Portfolio: Isaac Howell | 2015

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Isaac Howell Recent Work: 2013-2015



Isaac Howell Recent Work: 2013-2015

University of California, Berkeley: 2013 B.A., Political Eonomics

University of Michigan: 2016 Master of Architecture Candidate



Contents

Studio Work A Loss Disguised as a Win | 6-21 Re-Acting History | 22-27 Dissecting Venturi | 28-31

Research + Production Second City! Or, How Improv Made Chicago Funny (and Vice Versa) | 34-41

Representation Making a Situation | 44-49 Projections + Speculations | 50-54

Anatomies Case Study: Prada Tokyo | 56-57 Case Study: Crane House | 58-59



Studio Work


A Loss Disguised as a Win Ludocapitalism as Urbanism of Detroit

Graduate Core Studio IV: Networks Instructor: Jen Maigret In its frantic search for more profitable investments, capital will begin to live its life in a new context: no longer in the factors and spaces of extraction and production, but on the floor of the stock market casino, jostling for more intense profitability. But it won’t be as one industry competing with another, nor even productive technologies against another in the same link of manufacturing, but rather in the form of speculation itself: specters of value, as Derrida might put it, are vying against each other in a vast, worldwide, disembodied phantasmagoria. -Frederic Jameson, Postmodernism, or,The Cultural Logic of Late Capitalism


The first gas-powered automobile and mechanical slot machine were both invented in 1889. Since that year, the city of Detroit, Michigan was built on a bet of capitalistic speculation and automobile production. 90 years later and all but abandoned by this industry and facing bankruptcy, Detroit turned to the most modern form of capital production: casino gambling. Labeling it as “urban recreation” in the zoning ordinance, casinos now contribute over 30% of the total tax revenue.

6-7

Casinos are the embodiment this new era of ‘ludocapitalism.’ There are no longer laborers nor a manufactured good. Only profits are produced, which are kept in constant movement to create further profits. One strategy in particular to produce this phenomenological environment is the multi-line slot machine. By placing multiple, simultaneous bets, the player has a greater perceived chance of a win. When one line ‘wins,’ the machine celebrates a victory, stimulating a desire for continued gaming. The machine, however, fails to acknowledge the total loss incurred. By maximizing exposure to these losses disguised as wins, the casino has become an alternate reality of a complete tonal experience. This project explores the architectural implications and possibilities of the multi-line gaming space, and its application in built form in Detroit.Working in section, the design is intended to be a spatial correlation to the methods of slot machine designs; creating spaces of intensified exposure to the abstractions of capital and gaming within.

diagram: Patent US 6270410 B1 Remote-Controlled Slot Machine


9th Century: First recorded use of Playing Cards, Tang Dynasty, China

529: Roman Emporer Justinian issues 'Corpus Juris Civilis', bans gambling in all public and private houses

1500 B.C.E.: Betting cattle on chariot racing becomes the most popular activity in India, Vedic period

3000 B.C.E.: First six-sided die recorded, Mesopotamia

0


1732: Pope Clement XII permits the establishment of a Roman lottery

1726: The Netherlands establishes the first national lottery 800

1783: Treaty of Paris, British cede Fort Detroit and surrounding territory to the United States

1760: France surrenders Fort Detroit to the British

1701: Fort Detroit first settled by Antoine Laumet de La Mothe, sieur de Cadillac

1670: French missionaries first arrive to the site of Detroit

1621: Étienne Brûlé paddels up the St. Mary's River and enters Lake Superior

21,019 1887: First mechanical, coin-dispensing slot machine invented by Charles Fey, San Francisco, California 1888: Globe Tobacco builds a factory near downtown Detroit 1889: Hammond Building completed, first steel-framed skyscraper in Detroit

1869: Gambling is frist legalized in the U.S. State of Nevada

1837: Michigan becomes a State

1500

1832: First legal gambling house opens in United States, New Orleans, Louisiana

1665: First horse racetrack built in North America on Long Island

1660: King Charles II of Englang allows gambling by all

1520: King Francis I of France signs a bill legalizing lotteries in Paris, Lyons, Strasbourg, Bordeaux, and Lille

