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Fort Irwin is a U.S. army base nearly the size of Rhode Island, located in the Mojave Desert about an hour's drive northeast of Barstow, California. There you will find the National Training Center, or NTC, at which all U.S. troops, from all the services, spend a twenty-one day rotation before they deploy overseas.



Sprawling and often infernally hot in the summer months, the base offers free tours, open to the public, twice a month. Venue made the trip, cameras in hand and notebooks at the ready, to learn more about the simulated battlefields in which imaginary conflicts loop, day after day, without end.



Coincidentally, as we explored the Painted Rocks located just outside the gate while waiting for the tour to start, an old acquaintance from Los Angeles—architect and geographer Rick Miller—pulled up in his Prius, also early for the same tour.



We laughed, said hello, and caught up about a class Rick had been teaching at UCLA about the military defense of L.A. from World War II to the present. An artificial battlefield, beyond even the furthest fringes of Los Angeles, Fort Irwin thus seemed like an appropriate place to meet.



We were soon joined by a small group of other visitors—consisting, for the most part, of family members of soldiers deployed on the base, as well as two architecture students from Montréal—before a large white tour bus rolled up across the gravel.

Renita, a former combat videographer who now handles public affairs at Fort Irwin, took our names, IDs, and signatures for reasons of liability (we would be seeing live explosions and simulated gunfire, and there was always the risk that someone might get hurt).



The day began with a glimpse into the economics and culture of how a nation prepares its soldiers for war; an orientation, of sorts, before we headed out to visit one of fifteen artificial cities scattered throughout the base.



In the plush lecture hall used for "After Action Reviews"—and thus, Renita apologized, air-conditioned to a morgue-like chill in order to keep soldiers awake as their adrenalin levels crash—we received a briefing from the base's commander, Brigadier General Terry Ferrell.

With pride, Ferrell noted that Fort Irwin is the only place where the U.S. military can train using all of the systems it will later use in theater. The base's 1,000 square miles of desert is large enough to allow what Ferrell called "great maneuverability"; its airspace is restricted; and its truly remote location ensures an uncluttered electromagnetic spectrum, meaning that troops can practice both collection and jamming. These latter techniques even include interfering with GPS, providing they warn the Federal Aviation Administration in advance.

Oddly, it's worth noting that Fort Irwin also houses the electromagnetically sensitive Goldstone Deep Space Communications Complex, part of NASA's global Deep Space Network. As science writer Oliver Morton explains in a paper called "Moonshine and Glue: A Thirteen-Unit Guide to the Extreme Edge of Astrophysics" (PDF), "when digitized battalions slug it out with all the tools of modern warfare, radio, radar, and electronic warfare emissions fly as freely around Fort Irwin as bullets in a battle. For people listening to signals from distant spacecraft on pre-arranged frequency bands, this noise is not too much of a problem." However, he adds, for other, far more sensitive experiments, "radio interference from the military next door is its biggest headache."



Unusually for the American West, where mineral rights are often transferred separately, the military also owns the ground beneath Fort Irwin, which means that they have carved out an extensive network of tunnels and caves from which to flush pretend insurgents.

This 120-person strong insurgent troop is drawn from the base's own Blackhorse Regiment, a division of the U.S. Army that exists solely to provide opposition. Whatever the war, the 11th Armored is always the pretend enemy. According to Ferrell, their current role as Afghan rebels is widely envied: they receive specialized training (for example, in building IEDs) and are held to "reduced grooming standards," while their mission is simply to "stay alive and wreak havoc."

If they die during a NTC simulation, they have to shave and go back on detail on the base, Ferrell added, so the incentive to evade their American opponents is strong.



In addition to the in-house enemy regiment, there is an entire 2,200-person logistics corps dedicated to rotating units in and out of Fort Irwin and equipping them for training. Every ordnance the United States military has, with the exception of biological and chemical weapons, is used during NTC simulations, Ferrell told us. What's more, in the interests of realism (and expense be damned), troops train using their own equipment, which means that bringing in, for example, the 10th Mountain Division (on rotation during our visit), also means transporting their tanks and helicopters from their home base at Fort Drum, New York, to California, and back again.

Units are deployed to Fort Irwin for twenty-one days, fourteen of which are spent in what Fort Irwin refers to as "The Box" (as in "sandbox"). This is the vast desert training area that includes fifteen simulated towns and the previously mentioned tunnel and caves, as well as expansive gunnery ranges and tank battle arenas.

Following our briefing, we headed out to the largest mock village in the complex, the Afghan town of Ertebat Shar, originally known, during its Iraqi incarnation, as Medina Wasl. Before we re-boarded the bus, Renita issued a stern warning: "'Afghanistan' is not modernized with plumbing. There are Porta-Johns, but I wanted to let you know the situation before we roll out there."



A twenty-minute drive later, through relatively featureless desert, our visit to "Afghanistan" began with a casual walk down the main street, where we were greeted by actors trying to sell us plastic loaves of bread and piles of fake meat. Fort Irwin employs more than 350 civilian role-players, many of whom are of Middle Eastern origin, although Ferrell explained that they are still trying to recruit more Afghans, in order "to provide the texture of the culture."

The atmosphere is strangely good-natured, which was at least partially amplified by a feeling of mild embarrassment, as the rules of engagement, so to speak, are not immediately clear; you, the visitor, are obviously aware of the fact that these people are paid actors, but it feels distinctly odd to slip into character yourself and pretend that you might want to buy some bread.



In fact, it's impossible not to wonder how peculiar it must be for a refugee, or even a second-generation immigrant, from Iraq or Afghanistan, to pretend to be a baker in a simulated "native" village on a military base in the California desert, only to see tourists in shorts and sunglasses walking through, smiling uncomfortably and taking photos with their phones before strolling away without saying anything.



Even more peculiarly, as we reached the end of the street, the market—and all the actors in it—vanished behind us, dispersing back into the fake city, as if only called into being by our presence.



By now, with the opening act over, we were stopped in front of the town's "Lyndon Marcus International Hotel" to take stock of our surroundings. In his earlier briefing, Ferrell had described the simulated villages' close attention to detail—apparently, the footprint for the village came from actual satellite imagery of Baghdad, in order to accurately recreate street widths, and the step sizes inside buildings are Iraqi, rather than U.S., standard.

Dimensions notwithstanding, however, this is a city of cargo containers, their Orientalized facades slapped up and plastered on like make-up. Seen from above, the wooden frames of the illusion become visible and it becomes more and more clear that you are on a film set, an immersive theater of war.



This kind of test village has a long history in U.S. war planning. As journalist Tom Vanderbilt writes in his book Survival City, "In March 1943, with bombing attacks on cities being intensified by all sides, the U.S. Army Corps of Engineers began construction at Dugway [Utah] on a series of 'enemy villages,' detailed reproductions of the typical housing found in the industrial districts of cities in Germany and Japan."

The point of the villages at Dugway, however, was not to train soldiers in urban warfare—with, for instance, simulated street battles or house-to-house clearances—but simply to test the burn capacity of the structures themselves. What sorts of explosives should the U.S. use? How much damage would result? The attention to architectural detail was simply a subset of this larger, more violent inquiry. As Vanderbilt explains, bombs at Dugway "were tested as to their effectiveness against architecture: How well the bombs penetrated the roofs of buildings (without penetrating too far), where they lodged in the building, and the intensity of the resulting fire."

During the Cold War, combat moved away from urban settings, and Fort Irwin's desert sandbox became the stage for massive set-piece tank battles against the "Soviet" Blackhorse Cavalry. But, in 1993, following the embarrassment of the Black Hawk Down incident in Mogadishu, Fort Irwin hosted its first urban warfare, or MOUT (Military Operations on Urbanized Terrain) exercise. This response was part of a growing realization shared amongst the armed forces, national security experts, and military contractors that future wars would again take the city as their battlefield.



As Russell W. Glenn of the RAND Corporation puts it bluntly in his report Combat in Hell: A Consideration of Constrained Urban Warfare, "Armed forces are ever more likely to fight in cities as the world becomes increasingly urbanized."

Massed, professional, and essentially symmetrical armies no longer confront one another on the broad forests and plains of central Europe, the new tactical thinking goes; instead, undeclared combatants living beside—sometimes even with—families in stacked apartment blocks or tight-knit courtyards send out the occasional missile, bullet, or improvised explosive device from a logistically confusing tangle of streets, and "war" becomes the spatial process of determining how to respond.

At Fort Irwin, mock villages began to pop up in the desert. They started out as "sheds bought from Shed World," Ferrell told us, before being replaced by shipping containers, which, in turn, have been enhanced with stone siding, mosque domes, awnings, and street signs, and, in some cases, even with internal staircases and furniture, too. Indeed, Ertebat Shar/Medina Wasl began its simulated existence in 2007, with just thirteen buildings, but has since expanded to include more than two hundred structures.

The point of these architectural reproductions is no longer, as in the World War II test villages of Dugway, to find better or more efficient methods of architectural destruction; instead, these ersatz buildings and villages are used to equip troops to better navigate the complexity of urban structures—both physical, and, perhaps most importantly, socio-cultural.

In other words, at the most basic level, soldiers will use Fort Irwin's facsimile villages to practice clearing structures and navigating unmapped, roofed alleyways through cities without clear satellite communications links. However, at least in the training activities accessible to public visitors, the architecture is primarily a stage set for the theater of human relations: a backdrop for meeting and befriending locals (again, paid actors), controlling crowds (actors), rescuing casualties (Fort Irwin's roster of eight amputees are its most highly paid actors, we learned, in recompense for being literally dragged around during simulated combat operations), and, ultimately, locating and eliminating the bad guys (the Blackhorse regiment).



In the series of set-piece training exercises that take place within the village, the action is coordinated from above by a ring of walkie-talkie connected scenographers, including an extensive internal media presence, who film all of the simulations for later replay in combat analysis. The sense of being on an elaborate, extremely detailed film set is here made explicit. In fact, visitors are openly encouraged to participate in this mediation of the events: we were repeatedly urged to take as many photographs as possible and to share the resulting images on Facebook, Twitter, and more.



Appropriately equipped with ear plugs and eye protection, we filed upstairs to a veranda overlooking one of the village's main throughways, where we joined the "Observer Coaches" and film crew, taking our positions for the afternoon's scripted exercise.



Loud explosions, smoke, and fairly grisly combat scenes ensued—and thus, despite their simulated nature, involving Hollywood-style prosthetics and fake blood, please be warned that many of the forthcoming photos could still be quite upsetting for some viewers.



The afternoon's action began quietly enough, with an American soldier on patrol waving off a man trying to sell him a melon. Suddenly, a truck bomb detonated, smoke filled the air, and an injured woman began to wail, while a soldier slumped against a wall, applying a tourniquet to his own severed arm.



In the subsequent chaos, it was hard to tell who was doing what, and why: gun trucks began rolling down the streets, dodging a live goat and letting off round after round as insurgents fired RPGs (mounted on invisible fishing line that blended in with the electrical wires above our heads) from upstairs windows; blood-covered casualties were loaded into an ambulance while soldiers went door-to-door with their weapons drawn; and, in the episode's climax, a suicide bomber blew himself up directly beneath us, showering our tour group with ashes.



Twenty minutes later, it was all over. The smoke died down; the actors reassembled, uninjured, to discuss what just occurred; and the sound of blank rounds being fired off behind the buildings at the end of the exercise echoed through the streets.



Incredibly, blank rounds assigned to a particular exercise must be used during that exercise and cannot be saved for another day; if you are curious as to where your tax dollars might be going, picture paid actors shooting entire magazines full of blank rounds out of machine guns behind simulated Middle Eastern buildings in the Mojave desert. Every single blank must be accounted for, leading to the peculiar sight of a village's worth of insurgents stooped, gathering used blank casings into their prop kettles, bread baskets, and plastic bags.



Finally, we descended back down onto the street, dazed, ears ringing, and a little shocked by all the explosions and gunfire. Stepping carefully around pools of fake blood and chunks of plastic viscera, we made our way back to the lobby of the International Hotel for cups of water and a debrief with soldiers involved in planning and implementing the simulation.



Our hosts there were an interesting mix of earnest young boys who looked like they had successful careers in politics ahead of them, standing beside older men, almost stereotypically hard-faced, who could probably scare an AK-47 into misfiring just by staring at it, and a few female soldiers.

Somewhat subdued at this point, our group sat on sofas that had seen better days and passed around an extraordinary collection of injury cards handed out to fallen soldiers and civilians. These detail the specific rules given for role-playing a suite of symptoms and behavior—a kind of design fiction of military injury.



A few of us tried on the MILES (Multiple Integrated Laser Engagement System) harnesses that soldiers wear to sense hits from fired blanks, and then an enemy soldier demonstrated an exploding door sill.



While the film crew and Observer Coaches prepared for their "After Action Review," our guides seemed talkative but unwilling to discuss how well or badly the afternoon's session had gone. We asked, instead, about the future of Fort Irwin's villages, as the U.S. withdraws from Afghanistan. The vision is to expand the range of urban conditions into what Ferrell termed a "Decisive Action Training Environment," in which U.S. military will continue to encounter "the world's worst actors" [sic]—"guerrillas, criminals, and insurgents"—amidst the furniture of city life.

As he escorted us back down the market street to our bus, one soldier off-handedly remarked that he'd heard the village might be redesigned soon as a Spanish-speaking environment—before hastily and somewhat nervously adding that he didn't know for sure, and, anyway, it probably wasn't true.



The "town" is visible on Google Maps, if you're curious, and it is easy to reach from Barstow. Tours of "The Box" are run twice a month and fill up quickly; learn more at the Fort Irwin website, including safety tips and age restrictions.


Arriving much earlier than expected for our tour of Fort Irwin, detailed in another post, Venue spent a half-hour wandering around the so-called Painted Rocks, where outgoing troops memorialize their time at Fort Irwin by painting unit insignias on an ever-larger swath of desert scrabble.

"We have a tradition at the National Training Center of painting rocks with unit patches and insignias," Command Sgt. Maj. Victor Martinez explains in an article posted at army.mil. They are "symbols of pride and allegiance."



The results are colorful, more self-mockingly macho than threatening, and highly photogenic; skulls, serpents, sharks, and dragons join bombs, arrows, spears, castles, and silhouettes of assault rifles, all of which gradually fade in the desert sun and need to be repainted when the unit responsible circles back to the desert base.

Unexpected cousins of Newspaper Rock, which Venue visited in Utah on a separate trip, the Painted Rocks turn geology into media, not as long-lasting as petroglyphs but still a semi-superstitious message left by humans on a thin layer of the earth's surface.
Photo courtesy Scott McGuire.

Several years ago, when half of Venue worked on the editorial staff at Dwell magazine, we took a daytrip down to the head office of The North Face to visit their equipment design team and learn more about the architecture of tents.

"As a form of minor architecture," the resulting short article explained, "tents are strangely overlooked. They are portable, temporary, and designed to withstand even the most extreme conditions, but they are usually viewed as simple sporting goods. They are something between a large backpack and outdoor lifestyle gear—certainly not small buildings. But what might an architect learn from the structure and design of a well-made tent?"

Amongst the group of people we spoke with that day was outdoor equipment strategist Scott McGuire, an intense, articulate, and highly focused advocate for all things outdoors. As seen through Scott's eyes, the flexibility, portability, ease of use, and multi-contextual possibilities of outdoor equipment design began to suggest a more effective realization, we thought, of the avant-garde legacy of 1960s architects like Archigram, who dreamed of impossible instant cities and high-tech nomadic settlements in the middle of nowhere.

Scott McGuire talks to Venue in Lee Vining, California; Mono Lake can be seen in the background.

Intrigued by his perspective on the ways in which outdoor gear can both constrain and expand the ways in which human beings move around in and inhabit wild landscapes, Venue was thrilled to catch up with Scott at a deli in Lee Vining, California, near his Eastern Sierra home.

McGuire, who recently left The North Face to set up his own business, called The Mountain Lab, was beyond generous with his time and expertise, happily answering our questions as the sun set over Mono Lake in the distance. His answers combined a lifelong outdoor enthusiast's understanding of the natural environment with a granular, almost anthropological analysis of the activities that humans like to perform in those contexts, as well as a designer's eye for form, function, and material choices.

Indeed, as Scott's description of the design process makes clear in the following interview, a 40-liter mountaineering pack is revealed literally as a sculpture produced by the interaction between the human body and a particular landscape: the twist to squeeze through a crevasse, or the backward tilt of the head during a belay.

Our conversation ranged from geographic and generational differences in outdoor experiences to the emerging spatial technologies of the U.S. military, and from the rise of BMX and the X Games to the city itself as the new "outdoors," offering a fascinating perspective on the unexpected ways in which technical equipment can both enable and redefine our relationship with extreme environments.

• • •

Geoff Manaugh: I’d like to start by asking you about the constraints you face in the design of outdoor athletic equipment, and how that affects the resulting product. For instance, in designing architecture, you might think about factors such as a building’s visual impact, its environmental performance, or the historic context of where your future structure is meant to be. But if you’re designing something like a tent—a kind of athletic architecture, if you will—then you’re talking about factors like portability, aerodynamism, cost, weather-proofing, etc.. What design constraints do you face, and how do you prioritize them?

