In the Eyes of an Architecture Student: About Mental Health

Hi Everyone!

I’m back again this week to discuss the topic: Mental Health.

More specifically, I will be discussing my take on what mental health is, how to deal with it, and what design potential there is in this field.

Disclaimer, these are by no means definite answers or correct answers. This is my own take on mental health and the field of architecture.

In my Health by Design course last night, I was struck by three thoughts during class, that I did not mention despite the open share quality of the course.

  1. Design has so much potential, yet we are constantly stuck in the aesthetic realm thinking about it
  2. Health, especially mental health, is a hot topic in today’s society, yet we have only just tapped the surface in the amount of research that has been done about it, over all of these years that humans have been existent on this planet.
  3. I think it’s ironic how much I value the idea of wellbeing and health, including mental health, yet it is still something I grapple with to improve within myself.

Why didn’t I share these thoughts in class? Well, first off, it would sound pretty irrelevant in context to what we were discussing during class, or more so that I would be going off on a dramatic tangent. We were discussing essentially different methods of using design to solve for issues for specific personas (people) that we made up, but are highly realistic. And it hit me that, sometimes, it’s hard to understand and believe that our field and abilities as humans can be limited. For instance, we often take the internet for granted. we expect everything to be stored and processed through this virtual space, yet so few of us really understand how it works, and mos importantly forget that virtual space still has limits despite how limitless or imaginary it seems. In other words, google drive, which a ton of people use (still an understatement) has a lot of space but it will run out one day, and you’ll be doomed, once you’ve already utilized all hard drives, etc. Now, think of architecture. Really, it is quite similar in the manner that architecture can only do so much to attempt to reshape human interactions and habits. But what both these fields share is the potential to do so many things, to say the least. Yet, we as humans are still in control of the decisions we make.

Perhaps this is the issue. We as humans, are surface creatures. We like pretty things above all, and this is shown with research that has been done demonstrating that people within the US value beauty care more than health care, and this is evident from the enormous gap of spending between these two sectors. And, this is not just because of the price ranges or number of products offered from either sector. This is seen once again even through design. Products are made to be most visually appealing to capture the eyes and hearts of consumers, and this includes everything from the plastic wrap around the toilet paper you purchase, to the home you decided to settle into. Even humans can unfortunately be seen as products, when we are commodified through apps like Tinder or Facebook, where the surface qualities are prioritized. All of these “little things” add up and you end up with the medical bills for poor physical and mental health.

What can we do, to improve our own health? If we each are able to easily answer such a task and do so, then health would never be such a societal issue as it is today. I found it sad, yet truthful that perhaps not all, but a lot of college students tend to prioritize anything but their wellbeing. I definitely see myself as someone that prioritizes work above all else. Peper not finished? I’ll sleep later. Model not done? Just a nap will do. Have class until 9? I’ll have dinner after (if I remember or feel hungry still). I laughed when my professor asked us these exact questions, and totally agree that it’s almost ridiculous how basic these questions are. Anthropologically speaking, these questions are essentially the basis foundation of how people survive. But this is what is different about humanity is now, than the humanity that really prioritized survival all those thousands of years ago. Humans today depend on more than just the essentials before being fully happy and satisfied with life. This varies from person to person, but it’s pretty much real and true for humans nowadays, and it makes me anxious to ponder how the future humans may be. So, what can we as humans, and designers do to reverse this habit and fully change society?

That is the big question in architecture today, and unfortunately I am still frazzled with how to even begin to process such a question.

Above all, I consider my interest in architecture to be about wellbeing. I want to design spaces to create a sense of comfort and serenity for people, not just in hospitals. I want to create spaces that inspire people to do the best they can for themselves and for others. Such spaces that would encourage people to desire to live, not just make living “work.”

Much of design is about aesthetics, but also a lot about functionality and efficiency as well. And, after having thought about this a lot, I argue that these are all qualities that we as designers need to let the consumers decide what is best for them.

Designers often mean well, doing mass research in attempts to “get to know” the person(s) they are designing for. But no matter how much we do, we will never truly be in their shoes, and we will always be designing for our own ideas about them. Designers cannot help but project a personal manifestation of their own thoughts and beliefs about the consumer and the context. This will never change, no matter how much we are aware of it or despise it; it is simply something that happens as humans, in any field honestly. But consumers also cannot do the design tasks themselves because they have not been schooled for such things. And to be fair, designers should really be working more with people from other fields, so that more voices are heard in the design process to provide the best possible results, partially because other fields are much more well-researched. I do also argue that architecture itself is a challenging field to do research in, mostly because of how long it would take to yield results, and how difficult it can be to take measurements of specific things, like the amount of happiness or anger that a space has resulted in. There are sort of ways around this to make it work, but these are also very complex “things” to take measurements of even if you can get closer to doing so through, say, taking measurements of blood pressure or vitamin deficiencies. Perhaps some issues were never meant to be “solved.” Perhaps this is the essence of existence. Not to be philosophical, but it really hits me that all of these fields on study were meant to be used together to yield the best possible results to help us as humans, and yet we are expected to “specialize” in one, being almost completely clueless about others.

