Glitches in Spacetime, Frozen into the Built Environment

Back in the summer of 2012, Nicola Twilley and I got to visit the headquarters of GPS, out at Schriever Air Force Base in Colorado.

[Image: Artist’s rendering of a GPS satellite, via Wikipedia].

“Masters of Space”

Over the course of a roughly two-hour visit, we toured, among other things, the highly secure, windowless office room out of which the satellites that control GPS are monitored and operated. Of course, GPS–the Global Positioning System—is a constellation of 32 satellites, and it supplies vital navigational information for everything from smartphones, cars, and construction equipment to intercontinental missiles.

It is “the world’s largest military satellite constellation,” Schriever Air Force Base justifiably boasts.

For somewhat obvious reasons, Nicola and I were not allowed to bring any audio or video recording devices into the facility (although I was able to take notes), and we had to pass through secure checkpoint after secure checkpoint on our way to the actual room. Most memorable was the final door that led to the actual control room: it was on a 15-second emergency response, meaning that, if the door stayed open for more than 15 seconds, an armed SWAT team would arrive to see what was wrong.

When we got inside the actual office space, the lights were quite low and at least one flashing red light reminded everyone inside that civilians were now present; this meant that nothing classified could be discussed. Indeed, if anyone needed to hop on the telephone, they first needed to shout, “Open line!” to make sure that everyone knew not to discuss classified information, lest someone on the other end of the phonecall might hear.

Someone had even made a little JPG for us, welcoming “Geoff Manaugh and Nicola Twilley” to the GPS HQ, and it remained on all the TV monitors while we were there inside the space.

[Image: Transferring control over the GPS constellation. Photo courtesy U.S. Air Force/no photographer given].

Surreally, in a room without windows, a group of soldiers who, on the day we visited, were all-male and looked no more than 23 or 24 years old, wore full military camouflage, despite the absence of vegetation to blend into, as they controlled the satellites.

At one point, a soldier began uploading new instructions to the satellites, and we watched and listened as one of those artificial stars assumed its new place in the firmament. What would Giordano Bruno have made of such a place?

This was the room behind the curtain, so to speak, a secure office out of which our nation’s surrogate astronomy is maintained and guided.

Appropriately, they call themselves “Masters of Space.”

[Image: A “Master of Space” badge from Schriever Air Force Base].

In any case, I mention all this for at least two reasons:

A 50,000km-Wide Dark Matter Detector

Edge to edge, the GPS constellation can apparently be considered something of a single device, a massive super-detector whose “time glitches” could be analyzed for signs of dark matter.

As New Scientist explained last month, “The network of satellites is about 50,000 kilometers in diameter, and is traveling through space—along with the entire solar system—at about 300 kilometers a second. So any time shift when the solar system passes through a cosmic kink will take a maximum of 170 seconds to move across network.”

The temporal distortion—a kind of spacetime wave—would propagate across the constellation, taking as long as 170 seconds to pass from one side to the other, leaving forensically visible traces in GPS’s navigational timestamps.

The very idea of a 50,000-kilometer wide super-device barreling through “cosmic kinks” in spacetime is already mind-bogglingly awesome, but add to this the fact that the “device” is actually an artificial constellation run by the U.S. military, and it’s as if we are all living inside an immersive, semi-weaponized, three-dimensional spacetime instrument, sloshing back and forth with 170-second-long tides of darkness, the black ropes of spacetime being strummed by the edges of a 32-point star.

Even better, those same cosmic kinks could theoretically show up as otherwise imperceptible moments of locational error on your own smartphone. This would thus enlist you, against your knowledge, as a minor relay point in a dark matter detector larger than the planet Earth.

The Architectural Effects of Space Weather

While Nicola and I were out at the GPS headquarters in Colorado, one of the custodians of the constellation took us aside to talk about all the various uses of the navigational information being generated by the satellites—including, he pointed out, how they worked to mitigate or avoid errors.

Here, he specifically mentioned the risk of space weather affecting the accuracy of GPS—that is, things like solar flares and other solar magnetic events. These can throw-off the artificial stars of the GPS constellation, leading to temporarily inaccurate location data—which can then mislead our construction equipment here on Earth, even if only by a factor of millimeters.

What’s so interesting and provocative about this is that these tiny errors created by space weather risk becoming permanently inscribed into the built environment—or fossilized there, in a sense, due to the reliance of today’s construction equipment on these fragile signals from space.

That 5mm shift in height from one pillar to the next would thus be no mere construction error: it would be architectural evidence for a magnetic storm on the sun.

Take the Millau Viaduct—just one random example about which I happen to have seen a construction documentary. That’s the massive and quite beautiful bridge designed by Foster + Partners, constructed in France.

[Image: The Millau Viaduct, courtesy of Foster + Partners].

The precision required by the bridge made GPS-based location data indispensable to the construction process: “Altimetric checks by GPS ensured a precision of the order of 5mm in both X and Y directions,” we read in this PDF.

But even—or perhaps especially—this level of precision was vulnerable to the distorting effects of space weather.

Evidence of the Universe

I have always loved this quotation from Earth’s Magnetism in the Age of Sail, by A.R.T. Jonkers:

In 1904 a young American named Andrew Ellicott Douglass started to collect tree specimens. He was not seeking a pastime to fill his hours of leisure; his motivation was purely professional. Yet he was not employed by any forestry department or timber company, and he was neither a gardener not a botanist. For decades he continued to amass chunks of wood, all because of a lingering suspicion that a tree’s bark was shielding more than sap and cellulose. He was not interested in termites, or fungal parasites, or extracting new medicine from plants. Douglass was an astronomer, and he was searching for evidence of sunspots.

Imagine doing the same thing as Andrew Ellicott Douglass, but, instead of collecting tree rings, you perform an ultra-precise analysis of modern megastructures that were built using machines guided by GPS.

You’re not looking for lost details of architectural history. You’re looking for evidence of space weather inadvertently preserved in titanic structures such as the Millau Viaduct.

[Image: The Millau Viaduct, courtesy of Foster + Partners].

Fossils of Spacetime

If you take all of this to its logical conclusion, you could argue that, hidden in the tiniest spatial glitches of the built environment, there is evidence not only of space weather but even potentially of the solar system’s passage through “kinks” and other “topological defects” of dark matter, brief stutters of the universe now fossilized in the steel and concrete of super-projects like bridges and dams.

New Scientist points out that a physicist named Andrei Derevianko, from the University of Nevada at Reno, is “already mining 15 years’ worth of GPS timing data for dark matter’s fingerprints,” hoping to prove that GPS errors do, indeed, reveal a deeper, invisible layer of the universe—but how incredibly interesting would it be if, somehow, this same data could be lifted from the built environment itself, secretly found there, inscribed in the imprecisions of construction equipment, perhaps detectable even in the locational drift as revealed by art projects like the Satellite Lamps of Einar Sneve Martinussen, Jørn Knutsen, and Timo Arnall?