1444: The city of L'Éduce runs a lottery to raise funds to repair the city's walls and fortifications, France This is the earliest recorded lottery in which participants pay for a chance to win. Grand prize is 300 florins

1000 1800


I it, M

Packard Chrysler

Ford Motor Company Lincoln Motor Company Motorcar Company Chevrolet Buick General Motors Rapid Motor Vehicle Company Cadillac 1954: Northland Center shopping mall opens, Southfield

1,568,662

1943: Detroit Race Riots

1943: Peak WWII production, one B-24 bomber/hour at Ford’s Willow Run plant

1933: Horse racing betting is legalized in New Hampshire, Ohio, West Virginia, California, and Michigan

993,678

1947: Clark County, Nevada, approves 352 gambling licenses 1948: gambling legalized in Puerto Rico

etro of D

1934: Horse racing betting is legalized in Massachusetts and Rhode Island.

Po tion pula

1920

1934: Puerto Rico institutes a lottery

285,704

1929: Ambassador Bridge completed, linking Detroit and Windsor, Ontario

1900 1,623,452

1940 1,849,568

465,766

1946: Total amount spent on legal gambling in the United States: $500 million


1968: Bally invents first multiline payout slot machine

1967: Detroit Race Riots

1963: Bally invents the first electromechanical slot machine

1977: Renaissance Center opens

1974: Total amount spent on legal gambling in the United States: $17.3 billion 2013: Wyoming legalizes state lottery

2012: Ohio legalizes casino gambling 2013: New York legalizes commercial casinos

$1,435,064,984

$1,402,740,796

$1,355,974,378

o Detr it casinos om s fr ue n ve $1,370,316,981

2000

2010: Casino approved in Maine referendum

Re

2007: MGM Grand Detroit opens larger casino 2008: Alabama legalizes video bingo halls

$1,173,174,718

951,270

2005: Harrah’s, Inc. acquires Ceasar’s Entertainment, Inc. for $9 billion 2005: MGM-Mirage buys Mandalay Resort Group for $7.9 billion 2007: Kansas and Maryland legalizes casinos

2004: Pennsylvania and Oklahoma legalize casino gambling

1,203,368

2008: Arkansas legalizes state lottery

2003: Tennessee legalize state lottery

2002: North Dakota and South Carolina legalize state lotteries

$539,639,134

1,027,964

2000: MGM Grand buys Mirage Resorts for $6.4 billion

1998: California allows for the establishment of Indian casinos 1999: Tribal casinos begin operating slot machines in Washington 1999: MotorCity, Greektown, and MGM Grand Casinos open, Detroit

1996: Michigan Casino Gambling Act passes, 51.5%-48.5% Michigan Gaming & Control Board created

1990: Riverboat gambling allowed in Illinois 1991: Tribal casinos begin operating in Wisconsin 1992: Racetrack casinos legalized in Rhode Island 1992: Georgia legalizes state lottery 1993: first tribal casinos open in Arizona, Idaho, and Oregon 1993: Riverboat casinos allowed in Mississippi, Indiana, and Missouri 1993: 92 million people visit casinos in the United States 1994: Racetrack casinos legalized in Delaware, Iowa, Lousiana, and West Virginia 1994: Ceasar’s Casino opens, Windsor, Ontario 1995: New Mexico legalizes state lottery 1995: Colorado legalizes tribal casinos 1991: Texas legalizes state lottery

1980

1990: Louisiana and Maine legalizes state lotteries

1986: South Dakota legalize state lottery

1985: Iowa, Missouri, and Montana legalize state lotteries

1986: first tribal casino opens in Connecticut 1987: gambling legalized in Deadwood, South Dakota 1987: U.S. Supreme Court legalizes tribal casinos in California vs. Cabazon Band of Mission Indians 1987: Kansas and Virginia legalize state lotteries 1988: Detroit voters reject casinos, 62%-38% 1988: South Dakota votes to allow slot, video, and other gambling machines in the state 1988: Florida, Indiana, Kentucky, Minnesota, and Wisconsin legalizes state lotteries 1988: Federal Indian Gaming Regulatory Act 1989: Idaho legalizes state lottery 1989: Casinos legalized in Iowa

