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Venue — a pop-up interview studio and multimedia rig traveling around North America through September 30, 2013 — is a project of the Center for Art + Environment at the Nevada Museum of Art, Future Plural, and Studio-X NYC, with funding provided by the Western States Arts Federation (WESTAF), Nevada Arts Council, and the National Endowment for the Arts.


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Venue is back in NYC after a loop south along the Shenandoah, to North Carolina, Georgia, and beyond. We'll be writing up our past trips, taking a quick tour of the Manhattan Federal gold reserve, and making one or two regional site visits.


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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.
Screenshot of our own SimCity (called, for reasons that made sense at the time, We Are The Champignons) after three hours of game play.

In the nearly quarter-century since designer Will Wright launched the iconic urban planning computer game, SimCity, not only has the world's population become majoritatively urban for the first time in human history, but interest in cities and their design has gone mainstream.

Once a byword for boring, city planning is now a hot topic, claimed by technology companies, economists, so-called "Supermayors," and cultural institutions alike as the key to humanity's future. Indeed, if we are to believe the hype, the city has become our species' greatest triumph.

A shot from photographer Michael Wolf's extraordinary Architecture of Density series, newly available in hardcover.

In March 2013, the first new iteration of SimCity in a decade was launched, amidst a flurry of critical praise mingled with fan disappointment at Electronic Arts' "always-online" digital rights management policy and repeated server failures.

A few weeks before the launch, Venue had the opportunity to play the new SimCity at its Manhattan premiere, during which time we feverishly laid out curving roads and parks, drilled for oil while installing a token wind turbine, and tried to ignore our city's residents'—known as Sims—complaints as their homes burned before we could afford to build a fire station.



We emerged three hours later, blinking and dazed, into the gleaming white and purple lights of Times Square, and were immediately struck by the abstractions required to translate such a complex, dynamic environment into a coherent game structure, and the assumptions and values embedded in that translation.

Fortunately, the game's lead designer, Stone Librande, was happy to talk with us further about his research and decision-making process, as well as some of the ways in which real-world players have already surprised him. We spoke to him both in person and by telephone, and our conversation appears below.

• • •



Nicola Twilley: I thought I’d start by asking what sorts of sources you used to get ideas for SimCity, whether it be reading books, interviewing urban experts, or visiting different cities?

Stone Librande: From working on SimCity games in the past, we already have a library here with a lot of city planning books. Those were really good as a reference, but I found, personally, that the thing I was most attracted to was using Google Earth and Google Street View to go anywhere in the world and look down on real cities. I found it to be an extremely powerful way to understand the differences between cities and small towns in different regions.

Google has a tool in there that you can use to measure out how big things are. When I first started out, I used that a lot to investigate different cities. I’d bring up San Francisco and measure the parks and the streets, and then I’d go to my home town and measure it, to figure out how it differed and so on. My inspiration wasn’t really drawn from urban planning books; it was more from deconstructing the existing world.

Then I also really got into Netflix streaming documentaries. There is just so much good stuff there, and Netflix is good at suggesting things. That opened up a whole series of documentaries that I would watch almost every night after dinner. There were videos on water problems, oil problems, the food industry, manufacturing, sewage systems, and on and on—all sorts of things. Those covered a lot of different territory and were really enlightening to me.



Geoff Manaugh: While you were making those measurements of different real-world cities, did you discover any surprising patterns or spatial relationships?

Librande: Yes, definitely. I think the biggest one was the parking lots. When I started measuring out our local grocery store, which I don’t think of as being that big, I was blown away by how much more space was parking lot rather than actual store. That was kind of a problem, because we were originally just going to model real cities, but we quickly realized there were way too many parking lots in the real world and that our game was going to be really boring if it was proportional in terms of parking lots.

Manaugh: You would be making SimParkingLot, rather than SimCity.

Librande: [laughs] Exactly. So what we do in the game is that we just imagine they are underground. We do have parking lots in the game, and we do try to scale them—so, if you have a little grocery store, we’ll put six or seven parking spots on the side, and, if you have a big convention center or a big pro stadium, they’ll have what seem like really big lots—but they’re nowhere near what a real grocery store or pro stadium would have. We had to do the best we could do and still make the game look attractive.


Using the zoning tool for the city designed by We Are the Champignons.

Twilley: I’d love to hear more about the design process and how you went about testing different iterations. Did you storyboard narratives for possible cities and urban forms that you might want to include in the game?

Librande: The way the game is set up, it’s kind of infinite. What I mean by that is that you could play it so many different ways that it’s basically impossible to storyboard or have a defined set of narratives for how the player will play it.


Stone Librande's storyboards for "Green City" and "Mining City" at the start of play.

Instead, what I did was that I came up with two extreme cases—around the office we call them “Berkeley” and “Pittsburgh,” or “Green City” and “Dirty City.” We said, if you are the kind of player who wants to make utopia—a city with wind power, solar power, lots of education and culture, and everything’s beautiful and green and low density—then this would be the path you would take in our game.

But then we made a parallel path for a really greedy player who just wants to make as much money as possible, and is just exploiting or even torturing their Sims. In that scenario, you’re not educating them; you’re just using them as slave labor to make money for your city. You put coal power plants in, you put dumps everywhere, and you don’t care about their health.


Stone Librande's storyboard for "Green City" at mid-game.

I made a series of panels, showing those two cities from beginning to late stage, where everything falls apart. Then, later on, when we got to multiplayer, I joined those two diagrams together and said, “If both of these cities start working together, then they can actually solve each other’s problems.”

The idea was to set them up like bookends—these are the extremes of our game. A real player will do a thousand things that fall somewhere in between those extremes and create all sorts of weird combinations. We can’t predict all of that.

Basically, we figured that if we set the bookends, then we would at least understand the boundaries of what kind of art we need to build, and what kind of game play experiences we need to design for.


Stone Librande's storyboard for "Mining City" at mid-game.

Twilley: In going through that process, did you discover things that you needed to change to make game play more gripping for either the dirty city or the clean city?

Librande: It was pretty straightforward to look at Pittsburgh, the dirty city, and understand why it was going to fail, but you have to try to understand why the clean one might fail, as well. If you have one city—one path—that always fails, and one that always succeeds, in a video game, that’s really bad design. Each path has to have its own unique problems.

What happened was that we just started to look at the two diagrams side-by-side, and we knew all the systems we wanted to support in our game—things like power, utilities, wealth levels, population numbers, and all that kind of stuff—and we basically divided them up.

We literally said: “Let’s put all of this on this side over in Pittsburgh and the rest of it over onto Berkeley.” That’s why, at the very end, when they join together, they are able to solve each other’s problems because, between the two of them, they have all the problems but they also have all the answers.


Stone Librande's storyboard for the "Green City" and "Mining City" end-game symbiosis.

Twilley: One thing that struck me, after playing, was that you do incorporate a lot of different and complex systems in the game, both physical ones like water, and more abstract ones, like the economy. But—and this seems particularly surprising, given that one of your bookend cities was nicknamed Berkeley—the food system doesn’t come into the game at all. Why not?