The bigger the project, the more likely its GPS errors could be read or made visible—where unexpected curves, glitches, changes in height, or other minor inaccuracies are not just frustrating imperfections caused by inattentive construction engineers, but are actually evidence of spacetime itself, of all the bulging defects and distortions through which our planet must constantly pass now frozen into the built environment all around us.

(Very vaguely related: One of my personal favorite stories here, The Planetary Super-Surface of San Bernardino County).

Immaculate Ecologies

[Image: Via the Midway Atoll National Wildlife Refuge].

“We will put up the mountains. We will lay out the prairie. We will cut rivers to join the lakes.” So says the narrator of a nice piece of ecosystem fiction by my friend Scott Geiger published over at Nautilus.

This corporate spokesperson is building virgin terrain: “all-new country, elevated and secured from downstairs, with a growing complement of landforms, clean waters, ecologies, wilderness.”

I was reminded of Geiger’s work when I came across an old bookmark here on my computer, with a story that reads like something straight out of the golden age of science fiction: a corporate conglomerate, intent on spanning vast gulfs of space, finds itself engineering an entire ecosystem into existence on a remote stopping-off point, turning bare rocks into an oasis, in order to ensure that its empire can expand.

This could be the premise of a Hugo Award-winning interplanetary space opera—or it could be the real-life history of the Commercial Pacific Cable Company.

[Image: Via the Midway Atoll National Wildlife Refuge].

The Company was the first to lay a direct submarine cable from the United States to East Asia, but this required the use of a remote atoll, 1,300 miles northwest of Honolulu, called Midway, not yet famous for its role in World War II.

At the time, however, there was barely anything more there than “low, sandy island[s] with little vegetation,” considered by the firm’s operations manager to be “unfit for human habitation.” The tiny islands—some stretches no more than sandbars—would have been impossible to use, let alone to settle.

Like Geiger’s plucky terraforming super-company, putting up the mountains and laying out the prairie, the Cable Company and its island operations manager “initiated the long process of introducing hundreds of new species of flora and fauna to Midway.”

During this period, the superintendent imported soil from Honolulu and Guam to make a fresh vegetable garden and decorate the grounds. By 1921, approximately 9,000 tons of imported soil changed the sandy landscape forever. Today, the last living descendants of the Cable Company’s legacy still flutter about: their pet canaries. The cycad palm, Norfolk Island Pine, ironwood, coconut, the deciduous trees, everything seen around the cable compound is alien. Since Midway lacked both trees and herbivorous animals, the ironwood trees spread unchecked throughout the Atoll. What else came in with the soil? Ants, cockroaches, termites, centipedes; millions of insects which never could have made the journey on their own.

Strangely, the evolved remnants of this corporate ecosystem are now an international bird refuge, as if saving space for the feral pets of long-dead submarine cable operators.

[Image: Via the Midway Atoll National Wildlife Refuge].

The preserved ruins of old Cable Company buildings stand amidst the trees, surely now home to many of those “millions of insects which never could have made the journey on their own.” Indeed, “the four main Cable Company buildings, constructed of steel beams and concrete with twelve-inch thick first-story walls, have fought a tough battle with termites, corrosion, and shifting sands for nearly a century.”

It is a built environment even down to the biological scale—a kind of time-release landscape now firmly established and legally protected.

It’s worth pointing out, however, that the constructed frontier lands of Scott Geiger’s fictions and the national park of curated species still fluttering their wings at Midway share much with the even stranger story of terraforming performed by none other than Charles Darwin on Ascension Island.

This is, in the BBC’s words, “the amazing story of how the architect of evolution, Kew Gardens and the Royal Navy conspired to build a fully functioning, but totally artificial ecosystem.” It’s worth quoting at length:

Ascension was an arid island, buffeted by dry trade winds from southern Africa. Devoid of trees at the time of Darwin and [his friend, the botanist Joseph] Hooker’s visits, the little rain that did fall quickly evaporated away.

Egged on by Darwin, in 1847 Hooker advised the Royal Navy to set in motion an elaborate plan. With the help of Kew Gardens—where Hooker’s father was director—shipments of trees were to be sent to Ascension.

The idea was breathtakingly simple. Trees would capture more rain, reduce evaporation and create rich, loamy soils. The “cinder” would become a garden.

So, beginning in 1850 and continuing year after year, ships started to come. Each deposited a motley assortment of plants from botanical gardens in Europe, South Africa and Argentina.

Soon, on the highest peak at 859m (2,817ft), great changes were afoot. By the late 1870s, eucalyptus, Norfolk Island pine, bamboo, and banana had all run riot.

It’s not a wilderness forest, then, but a feral garden “run riot” on the slopes of a remote, militarized island outpost (one photographed, I should add, by photographer Simon Norfolk, as discussed in this earlier interview on BLDGBLOG).

[Image: The introduced forestry of Ascension Island, via Google Maps].

In a sense, Ascension’s fog-capturing forests are like the “destiny trees” from Scott Geiger’s story in Nautilus—where “there are trees now that allow you to select pretty much what form you want ten, fifteen, twenty years down the road”—only these are entire destiny landscapes, pieced together for their useful climatic side-effects.

For anyone who happened to catch my lecture at Penn this past March, the story of Ascension bears at least casual comparison to the research of Christine Hastorf at UC Berkeley. Hastorf has written about the “feral gardens” of the Maya, or abandoned landscapes once deeply cultivated but now shaggy and overgrown, all but indistinguishable from nature. For Hastorf, many of the environments we currently think of as Central American rain forest are, in fact, a kind of indirect landscape architecture, a terrain planted and pruned long ago and thus not wilderness at all.

Awesomely, the alien qualities of this cloud forest can be detected. As one ecologist remarked to the BBC after visiting the island, “I remember thinking, this is really weird… There were all kinds of plants that don’t belong together in nature, growing side by side. I only later found out about Darwin, Hooker and everything that had happened.” It was like stumbling upon a glitch in the matrix.

In the case of these islands, I love the fact that historically real human behavior competes, on every level, for sheer outlandishness with the best of science fiction for its creation of entire ecosystems in remote, otherwise inhospitable environments; advanced landscaping has become indistinguishable from planetology. And, in Scott Geiger’s case, I love the fact that the perceived weirdness of his story comes simply from the scale at which he describes these landscape activities being performed.

In other words, Geiger is describing something that actually happens all the time; we just refer to it as the suburbs, or even simply as landscaping, a near-ubiquitous spatial practice that is no less other-worldly for taking place one half-acre at a time.

[Image: A suburban landscape being rolled out into the forest like carpet; photo by BLDGBLOG].

Soon, even the discordant squares of grass seen in the above photograph will seem as if they’ve always been there: a terrain-like skin graft thriving under unlikely circumstances.

