The Architecture of Information Architecture, Interaction Design and The Patterning of Digital Information by Martyn Dade-Robertson
The Architecture of Information Architecture, Interaction Design and The Patterning of Digital Information by Martyn Dade-Robertson
of Information
Despite its potential to break the mould, digital information has been character-
ised by its reliance on metaphors from a pre-digital era. Architectural ideas have
pervaded discussions of digital information, from the urbanisation of cyberspace
in science fiction through to the adoption of spatial visualisations in the design
of graphical user interfaces. Are these the equivalent of the car’s ‘horseless car-
riage’ phase or are they a pointer to a more fundamental relationship between
human beings and their representations of information?
Architectural, philosophical, psychological and historical knowledge
are united in this book to develop an understanding of the relationship between
information and its representation in a post-digital era. From the development
of Memory Palaces to the modern library, buildings have acted as classification
devices by associating the arrangement of ideas with the organisation of physical
objects. This tradition – knowledge made manifest through the articulation of
architectural space – has been challenged by the development of digital technolo-
gies which separate information from its material representation.
This book tackles:
Posing the question ‘what sort of space is information space?’, the book exam-
ines the motivations behind the perceived need to disguise the complexity of
digitally encoded information with metaphors of physical spaces and architec-
ture. The conclusion of the book looks for a better understanding of information
architecture, defining a new design domain for the practice of architecture as it
relates to the complexity of digitally organised information.
Martyn Dade-Robertson
First published 2011
by Routledge
2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN
Typeset in Univers by
Pindar NZ, Auckland, New Zealand
To my dad
Contents
Preface ix
Acknowledgements xi
Introduction 1
Conclusion 147
Glossary 153
Notes 161
Bibliography 165
Index 173
viii
Preface
1 They stop thinking about the design of the built environment as something
independent from all other design disciplines since many of their fictitious
categories define groups of artefacts which include, but are not limited to,
buildings. Wooditecture for example includes chairs, pencils and log cabins.
2 By thinking in terms of categories which are invented by them and are out-
side their everyday experience, it reveals how even logical categorisations
can be alien when viewed from a different perspective. The notion of a
wooditecture seems intuitively wrong but is not ridiculous given that there
are common methods for working and constructing with wood.
3 When the students return to our universe, they are able to look critically at
our own categorization of the design of artefacts and to assess where titles
such as ‘architecture’ seem logical and where they seem arbitrary.
The division of design disciplines is useful but it can also be limiting. I graduated
with a degree in architecture in 2000 with a nagging doubt. I had enjoyed my
three years and was about to embark on my year in practice to be followed by a
further two years of study and another year out before I would be able to receive
full RIBA accreditation. Despite the extensive nature of an architect’s education,
however, I still felt that I was missing something. During the late nineties I had,
as an architecture student, seen territory that I felt belonged to me as an architec-
tural designer, captured by the World Wide Web. I felt instinctively that there was
Preface
Martyn Dade-Robertson
Newcastle, September 2010
x
Acknowledgements
For musicians there is the difficult second album and for academics there is the
difficult first book (although having only written a first book I can only assume
that the second book is going to be easier). The ideas and research for this book
started in the year 2000 as I completed my architecture degree and faced the
challenge of what to do next. I had the gut feeling that I had missed something in
my education and the research project outlined here started with some notional
ideas I had in the year following my degree and which took form through my
Masters degree, PhD and, ultimately, the start of my academic career.
This book was started, conceptually if not materially, at Newcastle
University while I was doing the BA in Architectural Studies and it seems fitting
that the book should also have been finished at Newcastle University, albeit now
as a member of staff in the department where I did my first degree. Suffice it to
say that I am grateful to the staff and students I have encountered during both
my spells at Newcastle, with a special mention to Stephen Kite and Di Leach,
who both guided me on my current academic path and encouraged the more
experimental aspects of my design practice.
Most of this work took shape at Cambridge University while I was a
student on the MPhil in Architecture and the Moving Image and ultimately as a
PhD student in what was called the Cambridge University Moving Image Studio
(CUMIS) at 1 Bene’t Place. The group has now lost its building and its name,
but its alumni have spread far and wide and my time there has left an indelible
impression on this book. Special mention should go to my supervisors and the
directors of CUMIS, Francois Penz and Maureen Thomas, who created some-
thing special in Cambridge, the effects of which are still to be fully realized. In
addition, I’d like to thank Alan Blackwell, who acted as an unofficial co-supervisor
and provided the much needed link to computing and Human–computer interac-
tion. I also want to thank the staff and students of Darwin College who became
my Cambridge family for the best part of five years and to thank CRASSH (Centre
for Research into Social Sciences and Humanities) and Ludmilla Jordinova and
the interdisciplinary reading group for opening my eyes.
While at Cambridge I undertook an internship at Microsoft Research
and this opportunity has turned out to be critical in the development of some
of the ideas in this book and my future career trajectory. The work I did there
still awaits proper publication, but I want to make special mention of Ralph
Sommerer for his patience and the development work he did on our attempts
at new information visualizations, and Ken Wood for giving me the opportunity
to work at Microsoft in the first place.
Acknowledgements
xii
Illustration credits
The authors and publishers gratefully acknowledge the following for permission
to reproduce material in the book. Every effort has been made to contact and
acknowledge copyright owners. The publishers would be grateful to hear from
any copyright holder who is not acknowledged here and will undertake to rectify
any errors or omissions in future printings or editions of the book.
In Ersilia, to establish the relationships that sustain the city’s life, the
inhabitants stretch strings from the corners of houses […] When the
strings become so numerous that you can no longer pass among
them, the inhabitants leave and the houses are dismantled; only the
strings and their supports remain […] Thus when travelling in the
territory of Ersilia you come upon the ruins of the abandoned cities,
without walls which do not last, without the bones of the dead which
the wind rolls away: spider webs of intricate relationships seeking
a form.
(Calvino 1997: 76)
Introduction
I.2
Illustration of the Borges story ‘The Library of Babel’ by James Britton
Introduction
books that the likelihood of the librarian finding a book with a single meaningful
sentence, within his lifetime, is negligible.
The librarian’s despair at this personal revelation is reinforced by the
monotony of his surroundings. The repetition of identically bound books and the
invariability of each library cell is a sure indicator that this terrible, vast building is
not governed by a master organizing system but is rather a cathedral to random-
ness, chance and improbability.
Both stories also depict the interaction between a solitary individual and a vast
store of information that is embodied and articulated by a building and the organi-
zation of physical objects within it. This interaction involves both physical and
mental tasks for the protagonists, epitomized by the purposeful navigation of
the scholar and the hopeless wanderings of the librarian. These different types
of bodily engagement are further articulated by the buildings themselves and
the way they configure space from the bounded panoptic order of the theatre
to the unbounded maze of the library.
3
Introduction
An articulate architecture
‘All buildings organize something’ suggests Thomas Markus in Buildings and
Power (Markus 1993: 4). If we look beyond the pragmatic purpose of providing
shelter and the more indulgent paraphernalia of architectural decoration and
style, we are still left with articulate buildings. We are left with buildings which
structure the organization of space, generating relationships between people
and objects by shaping our ‘concrete reality’ (ibid.). We are left with buildings
that impose order on chaos. In doing these things, buildings can be inspirational
or tyrannical, creating spaces of beauty and harmony or stamping on complexity
with an imposed simplistic order. Buildings are, therefore, great communicators,
informing on the political, social and moral ideals of those who built them and
affording possibilities and restrictions on the communities they serve. Buildings
define our institutional world and restrict what we can do in it. Our ability to par-
ticipate in society is shaped, however, not only by our use of buildings, but also
by our ability to read them, to know the difference between a shop and a prison,
a school, a bank, a library and a church. Buildings, therefore, define the world
through typologies described through the bounding and configuration of space.
Three particular building typologies are of interest here. Perhaps more
than any other types of building, the library, archive and museum, stand out as
clear illustrations of architecture’s organizational and communicative modes.
Although, by modern definitions, these building types serve different purposes,
their origins, are, in fact, hybrid forms of the great temples for the muses such
as the Library of Alexandria and the memory palaces. Their aims are the same,
to store and organize material objects and structure them in such a way that their
Just by looking at the titles on the spines, you can see how the books
cluster together … you can identify those books that seem to form
4
Introduction
I.3
The books are a territory.
Imagining the organization of
books on a library shelf as a
discursive formation
the heart of the discursive formation and those books that reside on
the margins. Moving along the shelves, you see those books that
tend to bleed over into other classifications and that straddle multiple
discursive formations. You can physically and sensually experience …
those points that feel like state borders or national boundaries, those
points where one subject ends and another begins, or those magical
places where one subject has morphed into another.
(Radford 2003: 3)
5
Introduction
If we want to see how the physical world has silently shaped how
we put together our ideas about the world – and why any traditional
classification scheme is bound to embarrass somebody – there is no
better example than the Dewey Decimal system.
(ibid.)
Whereas in the past the discourse on the evolving nature of knowledge and its
classification might have led to an amendment of Dewey or, occasionally, the
proposition of a new system, Weinberger is able to propose a real alternative by
separating information from its material manifestation entirely.
Cyberspace
How has the architectural profession handled the dematerialization of information
on its practice? The revolution in the use of Computer-Aided Design (CAD) in mod-
ern architectural practice is well known and discussed but the relationship between
6
Introduction
7
Introduction
I.4
Imagining Neil Stephenson’s
‘Metaverse’ based on a
SketchUp model of Las
Vegas by Koen Jespers
genre, extends Gibson’s vision by developing the Metaverse (Figure I.4), which,
like Gibson’s cyberspace, consists of an immersive, purely computer-generated
environment but which, even more than Gibson’s cyberspace, is explicitly meta-
phorical, resembling the buildings and streets of a city:
The sky and the ground are black, like a computer screen that hasn’t
had anything drawn on it yet; it is always nighttime in the Metaverse
and the street is always garish and brilliant, like Las Vegas freed from
the constraints of physics and finance …. Downtown is a dozen
Manhattans embroidered with neon and stacked on top of each other.
(Stephenson 1993: 26)
8
Introduction
Gibson’s influence went well beyond the cyberpunk genre of science fiction
which he and others had defined, and the notion of an information space made
manifest through an immersive 3D environment gained extensive currency
(Dodge and Kitchin et al. 2001b: 230). With the publication of John Walker’s heav-
ily Gibson-inspired white paper from 1988 for the software developer Autodesk,
entitled Through the Looking Glass: Beyond User Interfaces later published in
an abridged form in The Art of Computer Human Interface Design (1990), it
became clear that technology developers were taking Gibsonian cyberspace
seriously. It was natural to conflate the metaphor with the real thing and it fol-
lowed, therefore, that a new set of designers would be needed to design and
articulate this new space and, since Gibsonian cyberspace was already framed
by the metaphor of the built environment, that architects should have a stake in
this new design domain.
Like Shangri-la, like mathematics, like every story ever told or sung,
a mental geography of sorts has existed in the living mind of every
culture, a collective memory or hallucination, an agreed-upon territory
of mythical figures, symbols, rules and truths, owned and traversable
by all who learned its ways, and yet free from the bounds of physical
space and time.
(Benedikt 1991: 3)
9
Introduction
and the people who design these structures will be called cyberspace
architects.
(Benedikt 1991: 18)
Novak’s liquid architectures are far from being ‘nonspaces’. The images Novak
presents carry with them assumptions about how space should be constituted
and represented in the emerging cyberspaces, but this is not elaborated on in
10
Introduction
The vision cone that has for so long been used to describe the
boundaries of our visual fields is being postponed and cut out of rec-
ognition. Our new visual geometries are complex and multifocused.
We are creating new possibilities for architectural vision and site in
the light of human perception beyond fleshy limits.
(Spiller 1998a: 63)
11
Introduction
which, by the time Architects in Cyberspace II was published, had become the
de facto standard for the new brand of digital architectural graphics.
12
Introduction
Information architecture
The end of the nineties brought with it a new enactment of the cyberspace
dichotomy. This time the impetus was not from architecture or science fiction
but from the pragmatics of developing websites. The reality of everyday con-
tact with information on the web revealed a disconnection between the way in
which web developers were structuring the content of websites and the work
of graphic designers whose job it was to make individual pages attractive and
above all, usable. This disconnection manifested itself in the ‘lost in hyperspace
problem’, with the now familiar sense of disorientation that occurs when one
is attempting to find information on a particularly complex website. To solve
this problem, a new profession emerged called ‘information architecture’ (IA),
populated by ‘information architects’.
The practice of IA has grown substantially and Rosenfeld and
Morville’s book, called Information Architecture for the World Wide Web (2002)
is one among many which mark it out as an emerging field (see for example Van
Dijck 2003, Wodtke 2003). Connected to the growth of the WWW, IA is now
viewed as a field of expertise in its own right, attracting people from many profes-
sions, including traditional architectural design (Rosenfeld and Morville 2002: 20).
Although the term ‘Information architecture’ has entered into
widespread use, it has, so far, remained largely outside academic and theo-
retical discourse. At the time of writing (2011), searching online for the term
‘Information architecture’ reveals a host of professional bodies and online tutori-
als but few research papers or academic conferences. The term was coined by
Richard Saul Wurman (himself a trained architect) in his 1996 text Information
Architects and follows the highly influential Xerox PARC research centre’s vision
of creating ‘the architecture of information’ (Pake 1985). But, even by the 2003
edition of Information Architecture for the World Wide Web, which is now widely
recognized as one of IA’s key texts, no single definition of what constitutes IA
had emerged.
13
Introduction
These four definitions refer to different facets of the same underlying design
challenges but I will start by focusing on the fourth here.
The development of IA, which is seemingly analogous to architecture
as the design of the built environment, is not only a potentially new design field in
which architects can work, but it is also a challenge to the profession. Reflecting
on the notion of the virtual library for example, the architectural theorist, William
J. Mitchell, reflects on the impact on architecture as it is traditionally conceived
once digital edifices have replaced physical ones:
14
Introduction
The question provides a deceptively simple starting point but is associated with
a slightly less simple hypothesis:
15
Introduction
Technical focus
In defining the focus for this book I have taken three decisions which, in many
ways, go against the prevailing trends in architecture and the digital revolution,
but which provide, in my view, a useful basis for the consideration of topics that
have been addressed very little as part of a discourse on architecture.
The first decision has been to focus much of my initial attention,
in terms of digital technology, on screen-based user interfaces and, what now
might be considered passé (in research terms), the topics of graphical user inter-
faces for personal computers (GUIs) and hypertexts on the WWW.
There has been a proliferation of devices that have supported inputs
to and outputs from computers and, although the currently favoured input
devices are the desktop computer’s keyboard and mouse, as the computational
potential of a range of devices from mobile phones to fridges is developed, the
input mechanisms for computation are also set to change, resulting in much dis-
cussion around the rise of ubiquitous computing. The screen still dominates most
modern computer interaction systems, however, and, far from being replaced, it
has proliferated within computational devices, with the main changes being to
resolution and size. There are currently no realistic alternatives to the technology
of the screen, so it seems likely that screen technology is here for some time
to come. From the early history of virtual reality, where HMDs were discussed
as the future of visual computer interaction, to a modern interest in tangible
computing, the screen has often been considered as a neutral ‘window on the
world’ rather than a material presence in its own right, and as a mediating device
that frames the objects it displays and sets up a direct and specific relationship
with the person who is viewing it.
Leading-edge thinking, both in terms of architectural theory and
studies in human–computer interaction, now emphasize the technical paradigm
of ubiquitous and pervasive computing and architectural theory seems more
adept at handling the implications of a physical environment augmented with
computers than at dealing with computational environments in their own right.
By making GUIs my main focus, I do not intend to suggest that screen-based
interaction with information is the necessary or inevitable future of computer
information. Rather, by focusing particularly on the much neglected (from an
architectural point of view) paradigms in the history and development of comput-
ing, I want to show how a core understanding of spatial organization pervades
our understanding of computational technology. To this end, the examples used
in Chapters 2 and 3 will be historical and limited to past or current and everyday
technologies, with Chapter 4 used for a more speculative discourse on future
technologies.
The second decision involves the omission of virtual reality technolo-
gies, virtual environments, computer games set in real-time 3D virtual worlds and
16
Introduction
other types of computer user interface that might be seen as direct simulations
of architectural spaces. In contrast, I will focus on a more abstract understand-
ing of architectural space and look at information environments where there is
no requirement for simulation, but which can and often have been framed by
metaphors of architectural space. Architecture as metaphor implies that archi-
tecture is not itself the focus of representation, but is used as a stand-in for
something else. Examples of architecture used as a metaphor can be found in
a range of web applications and in discussions on future ‘intuitive’ information
systems and it is argued by some that the use of virtual architectures provides a
familiar context for the user by simulating aspects of their everyday experience
in the representation of abstract systems. The focus of this study, however, will
be broader than this, dealing with a variety of digital information systems that
conceptualize information objects, organized to be both comprehensible and
structured in meaningful ways. Sometimes, to achieve this comprehensibility,
visualizations will be used which overtly reference architectural space but such
approaches are, it will be shown, the (not always logical) conclusion of a much
less overt conception of structured spaces as the basis for the organization of
digital information.
The third decision is to focus on single-user interfaces (SUI). These
are interfaces which can only be interacted with by one user at a time and
which do not allow for interaction between several users simultaneously, either
remotely or locally. For example, a digital library catalogue system allows for
a dialogue between a single individual and the computer and, although others
may be accessing the system from different locations, they are unaware of each
other’s presence. This decision has been taken because there is already a well-
defined discourse on the use of the computer in collaborative work as well as
on issues of telepresence and also because the single-user interface remains an
‘unsolved problem’ (Raskin 2000: xix).
This book will seek to move beyond the use of the architectural meta-
phor, and in particular the limited definition of ‘information space’ which results
from it, suggesting that the architectural metaphor is a façade which hides the
real potential of an architectural understanding of the design of information sys-
tems. It will deal in general terms with the graphical user interface component
of computer systems but, since this could refer to a wide range of applications,
it focuses on two types in Chapters 2 and 3.
17
Introduction
18
Introduction
I.5
Diagrams to show a robot
going through a process of
learning to associate a wall
with an obstruction
19
Introduction
20
Introduction
21
Introduction
meanings, encoded in the bank building, are not solely due to its architecture, but
also result from the relationship between cultural expectations, spatial behaviour
and material structure and order.
Form
Form is the most obvious area of architectural analysis and refers to the physi-
cal shape and organization of architectural components (walls, roofs, windows,
doors, etc.). Differences in the shape, scale and configuration of these compo-
nents are often classified as they relate to particular ‘languages’ of architectural
style. The form of buildings, as Markus points out, quoting Frankl (1969), articu-
lates and composes the geometry of spaces, as well as the mass, surface, light,
colour and ‘other optical phenomena’ (Markus 1993: 11).
It is in the domain of form that much architectural history and theory
is written and where substantial and self-evident contrasts between architectural
types are to be found. While building form is an obvious way of distinguishing
between styles of architecture, the relationship between building, form and the
communication of meaning is not so clear cut. Is architectural meaning encoded
in material forms and, if so, is that meaning universal or culturally specific? To
illustrate this conundrum, Markus distinguishes between Frankl’s history of
Renaissance and Baroque architecture where he ‘reads’ a universal meaning
in composition and style and the linguistically inspired writings on architecture,
notably Umberto Eco’s seminal Function and Sign: Semiotics of Architecture
(1997), where he suggests the ‘association of forms with words’ (Markus 1993:
11) and, thus, separates the sign from the signifier, believing that architectural
forms are only arbitrarily related to the meanings they signify and, therefore,
that these meanings are only communicated if they are received by individuals
with a shared system of knowledge. In other words, Eco is treating architectural
form as a language.