I’ll let you ponder on these things, but I will definitely be thinking about them more on my own, and through the perspective lenses of that course. I’d love to hear your thoughts and opinions on this subject, so feel free to drop a comment!

Ciao 🙂

From the Eyes of an Architecture Student: Methods to Become A Better Designer

Hi everyone!

I’m back again, to discuss this week’s topic: methods to become a better designer.

Honestly, I was a bit hesitant on how to title this week’s discussion topic… mainly because I wasn’t sure if there was an actual, formal title for  it, other than just “practice” in preparation for architecture as a professional discipline in the real world.

Precisely, unlike medical students, who have cadavers to poke and cut into, or computer science students who have actual coding websites to get some very realistic, representative practice, we architecture students don’t have such a staple medium to “practice” being designers with.

In a way, yes, assignments and projects can be considered “practice” since we are expected to use our designing minds to create our own unique creations out of each given prompt, but they’re more of the education aspect of design school. We design things, get critiqued, and keep coming back to produce our own hypothetical solutions to design problems. However, I oftentimes this is more educational, because this process seems to be more about meshing our minds in a certain way as designers. Design school is meant to shape our thinking process (which I find leads to more aesthetics than technicality in problem solving in design, rather than shaping how we should be critically thinking as designers. However, this seems to be the case in most design schools now, as there seems to be a sort of identity crisis within architecture; almost like an argument about what power we do or should have as architects, and our place in the world.

Aesthetics is the way to the eyes of the consumers of buildings, which I often find is the way to build initial intrigue about the building; it’s essentially the same with people. Take Tinder for instance, you swipe left on either seemingly boring people, or unattractive people, and you swipe right for those you find as a match for your values, or physically attractive- it is our eyes that decide the initial interest. I find that this is the same reason why designers seem more concerned about the aesthetics in design. In design, aesthetics of your proposal representation not only softens critics’ hearts, but also serves quite effectively in capturing the interests of those outside of design who say, “I don’t know what that is or what it means, but it looks cool!” Our representation not only serves as the communication mechanism between us and our critics, or clients, it also serves as our method of marketing ourselves as a brand in the real world (in terms of applications to jobs, internships, and graduate schools). Perhaps it seems this way because of my limited experience as an undergraduate. From the glimpses of graduate students’ work, it seems more technicality comes in graduate level education, but even then, I find it should still be necessary to have a cohesive educational experience in terms of always being thoughtful about our designs and staying true to what real-world consequences they would have in the real world. Perhaps our undergraduate experience is suppose to serve as just an introduction to the mechanics behind being a designer, and its purpose is just to market ourselves to get jobs in either firms, or appear as attractive candidates in graduate school applications.

I have always thought about this topic, but only gotten more critical in views after my current experience of  “rodeo reviews” in class, where everyone in our third semester studio had to pin-up for presentations, and we we basically split into halves and rotated around so we could have the experience as the presenter, but also critics of each other’s work. Sounds kind of fun and casual, right? You get to show your friends your cool work, and even speak with other sections’ professors… which isn’t an incorrect description of what it was. I just spoke with classmates and gauged two types of mindsets about this whole presentation method: critical (not finding it that useful), versus positive (thought it was a nice new, different experience). Of course, there is the factor that it really depends on your luck and what students you had as your critics, or maybe even what region you were assigned to pin-up in. But, generally, it seemed that the issue was that we were just sprung onto this unfamiliar role of being forced to give specific people feedback- the selections were completely random, so most people found that they were reviewing the works of students they never really got to know, and just being put on the spot to say useful things to help others improve their work.

It was then that it struck me that being a designer is not just about being good at communicating your own ideas to the world, or making your own work look cool. It also includes the ability to understand unfamiliar work from just reading their drawings, or listening to their one presentation and asking them a few questions. What’s its relevance? Well, I’m sure at one point you’ll be forced to reflect on a colleague’s work, and it’s not too great if you just blankly stare at them or their work. Or, say you’re working with someone new and they’re not able to be there to tell you about their work and just left you to read their work temporarily. It’s good to be independent and have the ability to understand other’s work, and have a view that you can offer. I find that this ability often coincides with our own abilities to understand our own work and be able to concisely portray it in a compelling manner.