1984: Oregon and West Virginia legalize state lotteries

1982: Washington, Colorado, and Washington, D.C. legalize state lotteries

1979: Seminole Tribe opens fist Indian casino, Florida

1976: First video slot machine

1976: Casino gambling legalized in Atlantic City, New Jersey

1973: Coleman Young elected mayor

1,514,063

1980: Arizona legalizes state lottery

1976: Vermont legalizes state lottery

1974: Illinois, Maine, and Rhode Island legalizes state lottery

1972: Maryland legalizes state lottery 1973: Delaware and Ohio legalizes state lotteries

1971: New York legalizes off-track betting, Massachusetts, Pennsylvania, and Connecticut legalize state lotteries 1971: Massachusetts, Pennsylvania, and Connecticut legalize state lotteries

1970: New Jersey legalizes state lottery

1967: New York legalizes state lottery

1964: New Hampshire legalizes state lottery

1960 1,670,144

713,777

files for bankruptcy

files for bankruptcy

2004: Total revenue from slot machines in the Untied States: $25 billion

2004: Total amount spent on legal gambling in the United States: $78 billion


Patent US5580053 A: Multi-Line Gaming Machine “Players who regularly play gaming machines quickly tire of particular games and therefore it is necessary for manufacturers to add interest to the games in order to keep the players amused and therefore willing to continue playing the game. Many various strategies have been tried in the past to make games more enticing to players, and these strategies are often aimed at either increasing the maximum prize payable on a machine or creating at least the perception of more winning opportunities.�

loss loss loss loss loss loss loss loss loss loss loss loss loss loss loss loss loss loss loss loss loss loss

WIN loss loss loss loss


A Loss Disguised as a Win -Prof. M. Dixon, Dept of Psychology, University of Waterloo

12-13

When they spin and win, these spins are accompanied by reinforcing sights and sounds. Such reinforcement also occurs when the amount won is less than the spin wager. These losses disguised as wins, or LDWs, are as arousing as wins, and more arousing than regular losses.


tonal studies: perception of winning machine scale, building scale, urban scale


A Loss Disguised as a Win 14-15

When Foucault defines Panopticism, either he specifically sees it as an optical or luminous arrangement that characterizes prison, or he views views it abstractly as a machine that not only affects visible matter in general but also in general passes through every articulable function. So the abstract formula of Panopticism is no longer ‘to see without being seen’ but to impose a particular conduct on a particular human multiplicity. -Gilles Deleuze, Foucault


section study: a space that intensifies exposure to disguised losses, encouraging a continuous production of gaming or, the participation of any other program that may occur


16-17

A Loss Disguised as a Win



18-19


site studies: situating a casino on the old Michigan State Fairgrounds

urban gambling network: disguised gaming losses in Detroit/Windsor network of casinos + points of lottery ticket sales


20-21

A Loss Disguised as a Win


Re-Acting History Historical Perception, Three Ways

Graduate Core Studio III: Situations Instructor: Anya Sirota Memory and history, far from being synonymous, appear now to be in fundamental opposition. Memory is life, borne by living societies founded in its name. It remains in permanent evolution, open to the dialectic of remembering and forgetting, unconscious of its successive deformations, vulnerable to manipulation and appropriation, susceptible to being long dormant and periodically revived. History, on the other hand, is the reconstruction, always problematic and incomplete, of what is no longer. Memory is perpetually actual phenomenon, a bond tying us to the eternal present; history is a representation of the past. -Pierre Nora, Between Memory and History: Les Lieux de MĂŠmoire


Located near Pittsburgh, in Braddock, Pennsylvania, this project attempts to explore the potential of situating a historical narrative on a constructed site. Home to the Whiskey Rebellion of 1794, Braddock currently does not contain any reference to this signifiant event in America’s history. The proposed archive and reliquary allows for the curation of this history to be made available to the public, as well as a space for a constructed representation of a natural environment for performances of historical reenactments.

22-23

Rather than mimicking a natural space, the falsified landscape allows for a greater interpretation of the space and the reenacted events which takes place there. The result are three different ways of experiencing historic narratives (written, physical, and reenacted) to be contained within a single structure. This allows the visitor to perceive and recreate the history of Braddock for themselves.





