4.s22

Special Subject: Architecture Studies — Utopias, Camps, and the Architecture of War. The City of Terezin, Czech Republic

Utopias, Camps, and the Architecture of War, is proposed as a design-research workshop that examines the layered histories of Terezín as a way to think critically about how architecture participates in the making of trauma, memory, and recovery. Conceived as a fortified utopian city and later transformed into a Nazi transport camp, Terezín embodies the shifting functions of urban space and architecture as both agent and witness. Its bastions, mounds, and urban fabric are not merely remnants but active carriers of political and historical meaning. By tracing the trajectory from fortification to camp, from architecture of war to the ongoing dilemmas of inhabitation, memorialization, restoration and reconstruction, this workshop foregrounds the ethical and epistemological challenges of engaging with sites where architecture itself was complicit in violence.

The studio is offered as collaborative project together with confirmed participating architecture schools: Czech Technical University in Prague, Czech Republic (lead by Veronika Sindlerova); TU Dresden, Germany (lead by Angela Mensing-de Jong); Technion -Israel Institute of Technology, Haifa, Israel (lead by Eliyahu Keller, Aaron Sprecher). Pending on funding, students should be prepared to travel to the Czech Republic and Germany during spring break.

Spring
2026
3-0-9
G
Schedule
M 2-6
Location
5-231
Enrollment
Limited to 10
Preference Given To
MArch
Can Be Repeated for Credit
Yes
4.227

Landscapes of Energy

Cancelled

Canceled for Spring 2026

Spring
2026
3-0-9
G
Schedule
W 9:30-12:30
Location
5-216
Enrollment
Limited to 12
Can Be Repeated for Credit
No
4.THU

Undergraduate Thesis

Class meets in-person every spring term.

Program of thesis research leading to the writing of an SB thesis. Intended for seniors. Twelve units recommended.

Spring
2026
0-1-11
U
Schedule
W 11-12
Location
7-434 studio
Prerequisites
4.THT
Required Of
BSA, BSAD
Can Be Repeated for Credit
Yes
4.181

Architectural Design Workshop — Resilient Urbanism: Coop Culture, Co-Ops and Commoning

Note: Schedule change from W 9-12 to W 2-5 in room E14-251 (11/21/25)

This hands-on studio investigates how artistic, architectural and historiological methodologies can shape ecological and civic systems through the collaborative adaptation and construction of two mobile, site-specific chicken coops. Cross listed and co-taught with Nida Sinnokrot (ACT 4.s32 and Kate Brown (STS- STS.20), the course connects critical histories of urban farming in Boston with practical skills in community-responsive design and fabrication. Students will work to develop adaptive proposals for Eastie Farms and Common Good Farm that merge form, function, and narrative, while interrogating how food systems, civic infrastructures, and public space can be reimagined through creative, operational aesthetics.

This workshop represents the second part of Resilient Urbanism, a joint commitment with a community partner to envision and reimagine architectural infrastructure to support Common Good Coop a local community owned urban farm organization in the heart of Dorchester. Previously, students explored ideas pertaining to collective ownership structures, urban agricultural histories, the history of racial segregation in Boston. The outcomes produced a colorful, accessible zine documenting how a reader would navigate municipal code and regulation to start a community garden or urban farm along with a larger design proposal for the land in which the Co-Op occupies.

Undergraduates welcome.

Kate Brown
Justin Brazier
Spring
2026
3-0-9
U/G
Schedule
W 2-5
Location
E14-251 Mars Lab
Enrollment
Limited to 12
Preference Given To
MArch & BSA + BSAD students
Can Be Repeated for Credit
Yes
4.185

Architectural Design Workshop — Forest Made Workshop

The Forest Made Workshop will focus on the design of experimental architecture and furniture that uses what the forest naturally provides. Rather than milling softwood for the mainstream dimensional lumber industry, the workshop will explore a diverse mix-species 
of hardwoods, undersized and low value “unmerchantable” wood that must be removed from the forest to improve resiliency and lower risks of forest fire. This class engages wood fabrication techniques and aesthetics along the uncanny ‘slider’ of natural occurence and intentional design.

Spring
2026
3-0-9
G
Schedule
R 9-12
Location
5-415 (BT Conf. Room)
Enrollment
Limited to 10
Can Be Repeated for Credit
Yes
4.s25

Special Subject: Architecture Design - GEO—DESIGN

GEO—DESIGN brings the agency of the “geo—” to bear on design at a moment when the planet—Earth, Gaîa—is a matter for thought and action.