Librande: Food isn’t in the game, but it’s not that we didn’t think about it—it just became a scoping issue. The early design actually did call for agriculture and food systems, but, as part of the natural process of creating a video game, or any situation where you have deadlines and budgets that you have to meet, we had to make the decision that it was going to be one of the things that the Sims take care of on their own, and that the Mayor—that is, the player—has nothing to do with it.

I watched some amazing food system documentaries, though, so it was really kind of sad to not include any of that in the game.


Data layer showing ore deposits.


Data layer showing happiness levels. In SimCity, happiness is increased by wealth, good road connections, and public safety, and decreased by traffic jams and pollution.

Manaugh: Now that the game is out in the world, and because of the central, online hosting of all the games being played right now, I have to imagine that you are building up an incredible archive of all the decisions that different players have made and all the different kind of cities that people have built. I’m curious as to what you might be able to make or do with that kind of information. Are you mining it to see what kinds of mistakes people routinely make, or what sorts of urban forms are most popular? If so, is the audience for that information only in-house, for developing future versions of SimCity, or could you imagine sharing it with urban planners or real-life Mayors to offer an insight into popular urbanism?

Librande: It’s an interesting question. It’s hard to answer easily, though, because there are so many different ways players can play the game. The game was designed to cover as many different play patterns as we could think of, because our goal was to try to entertain as many of the different player demographics as we could.

So, there are what we call “hardcore players.” Primarily, they want to compete, so we give them leader boards and we give them incentives to show they are “better” than somebody else. We might say: “There’s a competition to have the most people in your city.” And they are just going to do whatever it takes to cram as many people into a city as possible, to show that they can win. Or there might be a competition to get the most rich people in your city, which requires a different strategy than just having the most people. It’s hard to keep rich people in a city.

Each of those leader boards, and each of those challenges, will start to skew those hardcore people to play in different ways. We are putting the carrot out there and saying: “Hey, play this way and see how well you can do.” So, in that case, we are kind of tainting the data, because we are giving them a particular direction to go in and a particular goal.

On the other end of the spectrum, there are the “creative players” who are not trying to win—they are trying to tell a story. They are just trying to create something beautiful. For instance, when my wife plays, she wants lots of schools and parks and she’s not at all concerned with trying to make the most money or have the most people. She just wants to build that idealized little town that she thinks would be the perfect place to live.


A regional view of a SimCity game, showing different cities and their painfully small footprints.

So, getting back to your question, because player types cover such a big spectrum, it’s really hard for us to look at the raw data and pull out things like: “This is the kind of place that people want to live in.” That said, we do have a lot of data and we can look at it and see things, like how many people put down a park and how many people put in a tram system. We can measure those things in the aggregate, but I don’t think they would say much about real city planning.

Twilley: Building on that idea of different sorts of players and ways of playing, are there a variety of ways of “winning” at SimCity? Have you personally built cities that you would define as particularly successful within the game, and, if so, what made them “winners”?

Librande: For sure, there is no way to win at SimCity other then what you decide to put into the game. If you come in with a certain goal in mind—perhaps, say, that you want a high approval rating and everyone should be happy all the time— then you would play very differently than if you went in wanting to make a million dollars or have a city with a million people in it.

As far as my personal city planning goes, it has varied. I’ve played the game so much, because early on I just had to play every system at least once to understand it. I tried to build a power city, a casino city, a mining city—I tried to build one of everything.

Now that I’m done with that phase, and I’m just playing for fun at home, I’ve learned that I enjoy mid-density cities much more then high-density cities. To me, high-density cities are just a nightmare to run and operate. I don’t want to be the mayor of New York; I want to be the mayor of a small town. The job is a lot easier!

Basically, I build in such a way as to not make skyscrapers. At the most, I might have just one or two because they look cool—but that’s it.


Screenshot from SimCity 4.

Manaugh: I’m curious how you dealt with previous versions of SimCity, and whether there was any anxiety about following that legacy or changing things. What are the major innovations or changes in this version of the game, and what kinds of things did you think were too iconic to get rid of?

Librande: First of all, when we started the project, and there were just a few people on the team, we all agreed that we didn’t want this game to be called SimCity 5. We just wanted to call it SimCity, because if we had a 5 on the box, everybody would think it had to be SimCity 4 with more stuff thrown in. That had the potential to be quite alienating, because SimCity 4 was already too complicated for a lot of people. That was the feedback we had gotten.

Once we made that title decision, it was very liberating—we felt like, “OK, now we can reimagine what the brand might be and how cities are built, almost from scratch.”

Technically, the big difference is the “GlassBox” engine that we have, in which all the agents promote a bottom-up simulation. All the previous SimCity games were literally built on spreadsheets where you would type a number into a grid cell, and then it propagated out into adjacent grid cells, and the whole city was a formula.

SimCity 4 was literally prototyped in Excel. There were no graphics—it was just a bunch of numbers—but you could type a code that represented a particular type of building and the formulae built into the spreadsheet would then decide how much power it had and how many people would work there. It just statically calculated the city as if it were a bunch of snapshots.


A fire breaks out in the city designed by We Are The Champignons.

Because our SimCity—the new SimCity—is really about getting these agents to move around, it’s much more about flows. Things have to be in motion. I can’t look at anybody’s city as a screenshot and tell you what’s going on; I have to see it live and moving before I can fully understand if your roads are OK, if your power is flowing, if your water is flowing, if your sewage is getting dumped out, if your garbage is getting picked up, and so on. All that stuff depends on trucks actually getting to the garbage cans, for example, and there’s no way to tell that through a snapshot.


Sims queue for the bus at dawn.

Once we made that decision—to go with an agent-driven simulation and make it work from the bottom up—then all the design has to work around that. The largest part of the design work was to say: “Now that we know agents are going to run this, how do schools work with those agents? How do fire and police systems work with these agents? How do time systems work?” All the previous editions of SimCity never had to deal with that question—they could just make a little table of crimes per capita and run those equations.

Manaugh: When you turned things over to the agents, did that have any kind of spatial effect on game play that you weren’t expecting?

Librande: It had an effect, but it was one that we were expecting. Because everything has to be in motion, we had to have good calculations about how distance and time are tied together. We had to do a lot of measurements about how long it would really take for one guy to walk from one side of the city to the other, in real time, and then what that should be in game time—including how fast the cars needed to move in relationship to the people walking in order to make it look right, compared to how fast would they really be moving, both in game time and real time. We had all these issues where the cars would be moving at eighty miles an hour in real time, but they looked really slow in the game, or where the people were walking way, way too fast, but actually they were only walking at two miles an hour.

We knew this would happen, but we just had to tweak the real-life metrics so that the motion and flow look real in the game. We worked with the animators, and followed our intuition, and tried to mimic the motion and flow of crowds.


We Are The Champignons' industrial zone, carefully positioned downwind of the residential areas.