Scott McGuire: The first thing is always the user. Everything has to be very user-centric, in a way that’s perhaps unlike conventional architecture. You might say, “I’m building a house; it’s about this site; it’s about this view; people are going to live in it in a certain way,” but you would rarely design a house based on whether or not someone has a propensity, for example, to use their kitchen utensils with their left hand or their right hand. But when you’re creating a technical product, you become really myopically focused on how that product interacts with an individual. It’s about establishing who that person is.

Of course, if I’m talking about doing a small technical pack that will hold 40 liters for someone who’s going mountaineering—well, I know that same pack may very well be used by someone riding on a bike as a commuter in New York City. Still, when we’re talking about that product, it’s very much about things like: what’s the person who’s going mountaineering wearing? What are they carrying? Where are they going? What environment are they going to be in? How much wear and tear is their pack going to get? As you study the user, you usually end up discovering a lot of nuances about the way they’ll use the product, and they’re often things you wouldn’t normally think about.

"Mt. Blanc from Le Jardin"; "The Finsteraarhorn"; another view of the Finsteraarhorn; and "Glacier of the Rhone." All photos taken between 1860 and 1890. Courtesy of the U.S. Library of Congress Prints and Photographs Division.

I’ll give you some examples of how that would work. I’ll stick with the 40-liter technical pack, which is the one you usually find in an area that’s high alpine, above 8000 feet, with year-round glaciers, where there’s lots of climbing and mountaineering. What you’re going to find, obviously, is that people are carrying it. They’re moving at a relatively athletic pace. They want to have the ability to fit the pack.

When we think about fit, it’s not as simple as saying: “This person’s got a 34" waist, a 19" back, a 42" chest, and that’s what we need to focus on.” It’s also the fit based off the way someone moves—what I would call the interaction between the user and the device. The way a 65-liter pack fits someone who’s walking down a manicured trail, doing eight miles a day—the height that their knee climbs and the amount that their body twists—is different than the fit of a 40-liter pack for somebody who’s going up a mountain, where they might be climbing a 45-degree slope. Or they might have somebody on belay and they need to be able to look up, so they need to have a tiny pocket of space so that, with a helmet, they can crane their head back and look up at their partner. The pack can’t get in the way of that.

Three 65-liter packs by The North Face, High Sierra, and Kelty, respectively.

Then you add to all that not just an ability to carry weight, but questions like: what does it feel like when an arm comes up to reach for a hold? Or: what happens when you’re trying to twist through a crevasse? There’s a fair amount of time spent really thinking about all of those elements on the body.

And then you run into some really interesting places when you start thinking about how the pack comes off the body. What does everybody do when they come to a stop? They take their packs off, throw them on the ground, and sit on them. So you have to think about how your frame system can carry the load one way, while being carried on someone’s back, but also what happens to that frame system when someone sits on it when it’s on the ground. That really nice zipper pocket on the face, the one that’s so great for getting access at the front of the pack—well, what happens when that thing spends a year lying zipper-down, crammed full of mud, with 150 to 200 pounds of person sitting on top of it? A lot of these observations need to take place in the very beginning, to think through these things.

Mountain climbers, Zermatt, Switzerland (1954); photograph by Toni Frissell, courtesy of the U.S. Library of Congress Prints & Photographs Division.

That’s basically the fit component of the interaction to the person. The second element is really going to be: what goes into the product? What is the user carrying, and how do they access it? Those two questions live in a symbiotic relationship with each other. It’s also not just about what goes in the pack, but when it goes in, when it comes out, and how it goes back in again.

Taking a conventional top design, you have an open bucket; you open the lid; and you put stuff inside. There are shapes that inherently lend themselves to technical packs: they’re slightly tapered at the bottom, so they stay within the lumbar area, keeping the weight centered over the sacrum. That makes it a little easier when those narrow slots are on your waist, and the V-shape of the pack mimics the shape of your shoulders and chest. What it also does is it creates a bucket that can feed stuff down into the bottom. You want to keep your heavier stuff near your center of gravity—you want to keep it low and tight—preferably right underneath the shoulder blades.

But you also need to think about what’s going in there, in what order. Things like an extra shell, or your spare jacket, or the rope you may or may not need—those can all go in the bottom. But what are the things that are coming on and off, all the time? On a technical climb, if you’re wearing a puffy jacket, well, every time you’re hot, that jacket’s going to come off—maybe ten or fifteen times a day. So how does that go in and how do you maintain access to it in the easiest possible way? How do you make sure you’ve got easy access to things like a first aid kit, in case you’ve got to get to it quick? Where does your headlamp sit so that, when it’s late and you’re finally getting the headlamp out, and it’s probably already dark, you know, intuitively, that it’s in this pocket right here and you don’t have to fumble around and find the headlamp and risk having everything else dump out?

The view from Scott McGuire's back porch; photo courtesy Scott McGuire.

And then there are even simpler things, like small pockets for access to things like a point-and-shoot camera that can go in and out quickly, or your lip balm, or that nutritional bar that allows you to get a shot of quick energy. A lot of thought needs to go into where those things go—where pocketing and storage should be, both from an organizational standpoint but also from a load-dispersion standpoint. These are all maybe a little comparable to how an architect might think: it’s about organizing the space, but down to a level of detail that takes into consideration very different people doing very different things with their gear.

Once you’re talking about the load—about what you’re carrying and how that gets managed—the next thing is going to be materials. The materials are so important. Like in conventional architecture and design, materials obviously have an aesthetic appeal. On the business side of it, the value equation is always about cost versus value. For example, there are things that can cost very little but have a very high value based off their perceived benefit: they’re lightweight, durable, attractive. Things can also have a very high cost but not necessarily have a value that the customer perceives, such as highly technical specialized fabrics that may not really contribute a benefit to your average end user. The benefit’s lost. It’s as if you build a house and you install gold pipes—no one sees it. Do they really make the water taste better?

You need to be really careful about those decisions. When you’re talking about the material selection and if somebody has to carry it, then there’s a balance not only in terms of cost versus value, but also around weight versus durability. In a general analysis, you’ve got price, weight, and durability—and, usually, you only get to pick two. You want something that’s really cheap and super lightweight? You give up durability. You want something that’s super durable and incredibly lightweight? It’s going to cost you a lot of money—you give up price.

"Ascension of Mt. Blanc" and Glacier of the Rhone." Photos taken between 1860 and 1890. Courtesy of the U.S. Library of Congress Prints and Photographs Division.

To get back to the example of a 40-liter mountaineering pack, that customer typically is investing in a product that is high-quality, with high-durability, designed to take a lot of abuse. And there’s an expectation there that a slightly more expensive product, with greater durability and less failure potential, has higher value. It’s worth the extra money. There’s a huge difference between someone who’s going for their very first backpacking trip versus the person who’s been training for an objective for the last year. That person doesn’t want, after all the hours spent planning, looking at topo maps, and waiting for the weather window, to be hampered by gear. That person’s going to choose quality and durability over price.

Photo courtesy Scott McGuire.

Manaugh: When it comes to materials, I’m curious if there are things that you or the designers you work with are aware of, that are perfect for certain functions, but they’re so expensive or simply so foreign to the average consumer that the market can’t bear them. In other words, how do you navigate the market with new materials and new designs?

McGuire: One of the Holy Grails here, from a design standpoint, is the side-release buckle. From a functional standpoint, the ability to have a buckle, pop it, have it separate, put it back together, click it, including that audible signal that it’s now secure—that has a simplicity and intuitiveness to it. I think a lot of people in design still look at that and say, gosh, that’s one of the things that’s been around for a long time. But is it the best solution?



It’s always a question of whether you’re building a better mouse trap, or if you’re just trying to do something that’s different—something that’s gimmicky. You’re always balancing what’s unique for the sake of being unique—not necessarily because it’s providing a better solution—versus what’s unique because it’s actually offers a functional improvement.

There are a couple of examples like that. Nobody’s really figured out a better solution than a zipper. But zippers fail; they wear out over a certain period of time. The side-release buckle is a design that is ubiquitous across all packs, and there are different aesthetic treatments to it, but, functionally, they all do the same thing: a two-part click. But there are always people exploring what could be better in that space.

Manaugh: One of the things we talked about a few years ago when I first met you at The North Face was that there are differences in tent design between the North American and the European markets. You mentioned then that, in Europe, campgrounds are so crowded that a different level of privacy is expected from a tent, whereas, in the U.S., you can get away with using much more transparent materials, because you might be the only people at a certain campsite for two or three nights in a row and you don’t need as much privacy.

The REI Half Dome 2 Plus Tent, with and without cover; via REI.

I’m curious, now that you’re doing consulting with different companies, different regions, and different markets, how these sorts of cultural differences play out in the design of outdoor equipment in general.

McGuire: The commercial world has gotten a lot smaller, and the ability now to connect with people in those very different cultures has become much more commonplace. That’s true everywhere, I think. I mean, sitting where we are today, we have a lot of people coming through the Eastern Sierra who have traveled all the way from Europe.

I actually just talked to a guy over there in the parking lot on a motorcycle who’s over here from Germany, on his way to Jackson Hole. He said he happened to be swinging by here on his way from Atlanta. I still haven’t figured out the geographical connection to Atlanta, if you’re on your way to Wyoming, but…

Manaugh: [laughs] He was too embarrassed to ask for directions.

McGuire: But it is interesting to see a foreign product in a local environment—you can see where it seems a little odd, and you can try to find out why those little moments are there in the design. There’s also a need to expose yourself to those other places. That means being in Europe and seeing that user; it means being in Japan and seeing that user.

The Big Agnes Copper Spur UL1 Tent with and without cover; via REI.

Oftentimes, there are unique, local solutions to global problems, and these can influence global gear designs and become ubiquitous. Just as often, there are very specific needs to solve a local issue that are non-transferable. I’ll give you a classic case in point. We just talked about mountaineering in the Eastern Sierras. Well, all of our access is car-based. Everybody drives to a trail head, gets out of their car, and walks up a trail that is highly likely to have no one else on it, and, from there, they end up at the place they’re climbing, and so on. It’s not uncommon for people here to go out and, from the time they leave their car until they bag their peak and come back, they never see anybody—not even a trace of another person.

But in Chamonix, over in France, there’s a parade from 7:00 am every morning. If you sit at the base, where the trail goes up Mont Blanc, you can watch people coming down with their coffee and their croissant, and they’ve got their crampons in the back of their pack. They’ve got all of their gear. They’re going to climb into a tightly packed gondola with 50 or even 100 other people, and that’s all before they even start their climb.

Two photos of architecture on the Aiguille du Midi in Chamonix, France; uncredited; found via Google Image Search.

So, here, in the Eastern Sierra, you can just say, Jed Clampett-style, eh, my crampons are over here, my ice axe is here, and, as long as my hiking partner isn’t within five feet of me, well—hook, swing—who cares? But when people start getting into a packed tram system in Chamonix, and they’ve all got to scoot together, you really need to start thinking about how you protect all those sharp points. How do you make sure no one’s exposed to those? You’ve got to know where those are.

Those differences are where I think a lot of the challenges are. It’s not necessarily intuitive that something that’s highly successful in one region will automatically have traction in another. Creating a globalized product in a highly specialized market can be very challenging and, oftentimes, there has to be a tolerance. You either have to have tolerance for a broader product assortment to meet regional needs, or you have to accept the fact that you may have a product that’s not specialized enough to hit the local super-user, because you’ve traded off specificity for an ambiguity that will reach more people.

Nicola Twilley: It seems to me that, although in your work you’re responding to the user, the user is also responding to the landscape—so, in effect, you’re responding to the landscape, too. When you look at a landscape, do you more typically see it in terms of what sort of activities you might do there, or are you looking at the landscape from the perspective of the gear you might need?

McGuire: In terms of gear, you do see the differences. I mean, take the west coast of the United States. The climbing conditions for a 40-liter pack in the North Cascades involve a much wetter environment, with much wetter snow and a more volatile climate all around, as far as sudden changes in weather go. But, here in the Eastern Sierra, you can probably plan on the fact that it’s not going to get any precipitation for the next 90 days. You don’t really have to think about bringing a ton of rain gear with you, because we just don’t get storms that show up out of nowhere or weather patterns that suddenly convert. That nuance in meteorological conditions will change what the customer’s wearing, which will change how their pack fits, which will change what they’re carrying, which will change how they store things inside the pack, because of what comes on and off and what they need access to. All those things come into effect.

Then you have geographic nuances—the way the different physical characteristics of the environment that you’re in are going to damage the pack. For example, if you are in a volcanic area, where you’re doing a lot of chimneying, you’re going to end up with a high abrasion area. The impacts of a granite environment and a lot of scree will have a different impact on gear than someone in a classic glacier environment.

So there are geologic elements and there are meteorological elements—and both have an impact on the product itself and an impact on what the user does there. The gear you need in a landscape and the activities you are going to do in that landscape are always going to feed into one another.

Twilley: So you can’t optimize a technical pack for the Eastern Sierra and for climbing in Washington State simultaneously, right? That wouldn’t be the same pack?

McGuire: True. All design at some point is a compromise. If you use vehicles as an analogy, the SUV is the ultimate compromise. It doesn’t really carry everything and it doesn’t drive like a sports car, but it’s still managed to fulfill this niche for people. It does enough things pretty well that it allows them to find their solution in one product. That’s an elusive role for packs. It’s why people who end up being pretty active rarely own one pack—they own two, three, or four of different literages, different weights, different carrying capacities, and different materials.

An early U.S. Geological Survey field camp; photo courtesy of the USGS/U.S. Department of the Interior.

Manaugh: This is a fairly silly question, but I’m curious if, on a day where you have a lot of free time—you’re lying in a hammock in the mountains somewhere—you ever find yourself thinking that you could design a pack that would be absolutely perfect, but only for a very, very specific place. It would be the ultimate pack for a particular trail in Arizona—but for that trail only. It would be useless in Utah or on a trail in the Alps. And maybe it would cost $5,000—but it’s the perfect pack. Do you have dream gear like that?

McGuire: [laughs, pauses] At the end of the day, that’s what every gear head does. Not just the pack—they’re on the quest for the perfect kit. Unfortunately, what happens is that a large factor in enjoying the outdoor environment is wanderlust. As soon as your kit is perfect in one place, not only does the gear itself change over time or through use, but, usually, your reaction is, “Great! Now that I’ve experienced this, let me go to this other place…” And all of your metrics have been thrown off. You start building the perfect kit all over again. So, as soon as that’s obtainable, your own interest level changes, and it goes away.

Of course, I’m not actually a designer, in that I don’t really put pen to paper. I work on strategy and process, with people who do the pen-to-paper side of things—people who are highly creative and sometimes even have an arts background.

Courtesy Osprey Packs.

One of the best examples of that kind of designer, and one of the people I admire the most in this space, is Mike Pfotenhauer, who’s the owner and designer of Osprey Packs. Mike is classically trained as a sculptor so, when you look at Mike’s pack design, there’s an aesthetic to his product that speaks to his ability as a sculptor. It’s very rare that you see straight lines. I’m convinced that if Mike could get someone to weave for him a curved webbing, his packs would all have curved webbing on them. He wants things to have this organic flow, which means there’s a signature to his packs, because he’s only worked on one brand as an owner and designer for his entire career.

Courtesy Osprey Packs.

But, when you look at the actual function of his designs, he’s a real user. He’s a backpacker. He doesn’t let his aesthetic override the fact that, as a user, he knows his end product has to work. Case in point: take the webbing. At the end of the day, something needs to be able to pull and compress. If the pieces of webbing that are the most effective at doing that require straight lines to pull, then he knows the pack’s aesthetic needs to give way to the fact that there’s a functional need calling for something different.

Courtesy Osprey Packs.

Twilley: Given the importance of the user and the landscape, can you talk a little about how this gear is tested? Are there labs filled with simulated environments where packs are repeatedly rubbed against things, or sprayed with water and then flash-frozen to see what happens?

McGuire: There are three legitimate forms of testing. There’s the ASTM/EN, with the ASTM being the American Standard Testing Method and EN being the European Norm. These are scientific methodologies around proving whether something’s working in the right way. Those are usually at an item level. Then, there are ASTM things around complete packages like insulation warmth ratings for sleeping bags. There are rules around how to properly gauge the square footage and volume of a tent or the volume of the inside of a pack. So these are metrics that can be tested.

On the testing from a durability standpoint, oftentimes it’s specific devices that measure individual materials.

Twilley: Oh, so it’s not the complete pack. You just test a particular buckle, for example.

McGuire: Yeah. You might pull-test the buckle to make sure it can survive a 300-pound pull test. You might take a piece of material and put it on a Taber machine and see how many cycles it takes until the machine rubs a hole through it to see what the material’s abrasion durability is. Or you might do a tensile tear strength test to see how a tear would propagate in a rip-stop and how functional the rip-stop is.

These are functional tests that are relatively close to reality, but then there are also reality tests. The classic example of that is a lot of factories and companies will have access to things like very, very large commercial dryers; somebody has taken the time to open them up and bolt 2x4s and climbing holds and all kinds of stuff to the inside of the dryer. Then you throw a pack or a piece of luggage onto it, turn the dryer on, and let it just beat the daylights out of something till you see where your failures are.