An example which highlights the difference between these two
approaches would be if we were to examine a building constructed follow-
ing the rules of a classical Greek order. The mathematical ratios that give the
building its scale and proportion and relate to those ratios we find in the human
body, may lead us to conclude that this architectural form communicates a uni-
versal beauty and that anyone comprehending the structure would consciously
or subconsciously understand these forms and our corporeal relationship to
them. Alternatively, we might conclude that the classical orders are symbolic,
representing the birth of civilization and democracy. To read this meaning in the
building requires cultural (in this case historical) knowledge. In both cases the
information content consists of an association between the building form and
a concept. However, where the first interpretation is pre-cultural – i.e. we can
assume a baseline of knowledge which makes the interpretation possible – the
second is only a viable interpretation in certain conditions relative to a cultural
context. There must be a cultural agreement between the forms as signifiers
and what they are signifying.6
22
Introduction
Function
Function is an expression of a building’s use, where the form of a building
supports a particular set of activities and where these activities are expressed
through a building’s typology. A building’s function is not only defined by action
and form, however, but also by institutions and naming conventions and it is
possible to subvert a building’s function by simply changing its name (Markus
1993: 12). New functional types are forming constantly, often as a result of
particular economic or social developments. For example, the technological
developments of the industrial revolution gave rise to the building typologies
of the cotton mill and railway station (ibid.) among many others, where unique
building types supported revolutionary forms of transportation and industry.
The functional programme of a building can also be considered strong or
weak depending on the neutrality of the building’s spaces. A hall for example,
in terms of form, may constitute a large unobstructed space and thus serve
multiple functions from meetings to indoor sports. In contrast, a cathedral has
a deeply engrained connection to symbolic forms which dictate particular cer-
emonial and ritual functions and are articulated by a pattern of fixed architectural
elements.
Space
Markus’s final analytical category, space, is a more elusive concept. Space
represents more than the gaps between built forms and, although space is
articulated by the materials of the built form, it is possible to discuss space
independently from form and function. The problem with the concept of space
is that it cannot be easily seen, or at least space is often encountered through
its effects rather than as an objectifiable phenomenon. To understand and to
visualize the effect of space on those who experience it, Markus calls upon a set
of theories derived from Space Syntax to map spatial relationships as topological
networks. Markus’s discussion of the use of these structural theories of space
suggests that, using his analytical classification, space is essentially defined
by the configuration of spatial cells and their relationships to other spatial cells
through a pattern of connections. Furthermore, these representations of space
encode information on the way space is perceived on the ground, through visible
associations between discreet spatial units which govern what, and importantly
who, can be seen from where.
23
Introduction
represent space in its own right, specifically theories related to Space Syntax,
which describe space as interconnected places. By focusing on these theories,
I do not wish to propose that they are the only theories of space and place to
emerge from architecture but rather that, through their clear articulation of space
as a structuring phenomenon, they provide a way of understanding and repre-
senting many of the ideas which follow.
A spatial syntax
Space Syntax emerges as one among a number of recent (post-1960s) spatial
theories of architecture that attempt to comprehend and to represent space in
order to analyze the morphology (the shape) of the built environment. Many of
these theories originate in Christopher Alexander’s work on design methods and
pattern languages. In a series of influential books and papers Alexander proposed
an understanding of design through a system of diagrammatic representation
which he describes in terms of ‘an abstract pattern of physical relationships
which resolves a small system of interacting and conflicting forces’ (Alexander
1964: v). In the context of the design of urban form these systems work at various
temporal scales from the dynamics of everyday movements (e.g. flows of people
and traffic) to the fixed or very slow-changing parts of the system (e.g. build-
ings and other ‘receptacles’) which form a system’s ‘invariant parts’ (Alexander
1965: 59).
In ‘A city is not a tree’ (1965), Alexander provides his clearest illustra-
tion of his theory of environmental structure by synthesizing models of social
interaction with structures of planned urban spaces. He argues that, despite
many apparent differences in their geometric appearance, many proposed
structures for planned urban space adopt the same hierarchical organization,
consisting of a hub and tree-like branches which form peripheries of decreasing
density and closed groups of spatial sets. Alexander proposes that these com-
mon spatial morphologies over-simplify the nature of the social structure of a
given society. Instead, when environments are not designed systematically but
grow organically, their structure follows a more natural pattern, reflecting the
semi lattice of social relationships between the individuals who are part of the
community. Alexander considers the physical patterns of streets to be essential
to the preservation of social networks in an environment and, furthermore,
suggests that street patterns can be an emergent manifestation of such social
structures.
Structuralist approaches to architectural theory have been devel-
oped extensively since Alexander’s early contributions, becoming a scientific
and mathematical discourse through figures such as Lionel March and Philip
Steadman.7 As a result, topological representations of the sort used, as illustra-
tion, by Alexander, have proven to be useful in mapping patterns of spaces and
social structure.
From Hillier and Leaman’s paper ‘How is design possible?’ (1974),
topological descriptions of space have been used as the basis for the develop-
ment of a fundamental ‘Syntax’ of space, which can account for aspects of
architectural experience. Space Syntax has been developed from combinato-
rial theories which describe space through the formal mathematical system
24
Introduction
I.6
Diagrams to show the
development of a justified
graph from a building plan
where each room constitutes
a node in a network of
connected places
25
Introduction
I.7
Diagram to show how
isovists are generated using
five different reference
points (here represented by
people) and the unobstructed
views they have of their
environment
building plan capture the connectivity of different rooms and allow analysis to be
performed on the plans of existing and proposed buildings. Specifically, justified
graphs or j-graphs are used where the entrance point to a building is considered
to be a root node of the building and, by counting the number of edges which
need to be traversed to get to a particular room in the building plan, its ‘depth’
within the plan can be measured (Figure I.6).
Such representations are built by referring specifically to the way
space is perceived through isovists, which are ‘polygons that capture spatial
properties by describing the visible area from a given observation point’ (Franz
et al. 2005: 33) (Figure I.7). In large-scale open environments, where there is no
clear delineation between different spatial cells, isovists are used to generate
axial line maps, where each axis represents a clear unobstructed view and cross-
ings between axes are links between these discreet spatial cells.
Such topological descriptions of an environment can be analyzed by
examining the relationships of individual spaces to the whole system of spatial
units and inferring certain properties of spaces and their interconnectedness
26
Introduction
A language of space?
It is tempting to view Markus’s three categories in the context of Space Syntax
as aspects of an architectural language where form is akin to grammar, function
is akin to semantics and space is given an explicit syntax. Markus does not, him-
self, evoke the language analogy but I want to take this a little further. Syntax, as
a spatial phenomena, shares properties with syntax as a linguistic phenomena,
i.e. as a rule set for the logical placement and structuring of units (e.g. words or
spaces). A correct syntax in language is not a guarantee of meaning, it is possible
to have a syntactically correct sentence that has no meaning, however, without
good syntax, language looses a sense of order and the meaning being conveyed
becomes more difficult to extract. Meaning itself is contained in the words and
their appropriate grammatical organization. Syntax defines the combinatorial pat-
tern of words so that they appropriately express meaning. Using this analogy,
space does not encode information as such but structures the way in which
information is experienced.
Semantics in architecture
This book will not follow the Space Syntax methodology explicitly but rather
seeks, through an appreciation of architecture’s topological structure, an under-
standing of how other types of topology can be and often are considered as
architectural. To this end, it is also worth drawing the reader’s attention to
the recent work of Psarra (2009) who uses Space Syntax in an explicit way to
understanding the relationship between architecture and narrative. Psarra uses
examples drawn from many different architectural types and eras, including
architectural fictions such as Borges ‘Library of Babel’. Whist Psarra’s focus on
the real environment allows her a richer analysis than I will attempt here, the
central tenet of both her work and this book is the same; namely, that meaning
is structured in architecture through topological relationships between places as
experienced when we move through space. Meanings are culturally specific but
the syntax of space as a structuring phenomena is universal.
27
Introduction
Embodied computing
A recent trend in HCI has been in the development of ‘embodied computing’.
Embodied computing attempts to claim back the world of bits and re-materialize
it as atoms through tangible interfaces, moving the site of interaction into physi-
cal rather than virtual environments:
28
Introduction
29
Introduction
This book will focus specifically on the visualization of information and on the
process of interacting with such systems through spatial representations using
two concepts: navigation and screen space.
Navigation
This is not navigation in terms of physical movement but rather in terms of the
visual traversal of information space. Ware (2004) details the cognitive features
of what he describes as ‘browsing’ a data set, suggesting that understanding and
fully taking in a visual scene is a cycle of navigation, which involves interpreting
the image, formulating a browsing/navigating strategy based on this interpre-
tation and then interacting appropriately. This must be facilitated by the user
having a visual image that supports the formation of a cognitive map (an internal
representation of the external stimuli) and by onscreen actions that articulate,
often through animation, changes to the onscreen representation.
A central concern of many InfoVis designers has been to get large
amounts of information onto a very small screen:
30
Introduction
view in the scrolled window. For more complex environments, however, the
issue of navigation becomes more difficult.
Screen space
Separate from traversal methods, screen space can also be used to define the
type of representation. For example, Card draws distinctions between what
he terms 1D, 2D and 3D displays, but also separates the dimensionality of the
display’s content from the representation system itself. He makes reference to
the Document Lens (Robertson et al. 1993):
The interplay between visual images and interactional spaces will become a
central concern of this book.
Cognitive psychology
The term cognitive psychology was first used in Ulrik Neisser’s (1967) book
entitled Cognitive Psychology and refers to ‘the processes by which the sensory
input is transformed, reduced, elaborated, stored, recovered’ (Neisser quoted in
Friedenberg and Silverman 2005: 95). Cognitive psychology is central to research
in both InfoVis and HCI, and in this book it will be used to bind these disciplines
together. In particular, the two concepts below (embodied mind and cognitive
mapping) will be considered in some detail.
Embodied mind
Extending the notion of embodiment as it relates to human computer interaction,
this book follows the work of George Lakoff and Mark Johnson, who state that:
Lakoff and Johnson suggest that thought is governed by certain mental frame-
works or ‘schemas’, which, to some extent, precondition thought processes. At
a fundamental level, parts of the brain which control our motor senses are also
responsible for higher thinking and abstraction. Lakoff and Johnson suggest,
therefore, that ‘there is no absolute perceptual/conceptual distinction’ (1999: 39).
Evidence for this lies in our use of spatial metaphors to conceptualize abstract
concepts and it will be suggested here that the arrangements of objects and
their spatial relationships carry metaphorical significance based on movement
and space-based conceptions:
31
Introduction
Although Lakoff and Johnson are the focus of this study, Varela et al. introduce
many of the key concepts used to describe the embodied mind. These are set
out in their book Embodied Mind: Cognitive Science and Human Experience
(1993), and this framework is useful in the context of this text because it defines
a relationship between abstract reasoning and physical action and experience
and, therefore, helps to account for many of the spatial metaphors which are
inherent in information visualisations and graphical displays.
Cognitive mapping
The cognitive map, which was introduced by Tolman in his article ‘The cognitive
map in rats and men’ (1948), refers to the encoding of large-scale environments
into memory and the use of such memories to aid navigation. Since Tolman, the
study of the processes involved in cognitive mapping has flourished. Of particular
influence has been Kevin Lynch’s The Image of the City (1960), which centred on
the environmental component of spatial memory, introducing the term ‘imaga-
bility’ and the discussion of spatial cognition into the discourse of architects
and urban planners. More recently, cognitive mapping has been challenged by
the notion of the ‘cognitive collage’ (Tversky 2001: 12.1), which recognizes the
multi-sensory nature of spatial memory and the pre-perceptual structures that
lead to memory creation.
This book will address the problem of cognitive mapping in screen-
based environments where the screen is not large enough or of a high enough
resolution to support a view of the environment as a whole, acknowledging the
difference between real-world spatial cognition and the cognition of abstract
virtual environments.
32
Introduction
Jay Bolter, an influential new media theorist, defines a key feature of digital media
by stating that ‘Like the printed book, film, and television before it, the computer
is not a neutral space for conveying information’ (Bolter and Gromala 2003: 77).
The process of remediation and the recognition of digitality as a
medium with mimetic and interactive potential are central to this book and,
although the approach taken here is not entirely technocentric, the characteris-
tics of the digital medium are, it will be suggested, central to how meaning is
conveyed. However, where Bolter and others have concentrated on language
and the remediation of text, it will be suggested here that there is an equally
important process associated with the remediation of space and architecture.
33
Introduction
The beginning
This book will set the scene for a battle between Babel and the Theatre of
Memory; between the will to communicate everything and the fear of not being
able to find or understand anything; between those who take comfort in discur-
sive formations of material organization and those who detest their limitations. At
the centre of it all we have the individual, navigating his or her way through the
no-man’s land of an ever growing territory of information. This is not a theoretical
battle, it is happening on computer screens every day. The Theatre of Memory
and the Library of Babel exist in contemporary society. Every time we access
information we enact, in some way, the story of the librarian and the scholar. We
enact these stories in a Theatre of Babel and I hope to show that our conceptual
world is, at least in part, constructed by a space that is physical, conceptual and
ultimately architectural, even when it is not material.
34
Chapter 1
The architectonic
system
Architecture organizes space surrounding man. It organizes this space as
a whole and with respect to man in his entirety, that is with respect to all
the physical or psychic actions of which man is capable …
(Mukařovský 1977: 240)
and conceptual levels. A range of sources will be used around common themes
of pre-historic architecture, architectural languages, cognitive architecture and
architectonic systems.
Pre-historic architecture
The forms and structures we now conceive as being ‘architectural’ have evolved
over time. That is to say that, using a crude but illustrative analogy with biological
processes, more complex architectural organisms have emerged from earlier
and simpler forms. A book on modern human anatomy could easily stretch to
thousands of pages, but, trace the human ancestral line back far enough, and we
arrive at the single-celled organism that represents our oldest relative and which
may be described in equivalent detail on one page. Recorded architectural history
is relatively recent and historical narratives tend to be limited to formal ‘civilized’
architectures which occur some distance up the architectural evolutionary tree.1
Archaeologists, however, are often interested in the earliest forms of settlement
and anthropologists have, in parallel, researched and written accounts of ‘primi-
tive’ settlements and communities that have been isolated from the progression
of formal civilizations. These accounts help build a picture of pre-historic archi-
tecture and the most basic motivations which drive us to articulate our spatial
environment. Through these studies, a lens is created through which we can
view the fundamental human need to pattern our environments.
Architectural languages
From these foundational accounts of the built environment, the notion of a ‘lan-
guage’ of architecture will emerge. To some extent, ‘language’ in this context is
simply another analogy. Like biological organisms, languages change over time,
becoming more complex and developing new ‘families’ derived from common
ancestors. Languages also encode a sort of DNA, allowing commonly inherited
features such as sounds, grammars and syntaxes to be traced from their govern-
ing structures. Applying the language analogy to architecture further implies that
information content can be written in stone and read in the form of architectural
space. This way of talking about architecture emerges from a structuralist tradi-
tion of philosophical thought and, while there is a tradition relating to various
historical ‘languages of architecture’ through description of stylistic convention,
the structuralist view of architecture attempts to uncover space as a communica-
tive medium by understanding, not how particular forms of architecture relate to
particular meanings, but rather, following the linguistic teaching of Ferdinand de
Saussure (1857–1913),2 how a language or meanings is enabled by a particular
structural system. What I hope to show is that architecture and language have
developed from the same origin and remain intertwined but essentially distinct.
Following the structuralist theme, I will draw on sources which read social
structure as it is written in the form and configuration of the built environment.
Cognitive architecture
As well as addressing the emergence of forms which humans have developed
to shape and pattern their environment, this chapter will also develop an account
of a cognitive architecture by looking at theories on how the brain structures
36
The architectonic system
Architectonic systems
Building on these first three themes, I then wish to develop a fourth, which
isolates a particular type of ‘architectural’ thought and moves the discussion of
architecture beyond the concrete material of the built environment and toward
something much broader. This ‘something’ I will describe as ‘architectonics’,
which exists because of what Kojin Karatani describes as the ‘will to architecture’
(Karatani 1995: 5). This ‘will to architecture’ defines a particular view of, not only
how and why we articulate physical space through buildings, but also how we
impose structure on our mental classifications of the world through recourse
to architectural metaphor. By understanding the origin and affect of the ‘will to
architecture’, the domain of architectonics is revealed as something which simul-
taneously shapes and is shaped by the world as it exists and as it is perceived.
Following this introduction, this chapter is split into four parts. Parts 2
and 3 tackle the concept of the architectonic system from two different angles.
Part 2 starts with a notion of spatial organization shaping the human mind and
discusses the relationship between early forms of architecture and so-called
‘primitive’ cultures and settlements and deals with the emergence of early
types of classification. It will be argued in this section that the human propen-
sity to structure our world into abstract classification systems is a result of the
organization of society into distinct groups of individuals with specific roles and
responsibilities. Such social groupings are then made manifest in the organization
of social space; through the configuration of rooms in a dwelling or the organiza-
tion of buildings in a whole village. Such patterns have been read extensively by
structural anthropologists following the work on the evolution of ‘primitive clas-
sification’ by Claude Levi-Strauss (1963; 1995) and Emile Durkheim and Marcel
Mauss (1963). By uncovering the deep connection between social space and
the emergence of classification, this section will seek to move the discussion of
architecture and meaning beyond the language of form and towards a separate
concept of space and its organization. In turn, the built form as an articulation of
space will be described as a means of structuring our mental as well as physical
worlds.
Whereas Part 2 starts with physical space and its role in shaping
mental spaces, Part 3 approaches architectonic systems from the opposite
point of view. This section will investigate how knowledge is represented in
the mind. The domain of knowledge representation has a long history and it is
studied in philosophy and, more recently, in cognitive psychology, neuroscience
and computer science. The study of knowledge representation has the aim of
both helping our understanding of the human mind and enabling systems to be
built that are capable of simulating aspects of the human mind through ‘artificial
intelligence’. This section will build on earlier studies of knowledge representa-
tion by distinguishing a model based on the three levels of cognitive structure
as they are currently understood: symbolic, conceptual and subconceptual
37
The architectonic system
38
The architectonic system
39
The architectonic system
40
The architectonic system
41
The architectonic system
understand them, notably the built environment. Even in what might be consid-
ered ‘primitive’ settlements, there is often a complex relationship between basic
functions (providing shelter and material security) and the use of a spatial order to
define social space. Simply put, the built form has a role in articulating territory,
in defining who can be where by separating, at a macro scale, the territories of
whole tribes and, at a micro scale, the hierarchy of seniority of social groups and
divisions between family members based on age, sex, etc. While the role of
space and territoriality in defining a social system is not, in itself, a dramatically
original insight, Durkheim and Mauss set out with the ambition of accounting
for the emergence of the human capability and propensity to classify the world.
While philosophers such as Aristotle and Plato are considered to be the fathers
of our understanding of scientific classification by grouping concepts or objects
based on shared properties, Durkhiem and Mauss suggest that the concept of
classification, itself, as it relates to a broad human propensity to subdivide the
world, is neither an invention of Aristotle nor a natural/pre-programmed state
of mind:
Durkheim and Mauss make their case with reference to studies of three con-
temporary ‘primitive’ cultures, from North America, Australia and China. While
the tribes they described have evolved without contact with one another, their
systems of classification are remarkably similar and originate from a separation of
their territory into regions of space governed by polar orientation. Classification,
Durkheim and Mauss suggest, emerged because, as social groups grew and
extended, they were seen as distinct both in terms of their social identity and
their spatial location (Figure 1.1):
42
The architectonic system
1 the concentric structure, consisting of inner and outer circles (Figure 1.2a)
(Levi-Strauss 1963: 135)
2 the diametric structure, consisting of a circle bisected in the middle separat-
ing the two dual functions (Figure 1.2b).
These patterns do not necessarily exist in isolation, indeed in the
case of the Winnebago tribe both seem to exist simultaneously; however, duali-
ties form the starting point for classification by first separating one group from
another and then making that pattern visible through the distribution of buildings
within a village. In the first instance, Levi-Strauss suggests, dual organization is
reflected in patterns of social life around certain basic practices, for example the
storage of cooked or raw food,13 the division of society into men and women
or adults and children (Levi-Strauss 1963: 137). Such practical organizations are
imbued with symbolic significance and become part of a structural belief system
separating sacred and profane, married and celibate, etc. These dualisms appear
to emerge from ‘aspects of the physical world or between moral or metaphysical
attributes’ and through apparent thematic oppositions (Levi-Strauss 1963: 141).
Dual organizations are, therefore, not only manifest in relationships in society
but are expressed through a particular way of articulating our material world,
notably through the appearance of variations on diametric and concentric village
patterns. Such structural patterns both describe and make possible daily ritual
and the organization of conceptual and physical space.