In landscape architecture, regional land use and planning, and other environmental design fields, the term geodesign, as framed by Jack Dangermond and Carl Steinitz, has come to describe the application of computational tools, and in particular geographic information sciences, to model, visualize, and analyze ecological systems within design workflows. This course is a quest for a more material and situated context for geo—design, one that requires a more expansive and differentiated toolbox. The seminar distinguishes between the “globe” (the abstract, computational, anthropocentric view of the Earth) and the “planet” (complex Earth systems, and even cosmic forces, shared with other living beings and shaped by historical processes—geologic, ecological and political). A global perspective, also known as a God’s eye view, has often privileged a response from outside, maybe akin to geoengineering, in the form of promissory technologies and design solutioneering, at the risk of perpetuating the depleting forces and extractivist values that underpin the present climate crisis.

Where might and design touch down to counter such spatial abstraction? From a “planet-centered” perspective, geo-design focuses both on planetary-scale relations as well as on grounded places and situated practices. Such ability to respond (or response-ability) proposes a diffraction of the “global” viewpoint into a series of planetary portals or core samples, that look into a section of the Earth—its stories, matters, practices. The portal in speculative writing and science-fiction represents is an opening into time and space that connects seemingly unconnected geographies, and in this seminar, offers a theoretical framework for unearthing the systemic and situated logics of the climate crisis. The spatial framing of the Earth into such planetary portals is a lens to unearth the entanglements of climate, design, and politics and to speculate with different media on how to compose “Earths” that are worth living.

The course introduces theories and practices that seek to make (common) sense of the planet. The introduces voices from the humanities on the topic of Earth, planet, planetarity and planetarium (Spivak, Chakrabarty, Latour, Mbembe), along with allied practices of geohumanities, geo–philosophy, geopower, gerontology, geoaesthetics and geotrauma (Deleuze and Guattari, Grosz, Povinelli, Gabrys, Haraway, Tsing). The course then examines a series of planetary portals, many of which are iconic to the imagination of global commons, through practices that have addressed related climate controversies through design and architecture. Some such sites and practices include the Arctic and Antarctic Ice Sheet Melt (Susan Schuppli, Kathryn Yusoff, Olafur Eliasson, Design Earth), Amazonia deforestation (Ursula Biemann, Paolo Tavares), Oceans and Tidal Zones (Cooking Sections, TAB21, Ant Farm), the Great Coral Reef bleach (Karrabing Film Collective, Institute for Figuring), the atmosphere (Nerea Calvillo, Liam Young, Office for Political Innovation), the Caribbean (WAI Think Thank), as well as in planetary ruptures and geo-traumas in the form of disasters like plantations, landslides, heatwaves, wildfires, floods, earthquakes, tsunamis, etc.

Throughout, the course explores the range of representational and discursive practices— emphasizes the roots of geo-graphy as “earth writing” or “earth drawing”—be it visual description, material sensors, computational processes, forensic reports, community activism, speculative narratives, institution building or unbuilding, and various combinations thereof. Collectively, we inquire into geo—design as a practice of life-support, and how it may be embodied, enacted, and imagined.
 

Spring
2026
3-0-9
G
Schedule
T 9-12
Location
5-216
Enrollment
Limited to 12
Can Be Repeated for Credit
Yes
4.s68

Special Subject: Studies in Modern Architecture: EUROCENTRISM AND BEYOND - THE WORLD; THE GLOBE; THE PLANET

Beginning in the 1980s, the critique of Eurocentrism opened up an increasingly large domain for historical analysis and reassessment in both architectural and art history. . We will try to make sense of this shift and its embodied critiques as well as their on-going transformations, potentials, and problematics. Since secondary literature and analysis of this phenomenon is practically non-existent, we will study the phenomenon by trying to assemble different takes and perspectives.

Spring
2026
3-0-6
G
3-0-9
G
Schedule
W 2-5
Prerequisites
Permission of Instructor
Can Be Repeated for Credit
Yes
4.183

Architectural Design Workshop —Temporal Commons

The Temporal Commons is a multi-year research project that aims to bridge two millennia—one behind us & one to come—by integrating speculative futures with historical foundations. It will challenge the immediacy that dominates architectural discourse and the instinctive temporal narrowing of modernism’s legacy of presentism, proposing instead an approach grounded the expanded historical perspective of the longue dureé. The Temporal Commons workshops are offered in parallel to a sequence of research studios on topics in architecture and climate crisis. Each workshop adopts a historical perspective to pursue research in building materials, legal and regulatory frameworks, and environment.

The Spring 2026 version of the workshop will explore these areas in the context of mountain regions vulnerable to flash flooding and will focus on a range of topics including historical ecologies, timber extraction and use, riparian laws, cultural practices of riverine settlements, hydraulic science, property ownership, and other issues that will open new perspectives on the potentials for transformative architectural approaches.
Students may contribute to the workshop from a variety of disciplinary perspectives, including building technology, design, history, material science, environmental science, computation, etc.