In the end, it’s not one hundred percent based on real-life metrics; it just has to look like real life, and that’s true throughout the game. For example, if we made the airport runways actual size, they would cover up the entire city. Those are the kinds of things where we just had to make a compromise and hope that it looked good.

Twilley: Actually, one of the questions we wanted to ask was about time in the game. I found it quite intriguing that there are different speeds that you can choose to play at, but then there’s also a distinct sense of the phases of building a city and how many days and nights have to pass for certain changes to occur. Did you do any research into how fast cities change and even how the pace of city life is different in different places?

Librande: We found an amazing article about walking speeds in different cities. That was something I found really interesting. In cities like New York, people walk faster, and in medium-sized or small towns, they walk a lot slower. At one point, we had Sims walking faster as the city gets bigger, but we didn’t take it that far in the final version.



I know what you are talking about, though: in the game, bigger cities feel a lot busier and faster moving. But there’s nothing really built into the game to do that; it’s just the cumulative effect of more moving parts, I guess. In kind of a counter-intuitive way, when you start getting big traffic jams, it feels like a bigger, busier city even though nothing is moving—it’s just to do with the way we imagine rush-hour gridlock as being a characteristic of a really big city.

The fact that there’s even a real rush hour shows how important timing is for an agent-based game. We spent a lot of time trying to make the game clock tick, to pull you forward into the experience. In previous SimCities, the day/night cycle was just a graphical effect—you could actually turn it off if you didn’t like it, and it had no effect on the simulation. In our game, there is a rush hour in the morning and one at night, there are school hours, and there are shopping hours. Factories are open twenty-four hours a day, but stores close down at night, so different agents are all working on different schedules.



The result is that you end up getting really interesting cycles—these flows of Sims build up at certain times and then the buses and streets are empty and then they build back up again. There’s something really hypnotic about that when you play the game. I find myself not doing anything but just watching in this mesmerized state—almost hypnotized—where I just want to watch people drive and move around in these flows. At that point, you’re not looking at any one person; you’re looking at the aggregate of them all. It’s like watching waves flow back and forth like on a beach.

For me, that’s one of the most compelling aspects of our game. The timing just pulls you forward. We hear this all the time—people will say, “I sat down to play, and three hours had passed, and I thought, wait, how did that happen?” Part of that is the flow that comes from focusing, but another part of it is the success of our game in pulling you into its time frame and away from the real-world time frame of your desk.



Twilley: Has anything about the way people play or respond to the game surprised you? Is there anything that you already want to change?

Librande: One thing that amazed me is that, even with the issues at the launch, we had the equivalent of nine hundred man-years put into SimCity in less than a week.

Most of the stuff that people are doing, we had hoped or predicted would happen. For example, I anticipated a lot of the story-telling and a lot of the creativity—people making movies in the cities, and so on—and we’re already seeing that. YouTube is already filled with how-to videos and people putting up all these filters, like film noir cities, and it’s just really beautiful.


Screen shot from SimCity player Calvin Chan's film noir montage of his city at night.

The thing I didn’t predict was that, in the first week, two StarCraft players—that’s a very fast-paced space action game, in case you’re not familiar with it, and it’s fairly common for hardcore players to stream their StarCraft battles out to a big audience—decided to have a live-streamed SimCity battle against each other. They were in a race to be the first to a population of 100,000; they live-streamed their game; and there were twenty thousand people in the chat room, cheering them on and typing in advice—things like “No, don’t build there!” and “ What are you doing—why are you putting down street cars?” and “Come on, dude, turn your oil up!” It was like that, nonstop, for three hours. It was like a spectator sport, with twenty thousand people cheering their favorite on, and, basically, backseat city planning. That really took me by surprise.

I’m not sure where we are going to go with that, though, because we’re not really an eSport, but it seems like the game has the ability to pull that out of people. I started to try to analyze what’s going on there, and it seems that if you watch people play StarCraft and you don’t know a lot about it, your response is going to be something like, “I don’t know what I’m looking at; I don’t know if I should be cheering now; and I don’t know if what I just saw was exciting or not.”

But, if you watch someone build a city, you just know. I mean, I don’t have to teach you that putting a garbage dump next to people’s houses is going to piss them off or that you need to dump sewage somewhere. I think the reason that the audience got so into it is that everyone intuitively knows the rules of the game when it comes to cities.

Water Pipe, Running from Central Arizona Project to Pleasant Valley Development, Phoenix, Arizona (2009). Photograph by Peter Arnold, originally published on Design Observer as part of "Drylands: Water and the West," an essay by Peter and Hadley Arnold of the Arid Lands Institute, whose work focuses on the challenge of drylands design.

Aridity is the defining condition of large parts of the American West. As the first white explorer of the Colorado River, John Wesley Powell, presciently warned the attendees of a 1893 irrigation congress, there is simply not enough water to go around:

I tell you, gentlemen, you are piling up a heritage of conflict and litigation over water rights, for there is not sufficient water to supply these lands.

However, Americans—or, at least, those in positions of power—were unwilling to forego the nation's "Manifest Destiny," and, over the subsequent century and beyond, through to the present day, the arid regions of the West have been "reclaimed" through a series of dams, diversions, and irrigation projects, while the region's limited water has proved endless only in terms of its ability to generate legal fees.

Powell's own prescription, presented in his 1878 Report on the Lands of the Arid Region of the United States, proposed organizing the government of the region by watershed, rather than state, with citizens of each "drainage district" responsible for administering the resource as a communal property.


John Wesley Powell’s 1890 map of the "Arid Region of the United States, showing Drainage Districts,” published in the Eleventh Annual Report of the U.S. Geological Survey. If Congress had followed Powell's recommendations, the governance units of the West would have followed these hydrological boundaries instead of state lines. Via the Aqueous Advisor's blog, where a larger PDF version is available.

Instead, the application of a structure of individual property ownership and states' rights onto a dynamic hydrological system has led to a complex, and seemingly unsustainable, system of water management.

Nevada, home of Venue's parent institution, the Nevada Museum of Art, provides a particularly fascinating series of examples of the ways in which bureaucratic fictions of water rights and allocations articulate a physical reality of endangered Lahontan cutthroat fisheries, controversial inter-basin transfer pipes, and dangerously low reservoirs.


The white "bathtub ring" visible in this panorama of Lake Mead (taken by Kumar Appaiah) shows its lowered level. According to some estimates, the reservoir could drop below the minimum power pool elevation of 1,050 feet as early as 2017.

Curious to understand what the West's water looks like from a legal perspective, as well as to learn why Reno's Truckee River is the most litigated body of water in America, Venue stopped by the office of attorney Ross de Lipkau, author of The Nevada Law of Water Rights, for a quick chat.

Our conversation sheds light on the origins of Western water law in mining claims, the ebb and flow of the water rights market, and alternative water management systems—a vital context for understanding the region's hydrological history, as well as for re-imagining its future.

• • •



Geoff Manaugh: To begin with, I’m curious how you define the users or the constituency of a body of water—and, along those lines, how a body of water itself is defined.