Re-Acting History

Historical Archive

Historical Reliquary

26-27

Historical Reenactments


Dissecting Venturi Model as Diagram of the Vanna Venturi House

Graduate Core Studio II: Form Instructor: Tsz Yan Ng There is a truism in architecture that books are sometimes more important than buildings. This could be said for Palladio, and perhaps for Le Corbusier.Yet the Vanna Venturi House is a writing, in architectural terms, of Venturi’s Complexity and Contradiction; no American house or building before or after can make that claim. -Peter Eisenman, Ten Canonical Buildings


28-29

In this studio we were each assigned an iconic home and over the course the semester, we were asked to analyze the house in through several different projects. In this project, we were given a dimension (14’’x14’’x20’’) to construct a diagrammatic model of the home. I read my assigned house, the Vanna Venturi House, as a series of architectural elements layered and compressed upon one another. I represented the negative space of the house as these layered elements in tension, in an attempt to model the moments of compression as you move through the house. Suspended within acrylic planes, this space is independent to the exterior reading, just as the facade of the Vanna Venturi House operates.


Diagram: Separation and Re-Compression of Elements


Dissecting Venturi 30-31

Diagrammatic Model of the Vanna Venturi House



Research + Production


Second City!

Or, How Improv Made Chicago Funny (and Vice Versa) 2014 Research on the City Grant

in collaboration with Prof. John McMorrough, Prof. Julia McMorrough, Prof. Joseph Rosa + Caitlin Sylvain Cities are funny things, both equation and caprice, they are testaments to, and limit cases of, “big plans,” and nowhere more so than Chicago...Like all cities, Chicago is a combination of circumstantial facts (the quantities and dispositions of its urban form) and a projective imagination (how it is seen and understood)...Whether reversing the flow of the Chicago River in 1900, or raising the mean level of the city by physically lifting buildings six feet in the 1850s, Chicago’s answer to the question of what the city is, has always been, in a manner of speaking, funny. -John McMorrough


I was fortunate a member of the research and production team with Caitlin Sylvain for the Taubman College 2014 Research on the City Grant, Second City! Chicago’s Funny Urbanism, in collaboration with Professors John McMorrough, Julia McMorrough, and Joseph Rosa. For the project, Caitlin and I were responsible for conducting research, design strategies, site visits, the production of material for a book, two films, and an exhibition.

34-35

Looking at the relationship between improvisational comedy and the city of Chicago, two questions were first asked: How did Chicago’s improv comedy become such a large industry, and what connections are there between improv, design, and urbanism? Our initial investigations yielded overwhelming results. The question then became not what connections are there, but how can we make sense of them, and how can they be communicated? The result was the organization of our research into a book, which follows the format of a specific type of longform improv (a Harold). By juxtaposing relationships between improv and Chicago in different ‘beats’ and ‘scenes,’ the reader will be able to make connections between the material discussed. The resulting exhibition was in two parts: An Urban Improv Study Center, which is a proposed new type of institution for collaborative work in and of the city, and a City-Stage, presenting a space for people to engage in improvisational games. By using Second City and improv as a way to understand Chicago, we thought of a city as not a problem to be solved, but as an evolving set of scenes to produce an ever-changing (and sometimes funny) solution.


Book: Urban Research as Longform Improvisation (i.e., a Harold)


Second City! + Urban Improv Study Center

36-37

Exhibition: City Stage


Film: Chicago Theater

6. First Game

Finding the Game

5. First Beat, Third Scene

Group Mind

4. First Beat, Second Scene

Abstract Where

3. First Beat, First Scene

2. Monologue

1. Initiation


38-39

12. Evaluation

Workshop for Improvisational Urbanism

11. Third Beat

Film: Base Reality

10. Second Game

Yes, And

9. Second Beat, Third Scene

In the Moment

8. Second Beat, Second Scene

Object Work

7. Second Beat, First Scene

Second City!


