerly deputy director of the Architecture Foundation. He is author of the Architecture Sketchbook (2015) and People's History of Woodcraft Folk (2016).

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Voxel Architects designs "mystic" virtual arena to host Metaverse Fashion Week closing event

Digital fashion brand Auroboros has collaborated with architecture studio Voxel Architects to create a rocket-shaped virtual building to host the closing event of Metaverse Fashion Week tonight.

The digital building, which is located in the luxury fashion district of browser-based metaverse world Decentraland, was designed to encourage exploration and interaction among guests.

Auroboros will host the closing event of Metaverse Fashion Week inside a rocket-shaped digital building

"The space was built in mind as an explorative scape for the visitor to not only learn more about the collection and Auroboros, but to engage in a way that would not be possible physically," said Alissa Aulbekova and Paula Sello, co-founders of Auroboros.

"Inspired by organic, mystical shapes, it is designed for all guests to enjoy the performance and see the collection up close from a 360-degree angle."

Voxel Architects created a building that invites exploration

Inside, six looks from the Auroboros's latest digital clothing collection Biomimicry will be shown. Like the building, the collection is inspired by nature and features feathery dresses and nymph-like two pieces that are accessorised with fringing that looks like seaweed.

While items in the collection have already been exhibited at London Design Festival and London Fashion Week 2021, this is the first time people will be able to purchase garments as non-fungible tokens (NFTs) at a later auction via curated NFT marketplace UNXD.

Spiralling steps around a portal lead up to a performance space

Alongside browsing the display of digital Auroboros clothing, Metaverse Fashion Week (MVFW) attendees can play games to win physical fine jewellery, interact with a cascading purple snake and climb spiralling steps.

From here, they'll be able to watch a performance by singer Grimes, who is set to perform a DJ set at the event while dressed in the brand's Mystique wearable – a skin-tight bodysuit that references outfits in the film Black Panther.

Digital garments from the Biomimicry collection will be on show

MVFW is a four-day digital fashion event with a schedule that includes runway shows, afterparties and pop-up shops.

Self-described as a "digital-born" fashion brand, the co-founders of Auroboros hope that the closing show marks a transition toward a more digital future for fashion.

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"Moving away from the classic catwalk that no longer feels relevant, particularly in a virtual world, we are showcasing our space as a community launch for a more personal approach to our audience and collectors," said Aulbekova.

"With mass adoption for both the crypto ecosystem and more recently now the fashion industry, MVFW is a defining moment for everyone creating and investing in digital fashion."

Guests will be able to bid for accessories and clothes as NFTs

The event takes place as more companies look beyond traditional fashion runways and sets, and begin to embrace the immersive and creative appeal of the metaverse.

Previously, Jonathan Simkhai has hosted a fashion show on virtual world Second Life, while Congolese brand Hanifa launched its Pink Label Congo fashion collection on Instagram Live.

Images courtesy ofAuroboros.

Metaverse Fashion Week started on 24 March. Auroboros' event takes place on 26 March. SeeDezeen Events Guide for an up-to-date list of architecture and design events taking place around the world.

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Decentraland to host "first ever" metaverse fashion week

Virtual reality platform Decentraland has launched Metaverse Fashion Week, a digital fashion week where brands including The Fabricant will showcase new clothing collections in the metaverse between 24 to 27 March.

Over the four-day period, Decentraland will host a series of runway shows, afterparties and pop-up shops with brands exhibiting digital garments on avatars walking on virtual catwalks.

Unlike many traditional fashion weeks that only permit invited guests, Metaverse Fashion Week is free and open to everyone. Users simply log into the browser-based platform Decentraland.

Metaverse Fashion Week 2022 is hosted on Decentraland

"MVFW will be accessible to anyone and everyone across the globe," said Giovanna Casimiro, head of Metaverse Fashion Week (MVFW).

"One of the drawbacks of traditional fashion shows is that they are too restrictive to the average person, almost always being invite-only," she told Dezeen.

"MVFW will be free and obviously as it will be digital, all you will need to attend is a computer and an internet connection."

Digital fashion brands including Auroboros will showcase clothing collections

During the fashion event, users will also be able to scan a QR code to see a render of the item, before using funds in their crypto wallet to purchase items as non-fungible tokens (NFTs).

The purchased NFTs can then be worn on the user's own avatar. Some can also be traded for the physical version of the item, with brands working with brand platform Boson Protocol to sell physical goods through the metaverse.

