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# entropy and diversity
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- a [[paper]]
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- by [[tom leinster]]
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- [[go]] https://arxiv.org/abs/2012.02113
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- [[systems theory]], kept wondering about whether people knew about it
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- the other "leg" is chapter 15, using feelings.
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- ultimately would love to have some text that has a couple of the ideas that were interesting, drilling down on those.
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- [[simon]]
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- interaction between the environment and people
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- there is something in the environment, in the object themselves, which encodes ways of behaviour
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- [[ezra klein podcast]] and the extended mind
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- you can divorce the form/pattern, reuse it in different ways
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- a pattern language is a collection of forms
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- extended mind -> a way of getting around the 'problem' of feeling
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- in architecture we're always looking at plans
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- you can take the form of a plan, take it into a different context and use it in a different way
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- [[lorand]] love the list of paradoxes
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- +1
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- when you went back to the toy model, did you understand it better?
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- got incremental understanding
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- didn't go all the way into convincing myself with the actual mathematical proof
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- [[flancian]] [[celullar automata]], [[game of life]]
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- [[lorand]] [[entropy and diversity]]
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- [[homeostasis]]
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- [[flancian]] key word
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- a failing proposition :)
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- aided by [[modular approach]]
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- [[simon]] top down and bottom up approaches, which seem to map to selfconscious and unselfconscious in [[notsof]]
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- [[simon]] often work with planning laws, which interact with data variables (traffic, rate of light, etc.).
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- there is also a decisive factor: the qualities you want in the building you are trying to build.
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- [[flancian]] how do you think about the time variable in architecture? aging in buildings, entropy :)
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- you begin a project with a long list of requirements that you have to meet -- but those are day one. unclear how they will evolve over the years.
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- [[modularity aids upgradability]] in information theory
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- are building upgrades modular?
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- [[simon]] 60s-70s: yes. but that failed :) see capsule hotel, which remained unchanged because people liked it how it was.
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- but often it's the older building stock that is easiest to upgrade -- you can tear down walls and build new walls easily.
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- are there typical reasons that projects fail?
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- bad context: buildings placed in the wrong place/without the right support
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- buildings that are built with a very specific use, e.g. a fashion center when the fashion industry is moving away
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- hard to adapt office to residential and residential to office
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- are there any projects that are designed to have a short timespan, or need continuous updating?
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- classic project by [[]]
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- it's hard to know the needs of the future, so he built half a house and left the other half up to the user
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- [[japanese]] architecture doesn't value longevity the same way
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## [[2021-07-11]]
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- [[armengol]] [[lorand]] [[simon]] [[flancian]]
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