Ross de Lipkau: Today, the jurisdiction of Nevada water is handled strictly by the Nevada State Engineer. The State Engineer has jurisdiction of all waters in Nevada, with the exception being the Colorado River, which comes through Nevada at the southern tip.

Nevada’s water law was first enacted in 1905. Prior to that time, you did it just like the old miners did. When Nevada was settled, homesteaders were basically trespassers upon federal lands who would simply divert water from a creek to irrigate the land they’d taken. In 1866, Congress came out with probably the most important land law of its time. What that law did was affirm and, in essence, bless the activities that had taken place previously. That meant that the mining claims were fine, and the ditches dug by the farmers across federal lands to their irrigated lands were fine, and, with that blessing, that behavior continued.

In Nevada, you simply diverted water from a creek or source and irrigated your lands, no questions asked.


Hydraulic mining near French Corral, Nevada County (c.1866), Lawrence & Houseworth (publisher), Library of Congress.

There were some cases prior to 1905, but they also affirmed prior appropriation. In 1905, Nevada water law came into effect, and what it says, in part, is that all those rights placed to beneficial use prior to the adoption of the water law are fine, but that after 1905, all water rights have to be filed and approved by the Nevada State Engineer.

The result is that we have what I call a dual system: the permitted water rights from post-1905, and, prior to that, what are called vested water rights.

Nicola Twilley: Are the vested water rights all recorded somewhere?

de Lipkau: They’re recorded in the State Engineer’s Office.

Twilley: So people who had diverted water for their own use prior to 1905 had to visit the Engineer, to make sure it was written down.

de Lipkau: Correct. We frequently go to the State Engineer’s Office in Carson City to check his official records. They’re on the computer, but we’d rather see the hard copies when it’s important.

Twilley: Do people ever come along with a water right that they say is vested but didn’t get written down at the time?

de Lipkau: Yes, that happens all the time. In that case, you file a claim of vested right. Then the State Engineer may have a hearing; it may end up in court. Two or more people arguing over and claiming the same water source is a very frequent problem in Nevada.

Manaugh: We’re interested in talking about some of the landmark cases in water rights law. For example, I’m thinking about the ongoing discussion about diverting water from northern Nevada down to the south to help out with Las Vegas and Lake Mead—is that something you’re involved with?

de Lipkau: I used to be involved. What is happening in Las Vegas is a result of that city’s huge growth spurt. Nevada was originally allocated 300,000 acre-feet from the Colorado River in the United States Supreme Court decision that adjudicated the waters of the Colorado between the different states. In that decision, the Lower Basin states received 7.5 million acre-feet and the Upper Basin received the same, which is fine except that there aren’t 14 million acre-feet flowing in the river. The adjudication was based on 1920 records and those just aren’t accurate to today’s reality.


A graph of historical and projected supply and demand on the waters of the Colorado River Basin published by the U.S. Bureau of Reclamation in December 2012.

In any case, Nevada receives 300,000 acre-feet from the Colorado River, plus ground water in the Las Vegas basin, which is in the magnitude of 35,000 acre-feet. The water management team of Las Vegas, which I think a great deal of, said that, because of this growth spurt that took place in the late 80s and early 90s, we need more water. So the water district filed under state law—enacted in 1905, as I mentioned, and substantially amended in 1913—a total of 126 applications to appropriate water in three different counties, and in different groundwater basins. There are 254 groundwater basins in Nevada, and they filed in something like twenty of them. They’ve subsequently dropped some of the applications because they were perhaps leading to an environmental situation, or they involved a federal wildlife preserve, or things like that.


Map showing the South Nevada Water Authority proposed pipeline, pumping water from northern Nevada groundwater basins to supply Las Vegas. The Governor of Utah rejected the proposal in April 2013, casting a yet another question mark over the entire project. Map via KCSG TV.

At this point, the State Engineer has granted a series of applications in White Pine County, which is several hundred miles north of Las Vegas. Las Vegas is now in the process of permitting the right of way to bring the pipeline to the city, to commingle the waters with the Colorado River waters and their groundwater sources. The county won’t get any return flow.

Twilley: So some of this water from a different basin will end up joining the Colorado?

de Lipkau: Yes, a certain percentage of the water delivered by the water district goes back into the river via the sanitary waste system. The state of Nevada gets credit for that. So, for example, if they pump 100,000 acre-feet out in any given year, a certain percent—I think it’s fifty-eight—of that goes back and can be repumped. So the 300,000 acre-feet expands, and is actually 480,000 acre feet.

Twilley: I see: the better you are at returning it, the more you can pump.

de Lipkau: Correct. The less outdoor use, the better. That’s why, if you’ve been to Las Vegas, you’ll know there are brand new and even twenty-year-old subdivisions that have no lawns. They call it native landscaping. Lots of rocks, a few bushes and a couple of trees—and that’s it.

In those cases, virtually all of the water is used in the house, and virtually all of the water that is used in the house returns through the sanitary system.


Xeriscaping on the campus of the University of Las Vegas, Nevada; photo by Andrew Alden.

Manaugh: What’s on the horizon? Are there any larger legislative changes that might affect water rights, or any major new developments in Nevada that might cause water rights conflicts?

de Lipkau: I would say no. What happens, for the most part, for new developments, is that you have to renegotiate existing water rights. In Reno, for example, the State Engineer stopped granting groundwater permits in 1975. In order to get water for development, you have to transfer existing rights to a new use. So, if someone wanted to built a 100-unit condominium on that vacant lot out there, they would have to acquire and buy enough water to serve that size of condo, and then they would have to dedicate and give that volume of water to the water purveyor, which is the local water company. That’s how they do it here.

Twilley: Where would they buy that water from?

de Lipkau: They’d likely have to buy it from a farmer. There’s an open market for water rights.

Twilley: Any farmer?

de Lipkau: It’s got to be in the same valley. It can be a pretty competitive market. During the heyday, in 2004—and this will shock you—an acre-foot would go for upwards of $25,000. It could go as high, in an extreme case, as $50,000.

Twilley: The farmers were sitting on a goldmine.


Irrigated farmland in Nevada; photo via a realtor who specializes in transactions involving ranch water rights.

de Lipkau: Yes, they were. Now, it’s more like $6,000, maybe even $5,000. It’s gone down by eighty-five to ninety percent. There’s no market because there’s no development. There are still some mining companies that have had to buy farms to transfer the water to their mining operations, but the market has gone way down.

Now, to give you some context, one acre-foot would probably serve two houses annually. I have a water meter, so I know that I use about half an acre-foot a year. Actually, during the winter, the water meter reads about one hundred gallons a day with just my wife and I—and I have no idea where that goes. During the summer, when you’re outdoors watering—and I don’t have a big lawn or anything—you use a heck of a lot more.