The Fabricant will launch its Season 1 collection at Metaverse Fashion Week

At MVFW, digital fashion house The Fabricant will showcase designs such as its Hemdrok Jacket and Nehalennia Dropsuit, a long-sleeved leotard.

In the open-access spirit of Decentraland, the brand has invited attendees to submit their own reworked designs of The Fabricant's Season 1 range in their own fabric and colour combinations. Six winning creations will be selected for the runway via a public vote.

The Fabricant is inviting people to create their own garments on The Fabricant Studio website

The Fabricant's co-founder Amber Jae Slooten believes that the fashion show points to a future where traditional fashion weeks are no longer necessary, especially given the negative impact they have on the climate.

"As we're presenting ourselves in online spaces more and more I feel like a fashion gathering in Decentraland would be a great experimentation on how much fashion weeks in real life are still necessary to be held," she told Dezeen.

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"If this fashion week facilitates a place and time for people to come together online and not have to fly across the world and create all of those physical items/waste to produce 10-minute fashion shows, this would save a lot of valuable resources," she added.

The event will close with digital couture fashion brand Auroboros. Its digital collection Biomimicry will be auctioned as a series of NFTs.

The collection was first shown at London Fashion Week 2021 and a crystallising gown from the collection was later showcased at London Design Festival.

Auroboros models will wear items from its Biomimicry range

According to the designers, MVFW is a pivotal moment in the fashion calendar as it brings digital fashion to a much wider community.

"Decentraland is currently one of the highest populated metaverses allowing for immediate commerce and 3D interaction," said Alissa Aulbekova and Paula Sello, co-founders of Auroboros.

"With mass adoption for both the crypto ecosystem and more recently now the fashion industry, MVFW is a defining moment for everyone creating and investing in digital fashion," Sello told Dezeen.

Attendees will be able to purchase clothes as NFTs

Alongside digital fashion companies, a number of brands that traditionally create physical garments are also set to take part in the event. These include Italian luxury fashion house Dolce and Gabbana and German fashion company Hugo Boss.

While Decentraland is calling its fashion week the "first ever" in the metaverse, fashion brands Collina Strada and Mimi Wade have previously hosted fashion shows in online metaverse IMVU.

Traditional fashion houses are scheduled to have shows at the event

Gucci hosted a virtual exhibition in online game Roblox to mark its centenary where gamers could explore the Italian fashion designer Alessandro Michele's key designs and buy rare virtual collectables.

Previous digital fashion shows include Jonathan Simkhai's Fall/Winter 2022 runway show, which was presented in the virtual world Second Life during New York Fashion Week.

Metaverse Fashion Week will launch on 24 March. SeeDezeen Events Guide for an up-to-date list of architecture and design events taking place around the world.

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Zaha Hadid Architects designs virtual Liberland Metaverse city

British architecture studio Zaha Hadid Architects has created a "cyber-urban" city in the metaverse where people can buy plots of land with cryptocurrency and enter digital buildings as an avatar.

Named Liberland Metaverse, the virtual city is a based on the Free Republic of Liberland – a micronation claimed by Czech politician Vít Jedlička that straddles disputed land between Croatia and Serbia.

ZHA is developing a city in the metaverse called Liberland

"While the Liberland Metaverse is meant to spearhead the development of Liberland as a libertarian micronation it will also function as free standing virtual reality realm in its own right," explained Zaha Hadid Architects principal Patrik Schumacher.

"The ambition is for it to become the go-to site for networking and collaboration within the burgeoning web 3.0 industry, its the metaverse for metaverse developers and the crypto ecosystem at large," he told Dezeen.

It is a digital replica of the physical micronation the Republic of Liberland

To access Liberland Metaverse, people have to file an application to become an e-resident of the physical micronation. Then they access the space via Mytaverse – a cloud-based platform that creates 3D environments.

Once inside the "cyber-urban crypto incubator", people can visit buildings designed by Zaha Hadid Architects including a city hall, plaza and exhibition centre.

Schumacher designed the space using the computer software parametricism

Zaha Hadid Architects designed all of the buildings in its typical style with curvaceous, sinuous forms and rounded corners. However, many of the buildings have elements not supported from the ground – something that is not possible with gravity in the real world.

The city hall, which is the city's central urban heart has a terraced walkway that wraps around the building. Inside, benches are arranged in a horseshoe configuration and the Liberland flag can be seen hanging on the wall.

The DeFi Plaza has been designed in ZHA's signature curvaceous style

According to its website, the virtual campus, which is surrounded by water, will be used as a "networking hub for crypto projects, crypto companies and crypto events".

