Architecture Itself and Other Postmodernization Effects
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Before architectural postmodernism was named as such, the process of postmodernizing architecture had already begun implicating architectural work in the increasingly information-driven logic of the late twentieth century. Though radical, the effects of this process have long been excluded from the predominant histories of postmodernism, which continue to rely on notions of individual and creative genius, architectural autonomy, and stylistic genealogies.
Architecture Itself and Other Postmodernization Effects places material devices, such as Pantone chips, research grant applications, questionnaires, Xerography, and travel photography, at the forefront of a counter-narrative that recasts these informatic procedures as fundamentally architectural and as the primary of catalysts of the loose agglomeration of styles that was once called postmodernism.
Two essays for Architecture Itself: “The Swan Plays Itself” (regarding Michael Graves’ Swan Hotel at Walt Disney World, Orlando, Florida); and “Architecture in the Black” (regarding John Portman’s Bonaventure Hotel and Fredric Jameson’s Hotel Bonaventura.)
The Swan Plays Itself
(Lingering notes on pan flute.) On screen: a pair of swans in silhouette against a brightening sky; then a curtain opening onto a view of Spaceship Earth, the geodesic sphere that towers over Walt Disney World’s Epcot Center theme park in Florida; then a PeopleMover tram passing over a bridge held aloft by two pirate ships; then a middle-aged man jogging along a terracotta colonnade; then the sun rising on the Swan, one of two enormous hotels designed by architect Michael Graves for Disney. Wang Chung’s 1986 song, “Let’s Go,” starts to play and the images begin to cut more quickly—119 shots in five minutes—in sync with the song’s up-tempo percussion line: a man donning a white cotton robe emblazoned with the Swan logo, a woman taking notes on Swan-branded letterhead, a flyover shot of sliced fruit laid out at a breakfast bar that is watched over by a melon carved into the shape of a swan.
All of this takes place in the first minute of a promotional video created in 1990 for Westin, the hotel management company, for the openings of the Epcot-adjacent Swan Hotel and its nearby counterpart, the Dolphin Hotel.[i] But unlike the animated features that made Disney a cultural juggernaut and a corporate behemoth, this video is targeted at a decidedly older audience. The pitch is for a business crowd, offering the Swan up as an ideal venue for important meetings and conventions. The building has all of the requisite facilities, and then some, which the video demonstrates by following a day in the life of a group of business travellers as their every desire is anticipated and sated by a veritable army of resort employees dressed in smart uniforms bearing the logo of the hotel: a pair of salmon-coloured swans facing off above a squiggle of salmon-coloured waves. The motif is ubiquitous in the video, repeated in the swan-shaped fountains in the lobby, stamped on the dishware, printed on tennis bags, and cast in chocolate.
Even the VHS cassette’s plastic clamshell case bears a close-up of one of the hotel’s titular swans, beak turned downward and gazing straight out. In reality, each of the swans—only statues, of course, since whether by intention or coincidence there are no actual swans here—are perched atop the ten-story hotel and themselves stand another fourteen-metres high, gazing down on guests like the cygnine jailors of a pastel panopticon. Graves designed these swans using the latest in computer-aided design technologies, and while they are certainly a sight to behold, their monumental scale gives no impression of their vast emptiness: just metal skin laid over a structural skeleton.
As with all things Disney, it is the image that matters most. In the theme parks, this presents itself with the economy of the Mickey Mouse logo, which is stamped on all things purchasable or otherwise consumable. The iconic design is so ubiquitous that it is placed exactly where you would least expect it; it is a game among some particularly zealous Disney devotees to spot these “Hidden Mickeys,” instances of the logo that are placed in obscure locations, sometimes even camouflaged. On this side of the park gates, there is no break from the branding: Mickey is everywhere, as if simply a condition of space itself.
But at the Swan, this formula is turned the other way around. Where the Disney parks exemplify the concept of branded space, the Swan is a prototype for a brand built around a space—or, more precisely, a building. The Swan’s logo is first and foremost a signifier of the architectural-scale statues, long before it calls to mind anything with feathers. Put simply, at the Swan, the building is the branding is the building.
Some years before the spectacular success of Frank Gehry’s Guggenheim Museum Bilbao, the Swan suggested the path that a significant part of the profession would take, becoming caught up in an architectural icon economy premised on the production of spectacular buildings that would yield spectacular images. Long before Instagram, these iconic structures were erected to bait their mass remediation in photographs and films, to generate their fame, and ultimately to draw tourists who would inevitably make their own images, too. The architectural production of spectacle was concomitant with the development of contemporary global tourism.
The Swan is unambiguously a sensational object of touristic attention, but we might ask how it came to be this way. Was Disney’s goal to make a building famous, or to make a famous building? In any case, architects are situated squarely in the middle: the office of Michael Graves supplied an object whose ridiculousness guaranteed its novelty and notoriety, and Disney’s mammoth promotional machine ensured that millions would take note.
Indeed, the Swan is one instance in which architecture entered into the postmodern image economy at the end of the 1980s: first by becoming a subject of advertising, then by absorbing the logics of advertising into its arsenal of disciplinary techniques, which is to say, into design. Alongside the Westin-produced promotional film—evidence from a case in which “architecture itself” becomes advertised—the building bears traces of its designers’ application of marketing lessons. Graves’ team embedded the Swan motif into every detail of the resort, to the extent that it seems that no guest is ever any farther than arm’s reach from a swan of some sort, whether as topiary, fountain, or graphic appliqué.