Or you’ll have jerk tests on handles, where you’ll have a weight that—over and over again—will simulate the grabbing of a shoulder strap with a 60-pound pack and throwing it over your shoulder. What does that do to that seam? You’ll simulate it over and over again, and you’ll see, as you grab the shoulder strap and yank on it, if you yank a little this way or you yank a little that way, you end up putting different seam stresses on each place.

These sorts of reality-based testing devices are, oftentimes, custom manufactured. They’re not necessarily scientific. They’ll run through the cycles so that you see where there need to be improvements, but there’s not really a standardized test to measure it against.

But, still, today, in this industry, nothing beats human use.

Twilley: You mean field-testing?

McGuire: Product failures in this space are rarely attributable only to one thing. It’s almost always systematic. For instance, the shoulder strap didn’t fail because it was getting pulled up and down; the shoulder strap failed because of the way it was stitched, and then the way it was worn by the user, which created a spot where it sat on the shoulder blade, and that wore the stitching down over the course of a 600-mile trip, which then exposed the motion to a failure. An abrasion test on its own or a jerk test on its own wouldn’t expose that, but, in real world use, those two things combined expose a weakness. This is where human testing really is the quintessential component to make sure things work right.

This is also why so many people in design—in fact, every single person I know who was an inventor of an outdoor product in the 50s and 60s, during the real heyday of our industry—came into prominence not because they were designers. They were users who, by necessity, turned to design to solve a problem.

Image courtesy of Skipedia.

This is how Scot Schmidt created the original Steep Tech gear for North Face. Scot didn’t want to be a clothing designer—at least, from everything I heard from him. Scot just wanted to be a skier who didn’t have to deal with duct taping his knees and shoulders because he was skiing in such horrendous conditions and he kept tearing the fabric.

The original North Face Mountain Light jacket with its "iconic black shoulder"; photo courtesy ZONE7STYLE.

The iconic black shoulder of the original North Face Mountain Light jacket came about not because someone thought, “Wow, straight lines and bold blocking is going to look awesome.” It came about because someone said, “I need a super-durable material because, when I throw my skis over my shoulder to hike up this ridge, the straight skis of the 1970s and 80s rub a hole through my jacket”—and the only thing available at the time was a 1680 ballistic nylon that only came in black because it was for the military.

You end up with an iconic design that was never intended to be an iconic design. It just happened that way because of a specific need, and it evolved to become an icon.

Photo courtesy The North Face.

Twilley: Are there landscapes that gear innovation has opened up, in a way? Obviously, there are extreme landscapes, like Mt. Everest or Antarctica, where the right gear can be the difference between making it or not, but are other types of landscapes now opening up through innovations in outdoors gear?

McGuire: For sure. I think ever since people started pushing the limits of where they could survive, the types of landscapes available to people have changed. There are the extremes, like you mention, of being up in the Himalayas—up at high altitude—where gear has had an absolutely huge impact. But I would say that one of the challenges in our industry has actually been that, for the most part, for better or worse, most of the impacts on design from extreme environments happened more than a decade ago.

What’s happening today, I think, that’s now driving some of the greatest innovation aren’t the extremes of the environment, but what people are trying to do in that environment on either end. It’s the book-ends of either extreme. In other words, design is being driven now by people who are going much farther, much faster, and much harder than they ever did before.

Take the idea of building a product for hiking the Pacific Crest Trail—which is 2,400 miles. Typically, that would take four to six months—and, in 1970 or 1980, that was a pretty extreme environment. Now, that environment hasn’t really changed—there’s global warming, of course, so there have been changes in the glaciers and so on—but, effectively, that trail is the same as it was for the past forty or fifty years. What has changed now is that people are coming in and saying: “I want to do the entire Pacific Crest Trail, and I want to do it in ninety days. Instead of doing eight to ten miles a day, I want to do twenty-five or thirty miles a day.” In order to do that, people who were comfortable with carrying a 60-pound pack on the trip are now saying that there’s no way they’d go out there with more than 30 pounds. In fact, on the far end of that, people are saying they should be perfectly comfortable, and fully safe and functional, with only a 15-pound pack. Put all that together, and that necessitates a new kind of design.

"Aletsch Glacier"; "Lac des Morts, Grimsell"; and"Aletsch Glacier, Eggischorn." All photos taken between 1860 and 1890. Courtesy of the U.S. Library of Congress Prints and Photographs Division.

But there’s also the other extreme. We have a society that is spending less and less time in the outdoors. What we’re finding, on the other end, is that the goal is to just make sure the approachability of the outdoors is simple enough, and convenient enough, and affordable enough, that, when people are trading a weekend in front of their Wii for a weekend taking their family camping on the side of a river, that it’s not intimidating. It’s not scary. For instance, how do you design a tent for someone who’s never set up a tent before, or who thinks a tent is so expensive that it’s a barrier to entry? A tent that’s not so complex that I can’t even imagine using it? Or a tent that’s not so small that I can’t stand up and change my clothes? What does that look like?

So you have these very divergent activities, these very different spaces, but, in each one, you have people who basically need something—they need a piece of gear or equipment—that can allow them to have this experience. That’s where I think most of the innovations have come from in the last decade. It’s not the middle ground. It’s these extreme fringes on either side.

Manaugh: Do you find, ironically, that the guy who wants to be home playing Wii all day in the suburbs is actually the more challenging design client?

McGuire: Well, let me back up a bit. If you go to a company like Procter & Gamble, for example, you find people there who are working as industrial designers, and they’re trying to think like a customer who they just might not be. But, in this industry, you have people who are really just trying to solve their own problems, in their own tinkering way.

Photos courtesy of the Outdoor Retailer show.

The Outdoor Retailer trade show is a very unique environment, in that regard. It’s like a tribe. You walk into that outdoor retailer environment and, if you’re in the outdoor industry, you can see straightaway who’s there and who’s not there—meaning, who’s part of the tribe and who’s a visitor. It’s a group of a lot of the same people, over decades now, doing a lot of the same things. You might see different companies and different brands over time, but what you don’t see is a lot of people from outside of that space showing up there. If you’re an outsider and you show up—if you’re trying to pose like you’re there, and trying to sell into that space—that group smells your inauthenticity right away. But, now, this tribe mentality is starting to recognize that the future of the industry is outside of our own doors. In fact, not enough people are finding their way into the tribe on their own and we have to bring in more people.

Photos courtesy of the Outdoor Retailer show.

So the industry itself has been wrestling with this. How do we go out and approach someone? I’ll use an analogy. In the industry, there have been three rings of people: there’s your hardcore ring of people who are absolute purists: “I make it all myself. And I’m so badass, no one even knows where I go.”

They’re almost elitist in their pursuit of their sport. But then you have another side, which is a group of people who like the outdoors, but they’ve recognized that there’s commercial value there. They are mostly driven by the business side of it. They’re people who want to work in the outdoor company sector because they like the idea of going to work in a T-shirt and jeans, versus wearing a suit, and their skills lend themselves to this space, but you also kind of know that a person like that isn’t really from here because their core motivation is: “Wow, we can make money off of this!”

So the ex-suits don’t get the hardcores, and the hardcores resent the fact that all these ex-suits are showing up. Then there’s this tiny group in the middle who are interested in the business side, but they also come from the hardcore side at one point—and, what’s interesting is that all of these people in this group of three circles in the industry right now are wondering: “Who’s going to come in from outside our three circles? Who’s going to drive the business going forward? Who are those people?”

Photos courtesy of the Outdoor Retailer show.

There were some good industry numbers that came out recently where, for the first time, we’re seeing the number of young people getting exposed to the outdoors is on a slight uptick. I would say it’s encouraging news. It’s not good news, because we still have a long way to go. But, from a design standpoint in the industry, that’s something that appeals both to the suits—“Wow, new customers! More money!”—and also that center group, along with the old hardcores, who love seeing the interest and the energy grow. They all see that, from a culture standpoint, we need this: the stronger our tribe is—the more people who come into it—the better it’s all going to be.

But I have a love/hate relationship with some of the solutions that have come up in the past few years. Here, in the Eastern Sierras, we have a pretty robust program where you can get on the phone in Los Angeles and call a company that will deliver a camping trailer to a campground here for you. You drive up in your little economy car from the city, and you pull into a campground, and the there’s this 26-foot trailer sitting there waiting for you, with all the comforts of home. It’s got a mattress; it’s got running water; it’s got a toilet; the refrigerator is eve pre-stocked. The stoves are there. There’s propane in the tanks. It’s like a pop-up hotel.

The “love” part of me is that more people are now actually making the trip. It’s like a gateway drug. Somebody who might not have got in their car is at least opening their door at 6:00 in the morning and smelling trees and not being in a parking lot at a hotel somewhere. So it’s a start.

The difference, though—the “hate” part of me—is that there’s nothing like being out there in the dark, putting a tent up, finding a site. You know, maybe I’m a little bit of a sadomasochist in this regard. But, for me, when you’re in the outdoors, tripping over the picnic table and trying to figure out where the guylines go, and dropping stakes and wondering if you remembered to put them all in… Not that I want to see people suffer! But part of it is actually about the dirt under the fingernails—it’s that sharp rock under the tent that keeps you awake at night.

But, as long as people are making the trip, and, from a design standpoint, as long as we’re making a product that eases that transition for people as much as possible…

The LogPlug and RokPlug projects by Archigram, courtesy of the Archigram Archival Project at the University of Westminster.

Manaugh: It’s funny, your trailer example actually reminded me of this group of architectural designers in England in the 1960s/early 70s called Archigram. They were somewhere between science fiction and Woodstock. They had this one series of designs—and it was all totally speculative—for fake logs with electrical outlets that could be put out in the woods somewhere, and even fake rocks that could act as speakers, and so on.

The LogPlug and RokPlug projects by Archigram, courtesy of the Archigram Archival Project at the University of Westminster.

But the funny thing is that the intention of the project was to get more people in 1960s England out of their middle-class houses and into the wilderness, to experience a non-urban environment. Of course, though, the perhaps unanticipated side effect of a proposal like that is that they were actually just extending the city out into the woods, letting you take all these ridiculous things, like TVs and toasters, in the great outdoors with you, things that you don’t ever really need in that environment in the first place.

The LogPlug and RokPlug projects by Archigram, courtesy of the Archigram Archival Project at the University of Westminster.

In other words, it seems like an almost impossibly thin line between enticing people to go out into a new environment versus simply taking their ubiquitous home environment and infecting someplace new with it. The next thing you know, the woods are just like London and the Eastern Sierra are just like Los Angeles.

REI's portable, pop-up, outdoor Camp Kitchen. Are outdoor equipment manufacturers the true inheritors of Archigram's speculative design mantle?

In any case, I wanted to return to something you said earlier about ballistic nylon materials that had originally been developed by the military. Are you still finding materials and technical innovations coming out of the military that can be “civilianized,” so to speak, for use by outdoors enthusiasts? For instance, I recently read that the military has developed silent Velcro, which seems like it could be useful for backpackers.

McGuire: Definitely, yes. On the military side of things, what’s different now, is that, except on very rare occasions, people today are not humping huge loads over long distances to fight wars. Soldiers are now incredibly mobile. They’re vehicle-based; they move in; they move out; they carry just what they need; they get the job done; and they’re gone. We have a lot of people coming back from wars today—and I’m not at all taking away from what they’re doing—but their war experience is unlike even just a few generations ago, where you put your pack on and everything you needed was in your pack and you were gone out in the wilderness somewhere for a year. We increasingly have soldiers who get in a Humvee, go out for a day, maybe two days, and then they’re back at base.

"New York Central Issue Facility Strives to Get National Guard Troops Latest Gear." Image and caption courtesy of the U.S. Army.

What I think we’re seeing, culturally, is a lot like this. The patience for long-term adventures is waning. People want to go out and have an experience. They want it to be quick. They want it to be impactful. They want it to be memorable. And, to be honest, they want it to be easy. It’s the “I want to see Europe in five days and here are all my pictures” thing. It’s speed and efficiency. Well, one area where the military is lending some benefit is that they’re developing a lot of specialized gear for these in quick/out quick, intense experiences. You’re seeing things like the MOLLE system—what is it, Modular, Lightweight, Load-carrying Equipment?—and that modularity is seeping out of the military to influence outdoor gear design, where you’re able to have a base system that can increase or decrease in size, depending on the specifics of your day and what you’re going to go out and do. These are influences that that are now starting to show up.

"The Army is able to swiftly deploy soldiers where they're needed and part of that is ensuring soldiers are properly equipped. The materials they need-they need fast, and that's where a rapid fielding initiative team comes in." Image and caption courtesy of the U.S. Army.

And there are some strong crossovers, in things like hydration, that are now becoming much more ubiquitous. We aren’t seeing that crossover quite as influentially as the original A-frame tents, or the development of sleeping bags coming out of World War I and World War II, but we’re certainly still seeing it. But I would say that the most significant recent impact are things like GPS—highly specialized technical solutions that make things work much better and much easier, and that don’t take up a lot of space.

GPS is military-based, and the ability to know where you are, where you’re going, and how to get back, without having to rely on map knowledge, has opened up all kinds of confidence for people to get into new places. Personally, I love using a GPS, but I still think you ought to know which way north is and how to read a map—because batteries die.

We’re also still seeing new materials come out of the military, like super-lightweight parachute fabrics that are allowing people to have highly tear-resistant, lighter-weight equipment. And, even with helmets, the foams used in lighter-weight, highly protective helmets are changing, mostly as a result of IEDs.

So, yes, we are seeing elements of the military trickle into outdoor gear. I just think that, with the needs of the military being what they are today, and the way that wars are being fought now, it just happens to serendipitously fall in line with a cultural desire for short, fast, light outdoors experiences—you’re done and you’re back. It is a bizarre overlap, but you’d be hard-pressed to say it’s attributable to one or the other.

Manaugh: To build on that question of cultural shifts, when you said that more kids are starting to go outdoors, I immediately wondered if at least part of that is due to a pretty huge rise in popularity of things like alternative sports: X Games, BMX, skateboarding, and so on, all those urban subcultures that I grew up with, but that had no real media attention at the time. They’re now becoming more and more mainstream. I suppose my question is: is the city its own form of “outdoors” now, and are alternative urban sports a kind of indirect way of getting kids interested in forests, or rock-climbing, or going bouldering?

Twilley: I might even add to that, to speculate that kids exploring sewers or breaking into abandoned steel mills are perhaps experiencing the same kind of thrills that the first generation of outdoors enthusiasts did in the West. Is urban exploration the next big opportunity for gear in the future, given our increasingly urbanized world?

McGuire: I think I’d say yes to both. Something that’s endemic to the outdoor industry is, first and foremost, the idea of having an experience. It’s about stretching where your comfort level is. So I would say pick whichever sport you want—skate, snowboard, mountain bike—those sports have allowed people to stretch what they believe they’re capable of. Whether you think that what people are doing on the west shore of Vancouver with mountain biking, and pushing the mountain biking free-ride space, is good or not, at the end of the day what we have is a generation of people who are having an experience that’s not inside of four walls. They’re pushing their comfort levels, and they’re having an experience and a memory that involves fresh air.

Martin Söderström in a timelapse jump, courtesy of Red Bull.

What we’re seeing among the youngest generation today is there is much less identity around sport specificity. I’m almost 40. When I grew up, you were a surfer or you were a skater or you were a climber or you were a road biker. But kids today don’t think anything like that—they think, “I do all of those things!” Why would I not be someone who is a skier who’s also into bouldering who’s taking up trail running and who competes in Wii dance competitions? Why can’t I be that person? There’s a sense that I will be whoever I want to be, whenever, and of course I will be multifaceted.

When we start talking about trying to build gear for those kids, you want to make sure that the gear allows them to do the current activity—and that might be more urban-influenced, like skating and biking—but, as they grow and stretch, it isn’t a hindrance to their next thing. Does your free-ride hydration pack let you try trail running? I think people are discovering on their own where their next challenge is, but the way they’re discovering it, and the tools they’re using to discover it, aren’t yet in the view of the popular side of the industry.


Spanish freerider Andreu Lacondeguy from Where The Trail Ends; photo by Blake Jorgenson for the Red Bull Content Pool, courtesy of Red Bull.


I’ll give you an example. I live in a place just down the road from here called McGee Canyon. It’s a beautiful canyon. I was going for a trail run the other morning; it was relatively early, about 7:30 in the morning, and I see these kids walking toward me. The guy is in jeans, Vans, his hat’s cocked off to the side; he’s got a hoodie, a t-shirt. It’s got some outdoor qualities to it, but it’s got some hip graphics. Kind of unshaven. He could just as easily have been walking down the street in the Mission District. His girlfriend’s in Toms shoes with knee-high, super bright-colored stockings, board shorts, a hoodie, big sunglasses, a hat. A very, very unlikely couple to see walking down this trail at sunrise. It was kind of surprising.

Photos courtesy of Poler.

I actually stopped running and I said, “Hey, where are you guys from?” They’re from Los Angeles. What they’d done is they’d taken their iPhones and they’d decided to go for a hike up to a place and take some Instagrams of waterfalls and flowers with their phones to share with their friends.