The basic premise in Nevada water law is when the State Engineer sees an application, he’s required to deny it if one of three things is true. He has to deny it if there’s no un-appropriated water in the proposed source supplying the water. In this watershed—Truckee Meadows—all the groundwater is already taken, so he will deny it on that ground. That’s why new development relies on transfers. The other ground for denial is based on whether the granting of the application will tend to impair the value of the existing rights. What that means is that you can’t give permission for a well too close to another well. “Too close” is an engineering call by the State Engineer based on hydrology and the cone of depression. When a well pumps water, it creates a cone of depression as the water above it drains to the pump. If you have too many wells too close together, these cones of depression will overlap and the water level will go down.

The third ground for denial is whether the granting of the application would tend to be detrimental to the public interest, which is pretty much undefined. That third reason, in itself, is very, very seldom used as the sole grounds to deny an application—I can think of maybe three examples in this state.


A rain chart of the United States showing areas with more than twenty inches of rain per year (the minimum required for non-irrigated agricultre) in varying shades of grey, and those with less than twenty in white. From John Wesley Powell's 1878 Report on the Lands of the Arid Region of the United States. Via the University of Alabama.

Twilley: Are there any changes you would like to see in Nevada’s water law?

de Lipkau: I’d like to undo some statutes. The legislature sometimes attempts to add to the water law without an understanding of what the effect is. These new statutes look pretty innocuous on their face, but they are a huge detriment to the intended water user. For example, there’s one new statute that says when you have a trans-basin diversion, meaning that you are planning to move water from one basin to the other, if the amount being moved is more than 250 acre-feet, you have to prepare—or pay for the State Engineer to prepare—an inventory of the basin from which the water comes.

It’s kind of a make-work deal. One little tiny town in Nevada got caught up in that statute, and they’re dead in the water. The State Engineer doesn’t have the staff to go out and prepare this study. It’s happened to mining companies, but they have the $100,000 or $250,000 to prepare this inventory that nobody looks at. It’s supposed to be a snapshot in time, but if the snapshot in time is from the first week in June, and the springs are flowing, it bears no relation if you do it during the last week in January.

Twilley: What was the motivation behind that legislation?

de Lipkau: It was political. I sarcastically say sometimes that the legislature wants to make water when water is not there, because their constituents or their corporate supporters are complaining that the State Engineer won’t grant any permits. Special legislation is sometimes made in an attempt to make him have to grant permits. Or, if there’s a project that people want stopped, like the Las Vegas Water Importation Program, then it’s a case of throwing up as many legislative roadblocks as we can.

That’s the kind of stuff I’d like to see eliminated. I’d like to get back to what it was thirty years ago. It would be a lot less political, which would streamline the process and make it easier for the applicant.

Then there’s another statute that I personally don’t care for, which is that’s anybody can file a protest to any application. For example, I can personally file a protest against the next application filed in Elko County, which is three hundred miles away, just because.

Twilley: So any Nevadan can protest any application made in the state?

de Lipkau: No, no—anyone can protest. You can file. It doesn’t make any sense. In my mind, the only reason to protest that application in Elko would be if it’s going to hurt my water right. But it doesn’t have to hurt my water right—I can protest it if I just don’t like it. If I don’t like farming or I don’t like mining or I don’t like development, I can protest, and that will bog up everything for six months or a couple years, and then I can appeal it to the district court, too.

Manaugh: So, in your mind, a protest should only be filed by people who actually have water rights in the same basin?

de Lipkau: Correct. A protest should be filed by someone who has a legitimate standing, to put it in legal terminology.


A detail showing Reno from John Wesley Powell’s 1890 map of the "Arid Region of the United States, showing Drainage Districts,” published in the Eleventh Annual Report of the U.S. Geological Survey. Via the Aqueous Advisor's blog, where a larger PDF version is available.

Manaugh: Given the scarcity of water in the American West in general, and thus the potential for future conflict, we’d love to get your thoughts on John Wesley Powell’s proposal for governing the American West according to drainage basins. Do you think that Powell’s proposal has merit?

de Lipkau: I do. Aligning the boundaries of governance units—say, states—with hydrologic units makes a great deal of sense to facilitate coherent management policies. Having a state line go through the middle of an agricultural area that is irrigated from a single drainage basin is a recipe for dispute.

As an example, take the border between California and Nevada, which was finally decreed by the Supreme Court in 1980 after more than a hundred years of conflict, sometimes physical as well as legal. Much of the ongoing contention over the management of Lake Tahoe and the source of the Truckee River could have been avoided if that boundary had followed the Sierra crest line rather than following the 120th meridian right through the middle of Lake Tahoe, as the territory—then State—of Nevada originally proposed.

So I think Powell’s proposal has a great deal of merit—although it might well have resulted in less work for me.


The congressional acts that created the Nevada Territory in 1861, and then the State of Nevada in 1864, provided for a hydrological western boundary at the Sierra Nevada crest line—if the California state legislature would agree to change its existing boundary from 120 degrees longitude. California declined, leading to a variety of interstate water rights issues that persist to this day. Maps via this Tahoe Nuggets article on the California-Nevada border war, originally published in Professional Surveyor, January 2002.

Twilley: Finally, I’m curious about something I was told at Venue’s launch party, which is that Reno’s Truckee River is the most litigated river in America. Is that true? And, if so, why?

de Lipkau: I’d say the answer is yes. An adjudication is the judicial means of determining the relative rights to all the waters of a stream or river system. The Truckee River Adjudication Suit was first filed by the United States in the teens. It was a federal action because the Truckee is an interstate stream, meaning it starts in California, at Lake Tahoe, and it ends in Nevada, at Pyramid Lake.

I’ll give you the short version. In 1926, an injunction was granted and the parties followed the injunction and were bound by the injunction until 1944, when the final decision or decree was issued by the United States Federal District Court. The decree allocated all of the waters of the Truckee River to the farmers in the Truckee Meadows valley, to the Sierra Pacific Power Company, which supplied Reno and Sparks, and to irrigate the Newlands Project.

That was the country’s first reclamation project, and it came out of a piece of legislation authored by Senator Newlands in 1902, which authorized the construction of Derby Dam on the Truckee. The dam split the waters at that point, with a portion going to irrigate the farmland near Fallon, under the control of the Truckee Carson Irrigation District, and the balance going to Pyramid Lake.


Derby Dam, twenty miles east of Reno on the Truckee River, was the first project of the brand new U.S. Reclamation Service (today’s Bureau of Reclamation), organized under the Reclamation Act of 1902, which committed the Federal Government to construct the hydraulic infrastructure necessary to irrigate the West. Photo via UNR.

In the 1944 decree, which is called the Orr Ditch Decree, the Pyramid Lake tribe was given approximately 30,000 acres’ worth of water. The Pyramid Lake Reservation was set aside by the president in 1859. Therefore, they had the highest priority on the system.

What has happened over the years is that the tribe wants more water. They want the waters of Pyramid Lake maintained as a fishery, and there has been constant litigation since about 1968. It eventually went all the way to the United States Supreme Court in U.S.A. vs. Nevada. In 1983, the Supreme Court said that the Indians were out of luck and that their rights were fully determined in the Orr Ditch Decree—the litigation that was final in 1944. Ever since then, the tribe has been bringing various actions to put more water in Pyramid Lake and lessen the diversion of water by others, mostly the Truckee Carson Irrigation District.