The importance of Levi-Strauss’s structural methods cannot be over-
estimated and they have had a profound impact on fields outside anthropology.
Perhaps because architecture is the most observable patterning of social struc-
tures into material form, Levi-Strauss’s work has found favour with architectural
theorists attempting to move beyond art historical analysis of buildings toward
something more akin to a science of architectural form. However, the translation
of Levi-Strauss’s work into the field of architecture is not without its problems,
notably the fact that the idealized forms described by Levi-Strauss are far from
universal.
43
The architectonic system
1.1
The first types of category
formed in the human
mind as a result of the
division of social groups,
their distribution in the
environment and their
association with a society of
objects and concepts
Seen from a spatial point of view, societies vary, it seems not only in
the type of physical configuration, but also in the degree to which the
ordering of space appears as a conspicuous dimension of culture …
44
The architectonic system
1.2
Diagrams to show two
common types of dual
organization in village
structure
The Space Syntax approach to this problem, as elucidated in The Social Logic
of Space (Hillier and Hanson 1984), is not to seek top-down readable geometric
patterns on to which, for example, rituals and societal structures are literally
mapped on to (e.g. the disposition of dwellings in a village). Instead, Hillier and his
colleagues at University College London aggregate space using statistical models
to analyze spatial relationships, which are mapped as connected networks. Seen
in this way, architectural space is an emergent phenomena where individual
spaces are agents within a system of connected spatial sequences derived from
an individual’s need for visual and physical access to different parts of their spatial
world. In other words, these representations illustrate (in part) the effect that the
fixed elements of architectural form have on the dynamic patterns of spatial life.
45
The architectonic system
46
The architectonic system
Inference about the world is primarily encoded in the form of categories and
these categories occur at different levels. For example, in order to recognize an
object such as a chair, we must be able to match the properties of the object
we are observing with a mental category so that we recognize the object and
its function as distinct from other objects we may encounter. Furthermore, the
category for chair is, itself, a member of a parent category (furniture) and con-
tains within it many subcategories (dining room chair, couch, baby seat, etc.)
(Goldstein 2005: 269) (Figure 1.4). To recognize an object such as a chair, we
need to define the characteristics of that object so that we can infer to which
category it belongs and thus knowledge is encoded by binding together groups
of similar objects based on their shared properties. The study of knowledge
representation is the search for mental structures of categorization which allow
an agent (be it human or computational) to accumulate knowledge through a
process of inference based on the properties of entities within the world. We
not only make use of categories for simple objects, such as chairs, but our lives
are also filled with many abstract categories we use to frame our thoughts, only
a few of which we are ever explicitly aware of and this makes understanding
knowledge representation a particularly complex problem.
47
The architectonic system
1.3
In addition to the notion that
social groups distributed in
space articulate categories,
there is also evidence to
suggest that the mind
shapes abstract concepts
through spatial reasoning
through what are known as
conceptual spaces
Symbolic representations
Models that propose symbolic representation have evolved from classical sys-
tems of categorization, from the philosophies of Aristotle onwards, and have
developed through modern computational systems, which encode and logically
parse information in, primarily, hierarchical structures of inference.15 Symbolic
representations are an ‘implicit methodology’ and form the basis of much AI
research (Gardenfors 2000: 35).
In symbolic representations, structures of inference can be repre-
sented either through linear notation, in other words written language, or through
graphical notations involving visualizations of semantic networks, often charac-
terized by graph representations consisting of nodes and links. While examples
realized in computation didn’t emerge until the 1960s, examples of semantic
networks were developed as early as the thirteenth century.16 Using such graphi-
cal representations it is possible to infer the category of a particular object from
its properties by tracing down more detailed information from one category to
another in a process similar to the game of ‘Twenty Questions’, where the player
must discover the mystery object within 20 questions by asking a series of true/
false or either/or questions, usually starting with ‘Animal, vegetable or mineral?’.
These links are called predicates and encode properties that organize subjects
into different groups.
Semantic networks have distinct limitations, however. For example,
how is a coherent set of properties inferred for the category of chair? We might
suggest that the category ‘chair’ is defined by a shared set of properties or
predicates ‘a piece of furniture consisting of a seat, legs, back and often arms’.
While this definition of the chair category may suffice for many chairs, it won’t
work for all. Objects such as baby seats and bean bags may also be considered
48
The architectonic system
1.4
Diagram to show the process
of inference based on the
categories for different types
of chair
to be chairs but do not fit all the criteria of the chair category (Goldstein 2005:
269). The category ‘chair’ may therefore be fuzzy. Where hierarchy becomes
conceptually fuzzy, it is not possible to identify a chair through simple inference
based on a set of universal properties of chair. Other models for symbolic repre-
sentation that extend the notion of predicates and semantic linking, for example
Collins and Quillian (1969), allow for the use of predicate exceptions, preserving
hierarchies while allowing for deviations in their structures. For example, in the
chair category, a bean bag may be considered a chair without legs. In this case
the chair category would still contain the property with legs but the bean bag
category would contain a property that overrides this aspect of the parent chair
category.17
Symbolic representations all share common features in that all are
composed of ‘symbol manipulation according to explicit rules’ (Gardenfors
2000: 35) and are limited in a number of ways.
49
The architectonic system
The essential argument against symbolic representation is that, while its meth-
ods explain possible patterns of connection based on predicate relationships,
they don’t explain where meaning comes from.
Sub-conceptual representations
Symbolic representations are considered to occur on the conscious level of
thought. We are consciously aware of the hierarchies present in the way we
categorize the world. However, a greater understanding of the structure of
the brain and its neural networks has lead to the emergence of sub-conceptual
representations through the notion of connectionism. Connectionism is defined
by Dellarosa:
While a full account of connectionism is well beyond the scope of this book,18
there are some characteristics of connectionist networks that are worth noting.
Concepts are not stored in individual nodes (e.g. brain cells) in a system, but
rather in patterns of activity. This means that there are no discreet mappings
of single concepts onto defined neurons. Instead, a concept is composed of
a pattern of active neurons working together. For example, the category birds
may light up a cluster of neurons and similarly, but independently, the category
of feathers will also cause a cluster of neurons to fire. It is likely that both con-
cepts make use of and share a similar region of neurons. The two categories are,
50
The architectonic system
Conceptual representation
Between sub-conceptual and symbolic knowledge representations, suggests
Gardenfors, is an additional layer of representation, which he calls the ‘concep-
tual layer’ and which he describes by the use of an analogy, imagining that the
brain and its neural paths of reasoning are like a society of people living in a
jungle and following paths of inference to navigate through the jungle’s complex
undergrowth (Gardenfors 2000: 33–4). The question of understanding the differ-
ent levels of representation for those journeys, using this analogy, becomes a
question of how we represent the jungle dweller’s journeys.
A ‘myopic’ view would look at individuals and their interactions with
the jungle in terms of their immediate and local activity. Such descriptions would
include an understanding of the limitations of the environment and the person’s
ability to move through it; i.e. the individual cannot climb up steep cliffs, pass
through solid objects, etc. These material constraints define the class of pos-
sibilities for the individual. However, such localized descriptions of the jungle
are very limited in what they tell us about the environment or the individual’s
journey through it. This is the sub-conceptual level, analogous to the descriptions
of individual or small groups of neurons and their relationships as defined by the
physical reality of their connection to one another.
Over time, people’s movements will leave certain patterns in their
environment. Paths that are easily traversed become established and it becomes
possible to find directions that allow for a journey to be planned and for others
to follow the same paths. This tendency to move in certain patterns, to follow
the routes that others have followed, mean that it is possible to describe the
jungle, not holistically with relation to every topographic feature, but with relation
51
The architectonic system
1.5
Diagram to show the firing
of similar groups of neurons
when a human being thinks
about the categories of bird
and feather
to paths and the structures they create. Established paths make it possible for
individuals to make maps of their environment since, in the established jungle,
there are enough defined paths to make it possible to create descriptions that
are schematic; e.g. turn left at the tree stump, carry on north until the bush with
the blue flowers, etc. These sorts of descriptions rely on the existence of known
spatial dimensions that orientate the description in relation to polar coordinates
and distances, etc. This Gardenfors (2000) calls the conceptual level.
Finally, as different paths cross and become discreet locations in the
system, naming conventions can be implemented to efficiently describe the
52
The architectonic system
most commonly used paths with instructions such as ‘start at A’, ‘go to B’, ‘turn
left at C’. This Gardenfors describes as analogous to symbolic representation,
where the most common and obvious pathways are revealed through efficient
representations.19
Conceptual representations bridge the gap between symbolic and
sub-conceptual representations by defining the underlying governing structures
of representation as a product of the structure of sense experience. Each domain
of classification, Gardenfors suggests, has a particular conceptual space attached
to its representation. So, for example, colour categories exist on the symbolic
level as named entities red, blue, green, etc., and, on the sub-conceptual level, as
the result of direct sensory input of different wave lengths of light. However, on
the conceptual level, colour categories are represented by a continuous spectrum
of colour variations in a geometrically defined mental space. This means that to
describe, for example, red as being close to pink we are describing its similarity
as a function of the proximal relationship of the two colours in a conceptual space
consisting of a colour wheel (Figure 1.6).20
The conceptual level of knowledge representation is comparatively
less understood than either the symbolic or sub-conceptual levels and Gardenfors,
while providing a spectrum of examples of different conceptual spaces, acknowl-
edges that he falls short of providing a definitive theory (Gardenfors 2000: 259).
However, the theory of conceptual space and the recognition of an intermediary
level between symbolic and sub-conceptual representations is an important one
for this study.
The theory of conceptual space is a useful introduction to embodied
theories of cognition in that it proposes a model for knowledge representation
that is not structured by a computationally driven and disembodied mind, but
is governed by our embodied relationship to the world and the structuring of
information as it is received through the senses. The discussion of ‘conceptual
spaces’ also hints at an underlying spatial cognitive function for categorisation;
i.e. the possibility that the parts of the mind that govern spatial cognition may
also act as a frame for organizing other concepts.
53
The architectonic system
1.6
Diagram to show an example
of a sub-conceptual,
conceptual and symbolic
representations for colour
categories red and yellow
54
The architectonic system
Tell me the story again but leave out the minor details (the story event
becomes a container).
I give up, I’m getting out of the race (race event as container).
Whenever I’m in trouble, she always bails me out (state as
container).
(Johnson 1990: 34)
55
The architectonic system
The container metaphor maps to a single schema. In each statement the person
considers an event or state to be a container.
Johnson’s work is, along with Gardenfors’s, another articulation
of the conceptual level of knowledge representation but externalized through
(symbolic) linguistic representations. Like conceptual spaces, image schemas
are based on an embodied perception of the world, not only in terms of the
way in which the senses receive information about the environment, but also in
relation to how physical interactions with our environment are used as a frame
for abstract reasoning so that ideas are ‘objectified’; i.e. given physical qualities
and constraints and then manipulated. As is the case of intrinsic representations,
we would expect image schemas to place constraints on the domain being
described.
56
The architectonic system
57
The architectonic system
1.7
Architecture is a primary
means of communicating
abstract categories through
spatial organization
58
The architectonic system
them away for burial were unable to identify them. But Simonides
remembering the places at which they had been sitting at the table
was therefore able to indicate to the relatives which were their dead.
The invisible callers, Castor and Pollux, had handsomely paid for their
share in the panegyric by drawing Simonides away from the banquet
just before the crash. And this experience suggested to the poet the
principles of the art of memory of which he is said to have been inven-
tor. Noting that it was through his memory of the places at which
the guests had been sitting that he had been able to identify the
bodies, he realized that an orderly arrangement is essential for good
memory.
(Yates 2001: 17)
While the development of the method of loci in ancient Greece tended to empha-
size the use of imagined fictional spaces, its evolution in ancient Rome was
heavily ‘grounded’ in physical spaces and places, through a tradition summed
up by Cicero who stated that ‘an object cannot be understood without a place’
(Cicero quoted in Small 1997: 97). Small argues that the difference between the
recorded Greek versions of the Method of Loci and the known Roman writings
on the subject is that the Romans offer a corporeal vision where real physical
spaces are necessary for remembering, in contrast with the Greeks’ emphasis
on a natural structuring of knowledge, which was not necessarily supported by
physical places. Under the Roman mnemotechnic system, the physical environ-
ment becomes a method of structuring information, and even whole cities can
become the basis for memory:
The tradition of finding settings for the structuring of memory reaches its logical
conclusion during the Renaissance when the mnemotechnic tradition becomes
the genesis for a new art concerned with creating specific memory devices, most
notable of which was the audacious proposal of Guillio Camillo to build the vast
Theatre of Memory (Figure 1.8).
At the time the Memory Theatre was conceived, the intentions of
these new building types was no longer simply to create artefacts to support
memory. Instead, the relationship between the architectonics of philosophy and
what appear to be ‘natural’ rules for the organization of memory come together
in a new form of representation system, an ars combinatoria.
In its purest intention, the ars combinatoria is an attempt to find an
architectonic language distinct from text which, through the spatial configura-
tion of objects, would find the perfect correspondence ‘between words and
things, between logic and ontology’ (Rossi 2000: 61). Reading through the many
59
The architectonic system
For the places are very much like wax tablets or papyrus, the images
like the letters, the arrangement and disposition of the images like
the script, and the delivery is like the reading.
(Yates 2001 quoting from A Herennium: 22)
60
The architectonic system
1.8
Imaginative reconstruction
of the Memory Theatre by
Ruth Dickie
61
The architectonic system
62
The architectonic system
Part 5: Conclusion
Having rapidly traversed human history and the domains of architecture, linguis-
tics, anthropology and cognitive psychology, it is necessary to conclude with a
brief summary of the argument so far.
In Part 2 I focused on two texts. First, following Preziosi, I distin-
guished between two roots of early communication, the linguistic system and
the architectonic system. The linguistic system originated from the early use
of tools where inanimate objects acquired meaning through the association
between their form and their function. These tools thus became the first lin-
guistic gestures.
Early buildings and settlements can also be interpreted as functional
tools, however, their functions were not directly related to specific actions but
rather to the designation of territory and social space. The primary function of
early building types was, therefore, to subdivide space and thus categorize
activities and people. There is a clear distinction between the role of space as a
functional tool and the symbolic relationship of material form to function, and the
architectonic system is therefore separate from the linguistic system.
In parallel, structuralist approaches to the analysis of ‘primitive clas-
sification’ attempt to map patterns of settlements against known classification
systems and Durkheim and Mauss’s analysis of primitive classification reveals
a narrative which suggests that the conceptual human propensity to classify
emerges from 1) the organization of social groups; 2) their distribution in the
physical landscape; and 3) the association of other objects (animate and inani-
mate) with those social groups. While the actual classifications vary significantly
across different cultures, the method of their formation does not, with com-
mon practices being identifiable for organizing objects and social groups into
orientations of space (up, down, north, south, east, etc.). Long after the actual
distributions have ceased to become illustrative, the systems remain, capturing
a conceptual space rather than a physical one.
In Part 3, I approached the concept of classification from another
direction, as an emergent mental phenomena, through a discussion of knowl-
edge representation. I highlighted three levels of knowledge representation:
symbolic, conceptual and sub-conceptual representation. It was noted that
symbolic representations tended to result in externalizations of knowledge
through, for example, language and diagrams, that sub-conceptual representa-
tions describe mental processes at the level of neurons in the mind and that
conceptual representations shape our knowledge of the world through what
Gardenfors described as conceptual spaces. I suggested that conceptual spaces,
as a structuring phenomena, are revealed in language through the use of certain
metaphors and, following Lakoff and Johnson, isolated spatial relation metaphors
as pervasive in conceptual thought. I proposed that the architectonic system and
the notion of categorization may be constrained by schematic properties. That is
to say that limitations in space are imposed on representations which use space
as a structuring phenomena.
63
The architectonic system
1.9
Diagrams to show (from
left to right) a K3,3 and a
K5 graph
1.10
Diagram to show a graph of
six nodes, its dual graph and
a plan with interconnected
rooms generated from the
dual graph
It has been noted that the relationship between the physical world
and mental classifications can be seen in the origins of philosophy. The term
architectonic turns up in relation to the work of Aristotle and discussions of the
relationship between philosophical discourse and techniques of remembering,
in particular the method of loci, in which facts and ideas are remembered with
relation to a logical pattern of spatial relationships. We have seen, in Part 4,
how the relationship between topic and topos was developed by the Romans
and was revealed through the work of Cicero, who proposed a method of loci
based upon physical locations and paved the way for ‘the art of memory’, in
which physical architectures were designed as specific ‘memory palaces’.
Much more than mnemotechnic devices, however, we have seen how these
new constructions were descriptions of the world through the arrangement of
physical objects and their mapping of subject domains through a relationship
between topos and topic.
The influence of the architectonic system has continued both in
philosophy and in architecture. In philosophy, the ‘will to architecture’ has been
characterized by the recurrence of architectural metaphors in many western
philosophical texts from Aristotle to Descartes and, in architecture, it is revealed
through the emergence of building typologies such as libraries and museums,
64
The architectonic system
which mediate the relationship between people and objects through the articula-
tion of space.
This selective historical narrative is useful but far from complete.
From the seed of primitive buildings to the tree of modern architecture I have
chosen only a few branches through which to analyze the relationship between
the built environment and meaning in an attempt to refine the idea of the archi-
tectonic system as distinct from the linguistic system. While I want to maintain
the distinction between architectonic systems and linguistic systems, it would
be naive to see them as completely separate. As has been shown, language can
give us an insight into the nature of architectonic systems because, in describing
space, language reveals and informs our perception of our physical world and,
through metaphor, shapes our spatial and cognitive interactions. This is particu-
larly true where the architectonic systems are not explicit.
The architectonic system is based on the idea of articulating space
and thus the objects and people within space. It therefore frames the concept of
classification, which has developed through the emergence of patterns of social
space and a human will to impose order on the world. Furthermore, while some
instances of the architectonic system remain in the mind, others are made visible
and real in the form of buildings and assemblages of objects. I have proposed
here that the seed of the architectonic system was planted with the first build-
ings, in other words the first physical interventions in the landscape, and has
been continued through a plethora of building typologies.
In the following chapter I will consider what happens when the rela-
tionship between information and its material manifestation is broken by digital
technology. In other words, what happens to the architectonic system in the
post-digital world?
65
Chapter 2
the world of objective, real and public structures which are the, not-
necessarily-intentional, products of the minds of living creatures,
interacting with each other and with the Natural World 1.
(Benedikt 1991: 3–4)
Until the latter half of the twentieth century we had lived with the reality that to
articulate World Two, we needed the materials provided by World One. This has
tended to mean that our representations of World Two have been constrained
by the physical properties that define our material existence. Digital technology
has, however, changed this status quo by allowing, for the first time, information
to be separated from its material means. As Benedikt put it, we are ‘loosing the
ballast of materiality’ (Benedikt 1991: 4).
In Chapter 1, I showed how, through representation, our material
articulation of the world also shapes our cognition of abstract concepts; how
conceptual objects are constrained by spatial metaphors; how categorization may
have emerged from the organization and distribution of social groups and how
knowledge representation is shaped by a conceptual space of representation.
In contrast to Benedikt’s interpretation of Popper’s theory, however, Chapter 1
did not articulate two or three worlds but systems of communication character-
ized as the linguistic and architectonic in which the mental and the physical are
Between city lights receding and the non-space of the mind
This transcendental ‘cyberspace’ offers only half the story. There is inevitably
a place in which cyberspace itself must become manifest and, even if it can’t
be mapped, cyberspace continues to be conceptualized as ‘something’ existing
‘somewhere’ even if it is, in the most fantastical science fiction imaginings, ‘the
nonspace of the mind’ (Gibson 1995: 67). Have we really been able to break free
from the ballast of materiality?
This chapter will describe some key paradigms in the pre-history and
early history of computational technology through the lens of the mind/mate-
rial dichotomy, which is inherent if we adopt a cyber-spatial view of the world
when considering human interaction with information. To this end I will develop
a narrative that shows how, despite the technical possibilities of dematerialized
information, the realization of computation through various interfaces has sought
to use metaphors of space, or even to simulate aspects of the physical organi-
zation of material objects through virtual spaces and visualizations, which often
make use of architectural metaphors.