Photo courtesy of Poler.

So, are they hikers? I mean, she’s hiking in a pair of Toms and knee-highs, which are not really hiking products. But this is a generation who don’t see why they can’t leave the trail, go to town, have lunch, and go to the skate park and skate all afternoon, and not change gear. But the outdoor industry is having a hard time reconciling that.

Photos courtesy of Poler.

How do you talk to a customer who is that different from us? There is, right now, in the industry, a huge generational gap where most of the people in the industry, culturally, simply don’t understand their audience. What we’re seeing out of that is that new brands are starting to emerge that are able to translate the surf-skater or the city-hipster culture into this interest in outdoor experience in unique ways. Brands like Poler out of Portland, or Alite in San Francisco, with Tae Kim: these guys are actually starting to create brand identities that appeal to a customer that the outdoor industry still doesn’t get… You know, the outdoor industry has always tried to say, “Come to us!” And Poler and these other guys are saying: “We make a product that’s coming to you and to your aesthetic.”

Photos courtesy of Poler.

Twilley: Is figuring out how to serve that new kind of customer part of the work you do with Mountain Lab?

McGuire: What I’ve been doing is working with companies that know they need something, but they aren’t quite sure what it is yet. Of course, I don’t necessarily have all the answers for them, but my job is to help assemble the right teams of people—to find the people who can work on and solve that problem. I rely very heavily on a vast network of people: people who are professors of ethnography and cultural anthropology, people who are designers in Sweden and have a background in a very clean aesthetic, and people who are, you know, hipster skaters into trail running who live in New York City.

How do you take those people and put them together on a team with a common problem? Here’s the designer who has the right aesthetic, something that matches the brand value, and here’s the ethnographer who can say that this is who the customer is today, and this is what the design experience will need to look like, from a marketing standpoint, to communicate something to that customer.

The “lab” part of Mountain Lab is really the assembly. What are all the things that go in the pot to make the special sauce? It’s putting those things together.

Twilley: And what’s the product at the end? A recommendation? A prototype?

McGuire: It’s a mix of things. We’ve done things as simple as assembling business plans for startup companies, so they can go out and receive their second or third level of funding, to actually creating design briefs and pricing metrics, all the way through to completed design packages presented back for line review. Our main focus is not just what the solution is now, but what the solution will be—how things are changing, and how you know what customers need—that incremental step of asking “What does this look like in phases A, B, C and D?”

Manaugh: Finally, how does the internal structure of Mountain Lab work?

McGuire: It’s a revolving door. I’m the only constant within the Mountain Lab today. I would say that there are eight to ten people who, on any given week, are part of my regular repertoire of who I go to. Some I go to more than others, but, at this point, everyone is independent.

In Steven Johnson’s book, Where Good Ideas Come From, he talks about the coffee shops of the Renaissance period. For me, a lot of what Mountain Lab is about is having that kind of network of people—I know that I want to have these eight people around the coffee table to share ideas. And, on the next project, or even the next phase of the same project, it might be that these four need to stay, but then we need fresh insight from these other four. And we keep changing it up. There are times where I’m not part of the conversation at all. I may be introducing two or three people, setting the stage for their dialogue, but then just taking what they’ve reported back out and adding it into another dialogue next year.



That’s part of what allows me to live in the Eastern Sierra. I live in the middle of nowhere, where nobody I work with lives, but I also live in a place that, in my industry, is deeply rooted with all the customers I work with. So technology allows me to move well beyond the Eastern Sierra, but my proximity to the end-user here allows me to stay really focused on being close to what they do and what they need.

I didn’t think, though, when I started the Mountain Lab, that it was going to be quite the way it’s been. I thought there would be a lot more design work being done in-house with people. The virtual nature of the teams, and the success we’ve found in that virtual collaboration, has surprised me. I’ve also been really surprised—pleasantly surprised—by the people I’ve been able to connect with. I didn’t, in my wildest dreams, ever think I was going to have some of these opportunities twenty years ago, when I first got into the outdoor industry.

I remember going to the very first Outdoor Retailer show with a close friend of mine, walking through the doors, and looking around, and feeling like a kid in a candy store. Now I have friends in those companies, and I can call up these industry legends and say, “Hey, I’m working on this new idea. What do you think?” Or, “Do you know the right person? Where would you go?” I’m so grateful for that opportunity, and for being able to keep that creative stoke alive.
Mike Elizalde of Spectral Motion applies make-up to actor Ron Perlman, as Hellboy.

Many of today's most original and bizarre visions of alternative worlds and landscapes come from the workshops of Hollywood effects studios. Behind the scenes of nondescript San Fernando Valley offices and warehouse spaces (if not outside California altogether, in the many other nodes of the ever-expanding global network of cinematic effects production, from suburban London to Wellington, New Zealand), lurk the multidisciplinary teams whose job it is to create tomorrow's monsters.

Spectral Motion, the effects house responsible for some of the most technically intricate and physically stunning animatronic creatures seen in feature film today, is no exception. Based in a small strip of anonymous one-story warehouse spaces squeezed in between a freeway and rail tracks, and overshadowed by a gargantuan Home Depot, Spectral Motion has developed monsters, effects, and other mechanical grotesqueries that have since become household nightmares, if not names.

Since its founding, by Mike & Mary Elizalde in 1994, the firm has worked on such films as Hellboy & Hellboy II: The Golden Army, Looper, Attack the Block, Blade 2 & Blade: Trinity, X-Men: First Class, The Watch, and this summer's (from the perspective of at least half of Venue) highly anticipated Pacific Rim.

Venue caught up with Mike Elizalde, CEO of Spectral Motion, on a cloudy day in Glendale to talk all things monstrous and disturbing. Our conversation ranged from the fine line that separates the grotesque and the alien to the possibility of planetary-scale creatures made using tweaked geotextiles, via the price of yak hair and John Carpenter's now-legendary Antarctic thriller, The Thing.



Elizalde, a good-humored conversationalist, not only patiently answered our many questions—with a head cold, no less—but then took us on a tour through Spectral Motion's surprisingly large workshop. We saw miniature zombie heads emerging from latex molds (destined for a film project by Elizalde's own son), costumes being sewn by a technician named Claire Flewin for an upcoming attraction at Disneyland, and a bewildering variety of body parts—heads, torsos, claws, and even a very hairy rubber chest once worn by Vinnie Jones in X-Men: The Last Stand—that were either awaiting, or had already performed, their celluloid magic.



The visit ended with a screening of Spectral Motion's greatest hits, so to speak, with in-house photographer and archivist Kevin McTurk—a chance to see the company's creations in their natural habitat. We walked back out into the flat light and beige parking lots of the Valley, a landscape enlivened by our heightened sense of the combination of close observation and inspired distortion required to transform the everyday into the grotesque.

• • •



Geoff Manaugh: I’d love to start with the most basic question of all: how would you describe Spectral Motion and what the company does?

Mike Elizalde: We are principally a prosthetics, animatronics, and special effects creature studio, but we are also a multifaceted design studio. We do a lot of different kinds of work. Most recently, for example, in partnership with one of my long-time colleagues, Mark Setrakian, we built anthropomorphic bipedal hydraulic robots that engage in battle, for a reality show for Syfy. It’s called RCLRobot Combat League. It’s pretty astounding what these machines can do, including what they can do to each other.

Battling it out in Robot Combat League with two robots—"eight-feet tall, state-of-the-art humanoid robots controlled by human 'robo-jockeys,'" in the words of Syfy—designed by Mark Setrakian of Spectral Motion.

Nicola Twilley: Are the robot battles choreographed, or do you genuinely not know which robot will win?

Elizalde: Oh, no, absolutely—it’s a contest. It really is about which robot will emerge as the victorious contender.

RCL is not only one of our most recent projects, but it also shows that, here at the studio, we can do everything from a very delicate prosthetic application on an actor, to an animatronic character in a film, to something that’s completely out of our comfort zone—like building battling robots.

I always tell people that, if they come in here with a drawing of a car, we could build that car. It is a very diverse group that we work with: artists, technicians, and, of course, we use all the available or cutting-edge technologies out there in the world to realize whatever it is that we are required to make.



Manaugh: What kind of design briefs come to you? Also, when a client comes to you, typically how detailed or amorphous is their request?

Elizalde: Sometimes it is very vague. But, typically, what happens is we’re approached with a script for a project. Our job is to go through the script and create a breakdown and, ultimately, a budget based on those breakdowns. We take whatever we think we should build for that script and we make suggestions as to how each thing should look—what should move, what the design should be, and so on.

Other times, we’ll be working with a director who’s very involved and who maybe even has some technical knowledge of what we do—especially someone like Guillermo del Toro. He’s completely savvy about what we do because he used to own a creature shop of his own, so working with someone like him is much more collaborative; he comes to us with a much more clear idea of what he wants to see in his films. Lots of times, he’ll even show us an illustration he’s done. He’s the first one to say, “I'm not an artist!” But he really is. He’s quite gifted.


The creature known as Wink from Hellboy II: The Golden Army, designed by Spectral Motion, including a shot of the mechanical understructure used inside Wink's left hand.

So he’ll bring us his illustrations and say, you know, “You tell me if it’s going to be a puppet, an animatronic puppet, or a creature suit that an actor can wear.” And that’s where our knowhow comes in. That’s how it evolves.

There are also times—with the robot show, for example—where they know exactly what they need but they don’t know how to achieve it. In those cases, they come to us to do that for them.

Twilley: Can you talk us through one of the projects you’ve worked on where you had to create your vision based solely on what’s in the script, rather than more collaborative work with the director? What’s that process like?

Elizalde: Well, I’d actually say that ninety percent of our work is that way. For most of the projects we work on, we do, in fact, just get a script and the director says, “Show me what this looks like.” But we love that challenge. It’s really fun for us to get into the artistic side of developing what the appearance of something will end up looking like.

We had a lot of fun working with a director named Tommy Wirkola, for example, who directed Hansel & Gretel: Witch Hunters. He was the director of Dead Snow, a really strange Norwegian film that involved this group of young kids who go off to a cabin where they’re hunted down by a hoard of horrifying zombie Nazi monsters. It’s really grisly.

Anyway, although Tommy did have really good ideas about what he wanted his characters to look like for Hansel & Gretel, there were certain characters whose descriptions were much more vague—also because there was such a broad scope of characters in the film. So they did rely on us to come up with a lot of different looks based on loose descriptions. In the end, the principal characters in the film were total collaborations between Tommy, myself, and Kevin Messick, the producer, and the rest of my team here at Spectral Motion, of course.

I’d say that’s a good example of both worlds, where you have some clear ideas about a few characters, but, for another group of characters, there really isn’t a whole lot of information or a detailed description. You have to fill in a lot of blanks.

Mark Setrakian, Thom Floutz , and Mike Elizalde of Spectral Motion pose with Sammael from Hellboy.

Twilley: What kinds of things do you look for in a script to give you a clue about how a character might work—or is that something that simply comes out when you’re sketching or modeling?

Elizalde: In a script, we basically know what we’re looking for: “Enter a monster.” We know that’s what we’re going be doing, so we look for those moments in the script. Sometimes there’s a brief description—something like, “the monster’s leathery hide covered in tentacles.” That kind of stuff gives us an immediate visual as to what we want to create. Then we explore it with both two-dimensional artwork and three-dimensional artwork, and both digital and physical.

In fact [gestures at desk], these are some examples of two-dimensional artwork that we’ve created to show what a character will look like. This [points to statuette above desk] is a maquette for one of the characters in Hellboy II—the Angel of Death. This was realized at this scale so that del Toro could see it and say, “That’s it. That’s what I want. Build that.” This actually began as an illustration that Guillermo did in his sketchbook, a very meticulous and beautiful illustration that he came to us with.

The Angel of Death from Hellboy II: The Golden Army.

But that’s the process: illustration and then maquette. Sometimes, though, we’ll do a 3D illustration in the computer before we go to the next stage, just to be able to look at something virtually, in three dimensions, and to examine it a little bit more before we invest the energy into creating a full-blown maquette.

The maquette, as a tool, can be very essential for us, because it allows us to work out any bugs that might be happening on a larger scale, design-wise. Practically speaking, it doesn’t give us a lot of information as to how the wings are going to work, or how it’s going to function; but it does tell us that a human being could actually be inside of it and that it could actually work as a full-scale creature. It’s essential for those reasons.

Simon, the mechanical bird from Your Highness, before paint has been applied, revealing the internal workings.

Because you can show a director a drawing, and it might look really terrific—but, when it comes to actually making it, in a practical application at scale, sometimes the drawing just doesn’t translate. Sometimes you need the maquette to help describe what the finished piece will look like.

Manaugh: You mentioned animatronics and puppeteering. We were just up at the Jet Propulsion Lab in Pasadena yesterday afternoon, talking to them about how they program certain amounts of autonomy into their instruments, especially if it’s something that they’re putting on Mars. It has to be able to act on its own, at times, because it doesn’t have enough time to wait for the command signal from us back on Earth. I’m curious, especially with something like the robot combat show, how much autonomy you can build into a piece. Can you create something that you just switch on and let go, so that it functions as a kind of autonomous or even artificially intelligent film prop?

Elizalde: It really depends on the application. For example, when we’re filming something, a lot of times there’s a spontaneity that’s required. Sometimes actors like to ad lib a little bit. If we need to react to something that an actor is saying via a puppet—an animatronic puppet—then that live performance really is required. But we always have the option of going to a programmable setup, one where we can have a specific set of parameters, performance-wise, to create a specific scene.

For live performances on a stage, we’d probably want to program that with the ability to switch over to manual, if required. But, if it’s scripted—if it’s a beat-by-beat performance—then we know that can be programmable. We can turn on the switch and let it go. In the middle of that, you can then stop it, and have a live show, with puppeteers in the background filling in the blanks of whatever that performance is, and then you can continue with the recorded or programmed performance.

It really goes back and forth, depending on what it is the people who are putting on the production need.

The mechanical skull under structure of the Ivan the Corpse from Hellboy.

Twilley: That’s an interesting point—the idea of how a live actor responds to your creatures. Have there been any surprises in how an actor has responded, or do they all tend to know what they’re getting into by the time you’re filming?

Elizalde: They do know what they’re getting into, but it’s always rewarding to have an actor go over to the thing that you built, and stare at it, and say, “Oh, my God! Look at that thing!” They can feed off of that. I think they are able to create a more layered performance, with a lot more depth in their reactions to something if it’s actually there—if it’s present, if it has life to it, and it’s tactile.

A lot of times people turn to digital solutions. That’s also good, if the application is correct. But, you know, a lot of directors that we talk to are of the mind that a practical effect is far better for exactly that reason—because the actor does have a co-actor to work with, to play off of, and to have feelings about.

That’s one of the things that keeps us going. And, the fact is, with this business, no matter what walks through that door we know that it’s going to be a completely different set of challenges from the last thing that we did.

Mechanical puppet of Drake from a Sprite commercial. Scott Millenbaugh and Jurgen Heimann of Spectral Motion are seen here making mechanical adjustments.

Manaugh: About six years ago, I interviewed a guy who did concept art for the Star Wars prequels, and he had a kind of pet obsession with building upside-down skyscrapers—that is, skyscrapers that grew downwards like stalactites. He kept trying to get them into a movie. He would build all of these amazing 3D models and show them to the director, and the director was always excited—but then he’d turn the model upside-down and say, “Let’s do it like this!” So all the upside-down skyscrapers would just be right-side up again. In any case, this artist was then working on the recent Star Trek reboot, and there’s a brief moment where you see upside-down skyscrapers on the planet Vulcan. It's only on screen for about a second and a half, but he finally did it—he got his upside-down skyscrapers into a film.

Elizalde: [laughs] But, ohhh! For half-a-second! [laughter]

Manaugh: Exactly. Anyway, in the context of what you do here at Spectral Motion, I’m curious if there is something like that, that you’ve been trying to get into a movie for the last few years but that just never quite makes it. A specific monster, or a new material, or even a particular way of moving, that keeps getting rejected.

Elizalde: That’s an interesting question. [pauses] You know, I’d have to say no. I’d say it seems like the more freely we think, the better the result is. So it’s quite the contrary: most of the stuff we suggest actually does make it into the film, because it’s something that someone else didn’t think about. Or perhaps we’ve added some movement to a character, or we’ve brought something that will elicit a more visceral reaction from the audience—bubbly skin, for instance, or cilia that wiggle around.

I don't think I’ve really encountered a situation where I thought something would look great, but, when I brought it to a director, they said, “Nah—I don’t think that’s going to go. Let's not try that.” They always seem to say, “Let’s try it! It sounds cool!”

Mike Elizalde applies some last-minute touch-ups to actor Ron Perlman on the set of Hellboy.

We really haven’t had a whole lot of frustration—maybe only when it turns into a very large committee making a decision on the film. Then, I suppose, a certain degree of frustration is more typical. But that happens in every industry, not just ours: the more people are involved in deciding something, the more difficult it is to get a clear image of what it is we’re supposed to do.