I suppose the end result that the tribe wants is that the diversion of the Derby Dam be shut down, and all the waters of the Truckee River that are not used upstream left to flow into Pyramid Lake for a fishery.

Twilley: When the original adjudication was determined, why wasn’t the fishery allocated an adequate supply?

de Lipkau: Because, at that time, the fishery was not important. In 1902, in the era of the Newlands Act, farming and opening up the west to agriculture was the primary concern of Congress. At that point, more than one hundred years ago, converting sagebrush lands to productive farmlands was considered to be in the public interest.

Now, people argue that it’s not—that farming is not so good and that the water is better used for environmental and fishery purposes. Pyramid Lake is the end or terminus of the Truckee River. It’s a dead lake, in other words, and the salinity is rising because there’s no outlet and there’s no way to freshen it up. So, through evaporation, water escapes into the atmosphere, and the solids—the salts—stay in there.


Timothy O’Sullivan, "Rock Formations, Pyramid Lake, Nevada," 1867. Collection of the Nevada Museum of Art, The Altered Landscape, Carol Franc Buck Collection.


Mark Klett, "Rephotographic Survey Project, Pyramid Isle, Pyramid Lake, Nevada (Site #79-33)," 1979/1984–85. Collection of the Nevada Museum of Art, The Altered Landscape, Carol Franc Buck Collection.

Twilley: When you go through this adjudication process and determine the relative rights of different users to water, is the law written in such a way as to account for the fact that people’s priorities will shift over time?

de Lipkau: As far as changes in uses and their perceived benefits over time, the Truckee River Decree expressly authorizes changes pursuant to law. The language is there to say that the existing law and the existing water right is always subject to change in conformity to future legal determination, and that is true of any legitimate water legislation in Nevada.

Priority, on the other hand, does not shift. The water law follows the mining law. We all know how priority works in mining from our eighth grade civics classes on the California Gold Rush in the 1840s. We learned then, and I relearned much later, that the first person to stake a claim has priority on that mineral resource.

The first water rights case came out of California in 1855. It had to do with miners diverting water out of small creeks to wash the gold out of the rock in sluice boxes. The California Supreme Court said, with no legal authority, that the way to make it fair and to make it work was priority appropriation. That means that the first person who diverted water from the creek had the first priority. The second person who diverted water from the creek had the second priority, and so on. In times of shortage, the last priority cuts off completely, then the next to last, and so on, till the first appropriator—the earliest priority—gets it all. And priority doesn’t change.

Nevada came along in 1866 and affirmed that decision, and so priority of appropriation is also the basis of Nevada’s water law.

Now, a system in which all the users are forced to cut back by a certain percentage is called correlative rights. But that’s not the case here; with the Truckee, it’s strict priority.



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.


Venue took a long afternoon detour south of Los Alamos, New Mexico, to hike the surreal geological formations of the all but unknown Kasha-Katuwe Tent Rocks National Monument—a kind of American Cappadocia of weirdly repeating pinnacles shaped like fairy tale magic hats and glowing white in the constant sunlight.

Images of Kasha-Katuwe Tent Rocks National Monument courtesy of the New Mexico Bureau of Land Management.

Similar to the visual pyrotechnics on display at sites such as Bryce Canyon National Park in Utah, at times it seems as if the rock pillars are stuttering out of the hillsides, repetitive echoes of themselves and each other. You can almost see the formations marching forward out of the earth, one after the other, to be revealed slowly, over eons of time, for thousands, perhaps millions, of generations to come.



In fact, parts of the National Monument often look, in photographs, as if a processing bug has somehow cloned the slender columns and what we're seeing is not natural earthworks at all but a kind of representational error, a planetary glitch, the surface of the earth time-stretched.

However, it's all just differential weathering: the erosion of incredible stone shapes from the earth, like a mineralogical garden as designed by Max Ernst.



Every few seasons, flash floods roar through and reduce the ground level another few feet; tree roots now grow as if in midair and more and more bewildering rock formations are revealed. The slower, or less immediate, action of snow joins the chorus of forces taking the landscape apart each winter. Where the earth being locally dismantled reaches its most otherworldly extremes, we declare our national parks and monuments.



For all of its geologic complexity, however, Kasha-Katuwe—which means "white cliffs"—is neither large nor particularly strenuous from the point of view of hiking. Still, it feels so much like Turkey's Cappadocia region that it's tempting to propose a geological sister-park program, or some other administrative way of combining, and thus drawing connections between, geologically similar regions in very different parts of the world.

Image of Kasha-Katuwe Tent Rocks National Monument courtesy of the New Mexico Bureau of Land Management.

Also like Cappadocia, Kasha-Katuwe has a long history of human habitation. The Monument itself includes several archaeological sites, including the cliff cave—or "cavate"—shown below. Curiously, a typo on the BLM's signage within the park labels it a "caveat," instead, suggesting that the human role in helping to shape this landscape is just a minor and relatively temporary exception.



The cavate, part of a whole regional complex of formerly inhabited caves stretching north from Kasha-Katuwe into Bandelier National Monument and beyond, has the effect of making humans seem vaguely sponge-like: reef-dwellers for whom civilization is more like a perforation in the landscape, a cut, hole, or pore excavated from the earth and made habitable as "architecture."

Images (top, bottom) of "cavates" from Bandelier National Monument; photos by Sally King/NPS, courtesy of Bandelier National Monument.

For their part, the Bureau of Land Management describes Kasha-Katuwe as a "remarkable outdoor laboratory, offering an opportunity to observe, study, and experience the geologic processes that shape natural landscapes."

In this case, the BLM explains, what we see now is the after-effect of widespread volcanic eruptions that occurred as long as 7 million years ago, "leaving pumice, ash and tuff deposits over 1,000 feet thick." The tent-rocks formations—also known as hoodoos, fairy chimneys, and even, in French, demoiselles coiffées, or ladies with hairdos—were then sculpted by a process of erosion, described by the New Mexico Bureau of Geology and Mineral Resources as follows:

Water and, to a lesser extent, wind erosion preferentially attacks the sand and ash grains around the base of large blocks in the gravel-rich beds. Eventually, the gravel clasts rest on pedestals, thus protecting the underlying sand and ash from further erosion. As time passes, the capstones are gradually undermined and the rocks topple, leaving an unprotected cone.



Put another way, as one ancient landscape, violently laminated atop an even older surface now lost somewhere far below it, begins to be erased, parts of it hang on, temporarily protected by the shelter of yet another more recent and resilient surface above. Slicing—or, in architectural terms, cutting sections—through these multiply intertwined surfaces are now slot canyons and trails.



The Monument's geological revenants form oddly stacked and twisting forms, strangely melancholic remnants doomed to disappear as many more millions of years of wind, rain, and snow scrub the ground of these temporary mountain ranges, preparing for future terrains to come.



