
Produce personalized presentation boards that distill complex concepts into simple visual representations with a few helpful tools and effects.

Produce personalized presentation boards that distill complex concepts into simple visual representations with a few helpful tools and effects.

Nowadays the main building materials used in the construction industry are concrete, steel and timber. From the point of view of ecological sustainability, there are four important differences between these three materials: first, timber is the only material of the three that is renewable; second, timber needs only a small amount of energy to be extracted and recycled compared to steel and concrete (but the implementation of its potential is not as developed yet); third, timber does not produce waste by the end of its life since it can be reused many times in several products before decomposing or being used as fuel and; and fourth, timber traps huge amounts of carbon from the atmosphere – a tree can contain a ton of CO2 [1] – and the carbon absorbed remains embedded as long as the wood is in use.
Considering the fact that 36 percent of total carbon emissions in Europe during the last decade came from the building industry,[2] as well as 39 percent of total carbon emissions in the United States,[3] the materiality of construction should be a priority for governments’ regulations in the future as measurements against global warming. The amount of CO2 in the atmosphere and the level of carbon emissions of the big economies across the globe are big issues that need to be solved with urgency in order to avoid larger, more frequent climate catastrophes in the future. The current regulation in several countries of the EU, which is incentivizing the use of renewable materials in buildings, is showing the direction the building industry in many other parts of the world should follow. And if these measures are adopted across the EU and beyond – if other countries start to follow this tendency as well – there will be significantly more wood in cities.

This article, by David Neustein and Grace Mortlock of Otherothers, explores a key paradox of the 2016 Venice Biennale: the disconnect between the geography of the topics on show and the geography of the Venice Biennale itself. With maps created by their students at the University of Technology, Sydney, they suggest new ways to explore the Biennale with Aravena's theme in mind.
In announcing his theme for the 2016 Venice Architecture Biennale, “Reporting From the Front,” Biennale director Alejandro Aravena declared that “architecture is about looking at reality” and that “any effort to tackle relevant issues has to overcome the increasing complexity of the world.” Aravena has envisioned a sweeping exhibition of architecture’s “frontiers” and “margins,” as if he were a general surveying the global battlefield from above.
The greatest impediment to this admirable ambition is the architecture of the Venice Biennale itself. Marooned on its tourist island, the Biennale is an idealized world-in-miniature, free of the realities, confusions and conflicts of the world-at-large. The environment is timeless, picturesque, serene: hardly representative of the world’s “increasing complexity.” Within the Biennale gardens (Giardini), former Colonial powers occupy prominent permanent pavilions while other countries, including those of present-day significance, are consigned to the periphery, relegated to temporary off-site spaces, or else absent altogether.

The past month has seen a variety of potential topics of discussion - but when it comes to the most thoughtful comments, it seems ArchDaily users have been preoccupied with one theme: quality of life. From a discussion about micro-apartments, to a critical take on the supposedly "romantic" portrayal of favelas, and even to a prediction that soon the design of virtual reality will take precedence over the design of actual reality, it seems our readers have been thinking a lot about living conditions in many spheres of life. Read on to find out what they had to say.

When hearing the word “skybridge” or “elevated walkway,” what often comes to mind is a narrow, glassed-in pathway perhaps crossing between two office buildings or hospital concourses; a narrow artery whose only purpose seems to be keeping people dry and away from cars as they walk from meeting to meeting. But this wasn’t always the case - in the 1960s, skyways were seen as radical urban inventions that would bring city circulation into the 3rd dimension. Championed in the United States by architect Victor Gruen, following ideals espoused by both CIAM and Team 10 in Europe, the skyway movement took hold in cities all over the world with varying degrees of success, but rarely with the fluid connections between levels originally envisioned by its designers.

Many technological advancements have changed the way we design in the past 150 years, but perhaps none has had a greater impact than the invention of the passenger elevator. Prior to Elisha Otis’ design for the elevator safety brake in 1853, buildings rarely reached 7 stories. Since then, buildings have only been growing taller and taller. In 2009, the world’s tallest building, the Burj Khalifa, maxed out at 163 floors (serviced by Otis elevators). Though a century and half separates those milestones, in that time elevator technology has actually changed relatively little - until recently.

This article was originally published by The Architect's Guide as "The Two Qualities You Need For Architecture Career Success."
In a survey of 104 Chief Executive Officers reported in Success Magazine a few years ago, they were presented with 20 qualities of an ideal employee, and asked to select the most important.
86% of the senior executives selected two qualities as being more important for career success and advancement than any others:
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Growing out of the success of coworking, the latest big phenomenon in the world of property is coliving. Like its predecessor, coliving is predicated upon the idea that sharing space can bring benefits to users in terms of cost and community. And, like its predecessor, there are already many variations on the idea with numerous different ventures appearing in the past year, each tweaking the basic concept to find a niche.
There are a lot of existing accommodation types that are “a bit like” coliving—depending on who you ask, coliving might be described as either a halfway point between apartments and hotels, “dorms for adults” or “glorified hostels.” And yet, despite these similarities to recognizable paradigms, countless recent articles have proclaimed that coliving could “change our thinking on property and ownership,” “change the way we work and travel,” or perhaps even “solve the housing crisis.” How can coliving be so familiar and yet so groundbreaking at the same time? To find out, I spent a week at a soon-to-open property in Miami run by Roam, a company which has taken a uniquely international approach to the coliving formula.