Manaugh: When we first spoke to set-up this interview, I mentioned that we’d be touring the landfill over at Puente Hills this morning, on our way here to meet you—it’s the biggest active landfill in the United States. What’s interesting is that it’s not only absolutely massive, it’s also semi-robotic, in the sense that the entire facility—the entire landscape—is a kind of mechanical device made from methane vents and sensors and geotextiles, and it grows everyday by what they call a “cell.” A “cell” is one square-acre, compacted twenty feet deep with trash. Everyday!

But I mention this because, during our visit there, I almost had the feeling of standing on top of a mountain-sized creature designed by Spectral Motion—a strange, half-living, half-mechanical monstrosity in the heart of the city, growing new “cells” every day of its existence. It’s like something out of Hellboy II. So I’m curious about the possibilities of a kind of landscape-scale creature—how big these things can get before you need to rely on CGI. Is it possible to go up to that scale, or what are the technical or budgetary limitations?



Elizalde: We can’t build mountains yet but, absolutely, we can go way up in scale! Many times, of course, we have to rely, at least to some degree, on digital effects—but that just makes our job easier, by extending what is possible, practically, and completing it cinematically, on screen, at a much larger scale.

For example, on Pacific Rim, Guillermo del Toro’s new film that comes out this summer, we designed what are called Jaegers. They’re basically just giant robots. And we also designed the Kaiju, the monsters in the film. First, we created maquettes, just like the ones here, and we made several versions of each to reflect the final designs you’ll see in the film. Those were taken and re-created digitally so they could be realized at a much larger scale.

To that degree, we can create something enormous. There’s a maquette around here somewhere of a character we designed for the first Hellboy movie—actually, there are two of them. One of those characters is massive—about the size of a ten-story building—and the other one is much, much bigger. It’s the size of… I don't know, a small asteroid. There really is no limit to the scale, provided we can rely on a visual effects company to help us realize our ultimate goal.

The animatronic jaws and bioluminescent teeth (top) of the alien creature (bottom) designed by Spectral Motion for Attack the Block.

But going the opposite direction, scale-wise, is also something that interests us. We can make something incredibly tiny, depending on what the film requires. There is no limit in one direction or the other as to what can be achieved, especially with the power of extension through digital effects.

Manaugh: Just to continue, briefly, with the Puente Hills reference, something that we’ve been interested in for the past few years is the design of geotextiles, where companies like TenCate in the Netherlands are producing what are, effectively, landscape-scale blankets made from high-quality mesh, used to stabilize levees or to add support to the sides of landfills. But some of these geotextiles are even now getting electromagnetic sensors embedded in them, and there’s even the possibility of a geotextile someday being given mechanical motion—so it’s just fascinating, I think, to imagine what you guys could do with a kind of monstrous or demonic geotextile, as if the surface of the earth could rise up as a monster in Hellboy III.

Elizalde: [laughs] Well, now that I know about it, I’ll start looking into it!




Twilley: Aside from scale, we’re also curious about the nature of monsters in general. This is a pretty huge question, but what is a monster? What makes something monstrous or grotesque? There seems to be such a fine line between something that is alien—and thus frightening—and something that is so alienating it’s basically unrecognizable, and thus not threatening at all.

Elizalde: Exactly. Right, right.

Twilley: So how do you find that sweet spot—and, also, how has that sweet spot changed over time, at least since you’ve been in the business? Are new things becoming monstrous?

Elizalde: Well, I think my definition of a monster is simply a distortion: something that maybe looks close to a human being, for example, but there’s something wrong. It can be something slight, something subtle—like an eye that’s just slightly out of place—that makes a monster. Even a little, disturbing thing like that can frighten you.

So it doesn’t take a lot to push things to the limit of what I would consider the grotesque or the monstrous. At that point, it runs the gamut from the most bizarre and unimaginable things that you might read in an H. P. Lovecraft story to something simple, like a tarantula with a human head. Now there’s something to make me scream! I think there’s a very broad range. But you’re right: it’s a huge question.

Mark Setrakian of Spectral Motion working on the animatronic head of Edward the Troll from Hansel and Gretel: Witch Hunters.

And sometimes the monstrous defies definition. I guess it’s more of a primal reaction—something you can’t quite put your finger on or describe, but something that makes you feel uneasy. It makes you feel uncomfortable or frightened. A distortion of what is natural, or what you perceive as natural, something outside what you think is the order of things—or outside what you think is acceptable within what we’ve come to recognize as natural things—then that’s a monster. That’s a monstrous thing.

Do you recall seeing John Carpenter’s The Thing?

Manaugh: It's one of my favorite movies.

Elizalde: My goodness, the stuff in that film is the stuff of nightmares. It really is brilliantly executed, and it’s a great inspiration to all of the people in our industry who love monsters, and to all the fans all over the world who love monstrous things.

Actor Ron Perlman gets make-up applied for his role as Hellboy, as director Guillermo del Toro and Mike Elizalde from Spectral Motion stop in for a visit.

Twilley: Have there been trends over time? In other words, do you find directors look for a particular kind of monster at a particular moment in time?

Elizalde: I do think there are trends—although I think it’s mainly that there’s a tendency here in Hollywood where somebody hears a rumor that someone down the street is building a film around this particular creature, so that guy’s now got to write a similar script to compete. But sometimes the trends are set by something groundbreaking, like The Thing. Once that movie was released, everybody paid attention and a whole new area of exploration became available to create amazing moments in cinema.

Those are the real trends, you know. It’s a symbiosis that happens between the artistic community and the technological community, and it’s how it keeps advancing. It’s how it keeps growing. And it keeps us excited about what we do. We feed off of each other.

Technician Claire Flewin uses her hand to demonstrate how yak hair looks stretched over a mold.

Manaugh: Speaking of that symbiosis, every once in a while, you’ll see articles in a magazine like New Scientist or you’ll read a press release coming out of a school like Harvard, saying that they’ve developed, for instance, little soft robots or other transformable, remote-control creatures for post-disaster reconnaissance—things like that. I mention this because I could imagine that you might have multiple reactions to something like that: one reaction might be excitement—excitement to discover a new material or a new technique that you could bring into a film someday—but the other reaction might be something almost more like, “Huh. We did that ten years ago.” I’m curious as to whether you feel, because of the nature of the movies that you work on, that the technical innovations you come up with don’t get the attention or professional recognition that they deserve.

Elizalde: I think your assessment is accurate on both counts. There are times when we see an innovation, or a scientific development, that we think could be beneficial to our industry; in fact, that happens all the time. There’s cross-pollination like that going on constantly, where we borrow from other industries. We borrow from the medical industry. We borrow from the aerospace industry. We borrow, really, from whatever scientific developments there are out there. We seek them out and we do employ some of those methods in our own routines and systems.

In fact, one of our main designers, and a very dear friend of mine whom I’ve worked side by side with for years now, is Mark Setrakian. When he’s not working here with us, he is a designer at one of the labs you just described.

So there is a lot of crossover there.

The mechanical skull of the scrunt from Lady in the Water.

Manaugh: That’s interesting—do the people who work for you tend to come from scientific or engineering backgrounds, like Mark, or are they more often from arts schools? What kinds of backgrounds do they tend to have?

Elizalde: Generally speaking, I think they’re people like myself who just have a love for monsters. That’s honestly where a lot of people in our industry come from. There are people who started their careers as dental technicians and people who started out as mold-makers in a foundry. In all of those cases, people from those sorts of technical fields gravitate toward this work because of, first of all, a love for monsters and creatures, and, secondly, a technical ability that isn’t necessarily described as an art form per se. Electronics people love to work for us. People who design algorithms love to work for us. Even people with a background in dentistry, like I say, love to work for us.

There’s really no limit to the fields that bring people to this industry—they come from everywhere. The common thread is that we all love movies and we all love creatures. We love making rubber monsters for a living.

The shelves at Spectral Motion gives a good sense of the workshop's range of reference. Highlights include the Third Edition of the Atlas of Clinical Dermatology (in color), The National Audubon Society: Speaking for Nature, Marvel's Fantastic Four, The Graphic Works of Odilon Redon, and a Treasury of Fantastic and Mythological Creatures.

To go back to your previous question, there are definitely times when I think we don’t get a lot of exposure for what we do, but there is also, at some level, a kind of “don’t pay attention to the man behind the curtain” thing going on, where we don’t really want people to look backstage at what makes a movie work. We are creating a living creature for film, and that’s what we want to put across to the audience. In some ways, it’s actually better if there isn’t too much exposure as to how something was created; it’s like exposing a magic trick. Once you know the secret, it’s not that big a deal.

So we do live in a little bit of a shroud of secrecy—but that’s okay. After a film is released, it’s not unusual for more of what we did on that film to be exposed. Then, we do like to have our technicians, our artists, and what we’ve developed internally here to be recognized and shown to the public, just so that people can see how cool it all is.

I think, though, that my response to those kinds of news stories is really more of a happiness to see new technologies being developed elsewhere, and an eagerness to get my hands on it so I can see what we could do with it in a movie. And, of course, sometimes we develop our very own things here that maybe someone hadn’t thought of, and that could be of use in other fields, like robotics. And that’s kind of cool, too.

Mike Elizalde sculpting an old age Nosferatu as a personal project.

Manaugh: Finally, to bring things full circle, we’re just curious as to how Spectral Motion got started.

Elizalde: Well, I became involved in the effects industry back in 1987. It sort of just dawned on me one day that I wanted to do this for a living. I had been in the Navy for eight years when it really started getting to me—when I realized I wasn’t doing what I wanted to do with my life.

I decided that I’d come back to my home, which is Los Angeles, California, and look into becoming a creature effects guy. I was totally enamored of Frankenstein’s Monster when I was a kid. I grew up watching all the horror movies that I could see—a steady diet of Godzilla, Frankenstein, you name it. All the Universal monsters, and even more modern things like An American Werewolf in London. They just really fascinated me. That was a real catalyst for me to start exploring how to do this myself.

I also learned from books. I collected books and started using my friends as guinea pigs, creating very rudimentary makeup effects on them. And, eventually, I landed my first job in Hollywood.

Cut to fifteen years later, and I had my first experience on set with Guillermo del Toro. I was working with him on Blade II. I had done an animatronic device for the characters he was using in his film, and I was also on set puppeteering. We became very good friends. That’s when he offered me the script for Hellboy and that’s how we started Spectral Motion. I became independent. Prior to that I had worked for Rick Baker, and Stan Winston, and all the other big names in town. But this was our opportunity to make our own names—and here we are, today.

You know, this is one of those industries where you can come in with a desire and some ability, and people around you will instruct you and nurture you. That’s how it happened for me. I was taught by my peers. And it really is a great way to learn. There are schools where you can learn this stuff, as well, but my experience proved to me that the self-taught/mentored method is a very good way to go.
The Hayward Fault runs through the center of the UC Berkeley campus, famously splitting the university's football stadium in half from end to end. It has, according to the 2008 Uniform California Earthquake Rupture Forecast, a thirty-one percent probability of rupturing in a magnitude 6.7 or greater earthquake within the next thirty years, making it the likeliest site for the next big California quake.

Nonetheless, for the majority of East Bay residents, the fault is out of sight and out of mind—for example, five out of six Californian homeowners have no earthquake insurance.


The Hayward Fault trace superimposed onto a map of the University of California, Berkeley, campus, as seen in the USGS Hayward Fault Virtual Tour.

Meanwhile, three-quarters of a mile north of Memorial Stadium, and just a few hundred yards west of the fault trace, is the office of Ken Goldberg, Professor of Industrial Engineering and Operations Research at Berkeley.

Goldberg's extensive list of current projects includes an NIH-funded research initiative into 3D motion planning to help steer flexible needles through soft tissue and the African Robotics Network, which he launched in 2012 with a Ten-Dollar Robot design challenge.


Three robots from the "10 Dollar Robot" Design Challenge organized by the African Robotics Network.

Alongside developing new algorithms for robotic automation and robot-human collaboration, Goldberg is also a practicing artist whose most recent work, Bloom, is "an Internet-based earthwork" that aims to make the low-level, day-to-day shifts and grumbles of the Hayward Fault visible as a dynamic, aesthetic force.


Screenshot of Bloom, 2013, by Ken Goldberg, Sanjay Krishnan, Fernanda Viégas, and Martin Wattenberg.

Venue stopped by Goldberg's office to speak with him about Bloom and the challenge of translating invisible seismic forces into immersive artworks.

Our conversation ranged from color-field art and improvisational ballet to the Internet's value as a vehicle for re-imagining the relationship between sensing and physical reality. The edited transcript appears below.

• • •


A Bay Area seismograph. Photograph by Marcin Wichary.

Nicola Twilley: When did you start working with seismic readings in an artistic context, and why?

Ken Goldberg: Well, I had just finished grad school, I had started teaching at USC in the Computer Science department, and I was doing art installations on the side. And I was building robots.

I had just completed an installation for the university museum when I stumbled onto this, at the time, brand new thing called the World Wide Web. My students showed me this thing and I realized: this is the answer! The Web meant that I didn’t have to schlep a whole bunch of stuff to a museum and fight with all their constraints and make something that, in the end, only 150 people would actually get out to see. Instead, I could put something together in my lab and make it accessible to the world. That’s why we—I worked with a team—started developing web-based installations.


The Telegarden, 1995-2004, networked art installation at Ars Electronica Museum, Austria. Co-directors: Ken Goldberg and Joseph Santarromana Project team: George Bekey, Steven Gentner, Rosemary Morris Carl Sutter, Jeff Wiegley, Erich Berger. Photo by Robert Wedemeyer.

We actually built the first robot on the Internet, as an art installation. It got a lot of attention—tens of thousands of people were coming to that. Then we did a second version called The Telegarden, which is still the project I’m probably best known for. It was a garden that anyone online could plant and water and tend, using an industrial robotic arm, and it was online for nine years. I actually just found out that there’s a band called Robots in the Garden, which is exciting.

What was really interesting to me about The Telegarden was this idea of connecting the physical world, the natural world, and the social world through the Internet. I was interested in the questions that come up when the Internet gives you access not just to JSTOR libraries and to digital information, but also to things that are live and dynamic and organic in some way.

That really drove my thinking, and my colleagues and I began to do a lot of research in that area. I registered some patents and won a couple of National Science Foundation awards, formed something called the Technical Committee on Networked Robots, and wrote a lot of papers. From the research side of it, there are a lot of interesting questions, but, from the art side, it also led to a series of projects that look at how such systems were being perceived, and how they were shaping perception.

I worked with Hubert Dreyfus on a philosophical issue that we call “telepistemology,” which is the question of: what is knowledge? What counts as objective distance? In other words, people were interacting with this garden remotely, and that raised the question of whether or not, and how, the garden was real, which is the fundamental question of epistemology.


The Telegarden, 1995-2004, networked art installation at Ars Electronica Museum, Austria. Co-directors: Ken Goldberg and Joseph Santarromana Project team: George Bekey, Steven Gentner, Rosemary Morris Carl Sutter, Jeff Wiegley, Erich Berger. Photo by Robert Wedemeyer.

Epistemology has always been affected by technologies like the telescope and the microscope, things that have created a radical shift in how we sense physical reality. As we started thinking about this more, we became interested in how the Internet is causing an analogous shift, in terms of, hopefully, reinvigorating skepticism about what is real and what is an artifact of the viewing process. I edited a book on this for MIT Press that came out in 2000.

In the middle of all that, then, I moved here and met someone from the seismology group. They agreed to give me access to this live data feed of movements on the Hayward Fault, a tectonic fault that cuts right through the center of Berkeley—in fact, right through the middle of campus, not far from here. I was really interested in this idea of connecting to something that was not just the contained environment of a garden, but something much more dynamic and naturally rooted and global.

I guess I should add, as well, that a big factor for me was when I moved up here and became intrigued by the total amnesia and denial that people here have about their seismic situation. I would ask people, “What do you have in your earthquake kit?” And they would reply, “What? What are you talking about?” Now, of course, twenty years later, I don’t have an earthquake kit, either. [laughs]

Manaugh: I think that’s quite a common scenario. When we first moved out to California, we bought several gallons of water, a few boxes of Clif Bars, extra flashlights, and even earthquake insurance, and the native Californians I knew here just looked at us like we were paranoid survivalists, hoarding ammunition for Doomsday.

Goldberg: It was that sort of reaction that got me thinking a lot about how people are not conscious of the fault, or about earthquakes, in general, and I began wondering how you could make that more visually present. Also, the old seismograph was an interesting visual metaphor for me. Everyone recognized that form, but I wanted to play with it. I thought we could make a live, web-based version, which you can actually still see online.

Twilley: What form did that take?

Goldberg: The very first version was just a simple trace across a black screen. It was called Memento Mori and it was meant to be super-minimalist. In fact, when I showed it to the seismologists, they said, “Oh, where’s the grid? How can we quantify this without a scale?” I had to say, no, no, it’s not about that. We’re just showing a sense of this—a visible signal. We actually wanted people to make an analogy with a heart monitor.



Screenshots from Memento Mori, 1997-ongoing, Internet-based earthwork, Ken Goldberg in collaboration with Woj Matuskik and David Nachum.

