Reporter Volume 26, No.5 October 6, 1994 [Editors note: Beth Tauke, clinical assistant professor of architecture at UB, is the author of this essay, "IMAGinING the CITY," which wont the 1994 Faculty Eassy Competition of the National Institue for Architectural Education] Is there some sense of connection with the material that gave the old way a spirit that the new way doesn't allow for?...we have to ask ourselves if what seems to be a great benefit really is. A second-year architecture student showed me an ad for the updated version of SimCity, an "urban" computer game. The text read like a trailer for an upcoming thriller: "Beneath the polished facade lies a seething cauldron of angry taxpayers, broken water mains and other challenges that will take you uptown, downtown, even underground. Now entering SimCity 2000 - the ultimate city simulator....You get to terraform your landscape. You get total control of a subterranean web of water pipes and subways. And you get it all in gripping, eye-imploding 3 D." As the ad demonstrates, televisual technology has changed our worlds into multi-dimensional, -contexted, -modal environments where we can "be" simultaneously in many different "places" and in the various times, scales, and distances that attend them. We now spend, on the average, more than six hours per day paying attention to the images of television and computer screens. As electronic interfaces, networks, and virtual environments become more accessible, we can expect to spend more time with and in technologies that mimic, parody, and expand our everyday lives. These technologies challenge everything we consider "real," our increasing success at imaging, modeling, and replicating has imbued our "reality" with the potential for not being "real" and has bestowed the possibilities of "reality" on our representational technologies. My student proudly admitted that he was addicted to SimCity; that it taught him more about urbanism and how cities work than any course he had ever taken; that it was "real" to him, different than a "real" of hanging out in Times Square, but "real," nonetheless. He is evidence that ways in which the images of the televisual world are perceived have challenged the status of "city," have challenged the status that we have attributed to cities in the past, and have done so far more powerfully than any other medium. They have become primary mediators of "cities." And that televisual mediation implies, at the least, a self-referential duality which includes the represented and the representation, a duality that uses distancing and imagery to send its messages. One of the results of such mediation is that our current society is one in which cities are now support structures designed to validate images and to sustain the authoritative status of the image, e.g., the city is becoming one of many modes to affirm our beliefs in celluloid, in pixels, in the represented world - the big business of illusions. In addition, these mediated modes are self-referential, and, therefore, always on the outside commodifying (and possibly generating) other modes of represent-ation. As such, each city represent- ation reinforces the other, commodifies the other, and moves in and out of its own form in the process. While certain aspects of each mode are maintained, the conceptualization of the city changes as it moves through the various kinds of representation. Most designers have learned to live with (and some have even thrived upon) the explosive increases in technologically driven modes of representation. One could argue that we create these new technologies to satisfy the desire for new representation and new ways to represent, the desire to step outside ourselves and look back in order to understand and extend. We will use whatever technologies we have available to fulfill these desires. Adapting to new technologies is the required passive response to survival. Simultaneous-ly question-ing and designing them is a way to determine where we go as individuals and as a species. Certainly, as critical makers of the built environment, we need to examine the possible consequences of televisual technologies and the representational states they foster in relation to the notion of "city." Crossing the fluctuating boundaries between the hand-built physical environment and the electronically built televisual environment poses many questions, threats, and possibilities. Already it challenges our concepts of space and time offering us the possibility of instant multiple translocation. It erodes our security in physical artifacts and place, allowing us to float through some walls (constructed of electronically active materials) while bumping into others (made of concrete). It permeates our privacy and instantly duplicates with such ease that notions of ownership disappear into infinite repeating patterns. It erases traditional boundaries with fiber-optic travel, and replaces them with new oscillating boundaries of information access. It shakes up the status of architecture as the analog of our world and causes us to wonder what place the built environment has in its coexistence with electronic technologies. It reconditions "reality," by presenting the possibility that the televisual is a substitute for the physical or that which we consider "real." It reconditions "being" by setting up situations in which we are electronically connected, but physically alone, thus confronting our current notions of "citizen" and "community." It reconditions "criticism" by influencing questions about how institutional values are questioned or maintained. It asks what is found and what is lost, who wins and who loses as modes increase, and opens inquiry into notions about habits and changes in our senses, perceptions, and states of being. It asks if "there are any consequences of human significance in a purely artificial world, if any actual living can take place in a world...where the laws of gravity and decay can be adjusted to our convenience, where SimCity is never destroyed no matter how many times it is blown up, but instead always returns transformed into new and improved versions. Most importantly, crossing between the elusive boundaries of these parallel conditions provokes questions about how to teach and learn in ever-changing multi-conditions, conditions in which technological advances will cloud the current physical and televisual boundaries, merging them to produce yet another set of conditions. How do designers make intelligent decisions in these many shifting labyrinths? And how can design education equip students with the tools to actively participate in, change, and adapt to our rapidly changing urban environments? Empowering students with the ability to make conscientious moves and connections in somewhat unpredictable futures requires shifts in our mindsets about learning. Pedagogies framed upon linear, isolated, and absolute methods of learning are becoming less valid and useful. The ideas of "good" and "bad," "right" and "wrong" are blurred. As a result, the ability to understand issues from as many points of view as possible is becoming crucial. Equally important is an ability to understand the "connectors" between those vantage points. In this light, merits of the "hand" versus the "machine" as methods of delineation and expression are dependent upon the set of inquiries and contest within which a designer is working. Understanding how various media can be used to express, affect, and possibly enlighten the issues of a project becomes critical in the decision-making process. Understanding the fundamentals of moving and linking concepts turns into a primary ability necessary to effectively act in the multiplicity of physical and televisual environments. The makers of urban form and culture must be able to transform, translate and travel between various modes of representation if they are to challenge the meanings of design in situations where traditional components are broken down and reconstructed along other axes. Facility of these basic moving and linking concepts affirms possibilities for positive action in new structural modes of non-linear or non-sequential space; suggests possible structures of thinking and experiencing in such open-ended worlds, and allows design to take place in a state of continual transition.