Greening the Grounds @ Jane + Finch competition entry: Islands and Piers in a Sea of Green (and Browns and Greys)




Representation


Making a Situation Architecture as Program and Performance

Graduate Core Studio III: Situations Instructor: Anya Sirota The pleasure of space:This cannot be put into words, it is unspoken. Approximately: it is a form of experience—the “presence of absence”; exhilarating differences between the plane and the cavern, between the street and your living room; symmetries and dissymmetries emphasizing the spatial properties of my body: right and left, up and down. Taken to its extreme, the pleasure of space leans toward the poetics of the unconscious, to the edge of madness. -Bernard Tschumi, The Pleasure of Architecture


Through a series of one week projects (one line drawing, three models), the creation and representation of situating people, program, and space were explored. Through a lottery system, a program (verb) and site (noun) were randomly assigned for the drawing. The result, Taxidermy in a Dressing Room, depicts a scene juxtaposing the skinning of dead animals and trying on new clothes. The image, drawn in freehand cartoon, was intended to put a humorous tone on a potentially gruesome subject.

44-45

The three, one-week models were an exploration of specific modeling techniques as a way to represent program, site, and performance. The techniques were intended to expose us to a breadth of modeling possibilities, experimenting with whimsical ways of occupying the models. The first model was an insertion of a performance space in a parking garage. The second model, using a casting method, in the site of a swimming pool, creates program with ice, that as it melts, becomes a performance itself. The third, with found objects, experiments with atmospherics through melted crayon and dry ice.


Taxidermy in a Dressing Room with Annelise Heeringa + Jayne Choi



Situation Logics: Models with Rubin Quarcoopome

Creating spaces of various performances and program of movable, occupiable objects in a parking garage.


An expiramentation of atmospherics in a museum with melted crayon and dry ice

Program as performance: occupying ice


Representation Work Instructor: Perry Kulper

Subjective Projection: Waffle Iron


Bell’s Two-Hearted

October 3, 2014 46° N

Representation

2022

2018

2014

2010

2006

2002

1998

1994

1990

October 3, 2014

water Samuel Adams Oktoberfest

44° N

Samuel Adams Oktoberfest

42° N

water

40° N

Pabst Blue Ribbon

38° N water

34° N Bell’s Two-Hearted

32° N

water

20:00

20:30

Mappae Mundi: Mapping a Meal

50-51

19:30 30° N



Representation 52-53 Promiscuous Architecture Flight Deck of an Aircraft Carrier



Anatomies


Case Study: Prada Tokyo Arch 417: Construction Instructors: Jen Maigret + Claudia Wigger

Diagram of Structural + Facade Systems

This introduction to construction course focused on understanding different types of construction systems and representing them through drawing.The final project was a case study of the Prada Tokyo, by Herzog + de Meuron. The drawings here show how the facade acts as the structure for the building, which allows for an exceptionally open interior.


Case Study: Prada Tokyo

1 2 3

4 5 6

7 8 9 10 11 12 13

1: aluminium diagonal post-and-rail facade 2: two-paned rhomboid window, glazed 3: silicone waterproof seal 4: aluminium guide track 5: welded sheet-steel supporting section 6: calcium silicate fire-resistant cladding 7: two-paned rhomboid window, glazed 8: aluminium diagonal post-and-rail facade 9: stainless steel sliding track

56-57

14 15 16

10: stainless steel outer pane fastener 11: aluminium fastener clamp 12: silicone joint strip 13: W10 x 33 steel I-section structural facade member 14: silicone compression strip 15: aluminium smoke extraction flap 16: calcium silicate fire resistant cladding


Case Study: Crane House Arch 527: Building Systems Instructor: Neal Robinson

This assignment, done in a group of four students, we were asked to look at a canonical modern house in Ann Arbor, designed by Robert Metcalf.The group divided up the separate tasks such as site, enclosure, systems, heating, and structure. We were asked to look at the overall design by Metcalf, and how he designed a house specific for the site and needs of the client. My task in this group was to look at both the site and heating systems. By depicting the house on New Years’ 1958, we were hoping to represent and understand the how the house functioned as an architectural structure and a place of inhabitation.


58-59

Case Study: Crane House



Thanks!

Contact e: ilhowell [at] umich [dot] edu t: (562) 472 8702 a: 223 Sunset Road Ann Arbor Michigan 48103



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