People can also buy plots of land and set up businesses in the virtual city and if they do so, they will also have a stake in the physical Liberland.

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Schumacher designed the city using parametricism, a type of computer software used to generate architectural forms.

He believes that the metaverse will act as a catalyst for parametric design, as there are no urban planning limitations in the virtual spaces.

A city hall is located in the centre of the digital city

"The key advantages of virtual environments are their global accessibility and their adaptive, parametric malleability," Schumacher argued.

"The architectural and urban paradigm that is most congenial to this idea of a differentiated, evolving, multi-author urban field is parametricism," he said.

"We therefore predict that the development of the metaverse will boost parametricism."

Avatars can meet to work on crypto projects together

According to Schumacher, Liberland Metaverse could become a template for the micronation's eventual physical presence.

"Our conception of the metaverse is based on realistic design and photo-realistic rendering," he said.

"We believe this, at least in the initial stages of metaverse development, allows for the fullest exploitation of the city analogy, utilising our innate and learned intuitive cognitive capacities with respect to orientation, wayfinding and the reading of subtle aesthetic social atmospheres and situations," he continued.

"This realism in our cyber-urban conception also allows for the later physical realisation of the designed metaverse spaces in the physical Liberland, to any desired extent."

E-residents can also buy plots of land in Liberland Metaverse

The Republic of Liberland is an unofficial state that is not recognised by international organisation such as the United Nations.

Liberland is located between Croatia and Serbia on a plot of land that was unclaimed and uninhabited until 13 April 2015 when Jedlička proclaimed it as a country.

It now has its own community, flag, coat of arms, national anthem and a cryptocurrency called Liberland merit.

The architects hope the city will foster a crypto economy

Although Schumacher believes that the future of the internet is the metaverse, he argues that physical spaces will always coexist alongside virtual ones and that the fusion of both worlds will continue to strengthen.

"As long as we have physical bodies we'll need physical environments," he explained. "Virtual environments are as real as physical environments and social reality exists and continues seamlessly across this divide."

"Virtual and physical environments are ideally designed together," he added.

Architecture studios are increasingly turning to the metaverse to construct virtual buildings. Danish architecture studio BIG recently completed a virtual office in the metaverse for media company Vice Media Group.

Elsewhere architecture and interior design studio Roar purchased land for a new digital showroom.

The images are courtesy ofZaha Hadid Architects.

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#softwareandwebdesign #all #architecture #technology #news #zahahadidarchitects #patrikschumacher #virtualarchitectureanddesign #metaverse

BIG designs virtual office in the metaverse for Vice Media Group

Danish architecture studio BIG has designed its first building in the metaverse, a virtual office for employees at media company Vice Media Group called Viceverse.

The recently opened Viceverse office is located on the Decentraland platform, where it will serve as the agency's virtual innovation lab and allow employees to work in the metaverse on Non Fungible Tokens (NFTs) and other digital projects.

"It is an experimental playground"

Morten Grubak, global executive creative director of innovation at Vice Media's creative agency Virtue Futures, told Dezeen that Viceverse is an "experimental playground".

Virtue Futures worked together with Bjarke Ingels Group (BIG) on the office, which Grubak believes will foster creativity at the multi-platform media company.

"It's an extremely organic building, we can install an entire floor in a day so we see it as an experimental playground and canvas on which to build," Grubak told Dezeen.

"Teams can experiment with NFTs, Decentralised Autonomous Organisations (DAOs) and Web 3.0, applying insights directly for brands eager to make an impact," he added.

Vice's metaverse headquarters will be used for virtual projects

BIG designed the workspace to look like a white building with an undulating facade, with multiple levels that can be accessed via a central tunnel. Employees in the new headquarters can conduct meetings and collaborate with colleagues from around the world.

"The space showcases a range of digital experiments, and has plenty of hidden extras for curious explorers — including a direct route for young creatives to reach a selection of highly acclaimed global Meta-Mentors," explained Grubak.

"It will also serve as a launchpad for digital field research into the sociology of digital communities," he added.

Virtual office designed to go beyond traditional limits

Decentraland, which houses the office, is an open-source meta world where people create unique avatars to represent their physical selves.

Other businesses have already set up camp in Decentraland, including architecture and design studio Roar which announced that it had bought two plots of land for a showroom in the digital world earlier this year.

Viceverse is Vice Media Group's first metaverse workplace and adds another dimension to the company's existing offices in 25 countries across the globe.

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According to Grubak, Viceverse enables the brand not only to establish its presence in the metaverse but also to explore what work is possible beyond the boundaries of the physical office.