Think of a short piece in New Scientist earlier this year: “All this is forcing enthusiasts to reconsider what ‘nature’ really is. In many places, true wilderness vanished thousands of years ago, and the landscapes we think of as natural are largely artificial.”

Indeed, like something straight out of a Geiger short story, “thousands of years from now our descendants may think of African lions roaming American plains as ‘natural’ too.”

Monumental

[Image: “Historical Monument of the American Republic” by Erastus Salisbury Field].

I just spent far too much time clicking around on Archi/Maps, where—amongst dozens of other images—this painting by Erastus Salisbury Field, showing a proposal for an “Historical Monument of the American Republic,” seemed worth a quick post.

Check out related images under the “utopia” or “monument” tags.

Under London

[Image: Bond Street platform tunnels, courtesy Crossrail].

Crossrail—the massive, 73-mile rail project currently underway in London, including twin-bore 13-mile tunnels—has released a handful of new photos showing the underground works.

[Images: Bond Street platform tunnels, courtesy Crossrail].

I’m a sucker for images of the human form stranded amidst the shadows of massive, dimensionally abstract spatial environments, so I thought I’d post these purely as eye candy.

[Image: Bond Street platform tunnels, courtesy Crossrail].

If you want a bit more info on Crossrail itself, consider reading “London Laöcoon” or the second half of “British Countryside Generator,” both earlier on BLDGBLOG, or simply clicking around on the Crossrail website, including a few more photographs.

(Spotted via @subbrit and Ian Visits).

The Neurological Side-Effects of 3D

[Image: Auguste Choisy].

France is considering a ban on stereoscopic viewing equipment—i.e. 3D films and game environments—for children, due to “the possible [negative] effect of 3D viewing on the developing visual system.”

As a new paper suggests, the use of these representational technologies is “not recommended for chidren under the age of six” and only “in moderation for those under the age of 13.”

There is very little evidence to back up the ban, however. As Martin Banks, a professor of vision science at UC Berkeley, points out in a short piece for New Scientist, “there is no published research, new or old, showing evidence of adverse effects from watching 3D content other than the short-term discomfort that can be experienced by children and adults alike. Despite several years of people viewing 3D content, there are no reports of long-term adverse effects at any age. On that basis alone, it seems rash to recommend these age-related bans and restrictions.”

Nonetheless, he adds, there is be a slight possibility that 3D technologies could have undesirable neuro-physical effects on infants:

The human visual system changes significantly during infancy, particularly the brain circuits that are intimately involved in perceiving the enhanced depth associated with 3D viewing technology. Development of this system slows during early childhood, but it is still changing in subtle ways into adolescence. What’s more, the visual experience an infant or young child receives affects the development of binocular circuits. These observations mean that there should be careful monitoring of how the new technology affects young children.

But not necessarily an outright ban.

In other words, overly early—or quantitatively excessive—exposure to artificially 3-dimensional objects and environments could be limiting the development of retinal strength and neural circuitry in infants. But no one is actually sure.

What’s interesting about this for me—and what simultaneously inspires a skeptical reaction to the supposed risks involved—is that we are already surrounded by immersive and complexly 3-dimensional spatial environments, built landscapes often complicated by radically diverse and confusing focal lengths. We just call it architecture.

Should the experience of disorienting works of architecture be limited for children under a certain age?

[Image: Another great image by Auguste Choisy].

It’s not hard to imagine taking this proposed ban to its logical conclusion, claiming that certain 3-dimensionally challenging works of architectural space should not be experienced by children younger than a certain age.

Taking a cue from roller coasters and other amusement park rides considered unsuitable for people with heart conditions, buildings might come with warning signs: Children under the age of six are not neurologically equipped to experience the following sequence of rooms. Parents are advised to prevent their entry.

It’s fascinating to think that, due to the potential neurological effects of the built environment, whole styles of architecture might have to be reserved for older visitors, like an X-rated film. You’re not old enough yet, the guard says patronizingly, worried that certain aspects of the building will literally blow your mind.

Think of it as a Schedule 1 controlled space.

[Image: From the Circle of Francesco Galli Bibiena, “A Capriccio of an Elaborately Decorated Palace Interior with Figures Banqueting, The Cornices Showing Scenes from Mythology,” courtest of Sotheby’s].

Or maybe this means that architecture could be turned into something like a new training regimen, as if you must graduate up a level before you are able to handle specific architectural combinations, like conflicting lines of perspective, unreal implications of depth, disorienting shadowplay, delayed echoes, anamorphic reflections, and other psychologically destabilizing spatial experiences.

Like some weird coming-of-age ceremony developed by a Baroque secret society overly influenced by science fiction, interested mentors watch every second as you and other trainees react to a specific sequence of architectural spaces, waiting to see which room—which hallway, which courtyard, which architectural detail—makes you crack.

Gifted with a finely honed sense of balance, however, you progress through them all—only to learn at the end that there are four further buildings, structures designed and assembled in complete secrecy, that only fifteen people on earth have ever experienced. Of those fifteen, three suffered attacks of amnesia within a year.

Those buildings’ locations are never divulged and you are never told what to prepare for inside of them—what it is about their rooms that makes them so neurologically complex—but you are advised to study nothing but optical illusions for the next six months.

[Image: One more by Auguste Choisy].

Of course, you’re told, if it ever becomes too much, you can simply look away, forcing yourself to focus on only one detail at a time before opening yourself back up to the surrounding spatial confusion.

After all, as Banks writes in New Scientist, the discomfort caused by one’s first exposure to 3D-viewing technology simply “dissipates when you stop viewing 3D content. Interestingly, the discomfort is known to be greater in adolescents and young adults than in middle-aged and elderly adults.”

So what do you think—could (or should?) certain works of architecture ever be banned for neurologically damaging children under a certain age? Is there any evidence that spatially disorienting children’s rooms or cribs have the same effect as 3D glasses?

Space Noir

[Image: The International Space Station at night, photographed by astronaut Alexander Gerst, courtesy of the ESA].

The European Space Agency recently released a group of photos taken by astronaut Alexander Gerst showing the International Space Station at night. The only real contextual information provided is that “the six astronauts on the weightless research centre live by GMT, and generally sleep at the same time.”

[Image: Photo by Alexander Gerst, courtesy of the ESA].

Gerst—so close to Geist!—thus took advantage of the downtime to produce some images that make the ISS look uninhabited, a dead mansion rolling through space.

[Image: Photo by Alexander Gerst, courtesy of the ESA].

This is perhaps what it would look like to arrive somewhere in the middle of night, hoping to say hello to your comrades, only to find that you’ve actually boarded the Mary Celeste.

[Image: Photo by Alexander Gerst, courtesy of the ESA].

The dimly lit corridors of this house of sleeping astronauts take on the atmosphere of film noir, as if this is secretly a crime scene, still flickering with the last lights of its drained batteries, and these are the first photos to be taken upon arrival.

[Image: Photo by Alexander Gerst, courtesy of the ESA].

