Pattern
From Envirowiki
Fundamentally, a pattern is a form that is repeated. In nature (and chaos in general), patterns can be found. The forms within the patterns are always similar, but not necessarily always the same. An example is the Fibonacci sequence, which occurs in pine apples, some trees, and in sea shells (related directly to the Golden Mean). In nature, no single pattern forms an object (ie. a tree), but numerous patterns overlap to form the objects. Different iterations of the different patterns form infinite unique objects, but which all fit within the pattern. Look at a Eucalypt, you will see many patterns: Root circumference in close relation ship with drip line, Height of first branch within a set ratio to height of tree; branch spacing in relation to thickness of parent branch, leaves of set colour range, set length to width ratio, one side dominant, causing a curl, etc.
Patterns can also form the basis of design. Christopher Alexander argues in "the Timeless Way of Building" that design should be conducted first by identifying patterns that reinforce the required behaviour, and combining those patterns in a "pattern language", which can then be used to guide design decisions. Alexander argues that this is done in all design anyway, but that bad designers are unaware of the patterns in their work that create negative effects on behaviour ("bad" patterns). Examples of bad patterns which you may already be aware of include "long dark passage way", "fluorescent lighting/no natural light", "cubicle offices", each of which can have huge negative impacts on physical an mental health. Being aware of these patterns allows us to analyse their impact on us, and alter or replace them with better ones.
[edit] 1 Defining a pattern
To be a proper pattern, a pattern must fit a set of rules:
- works within a set range of scales
- is whole and complete (doesn't require other specific patterns to be present)
Christopher Alexander argues that a pattern must be able to be draw (diagramatically), to prove that it can be conceptualised as a whole. It would probably be a good idea if patterns had the desired outcome included (if only as a hypothesis)
[edit] 2 Pattern languages
Patterns generally combine in a loose heirachical network. Each pattern has a scale to which it is relevant, and smaller patterns fit within it. For example, patterns that define the earth are first geological ("water in basins", "rain shadows create deserts", "snow line" all define the limits of types of ecosystems, ie. forests), then comes the patterns which fit each of the parts defined by the geological patterns ("mixture of old and new growth", "work towards biodiversity", "fast growth around fallen trees", "gradient from moist to dry" all define what happens in a forest), and then come single life patterns, such as those described for the Eucalypt above. The patterns can be followed down to cellular, molecular, atomic, and subatomic levels, as well as up to solar system, galaxy, and universe levels, however it is usually only useful for use to concentrate on the patterns which we can affect (those around the human scale). It's worth nothing that small patterns may only apply within some larger patterns: the pattern of the eucalypt leaf is not relevant within the pine tree patterns, etc.
[edit] 3 patterns in design
Such a pattern language is extremely useful in design, because once understood, the patterns will allow a designer to quickly and simply make decisions about what should happen where - since the patterns can be applied in any similar situation. The final outcome in each design will look different, but the fundamentals will always be similar. If the patterns reinforce the desired behaviour, then the final effect on people (or animals) will always be pretty similar
In camp design, some patterns that could be good might be:
- "central area near main entrance" - a place for people to meet that's easily locatable, and contains help points
- "help points" - clearly marked, useful at all times (even when not staffed)
- "workshop spaces" - layouts to augment collective learning and decision making
- "autonomous neighbourhoods" - groupings of a set size range (150-250 people?), to help foster community, and make organising easier
- "quiet areas" - for people that need sleep
- "offset center" - center contains meeting points and amenities, and is on the side of the neighbourhood closest to the main camp space, allows for travel efficiency, and diversity in camp sites.