What’s also interesting is that the trace mutates quite a bit. You come in at different times of the day and the signal is very different. It’s sort of like the weather. The fault has different moods. When there is an earthquake, people will see big swings of activity with rings, because it goes on for days and days afterward. In fact, when there’s a big earthquake in Turkey, you can pick it up here. It strikes the earth and then a signal comes around at the speed of sound, and then it goes all the way around again, and you get these echoes for weeks. Very small echoes can go on for months. And, every time there is a tremor, we get a huge spike in traffic.

I also liked the idea of making a long form artwork, like Walter De Maria’s Earth Room, online.


The New York Earth Room, 1977, Walter De Maria. Long-term installation at 141 Wooster Street, New York City. Photograph via.

Manaugh: Like a seismic Long-Player?

Goldberg: Exactly.

Part of this, I think, is that as an engineer, I’m really intrigued by the challenge of how you make the system stay on. A lot of times we have robotic projects, but they work once or twice, and then that’s it. I feel like that’s deceiving, because people may see them, or watch a video, and then they take away a certain sense of what robotics is. You have to be careful, because it sets false expectations. The kind of robotics in which you really build a system that can stay online and also take the kind of abuse that happens over the Internet is quite a challenge. I’m very big on this issue of reliability and robustness.

In any case, we put the Memento Mori system online and, after a year or two, Randall Packer, a composer here, approached me and said, “What about adding an auditory component?”

The actual signal frequency is too low—it’s inaudible. If you just attach a speaker to it, nothing comes out. What you want to do is use it to trigger sounds, so that, essentially, the signal becomes like a conductor’s baton, triggering this orchestra of sounds. Through that process of sonification, you can create a very auditory experience that’s still driven by the seismic signal.

Twilley: So you could be using the signal to trigger a laugh track if you wanted to?

Goldberg: Exactly—the sounds don’t have to be notes. Packer did it with a lot of natural sounds, like waterfalls and lightning and thunder—things like that—so it was very earthly. But by no means does it have to be musical. In fact, that’s where we are now with Bloom, which is my most recent project.

We renamed the new auditory version Mori. We got a commission to do a project in Tokyo, at the ICC. They actually gave us a good amount of funding, so we ramped up and built this whole seismic installation with an acoustic chamber that was about fifteen feet square and had extremely powerful subwoofers underneath the plywood floor. The whole idea was that you could walk in and you could lie on the floor. We amplified the signal a lot, and there was this real sense of immersion, like you were essentially inside the earth. What was important is that it was live. Obviously, you could do this prerecorded, but it was essential to us that this signal was coming directly from the earth in real-time.


Mori Seismic Installation, 1999-ongoing, Ken Goldberg, Randall Packer, Gregory Kuhn, and Wojciech Matusik. Photo taken at the Kitchen, New York City, April 2003, by Jared Charney.

That was started in 1999, and, as it traveled around Japan and then to the The Kitchen in New York, we got closer and closer to the one-hundredth anniversary of the 1906 earthquake. I got this idea that I wanted to do a performative version. I wanted to do it in a very big space where everybody could experience it together at the time of the one-hundredth anniversary.

About a year before the anniversary, by chance, I was seated at a table next to a dancer—actually, the dancer—from the ballet. She was the principal dancer at the San Francisco Ballet—Muriel Maffre. After a couple of drinks, I got the courage up to ask her, “Would you ever consider dancing to the sound of the earth?” Amazingly, she said yes.

So Muriel, who is just an astounding artist and performer, took this on as a project. The idea was quite radical—that she would take a live seismic signal and respond to it on stage. And it’s improv, because you don't know what’s going to happen. We worked together for about a year, and we convinced the ballet to actually perform it in the opera house. It was about a week before the actual anniversary, in the end. She performed it on stage and it was about three minutes long. She did a phenomenal job. It was just a beautiful thing.


Muriel Maffre performing Ballet Mori, image via Ken Goldberg.

Twilley: How did you connect the signal to her, on stage?

Goldberg: We connected to the signal via the Internet, and we did the sonification right there on site, feeding it into their speaker system. She was just responding to the sound on stage.

What’s so interesting about how the ballet works is that they do all these rehearsals and, then, when they actually set up for the performance, it all has to be done that same afternoon. There’s no advance set up, because the space is in so much demand. You only have a few hours to get the whole thing tuned.

In this case, we were really cranking it—telling them to just turn up the volume. It was amazing to watch this old opera house, which actually was destroyed in the 1906 earthquake and then rebuilt, start to vibrate. That was actually a big concern—were light fittings and so on going to fall?


Ruins of City Hall and the Majestic Theater in San Francisco, following the 1906 earthquake.

Manaugh: That reminds me of the artist Mark Bain, who actually got permission to install a massive acoustic set-up in a condemned building in the Netherlands; it got so loud, and the bass frequencies he was using were so extreme, that the building risked collapse—which, of course, was the entire point of Bain’s performance—but the organizers had to shut it down.

Goldberg: The facilities guys actually said to me, “We don’t want to drop the chandelier on people’s heads! What if there’s a spike in the earth’s motion that would cause the sound levels to blow up?” I don’t know if that’s even feasible, but we put a clip on it so, if there was a sudden event, the system wouldn’t be overwhelmed.

From there, I went on to do a limited series of the original Memento Mori piece that collectors could purchase. There was an artist’s edition that would always be publicly available, but people who bought their own edition got their own version that they could label, and that included some private data. But, in the course of developing that, I started thinking, why does it have to be so grim? When I originally conceived it, I was really into the minimalist aesthetic. It was just black and white and about mortality. But I started thinking: why? It started seeming very dark.

So I started thinking about what else this signal could be used to generate, something that would be more visually stimulating and more engaging. That’s what gave rise to my new project, Bloom. Bloom is meant, in some sense, to invoke something that’s more natural and organic. It still references mortality, but in a much more positive way. Maybe it’s because I’m getting a little older or something like that!


Screenshot of Bloom, 2013, by Ken Goldberg, Sanjay Krishnan, Fernanda Viégas, and Martin Wattenberg.

Bloom is basically the idea that all flesh is grass, and that we can look at natural plant growth and organic material as outgrowths of the Earth. The seismic signal is a representation and reminder of this organic substrate, so I thought: let’s use it to trigger the growth of forms. I’m just going to play it for you. [launches beta version of Bloom]

Manaugh: What are we actually seeing right now? What scale of seismic activity do these blooms represent?

Goldberg: What you’re seeing right now is just normal variation. For example, when a big truck goes up Hearst Avenue, which is not far from the seismometer, there’s a signal from that. And then, at any given time, there are actually lots of tremors going on around the world, so you’re picking up all the echoes of those. It’s actually really rich to try to do signal-processing in order to extract signals from the noise, because there are also resonant elements from, for example, the beating of the surf on the California coast.

There’s actually a huge amount of information coming through here. What’s interesting is that this display is so different to what earth scientists are used to looking at. They study plots and seismographs, and so on. We’re actually going to have a meeting with them to talk about their perceptions of this and how they respond to it. My sense is that they probably won’t find it that valuable, because there’s no real scientific benefit to it—although it would be interesting to see if someone who really understands the signal could look at this thing for a while and actually start to read it.

For us, it’s really more of an abstraction.








A sequence of screenshots of Bloom, 2013, by Ken Goldberg, Sanjay Krishnan, Fernanda Viégas, and Martin Wattenberg.

Twilley: Can you explain how the blooms’ particular colors and forms are generated?

Goldberg: The blooms are triggered from left to right, so there’s still this idea of temporal progression, and they are triggered depending on whether the signal is switching. The relative size of each bloom is generated by the size of the signal change. The color choices come from a feed from Flickr—a search for flower images to pull up a data set that we can use to source the color variations.

I’m working with these two wonderful data visualization folks, Martin Wattenberg and Fernanda Viégas. They are amazing: Martin has a Math PhD from Berkeley and went off to work at IBM. He’s done a huge number of these visualizations for data of all kinds—most famously, for baby name data. All of his interfaces are just fantastic and we’ve been friends for a long time. He then started working with someone I knew from MIT, Fernanda, who is a painter by training. The two of them started to do all these amazing projects with IBM, and they had their own lab, which they eventually took private. Then they got bought by Google, but Google seems to give them pretty free rein to do whatever they want. We started working on this about a year ago.


Mysteries: Afloat, 2000, Kenneth Noland.

I should also explain the reference to Kenneth Noland. I’ll confess to you—I didn’t really know his work when I began this project. I gave a talk to some art historians, and they said, “Oh, it’s so nice that you’re referencing Kenneth Noland in this way!” I was like, “Who?” They were a little horrified. [laughter]

Noland was a New York color-field painter, whose work is a lot like what we had started generating with Bloom—so I dedicated the project to him. We wanted to play with that reference. What’s amazing is that he passed away just a year ago.


Screenshot of Bloom, 2013, by Ken Goldberg, Sanjay Krishnan, Fernanda Viégas, and Martin Wattenberg.

In any case, we’re still fine-tuning things, including the fades and the way that the colors are derived from the data and how it’s going to be installed in the gallery and so on. The experience in the museum is always more immersive and hopefully more dramatic than it is online. The ideal situation for me is that you would come in on a kind of balcony and you could look down twenty or thirty feet and see all of the colors blooming there below you.


Bloom installed at the Nevada Museum of Art

Bloom is currently on display at the Nevada Museum of Art, Venue’s parent institution, through June 16, 2013.


Kazakhstan Elite, Jessica Rath, high-­fire glazed porcelain, 2012; photograph courtesy Jessica Rath.

Every apple for sale at your local supermarket is a clone. Every single Golden Delicious, for example, contains the exact same genetic material; though the original Golden Delicious tree (discovered in 1905, on a hillside in Clay County, West Virginia) is now gone, its DNA has become all but immortal, grafted onto an orchard of clones growing on five continents and producing more than two hundred billion pounds of fruit each year in the United States alone.

Embedded within this army of clones, however, is the potential for endless apple diversity. Each seed in an apple is genetically unique: like human siblings, seed sisters from the same fruit remix their source DNA into something that has never been seen before—and is likely, at least in the case of the apple, to be bitter, tough, and altogether unpalatable. The sheer variety of wild apples is astonishing: in its original home, near Almaty in Kazakhstan, the apple can be the size of a cherry or a grapefruit; it can be mushy or so hard it will chip teeth; it can be purple- or pink-fleshed with green, orange, or white skin; and it can be sickly sweet, battery-acid sour, or taste like a banana.


Tasting apples at the Plant Genetic Resources Unit; photograph by Jessica Rath from her 2009 visit.

In Geneva, New York, these two extremes—the domesticated apple's endless monoculture and its wild diversity—can be found side-by-side. As part of the national germplasm system, America's apple archivist, Philip Forsline, has assembled and tended a vast Noah's Ark of more than 2,500 apple varieties: two clones of each, in order to preserve the fruit's genetic biodiversity. Meanwhile, on the same Cornell/USDA Agricultural Experiment Station, Susan Brown, one of the country's three commercial apple breeders, develops new clones by cultivating wildly different seed sisters.

In 2009 and 2011, artist Jessica Rath visited both the Apple Collection at the USDA’s Plant Genetic Resources Unit and the Cornell apple-breeding program, creating a body of new work, currently on display at the Pasadena Museum of California Art under the title take me to the apple breeder.

Rath's original goal was to create slip cast porcelain sculptures that embodied the incredible—and now endangered—range of the apple's aesthetic potential; revealing the charms and qualities it has developed through co-evolution with humans as a reflection of our own desires and will. During her visit, however, Rath also became fascinated by the conjoined twin of Forsline's apple archive: Brown's speculative sisters and successful, selected clones, which she photographed as bare-branched trees against a white backdrop.

Intrigued by the idea of artwork that reflects on the complicated threads of selection and preservation that bind humans and apples together, Venue toured the exhibition with Rath. The edited transcript of our conversation, which ranges from the trickiness of Vegas Red glaze to the future of apple breeding, appears below.

• • •


PI 588933.12 (unnamed cluster); photographed on the tree by Jessica Rath during her 2009 visit.

Nicola Twilley: How did you come to visit the Apple Collection at the USDA’s Plant Genetic Resources Unit in upstate New York?

Jessica Rath: I read about it in Michael Pollan’s The Botany of Desire. The first chapter is about apples, and he visits the orchard in Geneva. I read that section and I knew I needed to make work about it. I don’t do that very often but that passage, where he writes about the variety of the apples and the way they look and taste… I wanted to make something as intriguing as that—I wanted to get you to feel that crazy diversity. I sat on that for years. I wanted to go there, but I had no idea how I was going to make work about it.


Sunset cluster, Jessica Rath, high-­fire glazed porcelain and bronze, 2012; photograph courtesy Jessica Rath.

I just bookmarked it, and then my apricot tree died. I made a peel—an inverted mold, I guess—of this dying tree, and I made a slip cast of its one, last fruit. I’ve changed mediums constantly in my practice—I usually do site-specific installations or I do performance work—but I talked to some sculptor friends to find out how to create a sort of glowing, golden aura for this last apricot, and they all said slip cast porcelain. So I made it, and I looked at it and, and I thought, that’s not it. That’s not good enough. But it did glow. And that’s what made me think I was ready to do something with the apples. I thought, if I can make them glow, then I can make this work. So that’s when I raised some money on Kickstarter to be able to get there.

That was the other piece of the puzzle that fell into place. My daughter was a baby and I hadn’t read anything in months, but I was on a flight and I picked up The New York Times, and there was an article about Kickstarter. I went home, I raised money on Kickstarter, and I got it about a month before the end of apple season; so I raced over to the Plant Genetic Resources Unit for a forty-eight hour visit.


Scouting for apples at the Plant Genetic Resources Unit; photograph by Jessica Rath from her 2009 visit.

I learned a lot while just scouting on the first day, from a man named William Srmack who manages the orchards and works directly with Philip Forsline, who’s the curator of the collection. On the second day, I just collected apples. I brought home several hundred apples. Part of the Kickstarter money bought an extra refrigerator for the studio and I loaded it and kept it pretty cold. I took a lot of photos of the fruit on the tree, and in a light box, too.


PI 483254.22 (unnamed—sunset cluster); photographed on the tree by Jessica Rath during her 2009 visit.

Twilley: Let’s look at the sculptures. If I understand correctly, although each pair or cluster represents a different breed, they’re not casts of specific, particular apples, but rather abstracted, ideal forms—or ur-apples—that embody the breed’s characteristic shape and color.

Rath: Exactly. With slip cast porcelain, you lose thirty percent of the volume when you fire. So, even if you wanted to do a cast of the original apple, you couldn’t get the same scale because it would be shrunk by thirty percent, which not only makes it too small, it also miniaturizes the features. It makes it kind of a caricature. It isn’t just small, it’s cartoonish. So it doesn’t work.

I already knew I had to make an object thirty percent larger in order to get the scale right. But the other thing is that I didn’t want to make something descriptive. I wanted to make something that communicated something about the wild diversity of these apples and the ways that they embody different facets of our desires through the science fiction of breeding—the thing Michael Pollan is writing about.

When you describe things accurately in a botanical drawing sort of way, it dies. When artwork is too illustrative, it can only describe and it can’t go any further than that. You recognize it and then you stop being interested. You’re amazed at the replication, you’re amazed at the representation, but then you actually can’t think about it as anything other than its finite definition.


A Yellow Bellflower photographed on the tree by Jessica Rath during her 2009 visit. The Yellow Bellflower is thought to have originated in Burlington, New Jersey, and is still grown as an heirloom variety today. It is described as a "large, handsome, winter apple" that is equally delicious when used for cidering, baking, or eating out of hand.

For my sculptures, the shapes are very similar to the original. They’re just pushed a little, so that the things about them—the sculptural elements about them, their particular volume or tilt, or how fat and breast-like they are—are composed three-dimensionally in such a way that you notice them a bit more, and they pop a little. They’re not on a tree. They’re not something that’s dangling that you want to pick because you want to eat it; so, instead, I have to make them attractive through a very different model—an art historical model. I’ve got to present them like they’re a still-life, and compose them in that framework, so that you can be intrigued by them again the way you would be if you saw them as a fruit on a tree.


Yellow Bellflower, Jessica Rath, high-fire glazed porcelain, 2012. Rath explained that she focused on the Bellflower's "fantastic curves and lilts. It was very muscular—even beefy—to the point where it felt almost as though it shouldn't be called an apple, but rather some other fruit instead."

Geoff Manaugh: In the exhibition brochure, it says it took two years of experimentation to arrive at these glazes. Can you talk a bit more about that chemical process?

Rath: In ceramics, there are low-fire glazes, which are very descriptive. They stay the same color. Then the high-fire glazes have more of a glow to them. They also just have a lot of materials in them, and are a lot more unpredictable. You’ve probably seen it at pottery stalls at the fair: when you look at all the mugs or plates or whatever that have all been dunked in one kind of cerulean blue, they will all have turned out slightly different. Some of them will be light blue or whiter or purplish, depending on where they were in the kiln and how thick the glaze was on it and how it dripped.

I originally did that apricot, that last fruit, in a low-fire glaze. But for the apples, I steered away from being that descriptive with the glazes because they died for me, except for ones in which I would layer quite a few low-fire glazes. There’s this fuzzy speckling you can get in low-fire, which I wanted.