"The brief we gave BIG was to present something that is pushing the boundaries of physical constraints," he said.

"The arrival of Vice Media Group allows its borderless creative workforce to come together virtually for the first time in Decentraland."

"The creative opportunities within the metaverse are hugely exciting and as we're already helping brands navigate this new space it makes sense to have an office there ourselves," Grubak said, citing the fact that Virtue Futures launched Coca-Cola's first NFT last year as an example.

Metaverse workplaces allow remote teams to creatively collaborate

The metaverse is a parallel virtual world where people interact with each other through digital communications.

Vice Media is not alone in its foray into the sphere. In October, Facebook announced that it would be changing its name to Meta and focusing on tailoring products for the metaverse.

Shortly after, a flurry of international brands followed suit including sportswear brand Nike, which unveiled its acquisition of RTFKT, a digital design studio producing trainers that can be worn across different online worlds.

The images are courtesy ofVice Media.

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Andrés Reisinger and Alba de la Fuente design modernist house in frosty metaverse landscape

The clean geometry of Dieter Rams' industrial designs informed Winter House, a virtual residence by digital artist Andrés Reisinger and architect Alba de la Fuente that exists in a pink-hued winter world.

Designed as a hideaway in a snowy forest, the two-storey house is characterised by floor-to-ceiling glass windows and rectilinear volumes.

Winter House is a virtual residence

Winter House is stacked on a large concrete slab to create a "floating floor", underneath which a glass box houses a chunky concrete staircase that leads visitors from the front door into the house.

A tubular pink elevator runs from the top to the bottom of the structure and can be seen through the house's glass facade.

A concrete staircase leads from the front door to the raised house

Argentinian digital artist Reisinger created the house together with Madrid-based architect De la Fuente to reflect the early 1960s projects of industrial designer Dieter Rams, while also exploring winter in the metaverse.

"We wanted to picture what this time of year looks like in the metaverse, and so we gathered all the feelings that we associate winter with – mainly stillness and comfort – and transported them into this parallel reality," Reisinger told Dezeen.

The house was rendered within a frosty landscape

The metaverse is an umbrella term for any virtual-reality space where users can interact in a computer-generated environment such as the snow-covered landscape designed for Winter House.

Reisinger explained that the house's expansive windows intend to connect the inside and outside spaces, all of which have been rendered with a subtle splash of pink.

The project features pink-hued interiors

The virtual residence features a selection of minimalist furniture arranged in open-plan rooms that nod to modernist interior design.

An angular fireplace is suspended from a skylight in the living room, which has low-slung pink sofas and sleek, light-grey floors that add a wintery feeling to the interior.

"I like to use furniture as the protagonists of my spaces," Reisinger said. "I always push reality to a limit where it feels slightly distorted, but not explicitly – I only want to add a light touch of oddness, to unsettle viewers."

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The digital artist explained that Winter House is a virtual residential project that can be applied to any metaverse, and is the second house of its kind that he has designed in collaboration with De la Fuente.

Designing virtual houses for the metaverse is no different to ones in the real world, Reisinger said.

"It's the same as for the physical world: these houses are designed to live in and use as curated spaces to showcase ourselves," he explained.

A tubular elevator runs the length of the house

"I truly believe that we can use the metaverse as an exploration territory to apply successful outputs to our beloved physical world," he added.

"I see terrestrial nature and the metaverse as travelling in the same direction, not in opposition or contradiction."

Increasing interaction with the metaverse could even lead to a stronger relationship with nature, according to Reisinger.

"I envision that if we can transfer a good portion of our interest in buying material objects to the metaverse, then we’ll be able to strengthen our relationship with nature in our physical world," he said.

Winter House has views of snow-capped mountains

Reisinger revealed that Winter House is at the forefront of a new metaverse architecture company that he is spearheading with other creative partners, but said further information on this is not currently available.

After rising to prominence on Instagram through his distinctly dream-like renderings, Reisinger has completed a number of other virtual projects. These include the sale of a collection of virtual furniture that fetched almost $70,000 at an NFT online auction.

An armchair from the collection, called Hortensia, was recently made into a physical object with the assistance of Dutch design brand Moooi.

The renderings are courtesy of Andrés Reisinger and Alba de la Fuente.

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Andrés Reisinger designs virtual modernist house in frosty metaverse landscape

The clean geometry of Dieter Rams' industrial designs informed Winter House, a virtual residence by digital artist Andrés Reisinger and architect Alba de la Fuente that exists in a pink-hued winter world.