Small details take on narrative suspense. Why was that cupboard door left open, its contents bare for all to see? And are those objects messily scattered about, as if a struggle has taken place, or is this just the normal state of things in zero-g?

Where is everyone? Imagine performing forensic crime-scene analysis in the absence of gravity, three-dimensionally reconstructing a moment of violence by tracking objects back along all of their possible trajectories; you would need holographic models of every legally admissible collision and variation.

[Images: Photos by astronaut Alexander Gerst, courtesy of the ESA].

In any case, to browse more of astronaut Gerst’s collection, you can basically start at this image and click backward through the rest; one or two, unfortunately, feature other astronauts drifting around, perhaps staring down at the earth through the red eyes of insomnia, which ruins the illusion of this being a ruin, but the photos are still worth a glimpse.

[Image: Photo by Alexander Gerst, courtesy of the ESA].

Finally, proving that international scientific organizations have an active sense of humor, the photos were actually released on Halloween.

Just-in-Case Informatics

[Image: A screen grab from the homepage of Orbital Insight].

Proving that some market somewhere will find a value for anything, a company called Orbital Insight is now tracking “the shadows cast by half-finished Chinese buildings” as a possible indicator for where the country’s economy might be headed.

As the Wall Street Journal explains, Orbital Insight is part of a new “coterie of entrepreneurs selling analysis of obscure data sets to traders in search of even the smallest edges.” In many cases, these “obscure data sets” are explicitly spatial:

Take the changing shadows of Chinese buildings, which Mr. Crawford [of Orbital Insight] says can provide a glimpse into whether that country’s construction boom is speeding up or slowing down. Mr. Crawford’s company, Orbital Insight Inc., is analyzing satellite images of construction sites in 30 Chinese cities, with the goal of giving traders independent data so they don’t need to rely on government statistics.

If watching the shadows of Chinese cities from space isn’t quite your cup of tea, then consider that the company “is also selling analysis of satellite imagery of cornfields to predict how crops will shape up and studies of parking lots that could provide an early indicator of retail sales and quarterly earnings of companies such as Wal-Mart Stores Inc. and Home Depot Inc.”

[Image: A screen grab from the homepage of Orbital Insight].

The resulting data might not even prove useful; but, in a great example of what we might call just-in-case informatics, it’s scooped up and packaged anyway.

The notion that there are fortunes to be made given advance notice of even the tiniest spatial details of the world is both astonishing and sadly predictable—that something as intangible as the slowly elongating shadows of construction sites in China could be turned into a proprietary data point, an informational product sold to insatiable investors.

Everything has a price—including the knowledge of how many cars are currently parked outside Home Depot.

Read more at the Wall Street Journal.

Art Arm

[Image: “Untitled #13,” from “Scripted Movement Drawing Series 1” (2014) by Andrew Kudless].

San Francisco-based designer and architect Andrew Kudless is always up to something interesting, and one of his most recent projects is no exception.

For a new group of small works called “Scripted Movement Drawing Series 1” (2014), Kudless is exploring how robots might make visual art—in this specific case, by combining the instructional art processes of someone like Sol Lewitt with the carefully programmed movements of industrial machinery.

[Image: The robot at work, from “Scripted Movement Drawing Series 1” (2014) by Andrew Kudless].

In Kudless’s own words, “The work is inspired by the techniques of artists such as Sol Lewitt and others who explored procedural processes in the production of their work. The script, or set of rules, as well as the ability or inability of the robot to follow these instructions is the focus of the work. There is almost a primitive and gestural quality to the drawings created through the tension between the rules and the robot’s physical movement. Precisely imprecise.”

[Image: “Untitled #16,” from “Scripted Movement Drawing Series 1” (2014) by Andrew Kudless].

These giant robot arms, he continues, “are essentially larger, stronger, and more precise version of the human arm. Made up of a series of joints that mimic yet extend the movements of shoulder, elbow, and wrist, the robot has a wide range of highly control[led] motion. The real value of these robots is that, like the human arm, their usefulness is completely determined by the tool that is placed in its hand.”

So why only give robots tools like “welding torches, vacuum grippers, and saws,” he asks—why not give them pencils or brushes?

[Image: “Untitled #6 (1066 Circles each Drawn at Different Pressures at 50mm/s),” from “Scripted Movement Drawing Series 1” (2014) by Andrew Kudless].

The results are remarkable, but it’s specifically the unexpected combination of Lewittian instructional art with industrial robotics that I find so incredibly interesting. After all, Kudless ingeniously implies, it has always been the case that literally all acts of industrial assembly and production are, in a sense, Sol Lewitt-like activities—that conceptual art processes are hiding in plain sight all around us, overlooked for their apparent mundanity.

It’s as if, he suggests, every object fabricated—every car body assembled—has always and already been a kind of instructional readymade, or Sol Lewitt meets Marcel Duchamp on the factory floor.

With these, though, Kudless throws in some Agnes Martin for good measure, revealing the robot arms’ facility for minimalist lines and grids in a graceful set of two-dimensional drawings.

[Image: “Untitled #7 (1066 Lines Drawn between Random Points in a Grid),” from “Scripted Movement Drawing Series 1” (2014) by Andrew Kudless].

Kudless explains that “each of the works produced in this series was entirely programmed and drawn through software and hardware”:

None of the lines or curves was manually drawn either within the computer or in physical reality. Rather, I created a series of different scripts or programs in the computer that would generate not only the work shown here, but an infinite number of variations on a theme. Essential to the programming was understanding the relationships between the robot and human movement and control. Unlike a printer or plotter which draws from one side of the paper to the other, the robot produces the drawings similarly to how a human might: one line at a time. The speed, acceleration, brush type, ink viscosity, and many other variables needed to be considered in the writing of the code.

Various drawing styles were chosen to showcase this.

[Image: “Untitled #15 (Twenty Seven Nodes with Arcs Emerging from Each),” from “Scripted Movement Drawing Series 1” (2014) by Andrew Kudless].

[Image: “Untitled #3 (Extended Lines Drawn from 300 Points on an Ovoid to 3 Closest Neigh[bor]ing Points at 100mm/s)” (2014) from “Scripted Movement Drawing Series 1” (2014) by Andrew Kudless].

[Image: “Untitled #12,” from “Scripted Movement Drawing Series 1” (2014) by Andrew Kudless].

[Image: “Untitled #14,” from “Scripted Movement Drawing Series 1” (2014) by Andrew Kudless].

There are many more drawings visible on Kudless’s website, and I am already looking forward to “Scripted Movement Drawing Series 2.”

You can also purchase one of the prints, if you are so inclined; contact the Salamatina Gallery for more information.

(Very vaguely related: Robotism, or: The Golden Arm of Architecture).

Etch a Sketch

[Image: Laser-etched wood panel, design by Kris Davidson, etching by Clear Cut Creation].

This laser-etched wood panel designed by tattoo artist Kris Davidson is pretty awesome.

