Interactive architecture refers to the branch of architecture which deals with buildings, structures, surfaces and spaces that are designed to change, adapt and reconfigure in real-time response to people (their activity, behaviour and movements), as well as the wider environment. This is usually achieved by embedding sensors, processors and effectors as a core part of a building's nature and functioning in such a way that the form, structure, mood or program of a space can be altered in real-time. Interactive architecture encompasses building automation but goes beyond it by including forms of interaction engagements and responses that may lie in pure communication purposes as well as in the emotive and artistic realm, thus entering the field of interactive art.[1][2] It is also closely related to the field of Responsive architecture and the terms are sometimes used interchangeably, but the distinction is important for some.
While now quite common (most large-scale new buildings are built around environmentally responsive technologies, sustainability systems and user-configurable environments) earlier notable examples of interactive architecture include:
Early contributions to the ideas behind interactive architecture include New Babylon (Constant Nieuwenhuys) (a massive global city formed from "a series of linked transformable structures") and Cedric Price's Fun Palace ("Designed as a flexible framework into which programmable spaces can be plugged, the structure has as its ultimate goal the possibility of change at the behest of its users"),[7] later given form in his Inter-Action Centre.[8]
Nicholas Negroponte's book Soft Architecture Machines (1975) proposed architecture machines "not simply used as aids in the design of buildings—they serve as buildings in themselves. Man will live in living, intelligent machines or cognitive physical environments that can immediately respond to his needs or wishes or whims".[9] He had earlier founded the Architecture Machine Group at MIT in 1968, creating the lab "as a test bed for interactive computers, sensors and programs that sought to change the manner in which computers and humans interacted with each other"[10] which later grew into MIT Media Lab.
Other notable contributors to the conceptual development of the field include:
Interactive architecture part of the Internet of things, a term first coined by Kevin Ashton of Procter & Gamble, later MIT's Auto-ID Center, in 1999, can include both interior and exterior elements. Within the interior, many technologies are competing to see who will emerge as the dominant communicative signal. 4GLTE LTE (telecommunication) being replaced eventually by 5G, is the obvious solution; however, visible light communication or Li-Fi, a term first introduced by Harald Haas during a 2011 TEDGlobal talk in Edinburgh, is gaining ground as research into this type of data transfer method increases. Interactive architecture and designing buildings with this technology embedded in it is essential in the development of smart cities.
Another essential element in the development of a smart city is the landscape architecture. The space in-between buildings used by the public, or the public realm as it is more commonly termed. There are two levels of communication within the public realm and the difference between the two are commonly accepted as the differentiation between IoT and IoE. IoE, or the Internet of Everything, was a phrase first used by Cisco in an attempt to achieve polarity with competitors that had embraced the term IoT. In Cisco's definition, however, they highlighted interaction with the human node as one main difference between IoT and IoE.
The two public realm communication protocols that make that space a smart space are:
Whilst IoT concerns itself with communication between objects in order to make the design more efficient and interactive from an operational stand point. IoE also incorporates communication between embedded objects and user devices. The applications include wayfinding, safety, anti-terrorism, targeted advertising, general information such as history of the space or simply just to make the space more enjoyable.