The whole National Monument brings to mind an image of geological sculpture described by author China Miéville in his novel Iron Council.

There, Miéville describes something called "slow sculpture," a planetary artform in which outsized blocks of sandstone are "carefully prepared: shafts drilled precisely, caustic agents dripped in, for a slight and so-slow dissolution of rock in exact planes, so that over years of weathering, slabs would fall in layers, coming off with the rain, and at very last disclosing their long-planned shapes. Slow-sculptors never disclosed what they had prepared, and their art revealed itself only long after their deaths."



Kasha-Katuwe Tent Rocks National Monument, with its winding canyons and time-echoed rock formations, makes a compelling day trip for anyone interested in hiking the earth's own version of slow sculpture, an ever-changing procession of tented pillars, canyons, caves, and labyrinths, scooped in rippling contours out of the soft, white rock.
On a visit delayed by a long stretch of rain the day before, Venue drove east from downtown Los Angeles to visit the Puente Hills landfill—the nation's largest active municipal dump—near the city of Whittier.



An astonishing and monumental act of landform construction, Puente Hills is scheduled to close in October 2013, to be replaced by the much larger and geographically far more remote Mesquite Regional Landfill, two-hundred miles southeast in the Imperial Valley.



As we approached the site, the scale of the landfill became more clear, and the rhythm of its expansion was also evident in the traffic all around us, as dump trucks bumped and rumbled down the highway off-ramp, all on their way to add mass to the trash mountain looming on the right side of the freeway, blocking the sun.



At the entrance to the dump sits the unassuming two-story headquarters of the Los Angeles County Sanitation Districts. Basil Hewitt, a public information officer, met us there to escort us up the mountain in his minivan.



Over the next few hours, Hewitt patiently answered our many questions about the site's history, its design, and its impending closure, while good-humoredly tolerating our recurring expressions of awe at just how unearthly a place Puente Hills can be.



The landfill opened in 1957, and was taken over by the Sanitation Districts in 1970. It sits on a 1,365-acre site, half of which is devoted to a buffer zone and wildlife preserve, leaving an area roughly the size of New York City's Central Park to receive one third of Los Angeles County's trash.



Over the past three decades, Hewitt told us, Puente Hills has received nearly 130 million tons of garbage. As Edward Hume writes in his excellent book, Garbology: Our Dirty Love Affair with Trash, this is a hard quantity to visualize. He offers the following analogies to convey its truly monumental scale:

Here's one way to picture it: If Puente Hills were an elephant burial ground, its tonnage would represent about 15 million deceased pachyderms—equivalent to every living elephant on earth, times twenty. If it were an automobile burial ground, it could hold every car produced in America for the past fifteen years.

What began as a small municipal dump, filling in a canyon on the edge of the San Gabriel Valley (acting literally as "landfill") has turned, over four decades, into a mountain-building exercise.



Hewitt told us that Puente Hills now rises to the height of a forty-story building, meaning, as Hume notes, that if the landfill was a high-rise, "it would be among the twenty tallest skyscrapers in Los Angeles, beating out the MGM Tower, Fox Plaza, and Los Angeles City Hall."

For quite some time, the garbage mountain of Puente Hills has been rising above its surrounding terrain, resembling nothing more than a huge and eerily modern version of an ancient tell—those giant mounds in the Middle Eastern deserts that mark where once-might cities rose and fell, and that now lie bured and broken beneath the sands.

We headed upward in the minivan, stopping to learn how the weigh station worked. Pulled over, we watched as trucks rolled up, paused on the gigantic scale (Puente Hills currently charges $38 a ton), then coughed and belched their way further up the hillside.



As he started the minivan back up, Hewitt made the fascinating observation that just a few years ago, this line of trucks would have been significantly longer, backed up sometimes all the way to freeway off-ramp. Toward the end of 2007, all of a sudden, Hewitt told us, "Puente Hills was like a ghost town. People who had worked here for forty years had never seen anything like it."

From a peak of 1,900 trucks per day in summer 2007, thirty or forty of which would be loaded with construction debris, Puente Hills' traffic decreased to only 400 trucks a day by the end of the year. "When it first happened, we didn’t know what the heck was going on," Hewitt explained. "We're not economists, but, in retrospect, we figured out something was up in December 2007, and all those banks didn't start to fail until fall 2008."

Had the Puente Hills landfill called it back in 2007, when the U.S. was on the verge of the Great Recession, perhaps we'd all be singing the praises of garbology as economic indicator.



From the weigh station onwards, the road bed sits on trash: "You can tell," Hewitt explained, "because trash is not homogenous, so you'll get differential settling, and the road will give you a little of a roller coaster at Disneyland-type ride."



If the bumpy ride was exciting, things at the active dumping site were more chaotic still. Because of the rain the day before, the working surface had become slippery and operations were confined to a "winter day" footprint—a smaller-than-usual area, given grip with a layer of crushed asphalt.

Hewitt, otherwise an extremely low-key and calm presence, became quite agitated as we tried to maneuver between dump trucks, compacting machines, and piles of shredded green waste. "This is not good!" was his repeated refrain, as heavy equipment backed up toward us without warning.

His alarm was justified: in Garbology, Hume notes that eight landfill workers nationwide died in 2010, and that the risk of "drop-off"—the chance that some of the twenty to thirty feet of uncompacted trash that builds up each day could start to slide, tipping them off the edge of the mountain altogether—is omnipresent.



On a normal day, Hewitt told us, the active dumping site at the top of Puente Hills is usually about an acre in area, and twenty feet deep. It's called a cell—not, as Edward Hume writes, "in the prison-block sense, but more akin to the tiny biological unit, many thousands of which are needed to create a single, whole organism." In other words, the garbage pile that the bulldozers and graders push, compact, and sculpt each day, is a landfill building block—a brick in the pyramid of trash that is Puente Hills.

The resulting "fill plan," designed by the Sanitation Districts's waste engineers and staked out afresh each day, informs the particular topography that the heavy machinery massaging the trash are trying to achieve. Down to its cell slopes and road patterns, the landfill is an entirely managed and manufactured terrain, a shape calculated in advance and then sculpted, incrementally, with every shift of every machine.

Hewitt's description of a mountain-building logic formed of "cells" could not help but remind us of historians Martin Bressani and Robert Jan van Pelt's discussion of 19th-century architect Eugène Viollet le Duc—designer of, among other things, the plinth or artificial hill upon which the Statue of Liberty now stands.

Sketch of Mont Blanc by Eugène Viollet-le-Duc; for more on Viollet-le-Duc's mountain-building analyses, from the perspective of a geologist, see Michael Welland's blog Through the Sandglass.

Viollet Le Duc, as Bressani and Jan van Pelt explain, was inspired by the "structural network" of Mont Blanc to develop an architecture based upon crystal forms, employing "lifelong observations into mountain formation" as his chosen method of research.

His sketches are often extraordinary, analyzing mountain peaks, slopes, and even glaciers for their formal, geometric qualities, looking for what he called "the great crystalline system" underlying it all.