Dezeen

Highlights from week two of Dezeen 15 include Space Popular predicting a "three-dimensional version of the internet"

The second week of the Dezeen 15 festival saw Space Popular demonstrating a new type of portal for the metaverse while Henna Burney celebrated salt as a material for the future.

The festival will see a total of 15 creatives present ideas for how to change the world over the next 15 years. Running from 1 to 19 November, it will feature a different manifesto and live interview each weekday. See the line-up here.

Read on for some of the highlights of the second week:

Above: Lara Lesmes and Fredrik Hellberg photographed by Anna Huix. Top: the duo demonstrate their concept for metaverse portals

Space Popular predicts "three-dimensional version of the internet"

Day six: in their manifesto, architects Lara Lesmes and Fredrik Hellberg of Space Popular proposed using curtain-like gateways to allow people to move between virtual worlds.

"What's coming is a three-dimensional version of the internet," they said in a live interview with Dezeen founder and editor-in-chief Marcus Fairs.

"By 2050, all media will be spatial," they said. "We will no longer have smartphones or laptops and monitors and screens like this. Even watching a sitcom will be done in immersive digital environments."

However, this emerging 3D metaverse will require new types of spatial design to help people find their way around.

Space Popular has proposed using curtains as a metaphor. People would use a swiping gesture to pull back their current environment and reveal the one they want to go to next, as demonstrated in the video above.

Francesca Sarti by Chiara Dolma

"How can rationing become poetic?" asks Francesca Sarti

Day seven: Francesca Sarti of food design studio Arabeschi di Latte proposed a new aesthetic based on scarcity rather than abundance. This would help reduce waste and pollution from the food industry.

"Most of the environmental issues related to food are due to exaggeration, excess, overproduction and over-consumerism," she wrote. "To put it simply, they are problems of quantity."

Beatrice Galilee by Sangwoo Suh for PIN-UP

"Architects rarely taught to address their accountability" says Beatrice Galilee

Day eight: in her manifesto, curator Beatrice Galilee pointed out the disconnect between the cosy world of architecture and design and the global systems and supply chains that are doing so much damage to the planet.

"Architects have rarely been taught to address their accountability for, nor have they substantially been held accountable for, the vast chain of social and environmental consequences of construction," she wrote in her manifesto titled The Design We Can't See.

"It's time for both media and culture to take an interest," she said, adding that an emerging generation of designers is more interested in shining a light on these issues than in a traditional career.

"The radical architecture of the future may come from architects who refuse to build at all," she wrote. "The time when designers had the luxury of focusing only on end products has come to a close."

Jalila Essaïdi by Mike Roelofs

The earth's surface is a natural "layer of garbage" says Jalila Essaïdi

Day nine: designer Jalila Essaïdi turned conventional thinking on its head with a manifesto arguing that nature will eventually be able to neutralise human trash.

Therefore, she claimed, designers should work to help provide nature with new challenges rather than pursuing sustainable solutions that aim to leave the planet unchanged.

Sustainable design merely passes environmental problems on to the next generation, argues designer Jalila Essaïdi in her Dezeen 15 manifesto. Instead, we should accept that nature will find inventive ways of dealing with our waste.

"Sustainable design strategies might seem to make sense in our current capitalist system," she wrote. "Yet they merely pass the problem on to the next generation."

Left to its own devices, nature will turn "poisons into pistons of exotic engines," the Dutch designer said.

Nature itself is a polluter, she argued, since the surface of the planet is made up of its detritus. "This soil, this layer of garbage, this trash coat of ever-increasing complexity, is what gives this planet its very name: earth."

Henna Burney by Iwan Baan

"Salt is a material of the future" says Henna Burney

Day 10: Henna Burney, a designer and researcher at Atelier Luma in France, wrote about the potential of salt as a raw material for products and interiors and even as a potential source of sustainable power.

"The future will be built with materials that are both new and old," she wrote in her manifesto.

"Natural but overlooked materials such as salt have extraordinary potential. We only need to look around with fresh eyes, rediscover lost knowledge and chart new ways of thinking about materials and their ecosystems."

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Highlights from week two of Dezeen 15

The second week of the Dezeen 15 festival saw Space Popular demonstrating a new type of portal for the metaverse while Henna Burney celebrated salt as a material for the future. The festival will see a total of 15 creatives present ideas for how to change the world over the next 15 years. Running from

Space Popular proposes a "civic infrastructure for virtual teleportation" to help people navigate the metaverse

In their manifesto for the Dezeen 15 online festival, architects Lara Lesmes and Fredrik Hellberg of Space Popular propose portals made of virtual textiles to transform the experience of passing between digital worlds.

