One of the features of a great built environment is complexity. When facing big-scale projects, most of the architects have tried to recreate a complexity in their buildings, with a huge effort and not very satisfying results.
Another option allows a better result with lower effort. Instead of planning every single element, we can just design some « seeds » of the building, then wait. Even with simple seeds, the result turns often amazingly complex.
Quinta Monroy, just before the arrival of the inhabitants (image: ArchDaily)
The same view, some months later. People have arrived, and modified houses to match their needs. As a result, every house is different. (image: ArchDaily)
For further reading:
- Conway’s Game of life (playable versions are here and here).
- Procedural City Engine.
- Prescriptive and proscriptive building codes on CoolTownStudios.
- Emergent Urbanism, a complete theory on compexity in architecture and urbanism.