Oftentimes, I’ve found difficulties in reading others’ work from their drawings, or maybe even an uncompleted model that they have. And, it’s still something I need to work on, even though I recognized my own (ever-improving) growth in my own project’s proposal representation. But this rodeo review really opened up my eyes to that observation, and the way that I was really glad that my improvements in my own representation seems to have opened my mind to this newfound ability to understand others’ work and what they have drawn or modeled, and draw upon my own experiences to give them helpful feedback to improve the way they can further portray their ideas more effectively and clearly. I used to find reviewing other people’s work a bit boring, and super irrelevant to my own work, but now I am grateful to say I can finally understand why our education is designed in such a way to allow for this sort of learning to occur.

It also occurs to me that this isn’t the only way to become a better designer. I can continue learning and applying these skills to real firm’s proposals, and perhaps offering memorable and helpful insight to firms during interviews or the actual internship. And it would circle back to helping me step back from my own work, and be able to see flaws in my representation rather than having always been so dependent upon my professors’ feedback to help me decide on what views to produce for my proposals.

***

Well, that’s all for this week!

So excited to write again next week!

Ciao 🙂

Some Thoughts on Tarot Cards

One of my favorite parts about art is how it can be shared through so many mediums; art is in everything, and being able to see that makes life a lot more interesting. A great example of art being conveyed through a unique medium are Tarot cards: a deck of 78 unique cards, often used for fortune telling and games. It was relatively recently that I gained an interest in the obscure world of tarot cards, having been inspired by an old HBO show that my parents used to watch called Carnivale (a great show and I highly recommend it, but the end leaves a lot to be desired). The show uses tarot readings to further the plot and create dramatic tension, but more interesting is how the show uses subtle tarot symbolism that makes the story feel like a great epic is unfolding and the characters are all pawns of fate. This technique is similar to that employed in classical epics, such as The Iliad and The Aeneid: the use of portents and prophecies that connect the story together using a common thread, often calling back on themselves and revealing the role of divine fate in an extraordinary way.

Artist: Matt Bailey Instagram: @baileyillustration

I absolutely love the feeling when a prophecy is fulfilled, or when I can draw the subtle connections between events and and characters and be able to see how the prophecy influences the events of the story. This is one of my favorite things about tarot card art as well: the use of symbolism and subtle meaning conveyed through the illustrations is fascinating and endless. Each card has lore and tradition behind it, with multiple interpretations that all come together to form a single story. Personally, I don’t believe in actual fortune telling, but I appreciate how the cards are designed to create the effect of prophecy. Each card has identifying symbology that can be found in any version or reinterpretation, and have been tradition ever since they were first created, making each card immediately recognizable and therefore more iconic. This quality of the tarot can be found throughout popular culture as well, from literal uses such as Led Zeppelin and The Hermit figure, and more subtly in the archetypes of The Fool, The Magician, and The Lovers often found in storytelling today.

The other thing I love about tarot cards is the physical aspect of the art itself; there are so many versions and styles of illustrations, and I think the cards are such a great medium of artistic expression. An artist can follow the strict format of the cards and symbology while still illustrating them in their own way, giving them the perfect amount of creative freedom. There’s a lot to be said for the proportions of tarot cards themselves and the powerful effect of the format, which makes them the perfect template for creating something unique. It’s a great endeavor to undertake, illustrating all 78 cards, but it’s a great way to develop and refine your style and to put your creativity on display.

Artist: Micah Ulrich – Instagram: @micah_ulrich

Architecture and its Inspirations: from the Eyes of an Architecture Student

Hi Everyone!

I’m back again this week’s topic: Design Inspirations!

So, I’m curious, what things or what places would you guess we as aspiring designers get our ideas (please don’t say “your mind” or anything of the like)?

Take a moment, think THINK, give a guess?

Well, I’m going to give an educated guess about your guess, and say that you most likely said something along the lines of something on this known universe!! Like, famous precedents of the past, or perhaps a current proposal from a starchitect? Or even mundane, everyday objects? Experiences from our own memories? Or maybe even something that happened to us, almost as though in parallel to Newton being hit in the head by an apple?

So, this is gonna sound lame, but I’d consider all of the above as listed, as a partially right answer. I mean, we’re still humans, and we draw our ideas from live experiences from our human minds, so yes, all of the above could serve as points of inspiration, since they are all valid sources of Earthly experiences that can feed into our designs.