"Rather than swap pages when we switch tabs or click a link, we replace the entire environment around us," they write in their manifesto.

"In the coming 15 years, we must create a civic infrastructure for virtual teleportation that breaks with the discriminatory and opaque nature of locked doors, hidden vigilance, privacy breaches and concealed discrimination."

They propose "a threaded network of virtual textiles that our virtual selves pull aside to move between virtual environments.

"Such textiles only become apparent once we aim to touch them, pulling apart in mid-air the environment we are in and allowing us to access another."

Alongside their manifesto, Dezeen has published a range of Space Popular's projects that make use of textiles as well as a teaser of their upcoming exhibition at Sir John Soane's Museum.

The Dezeen 15 festival features 15 manifestos presenting ideas that could change the world over the next 15 years. Each contributor will also take part in a live video interview.

See the line-up of contributors here and watch the video interview with Space Popular live on Dezeen later today.

Threaded thresholds: the fabric of civic teleportation

As digital media gains a third dimension through immersive technology, our cultural, political and experiential understanding of how we access and navigate spaces is challenged. The coming 15 years will see the weaving of physical and virtual environments become denser as our scrolls turn into strolls, and our cursor grows into our full-body avatar.

Rather than swap pages when we switch tabs or click a link, we replace the entire environment around us. The speed and manner in which these shifts happen, as well as the gesture that triggers them, are at once the affordance and infrastructure for accessing and navigating the virtual environment. In the coming 15 years, we must create a civic infrastructure for virtual teleportation that breaks with the discriminatory and opaque nature of locked doors, hidden vigilance, privacy breaches and concealed discrimination.

The coming 15 years will see the weaving of physical and virtual environments become denser

Commonly referred to as portals, one of the most popular means to switch from one environment to another is door-like or hole-like thresholds that grant us entrance into another virtual environment of any kind and size. Such travelling devices have existed for centuries in oral history, literature, film, gaming, and naturally now in immersive media. The portal provides a familiar means to link environments that would otherwise be completely incomprehensible to us.

The contrast that comes from opening a door from the living room into outer space is thrilling but yet coherent thanks to the familiarity of opening a door and crossing its threshold. When we cross a portal we build imaginary walls around the environments we are shifting between, no matter how vast they were, constructing a notion of the overall map that resembles a matrix of interconnected rooms (using here Robin Evans’ term from his essay Figures, Doors and Passages). This recognisable notion makes the experience readable, relatable, and therefore meaningful.

Virtual environments are, however, currently existing within centralised platforms that create isolated islands – or, shall we say, fortresses. Some platforms have better solutions than others in providing the means to teleport between environments contained within. Now, moving from one platform to another is a whole other journey that often takes us through some kind of app store where we are meant to scroll through browser-like interfaces in virtual displays floating around us. Once we press on one, after possibly a few prompts and some darkness, we are in the new place.

The means of teleportation across the virtual environment must eventually become a coherent protocol

This brings up the main issues we are concerned with. Firstly, the fact that most immersive environments are currently contained within several layers of commercially driven platforms (it must be mentioned that there are promising open source initiatives such as Hubs by Mozilla); and secondly, the instability and unreliability conveyed by the means of access (you may not be granted access and never know why, or the environment might switch off as a result of something completely out of your control).

The means of teleportation across the virtual environment must eventually become a coherent protocol: a three-dimensional version of the hyperlink in the form of a portal that at once grants access to an environment as well as the necessary information about it. Such infrastructure must exist outside private or commercial entities and be of civic character: a public and open protocol that weaves together environments into a virtual urban fabric, the fabric of civic teleportation.

We propose a threaded network of virtual textiles that our virtual selves pull aside to move between virtual environments. Such textiles only become apparent once we aim to touch them, pulling apart in mid-air the environment we are in and allowing us to access another. Thus, they are parallax tapestries that, on closer inspection, reveal through the quality of their threads the conditions of the space behind them which we agree to once we cross the threshold.

Propositions

Here are eight propositions for a threaded portal infrastructure for the virtual environment. The Fabric of Civic Teleportation should be:

Consistent, stable, reliable, dependable, certain

The way we move through the virtual environment must provide reliable and dependable spaces of access that do not change with every update. Communities require a degree of stability and certainty to build upon.

Readable, relatable, symbolic

The portals to and across virtual environments must contain information about the space behind them which are widely legible. This will require the creation of a new grammar of material behaviours, graphics, and signs to be incorporated across all access points.