Of course, Graves did not invent branded space, but what is remarkable in this case is the perfect concordance of two media regimes, one from within architecture and the other from without. In the latter, the video attests to a corporate desire to drum up buzz around a new architectural product; in the former, Graves’ architectural scenography, overloaded as it is with self-referential symbols, produces the building as a stage set for its own remediation and ensures that this imaging of the building will always and inevitably promote its omnipresent brand. It is these two interlocking parts that distinguish the Swan as a well-oiled, self-reinforcing media environment.[ii] Between Marshall McLuhan’s media environment, Guy Debord’s claims on spectacle, and Jean Baudrillard’s simulacrum, we find the Swan, a building that has—and is—its own commercial.
In the movie version, the Swan is flawless, as are the guests and employees who populate it. Everything fits into the picture with terrifying exactitude. It is “curated.” There are no minorities at the Swan and the only kind of love it hosts is straight and white. Even in the video’s closing moments, in an overhead shot of Pleasure Island’s Mannequins nightclub—so named for the humanoid ersatz—everyone present seems to know the choreography and manages to stay in step. That the soundtrack is an anthem of escapism only adds to the heterotopian fever-dream: “[…] share a sweet isolation; Let’s go there today.”[iii]
But is the straight-to-VHS version of life at the Swan meaningfully different from the real thing? Both the video and the building it depicts are subtended by the logic of advertising, and each plays a part in producing an inhabitable image of a yuppie Fantasyland.[iv] But recall that what distinguishes the tableau vivant from the theme park is the embeddedness of its viewer: at Disney, you can inhabit and explore the picture, and even lose sight of the frame. Indeed, this was Disney’s great innovation with respect to the theme park: to flip the script, so to speak, and install context as the content—as with Cinderella’s Castle—and this is exactly the governing dynamic of architecture’s media function at the Swan. It is context that becomes content, whether in video or experienced in the flesh, defeating Walter Benjamin’s thesis that architecture is the prototype of an art received in distraction.[v] Michael Graves designed the building to be a self-obsessed scene-stealer, so when it came time to cast the film, the choice was clear: the Swan plays itself.
Notes
[i] The Dolphin Hotel is conspicuously absent from the Swan Hotel video; properly “conspicuous” because the two hotels are directly adjacent to one another and, like the Swan, the Dolphin is also dominated by enormous, sculptural evocations of its namesake. The careful exclusion of the Dolphin from images of the Swan speaks to the degree to which the hotel’s representation was itself carefully designed and curated. This is no shock, of course, because the Swan’s stiffest competition would be, inevitably, the Graves-designed Dolphin next door.
[ii] There are at least two useful ways of thinking of the term. In the first, “media environment” can refer to a milieu of mediation, such as the kind that we are immersed in every single day. This would be, after Georges Canguilhem and Bernard Stiegler, the environment of human artifice that inflects how a subject operates in and through technology. See Georges Canguilhem, “The Living and Its Milieu” Grey Room no. 3 (Spring, 2001): 6–31; Bernard Stiegler, Technics and Time, 1: The Fault of Epimetheus, trans. Richard Beardsworth and George Collins (Stanford: Stanford University Press, 1998). In a second definition, derived chiefly from Marshall McLuhan, a media environment refers to a situation in which mediation is understood as the principal dynamic defining an environment or milieu. Accordingly, McLuhan’s “counter-environment,” can be a type of media environment in which the hegemonic effects of a given media technology are made visible in contrast to another, often older one. See Marshall McLuhan, “The Invisible Environment: The Future of an Erosion” Perspecta 11 (1967): 161–167. Guy Debord’s theses on spectacle are also relevant here, and are essential to Jean Baudrillard’s well-known musings on simulation at Disney. See Guy Debord, The Society of Spectacle (Paris: Buchet-Chastel, 1967), and Jean Baudrillard, Simulacra and Simulation, trans. Sheila Faria Glaser (Ann Arbor: University of Michigan, 1994).
[iii] Lyrics excerpted from Wang Chung, “Let’s Go.” In Mosaic. 1986.
[iv] McLuhan’s dictum that “the content of any medium is always another medium,” holds in the case of the theme park—taken as a media system—which turns drama, architecture, graphics, music, and even aroma toward the synaesthetic production of fantasy.
[v] The architecture of the Disney Parks has a clear pecking order that separates starring roles from supporting actors and extras. “Feature buildings” such as the Swan or Cinderella’s castle—called “weenies” in the homespun jargon of Disney Imagineering—are essential to wayfinding and constitute the major attractions in each park. By contrast, background buildings, often hidden by obfuscatory landscape features or painted in inconspicuous colours—Imagineers commonly employ two homemade tints, “No See-um Gray” and “Go Away Green”—constitute an architecture designed not to be received at all. For further reading on Benjamin’s “distraction” thesis, see Walter Benjamin, “The Work of Art in the Age of Its Technological Reproducibility” in The Work of Art in the Age of Its Technological Reproducibility, and Other Writings on Media, eds. Michael W. Jennings, Brigid Doherty, and Thomas Y. Levin (Cambridge, MA.: Harvard University Press, 2008).
“Illustrative operating pro forma for a 1,500-room convention hotel” from John Portman, Architecture as Developer (1976).