But, I say partially, because, all of those things are just the factors that serve more like kick-offs to further ideas into our designs. In other words, they’re like the lighter to firecrackers- they serve their single purpose to ignite the flame, and the rest of the party happens a few moments later, after having had time to absorb and chemically react to the ignition.

***

As a design student, we are often given a relatively detailed yet open-ended prompt to give us some context and general guidelines for the proposal that we are to make. Usually, I read it over a few times and look into any words I find confusingly used or I’m unfamiliar with, then try to interpret the prompt as concisely as I can in my own way, as I often find this to be the best way for me to understand what is expected of me and narrows down my scope of research for inspiration for my proposal!

In my current studio, we are doing a partnered project and our prompt is to make a facility to allow for the storage and display of artwork/artifacts primarily, but we are free to add any additional programs as we see fit.

My partner and I came to a compromise and agreed that our proposal is to make a facility that primarily functions as storage for artwork and artifacts of any medium and size (with just the limit that it must be able to fit within our site, and estimated square footage), and it would be able to accommodate for pop-up exhibitions through proactively interactive elements from the infrastructure of our facility.

From this, our first assignment (under this overarching project) is to (as best) clarify and demonstrate our first-pass ideas to actually build such a facility. We call this phase another research process, where we gather what other information we need, and create concept drawings (usually quick sketches) to communicate our thoughts in how we imagine as “answering” this “question” of how to make a storage facility that can also have interactive elements that change the building’s function from storage to pop-up exhibition. And these concept drawings then lead to concept models, also known as sketch models, which are usually pretty ratchet, and serve as a first attempt for us to literally get our hands on our ideas, and it shows us what does or doesn’t work, and usually also functions as yet another source of inspiration for more of ideas, which then lead to an ongoing cycle of creating other concept drawings and concept models.

Usually, what happens after this is, we present our ideas through talking with our studio professor about the idea, showing him our concept sketches along with that, showing him our concept model(s) and then explaining what elements of our ideas worked/didn’t work from those first-pass models. The professor would then usually reword the purpose of your proposal, to verify that we are on the same page of what ideas we are trying to portray. Then, he will critique what you’ve just showed to him, and when things can be done differently to be more effective, he will suggest his own ideas and even insight on how to make such amendments to our initial ideas. Sometimes, this can be pretty frustrating and end up in tears and torn up models and drawings, and you end up pursuing a whole new idea. Other times, we get the “okay” and continue to build upon it, revising drawings to make them ultra-clear to read, and building further models if necessary to clarify or experiment on a specific topic from those previous models.

***

So, my partner and I each decided to make our own study models over this weekend (since we agreed that we may each come up with interesting elements that we can then combine to create a perfectly partnered proposal afterwards).

I chose to tackle our proposal by brainstorming three potential methods for the storage infrastructure to become pop-up exhibitions. I asked myself, how can I create something that can assume both identities as storage and interactive exhibition spaces? Naturally, I went on Pinterest, and got hooked on images of origami til parametric architecture; essentially the idea of folding elements to create a new object and or space- I was envisioning elements that could be folded to save space, but also add elements of surprise to the space, especially if they could be reconfigured, or we play with different colors, textures, or  materials.

And I came up with these three ideas, initially concept drawings, where I attempted to sketch what I was imagining, and then going back, scrutinizing that chicken scratch of a sketch, and writing down possible logistics on what would help it to function, and what would keep it from functioning well. In the image below, you can see I attempted to give each idea a sort of summary title (which helps to keep me focused on what the sketch should be and what purpose and elements it should have).

Then, I proceeded to look upon my leftover materials, and made decisions on how the heck I would construct a rough model to display these ideas best.

This is my first model (see below), which corresponds to idea #3 from my sketchbook, and I chose to just use Bristol- kind of like a fancier cardstock. I chose this because I like the clean look of white paper, but also it is a relatively easy-to-cut material that’s cheap, and that was really all I needed because I was just looking for a way to convey my ideas in the most affordable and decent-looking way possible! It’s a bit gnarly, but it serves its purpose (and ironically, it’s sometimes the ugliest of models that inspire the critics most haha).

The second model (see image below), which is meant to display concept sketch idea #2, I decided to construct from a mix of thinly sliced4-ply museum board, a hot-pink post note I found chilling around my desk, masking tape, regular tape, some white sewing thread, and scraps of trace paper. I was shooting for different materials that could suggest different materialities, and it was also just me trying to get a handle on how to best create these forms while attempting to maintain overall stability of the standing model.