While the grain of the bamboo itself interferes in a few spots with the actual patterns—perhaps suggesting that something like stained hardwood would be a better choice to really make this thing pop—it’s nonetheless a fantastically intricate and obsessively detailed project.

Part mandala, part maze, it’s like the floor plan of an alien palace, the board of an incomprehensible game, or a construction diagram for some occult supercomputer.

[Image: Laser-etched wood panel, design by Kris Davidson, etching by Clear Cut Creation].

It would be great to see this blown up to the size of an entire wall or decorative panel—or even just used as the basis of a student architecture project. Milled landscapes, or site plans burned directly into wood, suitable for hanging once the semester is finally over.

There is one more shot over on Davidson’s website, and check out his tattoos while you’re there.

Tales of the Crash: An Interview with Nick Arvin

Screenshot from a sample 3D car crash animation created by Kineticorp; visit their website for the video.

(Note: An earlier version of this interview previously appeared on Venue).

Ellis Barstow, the protagonist in Nick Arvin‘s most recent novel, is a reconstructionist: an engineer who uses forensic analysis and simulation to piece together, in minute detail, what happened at a car crash site and why.

The novel is based on Arvin’s own experiences in the field of crash reconstruction; Arvin thus leads an unusual double-life as a working mechanical engineer and a successful author of literary fiction.

As part of our Venue project, Nicola Twilley and I sat down with Arvin at the Lighthouse Writers Workshop in Denver for an afternoon of conversation and car crash animations.

Flipping open his laptop, Arvin kicked things off by showing us a kind of greatest hits reel drawn from his own crash reconstruction experience. Watching the short, blocky animations—a semi jack-knifing across the center line, an SUV rear-ending a silver compact car, before ricocheting backward into a telephone pole—was surprisingly uncomfortable.

[Images: Nick Arvin demonstrates simulated car crashes; photos by Nicola Twilley].

As he hit play, each scene was both unspectacular and familiar—a rural two-lane highway in the rain, a suburban four-way stop surrounded by gas stations and fast-food franchises—yet, because we knew an impact was inevitable, these everyday landscapes seemed freighted with both anticipation and tragedy.

The animations incorporated multiple viewpoints, slowing and replaying the moments of impact, and occasionally overlaying an arrow, scale, or trajectory trace. This layer of scientific explanation provided a jarring contrast to the violence of the collision itself and the resulting wreckage—not only of the scattered vehicles, but of entire lives.

As we went on to discuss, it is precisely this disjuncture—between the neat explanations provided by laws of physics and the random chaos of human motivation and behavior—that The Reconstructionist takes as its narrative territory.

Our conversation ranged from the art of car crash forensics to the limits of causality and chance, via feral pigs, Walden Pond, and the Higgs boson. An edited transcript appears below.

• • •

Nicola Twilley: Walk us though how you would build and animate these car crash reconstructions.

Nick Arvin: In the company where I worked, we had an engineering group and an animation group. In the engineering group, we created what we called motion data, which was a description of how the vehicle moved. The motion data was extremely detailed, describing a vehicle’s movement a tenth of a second by a tenth of a second. At each of those points in time we had roll, pitch, yaw, and locations of vehicles.

To generate such detailed data, we sometimes used a specialized software program⎯the one we used is called PC-Crash⎯or sometimes we just used some equations in Excel.

A screenshot from the PC-Crash demo, which boasts that the “Specs database contains vehicles sold in North America from 1972 to the present,” and that “up to 32 vehicles (including cars, trucks, trailers, pedestrians, and fixed objects such as trees or barriers) can be loaded into a simulation project.”

When you’re using PC-Crash, you start by entering a bunch of numbers to tell the program what a vehicle looks like: how long it is, where the wheels are relative to the length, how wide it is, where the center of gravity is, how high it is, and a bunch of other data I’m forgetting right now.

Once you’ve put in the parameters that define the vehicle, it’s almost like a video game: you can put the car on the roadway and start it going, and you put a little yaw motion in to start it spinning. You can put two vehicles in and run them into each other, and PC-Crash will simulate the collision, including the motion afterward, as they come apart and roll off to wherever they roll off to.

We then fed that motion data to the animators, and they created the imagery.

Screenshots of PC-Crash‘s “Collision Optimizer.” As the demo promises, “in PC-Crash 3D, the scene can be viewed from any angle desired.”

Often, you would have a Point A and a Point B, and you would need the animation to show how the vehicle got from one point to the other.

Point A might be where two vehicles have crashed into each other, which is called the “point of impact.” The point of impact was often fairly easy to figure out. When vehicles hit each other—especially in a head-on collision—the noses will go down and gouge into the road, and the radiator will break and release some fluid there, marking it.

Then, usually, you know exactly where the vehicle ended up, which is Point B, or the “point of rest.”

But connecting Points A and B was the tricky part.

Twilley: In real life, are you primarily using these kind of animations to test what you think happened, or is it more useful to generate a range of possibilities of which you can then look for evidence on the ground? In the book, for example, your reconstructionists seem to do both, going back and forth between the animation and the actual ground, generating and testing hypotheses.

Arvin: That’s right. That’s how it works in real life, too.

Sometimes we would come up with a theory of what happened and how the vehicles had moved, and then we’d recreate it in an animation, as a kind of test. Generating a realistic-looking animation is very expensive, but you can create a crude version pretty easily.

We’d watch the animation and say, “That just doesn’t look right.” You have a feel for how physics works; you can see when an animation just doesn’t look right. So, very often, we’d look at an animation and say to ourselves: we haven’t got this right yet.

Screenshot from a sample 3D car crash animation created by Kineticorp; visit their website for the video.

One of the challenges of the business is that, when you’re creating an animation for court, every single thing in it has to have a basis that’s defensible. An animation can cost tens of thousands of dollars to generate, and if there is one detail that’s erroneous, the other side can say, “Hey, this doesn’t make sense!” Then the entire animation will be thrown out of court, and you’ve just flushed a lot of money down the toilet.

So you have to be very meticulous and careful about the basis for everything in the animation. You have to look at every single mark on the vehicle and try to figure out exactly where and how it happened.

In the novel there is an example of this kind of thinking when Boggs shows Ellis how, when looking at a vehicle that has rolled over, you literally examine each individual scratch mark on the vehicle, because a scratch can tell you about the orientation of the vehicle as it hit the ground, and it can also tell you where the vehicle was when the scratch was made, since asphalt makes one kind of scratch, while dirt or gravel will make a different type of scratch.

For one case I worked on—a high-speed rollover where the vehicle rolled three or four times—we printed out a big map of the accident site. In fact, it was so big we had to roll out down the hallway. It showed all of the impact points that the police had documented, and it showed all of the places where broken glass had been deposited as the vehicle rolled. We had a toy model of the car, and we sat there on the floor and rolled the toy from point to point on the map, trying to figure out which dent in the vehicle corresponded to which impact point on the ground.

