The Interactive City
Phases
français | english
Navigation
Home
Sitemap
This wiki
This page




22.12.06 - 7.02.07

PHASE 6 - DESIGN THE FUTURE BANKING PROTOTYPE

"A prototype is an original type, form, or instance of some thing serving as a typical example, basis, epitome, or standard for other things of the same category". (wikipedia)

Our task for phase 6 will be to create a multi-functional, architectonical prototype that explains our various hypotheses for the future of banking. Scenarios and strategies will drive our decisions for deloping our prototypes in both the physical and the virtual realm. How will each of our specific interventions will influence the banking landscape and its context: the urban space, social and economical behaviour, culture and subcultures..? Which (interactive) technologies could be deployed to augment the functioning of our prototypes? How do our prototypes adapt to different urban scales and locations?

READINGS:
Interactivity:
Glimpses of the USA, 1959 / Charles and Ray Eames
Future Space: A New Blueprint for Business Architecture / Jeffrey Huang

Banking:
The Paradox of Banking 2015 / IBM
Q110 - The Deutsche Bank of the Future



08.12.06 - 15.12.06
PHASE 5 - STRATEGIC INTERVENTIONS IN THE BANKING LANDSCAPE

In last week’s "bank scan" workshop, we mapped out different key variables of the banking landscape: “interaction with customer”, “partner network”, “space and infrastructure,” etc. By comparing across different bank typologies within the physical and virtual space, we distilled facts, assumptions and trends. In a further step, we will now pre-think the future bank. We will detect possible points of interventions and transformations. Our goal this week will be to re-diagnose the banking landscape, and identify the strategic points for surgical (or acupunctural) intervention. 






01.12.06 - 07.12.06
PHASE 4 - FILMING INTERACTIVE TECHNOLOGIES

Two main categories of city interactivity can be distinguished: Firstly, our daily interactive surroundings, that we are recognizing more or less subconsciously. Sometimes completely invisible to the naked eye, this first category includes interactivity mediated by sensoring, tracing and tracking, and controlling. The second group is more direct. It is in your face all the time. It puts all its energy to attract attention to itself, to be percepted and rememberd by the city walker. This second category includes advertisement billboards, street signs, interactive facades. Our task this week will be to walk through the city with a videocam and create a 30 seconds videoclip of either first or second category of interactivity in the city.

Movie by Jerome Clerc:
lausanne_interactivecity.mp4

 



09.11.06 - 23.11.06
PHASE 3: BANK SCAN - DESIGN THE BANK'S DIAGRAM

What is a bank? What is the core mission of a bank? Is the bank a unique phenomenon or can it be compared to other institutions?

What is the role and might of the bank in society? How is it influencing urban space and social behaviors?

We are analyzing the phenomenon „bank“ by the help of an architectural tool, the diagram. We will challenge existing conventions of diagrammatic representation, with a view to expand the architect’s analytical repertoire and visual expressive power.

 

 

 



03.11.06 - 10.11.06
PHASE 2: TOUCHPOINTS

New technologies such as e-banking, mobile phones or ATM machines are making physical contact with banking buildings superfluous: the daily private flow of money occurs discrete and increasingly ubiquitously. Yet banks as business entitiies demonstrate a resilient presence in most of our daily activities, in our real physical surroundings as well as virtually. Their presence is felt in multiple touchpoints. Next to the primary forefront appearances of banks – manifested in their iconographic entrances, bankcounter areas, well distributed ATM machines or local reception offices for mortgage applications, a series of secondary touchpoints are playing an emerging or even overtaking role: shopwindows, advertisement, service and corporate design, signage, sponsoring and events, websites, e-commerce and e-banking, web and tv appearance, etc. It’s the bank coming to the people rather than people going to banks. This week will critically analyze the banks touchpoints in the contemporary city by documenting their appearances in a grassroot reportage blitz.



READING:
SmartMoney.pdf


 



26.10.06 - 01.12.06
PHASE 1: BACKEND INFRASTRUCTURES

The digital age shifted the location where citizens perform their everyday activities from the physical to the virtual. As a consequence, physical architecture does not simply disappear. New infrastructure typologies are emerging at the backend of the value chain, enabling the new interactive activities at the forefront in the cities. Server farms, data centers, call centers, Internet gateways, telco hotels, mega fulfillment centers,... are nascent architectural typologies of the digital age, that can be compared with the factories and silos of the industrial age. Like their ancestors, most of these new typologies are, despite their impressive physical size, invisible to the normal city citizen. They are hidden behind billboards, located in the outskirts, sunken under the ground. How do they look like? What is their architectures exactly? As a group we will create a catalog with the broadest possible sampling of present age backend infrastructures.




MATERIALS:
Illustrator template
InDesign template

Upload:
Illustrator template_v2 (alternatives: Illustrator 10 template, Illustrator EPS template)
InDesign template_v2

READINGS:
directeconomy-banking_fr.pdf
directeconomy-banking_en.pdf


Search
Share