Lastly, the third model (see below), corresponds to idea #1 of my sketches, and I decided to use a mix of scrap pieces of 3-ply cardboard, 4-ply museum board, and some bristol scraps. I was simply aiming for stable materials that wouldn’t be too much of a pain to cut and scour for folds, and they would be able to stand alone when re-positioned or refolded during demonstrations.

As you may have noticed, I took as best photos as I could of these ratchet models, not just for my own enjoyment as a photographer, but also since they serve as documentation for future mentions in portfolios,  and I’ve learned the hard way that anything (drawings, sketches, mental mindset, etc) you bring to a critique can be drawn over or torn up for the interests of pursuing another idea off of your initial ideas!

***

I’m a little nervous and excited to present these to my partner, classmates, and professor in class tomorrow, but I’ve sort of gotten used to this feeling, as these kinds of assignments happen all the time for class.

But thanks again, to all of you, who took the time to read all the way to this exact line!! I hope you enjoyed my insights! If you have any questions or comments, feel free to respond to this post, and I’ll be so excited to read it! And if you’re interested in seeing more of my work, in and out of the studio, give me a follow on instagram: @themichiganarchitect!

Ciao 🙂

Album Art Aesthetics

Great album art is incredibly powerful, but I feel as if it’s often overlooked by consumer and producer alike. People take it for granted, thinking of the physical representation as just a means to deliver the real product, the music. However, I would argue that the music is only half of the product, and that the music itself is almost entirely defined by its presentation. I’ve always been fascinated by the wide variety of art styles on album covers, but my passion was recently reignited when I saw the album cover for the new Flume mixtape Hi This Is Flume. It grabbed my attention and didn’t let go; the vivid colors, the straight lines and framing of the picture, and most importantly the beautiful painting on the hood of the car. Even though I knew who Flume was and didn’t mind their music, I never really cared for it much. However, I listened to the entire album right when I saw it, that’s how intrigued I was by the cover. My point: it’s all about first impressions, just like meeting a new person. Sure the music is important, but nobody will listen to it if you can’t get their attention first.

Hi This Is Flume – Flume

Beyond being eye-catching, I think an album cover has the power to enhance the music and add an entirely new element to the project. It sets a certain mood and interpretation for the album; you listen to it differently than if it didn’t have an album cover. For example, when I listened to the Flume album I expected it to be interesting and experimental, just like the album cover. As a result, I interpreted it through that lens and ended up loving it. I honestly don’t think I would have cared for it much if I wasn’t already expecting it to be different and experimental. I’m not saying the music isn’t good, I’m saying that the aesthetic of the cover opens up your mind to the music before you listen, and then continues to contribute to the overall feeling of the album. A lot of great albums use this to their advantage (such as the ones in the header image), and it makes a noticeable difference. It really ties the project together as a whole, and turns the album from a collection of songs into a musical journey. When I think back on an album that I loved, the first thing I remember is its aesthetic; the feeling and tone of the album that makes it entirely unique. It’s the album art that always determines this, because it’s the album art that gave the first impression.

Looking towards the future and the increase in purely digital music raises a lot of concerns with me. There’s something to be said for being able to hold the music as a product, and experience it in more ways that just auditory. If you’ve ever listened to a vinyl record or a cassette tape, or even just looked at one and admired its ingenuity, then you know what I’m getting at. Not only does digital music lack these things, I’m also worried that album covers for purely digital projects will more often be overlooked. It’s no longer a work of art that you can hang on your wall or collect; if you’re lucky it’s a thumbnail size image with good resolution. Obviously physical forms of music will always be around, and I’m sure there will still be artists such as Flume who continue to realize the importance of presentation, but I also think that we should all take a minute to appreciate the unique artistic medium of album covers and realize their importance in the art of music.

A chair versus a skyscraper… how different could they be?

I was at the Start Up Career Fair last Friday, talking with a few representatives of the furniture company Floyd, and my conversation with them struck my interest in the question: how different are architecture and furniture, really?
People say that architecture studies humanities to build spaces for humans to live their lives in. Sounds good. But when it comes to furniture, it’s almost as if nobody really cares about it; we take it for granted.
To me, my conversation with the Floyd team resonated with our beliefs that architecture and furniture design are really basically the same thing- the only difference is their sizing scale. This is our argument, which I’d love for any of you readers to comment on whether or not you agree!
1. Both architecture and furniture deal with societies and their habits.
2. Both architecture and furniture’s goals are for the design and aesthetics to be one and the same thing within itself.
3. Both architecture and furniture have the power to change our lifestyles.
4. Both architecture and furniture require stable engineering and general understanding of physics in order to function.
5. Both architecture and furniture fields have the power to influence one another throughout history.

Let me know what you think! I’d love to hear some thoughts!