Part 2 will trace a descendent of the ‘art of memory’ (which was
introduced in Chapter 1) through the development of logic and the search for a
universal language. While in architecture, the building typologies of the museum
and library continue a tradition of mapping classification systems on to physical
spaces, a branch of ars cobinatoria (the art of combination) turned its attention,
through the Renaissance period, to overcoming the challenges posed by topo-
logical restriction. In this context, Part 2 will focus on Ramon Lull’s attempts
to overcome these restrictions with the creation of mechanisms for generat-
ing combinations and permutations. These machines were early forms of the
computer and show that, even in a pre-digital era, the limitations of physically
bound classification systems were understood and that the evolution of logic
was an attempt to capture information in dynamic mechanical processes rather
than in static spatial structures. This part traces the conflict between notions of
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Between city lights receding and the non-space of the mind
2.1
A revision in our
understanding of the human
brain and the enacting
of information through
mechanical processes gave
rise to computing as an
alternative way of organizing
and processing information
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Between city lights receding and the non-space of the mind
of the key paradigms for human computer interaction, the GUI and hypertext,
appear to contradict the apparently limitless technological possibilities provided
by dematerialized information.
Part 3 will trace the emergence of GUIs as a way of interacting
with computational information. GUIs are widely held to be a vital computing
innovation and they made computing accessible for non-specialized users and
ultimately led to the revolution of personal computing. The visual metaphors of
the desktop of the PC GUI, with the ‘direct manipulation’ of physical objects in
constrained spaces however, not only made computers easier to use (compared
to their command line based ancestors) but have also introduced constraints,
which have nothing to do with the underlying digital system itself. The GUI
has sought, not necessarily to augment man’s intellect through computation,
but rather to simulate aspects of the real world in order to make computers
accessible.
Whereas the GUI’s use of visual metaphors overtly constrained the
presentational space of digital information, the paradigm of hypertext (extend-
ing Bush’s notion of the Memex) offered an apparently different vision of a
networked topology of information through the WWW. Part 4, however, will
examine the emergence of the first hypertext systems through the lens of a
material/virtual dichotomy that has, I will suggest, restricted hypertext topolo-
gies and the way in which information on the web is authored, by introducing a
conceptual model for hypertext exploration based on navigation.
Part 5 will conclude with a discussion of the underpinning theoretical
notion of ‘remediation’, examining the dominant role of a spatial understanding
of digital media in discussions of the remediation of text. This discussion seems
to close a circle, rebinding the relationship between topos and topic, apparently
reinstating the conceptual basis of place based representations of information
in an age of synthetic memory.
Through these instances of the GUI and hypertext, this chapter aims
to draw out a fundamental and repeated problem relating to the way that digital
information has been conceived and the way it is presented. Although taking a
broad brush approach to a number of different concepts and technical paradigms,
I want to set the stage for a revised understanding of ‘information space’, which
will be developed in Chapter 3.
This chapter offers a uniquely architectural view of the discourse
and I run the compounded dangers of oversimplifying the philosophical basis of
logic and combinatorial mathematics and of choosing, seemingly idiosyncratic
examples from the broad history of computing. I will plead guilty to both these
things but suggest that this chapter should not be read as a comprehensive
history of computing or an in-depth enquiry into logic in the context of know-
ledge representation, but rather it should be seen as the beginnings of a search
for how an architectural understanding of space has been and can be used to
understand the wider issues of digital information and its representation. At its
most fundamental level, this relationship is about an evolving information space
unable to escape from its embodiments.
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Between city lights receding and the non-space of the mind
71
Between city lights receding and the non-space of the mind
371,993,326,789,901,217,467,999,448,150,835,200,000,000.
(Eco 1995: 54)2
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Between city lights receding and the non-space of the mind
2.2
A simplified version of the
Lullian Circle containing
three concentric rings and
three letters which can be
recombined by turning the
wheels independently from
one another
any permutation we wished by turning the wheels on an axis at their centre and
lining up the different letters.
We can also create a similar mechanism to express the combinations
of the two groups ABC and DEF (Figure 2.3), where combinatorial constraint
means that each of the letters A, B or C must be paired with one of the group
D, E and F. This combinatorial constraint is represented in the machine by fixing
the ABC group to a single circle and DEF to another. The combination A B for
example, is impossible since the letter A can only become associated with a
letter from group D E or F.
For Lull, such combinations allowed him to create machines for the
production of logical statements capable of producing tens, or even hundreds,
of possible combinations based on the creation of sets or categories of state-
ment, each of which occupy different levels of the wheel. Lull had escaped from
the combinatorial limitations of a fixed 2D topological space. Insomuch as Lull’s
approach to ars combinatoria belongs to the tradition of artificial memory, Lull is
thought to have considered the units of combination as representing places, as
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Between city lights receding and the non-space of the mind
evidenced in the use of the term ‘chambers’ to describe them (Eco 1995: 59) and, 2.3
A variation on the Lullian
to this end Lull’s machines are designed to mechanically manipulate adjacencies Circle in which two separate
between places.4 Lull therefore extends the notion of a language of fixed places groups of letters can be
and spatial relationships through a process of mechanical change and through recombined
74
Between city lights receding and the non-space of the mind
2.4
Imaginative reconstruction of discovered in the late 1960s by a graduate student who stumbled upon an
the Mundeneum based on Le archive of his work in Brussels (Wright 2007: 184). What he found has made
Corbusier’s original designs
Otlet a cult figure in the history of the information society. Otlet envisaged two
significant building projects. One was called the ‘Mundeneum’ (Figure 2.4) and
was a proposal for a building to provide access to all the world’s knowledge. The
other proposal was an even more utopian vision of a World City which would be a
‘colossal Book, whose buildings and their arrangements – not just their contents
– will be read, in the same way as the stones of cathedrals “were read” by the
people of the Middle Ages’ (Otlet 1934 quoted in Chabard 2008: 108).
Like so many ideas for ‘universal archives’, the Mundeneum was
never built in its full incarnation and the World City was not built at all, but some
of Otlet’s ideas have survived and are remarkable because of their anticipa-
tion of today’s technological reality. Otlet’s work on documentation and its
organization and retrieval can be seen from two, arguably contrasting, points
of view.
On the one hand, Otlet was an ‘information architect’ (perhaps one
of the first), and through his plans for the Mundaneum, he saw buildings as
representation systems that could break, what he believed to be, the scourge
of the book and the limitations of written language. Otlet saw, argues Chabard
(2008: 111), architectures as determining the structural relationships of their
contents through topoi (the structured collection of places). Architecture was
both a metaphor for Otlet and a physical reality, and his relationship with the
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Between city lights receding and the non-space of the mind
great modernist architect Le Corbusier and the plans for the Mundeneum link
him with the modernist tradition in architecture which considered the world
through plan, analysis, classification, abstraction, standardization and synthesis
(Heuvel 2008: 129).
On the other hand, the modernist era of which Otlet (ostensibly
through his relationship with the architect Le Corbusier) was a part, also con-
vinced him to be more progressive in his visions for an information society and,
prefiguring the WWW, he describes knowledge as an assemblage in ‘open and
in continual mutation’ (Heuvel 2008: 128).
Otlet battled with these apparently contradictory positions. He sought
with Le Corbusier to find the ideal form for the expression of the Mundeneum
yet he would seek to fill it with devices, not unlike computers, where knowledge
was no longer organized but performed through mechanical devices connected
together in a ‘universal network’ (Heuvel 2008: 140) of telephone lines and
presented graphically on screens (Heuvel 2008: 145). Otlet also imagined and
implemented one of the first faceted classification schemes which allowed him
to separate the object of the book from the valuable information it contained
(Wright 2007: 187).
The Mundeneum is one of the last grand proposals for a universal
archive and exists at a critical transition point in the history of emerging informa-
tion architecture. It represents the last stand of the universal and the structured
architectonic system. It also represents an emergent networked sensibility, a
new understanding of the role of architecture from being bibliographic to sceno-
graphic, i.e. from a structuring medium to a stage set; and from the institutional
to the personal. This transition would be realized more fully as a concept by
Vannevar Bush and would be made reality by Tim Berners-Lee.
Extending memory
In 1945, in the wake of the Second World War, the scientist and engineer
Vannevar Bush, writing an article entitled ‘As We May Think’ in The Atlantic (later
published in 2003 in The New Media Reader among other places) pondered,
in a similar vein to Liebeniz, the explosion of knowledge and the challenge of
organizing it. He worried that great scientific insights may be prevented because
relevant research was buried underneath the mass of information that had grown
since the beginning of the Second World War.5 Bush realized that the old catego-
rization systems would no longer suffice, both in terms of the divisions between
disciplines and the way knowledge was stored in its physical form (Bush’s focus
was on scientific papers). Bush had emerged after the war having overseen mas-
sive engineering projects, notably the construction of the first atomic bomb, and
had witnessed firsthand the advances that could be made with concerted effort
and the collaboration of specialists across fields. He worried that, without the
impetus of war, the technological strides which had been achieved during the
Second World War would not continue to be made as scientists and engineers
returned to their respective disciplinary ghettos and to a world in which knowl-
edge between fields and individuals became incommensurable.
Bush’s unique position as the US Government’s Director of Scientific
Research and Development allowed him an overview of the technological state
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Between city lights receding and the non-space of the mind
of the art in terms of new computational machines, optical systems and displays,
and he envisaged the creation of a machine called the Memex, which could sup-
port the production of knowledge through a system of semantic relationships
which did not rely on spatially coherent places:
When data of any sort are placed in storage, they are filed alphabeti-
cally or numerically and information is found (when it is) by tracing it
down from subclass to subclass, it can only appear in one place ….
The human mind does not work in that way. It operates by associa-
tion. With one item in its grasp, it snaps instantly to the next that is
suggested by the association of thoughts, in accordance with some
intricate web of trails carried by the cells of the brain.
(Bush 2003: 44)
Like the pioneers of the method of loci, Bush was interested in the representa-
tion of knowledge in human memory, and the word Memex is a portmanteau of
‘memory extender’. Rather than creating an external aid to cognition, however,
Bush felt that information systems needed to reflect what he believed to be the
structures of thought, separating topic from topos and creating, in the Lullian
tradition, a synthetic memory. Like Lull, Bush proposed that the bridge between
the mind and the physical storage or material information objects could be
achieved through mechanical means. Bush, however, did not propose a univer-
sal machine for permutation, but imagined a flexible system for the creation of
much less structured semantic relationships. Bush’s proposal took the form of
a desk that stored microfilms, cameras, readers and electromagnetic controls
combined to become, using my own crude analogy, a cross between a juke box
and a microfilm reader:
The two screens would be able to present two documents simultaneously with
the user being able to assign a code to one document which provided a link to
another.
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Between city lights receding and the non-space of the mind
The physical arrangements of document objects stored within the Memex were
separate from their semantic association with one another and, critically, this
semantic arrangement, freed from physical constraint, could become multidi-
mensional, allowing for a single document object to occur in multiple contexts
or, in Bush’s terms, recombined into new ‘trails’.
The Memex machine was never realized but it offered a radical
understanding of the relationship between human internal and external informa-
tion representations. Through Memex, it would no longer be possible to think
of information as residing only in materially bound external representations
or only as mental constructions. The Memex introduced a third layer, realized
through a mechanical code, unbound by material constraints yet outside the
mind, visible only at the point of interaction with a mechanical system. It was,
importantly, proposed as a mechanical way of simulating an aspect of the
function of the mind and this mind was not fixed to places and topoi but was
associational.
Bush’s article, ‘As We May Think’, can be read online now. Googling
its title and reading it through the window of my computer’s web browser is a
spine-tingling experience. On the one hand, the proposal outlined in the article
is, with hindsight, remarkably modest in terms of its technical implementation.
On the other hand, it seems to exemplify a blueprint for a new understanding
of information. ‘As We May Think’ is an acknowledged forerunner of the digital
revolution and is made all the more remarkable by the fact that Bush did not have
access to the technologies that we now take for granted and that now shape our
understanding of information, as evidenced by the very technologies that can
now be used to read his article.6
Liberated information?
The transition of the representation of information from object to process, as
I have shown here, has been a gradual one that started as an offshoot of the
‘art of memory’; through ars combinatoria; through to the evolution of logical
systems of inference and eventually to digital systems where permutation and
combination are no longer restricted by spatial locations. This should be seen as
a departure from the architectonic system as it was proposed in Chapter 1. After
all, a disconnection between information and its material means necessitates a
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Between city lights receding and the non-space of the mind
79
Between city lights receding and the non-space of the mind
Paper. We’ve got to have media which are better than paper … there
are so many millions of graphical user interfaces possible and yet we
are stuck with one in which we have a single fixed little area called
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Between city lights receding and the non-space of the mind
the desktop – I don’t know why, I’ve never seen a vertical desktop –
where the icons are a fixed size and then they open to flat windows
which don’t have any perspective and don’t connect.
(Nelson 1998: 4)
For Nelson, the GUI of the modern personal computer was a sell-out; a product
of Xerox’s aim to simply simulate paper, disabling the user with the same restric-
tions that are placed on the physical organization of objects. However, although
not a commercial success, Xerox Star was to have significant influence on a new
generation of personal computers. Through these developments, abstract digital
information found a representation and a space of interaction that were united
through the GUI, a paradigm that has changed little since.
Based on the notion that space offers an intuitive interface for the representation
of information, Kuhn and others focused on architectural space as a metaphor
through which visual screen space can be articulated based on what they con-
sidered to be the naturally communicative properties of space.
Kuhn and Blumenthal’s work seems to represent the logical des-
tination for efforts to bridge the gap between computers and human beings.
However, in bridging this gap, there is also a contradiction. While information
is no longer restricted by its material manifestation, the paradigm of the GUI
places spatial restrictions back on information objects through its interaction
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Between city lights receding and the non-space of the mind
The web’s type of ‘chunk-style’ hypertext – static links that allow the
user to jump from page to page has been around for decades and has
been criticized for just as long. For Nelson, chunk-style hypertext is
just one subtype of hypertext, a term he introduced to mean ‘a body
of written or pictorial material interconnected in such a complex way
that it could not conveniently be presented or represented on paper’.
The ‘hyper’ in Nelson’s neologism does not mean ‘link’ but rather
connotes extension and generality: cf. ‘hyperspace’.
(Wardrip-Fruin and Montfort 2003: 301)
Nelson envisaged a system that was not only free of place but also able to
update in real time and be rapidly reconfigured and constantly updated. Nelson’s
hypertext project was never fulfilled but the term ‘hypertext’ stuck. It was
Berners-Lee’s linking of the physical structure of the ‘internet’, with his http
(hypertext transfer protocol), which popularized and defined what is now known
as the WWW. The conjunction of the internet and http lead to the emergence of
chunk-based hypertexts defined as:
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Between city lights receding and the non-space of the mind
The convergence of the internet and the hypertext of the WWW allowed infor-
mation to become de-spatialized in two ways. First physically, in terms of the
network infrastructure where information is stored and accessed through remote
servers, and where physical location and distance became largely irrelevant to
the speed and quality of access; and second, in terms of the representation of
information to the user. There is no need for hypertexts to be topologically limited
and through the technology of the WWW, a new type of ‘information space’
was born, a material-less ‘space’, shaped not by physical location but by the
relationship between the internet’s structure and the virtual hypertext network
of the WWW. This web of information is potentially capable of almost infinite
permutations and combinations.
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Between city lights receding and the non-space of the mind
spatial geometries, despite the fact that there is no technical reason to do so.
Bernstein points out, in his history of hypertext patterns, that once hypertext sys-
tems began to be used outside technology development laboratories, the early
hope for systems that would allow for the free association of documents and
other information objects gave way to a realization that structural geometric pat-
terns were necessary if such systems were to be used effectively. The challenge
of hypertext interaction has been commonly described as ‘the lost in hyperspace
problem’ (Edwards and Hardman 1989). This problem gave rise to speculation
on how structures of hypertext could be constrained into coherent patterns:
These patterns of hypertext result from the notion that authorial intent can be
expressed through the pattern of relationships as well as the content of hyper-
text documents themselves. In addition, it is also possible to discover recurring
patterns in the way in which hypertext topologies are perceived by computer
users from the analysis of user behaviour in interacting with websites (see for
example Parunak 1989). From such studies, common patterns can be uncovered
and examples include linear (path), hierarchy and hypercube and, by far the most
common navigation strategy, the ‘hub and spoke’ navigation (Figure 2.5), where
a user starts from a main page and navigates deeper into the site before click-
ing on the back button repeatedly to return to the start point before embarking
on another path (Pirolli et al. 1996). These patterns are all characterized by their
adherence to topologies supported by the rules of 2D topological geometry. In
other words, such patterns represent coherent spatial structures where each
node could constitute a place within a planar topological geometry.
This tendency to seek patterns within hypertext structures has
undoubtedly effected the design of websites. Visit any major website now and
it is likely that it will have been created by a team of ‘information architects’
and you will be presented with a similar template of tabulated menus offering
hierarchical ‘navigation links’. This presentation may or may not be indicative of
the actual structure of the website. A study, undertaken by the author in 2005
graphically illustrates the gap between actual hypertext structures and their pres-
entation through individual web pages. The study uses a web tracker to retrieve
link information for specified websites; the data obtained is then visualized using
a force-directed graph that presents the pages as nodes and the links between
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2.5
Diagrams to show common
hypertext patterns. From top
to bottom/left to right: linear,
hierarchy, hypercube and hub
and spoke
them as lines. The force direction algorithm forces the nodes apart, uncovering
hierarchies between pages and attempting to simplify the readability of the
graph. In the cases shown in Figure 2.6, a conventional hierarchical layout for
the pages for both sites disguises complex networks of links, because the links
highlighted for navigation, through tabulated menus, are separate from other
semantic links, which are embedded in the site’s text.13
Critical to our understanding of these websites’ presentational
and primary topology is an understanding of the term ‘navigation’. Navigation
may simply be a metaphor for the process of link traversal, but the idea that
hypertexts are navigable would also account for the topological restrictions
reconnecting topos and topic in ways that have little to do with the technical
85
2.6
Diagrams to show the
results of two web-mapping
experiments conducted
on websites at Cambridge
University. Both snapshots
were taken in 2004 and
the resulting graphs are
drawn using a force-directed
graphing algorithm
Between city lights receding and the non-space of the mind
Writing space
Focusing on the work of Bolter and his unambiguously entitled Writing Space
(2001), it becomes clear that, although his work is ostensibly on the remediation
of text, this process is inexorably linked to the space of textual representation:
In about the 8th century BC, the Greeks began to refashion the space
of oral mythology and heroic legend into the more precise linear
space of the papyrus roll …. In late antiquity the shift from papyrus
roll to codex refashioned the space again, making more effective
use of the two-dimensional surface to deploy text. In Western
Europe the shift from handwritten codex to printed book was
another such refashioning, and the shift to electronic writing is yet
another.
(Bolter 2001: 23)
Just as ‘fashioned’ spaces define the papyrus role and the printed book,
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electronic writing carries its own spatiality, made clear in the language used to
describe the WWW:
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Between city lights receding and the non-space of the mind
textual representation is possible, in the same way that the material page is
the surface of textual communication for the book, which is articulated through
printed letters. However, Bolter’s linking of topos and topic, where the writing
of ‘places’ through ‘spatially realized topics’, is much closer to the conception of
a topological space encountered in the discussion of mnemotechnics, and the
method of loci, as was set out in Chapter 1.
Semantic space
Bolter is not the only theorist to have noticed the prevalence and importance
of space in new media. Kaplan and Moulthorp have attempted to rationalize
apparent conflicts in spatial definitions in hypermedia in a similar way to Bolter,
but using different terminology, by distinguishing ‘architectonic space’ from
‘semantic space’ where architectonic space is the
Although Kaplan and Moulthorp and Dillon et al. are correct to isolate the problem
of translation between architectonic space and semantic space, there is another
problem since if, as Dillon et al. suggest, semantic space cannot be navigated,
other than through ‘physical instantiations’, then how is it made manifest – is it
really a space at all?