Shared, networked, interconnected

The portals to virtual environments must be interconnected and consistent throughout, appearing the same to all citizens of the virtual environment at any given time. We must perceive the same if we are to understand a space as shared and a group of people as a community.

Inclusive, transparent, fair

In virtual environments discrimination, inequality and injustice will be possible in completely new and less transparent ways than what we already experience today. Owners of virtual environments are capable of using biometric data and other personal information to determine if access is restricted or refused. We must build transparent civic systems of access to the virtual environment where discrimination becomes visible and therefore can be addressed.

Civic, public, communal

Currently, browsers are the unquestionable access point, the place where it all begins, for all of our virtual strolls. The fact that most browsers are owned and operated by for-profit companies means that from that first step we already enter a commercial realm. The means of navigation must operate as civic infrastructure for the benefit of its citizens.

Cheap, efficient, affordable, sustainable

The calculations involved in bringing us from one virtual place to another, and allowing us to stroll through options, must be computationally efficient and consume as little energy as possible. The environmental impact of virtual spaces should also be part of the information communicated to the citizens of the virtual environment at the point of entry.

Interoperable, compatible, open

The hyperlink is integral to the World Wide Web as we know it, experienced so far mostly in its flat version, through screens. The underlined blue text or the button-like graphic take on a third dimension and become portals as we enter the virtual environment. In doing so, such portals must be based on protocols that are able to exchange and make use of information across spaces.

Woven, threaded, interlinked

The portals across virtual environments must be able to express how they are woven together, showing threads to other places and revealing the knitted network they are a part of. The expression of such portals must also be familiar and cognitively coherent with our only three-dimensional frame of reference: the built environment.

Fabric provides a versatile affordance (fabric can take many shapes and sizes without appearing distorted, exaggerated, or unrealistic); an inviting metaphor (a curtain demarcates space while not locking it, thus – as opposed to a door – it provides a welcoming threshold to cross); and a canvas for information (the knitting and embroidery of a tapestry provide many layers in which both figurative and abstracted information can be read prior to accessing the environment behind it).

Above: Space Popular photographed by Anna Huix. Main and first image: virtual reality portals designed by Space Popular

Space Popular is a multidisciplinary design and research studio founded by architects Lara Lesmes and Fredrik Hellberg. The duo has pioneered the development of virtual architecture, designing the world's first virtual-reality architecture conference.

Find out more about Space Popular ›

The post Space Popular proposes a "civic infrastructure for virtual teleportation" to help people navigate the metaverse appeared first on Dezeen.

#dezeen15festival #all #design #digitaldesign #spacepopular #virtualarchitectureanddesign #metaverse

Space Popular proposes a "civic infrastructure for virtual teleportation" to help people navigate the metaverse

In their manifesto for the Dezeen 15 online festival, architects Lara Lesmes and Fredrik Hellberg of Space Popular propose portals made of virtual textiles to transform the experience of passing between digital worlds.

Space Popular sets out its vision for digital portals made of virtual textiles

Day six of the Dezeen 15 virtual festival sees architects Lara Lesmes and Fredrik Hellberg of Space Popular explain their idea for "a civic infrastructure for virtual teleportation" in a live video interview. Watch live now.

"Rather than swap pages when we switch tabs or click a link, we replace the entire environment around us," they write in their manifesto.

"In the coming 15 years, we must create a civic infrastructure for virtual teleportation that breaks with the discriminatory and opaque nature of locked doors, hidden vigilance, privacy breaches and concealed discrimination.

Instead, they propose "a threaded network of virtual textiles that our virtual selves pull aside to move between virtual environments."

[

Read:

Space Popular proposes a "civic infrastructure for virtual teleportation" to help people navigate the metaverse

](https://www.dezeen.com/2021/11/08/space-popular-manifesto-dezeen-15/)

"Such textiles only become apparent once we aim to touch them, pulling apart in mid-air the environment we are in and allowing us to access another."

Alongside their manifesto, the studio will showcase 10 projects that make use of textiles as well as a teaser of their upcoming exhibition at Sir John Soane's Museum.

Space Popular is a multidisciplinary design and research studio founded by architects Lara Lesmes and Fredrik Hellberg. The duo has pioneered the development of virtual architecture, designing the world's first virtual-reality architecture conference.

The Dezeen 15 festival features 15 manifestos presenting ideas that could change the world over the next 15 years. Each contributor will also take part in a live video interview.

See the line-up of contributors here.

The portrait of Space Popular is byAnna Huix.

