Let’s Get Lost

dis·rup·tion

/disˈrəpSH(ə)n/

noun: disruption; plural noun: disruptions

1. disturbance or problems that interrupt an event, activity or process.

As citizens, many of us have become comfortably numb in our private sphere, refusing to interact and relate to others, ignoring our capacity to shape our surroundings, putting to sleep our senses, and forgetting to experience, let alone enjoy our environment. You drive down the road on your way to work. It's a habit. Your eyes are open. How long did it take you to go from one place to another? You walk down the street on your way to the gym. You pass by a couple arguing loudly. You pretend you don't see them. Did you hear what the argument was about? 

Our urban awareness is decreased while our senses disassociate from our physical context. We are more often connected to a distant, digital reality, receiving only filtered inputs surrendering ourselves thus to a pre-made choice, a specific way of moving and getting there by a specific route, usually the fastest. No room for surprises. No room for the unexpected. We have already seen where we are going before arriving and by the time we get there we are already transported to the next spot of interest. Always missing the present moment, fearing the unpredictable, never really discovering.

Often dismissed as an unproductive activity, playing is seen as inappropriate and/or meaningless for adults. Yet one could argue that in the same way kids learn how to engage with their physical and social environment through playing, adults could reconnect with it as well. If we think of playing as a disruptor of our reality—in the sense that a game will instantly change our immediate goals, adding rules and requiring a change in the way we perceive and interact with our environment— turning our experience of the urban environment into an game could be the means of reframing our perception of it. Could we add a bit of analogue chaos to our ordered digital realities by bringing back some of the spontaneity, playfulness, and creative curiosity we all experienced once, while we were playing games as children? (de Lange et.al. 2019, 428-434)

Getting lost was our game and perhaps is relevant in this discussion. We were 7–8 years old when we started playing this spontaneous, outdoor game, invented and directed by us and known only to us— parents couldn’t know. The game was similar to ‘hide and seek’ or ‘treasure hunt’, but we essentially searched for each other . What we found was our own way of experiencing and interacting with our surroundings. 

Typology

Visual Essay - Architectural Research

2020

Year

Published - informa Issue #13 “Urban Disruptors”
School of Architecture, University of Puerto Rico

Status

MAZi Architects, Despoina Papadopoulou, Katerina Examiliotou

Dr. Regner Ramos (Editor-in-Chief)

Team