Normally, you would make little rectangular tiles of clay and you’d fire it and you’d have fifty little things to test the glaze on, till you got roughly what you want. But these apples are round and irregular rather than flat, and the glaze moves on them in very particular ways depending on the size and the angles of their curves, so I couldn’t test on strips. I had to test on the object.


Deacon Jones, Jessica Rath, high-fire glazed porcelain, 2012. The Deacon Jones is the largest apple in Rath's inventory, at a magnificent and somewhat incredible seven inches tall

This one [shown above], the Deacon Jones, probably took one hundred tests. This was the hardest one, even though it’s the straightest glaze. All of the others are tweaked a little, but the glaze on this is pretty straight. It’s called Vegas Red and it does get this red but usually only in parts or pieces, say, at the bottom of the bowl. It doesn’t stay a solid red. And it also drips. So to get it to actually sit there and get this red all over is one out of one hundred, if you’re lucky.

It’s also down to a very, very close relationship with the ceramic technician that took about two years to build, so that after two years of watching me fail over and over again, he put it in a sweet spot in the kiln. He’s Japanese, and he’s pretty old-school, and I think he thought I had finally worked hard enough that I deserved a sweet spot. There’s only one or two of them in the kiln. All of a sudden I got three perfectly red apples in a month. I knew I was improving over time, but it was that relationship, too.


PI 588933.12 (Unnamed cluster), Jessica Rath, high-fire glazed porcelain and bronze, 2012.

This is an unnamed apple [shown above], which is based on trees in the orchard that were grafted from wild apples in Kazakhstan, from the original home of the apple. It’s low-fire over high-fire. I was interested in this sort of speckling blush that they had, but then the blush took over. My approach was to get to a point with the experimentation where I found something that grabbed me and then let it go with that and work with that.

Twilley: That sounds a little like the apple breeding process.

Rath: Yes—I found a quality I liked and then I bred and bred to refine it, essentially. This is a Dulcina, which is another one with a blush that I arrived at while I was trying to get the rest of it into a more green or yellowish stage. I loved the metaphor of the night sky that’s held in it, so I just went for that.


Dulcina, Jessica Rath, high-fire glazed porcelain, 2012.

There’s supposed to be an edition of two of each of these apples, and I’m unable to replicate this one. It’s the last one. I’m still working on it. After you leave, I’ll go up to the kiln again. The idea of producing an edition of two is an odd one in sculpture, but it made sense for the apples: they’re always planted in pairs in the orchard, as a Noah’s Ark idea—in case something happens to one.


Whiteness, Jessica Rath, high-fire glazed porcelain, 2012.

These final ones [shown above] are very, very pale yellow on the tree and when the sun hits them they turn white. You know that they’re yellow, but when you’re in this orchard, things look different. I’ve described it to people as being like when you go fishing, and when you catch a fish, it has a certain glimmer to the skin while it’s alive. As soon as you kill it, as soon as it’s dead, the whole sheen shifts into a kind of grey. The depth of the color is not the same. It’s immediate.


PI 594107.j5 (unnnamed—whiteness), photographed on the tree by Jessica Rath during her 2009 visit.

I swear that these apples have the same thing. There’s something about them when they’re on the tree—they have this luminosity. As soon as you pick them, the depth of the color isn’t there, and the whiteness is just a pale yellow. You can’t capture it in a photograph, either. That’s why I chose ceramics. I’ve no business doing any ceramics. I’ve never done it before. I’m a sculptor, but sculptors and ceramicists are usually in separate departments. But when I saw what the glazes could do, I thought that I could catch that life again.

Porcelain vitrifies—it turns to glass with the glaze—which means that the body of the sculpture and the color that’s applied, this glaze, become one body. That’s a technical thing, but it’s also real and aesthetic. In sculpture, that doesn’t happen. You can use car body paint to make something glow and shift in the light, but it’s always applied, and in ceramics the color and the body become one. I had a whole series of fifteen years of work where I never used color because I always thought, what’s the point? It’s not part of the body of the work; it’s just applied.

Twilley: Did you take the tree photographs in the show at the same time, or is that a separate project?

Rath: While I was at the Plant Genetics Resource Unit, I got a call from this woman, Susan Brown. I don’t even know how she got hold of me, but thank god she did. She said, “You need to come over here, because I’ve got these trees and you need to see them.” It turns out she’s one of only three commercial apple breeders in the United States, and her job is to cross apple varieties to improve them and create the next Jonagold.


Dr. Susan K. Brown and Jessica Rath during the tree photo shoot, March 2011; photography courtesy Jessica Rath.

And I said, “I’m really busy. I’ve got 48 hours. I’m really into these apples.” And she just said, “Get the rest of your apples and come over here. We’ve got three hours before the sun sets.”

I don’t know why I said yes. I was just very lucky. She picked me up in her truck and she showed me a row of cloned trees. It was October, so all of the leaves were still on the trees, and she hadn’t pruned them, because she wants to see what the architecture will do if it’s not touched. It was just this big row of green, and I couldn’t really see anything.


Sisters small and different, Jessica Rath, archival pigment print on exhibition fiber, 2012.

So then she took me to another row of trees that were just saplings. They had some leaves, but not many, because they were so young. Every single one of them had a different architecture—some of them were weeping, some were standing upright, some of them had branches like corkscrew or at perfect right angles. It was like a carnival. They were just different bodies, different leaves, and different sheens to the leaf. She said, “This is what happens when you cross.” Then I got it.

She took me back to her office and showed me a big binder—she had been photographing her trees for years. She understood her trees as artwork, and she wanted somebody else to have a conversation with about that.


Sisters normal, Jessica Rath, archival pigment print on exhibition fiber, 2012.


Sisters weeping, Jessica Rath, archival pigment print on exhibition fiber, 2012.

She had tried to stretch these sheets behind trees in the winter, and I thought—that’s it! I need to do that, but I need to do it really, really well. So I applied for a grant to go back and photograph Susan’s trees in winter.

I came back about a year and a half later. Susan and I spent a day scouting, then we shot for three days. I was trying to not only show the architecture and the diversity, but also what I wanted in terms of understanding her work, and the difference between the sisters and the clones. The sisters had this extreme variety, but when I went back, I fell in love with the clones. They were all covered in leaves before; I couldn’t really see them. But when I went back in winter, they seemed to not embody the diversity but rather, instead, embody this kind of limiting figure, this figure that had been worked on, that had been “improved” by humans, and that was beautiful but also really haunting.


Clone with central leader, Jessica Rath, archival pigment print on exhibition fiber, 2012.

Some of them are bred for their architecture, but lots of them are bred for other qualities—resistance to browning or disease, high yield, or taste—and are kept alive despite their architecture. Susan told me that they’re on the cusp of moving to quite a different way of breeding, using genetic markers, so, in the future, she probably won’t have rows and rows of such extreme variety. She’ll have more control.


Clone spreading with scab resistance, Jessica Rath, archival pigment print on exhibition fiber, 2012.

That idea of artificial selection versus natural selection, and the way that certain varieties become weaker, but yet more common, because they’ve entangled humans into maintaining them—that was something I was thinking about before I went to graduate school. I was working with flora in general, but I couldn’t figure out a way to get plants to talk, and so I gave up and moved on. Then, when I read The Botany of Desire, after fifteen years of staying away from the topic, it was as if Pollan had given me a voice for them—an imaginary voice in which they’re drawing us in through aesthetics and through taste in order to get us to reproduce them. Finally, I felt as though I could have a discussion with plants—that they had agency.


Sisters smiling, Jessica Rath, archival pigment print on exhibition fiber, 2012.


Clone with perseverance, Jessica Rath, archival pigment print on exhibition fiber, 2012.

Manaugh: It’s interesting that the sisters are all shown in group portraits, whereas the clones are shot on their own, as individuals. Was that a conscious decision, and, if so, what was the intention behind it?

Rath: It was interesting—I tried to shoot the clones as a group, but they just became a landscape. It just seemed that the way to show the clones was as an adult, as something that you would pull material from that had lived a life already, that was full of its own, carefully constructed shape already, and that had certain defined characteristics. I wanted it to capture the potential of using it for these breeding experiments. Meanwhile, the sisters are all about the variety.


From left to right, Cole Slutsky, Mary Wingfield, Timothy Zwicky, and Dustin McKibben set up the 20 x 30 ft backdrop for the photograph Water Sprout; photograph courtesy Jessica Rath.


Backdrop set up for Clone with central leader; photograph courtesy Jessica Rath.

The set up was tortuous. I was using a twenty-by-thirty-foot muslin backdrop. There were five people holding it down, the wind was gusting—it could have killed all of us. There was a photographer, the photographer’s assistant, and me all shooting. We had computer equipment tethered to everything and the rows of trees are not very far apart, so we were really squeezed in to get enough distance. And it was early March, so it was unbelievably cold.


Clone water sprout, Jessica Rath, archival pigment print on exhibition fiber, 2012.

I love this one [shown above], particularly because the horizon almost appears like it is an actual horizon, not just one created by the backdrop. For a second, you could think is there a cliff on the other side of the tree. And yet, behind the backdrop, the landscape is present in a sort of ghostlike way. For me, that’s part of the idea—that the landscape is constructed only as much as you need it to be in order to make the thing live.


Clone weeping with resistance, Jessica Rath, archival pigment print on exhibition fiber, 2012.

I also love the fact that there are allusions to the wind that’s there through the folds and ripples. I spent a lot of time working on these images in Photoshop, after the fact, cropping out and removing things—stray branches from other trees, and so on—that distracted from the composition. But I deliberately kept some of the ripples, because I liked the evidence of the physical tension in the landscape. It’s also part of pointing to the artifice. The backdrop doesn’t disappear, and so you remain aware that the whole thing is a construction.


Clone with early pubescence, Jessica Rath, archival pigment print on exhibition fiber, 2012.

The title of this one, Clone with early pubescence, [shown above] alludes to the fact that it’s budding too early, so it’s about to get cut down. It’s already dead to Susan, because it has no use. As we walked around, she was telling me about each of the trees—what will happen to them, or what is promising about them, or what she has used them for—and those stories definitely crept into the way I chose to frame and title the shots.

Twilley: Finally, I’m curious about your next project. I’ve heard a rumor that you’re working on something to do with bees—is that true?

Rath: Yes—well, tomatoes or bees. I loved Barry Estabrook’s Tomatoland. The idea of shipping tomatoes from Florida to New York in 1880, in a wagon? It’s crazy! [laughs] I’m doing a series of watercolors of tomatoes right now, which are very different than this. They combine scientific text with quotes from literature about redness, and blushes, and scarlet letters—all about how colors have been used to place judgment on things, and the gendered language that goes with that. There are a lot of “wenches” and “whores” in that series as well. Tasteless whores, too, because some of them are grocery-bought tomatoes. I’m playing with language like that with this series, which is a very different kind of playing than in this apple project—much less subtle.

The bee idea involves visiting Dr. Nieh’s laboratory in San Diego. He’s a bee expert and he has figured out all these incredible ways that bees are communicating, to which he’s given wonderful names like superorganism inhibitory signaling and olfactory eavesdropping.

I’m interested in doing an installation of a hive. It would be to human scale, and it would play with the biofeedback of the people in the hive, and how they interact, as well as the atmospheric conditions. The idea is to create a composition based on all those inputs that shifts in real-time, all based on the scientific research of Dr. Nieh into how bees communicate. I’m looking for a composer to work with on that right now.


Drap d'or gueneme, Jessica Rath, high-fire glazed porcelain, 2012.

Jessica Rath's apple sculptures and photographs are on display at the Pasadena Museum of California Art through February 24, 2013. Many thanks to Willy Blackmore for the suggestion!
Some of the most fascinating, unsettling examples of landscape painting in the contemporary United States are to be found in its prison visiting rooms, where they function as painted backdrops for family photographs.


James Bowlin, United States Penitentiary, Marion, Illinois; photograph courtesy Alyse Emdur. Note the fake trout.

Ranging in subject matter from picturesque waterfalls to urban streetscapes, and from ski resorts to medieval castles, these large-format paintings serve a dual purpose: for the authorities, they help to restrict photography of sensitive prison facilities; for the prisoners and their families, they are an escapist fiction, constructing an alternate reality for display on fridge doors and mantlepieces.


Prison Visiting Room Backdrop, Woodbourne Correctional Facility, New York; photograph by Alyse Emdur.

With nearly 2.3 million Americans in prison today—an astonishing one out of every hundred adults in the United States, according to a 2008 Pew study—this school of landscape art is critically overlooked but has a mass-market penetration comparable to the work of Thomas Kinkade. And, like Kinkade’s work, these backdrops, which are usually painted by talented, self-taught inmates, are simultaneously photo-realistic and highly idealized. Cumulatively, they represent a catalog of imagined utopias—scenes from an abstracted, perfected elsewhere, painted from behind bars.

A few years ago, artist Alyse Emdur was looking through a family album when she came across a photo of herself as a little girl, posed in front of a tropical beach scene while visiting her elder brother in prison. She spent the next few years exploring this overlooked school of landscape art, tracking down examples across the United States.


Emdur family photo in front of prison visiting room backdrop; photograph courtesy Alyse Emdur.

At first, she wrote to prison administrators to ask permission to photograph the backdrops herself—a request that was inevitably firmly denied. Instead, she joined prisoner pen-pal sites, and asked inmates to send her pictures of themselves posed in front of their prison’s backdrops, eventually assembling several hundred photos and more than sixteen binders full of correspondence. Finally, in summer 2011, she gained permission to visit and photograph several prison visiting room backdrops herself.


Prison Landscapes; Published January 2013 by Four Corners Books.


Michael Parker and Geoff Manaugh looking at Alyse Emdur's correspondence and work in their shared studio space; photograph by Venue.

Venue visited Emdur’s studio in downtown Los Angeles in June 2012, as she was collecting all this material for a book, Prison Landscapes, published this month by Four Corners Books. After a studio tour conducted by her partner, artist Michael Parker, we followed up with Emdur by phone: the edited transcript of our conversation appears below.

• • •


Alyse Emdur's large-format photographs of prison visiting room backdrops on her studio walls; photograph by Venue.

Nicola Twilley: From the hundreds of photographs that prisoners sent you, as well as the ten or so backdrops that you were able to photograph yourself, it seems as though there is almost a set list of subject matter: glittering cityscapes, scenes of natural landscapes, like beaches and sunsets, and then historical or fantasy architecture, such as medieval castles. Did you notice any patterns or geographic specificity to these variations in subject matter?

Alyse Emdur: You do see some regional realism—so, prisons in Washington State will have evergreen trees in their backdrops, prisons in Florida will have white sand beaches, and prisons in Louisiana will have New Orleans French Quarter-style features. There’s also the question of where the prisoners are from: one thing that I’ve observed is that in upstate New York, for example, many of the prisoners are actually from New York City, so many of the backdrops in upstate New York prisons show New York City skylines.

Fantastical scenes are actually much less common—from what I gather from my correspondence, realism is like gold in prison. That’s the form of artistic expression that’s most appreciated and most respected, so that’s often the goal for the backdrop painter.

Twilley: Do you have a sense of how you get to be a backdrop painter—do inmates chose amongst themselves or do the prison authorities just make a selection? And, on a similar note, how much artistic freedom does the backdrop painter actually have, in terms of needing approval of his or her subject matter from fellow inmates or the authorities?

Emdur: That’s one of the questions that I’ve asked of all the backdrop painters who I’ve been in touch with over the years. The answer is always that if you are a “good artist” in prison, then you’re very well-respected within the prison—people in the prison all know you. You’ll be making greeting cards for people or you’ll be doing hand calligraphy for love letters for friends in prison—you’ll be known for your skills. The prison administration is already aware of the respected artists, because they shine within the culture, and so they are usually the ones that are chosen. And when you’re chosen, it’s a huge honor.


Genesis Asiatic, Powhatan Correctional Center, Statefarm, Virginia; photograph courtesy Alyse Emdur.

Something to keep in mind, though, is that backdrops do get painted over. In some prisons, the backdrop can change a few times a year.

One of the artists I’ve kept in touch with is Darrell Van Mastrigt—I interviewed him for the book, and he painted a backdrop for me that was in my thesis show. In the prison that he’s in, the portrait studios are organized by the NAACP. He said that the NAACP had seen his paintings in the past, and when they selected him, they gave him creative control over what sort of landscape he chose to paint.

Obviously, there are some rules. The main restriction is that you can’t use certain colors that are affiliated with gangs. So, for instance, Darrell painted a mural with two cars and they had to be green and purple—they couldn’t be red or blue. But, from what Darrell has told me and from what I understand from other painters, they don’t get much input from other prisoners. At the same time, they’re very conscious of wanting to please people and maintain their status within the prison, of course, and they get a lot of pleasure out of doing something positive for families in the visiting room.


One of sixteen binders full of letters and prisoner portraits mailed to Emdur; photograph by Venue.

Another interesting thing a painter told me was that she was very conscious of not wanting to do a specific, recognizable cityscape, because she knew that not everyone in the prison was from the city. So she deliberately tried to paint a more abstract landscape that she thought anyone could relate to.
And a lot of imagery they work from is from books in the prison library, rather than just their memories.


Brandon Jones, United States Penitentiary, Marion, Illinois; photograph courtesy Alyse Emdur.