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Between city lights receding and the non-space of the mind
Part 6: Conclusion
In this chapter, I have traced the erosion of the place-based method of infor-
mation representation as an evolution rather than a revolution. Through the
combinatorial machines of Ramon Lull, described in Part 2, I have shown that,
while basing his ideas on a place-based understanding of information, Lull cre-
ated machines within which meaning can be encoded in the potential of a system
as opposed to a fixed spatial structure. The idea of information as enacted
through mechanical processes was further refined and developed in relation to
the evolution of logic and ultimately the invention of computation. I also showed
that, in attempting to escape the information object of ‘the book’ Otlet and Bush
were able to consider information as a ‘something’, independent from its material
manifestation and, although Otlet was interested in the a literal architecture of
information through his plans, with Le Corbusier, for the Mundeneum, his new
building typology shifted the role of architecture from that of organizing objects
towards one of setting the scene for information gathering and retrieval.
The digital revolution should have allowed for the computational
realization of Bush’s ‘Memex’, where information objects could be associated
into patterns that were not restricted by spatial coordinates or relative locations.
As I showed, however, two paradigms in the representation of information, GUIs
and hypertexts challenge the potential of the computer as a way of representing
information, through their user interface conventions.
In Part 3 I showed how GUIs have sought to control the space of
human interaction with the computer through ever more elaborate interface
conversions, from the desktop through to metaphorical rooms, buildings and
cities.
I also illustrated, in Part 4, how hypertexts, which represented the
most direct vision of Bush’s Memex system with the possibility of a networked
multidimensional topology, were from their earliest incarnations, limited by the
apparent necessity to pattern them. This patterning contradicts the notion of
hypertexts as vehicles for free associations but, rather, imagines hypertext docu-
ments as ‘places’ which are ‘navigated’.
Finally in Part 5, I reviewed the concept of ‘remediation’, where old
media forms are used as a way of understanding our interactions with new
media. Starting with Bolter’s remediation of text, I suggested that many of the
features of digital media and its representation of structured information are
spatial. This spatiality makes itself manifest through the appearance of architec-
tural metaphors in developing GUIs and the notion of patterning hypertexts and
constitutes, I suggested, a remediation of architectural space.
It is clear from this broad view of the dematerialisation of informa-
tion across the paradigm of the GUI and hypertexts that while digital technology
has had a profound effect on the organization and distribution of information, by
separating information from its material means, the interfaces through which
information is perceived and interacted with, present a new set of architectonic
systems that still seem to be constrained by recurring metaphors of space.
Indeed, in his discussion of the writing space of digital media, Bolter appears to
have brought the discussion full circle by proposing that a type of spatiality found
in the method of loci is the key to understanding digital media.
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Between city lights receding and the non-space of the mind
91
Chapter 3
The spaces
of information
Space is not a setting (real or logical) in which things are arranged, but
the means whereby the position of things becomes possible. This means
that instead of imagining it as a sort of ether in which all things float, or
conceiving it abstractly as a characteristic that they have in common, we
must think of it as a universal power enabling them to be connected.
(Merleau-Ponty 2002: 234)
3.1
In an attempt to mediate
computer-based information
architectural metaphors have
often been used to give a
structure to an otherwise
structureless information
space
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The spaces of information
3.2
In reality, information space
is mediated by multiple
types of space described in
the middle section of the
diagram, from left to right,
as semantic space, screen
(visual) space and interaction
space
1 Semantic space: This term is derived from the work of Kaplan and
Moulthorp (1994: 267) and defined as the structure of information held
within a computer. It is potentially multidimensional and, in practice, con-
sists of information objects and their relationships to one another described
through, for example, hypertext links or database fields. Semantic space
can be created by individuals, as was demonstrated in the description of
hypertext patterns in Chapter 2, but also through automated processes.
Semantic space can therefore emerge from computational systems used
to analyze information and find meaningful patterns.
2 Screen space: The concept of ‘screen space’ emerges as a result of sepa-
rating out the visual component of information space and defining the space
of the screen as separate from the space of interaction. Screen space is
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The spaces of information
constrained by the number of available pixels and the visual language used
to display information. It can include web pages, a desktop GUI, a complex
graph-based visualization or a 3D world, and each type of representation is
constrained by metaphors and their visual rhetoric.
3 Interaction space: This describes the input actions of a user that change
the computer’s output. For example, clicking on a link causes a web page to
change its content; typing in a search query will cause a list of web pages
to appear in Google; pressing an arrow key may cause a virtual camera to
move through a 3D space; grabbing a document icon with the mouse curser
will cause it to move as if it is being directly manipulated. Different types
of interaction are mapped on to different types of screen space so that, at
best, the two reinforce one another.
Technological context
In addition to introducing these spaces of information, this chapter will continue
the somewhat fragmented timeline begun in Chapters 1 and 2 by referencing
some examples that bring the story of the architecture of information more
up to date. To do this, I will introduce the disciplines of IR, InfoVis, interaction
design and HCI. This chapter cannot provide an exhaustive description of all
of these disciplines but, as in previous chapters, I will attempt to provide an
overview of illustrative projects and concepts that paint a broad picture of these
fields and their relationships to one another. It should also be noted that, in the
context of this chapter, I am deliberately limiting the study to screen-based
information, and interactions via mouse and keyboard, and latterly, touch screen
displays. In doing this, I do not wish to claim that screen-based interactions
are the only ways of interacting with digital information, far from it, but by
focusing on these types of interactions I am laying the foundation for a more
detailed consideration of ‘embodied computing’ freed from the visual screen in
Chapter 4.
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The spaces of information
‘hysteria of total simulation’ as Johnson (1999: 73) put it, which gave rise to
many GUI proposals, has been greeted by some with incredulity and scepti-
cism. For example, in his review of 3D extensions to graphical user interfaces,
the influential HCI expert Ben Shneiderman cast doubt on GUIs which use 3D
spatial representations which simulate architectural spaces as well as other
material artefacts:
It seems increasingly unlikely that the next generation of GUIs will be realized
through a metaphor of space in 3D. Although 3D GUIs would seem to be natural
extensions of the 2D office environments of common personal computer inter-
faces, there is a conflict between metaphors here. In reality, the GUI of a PC is
not limited to a 2D space, with objects arranged in physical ‘absolute’ dimen-
sions. Far from being absolute, defined by the edges of a screen or a spatial
territory (in 2D or 3D), the reality of the GUI’s representation of information space
is relative, driven not by locations and coordinates but by places and contexts.
The complexity of the real environments on which the metaphorical extensions
of the limited ‘desktop’ rely, has been lost in anaemic spatial representations that
extend 2D and 3D space, assuming that information objects must be represented
in a consistent Cartesian space.
The metaphorical spaces of the desktop GUI and its descendents are
not driven by scientific evidence on the effectiveness of metaphorical projec-
tions of real spaces when interacting with digital information (Dodge and Kitchin
2001b: 178) but, it seems, through cultural instinct. This instinct is driven through,
as Blackwell suggests, a presentation of the physical world in which, in the words
of the Xerox Star team, ‘display becomes reality’ (Blackwell 2006: 517).
Navigation in hypertext
At the core of digital media and its visual representation is the notion of naviga-
tion. Despite the fact that, for example, clicking on a hyperlink to a web page
has very little to do with the process of navigation (clicking on a link involves
sending a message to a remote server to send packets of information back), the
metaphor of navigation is pervasive and very rarely questioned. In fact, the notion
that the web offers a navigable infrastructure is at the heart of the way many
websites are designed. As was shown in Chapter 2, the ‘lost in hyperspace’
problem creates the necessity for limited topologies by associating the link with
an adjacency between two places. It seems counter to a definition of hypertext,
however, to consider a link to be the equivalent of an adjacency. Indeed, the
hyper component of hypertext should militate against this understanding, yet
the navigational metaphor persists.
The conception of hypertexts as a navigational medium results in
a trajectory which, in a similar way to extensions of the desktop metaphor to
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The spaces of information
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The spaces of information
2 Edges are linear elements not used or considered as paths by the observer.
They are boundaries between two phases, linear breaks in continuity ….
They are lateral references rather than coordinated axes. Such edges may
be barriers, more or less penetrable ….
3 Districts are medium-to-large sections of the city, conceived of as having
two-dimensional extent, which the observer mentally enters ‘inside of’ and
which are recognized as having some common identifying character ….
4 Nodes are points, the strategic spots in a city into which the observer can
enter, and which are the intensive foci to and from which he is travelling.
They may be junctions, places of break in transportation, a crossing or
convergence of paths, moments of shift from one structure to another. Or
nodes may be simply concentrations which gain their importance from being
the condensation of some use or physical character ….
5 Landmarks are another type of point-reference but in this case the observer
does not enter within them, they are external. They are usually a rather
simply defined physical object: building, sign, store or mountain …. Their
use involves the singling out of one element from a host of possibilities.
(Lynch 1960: 47–8)
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The spaces of information
systems themselves or is a constraint that comes about because of the city 3.3
Screen shots from LEADS
metaphor. However, we can surmise, given the descriptions of the authoring of showing an untreated 3D
hypertext topologies described in Chapter 2, that articulating hypertext topology information space (left) and
as like a city probably reflects an already-present notion of topological patterning. the same space articulated
using Lynch’s elements of
Lynch’s work is useful because it provides, through the concept of imageability, environmental structure
a topological description of space. Landmarks and nodes can be inscribed as (right) and annotated to
show the articulation of
pages, with the ‘districts’ being web ‘sites’ which are connected by the ‘routes’
Lynch’s elements (bottom)
and edges of internet links.
In the case of Lynch’s application to the visualization of information,
the articulation of the screen is not topological but topographic. The environment
created by LEADS, for example, is no more like a city than any other diagram-
matic representation and here, Lynch’s elements are not used as support for
a cognitive map, but are translated directly from the diagrammatic notation in
Lynch to a diagrammatic notation on screen.
Landmarks, for example, become tall or visually distinctive objects,
rather like skyscrapers; edges become bounded regions separating districts
which, in the case of LEADS, are coloured spatial zones crossed by paths which
do not necessarily represent lines of travel, but which are independent from
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The spaces of information
edges. Finally, there are nodes that often represent the information objects
themselves as blobs or blocks scattered through a 3D environment (Figure 3.3).
Although the diagrammatic notations that Lynch uses are illustrative of a more
subtle set of elements within these information environments, the notations
themselves are being literally translated into objects on the computer’s screen.
Lynch is used as a graphic design handbook. The ‘elements’ no
longer function as Lynch suggests they do in real urban environments, but act
as notations, enriching the visualization system’s graphical presentation. The
cognitive map in information visualization is considered to be an add-on, simply
a way of articulating the topography of representation that makes the diagram
clearer. The role of spatial cognition in the representation of information, how-
ever, is clearly more complex.
Observing the adoption of Kevin Lynch’s theories in the context
of InfoVis and hypertext research reveals the now familiar recurring theme of
two different types of space: one is hidden in topology, the other revealed as
topography.
In order to understand the many and various spaces of digital informa-
tion, we need to have a better understanding of what they are and to rationalize
the many different definitions that exist. A starting point for this process is to
recognize that there is no universal ‘cyberspace’ and thus no single architecture
of information. Applying architectural theories such as Lynch’s imageability is
simply a way of expanding an already-present metaphor, in this case the meta-
phor of navigation, but without questioning the metaphor’s basis.
The separation of information from its material means has differenti-
ated between where and how information is stored and structured, and where
and how information is presented.
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The spaces of information
• Books > Art, Architecture & Photography > Architecture > Criticism &
Theory
• Books > Art, Architecture & Photography > Architecture > Planning
• Books > History > Academic History.
In other words, each field in the database consists of containers and sub-
containers and, in this case, Buildings and Power is located within three con-
tainers: ‘Criticism & Theory’, ‘Planning’ and ‘Academic History’. Buildings and
Power, therefore, could be said to exist in three locations in Amazon’s database.
By describing the Amazon database as a set of hierarchical containers, I am
describing it through a conceptualization. In the case of this database, I could
equally say that categories act as pointers to the book objects and that Buildings
and Power exists on three branches of a classificatory tree. The concept of digital
information tends to be structured by spatial schema which treats digital informa-
tion objects as if they were located in a topological space and the nature of this
conceptualization is governed by factors which include the following.
• The definition of the information object itself; i.e. how do we define the
minimal unit of information of a book? Do we stop at the book, a chapter, a
paragraph, a sentence or even an individual word?
• The nature of the organizing principle in terms of whether the information
objects are organized with relation to each other (for example a book might
be located as it relates to the semantic networks of books it cites and books
cited by it) or against a master categorization system.
• The process of structuring information in terms of whether the structure is
emergent; i.e. the result of computational analysis, or has been specifically
designed, as is the case of, for example, a library classification system.
Semantic space, Dillon et al. (1993) claimed, cannot be navigated directly but
is made visible through ‘alternative instantiations’. To this end, it might be sug-
gested that semantic space comprises the computer’s internal representation of
information and that this space has the quality of being topological, that is to say
it is composed of information objects and their associations to one another, inde-
pendent of metric distance and geometry. This potential for multidimensionality
does not, however, preclude the possibility that semantic space has a structure,
even where that structure is not directly interacted with by a human user. In fact,
meaning only emergences once information has been conceptualized as having
a spatial structure and where this structure constitutes a restricted topology. For
example, if we consider a linear string of words (where each word is considered to
be an independent information object) constituting a sentence, then the meaning
of the sentence would not be enhanced by the freeing up of topological restric-
tions. Imagine the same sentence but written in such a way that each word could
be read in conjunction with any other, in the form of a rhizome structure. Not only
would this structure be very difficult to read, but the words would appear as a
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The spaces of information
3.4 meaningless jumble. It is only when the topology of the word space is reduced,
Diagram to show the affect
so that they can be read as a linear sequence governed by the rules of syntax and
of topological incoherence
in an individual sentence grammar, that meaning is conveyed in a useful form (see Figure 3.4).
where each word constitutes In Chapter 2, I showed how authors of early hypertexts looked
information object
towards topological geometries as a way of giving structure to the reading and
‘navigation’ of their information spaces. In the twenty-first century, a new domain
for the structural understanding of information has arrived, where the emphasis
is on understanding emergent information systems through the study of their
content and the implicit links that information objects have to others as part of a
system. This development is perhaps best understood in relation to the change in
the way that the WWW is conceived and interacted with. Rather than navigated
via hypertext links, it is likely that many, if not most, interactions with the web
start with the input of a query into a search engine.
103
3.5
Diagram to illustrate the
semantic distance model
applied to words in the
semantic network of a
thesaurus
The spaces of information
text documents where distance indicates similarity between content as in, for
example, the Semantic Distance Model (SDM) (Brooks 1995), which analyzes
comparative meanings between words by using a thesaurus and finding groups
of words with a similar meaning. So, for example, a word such as ‘game’, may
be considered equivalent to ‘contest’ so, rather than creating two links between
documents a single link is created associating equivalent meanings rather than
just words. Using the thesaurus, meanings between words are measured by
their distance from one another in the thesaurus’s network of associations. For
example, taking a word such as ‘game’, its immediate equivalents are words
such as ‘contest’ and ‘sport’. If ‘contest’ is also referenced, we find that they are
associated with words like ‘match’. ‘Match’ is therefore considered to be two
places away from ‘game’, giving ‘match’ and ‘game’ a semantic distance of two.5
Whole documents can therefore be measured in terms of their semantic distance
from each other, depending upon the similarity of their content (Figure 3.5).
To these, I wish to add a third type related to IR techniques which equate seman-
tic similarity with proximity:
closeness = similarity
While semantic spaces may seem far removed from physical spaces and objects
manifest in the physical world (because of the possibility for multidimensional-
ity), their conceptualization and, indeed, systems used to extract meaning from
them, are based around the methods we use to measure and map physical
space. Crucially, these methods conceptualize semantic space as consisting of
topologies of objects, containers and geometric relationships, where meaning is
articulated through degrees of connectivity, containment and distance.
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The spaces of information
Connectivity
Multidimensionality, in terms of connectivity, is a product of the topological
restrictions that govern how places can be found to be adjacent to one another in
a 2D plane. The necessity for what Dieberger, for example, calls ‘magic features’
or ‘teleports’ in his discussion of hypertexts is due to the fact that navigation,
which tends to occur on 2D planes, restricts the topological relationships bet-
ween places to those not containing K3,3 or K5 topological geometry.
Containment
If an information object only exists as a single instance, it cannot sit in two
containers simultaneously, unless one container is held within another in a
hierarchical structure. Multidimensionality occurs when a single object sits in
two containers that are independent and must therefore exist in two different
dimensions.
Closeness
The notion of closeness implies a geometric limitation placed on objects that
have measurable distances between them. An object placed within a 2D or 3D
space eventually achieves geometric lock if its position is triangulated in relation
to other objects in the same system. This is illustrated in Figure 3.6, where a
number of objects are linked together by rigid connectors of a defined length in
a 2D space. The diagrams show the relationships defined as each new object
is introduced. Geometric lock is achieved when an object’s position has been
triangulated with relation to at least three other objects in the system. In the
illustration it is not possible to connect object (a) to object (d) because of the
existing relationships between (a), (b), (c) and (d). We can solve this problem
by projecting into 3D space, but a more complex set of link requirements soon
renders the geometry locked in 3D space as well. We must therefore seek the
addition of a fourth spatial dimension, and so on.
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The spaces of information
3.6 every day. No matter how complex and unimaginable semantic spaces are, they
Diagrams showing geometric
lock when four objects
only become useful once they are exposed though human-readable interfaces.
are arranged with fixed Semantic spaces are revealed, when they are, through the output of a computer
distances from one another and through changes in the computer’s output caused by the computer user’s
input. For example, the primary representation of a website is the visual display
of text on a computer screen where the user can change their view of the site
by clicking on a hyperlink and thus calling up a new page. While computers are
capable of receiving multiple inputs and presenting multiple outputs, our primary
means of interacting with them is through the mouse and keyboard and by see-
ing the results visually on screen. The type of interaction isn’t only defined by the
computer’s hardware input, but also by the relationship between the input and
the change in output and, to this end, I want to separate the visual rhetoric of the
screen’s display from the interaction with information, which I will return to in
the next part. This part will examine aspects of the visual display of information
through the concept of mapping, with a view to understanding how the visual
arrangement of information objects creates visual meaning.
I have shown, in the discussion of semantic space, that its concep-
tualization is bound by the three methods through which the distribution of
information objects is used to express meanings. When attempting to visualize
multidimensional semantic spaces, there is inevitably a process of dimension
reduction which must be undertaken. When using a web-search engine for
example, typing query terms into the search interface is essentially a process
of defining a limited set of coordinates in the search index and visualizing this
fragment of the index space as a list. The challenge of visualizing semantic
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The spaces of information
It is the second of these approaches that I will focus on here by examining the
process of mapping and diagrammatic representation. To achieve this, I will
divide the ways in which the visual space of the screen can articulate meaning
through spatial representations into two parts. I will show how visual space can
express meanings through the representation of relationships in either absolute
or relative space. By doing this, I want to show that the placement of objects
on the visual space of the screen leads to meaningful representations through a
computer user’s interpretation of diagrammatic relationships. As with semantic
space, I will show that computational screen visualizations of information express
meaning through a number of consistent geometric rules and thus our ability to
read meaningful relationships in screen based visualizations is derived from a
reduction in topological or topographical complexity.
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The spaces of information
3.7
Diagrams to show six objects
arranged in the bottom of a
bucket and in a diagram.
109
The spaces of information
110
The spaces of information
111
The spaces of information
moving rapidly round the tree, but no matter how fast he goes, the
squirrel moves as fast in the opposite direction, and always keeps
the tree between himself and the man, so that never a glimpse of
him is caught. The resultant metaphysical problem now is this: Does
the man go round the squirrel or not? He goes round the tree, sure
enough, and the squirrel is on the tree; but does he go round the
squirrel?
(James quoted in Rohrer 2001: 50)
The answer to James’s question lies in the two alternative definitions of space
and the way it is perceived. If the space is considered to be perceived from
an allocentric frame of reference, in that it is independent of the bodies which
perceive it, then the man clearly does go round the squirrel:
If you mean passing from the north of him to the east, then to the
south, then to the west, and then to the north of him again, obvi-
ously the man does go round him, for he occupies these successive
positions.
(Rohrer 2001: 50)
if … you mean being first in front of him, then on the right of him,
then behind him, then on his left, and finally in front again, it is quite as
obvious that the man fails to go round him, for by the compensating
movements the squirrel makes, he keeps his belly turned towards
the man all the time, and his back turned away.
