A. dystopian futures, slums, and megastructures
1. stack city as dystopia
[2. is the future slums or megacities? (not sure if this fits or is a distraction — perhaps the slums portion of the argument should be edited out, as it might be cleaner as a. stack city as dystopia, b. megastructures, c. need for architects who provoke, d. restraint on the ego of the architect: selective, infrastructural intervention into process as opposed to the rise of the city-building industry)
a. slums: jungulist city
b. megastructures: archurbanist]

3. much has been made of the need for architects who provoke: varnelis, lebbeus woods, offshoring audacity.  the projects, though, that seek to do this are perhaps playing into the hands of does it play into the hands of the creation of the nascent city-building industry (and city-building, I think, is the negation of the best way for cities to be formed, which is organically — and where they are shaped, they can be shaped by the study of the processes operating within the city and the careful insertion of infrastructures which alter those processes): dualworkshop
[4. perhaps both of these futures are incorrect (though maybe the work being done to effect change in the slum city is more helpful — teddy cruz, etc.); perhaps one abdicates too much and the other seeks to control too much.  see: the city building industry]
5. if building audaciously requires totalitarian government, then it is something we should not desire.  let us be content with the restraints imposed on the ego of the designer.
6. that is why infrastructural urbanism is superior: it is not about controlling (which leads inevitably to failure, decay, and ruin), but about directing, undergirding, understanding — and stepping back.
7. for shipping, the Big Box may be > containers.

B. architecture and ego

lebbeus, eisenmann; postmodernism as an extension of the natural consequences of modernism vs. postmodernism as an alternative set of assumptions

C. the project of landscape urbanism
1. appreciation
2. depreciation
a. a formal game (data organizing form, not process)
b. landscape and urbanism too slippery a set of starting points (Christopher Gray); infrastructure a more solid starting point

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