I remember the vehicle had rolled through a barbed wire fence, and that there was a dent in one of the doors that looked like a pole of some kind had been jammed into the sheet metal. We figured it had to be one of the fence posts, but we struggled with it for weeks, because everything else in the roll motion indicated that, when the car hit the fence, the door with the dent in it would have been on the opposite side of the vehicle. We kept trying to change the roll motion to get that door to hit the fence, but it just didn’t make sense.

Finally, one of my colleagues was going back through some really poor-quality police photographs. We had scarcely looked at them, because they were so blurry you could hardly see anything. But he happened to be going back through them, and he noticed a fireman with a big crowbar. And we realized the crowbar had made the dent! They had crowbarred the door open.

Screenshots from sample 3D car crash animations created by Kineticorp; visit their website for the video.

Sometimes, though, even after all that meticulous attention to detail, and even if you believe you have the physics right, you end up playing with it a little, trying to get the motion to look real. There’s wiggle room in terms of, for example, where exactly the driver begins braking relative to where tire marks were left on the road. Or, what exactly is the coefficient of friction on this particular roadway? Ultimately, you’re planning to put this in front of a jury and they have to believe it.

Twilley: So there’s occasionally a bit of an interpretive leeway between the evidence that you have and the reconstruction that you present.

Arvin: Yes. There’s a lot of science in it, but there is an art to it, as well. Pig Accident 2, the crash that Ellis is trying to recreate at the start of my book, is a good example of that.

It’s at the start of the book, but it was actually the last part that was written. I had written the book, we had sold it, and I thought I was done with it, but then the editor—Cal Morgan at Harper Perennial—sent me his comments. And he suggested that I needed to establish the characters and their dynamics more strongly, early in the book.

I wanted an accident to structure the new material around, but by this time I was no longer working as a reconstructionist, and all my best material from the job was already in the book. So I took a former colleague out for a beer and asked him to tell me about the stuff he’d been working on.

He gave me this incredible story: an accident that involved all these feral pigs that had been hit by cars and killed, lying all over the road. Then, as a part of his investigation, he built this stuffed pig hide on wheels, with a little structure made out of wood and caster wheels on the bottom. They actually spray-painted the pig hide black, to make it the right color.

He said it was like a Monty Python skit: he’d push it out on the road, then go hide in the bushes while the other guy took photographs. Then he’d have to run out and grab the pig whenever a car came by.

[Image: A stuffed pig on wheels, “like a Monty Python skit”; photo by Nicola Twilley].

But there wasn’t any data coming out of that process that they were feeding into their analysis; it was about trying to convince a jury whether you can or can’t see a feral pig standing in the middle of the road.

BLDGBLOG: That’s an interesting analogy to the craft of writing fiction, related to the question of what is sufficient evidence for something to be believable.

Arvin: Exactly. It’s so subjective.

In that case, my friend was working for the defense, which was the State Highway Department—they were being sued for not having built a tunnel under the road for the wild pigs to go through. In the novel, it takes place in Wisconsin, but in reality it happened in Monterey, California. They’ve got a real problem with wild pigs there.

Monterey has a phenomenal number of wild pigs running around. As it turned out, the defense lost this case, and my friend said that it was because it was impossible to get a jury where half the people hadn’t run into a pig themselves, or knew somebody who had had a terrible accident with a pig. The jury already believed the pigs were a problem and the state should be doing something about it.

Screenshot from a sample 3D car crash animation created by Kineticorp; visit their website for the video.

BLDGBLOG: In terms of the narrative that defines a particular car crash, I’m curious how reconstructionists judge when a car crash really begins and ends. You could potentially argue that you crashed because, say, a little kid throws a water balloon into the street and it distracts you and, ten seconds later, you hit a telephone pole. But, clearly, something like a kid throwing a water balloon is not going to show up in PC-Crash.

For the purpose of the reconstructionist, then, where is the narrative boundary of a crash event? Does the car crash begin when tires cross the yellow line, or when the foot hits the brakes—or even earlier, when it started to rain, or when the driver failed to get his tires maintained?

Arvin: It’s never totally clear. That’s a grey area that we often ended up talking about and arguing about.

In that roll-over crash, for example, part of the issue was that the vehicle was traveling way over the speed limit, but another issue was that the tires hadn’t been properly maintained. And when you start backing out to look at the decisions that the drivers made at different moments leading up to that collision, you can always end up backing out all the way to the point where it’s: well, if they hadn’t hit snooze on the alarm clock that morning

Twilley: Or, in your novel’s case, if they weren’t married to the wrong woman.

Arvin: [laughs] Right.

We worked on one case where a guy’s car was hit by a train. He was a shoe salesman, if I remember right, and he was going to work on a Sunday. It just happened to be after the daylight savings time change, and he was either an hour ahead or an hour behind getting to work. The clock in the car and his watch hadn’t been reset yet. He’d had this job for four years, and he’d been driving to work at the same time all those years, so he had probably never seen a train coming over those tracks before—but, because he was an hour off, there was a train.

So, you know, if he’d remembered to change his clocks…

Screenshots from sample 3D car crash animations created by Kineticorp; visit their website for the video.

Twilley: That reminds me of something that Boggs says in the book: “It’s a miracle there aren’t more miracles.”

Arvin: Doing that work, you really start to question, where are those limits of causality and chance? You think you’ve made a decision in your life, but there are all these moments of chance that flow into that decision. Where do you draw a line between the choices you made in your life and what’s just happened to you? What’s just happenstance?

It’s a very grey area, but the reconstructionist has to reach into the grey area and try to establish some logical sequence of causality and responsibility in a situation.

Twilley: In the novel, you show that reconstructionists have a particular set of tools and techniques with which to gain access to the facts about a past event. Other characters in the book have other methods for accessing the past: I’m thinking of the way Ellis’s father stores everything, or Heather’s photography. In the end, though it seems as though the book is ambivalent as to whether the past is accessible through any of those methods.

Arvin: I think that ambivalence is where the book is. You can get a piece of the past through memory and you can get a piece through the scientific reconstruction of things. You can go to a place now, as it is physically; you can look of a photograph of how it was; you can create a simulation of the place as it was in your computer: but those are all representations of it, and none of them are really it. They are all false, to an extent, in their own way.

The best I think you can hope to do is to use multiple methods to triangulate and get to some version of what the past was. Sometimes they just contradict each other and there’s no way to resolve them.

Screenshots from sample 3D car crash animations created by Kineticorp; visit their website for the video.

Working as a reconstructionist, I was really struck by how often people’s memories were clearly false, because they’d remember things that just physically were not possible. Newton’s laws of motion say it couldn’t have happened. In fact, we would do our best to completely set aside any witness testimony and just work from the physical evidence. It was kind of galling if there was not just enough physical evidence and you had to rely on what somebody said as a starting point.