As the 2016 Venice Biennale is set to begin this upcoming Saturday, May 28th, the first glimpses of the pavilions have begun to roll in through the social media wires. In addition to the event’s main exhibition, curated by this year's Pritzker Prize winner Alejandro Aravena, there will be 63 exhibitions held in country pavilions throughout the grounds responding to this year’s theme of “Reporting From the Front.” We've taken to Instagram to round up the best sneak peeks of the exhibitions coming together at architecture’s preeminent event—read on to take a look.

In this new collaboration, originally titled "Architecture for the system and systems for architecture," Spanish architect and cofounder of the blog MetaSpace, Manuel Saga, reflects on the experience of developing (and taking on) a game where architecture plays a key role for the designer, and for the player. The case studies? No less than four major titles of our times: Starcraft, Age of Empires, Diablo and Dungeon of the Endless.
On MetaSpace we have introduced a general overview of the challenges that video game designers face when creating buildings, cities and even maps. This time we will go one step further: what happens when a game doesn’t offer a narrative or a fixed, open map, but rather an architectural system that the player can take control of? How does a design team respond to something like that?
Let's take a look.

In their semester-long project at Zaha Hadid’s final studio course at the Yale School of Architecture, students Lisa Albaugh, Benjamin Bourgoin, Jamie Edindjiklian, Roberto Jenkins and Justin Oh envisioned a new a high density mixed-use project for London's Bishopsgate Goodsyard, the largest undeveloped piece of land still existing in central London.

In early 2016, we introduced Vardehaugen, a Norwegian office that created a series of life sized drawings of their projects in their own backyard. After publishing this exercise on our site, Spanish architect and academic Alberto T. Estévez reached out to tell us that this same exercise has been carried out at ESARQ (UIC Barcelona) for the past 10 years with second and third year architecture students. According to Estévez, the exercise "represents something irreplaceable: it brings you closer to experiencing life-sized spaces of classic works of architecture" from the Farnsworth house to José Antonio Coderch's Casa de la Marina.
About 10 years ago I had an idea for a special teaching exercise, one that I thought would be interesting and instructive at the same time. So I started doing the practice class we’ve been talking about with architecture students in their second and third year of study at ESARQ (UIC Barcelona): the School of Architecture, which I founded 20 years ago as the first Director at the International University of Catalonia.
Now, we do the lesson every year in the Architectural Composition class that I teach, which discusses the theory and history of architecture.

Housing blocks come in all different shapes, sizes and layouts. So searching for the precedent that matches every category you desire can sometimes be a tedious process of clicking in and out of an unorganized list. Enter the Collective Housing Atlas, an online library of housing projects that is organized into categories.

With the opening of the 2016 Venice Architecture Biennale almost upon us, architects, curators and artists have already started to migrate to the city to unlock pavilion doors and sweep out the past six months of hibernation from the previous biennale season. This year, however, one pavilion has confirmed that it will remain closed – the Canadian Pavilion will not be opening its doors. Closure of the space has been attributed to a much-needed renovation, which has been mentioned by those who have exhibited in the space, specifically Shary Boyle at the 2012 Venice Art Biennale. Nevertheless, there are whispers that the political nature of this year’s entry may have been another reason to keep the pavilion shut. That said, Canada will be present by staking claim in the Giardini with a provocative installation entitled Extraction.

What do we mean when we say that our homes are “extensions” of ourselves? To put it more precisely, can a home be an extension of more than one person’s sense of “self”? And what happens when a single building is expected to be a home for two very different people? These are the questions asked in the project “Home at Intersection” by Netherlands-based architect Yushang Zhang.
Developed as a personal project in Zhang’s spare time Home at Intersection is, at its heart, as much a story told through architecture as it is an architectural design. The story chronicles the relationship of two young lovers as they embark upon a new chapter in their life together, building and then inhabiting their dream home. But much more than that, the project investigates themes of individuality and social bonds, using architecture as a medium to understand our hidden emotions.
Though it was once an essential element of all classical structures, the frieze has largely been left behind by architects looking for contemporary façade systems. But at the recently-opened addition to the Kunstmuseum Basel, designed by Swiss architects Christ & Gantenbein in collaboration with design group iart, the frieze returns with an eye-catching, technological twist, as hidden pixels within the facade light up to display moving images and text to those below.

