The Good Value Scale

April 28, 2008 | design, thoughts

Malcolm Wells is a prolific promoter of sustainable architecture and in particular earth-sheltered buildings. To identify environmental-friendly architecture and to determine in which direction he is heading with his work Wells uses a scaled called the “Wilderness Scale” which he developed in the late 60’s. If the score comes out plus, he is going forward; negative back…

  The Wilderness Scale

-100 -75 -50 -25            25 50 75 100
always usually sometimes seldom seldom sometimes usually always
 
destroys pure air - creates pure air
destroys pure water - creates pure water
wastes rainwater - stores rainwater
produces no food - produces its own food
destroys rich soil - creates rich soil
wastes solar energy - uses solar energy
stores no solar energy - stores solar energy
destroys silence - creates silence
dumps its wastes unused - consumes its own wastes
needs cleaning and repair - maintains itself
disregards nature’s cycles - matches nature’s cycles
destroys wildlife habitat - provides wildlife habitat
destroys human habitat - provides human habitat
intensifies local weather - moderates local weather
is ugly - is beautiful
 
:negative score positive score:
 
total score:
 

The Wilderness Scale is niched toward architecture and rather subjective and unscientific (which Wells admits), but I like it, and when I read about it (in the Next Whole Earth Catalog) I felt that I would like to have a similar scale that I could apply to my work.

Since I do a bit of this and that I have tried to rework it into something that can be applied to any and all artifacts and services, be it buildings, electronic devices, transportation or art. I call the reworked scale the “Good Value Scale” and it’s even more unscientific, subjective and idealistic than Wells’s scale.

  The Good Value Scale

-100 -75 -50 -25 0 25 50 75 100
always usually sometimes seldom neither seldom sometimes usually always
 
wastes resources - preserves resources
consumes energy - produces energy
creates unhealth - creates health
creates confinement - creates freedom
creates unhappiness - creates happiness
creates passivity - encourages reflection / action
takes time - saves time
is ugly - is beautiful
 
:negative score positive score:
 
total score:
 

I’m sure the scale could be improved significantly if it was given some more thought, and I’m very open for suggestions… The scale I’m looking for should ideally without to much effort be able to give an approximation of how “good” an artifact or service is, and be usable both with and without extensive knowledge of what is being rated.

Anyway, the Good Value Scale could be applied from an individuals perspective, from a societies perspective or from a wildlife perspective etc. The more aspects that are taken into account the more accurate the score will be. But you can shoot from the hip and it will still give you some sort of approximation of how much “good” value it has, and in any case it forces you to think a bit about what you are about to produce or consume…

If you take an holistic view on a modern artifact or service when rating it, considering its entire lifetime and everything it affects, it will most likely come out with a negative score. Some might argue that it is next to impossible to achieve positive scores without great sacrifices and that we might as well carry on with business as usual. I prefer to think that whether or not it is possible to achieve positive scores at all times it it does make sense to strive to design for less negative scores, use artifacts and services with as high scores as possible and make the most of the low scoring artifacts that already have been produced.

Naiv. Super.

December 28, 2007 | thoughts

Perspective. Vacation.

Is Interdisciplinarity Dead?

October 18, 2007 | thoughts

Near Future Laboratory just posted an interesting article titled Conclusion: Interdisciplinarity is Dead. I’m not sure what my opinion is on that particular statement but I agree with many of the points the author makes. It definitely takes time and effort to become an all in one “multiple, simultaneous, self-collaborating artist-designer-engineer-scientist-creative“. It may not be popular to think this way, but I find it rather comforting. I’m sure that the efforts eventually will converge and it is nice to have something to look forward too. However until the convergence has been reached there are as the author states definitely problems associated with being (or striving to be) multidisciplinary and “trying to find safe places to do what you do, or be who you’ve become“.

Interactive or Reactive?

August 2, 2007 | installations, interaction, thoughts

In the installation Performative Ecologies Ruairi Glynn brings up the topic of interactive vs reactive and explores how architecture can interact with rather than react to human and environmental activity.

Any artifact that can be affected by a user can be said to be interactive if the term is used in its broadest sense. However, if the term is used whenever there is some kind of communication between a user and an artifact it risks becoming diluted. For the sake of the discourse it is perhaps therefore better to reserve interactive for two-way communication and to use the terms reactive and responsive for one-way communication.

Inspiration or information?

June 11, 2007 | thoughts

Man Ray once said that There will always be those who look only at technique,who ask ‘how,’ while others of a more curious nature will ask ‘why.’ Personally, I have always preferred inspiration to information. I tend to share information rather than inspiration since I find it hard to write expressively and subjectively in English (which is not my native tongue). But I like to think that I can do better and that it it would be worth giving it a try. The blogs and sites that I like the most mix personal thoughts and view points with useful information. Today I’ve been inspired by Everything I Know.

Nike Culture

April 10, 2007 | books, thoughts

Nike CultureWhile I was looking at one of Sally Mans landscape photographs I realized that imperfections create interpretative spaces which promote involvement. They obscure what lays beneath them and force you to look a bit harder, giving whatever it is that you find a greater impact.

As I had recently read Nike Culture by Goldman and Papson this reminded me of one of many examples of how the book offers insights in visual communication by deconstructing Nike’s advertising. According to the authors Nike’s advertising agency (Wieden & Kennedy) intentionally lowered the sound quality of one of Nike’s TV commercials to make a jesting particularly hard to follow. Thus forcing the viewer to lean in to listen and become more immersed by the commercial…