Pedestrian accidents tended to be like that, because when a car runs into a person it doesn’t leave much physical evidence behind. When two cars run into each other, there’s all this stuff left at the point where they collided, so you can figure out where that point was. But, when a car runs into a person, there’s nothing left at that point; when you try to determine where the point of impact was, you end up relying on witness testimony.

Screenshots from a PC-Crash demo showing load loss and new “multibody pedestrian” functionality.

Twilley: In terms of reconciling memory and physical evidence—and this also relates to the idea of tweaking the reconstruction animation for the jury—the novel creates a conflict about whether it’s a good idea simply to settle for a narrative you can live with, however unreliable it might be, or to try to pin it down with science instead, even if the final result doesn’t sit right with you.

Arvin: Exactly. It sets up questions about how we define ourselves and what we do when we encounter things that conflict with our sense of identity. If something comes up out of the past that doesn’t fit with who you have defined yourself to be, what do you do with that? How much of our memories are shaped by our sense of identity versus the things we’ve actually done?

Twilley: It’s like a crash site: once the lines have been repainted and the road resurfaced, to what extent is that place no longer the same place where the accident occurred, yet still the place that led to the accident? That’s what’s so interesting about the reconstructionist’s work: you’re making these narratives that define a crash for a legal purpose, yet the novel seems to ask whether that is really the narrative of the crash, whether the actual impact is not the dents in the car but what happens to people’s lives.

Arvin: I always felt that tension—you are looking at the physics and the equations in order to understand this very compressed moment in time, but then there are these people who passed through that moment of time, and it had a huge effect on their lives. Within the work, we were completely disregarding those people and their emotions—emotions were outside our purview. Writing the book for me was part of the process of trying to reconcile those things.

Screenshot from a sample 3D car crash animation created by Kineticorp; visit their website for the video.

BLDGBLOG: While reading the book, I found myself thinking about the discovery of the Higgs boson—how, in a sense, its discovery was really a kind of crash forensics.

Arvin: You’re right. You don’t actually see the particle; you see the tracks that it’s made. I love that. It’s a reminder that we’re reconstructing things all the time in our lives.

If you look up and a window is open, and you know you didn’t open it, then you try to figure out who in the house opened it. There are all these minor events in our lives, and we constantly work to reconstruct them by looking at the evidence around us and trying to figure out what happened.

BLDGBLOG: That reminds me of an anecdote in Robert Sullivan’s book, The Meadowlands, about the swamps of northern New Jersey. One of his interview subjects is a retired detective from the area who is super keyed into his environment—he notices everything. He explains that this attention to microscopic detail is what makes a good detective. So, in the case of the open window, he’ll notice it and file it away in case he needs it in a future narrative.

What he tells Sullivan is that, now that he is retired, it’s as though he’s built up this huge encyclopedia of little details with the feeling that they all were going to add up to some kind of incredible moment of narrative revelation. But then he retired. He sounds genuinely sad—he has so much information and it’s not going anywhere. The act of retiring as a police detective meant that he lost the promise of a narrative denouement.

Arvin: That’s great. I think of reconstruction in terms of the process of writing, too. Reconstruction plays into my own particular writing technique because I tend to just write a lot of fragments initially, then I start trying to find the story that connects those pieces together.

It also reminds me of one of my teachers, Frank Conroy, who used to talk about the contract between the reader and the writer. Basically, as a writer, you’ve committed to not wasting the reader’s time. He would say that the reader is like a person climbing a mountain, and the author is putting certain objects along the reader’s path that the reader has to pick up and put into their backpack; when they get to the top of the mountain there better be something to do with all these things in their backpack, or they are going to be pissed that they hauled it all the way up there.

That detective sounds like a thwarted reader. He has the ingredients for the story—but he doesn’t have the story.

Screenshots from sample 3D car crash animations created by Kineticorp; visit their website for the video.

Twilley: In the novel, you deliberately juxtapose a creative way of looking—Heather’s pinhole photography—with Ellis’s forensic, engineering perspective. It seems rare to be equipped with both ways of seeing the world. How does being an engineer play into writing, or vice versa?

Arvin: I think the two things are not really that different. They are both processes of taking a bunch of little things—in engineering, it might be pieces of steel and plastic wire, and, in writing a novel, they’re words—and putting them together in such a way that they work together and create some larger system that does something pleasing and useful, whether that larger thing is a novel or a cruise ship.

One thing that I think about quite a bit is the way that both engineering and writing require a lot of attention to ambiguity. In writing, at the sentence level, you really want to avoid unintentional ambiguity. You become very attuned to places where your writing is potentially open to multiple meanings that you were not intending.

Similarly, in engineering, you design systems that will do what you want them to do, and you don’t have room for ambiguity—you don’t want the power plant to blow up because of an ambiguous connection.

But there’s a difference at the larger level. In writing, and writing fiction in particular, you actually look for areas of ambiguity that are interesting, and you draw those out to create stories that exemplify those ambiguities—because those are the things that are interesting to think about.

Whereas, in engineering, you would never intentionally take an ambiguity about whether the cruise ship is going to sink or not and magnify that!

Screenshot from a sample 3D car crash animation created by Kineticorp; visit their website for the video.

Twilley: I wanted to switch tracks a little and talk about the geography of accidents. Have you come to understand the landscape in terms of its potential for automotive disaster?

Arvin: When you are working on a case—like that rollover—you become extremely intimate with a very small piece of land. We would study the accident site and survey it and build up a very detailed map of exactly how the land is shaped in that particular spot.

You spend a lot of time looking at these minute details, and you become very familiar with exactly how lands rolls off and where the trees are, and where the fence posts are and what type of asphalt that county uses, because different kinds of asphalt have different friction effects.

BLDGBLOG: The crash site becomes your Walden Pond.

Arvin: It does, in a way. I came to feel that, as a reconstructionist, you develop a really intimate relationship with the roadway itself, which is a place where we spend so much time, yet we don’t really look at it. That was something I wanted to bring out in the book—some description of what that place is, that place along the road itself.

You know, we think of the road as this conveyance that gets us from Point A to Point B, but it’s actually a place in and of itself and there are interesting things about it. I wanted to look at that in the book. I wanted to look at the actual road and the things that are right along the road, this landscape that we usually blur right past.

The other thing your question makes me think about is this gigantic vehicle storage yard I describe in the novel, where all the crashed vehicles that are still in litigation are kept. It’s like a museum of accidents—there are racks three vehicles high, and these big forklift trucks that pick the vehicles up off the racks and put them on the ground so you can examine them.

A vehicle scrapyard photographed by Wikipedia contributor Snowmanradio.

BLDGBLOG: Building on that, if you have a geography of crashes and a museum of crashes, is there a crash taxonomy? In the same way that you get a category five hurricane or a 4.0 earthquake, is there, perhaps, a crash severity scale? If so, could you imagine, at one end of it, a kind of super-crash—a crash that maybe happens only once a generation—

Arvin: The unicorn crash!

