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Home Economics: Inside the British Pavilion at the 2016 Venice Biennale

As part of ArchDaily's coverage of the 2016 Venice Biennale, we are presenting a series of articles written by the curators of the exhibitions and installations on show.

Britain is suffering from a terrible housing crisis – one that is an incredibly predictable outcome of decades of neoliberal economic policy. The Chilean architect Alejandro Aravena has become well-known for building “half a house” – only completing core infrastructure in social housing, then encouraging residents to finish the other half with their own money over time. In effect, the first generation get a significantly cheaper home, but once the house has been doubled it could be sold at market rate. The discount, and profit, only applies to the original owners.

© Laurian Ghinitoiu© Laurian Ghinitoiu© Laurian Ghinitoiu© Laurian Ghinitoiu+ 19

Curatorial Team Selected for British Pavilion at 2016 Venice Biennale

Shumi Bose, Jack Self and Finn Williams have been selected to curate the British Pavilion at the 2016 Venice Biennale - "Reporting from the Front." Chosen by the British Council for their proposal "Home Economics," the team will "explore the future of the home through a series of full-scale domestic interiors."

Home Economics addresses the frontline of British architecture: the family home," says the winning team. "The exhibition will ask urgent questions about the future of housing. Social and technological changes are collapsing the patterns of domestic life - but the design of the home hasn't caught up. Can the house ever escape its economic status as an asset? Should our homes still be considered private spaces? How do new types of families and households produce new spatial needs? What are the models of ownership, finance and work that make these conditions possible?"

Challenging the Rules of a City Simulator in Which There is No "Game Over"

As part of an ongoing series of articles for Guardian Cities, architect Finn Williams uses the Cities: Skyline Simulator to ask whether "the game’s growth-driven model proves incompatible with a post-growth strategy" — ultimately narrating its response to this challenge in the form of a "resounding no." The game, which is designed to "realise the thrill and hardships of creating and maintaining a real city," allows for players to deal with infrastructure issues, housing problems, and budgetary matters on a large urban scale.