(Rohrer 2001: 50)
In the first explanation, a global perspective is being taken, in that both the man
and the squirrel are treated as objects with coordinates in a space with a global
orientation (in this case polar coordinates) (Figure 3.8a). This space can be judged
from a third point of view, independent of the man and the squirrel.
Conversely, the second explanation refers to an embodied concep-
tion of space. If the man only takes into account his position with relation to
the squirrel as a product of their orientation to one another, then their relative
positions are fixed since their orientation to one another remains the same
(Figure 3.8b). Regardless of whether the individual contemplating this problem
is the man, the squirrel or a third party, it is necessary to understand a position
with relation to the situation, to place oneself in relation to the bodies being dis-
cussed. An understanding of embodiment therefore requires a recognition that
a single situation can be viewed in different perspectives depending on one’s
orientation to what is being perceived.6
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The spaces of information
3.8
Diagrams to illustrate the
‘squirrel problem’ in which Egocentric space in interacting with information
the scene of a squirrel and Computer user interfaces tend to be conceived as mapping to an allocentric
man walking round a tree
can be either described frame of reference. The paradigm of the desktop, with the process of direct
in absolute terms (a) with manipulation, visualizes a space of objects over which the user has dominion
the man walking round the
through the grasping and moving of iconic representations of objects. Mapping
squirrel in terms of the polar
coordinates of the space information and the software used to visualize information, along with hardware
or relatively (b) with the and software that treat the computer screen as a surface, including a new gen-
man maintaining a relative
position to the squirrels body eration of graphical user interfaces that utilize touch on desktop, table-top and
at all times mobile devices, all present a space in which the user takes a god’s eye view of
an absolute space of interaction.
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The spaces of information
Schematizing space
In Chapter 1, I introduced image schema as they assist in our intellectual
understanding of the world by binding, through metaphor, abstract concepts
to embodied actions. Fundamental image schemas are those that relate spatial
relationship to abstract objects and we have encountered them repeatedly in
this chapter: categories are containers, relationships are enclosures, etc. Image
schemas tend to be considered through metaphor in language, but they can also
be discovered in semantic and visual spaces, whether through the ‘similarity is
closeness’ metaphor employed in some IR techniques or the visual diagrammatic
mappings that articulate categorical relationships. To understand image schemas
in relation to interactive space, however, we must look at image schemas in a
different way.
The current list of image schemas can be divided into two groups by
separating, as Johnson does, schemas where bounded regions of space are act-
ing as containers for objects and where objects are placed ‘in containers (cups,
boxes, cans, bags, etc.)’, i.e. spaces that we conceive through allocentric frames
of reference and those spaces in which individuals themselves are contained
when ‘We move in and out of rooms, clothes, vehicles and numerous kinds
of bounded spaces’ (Johnson 1990: 21) that we conceive through egocentric
frames of reference.
The distinction in our perception of these two spatial situations has
been usefully observed by Tversky in her discussion of spatial representation in
language, where she separates the ‘space around the body’, which is ‘the space
within reach of eye or hand, a space we conceive of in three dimensions’ and
the ‘space of navigation’ which is ‘the space too large to be seen in a glance, the
space we mentally piece together from exploration, from maps, from descrip-
tions …’ (Tversky 2001: 12.2).
This fragmented perception of the space of navigation, because the
space is ‘too large to be seen in a glance’, is closely analogous to the situation
of interacting with topological spaces such as hypertexts. In fact, the notion of
navigation would be meaningless unless we were, to some extent, consider-
ing ourselves to be immersed within the spatial system created by hypertexts.
Meaning in such topological systems emerges, not through a visual association,
but by an act of translation, moving from one place to another. The fact that
the user has not physically moved doesn’t matter because, through the screen
transition, a change in viewpoint has occurred and this change in viewpoint is
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The spaces of information
115
The spaces of information
The metaphors themselves are much less interesting than their origin and the
implications of their use. The concept of navigation I suggest is more than a weak
metaphor and the navigational schema as described above does not necessarily
lead to the depiction of digital information as virtual buildings and cities. Rather,
the navigational schema helps us understand the constraints put on our digital
representations of information.
It takes a leap of faith to equate, for example, the process of click-
ing between hypertext links with the traversal of space and, consequently,
the process of link traversal seems far removed from navigating real spaces.
However, I will claim that the emergence of architectural and other spatial
metaphors to articulate information is not accidental and that the navigational
schema emerges because even the least visually spatial (if visually spatial is
considered to mean a 2D- or 3D-projected visual space) topological information
systems are perceived as a type of space. Furthermore, I will suggest that the
act of clicking on a link and changing a web page can be considered to be a tra-
versal of space because the nearest cognitive model that computer users have
at their disposal to understand an abstract computational process is that of their
topological model of spatial navigation. I will suggest that architectonic space,
once transposed from the material world, results from a relationship between
the computer’s interaction space, screen space and, crucially, the mental model
that interactors apply to understand the nature of their interactions. The basis
for this is to understand the interactor’s so-called cognitive map as a topological
phenomena.
Cognitive mapping
Cognitive mapping has scientifically grounded behavioural origins in the work of
Edward Tolman and his article entitled ‘Cognitive Maps in Rats and Men’ (1948).
In this article, Tolman published the results of a number of, now iconic, rats-in-
maze experiments in which the rats were given repeated exposure to a simple
maze, at the end of which was placed a food reward. Initially the rats used trial
and error, repeatedly taking wrong routes and backtracking until they eventually
reached the reward. It became clear, however, that after repeated exposure to
the maze, the rats began to learn the optimum route and would navigate without
error directly to the reward, no longer simply reacting to the stimuli of the maze,
but planning their route based on a prior knowledge of the spatial organization
of the maze. This process of environmental learning, which is prevalent in rats,
Tolman hypothesized, must also be present in human beings in a form of knowl-
edge that he defined as an ‘observer-independent representation of the external
world …’ (Tolman 1948: 429). In recognizing the existence of a cognitive map,
Tolman separated the egocentric model of spatial perception based upon direct
and synchronous perception from an allocentric memory of space independent
of direct synchronous perception and encoded abstractly in memory.
Cognitive mapping theory has grown, since its origins in the 1940s, to
become a core element of spatial cognition theories and it is now subject to its
own conferences and a number of highly influential collected works.7 In recent
years, cognitive mapping research has developed beyond the limits of cognitive
psychology to become a multidisciplinary study encompassing architecture,
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The spaces of information
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The spaces of information
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The spaces of information
For example a term like ‘across’ can apply to a set of spatial con-
figurations that do not depend on exact metric properties such as
shape size and distance. Use of across depends on global proper-
ties and configuration of the thing doing the crossing and the thing
crossed.
(Tversky and Lee 1998: 158)
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The spaces of information
systems. These architectonic systems are not, and do not, need to be articulated
as buildings (real or metaphorical) yet exist because they are realized as a space
which is viewed as a sequence or ‘a set of place-making orderings whereby
individuals construct and communicate the conceptual world through the use
of palpable distinctions in formation … addressed to the visual channel to be
decoded spatio-kinetically over time’ (Preziosi 1979: 4). If a fundamental com-
ponent of the cognitive map is the topological representation of space, then in
finding systems that are abstractly topological it makes sense that we would
apply this component of our spatial understanding to interact with them.
Part 7: Conclusion
In seeking to answer the question ‘Where is the architecture in information
architecture?’, it is often difficult to move beyond the use of the analogy or meta-
phor of architectural space, whether through systems that present information
through ‘virtual reality’ constructs of buildings or cities, through the ubiquitous
desktop and office used for the arrangement of applications and file system of
a PC or through the patterning of hypertext. Although such systems present the
façade of architectural space, their presentations seem to have little to do with
architecture as it is experienced and considerable doubt has been placed on the
validity of such metaphors in the articulation of digital information.
Architecture, as traditionally practiced, is involved in the articulation of
space and it therefore follows that, in order to discover what information architec-
ture is, the nature of the space that is being articulated must first be understood.
We have seen that through the tradition of mnemonic architecture
there has been a long-standing relationship between architecture and the repre-
sentation of abstract meaning. In particular, mnemonic architectures, both real
and imagined, relate the organization of physical objects and spaces and the
way in which these spaces are experienced, to the communication of abstract
meanings and associations. This is a process that involves the uniting of topos
(place) to topic and relates the structure of ideas to the structure of space. This
tradition can be seen alongside, but distinct from, representations of knowledge
through textual, oral and purely visual means (e.g. diagrams and illustrations)
and this tradition has survived in modern storehouses of knowledge such as
museums and libraries.
Before the digital encoding of information, it was unnecessary to
discuss information space since information necessarily resided in representa-
tions that were grounded in, and presented through, material means. Since the
emergence of digital encoding, however, information has been separated from its
material means and thus the representation of information within the multidimen-
sional space of the computer’s memory and its visual and spatial representation
through the computer’s screen has divided the ‘space of information’. This divi-
sion can be characterized through different ways of interacting with information
systems where semantic space is measured and given geometric parameters.
The visual space of the screen maps semantic space and interaction space, which
is the ‘space between mouse clicks’, is understood through a conceptualization
about the dialogue between the user’s input and computer’s output.
In the context of representations that present information through 2D
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The spaces of information
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Chapter 4
Reality becomes
display
The universe is fundamentally composed of data, understood as
dedomena, patterns or fields of differences, instead of matter or energy,
with material objects as a complex secondary manifestation.
(Floridi 2010: 70)
Hypothesis revisited
In this final chapter I also wish to return to the hypothesis as stated in the
Introduction:
In Chapters 1, 2 and 3 I built an argument that our conception of space frames our
interaction with various different computational systems and, furthermore, that
a spatial conception of information necessarily constrains our representations
of it. In Chapter 4 I will invert this argument and I will suggest that computation
has the potential to constrain how we interact with space (Figure 4.1). To make
this argument, I am going to return to the origins of the architectonic system,
which I proposed in Chapter 1. My argument will be based upon a duality inherent
in the architectonic system, where space shapes categories and, at the same
time, categories shape space. In Chapter 1, I suggested that the emergence
of categories as a way of organizing abstract concepts started with the spatial
distribution of social groups and the association of those social groups with
more abstract identities. Our capacity to categorize objects, even those with no
physical manifestation, is thus shaped by mental schemas that literally objectify
information as discreet material objects organized into patterns. The architectonic
system emerged in parallel to the linguistic system so that, as tools became
associated with actions and ultimately linguistic gestures, places become asso-
ciated with categories. Architecture articulates these spatial differentiations but
is also, to some extent, differentiated by them. I suggested in the discussion
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4.1
While previous chapters
have discussed how
categories have been shaped
by our articulation of space,
this final chapter will look
at how computational
categories may, conversely,
shape our experience and
actions in space
of function, form and space in the Introduction, that a relatively neutral space
such as a sports hall can be transformed by changing its name (to a court room
for example). Architecture is made, therefore, through the combination of the
functions that the division of spaces articulates and the way in which different
spaces are named.
While this book has so far focused on the way in which architec-
ture articulates categories, in order to understand the new context in which
computation is embedded into the real places we need to look at how com-
putational categories shape space. Furthermore, we need to understand the
strength of connection between spaces and their functions, not at the abstract
conceptual level we have pursued elsewhere in this book, but in terms of the
place of our physical actions. To do this requires returning to the origins of the
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of that search are cached in order that the search result can be quickly retrieved
if someone wants to perform the same search again. This caching essentially
creates new links with any new query connecting, through a search result page,
a series of pages which may never have been linked before.
The second evolution of the web has been loosely described as
Web 2.0 and refers to applications which simplify the publishing of user-generated
content. Web 2.0 applications simplify the creation and distribution of new web
content by hiding the complexities of both code and server in the authoring
process. Social networking applications such as Facebook and MySpace allow
for a personal identity to be created on the web. Sites such as YouTube and
Flickr allow for personal expressions of creativity or for sharing other people’s
content. Sites such as Wikipedia empower users to socially construct knowl-
edge. Much has been, and continues to be, written on the causes and effects
of Web 2.0,1 however, for the purpose of this book, it is useful simply to note
that the information spaces that appear from these new applications are emer-
gent and not designed. Flickr, for example, allows users to tag images with key
terms, which, in turn, create what are known as ‘folksonomies’. These key terms
can be used in the context of a search on the site or as a way of automatically
generating links between instances of similar content. The idea of a hypertext as
a page connected to other pages is transcended by these new types of linking
structure.
The obituaries for information architecture may be premature, but the fact that
former notable information architects such as Porter are questioning the term
‘architecture’, is a clear indication of a shift in the way web-based information
is perceived. Through search, it is possible to move away from navigation as
a mode of interaction. Instead, an agent takes the load of traversing semantic
space and returns a highly simplified cross section of it in the form of a list in
the visual space of the screen. An analogy would be to consider the difference
between using a library in which all the books are on open shelves and a library
in which the books are retrieved by a librarian who journeys into the hidden
library stacks. In the second case the work of finding the book is largely taken
by the librarian. However, this situation is more complex in using web search
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engines because, depending on the nature of the query, we might not be look-
ing for a known piece of information (i.e. a particular book) but rather instructing
the search system in a way which would be the equivalent of instructing the
librarian to find us books on a general topic area without further specification.
The decision must then be taken by the agent on what is considered relevant
to that topic and we must trust the agent to get the answer right or, at least,
retrieve the most relevant answers. In either case, as users of the library system,
the space of the reading room3 may be of interest to us but the semantic space
of the book stacks is something we may never see. The librarian becomes an
agent of immense power and provides the only way of accessing an otherwise
hidden semantic space.
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A space of flows
In the Introduction, I cited Christopher Alexander’s conception of the built envi-
ronment as structured and connected places. Through this understanding an
environment becomes atomic (Alexander and Poyner 1970: 308) and realized
through a design process that involves understanding the ‘large collection of
many small systems … [which] goes to make up a large and complex system ….’
(1965: 58).
Alexander divided these systems in terms of their propensity for
dynamic change. Traditionally, the built environment constitutes a fixed and
relatively unchanging framework for these dynamic systems, which include what
Hiller refers to as the ‘movement economy’ (Hillier 1996: 152) of people, goods,
traffic and information. Digital infrastructure, however, changes this relationship.
We are, suggests Castells, living in a space of flows ‘centred around information
technologies’ which have begun to ‘reshape, at accelerated pace, the material
basis of society’ (Castells 2000: 1).
The dynamic parts of the built environment have always been
anticipated in architectural design but are not explicitly designed. To design
the dynamic parts of an architectural system would be akin to behavioural
control and, instead, architects anticipate dynamic activity and, to an extent,
programme it by designating particular places with specific functions. The notion
of programming takes on a particular resonance in the space of flows, where
programmed software is as much a designed component as physical hardware.
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devices (among them netbooks and tablet computers), which attempt more
limited but specialized multimedia capabilities, and many embedded computa-
tion devices that are not recognizable as computers; for example, those found
in household appliances such as fridges, washing machines, etc. The prolifera-
tion of microprocessors thus leads to specialization, with focused information
appliances attempting to provide one or a few functions better, the most obvi-
ous examples of which are to be found in gaming and entertainment (Xbox,
Playstation, Wii). Weisner’s prediction may not yet have been fully met, but the
trends lead in the direction he foresaw.
Cultural associations
To say that a physical object exists both as a material presence and as a system
of objects with semantic associations is not an innovation of digital technology.
Our perception of our world is not limited to its material properties but extends
to include rich cultural and personal meaning invested in material culture. But,
as I have shown, our interpretation of this culture is often communicated and
constrained by visible material formations.
The supremacy of positions, places and contexts in the communica-
tion of meaning is challenged by the process of computational tagging, where
an identification marker, for example a radio frequency identification tag (RFID),
can be attached to an object and, through the right computational device, hidden
information on the object can be unlocked.
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required to act in different contexts of the object’s use. For the majority of the
time, this interpretation involves the limited understanding of the pencil as a pur-
poseful, functional device and nothing more. There are, in my life, no contexts in
which I need to identify the wood from which my pencil is made, in contrast to a
pencil historian or the curator of a pencil museum, for whom this information is
of primary importance when putting together a book or exhibition of the material
sources of pencil production. In other words, information is filtered in terms of
its context which, in turn, is given by the situation of its use and interpretation.
When an object also occupies a virtual semantic space, its ‘location’
becomes much less clear. Rather than searching on the library shelves for this
book, you are more likely to have searched the computerized library catalogue.
The book has multiple digital locations through the various dimensions of the
library’s online semantic space as well as a broader set of online spaces which
may include digital repositories and databases. While these resources are simply
indexes for the book object itself, they stay separate. But what about when the
material book itself becomes the locus for its digital representations? In other
words the book is tagged with a digital identity. Now the book has an identity that
is not necessarily discursive or revealed through its contexts of place and use.
There is a relationship between physical objects and semantic space of which
we can only be partially aware.
Part 3: Place–action
Computational semantic space and its relationship to physical spaces and objects
may be partially invisible, but must, at some point, be revealed through a process
of interaction. However, the process of interacting with semantic space through
real objects is significantly different from interacting with semantic space through
screen-based environments. This difference can be illustrated with relation to a
debate between two computer scientists at an ACM conference in 1997.
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Twenty years ago, one typically had one user using one computer,
and everything in that computer, every file, every object, was in a
particular place because the user put it there …. It was completely
structured and well organized. Today, our computer environments
are completely different ….
(Shneiderman and Maes 1997: 50)
Fluid interactions
The debate between these two paradigms was, inevitably, not settled in the
context of the 1997 discussion, but it is worth noting the research trajectory
that each of the debaters took later in their careers. While Schneiderman’s group
maintained its success in the world of information visualization in traditional
screen-based PC contexts and in highly specialized visualization domains (par-
ticularly scientific visualization), Maes’s group at the Massachusetts Institute of
Technology (The Fluid Interfaces Group) has been characterized by significant
and high-profile implementations of ‘invisible computing’.
The most high-profile project undertaken by Maes’s group is known
as SixthSense (Mistry and Maes 2009) and its demo videos have gone viral on
video-sharing sites. SixthSense combines a camera and projector, which are
worn by the computer user. The projector is capable of projecting on to any sur-
face in front of the user and the camera (aided by markers worn on the figure of
the user) tracks the hand gestures of the user which, in turn, are used as a way
of controlling the projected images.
This combination of relatively simple input and output systems and
sophisticated software has made for compelling, almost magical, demonstra-
tions of direct manipulation as a physical reality, i.e. hand gestures are used to
directly interact with the computer without the need for cumbersome hardware
intermediaries (e.g. a mouse). At first sight, it seems as if Shneiderman has
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4.2
Images of SixthSense
showing, from top to bottom,
the SixthSense hardware
device and applications
including: using gestures to
take photographs, projecting
a clock face on to one’s hand,
using fingers as a calculator,
projecting real-time
weather information on to
a newspaper and projecting
live flight information on to a
aeroplane boarding card
Reality becomes display
won the debate and Maes and her group have followed him into the world
of direct manipulation. The SixthSense system makes use of a highly literal
understanding of direct manipulation through interaction techniques that allow
hand gestures to be used to literally grasp and move virtual objects projected in
space. However, in order to achieve this embodied and ‘fluid’ interaction with
a computer, the computer system rather than the interactor needs to filter the
projected information and infer the appropriate information to show in different
contexts. Simple examples from the demonstration video involve, for example,
holding up one’s hands with the index fingers and thumbs in a frame gesture to
instruct the camera to take a picture of the scene, or making a circular motion
with the user’s index figure on their wrist to instruct the computer to project
a clock face as a virtual watch. Objects also form part of the dialogue with this
system. In one example, a flight ticket becomes the surface on which information
about flight times and departures appears. For the interactor in the video, they
simply hold up the flight ticket and the relevant information is projected on to it.
For the computer system, it must go through a complex sequence of operations
involved in recognizing and tracking the ticket and inferring the relevant informa-
tion at that moment in time and in that place (Figure 4.2).
SixthSense demonstrates a principle that transcends the direct
manipulation vs intelligent agent debate. The project accepts that interacting
with computational information in the complex and dirty information-rich environ-
ments of the real world requires the agency of both humans and machines. For
the interaction to appear seamless and flowing, the information being projected
on to the world needs to be pertinent to its context.