BLDGBLOG: Exactly. In fact, Nicky and I were talking about the idea of a “black swan” crash on the way over here. Do you think in terms of categories or degrees of severity, or is every crash unique?

Arvin: I haven’t come across a taxonomy like that, although it’s a great idea. The way you categorize crashes is single vehicle, multiple vehicle, pedestrian, cyclist, and so on. They also get categorized as rollover collision, collision that leads to a rollover, and so on.

So there are categories like that, and they immediately point you to certain kinds of analysis. The way you analyze a rollover is quite a bit different from how you analyze an impact. But there’s no categorization that I am aware of for severity.

I only did it for three years, so I’m not a grizzled reconstructionist veteran, but even in three years you see enough of them that you start to get a little jaded. You get an accident that was at 20 miles an hour, and you think, that’s not such a big deal. An accident in which two vehicles, each going 60 miles an hour, crash head-on at a closing speed of 120 miles an hour—now, that’s a collision!

Screenshot from a sample 3D car crash animation created by Kineticorp; visit their website for the video.

You become a little bit of an accident snob, and resisting that was something that I struggled with. Each accident is important to the people who were in it. And, there was a dark humor that tended to creep in, and that worried me, too. On the one hand, it helps keep you sane, but on the other hand, it feels very disrespectful.

Twilley: Have you been in a car accident yourself?

Arvin: I had one, luckily very minor, accident while I was working as reconstructionist—around the time that I was starting to work on this book. I heard the collision begin before I saw it, and what I really remember is that first sound of metal on metal.

Immediately, I felt a lurch of horror, because I wasn’t sure what was happening yet, but I knew it could be terrible. You are just driving down the road and, all of a sudden, your life is going to be altered, but you don’t know how yet. It’s a scary place—a scary moment.

BLDGBLOG: Finally, I’m interested in simply how someone becomes a reconstructionist. It’s not a job that most people have even heard of!

Arvin: True. For me, it was a haphazard path. Remember how we talked earlier about that gray area between the choices you made in your life and what’s just happened to you?

I have degrees in mechanical engineering from Michigan and Stanford. When I finished my Masters at Stanford, I went to work for Ford. I worked there for about three years. Then I was accepted into Iowa Writer’s Workshop, so I quit Ford to go to Iowa. I got my MFA, and then I was given a grant to go write for a year. My brother had moved to Denver a year earlier, and it seemed like a cool town so I moved here. Then my grant money ran out, and I had to find a job.

I began looking for something in the automotive industry in Denver, and there isn’t much. But I had known a couple people at Ford who ended up working in forensics, so I started sending my resume to automobile forensics firms. It happened that the guy who got my resume was a big reader, and I had recently published my first book. He was impressed by that, so he brought me in for an interview.

In that business, you write a lot of reports and he thought I might be helpful with that.

Screenshots from sample 3D car crash animation created by Kineticorp; visit their website for the video.

Twilley: Do you still work as an engineer, and, if so, what kinds of projects are you involved with?

Arvin: I work on power plants and oil and gas facilities. Right now, I am working on both a power plant and an oil facility in North Dakota—there’s lots of stuff going on out there as part of the Bakken play. It’s very different from the forensics.

Twilley: Do you take an engineering job, then quit and take some time to write and then go back into the engineering again? Or do you somehow find a way to do both?

Arvin: I do both. I work part time. Part-time work isn’t really easy to find as an engineer, but I’ve been lucky, and my employers have been great.

Engineers who write novels are pretty scarce. There are a few literary writers who started out in engineering but have gotten out of it—Stewart O’Nan is one, George Saunders is another. There’s Karl Iagnemma, who teaches at MIT. There are a few others, especially in the sci-fi universe.

I feel as though I have access to material—to a cast of characters and a way of thinking—that’s not available to very many writers. But the engineering work I’m doing now doesn’t have quite the same dramatic, obvious story potential that forensic engineering does.

I remember when I first started working in forensics, on day one, I thought, this is a novel right here.

• • •

A slightly longer version of this interview previously appeared on Venue.

Thanks to Scott Geiger for first recommending Arvin’s work!

Spatial Basics

[Image: Red Bull New York offices by INABA; photo by Greg Irikura].

I got a handful of preview shots from the new Red Bull New York offices the other night, with interiors designed by INABA, and I thought I’d post them here.

[Image: Red Bull New York offices by INABA; photo by Greg Irikura].

INABA, of course, already designed the connected Red Bull Music Academy, and the private office space continues that aesthetic, albeit deliberately stripped even of the constrained maximalism of that project’s bold colors and public-facing spatial entertainments, down to a minimalist, calm workplace distinct from—or perhaps offsetting—Red Bull’s identity as an international energy drink monolith.

[Images: Red Bull New York offices by INABA; photos by Greg Irikura].

As architect Jeffrey Inaba explains, “the company wanted its New York offices to be low-key. The 16,800 SF project doesn’t celebrate the company’s values with eye-catching forms, nor is its layout inspired by recent theories of workplace productivity.”

[Image: Red Bull New York offices by INABA; photo by Naho Kubota].

“Instead,” he continues, “the design is simple and without the pretense of being on the cutting edge of cool tech office design. It responds to the quick cycling of trends in workplace interiors by steering clear of large-scale gestures, playful lounge zones, or urban-inspired ad hoc décor.”

[Image: Red Bull New York offices by INABA; photo by Greg Irikura].

From the architect:

If the new standard for corporate offices is to create a physical experience that builds on the brand qualities the company has successfully established in digital media, then Red Bull’s New York space is the antithesis of this best practice. There isn’t a reliance on storytelling or graphic imagery; the space is dialed back to reset the focus of the experience on the basic architectural qualities of scale and light.

Acknowledging that offices and technology are evolving quickly and the future functions of the work environment are unpredictable, the architects composed a layout of spaces with distinct, fixed features. The three types of spaces are large open zones, medium-sized enclosed areas, and small rooms. They are used now as open office seating, conference areas, and small meeting/workrooms, respectively. Designed to be unique in size and day lighting and not to any particular functions invites people to invent new uses for them in the future.

All the shots seen here were taken by Greg Irikura and Naho Kubota, as noted.

[Image: Red Bull New York offices by INABA; photo by Greg Irikura].

In Kubota’s case, she shot both digitally and on film, with the latter shots taking on a hazy, almost noir quality, like the set of a 21st-century Mad Men caught on a Sunday break.

[Images: Red Bull New York offices by INABA; photos by Naho Kubota].

Here are a final few shots—but click through to see the project on INABA’s own site.

[Images: Red Bull New York offices by INABA; photos by Naho Kubota].

Meanwhile, check out BLDGBLOG’s two interviews with Jeffrey Inaba—from 2007 and 2010, respectively—and congrats to INABA’s Darien Williams for appearing on Curbed‘s list of Young Guns finalists for 2014!