Students taking the Temporal Commons Option Studio are expected to also enroll in the workshop. 

Spring
2026
3-0-6
G
3-0-9
G
Schedule
T 1-4
Location
5-231
Enrollment
Limited to 10
Open Only To
MArch, SMArchS, PhD students
Can Be Repeated for Credit
Yes
4.s12

Special Subject: Architecture Design — Brick x Brick: Drawing a Particular Survey

If the architectural drawing moves something unknown to something known (from vision to building), the reverse could be said of the architectural survey. The potential of the architectural survey lies in its mobilizing of something known into unforeseeable future uses (from building to visions). This course centers on recasting the architectural survey from conveyor of building facts to instrument for building stories. Operating somewhere between the limits of absolute truth and virtual truth, our research will aim to uncover new ways of engaging architecture’s relationship to vision, documentation, and the art of renewal (or preservation) against the backdrop of racial, economic, and material conditions in the turn-of-the century South. More specifically, the site of the course will be Tuskegee University and the legacy of Robert R. Taylor, the first accredited Black architect, MIT graduate, and designer and builder of a significant portion of the campus’s brick buildings. Students will consider Taylor’s work both in the present context and its inception under Booker T. Washington’s leadership.

In addition to rigorously surveying a building through traditional and non-traditional survey methods and media, students will engage Taylor’s legacy through on-site field work paired with archival research. Observations will be filtered through distinct ways of looking to describe an existing building not as it is but as it is seen by the student. The results, a set of unconventional as-built drawings, will question and advance visuality as architecture’s essential resource.

Spring
2026
3-0-6
G
Schedule
R 9-12
Location
3-329
Prerequisites
Permission of Instructor
Enrollment
Limited to 10
Preference Given To
MArch, SMArchS
Can Be Repeated for Credit
Yes
4.184

Architectural Design Workshop — Designing for Non-Player-Characters

This seminar invites architects to step away from the design of buildings and toward the choreography of behaviors. Instead of treating game engines as tools to simulate physical architecture, we will explore them as spaces of agency, interaction, and emergent systems - approached through the lens of the Non-Playable Character (NPC).

Non-Player-Characters can be understood as supporting characters without agency in the design process - figures who move through, occupy, and animate spaces but do not participate in shaping them. In games like The Sims or Animal Crossing, their behaviors are bounded by pre-set logics: they water flowers where flowers exist, gather where furniture is placed, or follow circulation paths laid out by the player. This dynamic mirrors how some architectural users are often positioned: not as co-designers but as bodies that test, confirm, or reveal the affordances of constructed environments. Thinking of NPCs this way allows us to frame game engines and digital twins as laboratories where human and more-than-human presence is simulated, not negotiated, offering architects a way to study occupation and spatial legibility while questioning the confines of agency within design practice.

In the world of simulated environments, particularly in computer games, NPCs are not players that the world is actively designed around; they are zero-sum rules, behaviors, consequences. They react, they loop, and perhaps most importantly, they adapt. What happens when we begin to think of design not in terms of form, but in terms of relationships, reactions, and responses? This course frames the NPC as a design actor; a system-aware inhabitant of simulated space. Through the logic of NPCs, we’ll explore how spatial environments are less about static structures and more about the relationships, scripts, and feedback loops they host. We’ll treat NPCs as both products and producers of space, understanding them as narrative tools, systems-thinking proxies, and spatial collaborators.

Throughout the semester, we will be joined by guest speakers working in level design, game development, and interactive storytelling, who will share insights into the production of behavior-driven environments and the role of NPCs in shaping user experience. These conversations will give students a lens into game-design practices and help situate architectural thinking within broader world-building and digital design ecosystems.

Participants in the seminar will learn to prototype not walls, but worlds - not elevations, but behaviors - using the affordances of game engines to build interactive ecologies rather than inert environments. If architecture traditionally answers what stands still, dynamic environmental design methods ask: what moves, what interacts and why? The seminar introduces game engines, and their respective asset development pipelines, as design laboratories where spatial form, character logic, and environmental systems converge, enabling new ways to imagine architecture as dynamic, lived experience. We will investigate the different opportunities to explore complex relationships within constructed environments through the lens of changing and adaptive game environments, illustrate interactions, responses, and challenges within architectural space, and investigate the limits and possibilities within simulated space. Creating processes and pipelines that weave architectural observations and design strategies into the logics of game development, we explore the opportunities and limitations that derive from the conversion of 3D assets, material mapping, and digital environments into interactive and adaptive worlds.

 

Spring
2026
3-0-3
G
Schedule
M 10-1
Location
5-216
Enrollment
Limited to 12
Open Only To
(see prerequisites)
Can Be Repeated for Credit
Yes