Context meaning
Using the aeroplane ticket example in the SixthSense demo, we can consider
the implications of context-aware information being projected at particular times
and in particular contexts. The process of taking a flight, from picking up the aero-
plane ticket to collecting the boarding card and going through the security check
and boarding the aeroplane, is an example of a highly programmed sequence of
objects, places and events. The user picks up and looks at a ticket while travelling
in a taxi on his way to the airport. Updated information is then projected on to
the ticket about the aeroplane’s departure time. The aeroplane ticket is a means
by which the departure lounge of an airport, and ultimately the aeroplane, are
negotiated. Information pertaining to these place–actions is presented via the
ticket and, during the process of a journey from the ticket collection stands to the
aeroplane, different places are coupled to different information requirements. For
example, we need to know the flight number to get to the right gate, the boarding
time to alert us to the appropriate time to listen for the boarding announcement
and seat information when the aeroplane is being boarded so that we know
where to sit. Airports can be seen as amongst the most programmatic of building
types, where functions, places and actions are highly specialized.
Classification of action
However, if we broaden the discussion of context to include a wider range of
human activities, the idea of context becomes more elusive.
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Multidimensional place
We have seen through the concept of the architectonic system that ‘context’
has traditionally referred to the patterning and setting of knowledge in physical
and, predominantly, architectural places. Explicit spatial structures and implicit
metaphorical spaces (revealed through the use of spatial metaphors in language)
are part of the practice of everyday life yet, if they are joined by digital encodings
of information, which are essentially invisible, they can exist without forming part
of the material patterning of objects in the physical world.
In Chapter 2, I showed how the architectural metaphor had been used
to shape the otherwise formless information spaces of computer-based informa-
tion. Here, architecture is seen as something fixed and stable, pertaining to the
solidity of the built environment as a conveyor of meaning through physical organi-
zations in space. A strange parallel to this is that recent architectural discourse has
been infused with metaphors of computing. In the terms of Vicente Guallart, for
example, the house becomes a keyboard for interacting with the world; spaces
can be programmed and re-programmed; cities become populated by icons and
can be understood in terms of their resolutions and be designed as nodal networks
(Guallart 2009). Buildings also become visualizations of information and interac-
tional interfaces5 and we surf them as if we were surfing the web (Paulini and
Schnabel 2007). Ironically, the metaphor of computation thus becomes a way of
simplifying the otherwise complex experience of the built environment in the same
way as architecture as metaphor attempted to simplify computing. The built envi-
ronment is multidimensional, but those dimensions can be limited using methods
that represent it as a network, an interface or a form of information visualization.
Acknowledging that physical objects placed in real-world contexts
actually have multiple ‘locations’ with relation to their semantic associations,
allows the sorts of tagging and referencing systems created by digital technol-
ogy to become an invisible part of their identity. It is possible to think of physical
objects, whether pencils or books, as being tagged, not in any digital sense, but
rather as the product of knowledge held in the minds of the individuals who
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interact with them. The key difference, however, between the cultural position
of a material object and its digitally tagged counterpart, is that cultural knowledge
is played out as part of a social practice; for example, by using the pencil to draw,
by using the Roman pot to hold water or by placing either of them in a museum.
Context, in terms of a relationship between action and place, is the means by
which information on an object is revealed.
Digital tagging doesn’t require this relationship between action and
place. Information can exist ‘in the cloud’, without reference to the object’s con-
text of use or of place. However, at the point of interaction, the computer system
needs to understand the context of an action to work out what piece of informa-
tion is relevant. This process of contextual understanding is summed up in the
aeroplane ticket example, where information is projected onto the card depending
upon its context of use as part of the process of arriving at the airport and board-
ing the aeroplane. To infer the context of interaction and to filter information to
be projected back on to an environment requires an ‘intelligent’ software agent.
Smart space
The transference of agency from the practice of everyday life to computational
agents is best summed up by a paradigm that might be described as ‘smart
spaces’ and which include notions of ‘smart homes’, ‘smart offices’ and ‘smart
cities’. Smart spaces have come in for some, not unwarranted, criticism and are
contrasted to a design ideal that seeks to redress the notion of computer agency
and place humans at the centre of the computational design discourse.6 Despite
these criticisms, as I have shown in Part 3, smartness or intelligence must be a
characteristic of any computational system that is implemented in the complex
context of the physical world. This intelligence manifests itself as a filtering
mechanism and may be as simple as generating the appropriate distribution of
devices to support particular human activities or, as with the aeroplane ticket
scenario, providing appropriate information at the right time and place. However,
the challenge for such smart systems is that, in addition to being shaped by loca-
tion and context, the technologies themselves also shape the experience and
function of those contexts.
A useful illustration of the constraints of computing on our experi-
ence of space can be seen in projects which attempt to map context as a design
method for the development of distributed computing systems. One approach,
described by Lan (2008) as ‘situated life patterns’, involves using descriptions of
functional uses of space as a way of mapping places and activities. The results of
this method are described by Lan in the context of a smart office environment.
Lan uses a scenario description of an office worker’s daily habits and schedules,
a fragment of which I reproduce here:
Prof. Lan walks into his office. When he stands in front of his office,
he is identified and allowed to get into his office by the smart door at
the entrance. His status of ‘inside office’ triggers a spatial event to
display the daily schedule on the smart wall. He notices his students
will come to his office for a group meeting later ….
(Lan 2008: 169)
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The act of walking is to the urban system what the speech act is to
language or to the statement uttered. At the most elementary level,
it has a triple enunciative function: it is a process of appropriation
of the topographic system on the part of the pedestrian just as the
speaker appropriates and takes on language); it is a spatial acting-out
of the place (just as the speech act is an acoustic acting-out of the
language); and it implies relations amongst different positions.
(de Certeau quoted in Dourish 2006: 302)
The distinction between space and place and their strategic and tactical appro-
priation resonates with the idea of a spatial language in which space, as a
structuring phenomena, acts as a syntax where place constitutes an environ-
ment’s semantics. Extending de Certeau’s analogy of the act of walking as a
speech act, an environment can be imagined as having three voices. In highly
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Territorial fields
Dourish cites an example of the shaping of the world through spatial practices
that are independent of material forms, using the territorial ‘fields’ and ‘exclu-
sions’ written on to the landscape by aboriginal tribespeople through their
process of ritual journeying. These complex, but invisible, spatial phenomena are
overlaid on top of the starkly barren landscape of the Australian outback through
ritual acts rather than built artefacts (Dourish 2006: 302–3).
Digital technologies have the potential to encode ritual and reinforce
certain behaviours in ways that are not directly related to place or spaces as
they are currently conceived. In the example of the office environment used in
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Augmenting space
Augmenting space refers to the process of overlaying of our environment with
computational data. The technologies of augmentation are often associated with
data tagging through the use of markers, identification tags or location aware
hardware. A classic example of an ‘augmented reality’ (AR) installation, for
example, involves the use of gliffs (black and white printed markers), which can
be attached to objects and then tracked using a camera and software designed
to locate and calculate the orientation of the marker. Using such technologies,
an image of the scene through the camera’s eye is augmented with a 3D virtual
object, which is updated in real time so that movements of the gliff can be
tracked. The 3D virtual object then appears on screen (or sometimes through a
head-mounted display) as if it is part of the scene.
While classic AR is often related to the particular technology paradigm
described above, we can broaden this definition to any technology that reinforces
strategic space by mapping information to unique locations and known contexts
of place and action. Augmenting space refers to a direct and transparent one-to-
one mapping of place object and information
Enacting space
The process of enacting space builds on the technologies of augmenting space
but introduces an intermediary process of inference and filtering. A decision
is taken by a computer system as to which piece of information needs to be
presented in specific contexts. Agency shifts from the user’s activity in interact-
ing with an environment to the agency of the computer in occupying physical
objects and spaces. The material world thus has a dual presence through what
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Cuff describes as ‘cyburgs’, objects that exist simultaneously and are connected
in virtual and real contexts (Cuff 2003).
Transduction space
Crang and Graham develop a third spatial process described as ‘transduction
space’, within which an object, or indeed a person, can be located (what I have
described as semantic space) in ways of which they are unaware and have no
direct access to, so that the identification and decision-making part of the system
creates a ‘technological unconscious’ through what Thrift (quoted in Crang and
Graham 2007: 794) describes as
Shaping experience
The implications of a transduced space are wide and significant. Decisions that are
made by systems, which are non-discursive, about our behaviour and the informa-
tion to which we have access, have implications in many aspects of our lives. I
have shown that these systems exist already in the form of innocuous software
agents such as recommender systems, where these agents have the limited
power to affect our buying decisions. When integrated with computational rep-
resentations, which are pervasive in the world, they have the potential to shape
our experiences, through a whole range of contexts, for the better or worse.
Part 6: Conclusion
The architectonic system with which I started this book was defined to enable
me to look at how representations of information in computers were shaped
by the patterns we encountered and author in our environment. The case for
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1 a reinforcing of strategic space by, for example, in the case of smart archi-
tectures, associating places and objects with specific applications
2 the creation of an invisible strategic space and thus creating a programmed
space that is inscribed by the behaviour of those who move through it.
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subsequent analysis of the way in which spatial metaphors have been used in
computation have shown this statement to be true and have shown that ‘despite
the potential created by digital technology to transcend the material organiza-
tion of information, patterns that relate to the organization of architectural space
continue to have a role in the design of digital information systems’. And yet,
when computation transcends the metaphor and actually becomes bounded by
real architectural space, the validity of the last part of this hypothesis begins to
erode. We are entering an era in which computation shapes architectural space
rather than being shaped by it. The shaping occurs not simply on a material level
through the creation of computer-generated forms, but through the process by
which we use and experience space as a functional and semantic system.
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Conclusion
Review
This history of information space started with the emergence of categorization
as a means of articulating the conceptual world initiated by the organization of
social space and the spatial distribution of social groups. Citing Preziosi’s con-
cept of the ‘architectonic system’, I sought to understand architectural space
as a medium of communication distinct from language. Through the concept of
conceptual spaces I also showed that, as well as being shaped by our material
engagement with the architectonic world, the way we order our ideas is related
to our embodied cognition. Through Lakoff and Johnson’s theory of ‘image
schemas’, I showed that representations of abstract ideas can be constrained,
through metaphor, to embodied patterns and I isolated those schemas which
relate to space as a relational topological phenomena. I also showed how the
architectonic system evolved into distinct building typologies and I focused on
mnemonic architecture as a link between Aristotelian notions of topos (place)
and topic through the method of loci.
In Chapter 2, I extended the discussion of mnemonics to include ars
combinatoria and showed how the method of loci leads to an understanding of
information and its representation through the possibilities of combinatoriality.
Philosophers such as Ramon Lull sought to overcome the restrictions on the rep-
resentations of information fixed to places, by inventing combinatorial machines
where semantic relationships existed in the potential of the machine rather than
in fixed spatial patterns. Lull was an early logician and I traced, through him and
through the much later proposal by Vannevar Bush and the architectural work
of Paul Otlet, a shift in an understanding of both the mind and of information
representation from being fixed and patterned to being dynamic and associative.
This philosophical shift was made real by the invention of hypertext and realized
as the WWW. Despite its potential, however, implementations of interfaces with
computer systems and with the GUI of personal computers and the patterning
of hypertexts on the WWW, found themselves constrained by fixed locations
and spaces of interaction.
Chapter 3 investigated the emergent spaces of information created
by digital technology. While rejecting the increasingly elaborate architectural
metaphors applied to interacting with computational information, I proposed a
model of information space consisting of three components: semantic space,
screen space and visual space. I showed that each type of space is framed by
different spatial metaphors so that, for example, semantic space is often con-
sidered as information held within a computer and modelled as objects arranged
Conclusion
To begin again …
At its heart, this book provides a description of individuals surrounded (some-
times literally and sometimes phenomenologically) with objects, the spatial
organization of which expresses meaning beyond their material articulation.
This space is one that can be read by traversing its topology, where navigation
becomes the means by which meaning is selected and countless navigations
become the method by which the entirety of the semantic space is understood.
Through the navigational schema, I have proposed a mechanism for linking cogni-
tive space with information space through the use of metaphors that structure
our perception of systems which we perceived as egocentric.
148
Conclusion
In the discussion of early proposals from Bush for the Memex and
Englebart in his pioneering work on the personal computer, the focus was to
‘extend man’s intellect’ and resonates with a profound ambition that is, at least
in part, being met. Their vision has necessarily been superseded by thousands
of endeavours to extend and improve computing experiences, to develop new
user interfaces and find new structures through which to organize information
and tame the vast and unruly structures of networked information systems
such as the web. However, as I wade through yet another paper on a variation
of a table-top interface or slight alteration to a web browser, I am impatient for
another project that has aspirations as ambitions as to ‘augment man’s intellect’.
I believe, however, that discussions on embodied computing, which I hope to
have added to in a small way here, have contributed to an underlying discus-
sion that makes new revolutions possible. The locus of discussion is the human
interactor and, most importantly, their material interaction with the world. In
this context, I have demonstrated that separating information from its material
means does not necessarily result in a pure form of associative semantic space
and that material patterns seem to exist, even in virtual systems, once a human
interactor is involved.
Through the discussion of the architectonic system and the cogni-
tive model of the navigational schema, I have offered an approach to the future
development of computers, which is derived from the design of the built envi-
ronment as a way of representing, manipulating and experiencing information.
There are many other relevant perspectives but I am hoping that architecture,
through the further development of this discussion, may become more than a
peripheral provider of metaphors.
Discussion
If there is a single take-home message from this book, it is that our embodied
manifestation has had significant implications for the way in which we inter-
act with even the most dematerialized of information and how we shape our
149
Conclusion
abstract experiences with reference to our physical experiences. I’m not the first
person to make this claim, but I have done so uniquely here through the lens
of architectural design and the design of digital information systems. This is, in
my view, a fruitful dialogue, both in terms of understanding the appearance of
certain digital artefacts and information structures and in providing an insight for
possible new design directions.
This view is also a warning. The architecture of cyberspace diverted
attention away from the development of the GUI and the emergence of
information architecture and, similarly, I now detect that the descendants of
cyber-architecture are focusing on the creation of novel forms (blobitecture,
non-Euclidian geometry, etc.). While not dismissing these paradigms, and while
also understanding the importance of architecture’s formalisms, it should not
be forgotten that geometric form is only one aspect of architectural meaning.
Changing forms do not necessarily equate to changing spaces. There is much
evidence of a merger between interaction design and architecture and this fruit-
ful merger can only be enhanced by the development of software tools such
as processing, and hardware platforms like Arduino that offer architects and
designers a bridge to allow them to sketch in media that have, until now, been
the sole domains of computer programmers and engineers. I have found the
field of HCI, in particular, to be rich in design content, ideas and artefacts, which
have a significant impact on our lives and have evolved to become powerful
reflections, not only of the companies that have brought them into being, but
also the people they serve. Windows or Mac OS are, in my view, as much part
of our architectonic system as any building.
I believe that the relevance of this potential collaboration is all the
more important when we look through the history of computing and the change
in our understanding of what constitutes a computer user interface. The study
of human interaction with computer systems has moved through three distinct
phases, characterized by the emergence of GUIs in the 1980s, tangible user
interfaces (TUIs) in the 1990s and 2000s and, most recently, through embedded
and spatially distributed computational systems, and through ambient, intelligent
and pervasive user interfaces. Each paradigm in human–computer interaction
is associated with particular technical challenges, cognitive models and design
paradigms. For example, GUIs have traditionally been developed with reference
to the evolution of computer graphics, gestalt models of visual perception and
design paradigms such as direct manipulation. Similarly, the development of TUIs
has brought together the technical challenges of sensing and multi-touch interac-
tion, theories on embodied and situated cognition and the design of ergonomic
and physically responsive material artefacts.
While the study and development of ambient, intelligent and perva-
sive user interfaces has been substantial and there has been growing research
effort across a range of fields (both inside and outside computer science), the
core principles that bind the technical development and design to an understand-
ing of their cognitive affects have yet to be fully understood. Where graphic
design supported the development of the GUI and product design supported
the design of tangible user interface, surely the new century will prize architec-
tural design along with relevant cognitive theories in the development of situated
150
Conclusion
151
Glossary
Absolute space
A space defined by absolute coordinates within 2D or 3D where an object’s
position can be related to its location in relation to x, y and z axes.
Allocentric
In cognitive science, allocentric is used to refer to an understanding or memory of a
situation (often a place) that is independent of direct sensorial embodied input. For
example, the cognitive map is an observer-independent representation of the world
in that it does not correspond with any single element of sensory experience but
is, rather, a knowledge representation composed of combined knowledge inputs.
Architectonic system
Defined by Preziosi as ‘the entire set of place-making orderings whereby individu-
als construct and communicate a conceptual world through the use of palpable
distinctions in formation … [which are] addressed to the visual channel, to be
decoded spatio-kinetically over time’ (Preziosi 1979: 4). The term is also used by
Kaplan and Multhorp (1994), to describe the visual space of a computer screen
when interacting with information. The term has been extended in this book
to refer both to the built environment and any information system with which
navigation is a primary means of interaction.
Architectonic space
This is the realization of the architectonic system as a network of meaningfully
connected places.
Cognitive collage
The term originates from Tversky (2001) as an evolution of the term ‘cognitive
map’. Cognitive collage acknowledges that our memory for our environment is
built, not from one map like representation, but from a complex mixing of mul-
tiple types of knowledge representation.
Cognitive map
The term originates from Tolman (1948) and describes the representation of
navigable space in the mind. Although still widely used, the term ‘cognitive
map’ may be misleading as spatial memory is not thought to be encoded in a
single map-like representation, but rather built through multiple different types
of knowledge and sensory input.
Glossary
Cyberspace
A term coined by William Gibson in his short story ‘Burning Chrome’ (1986) (first
published in 1982) and defined later in his novel Neuromancer as: ‘a consensual
hallucination experienced daily by billions of legitimate operators, in every nation,
by children being taught mathematical concepts …. A graphic representation of
data abstracted from banks of every computer in the human system. Unthinkable
complexity’ (Gibson 1995: 67). Cyberspace is most often used to refer to the
internet and the WWW. It is also sometimes used interchangeably with ‘virtual
reality’.
Egocentric
Refers to the point of view of an individual ‘on the ground’ through their direct
perception of an environment involving observer-dependent, direct and synchro-
nous perception.
Geometric lock
Author’s own term to describe the process by which a particular object’s position
in 2D or 3D space is triangulated by its fixed relationship to three other objects,
leaving it unable to move feely to make associations with other objects in the
system. It is used uniquely in this book to describe the problem of building a
spatial visualization of relationships between objects (most often documents)
based on measures such as the similarity of their content.
Hypertext
A system that allows for the digital connection of text documents through cross-
referencing ‘links’. The term ‘hypertext’ most commonly refers to ‘chunk-based
hypertexts’ defined as ‘[Information organised] … as a network in which nodes
are text chunks (e.g. lists of items, paragraphs, pages) and links are relationships
between nodes (e.g. semantic associations, expansions, definitions, exam-
ples …)’ (Rouet 1996: 3).
Hyperspace
A term developed in mathematics but used in science fiction to denote a space
with more than three spatial dimensions.
154
Glossary
Icon
A graphical representation of an object or application used in computing to act as
symbolic representations of system objects. Icons usually resemble some ele-
ment of the application or object represented, so for example, an icon of a text
document appears as a piece of paper with lines representing text.
Information architecture
A term introduced by Richard Saul Wurman (1996). Although there are, as yet,
no clear definitions, the Institute of information architecture defines information
architecture in the following way.
This book focuses on the third definition and in particular the notion of informa-
tion design as an architectural design practice.
Information object
Any object which acts as a container for information, for example a document is a
text information object. In the context of digital technology, an information object
may be considered to be a text document, image, data file, database entry, etc.
Information space
A term used to describe the ‘space’ of digital information held within a computer
system, either locally or across a network. An information space can consist of
a structured database, a hypertext system, a filing system or any other object-
oriented system of storage. The term information space has been considerably
expanded in this text to encompass semantic space, visual screen space and
interaction space.
Interaction design
An extension of HCI, which looks at user interaction with a wide range of, mostly
digital, products and systems. Interaction design encompasses not only psychol-
ogy and computer science, but also disciplines from the fields of social sciences,
humanities and design (including architecture).