The post Space Popular sets out its vision for digital portals made of virtual textiles appeared first on Dezeen.

#dezeen15festival #all #talks #digitaldesign #spacepopular #livestreams #virtualarchitectureanddesign

Space Popular sets out its vision for digital portals made of virtual textiles

Day six of Dezeen 15 saw Space Popular explain their idea for "a civic infrastructure for virtual teleportation" in a live video interview.

Make designs central installation for COP26 Build Better Now virtual pavilion

London studio Make has designed a virtual reality installation that sits at the centre of the Build Better Now pavilion for COP26.

Called Fountain of Circular Recovery, Make's installation is the centrepiece of the virtual pavilion, which was created by the UK Green Building Council (UKGBC) to showcase 17 "exemplary sustainable projects" during the COP26 climate conference.

The 360-degree installation is based on the form of a fountain and aims to explain both how construction has contributed to climate change and how future buildings could be less carbon intensive.

Make designed the installation at the centre of the virtual pavilion

"The key design driver was illustrating – in an engaging 3D form – society's past, current and future predicaments and how the built environment can impact upon the natural environment both positively and negatively," said Make architect Jack Sargent.

"The fountain represents circularity, continuity and renewal – principles the built environment sector needs to engage with to a greater degree," he told Dezeen.

Visitors can navigate around the pavilion in virtual reality

The lower layers of the fountain form at the centre of the installation signify past and current methods of construction, with the upper layers looking to the future.

An animation shows the trajectory that the UK is on using current construction methods and what needs to change to meet carbon targets.

[

Read:

UK Green Building Council picks 17 "exemplary sustainable projects" for COP26 virtual pavilion

](https://www.dezeen.com/2021/10/25/uk-green-building-council-sustainable-projects-cop26-virtual-pavilion/)

"We sought to describe the chronological development of the built environment within a fountain framework, visually depicting the years 1990, 2021, 2030 and 2050," said Sargent.

"Concrete steel and glass – carbon-intensive materials that have been the basis for most large-scale construction in the 1990s through to today – inform the materiality in our base; above this we show possible future pathways with more sustainable materials such as timber," Sargent continued.

"The idea is that the concrete already built shouldn't be squandered; reuse should be encouraged. Hopefully we're heading towards a future whereby hybrid structures with timber additions densify the city."

A series of pods around the main installation are each dedicated to exemplar sustainable projects

The installation stands at the centre of the Build Better Now virtual pavilion that was designed and developed by engineering studio AECOM in collaboration with exhibition designers Install Archive.

Visitors to the central space can navigate to a series of surrounding pods that each contain information about 17 projects chosen by the UKGBC to demonstrate sustainable ideals.

Each project is illustrated with images, a 3D model, a soundscape, text and links to more information.

Each project is illustrated with images and video

The pavilion was designed to inform people about the UK construction industry's role in climate change.

"Due to the scale of the projects we work on, the decisions of architects and other built environment professionals can produce carbon emissions that are thousands of times larger than a single person's," said Make architect Oliver Hall.

"It's critical that we as an industry educate ourselves on the impact we can make," Hall told Dezeen. "We have a duty to think critically about the design, procurement and construction of our ideas, as each step has an impact."

The pavilion was created by AECOM. Photo by AECOM

According to Hall, architects and designers need to think about designing simpler buildings to reduce the carbon impact.

"We need to question complexity, whether it's a broad architectural idea or a specific cladding system," he said.

"Designing for simplicity reduces materials, waste and carbon. We should ask ourselves is a particular material actually doing something for the building, or is it superfluous?" he continued.

"Is the building form too complex? Are we prioritising aesthetics that make the building perform worse, harder to build and thus more carbon-intensive – and if so, is this the right way forward?"

Over the next two weeks, we are publishing regular updates from the COP26 conference, which RIBA president Simon Allford described as "a critical juncture for humanity. See all our COP26 coverage here.

The imagery is courtesy of UK Green Building Council, unless stated.

COP26 takes place at SEC Centre in Glasgow from 1 to 12 November 2021. See Dezeen Events Guide for all the latest information you need to know to attend the event, as well as a list of other architecture and design events taking place around the world.

The post Make designs central installation for COP26 Build Better Now virtual pavilion appeared first on Dezeen.

#pavilions #all #architecture #videos #make #architecturevideos #virtualarchitectureanddesign #cop26

Make designs central installation for COP26 Build Better Now virtual pavilion

London studio Make has designed a virtual installation that sits at the centre of the Build Better Now pavilion for COP26.