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Systems & Flows_SO 2_Q4_HC 4_Craddle-to-craddle - Coggle Diagram
Systems & Flows_SO 2_Q4_HC 4_Craddle-to-craddle
Eco-efficiency (current strategy for change)
minimizing (optimizing) the bad (consequences of our) systems
less bad dus not equal good: CO2, materials (recycle)
Reduction: only reducing the exhaustion of recources
Recycling: down-cycling (quality of material)
Re-use
Regulation
Industrial revelution
Lineair system (Cradle to grave:
waste = end product)
Inbuild aging, has to get waste soon (in order to grow consunming levels)
1990's Nokia vs 2020 Apple mobile phone
1953: there were not cables: it was fixes
We buy because of performance (new, sexy, new gadget)
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Efficiency & scale enlargement
(lineair/streamlined production process)
Result/goal = more profit
Consequence:
simplistic thinking (logical; models to understand) = doom scenario
Rough products (plus) =
Products that are not designed with human/ecological health in mind (and have negeative side effects on the long term)
Shortsighted, unelegant, unintelligent
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Killing diversity (mono-cultures & boring environments)
Machine thinking (form follows function): standardization: one size fits all
Not thought of human & materials (sub-optimal; fragmented disciplines)
Eco-effectivity (WBCSD)
"design for reincarnation"
Form follows evolution
design products that forfill esthetic pleasure, usefull function and materials have a lasting lifetime
Nature:
study to control ->
man as part of nature closed/unruleable ecosystem
How:
Don't think about the goal/end product: build a city), but think furter: dynamic, never ending process
Olympic games (end product) vs thinking about future city neighbourhood
Airport -> Coastal park & Residential dwelling
Sport Venue -> shopping mall / convention centre
What happens after this (in 100 years)
Not recyle: after olympics for local club (10% filled)
Keep natural mass & technical (industrial) mass seperated (in order to make both cycles healthy)
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In nature, growth = positive (more diverse, trees, etc.)
Make inevitable side effects part of the design
(supportive in stead of harmfull side effects)
Interwave all elements (building, system, city etc.) so they become muatually enriching
Examples:
Greenport Venlo (see flower form)
Thomas Rau
Turntoo
Cicular business model (Rau) - new relation producer & consumer
What do we want for the future (to take the right steps)
We are entering a raw materials shortage: not enough copper to make 30 million electric cars
Cradle-to-cradle product: leak at consumer:
just want to use it, not be responsible for product
New relation so the product comes back in the circle (hard to change: nobody wants responsibility)
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Limits to growth
Solutions
Superuse (scout): material harvesting map (2012 Architects)
Rethink planning order:
Rethink: start with which used/disposed materials are available (possible new profession (scout)?
Harvest map of: recognize opportunities and make them visable on a map:: where can I find local available materials, re-usage
Shoe shop: needed = display/tray: we found unused front windows of cars, now we can make a design
Material availability determines the design
Destruction of objects needs to be minimalized (degradetion of value/quality, so re-use, not recycle)
Event wooden table: degradation of material when you would cut it in the middle
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concept, concept translated into spatial plan), chose materials (last step: beeldkwaliteitsplan)
Biomimicry
study nature & whole system/process in which everything is re-used, in oder to recreate the
ecosystem & process that made the structure)
But for example:
Guidi - Sagrada da Familia
Like form of leaves for shadow
Not
ecological performance research & metrics about shape making (& material making)
3 levels of bio mimicry
mimicking natrual form
mimicking natrual processes or elements
(how something is made)
White absorbs: white buildings
John Conway
Studying / discovering the flying logica/rules of a
swarm of starlings
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Mimic natrual ecosystems: larger context & connections (system)
Traditional architecture: local expertise: adapted to local circumstances & available materials
(Keeps the house cool etc)
Roof materials: ventilation & light passage, but keeps them dry during rain season
Metabolism (Japan / Kenzo Tange)
Metabolism = all the biological processes of building up & breaking down in an organism (stofwisseling: so
transformation
of nutrition substances)
Nature: everything changes (events like earthquakes, grows, declines, sea levels, mountains etc), but people make hard & unchangable things
We have to copy nature: building cities in line with nature dynamics (flexibility) and being able to adapt to the circumstances (environment)
Back up-city for earthquakes (Tokyo), structure stays, homes attachted according to demand
mimic function & form of nature, inspiration: ant hills, cells, honeycombs & fractals
Envisioned: self-regulatory, cooperative & integrated structure, like organic systems
Core with functions (brown), you can add/remove dwelling units (for youth)
Marine City: floating sustainable city, earthquake proof
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Western attitude towards environmental thinking
guild, punishment & minimization
Flying / eating meat: you are killing the planet
narrative is negative (people get bored), change the narrative for new possibilities