Twilley: In some of the photographs you were sent, the prisoners are in front of off-the-shelf printed backdrops—some offering multiple pull-down choices—rather than hand-painted ones. Are these standardized commercial backdrops gradually replacing the inmate-produced landscapes?

Emdur: The backdrop-painting tradition is definitely still vibrant and strong, but my sense is that these store-bought backdrops are becoming more and more common.

For one thing, the hand-painted backdrops are not always as realistic as a photograph, and, often, the prisoners and their families are looking to create the illusion that they really are somewhere else. So, the more realistic, the better. When I went to photograph a backdrop in one New York State prison, I found an amazing hand-painted mural of a New York City skyscraper with a cartoon-like Statue of Liberty in front—she almost looked alive. But it had been completely covered up by a pull-down, store-bought, photographic backdrop of the New York City skyline. I tried to photograph the backdrop in Fort Dix Federal Prison in New Jersey and they told me that they had just painted over the hand-painted backdrop and replaced it with a commercial photography backdrop.


Small prints of Emdur's backdrop photographs on her studio wall, alongside a few examples of her extensive collection of self-help books; photograph by Venue. Notice the hand-painted cityscape with Statue of Liberty on the left.

Of course, another thing is that it’s easier to buy a backdrop than it is to engage with a prisoner, you know? And attitudes vary from prison to prison. In some prisons, you’ll find murals throughout the facility, not just in the visiting rooms. I went on a tour of a privately-operated women’s prison in Florida, for instance, that lasted four hours because there were paintings everywhere—in all the hallways, dorm rooms, and offices. The PR person who assisted me on that tour explained that having prisoners paint murals is really a way to keep them busy and out of trouble, so they saw it as a really positive activity.

Of course, I see these paintings as a way for people in prison to temporarily escape the architecture and culture of confinement, and that’s what makes them so important for me.


Antoine Ealy, Federal Correctional Complex, Coleman, Florida; photograph courtesy Alyse Emdur.

Twilley: There’s an uncomfortable overlap between the escapism of the landscapes and then the other purpose of the backdrops, which is to not allow photographs of the prison interior to get out.

Emdur: Yes—I found that really concerning. The prison administration either thinks that photographs of the interior of the prison could help inmates escape or, at the very least, the administrators are trying to control the imagery of the prison that reaches the outside world.

During my research, I’ve been trying to figure out how long these kinds of backdrops have been used. From prison administrators to PR people to wardens and prisoners, everyone told me they don’t even remember—these kinds of painted backdrops have been used in visiting rooms for as long as they can remember. I’ve spoken to a sixty-five-year-old warden who just said, “You know, they’ve been here longer than I have.”


Robert RuffBey, United States Penitentiary, Atlanta, Georgia; photograph courtesy Alyse Emdur.

I do know that at some point in the last twenty years, companies came along that would charge inmates to substitute in a different backdrop. If you’re a prisoner and you have a photograph of yourself or yourself and your kids in front of the painted backdrop in the visiting room, then you could send your photograph to one of these companies and they would take out the painting and then put in a Photoshop background. That’s not very common at all, but it’s pretty bizarre—one fake landscape being replaced by another.

Going along with that is the replacement of Polaroid with digital photography. All these portraits were Polaroid up until the last five to ten years, I would say. Some prisons still use Polaroids, but from what I gather, it’s basically all digital now.


Prison Visiting Room Backdrop, Shawangunk Correctional Facility, New York; photograph by Alyse Emdur. Unlike the family portraits, Emdur's own large-format photographs deliberately show the prison context that surrounds the backdrop landscape, for an unsettling contrast.


One of sixteen binders full of letters and prisoner portraits mailed to Emdur; photograph by Venue.

One thing to remember is that all the prisons have slightly different rules and they all organize their prison portrait programs differently. In most state and federal prisons in America, the only place where a prisoner can be photographed is in front of these backdrops, and the only time they can be photographed in front of the backdrops is when they have a visitor—but then there are all these exceptions. At some prisons, for instance, you can get your picture taken at special events, like graduations or holiday parties. Then some prisons have murals elsewhere in the prison, not in the visiting room, that you can sign up once a month or something to have your picture taken in front of.


Kimberly Buntyn, Valley State Prison for Women, Chowchilla, California; photograph courtesy Alyse Emdur.

This question of the kinds of images of prisons that are allowed out is quite interesting. In fact, I’m working with a photographer who’s been in prison for almost 30 years in Michigan, on what I think will be my next book. In the 1970s and 80s, he ran the photo lab in Jackson Prison, and he was in charge of developing and printing all the inmates’ photographs. At that time, the rules of photography were very different in prison—there just weren’t as many rules, basically. This guy has hundreds of photographs from all over Jackson State Prison.

It’s just fascinating to see the differences between these very staged and framed visiting room portraits and the reality of the prison as seen through this guy’s eyes—through an insider’s eyes. I think his situation was extremely rare when it happened, but today it’s totally unheard of. The majority of photographs that come out of prisons today are these visiting room portraits. I suppose some prisoners are smuggling cell phones with cameras into prison, but those images aren’t easy to find!


Binders full of letters and prisoner portraits mailed to Emdur; photograph by Venue.


One of sixteen binders full of letters and prisoner portraits mailed to Emdur; photograph by Venue. Several of Emdur's pen-pals adopted the "prison pose," a low crouch, while others incorporated props or flexed their muscles.

Geoff Manaugh: Both Nicky and I were amazed by the amount of correspondence you’ve gathered in the process of researching these backdrops—binder after binder organized and shelved in your studio—but I can’t imagine that it’s been easy to edit it all down into a book, or to get releases from all the prisoners, for example. How has that process worked?

Emdur: It’s been really tough. With 2.3 million Americans in prison today, just think how many of these portrait studio photographs there are circulating in family albums and frames all across the country. A big part of me wants to document more and more and more. But, for a book, I figured it was really important to step back a little bit and not go crazy, and instead try to focus and pull out the different genres of backdrops and the different poses and the stories.

In terms of the process of getting releases, that was a huge effort. As you know, I collected the images through contacting prisoners on pen-pal websites. I sent out something like 300 letters and about 150 inmates responded really quickly with photographs of themselves in front of these backdrops.

A lot of prisoners are looking for engagement with the outside world, so it was very easy to collect the images. The challenging thing was getting releases for publication. Tracking down people who’d been released was one thing. For minors, we wanted to get our release approvals from both the incarcerated parents and also from the non-incarcerated parents, and that really was challenging.


One of sixteen binders full of letters and prisoner portraits mailed to Emdur; photograph by Venue.

But, really, the most difficult thing for me about this project is just how emotionally challenging it is—how draining it is—to correspond with hundreds of people who have a very different reality than I have and live a very different life than I do and who don’t have the privileges that I would normally take for granted.

The relationship between the incarcerated and the free is a very complex relationship, and that’s something that I’m interested in showing in the book, and that I hope comes out in the correspondence.


Every day and night, beneath the streets of San Francisco, huge wheels turn, pulling cable cars to their far-flung destinations and back again, as if weaving them across the city in loops.



The cars shuttle passengers up the peninsula's hills and down again, around the city's densely built core, through neighborhoods such as Chinatown, Russian Hill, and the Financial District, riding atop a geometry of iron tracks, underground cables, and spinning sheaves embedded in the streets themselves.



These wheels — and the spider's nest of cables they pull — are free and open to the public for daily visits, courtesy of the surprisingly fantastic San Francisco Cable Car Museum.



An otherwise nondescript brick building at 1201 Mason Street hides a cavernous and open interior that stands all but gutted to make space for these vast winding wheels and the electric motors that drive them.

Inside, steps bring visitors up to a viewing platform for a bird's eye view of the loud and clanking operation, amidst rich smells of fuel and industrial lubricants, as if wandering into a scene from a Jules Verne short story.



The museum itself opened back in 1974, and, in addition to the spectacular engine and winding wheel overlook, it holds a series of plinths and display cases located off to the sides, showcasing "various mechanical devices such as grips, track, cable, brake mechanisms, tools, detailed models, and a large collection of historic photographs.



However, it's not until you descend into an underground viewing area to see the the spinning "sheaves" that bring each of the four cable lines back into the building from their channels beneath the streets that the immense strangeness of the cable car system really becomes apparent.

The fact that something so familiar and over-photographed — in an era dominated by notions of urban software, immaterial metaphors of "the cloud," and the very idea of "smart cities" — actually operates by way of shadowy, clockwork mechanical systems so exhilaratingly titanic, analogue, and, frankly, bizarre was an astonishing thing to learn.



Walking down into a cramped and under-lit vault in which it's too dark to take an effective casual photograph, you peer out through thick glass windows onto what appears to be a medieval guild room, a giant's collection of oversized seismic gyroscopes, or perhaps the villain's lair from some as-yet-unmade sequel to Spiderman.

Here, you realize that this hallway, an underground corridor spinning with Piranesian wheels and cables



— actually connects onward to other halls and sheave rooms, and that those, too, are connected by way of subterranean trenches through which tar-covered steel cables are pulled at a steady 9 mph, and that those very cables are then responsible for the constant whirring and machine-like patter one hears coming from grates in the middle of the street on certain routes through San Francisco.



It's as if a huge stringed instrument has been wound through the basements of the city, a singing nervous system that hauls vehicles the size of small buildings up and down fog-shrouded hills.


Engineer Andrew Hallidie's patent drawing for the "Endless Wire Ropeway," as implemented under the streets of San Francisco.

In his classic essay on the prison images of Piranesi, filmmaker Sergei Eisenstein writes of chaotic spaces in which architectural fragments, arches, and "broken balconies" constantly "leap" and "explode" beyond their gravitational bounds. He describes a centrifugal space that "whirls off somewhere," as if "in a hurricane, dashing in all directions: ropes, runaway staircases, exploding arches, stone blocks breaking away from each other."

It is in "the nature of architectural fantasies," Eisenstein writes, that such a space might "carry the eye into unknown depths, and the staircases, ledge by ledge, extend to the heavens, or in a reverse cascade of these same ledges, rush downward."

San Francisco's cable car system is a wonderfully mundane "architectural fantasy," in Eisenstein's terms, an everyday piece of urban infrastructure formed by a literally marvelous webwork of cables and tracks that collaboratively strain to pull together the city. It is also the only mobile National Monument in the world.



Even better, the Cable Car Museum remains free to visit. It can be found at 1201 Mason Street, where the Herculean wheels await your wonder.
According to Jack Chambers, proprietor of the Sonoma Valley Worm Farm and a former Delta Air Lines pilot, when he got in the cockpit of a 747, "the other guys would have second homes and boats and be into golf. But I was the worm guy."


Venue visited Chambers on a sunny September afternoon, and, as he showed us around the farm, he explained that his worm obsession began, straightforwardly enough, as a gardening hobby. A friend told him about a local farmer who had earthworms for sale, and so, twenty years ago, in 1992, Chambers paid a visit to Earl Schmidt, a former mink rancher, enthusiastic angler, and bait worm farmer.

Five days and one 5 gallon bucket of Red Wigglers (Eisenia fetida) later, Chambers' home compost pile was a rich, deep black color with a crumbly texture that he'd never been able to achieve before. He started hanging out with Earl, helping out in return for a chance to learn about worms.


As they picked worms side-by-side over the next three months, Earl told Chambers that he was looking forward to retirement and finally having the time to fish. Chambers, "without really knowing what I was getting into," found himself offering to buy the place.

A crash course in all things worm quickly followed, including a carefully scheduled layover in Vigo, Spain, to attend the World Worm Conference, and conversations with vermiculture pioneer and Ohio State University professor, Clive Edwards. Trial and error also played a role, with Chambers reminiscing about the "worm volcano" he accidentally created by experimenting with cornmeal as a feed — 50,000 disgusted worms all crawled over the sides of the bin at once, in a scene worthy of a horror movie. "Now, if I'm trying something new," explained Chambers, "I only add it to quarter of the bin, to leave room for escape."

Chambers credits his pilot's appreciation for standard operating procedures and checklists for many of the technical improvements he's introduced over the past twenty years. For example, in order to pre-compost the manure source and kill any pathogens or weed seeds before feeding it to the worms, Chambers arrived at his own design for a three-bin forced-air system, complete with a rigorously optimized schedule of turning, blowing, and releasing gases. "If I've done anything with worms," he says, "it's that."


That is certainly not all, though. As we moved under the corrugated steel sheds that house the farm's four million worms, Chambers explained that he realized early on that, in fact, "the vermicompost is the big deal, not the worms." In other words, rather than simply feeding worms in order to harvest them for sale to sport fishermen and gardeners, Chambers focused on marketing their castings, particularly to the region's high-end grape-growers.

To do so, he has built four ninety-foot long continuous flow vermicomposting bins, based on an original blueprint by Clive Edwards, but improved over the years to the point that he now has a patent pending on the design.


"This is high-tech for worms," explained Chambers, as he demonstrated his most recent iteration, the VermiComposter CF40. In sixty days, pre-composted manure will make its way from top to bottom of the four-foot deep bins through a continuous conveyor-belt system of worm digestion.

The raised bins are fed from the top twice per week, and harvested from the bottom once weekly using an automatic breaker bar. A wire mesh tumbler then separates the worms from their excretions; the worms go back in the bins and the remaining black gold is sold for a dollar a pound.


Earthworms are easy to overlook, but among those who do observe their work, they seem to inspire extreme devotion, counting among their historical fans both Aristotle and Charles Darwin. Chambers is equally enthusiastic. As we dug our hands into the warm, soft compost and watched the worms we had disturbed wriggle back into the darkness, he expounded on the mysteries of worm reproduction as well as numerous studies that have shown vermicompost's beneficial impact on germination rates, disease suppression, flavor, and even yield (up to a twenty percent increase for radishes, according to Clive Edwards' colleagues at Ohio State).


Vermicompost is typically used as a potting medium — Chambers' advice is to "put one cup in the hole with your seed or transplant" — or it can be brewed at 73 degrees for 24 hours to make a "compost tea" that can be sprayed onto the soil or plant directly. Although it is between four and fourteen times more expensive than regular compost, Chambers argues that, like a high-end skin product, vermicompost's benefits and economy of use make it well worthwhile:

I tell vineyards to think of it like insurance. After all, a vine costs about $3, and some vineyards lose as many as twenty percent of their new plantings. With our vermicompost, they usually lose less than one percent.


Chambers and his wife even planted four hundred vines of their own, losing only two, and they attribute their ongoing victory over powdery mildew to regular applications of compost tea. They make a very good "Worm Farm Red," that we were lucky enough to sample and that even won a gold medal in the amateur category at the 2008 Valley of the Moon Vintage Festival.

Sonoma Valley Worm Farm already makes more than 200,000 lbs of vermicompost a year, but Chambers took early retirement from Delta last year, and has big plans for the business. The day we visited, he had just finalized the agreements for a new facility that will more than double his capacity, as well as incorporate several new improvements to his existing equipment.


As we examined the architectural plans in Google SketchUp, Chambers described his vision for the next generation VermiComposter CF 40, which will include electronic moisture and temperature monitoring and automated feeding.

While he waits for the new facility to be built, he's already experimenting with feeding the worms an extra inch of compost per week, to see whether he can increase their productivity. Meanwhile, in response to interest from California's berry giant, Driscoll's, he's started working with compost tea-kettle manufacturers on a unit that could brew up to 250,000 gallons at a time. In fact, Chambers' only concern as he scales up, he told us, was what he would do when the worms' demand outstripped the manure supply of the organic dairy farm (Straus Family Creamery) that he currently works with.


Given that, last year, the EPA estimated that thirty percent of annual landfill contents could have been recycled through composting, and that California's dairy cows produce 30 million tons of manure annually, much of which is stored in waste lagoons where it risks contaminating groundwater, it seems as though feeding four or five million new worms is not going to be much of a challenge at all. The fact that those worms will not only remove that waste from the environment, but also transform it into something that scientists are calling "pretty amazing stuff," as well as "the next frontier in biocontrol," is even better.

Chambers told us that he is convinced that "worms are going to be the next big thing in agriculture." If we're smart, it will be.


After an all too brief visit and hike through the Ancient Bristlecone Pine Forest yesterday afternoon, Venue turned south along US 395, stopping off at the incredible Coso Volcanic Field near Inyo, California.



Arriving from the north, we found the 40,000-year old red and black gravels and cartoon-like cinder cone particularly striking in the 90º F orange late evening sunset.



We turned off the highway, drove up the rocky side roads for a bit, took out one of Chris Woebken's Dürer-inspired perspectival devices from the Venue repertoire, and snapped a few photographs as the day came to an end.



The title of this post, meanwhile, comes from William L. Fox's book The Void, The Grid & The Sign, about landmarks, or the lack thereof, and what Fox might call the neurological challenge of navigating desert regions (specifically the Great Basin).



In that book's opening chapter, Fox describes an almost Tron-like image of human movement through landscapes that, upon first contact, appear to be empty. "We label desert the 'void' and move over its surface," Fox writes, "looking at it from different angles in an attempt to establish the sight lines and degrees of parallax necessary to measure it. We map the void with a grid of intersecting lines and travel along them, erecting signs to guide us."

 
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