As students, we aspire to become architects that get to work on great design projects. The truth is, for most of us, we end up at firms that don’t quite meet those expectations. That is the experience of the characters in our webcomic, Architexts, and if it’s yours too, we’d love to hear from you for our new book, Architects, LOL.

In terms of memorialization, being selected to represent your country as the face of a banknote is one of the highest honors you can achieve. Even if electronic transfer seems to be the way of the future, cash remains the reliable standard for exchange of goods and services, so being pasted to the front of a bill guarantees people will see your face on a near-daily basis, ensuring your legacy carries on.
In some countries, the names of the faces even become slang terms for the bills themselves. While “counting Le Corbusiers” doesn’t quite roll off the tongue, a select few architects have still been lucky enough to have been featured on such banknotes in recent history. Read on to find out who the 15 architects immortalized in currency are and what they’re worth.

In Granary Square, located in London’s King’s Cross, there is a fragment of the poem Brill by Aidan Dunn set into the ground, which reads: “King’s Cross, dense with angels and histories. There are cities beneath your pavements, cities behind your skies.” Anchored by the converted granary building and a rejuvenated stretch of canal, Argent’s ongoing King’s Cross development is an appropriate setting for Building on the Built, an exhibition which presents the work of London-based practice Jonathan Tuckey Design.

The process of carrying out a project from start to finish includes many different variables, from determining the users' needs to figuring out how best to set up the work site. The latter are an important part of determining the project logistics as well as its design criteria. Colorado Outward Bound Micro Cabins emphasize this process, using a planning logic that takes into account the design of a minimally-sized living unit under extreme conditions as well as the execution of the assembly in a short time and in a place of difficult access.

This article was originally published on ArchSmarter titled "5 Ways Virtual Reality Will Change Architecture."
Virtual Reality (VR) is about to change architecture forever, meaning that every firm needs to decide how it’s going to respond to those changes. That may sound like hyperbole, but 3D imaging and the benefits computers brought to the field pale in comparison to what VR brings.
Computer-generated images are, in many ways, an updated version of the hand-drawn renderings of the past. VR takes viewing models to a whole new level. Based on existing design software, it allows you to take 3D models and experience them in amazing new ways. So if your firm is thinking about whether or not to invest in VR technology now, here are a few reasons why you should stop considering and start changing how your architecture firm functions.

This opinion-piece is a response to Nick Axel’s essay Cloud Urbanism: Towards a Redistribution of Spatial Value, published on ArchDaily as part of our partnership with Volume.
In his recent article, Nick Axel puts forward a compelling argument for the (re)distribution of city-space according to use value: kickball trophies and absentee owners out, efficient use of space in. Distributing urban space according to use certainly makes sense. Along with unoccupied luxury condos that are nothing more than assets to the 1% and mostly empty vacation apartments, expelling (rarely accessed) back-closets to the suburbs frees more of the limited space in cities for people to actually live in.

This article is part of our new "Material Focus" series, which asks architects to elaborate on the thought process behind their material choices and sheds light on the steps required to get buildings actually built.
In the Catalan countryside, on the outskirts of the small town of Alforja, sits an incongruous sight: among the scattered stone masia houses is a structure of steel and glass, a resolutely rectilinear box among the traditional housing forms. But once inside the OE House, designed by Fake Industries Architectural Agonism and Aixopluc, one realizes that the building is not so different to its neighbors after all: on the upper floor, the roof incorporates a system of ceramic vaults taken almost directly from traditional vernacular design. This feature then combines with plywood and OSB to create a truly eclectic material pallette. We spoke with the design's architects, David Tapias of Aixopluc and Cristina Goberna and Urtzi Grau of Fake Industries Architectural Agonism, to find out what lay behind these unusual material choices.

Shoehorned into the narrow space behind Mario Botta’s 1995 building, the Snøhetta-designed new wing of the SFMOMA was forced to go where few museums have gone before: up. Rising 10 stories into the San Francisco skyline, the new building nearly triples the amount of existing gallery space and adds a new entrance into what is now one of the world’s largest buildings dedicated to modern art. As the museum is set to reopen to the public May 14th, the critics' takes are rolling in. Did the restrictive site inspire a unique design solution or limit the creative possibilities of the project? Read on to find out.

Once a photograph is uploaded to social media, it ceases to be part of one’s private archive and becomes public property – as well as an object of study for researchers. There have been many attempts to study photographs on the scale of "Big Data." Take, for example, the numerous and well-publicised projects by Lev Manovich’s Big Data Lab. Evidently, using the results of one study of the huge online archive of photographs to make conclusions about society at large, is not necessarily a good idea. It’s fair to say that our society is not evenly represented online: a 19-year old woman may be posting her selfies daily, but it doesn’t mean that same goes for a sixty-five year old man. That said, we can learn a lot about cities and their inhabitants from the results of studies such as these.