155
Glossary
Interaction space
A term developed in this book to describe the ‘place between clicks’ when
interacting with a computer. Interaction space may be conceptualized in different
ways. Commonly, however, interaction space is conceived either allocentrically
(through a process of navigation) or egocentrically (through a process of direct
manipulation).
Internet
Refers to a physical infrastructure of interconnected computer nodes that make
up a communications network whose primary (though not only) role is to store
and distribute Web-based information.
Means/material means
A component of representation that consists of the material manifestation of
a code in the process of communication. For example, the material means of
textual communication may be ink and the paper on which the text is written.
Medium/media
Used here to refer to a combination of both material means and code, com-
bined to become the channel of communication that carries a particular mode
of expression.
Navigational schema
A term developed in this book to refer to a computer user’s conception that
interacting within a highly abstract information space is akin to the process
of navigation. The navigational schema is derived from the concept of mental
schemas (see above).
156
Glossary
Planarity
The condition that exists if a topological graph can be drawn without its edges
crossing. In order to achieve this state, the graph in question must not contain
K 3,3 or K 5 subgraphs; i.e. graphs where a group of three nodes are connected
perfectly to another group of three, or where five nodes are connected perfectly
together. Graphs are considered planar if they can be converted into a combi-
natorial dual graph.
Principled space
A space in which the coordinates are given meaning. For example, in a statisti-
cal scatter graph, the axial positions of objects relate to a scale of values in 2D
or sometimes 3D.
Relative space
A space defined by the relationships of objects to each other rather than in terms
of absolute coordinates. It relates closely to the notion of topological space,
which is composed solely of objects and their associations to one another,
defined by connecting edges.
Representation
Using the OED definition: ‘A material image or figure; a reproduction in some
material or tangible form’. Representation is described in this book as the layer of
material presence that allows for the articulation and subsequent communication
of abstract concepts from a sender to a receiver. The components of representa-
tion have been described as a code (i.e. language), its expression (e.g. speech,
text or architecture) and its material means (e.g. sound waves, paper and ink,
or bricks and mortar).
Semantic space
The means by which the organization or configuration of objects represents some
aspect of their information content. The term ‘semantic space’ was defined by
Wexelblat (1991) with relation to the production of mathematical diagrams where
a principled space is used to define semantic locations, which, when occupied by
an object, imbue that object with a property or characteristic. The term ‘semantic
space’ has been extended in this book to include a range of topological as well
as topographical spaces where no pre-defined principles need to be applied but
where objects and their relative positions indicate semantic as well as physical
relationships. Semantic spaces can thus include museum environments where
objects and their relationships are perceived as a sequence of hypertexts, where
links represent spatial associations between textual information objects.
Set
A collection of objects, usually with similar properties, which are grouped
together and bounded by a container. Often used to describe topological rela-
tionships where objects are arranged together in a contained space with an
undefined volume or geometry and where this bounding communicates clas-
sificatory relationships.
157
Glossary
Space Syntax
Defined at www.spacesyntax.com (accessed January 2010) as ‘the world’s first
computer-based modelling technique to treat cities and buildings “space first”,
that is as the network of spaces we use and move through’. Space Syntax is
known for its techniques of urban analysis, which are based upon topological
representations of the built environment.
Spatial ontology
Ontology, in the context of this book, means the specification of a conceptual-
ization and is used, specifically in the context of spatial ontology, to refer to the
use of spatial organization as a means of categorizing or adding meaning to a
collection of objects.
Symbol
An object, image or icon which stands in for or represents something else.
A symbol differs from an icon in that the representation does not necessarily
resemble the object of representation but may have an agreed but arbitrary
relationship to its subject. It follows from Ferdinand Saussure’s discussion of
the sign and signified (1983).
Topography/topographic space
Using the OED definition: ‘The science or practice of describing a particular place,
city, town, manor, parish, or tract of land; the accurate and detailed delineation
and description of any locality’. Used in the context of this book in contrast with
topological space, as a representation of space that encodes information such
as metric distance and geometry.
Topology/topologic space
Using the OED definition: ‘the branch of mathematics concerned with those
properties of figures and surfaces which are independent of size and shape
and are unchanged by any deformation that is continuous, neither creating new
points nor fusing existing ones; hence, with those of abstract spaces that are
invariant under homomorphic transformations’. Topology is used here to refer to
a type of space concerned with places or objects and their association with one
another, independent of metric distance or geometry. Hypertexts, for example,
can be treated as topological structures where the links are valueless connec-
tions between document objects. Topological structures are often represented
through connected graphs containing points or nodes connected together with
links or edges. Specifically, topological descriptions of space have been used to
reveal the configurational properties of buildings through descriptions of floor
plans, and city maps through the theory known as Space Syntax.
158
Glossary
159
Notes
Introduction
1 Including pre-Gibson movies such as Tron (1982) and depictions based on Gibson’s stories
such as Johnny Mnemonic (1995).
2 Although others were: see for example Woolley 1993.
3 The City of Bits (1997), E-topia (1999), Me++ (2004).
4 McCullough’s book Digital Ground (2004) was once described to me, in a positive way, by a
computer scientist, as ‘the book of 1,000 PhD topics’.
5 A term coined by C. P. Snow in The Two Cultures (1993), a Rede Lecture in 1959 to describe
what he perceived to be a growing gulf between the Arts and Sciences.
6 It is worth noting that the distinction between absolute universals in architecture and
relative cultural specific meaning is a constant subject of the battle between modernism
and postmodernism where the former strips architectural form away to its simplest purest
elements and the latter revels in the messiness of cultural context and the communicative
patterns that ensue.
7 See, for example, Steadman (1976, 1983).
8 See Steadman (1983) for an overview.
9 Notably Ratti (2004).
10 See Preece and Rogers (2002) for a recent example.
8 For example, the ‘Sittard’ prehistoric settlements in the Netherlands, which date from the fifth
millennium BC, already show collections of timber long houses arranged as a village (Kostof
1995: 29).
9 Such attempts, he suggests, are ‘like trying to understand the organization of language
through the study of proper nouns’ (Preziosi 1979: 3).
10 Preziosi makes this claim with reference to the pioneering cognitive psychologist Ulric Neisser,
who states that ‘Because perception and action take place in continuous dependence upon
the environment, they cannot be understood without an understanding of the environment
itself’ (Neisser 1976: 183).
11 Amos Rapoport categorized language-based approaches in The Meaning of the Built
Environment as: 1) using models based on linguistics (of which Preziosi is a partial proponent);
2) ‘Relying on the use of symbols’; and 3) studies of non-verbal communication (Rapoport
1982: 36).
12 The paper was first published in 1903 and I am using an edition reprinted as a book from
1963.
13 One of Claude Levi-Strauss’s most famous texts is called The Raw and the Cooked (1995).
14 It is notable that Claude Levi-Strauss’s proposal of cultural distinctions devised through
apparent dual oppositions is well illustrated by Cartesian dualism.
15 Sowa (2000) provides a comprehensive study of the relationship between modern
computational knowledge representation and its background in earlier philosophy.
16 Examples include the tree of Porphyry, which divided all substances into genus and genera
and where the division of each is predicated on what Aristotle calls differentiae. A logical
operation is performed in this network by simply tracing down the trees branches until the
appropriate category is reached (Sowa 2000: 5).
17 Goldstien (2005: 286–7) uses the example of flightless birds, where flight becomes an
exempted predicate for a particular type of bird.
18 The references I have used most often are Goldstein (2005) for general overviews and
excellent examples and Goldblum (2001) for a more detailed but nevertheless readable
account of connectionism.
19 It should be noted that Gardenfors’s use of a spatial analogy here is interesting but also
potentially confusing in the context of this book since, while the analogy of the jungle is not
an attempt to describe spatial cognition (it is just an analogy), as will be seen, the conceptual
level is associated with rules which emerge from the spatial structuring of concepts.
20 Gardenfors uses the example of colour categories with reference to scientific work on
describing the geometry of the conceptual space of colour categories (2000: 71–7).
21 See for example Johnson (1990), Lakoff (1990) and Lakoff and Johnson (1980, 1999).
22 See for example Lacour (1996), Karatani (1995), Wigley (1995) and Hendrix (2003).
23 Many of these systems are found in use today for remembering abstract facts such as
the names of chemicals in the periodic table, the order of the points of the compass or
mathematical equations.
24 Consider for example, ‘The Tower of Wisdom’ (Carruthers and Ziolkowski 2002: 215),
consisting of steps of mental and corporeal meditation, leading to floors of virtue and to the
tower of wisdom at the top. This is neither building nor textual manuscript, but a hybrid of
both.
162
Notes
3 In fact, complex rules about the use of the system mean that there were many more possible
outcomes because a given sequence of letters could be interpreted in many ways (see Eco
1995: 59–62).
4 While Lull’s diagrams and devices are far removed from the corporeal engagement with vast
‘memory palaces’ derived from the method of loci, Lull’s proposals are, nevertheless, based
on the method of loci as a way of understanding combinatorial structured places as leading
to the construction of meaning (Yates 2001: 186).
5 Although Bush’s article is usually read in the context of the post-war years (when it was
published) it was in fact written in the years before the Second World War broke out. Wright
gives a useful account of the context of Bush’s work in Glut: Mastering Information through
the Ages (2007: 192–203).
6 Many authors have placed Bush’s description of the Memex as a hugely influential factor in
the initiation of the digital revolution, including Wright (2007) and Wardrip-Fruin and Montfort
(2003).
7 Howard Rheingold narrates an entertaining but authoritative history of what he describes as
Tools for Thought (1985), from the early history of computing through to the early pioneers
of human–computer interaction technologies.
8 Englebart divided the means to extend man’s intellect in the following classes: artefacts,
language, methodology and training. The last two refer to processes which support human
learning (training) and methods which help structure problems into manageable pieces
(methodology). Language refers more generally to the way in which the mind classifies the
world, and the manipulation of abstract concepts and artefacts belong to a world of material
things and their symbolic meanings. Engelbart further offers a computational understanding
of human cognition, focussing on symbolic knowledge representation. Artefacts become
a means of either providing human comfort or of supporting the manipulation of symbols.
Computers, for Engelbart, are examples of artefacts, invented to automate some of the
processes of symbol manipulation and furthermore to perform some of those manipulations
much more rapidly than humans are capable of.
9 Direct manipulation is a term commonly ascribed to Ben Shneiderman (1981: 143).
10 Dodge and Kitchin give a full account of many of these ‘info environments’ in the ‘Mapping
the Web’ section of An Atlas of Cyberspace (2001a: 73–152) and Johnson has described the
late nineties-era of interface metaphors as a ‘hysteria of total simulation’ (1999: 21).
11 See, for example, Anders (1998), Sparacino et al. (2000) and Tan et al. (2001).
12 Inspired by Memex, Nelson set about developing a system he called ‘hypertext’, which he
published in a 1965 paper entitled ‘The Hypertext’, delivered to the World Documentation
Federation Conference. He followed this with ‘Complex information processing: a file
structure for the complex, the changing and the indeterminate’, a paper delivered to the
Association for Computer Machinery (ACM) in the same year.
13 More details of this experiment can be found in Dade-Robertson (2007).
163
Notes
(Eades 1984) where the objects are forced to repel one another while being held together
by springs forcing some distance between unconnected nodes.
5 A very clear graphical representation of this can be found in the visual thesaurus at www.
visualthesaurus.com (accessed August 2010).
6 The topic of spatial frames of reference is broader than I have captured in this discussion and,
for further consultation, I have found Klatzky (1998) particularly useful.
7 See for example Downs and Stea (1974) and Kitchin and Freundschuh (2000).
164
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172
Index
cognitive collage 32, 118–19, 126; map 30–2, design 9–10, 12, 14, 17, 21, 24, 28, 33, 83–4,
69, 98–101, 116–20; mapping research 149–51; content 150; of digital information
116–17; psychology 28, 31, 37, 46–7, 63, systems 15, 124, 145, 150; disciplines
116; structures 37, 54 115; paradigms 81, 150; process 129
Collins, A. 49 designers 7, 9, 14, 21, 35, 99, 148, 150;
combinations 14, 68, 71–3, 78, 83, 125, architectural 12, 15; graphic 13
135 determinism 12, 141
communication 11, 13, 22, 32, 35, 40–1, Dewey Decimal System 5–6
67–8, 88, 120–1, 126, 132, 148 Dieberger, A. 98–9, 106, 119
computation 15–16, 48, 68, 70–1, 78, 90, digital artefact 79, 150; information 7, 12,
124–5, 130–1, 138, 141, 144–5, 148 16–17, 70, 81, 91, 93–4, 96–7, 101–2,
computational agents 135, 139, 141–2, 144; 116, 120, 130, 132, 140, 142; information
devices 16, 115, 129, 140; information systems 15, 17, 34, 69–70, 78–80, 87,
70, 91, 101, 123, 130, 137, 144, 147; 93, 121, 123–4, 145, 150; media 28, 33,
representations 18, 123, 143; systems 70, 78–9, 87–8, 90, 97; representations
33, 47, 79, 95, 123–4, 129, 131, 139, 12, 116, 134; technologies 6, 11–12,
144, 148–9 14–16, 20, 32, 38, 65, 67–8, 71, 78, 87,
computer interfaces 28, 80, 128; systems 90, 124, 132–3
17, 69, 137, 139, 142, 147, 150; user Dillon, A. 89, 102
interfaces 17, 113, 149–50 direct manipulation 70, 113, 128, 130, 134–5,
computer-based information 16, 34, 81, 94, 137, 144, 150
128, 138 discourse 1, 4, 13, 17, 20–1, 23, 44–5, 60;
computing 12, 16, 20, 28, 32, 34, 69–70, 78, architectural 7, 12, 15–16, 32, 38, 40–1,
80–1, 128–9, 138–9, 144; embodied 28– 45, 70, 138; on cyberspace 7, 13; design
9, 96, 149; personal 70, 80–1; pervasive 139; and knowledge 6; mathematical 24;
12, 16, 124, 126, 130–1, 151 philosophical 61, 64, 71; speculative 16
conceptual level 36, 52–4, 56; representation districts 99–100
38, 47, 51, 53; spaces 38, 46, 48, 53–4, Dodge, M. 9, 30, 97
56–7, 63, 67, 147 domains 15, 22, 37, 47, 53, 55, 63, 149–50
conceptualization 93, 101–2, 105–7, 120 Dourish, P. 130, 140–2
configuration 4, 21–3, 36, 39, 80, 119, 133 dual organizations 43, 45
connectivity 26, 101, 105–6, 115 Dunne, A. 11
constraints 8, 55–6, 60, 62–3, 70, 100, 116, Durkheim, E. 37, 41–2, 46, 63
123, 139; combinatorial 73, 82
containers 55–6, 62, 102, 105–6, 109, 114 Eco, U. 22, 71–2, 74
containment 101, 105–6, 110, 115; physical edges 26, 97–101
55 embodied relationships 53, 109–10, 148;
context 11–12, 17–18, 20–2, 27–8, 38–9, schemas 121
70–1, 82–3, 96–7, 99, 126–7, 129–35, encoded information 27
137–44, 148–9 Engelbart, D. 79–80, 149
Cornell, E. 117 environment: large-scale 26, 32; physical 12,
Coyne, R. 20 15–16, 38, 46, 59, 89; real 27, 97, 130;
Crang, M. 131, 142–3 screen-based 30, 32, 134
cyberspace 6–7, 9–13, 15, 29–30, 68, 93, environmental structures 24, 39–40, 100
101, 128–9, 131, 150; architectural 12;
architects 10 files 17, 79–80, 82, 109, 135
Foucault, M. 3–4
data 7, 10–11, 14, 18–20, 29–31, 67, 77, 84, Fry, B. 103
95, 99, 101–3, 105, 142 functions 21–3, 27, 35, 47, 53, 57, 63, 78, 80,
databases 29, 101–2, 105, 134 101, 125, 129, 132, 137, 139, 141
Dellarosa, D. 50
dematerialized information 6–7, 15, 68, 70 Gardenfors, P. 32, 38, 47–8, 50–4, 56, 63
Descartes, R. 47, 61, 65, 111 geometric lock 106–7
174
Index
geometry 22, 44, 83, 89, 102, 106, 115, 118, information space 9, 14, 17, 30, 34, 70,
148 82–3, 91, 93–103, 105–21, 126–7, 132,
Gibson, William 7, 9–10, 68 147–8; complex 103; formless 138;
Gibsonian cyberspace 7–11 multidimensional 89; structureless 94;
Graham, S. 131, 142–3 visual 135
graphical user interface 16–17, 30, 59, 70, information systems 72, 77, 100, 120;
79–82, 84, 90, 93, 96–7, 128, 134, 150 complex 115; computational 33, 79, 123;
Gromala, D. 32–3, 87 digital 15, 17, 34, 69, 87, 121, 123–4,
Grusin, R. 15 126, 150; emergent 103, 126; intuitive
Guallart, V. 138 17; networked 149; screen-based 33;
GUI see graphical user interface topological 116
interaction design 20–1, 28, 96, 150; human
Hanson, J. 25, 45 68–9, 79, 90, 93, 150; human-computer
Harrison, S. 140 16, 21, 28, 31, 70, 80, 93, 150–1; mode
Hay, D. 117 of 114, 127–8, 148; physical 27, 38,
HCI (human-computer interaction) see 55–6, 110; process of 110, 123, 134;
interaction, human-computer screen-based 16, 96, 111; space 34, 81,
head-mounted displays (HMDs) 9, 16, 115, 94–6, 110, 115–16, 120, 123, 132, 148;
131 web-based 126–7
hierarchy 42, 48–50, 79, 83–5, 88, 102, 106 interactor 111, 116, 124, 128, 137, 149
Hillier, B. 24–5, 41, 44–6, 129 interfaces 17, 28, 68, 79–80, 90, 97, 138,
hypercubes 84–5 142, 147 see also user interfaces
hypermedia 33–4, 89 internet 79, 82–3, 128
hyperspace 13, 82, 97 IR see information retrieval
hypertext 16–17, 70, 79–80, 82–5, 87–8,
90, 95, 97–101, 103, 114–16, 119–21; James 2, 111–12
documents 17, 83–4, 90, 115; links 95, Johnson, M. 31–2, 38, 54–6, 64, 97, 114,
103, 116; page 101, 115, 119; patterns 147–8
84–5, 95; research 101, 119; systems 70,
84, 87, 98; topologies 70, 84, 100 Kaplan, N. 89, 95
hypertexts: chunk-based 82; tree-structured Karatani, K. 37, 61
84 keyboard 16, 77, 80, 96, 107, 138
Kierkergaard, S. 61
IA see information architecture kitchen 30, 138
icons 80–1, 91, 138 Kitchin, R. 9, 30, 97
image schemas 55–7, 114, 147 knowledge 1, 3–4, 6, 18, 20, 22, 37–8, 46–7,
images 10, 29–32, 58–60, 62, 88, 94, 96, 57, 63, 69, 71–2, 76–7, 116–17, 120;
98–9, 142 conceptual level of 53, 56; representation
inference 27, 47–9, 51, 78, 142 18, 33, 37–8, 46–7, 53–4, 56, 63, 67, 70,
information architects 13–14, 75, 84, 126–7; 77, 120; symbolic 51
architecture 13–15, 33, 38, 76, 119–20, Kuhn, W. 81
123, 126–7, 133, 150; content 22, 36; Kupier, B. 118
distribution of 79, 90; environments 17,
99, 101; filtering 139, 141; objects 7, 18, Lakoff, G. 31–2, 38, 54–5, 64, 147–8
20, 71–2, 79, 81–4, 90, 95, 97, 101–3, Lan, J. 139–40
105–10, 123, 128, 130; representation landmarks 99–100, 117
of 29, 72, 74, 78, 81, 83, 90, 101, 120, Landow, G. 87
147; retrieval 14, 29, 96, 103; rretrieval language 22, 27, 33, 35–41, 45–6, 53–4, 56,
algorithms 108; separation of 6, 34, 63–5, 71–2, 74–5, 88, 114, 118–19, 140;
101; society 75–6; virtual 101, 144, analogy 27, 36, 38–9
148; structures 17–18, 101, 115, 150; Le Corbusier 75–6, 90
visualization 28–32, 96, 98, 100–1, 110, Leaman, A. 24
115, 119, 134–5, 138 Lee, P. 119
175
Index
176
Index
177
Index
178