Further analytic sketches of Mont Blanc and its glaciers by Eugène Viollet-le-Duc.

Bressani and Jan van Pelt's description of Viollet Le Duc's opening chapter, which analyzes the geological processes behind the creation of Mont Blanc in architectural terms, is worth quoting at length:

An expanded mass of soft granite (protogine) below the earth’s thick surface erupted through the crystalline crust above, producing a domical rock formation sprouting out of a buttonhole-shape slit. As it slowly cooled and crystallized, this gigantic mass of granite progressively shrank and retreated. According to Viollet-le-Duc, the subtraction process followed a very precise rhombohedral prismatic pattern consistent throughout the whole. Mont Blanc thus acts as one huge crystal formation—every edge, every peak and aiguille follows a geodesic structure. The pattern creates a network of cells, a type of formation that Viollet-le-Duc found also at the micro level in glacial formation. This hexagonal configuration, based upon the equilateral triangle, proved the most fundamental and consistent principle of organization within Viollet-le-Duc’s late writings and architecture.

It would seem that a similarly analytic study of the mountain-building logic behind Puente Hills could be done here in greater Los Angeles, treating this astonishingly massive artificial landform as its Mont Blanc: held in place and given shape by methane pipes, geotextiles, concrete roads, and carefully choreographed "cells" of daily growth, and, in every sense, a work of architecture.



Puente Hills' daily construction cycle ends at 5 p.m.—or whenever the daily intake limit of 13,000 tons has been reached, which, before the recession, would happen as early as 1 p.m.—at which point, its machine operators use laser-guided markers to level the top of the mound, and then cover it with a twelve-inch layer of clean dirt and green waste.

That daily blanket, explains Hewitt, stops "vectors" from scavenging—primary rats, but also flies and coyotes—and is what makes Puente Hills a sanitary landfill.



In addition to the active cell, its traffic jam of heavy machinery and dump trucks, and a pile of green waste and clean dirt for the sanitary layer, Hewitt told us of the twin banes of landfill construction: siloxanes, a chemical found in many hair gels, mousses, and conditioners, which pits the equipment, and, surprisingly, tires:

We collect tires, and we have to shred them before we bury them, because we found out if we bury them without shredding them they kind of float up and burst through our cover and our liners.



We step out of the minivan for a moment, making Hewitt even more uneasy, and are immediately struck by the site's lack of stink. It smells like trash, of course, but it's really only as bad as the early-stage rot of a full domestic garbage bag. "In January," Hewitt tells us, "it actually smells really quite nice, because of all the mulched-up Christmas trees."



Nonetheless, Puente Hills is now a sufficiently large landform to generate its own microclimate and wind patterns—with the effect that several gigantic fans and berms dot the edges of the plateau, to keep wind from blowing over residential areas of Whittier.

Meanwhile, what look like large fishing rods stuck into the ground are actually bird deterrents. "In the old days," says Hewitt, "they would just shoot a sea gull in the morning—this was back in the 1960s or 70s. They’d wing a seagull, leave it out, and it would squawk and warn the other seagulls away. You don’t do that anymore."

Instead, the thin monofilament lines hung from the rods disrupt the birds' landing glide. They are often sufficient control on their own, but, Hewitt explained, "When the weather’s bad out at the ocean, that's when all the gulls come inland looking for food." Plan B starts with noisemakers, and ends with what someone flying a remote control airplane to buzz the birds, which Hewitt described as "the coolest job."



The rats are apparently even less difficult to control: Hewitt told us that the District's solid waste research group had "done a study, way back, which found that when they compact the trash they kill about fifty percent of the rats. Then, by covering it, the other fifty percent die from lack of oxygen. They can't survive the landfill process."

After one too many close calls for Hewitt's comfort, we retreated, retracing our steps before taking a side road round to an overlook in the buffer zone.

Standing next to a water trough (the park half of Puente Hills is criss-crossed with equestrian trails), we looked first west over Rose Hills Cemetery, the landfill's immediate neighbor, to the skyscrapers of downtown LA, and then back east to the brown plateau of the active dumping site, and the lush green of the terraced mountain, its contours defined by a spiderweb of white plastic tubes.



Decomposing garbage oozes toxic "leachate" and releases a steady flow of "landfill gas," which is a mix of methane, carbon dioxide, and other trace gases. As a result, both the interior and exterior of Puente Hills are filigreed with a network of plastic pipes—trash plumbing, to divert the leachate from groundwater and collect the landfill gas to prevent explosions and generate electricity.

Hewitt proudly points out the Puente Hills Energy Recovery from Gas facility, or PERG, which generates more than forty megawatts of electricity per day from more than 30,000 cubic feet per minute of landfill gas.



In Garbology, Hume describes Puente Hill's pioneering role in transforming landfill gas to energy:

Back in the eighties, the Puente Hills engineers decided to break with landfill tradition and stop merely "flaring" the gas—the practice of burning it inside a giant torch to keep the raw methane from entering the atmosphere, where it becomes a potent greenhouse gas—and instead put it to use for power generation. They soon ran into the same problem others had encountered when trying to mine energy from landfill gas: Over time, as the trash in the landfill decomposed and settled under its own weight, the pipes would crack, crush, and break. The ingenious, low-tech solution—adopted first at Puente Hills, now employed all over the world—was to use plastic pipes of varying diameters and fit them together loosely, with plenty of overlap, like arms in a sleeve. As the trash mound settles, the pipe sections can move up and down at different rates and angles without damage, yet stay connected.




This gas will continue to flow for another fifteen to twenty years after the last piece of trash is accepted in October this year, which brought us to our final question for Hewitt: What happens when Puente Hills closes its doors for good?



"There's no closing party or celebration plan," Hewitt told us. "No, we’re just trying to save money. We’re going to be in rough waters, because when this landfill closes, we’re going to lose a huge revenue stream."

Nonetheless, work will continue at the site for the foreseeable future. In addition to the power plant, Puente Hills will become the intermodal transit site for the new "Waste-to-Rail" system that will funnel the County's trash out to the new Mesquite landfill — which has sufficient capacity to accept 20,000 tons of trash per day for one hundred years. Meanwhile, the closed landfill will still need to be monitored for leachate contamination or methane drift—a precaution that will have to continue for at least fifty years, according to Hewitt—and, of course, there is the landscaping work to transition this canyon turned garbage mountain into its next reincarnation, as a county park.

Hewitt grimly predicts that most people in Los Angeles County won't know Puente Hills landfill was ever there until it's gone—when the region's private landfill operators take advantage of the gap between its closure and Mesquite coming online to raise their rates.

And with that, we got back in the minivan, slowly winding our bumpy way down from the heights of terrestrial artificiality, back to the sculpted highways of greater Los Angeles, heading west into the city again.


On a hot afternoon in Moab, Utah, Venue stopped by the museum collection storage facility for the Southeast Utah Group of National Parks, to visit a small collection of objects and historical artifacts found within or associated with what are now Canyonlands and Arches National Parks.

We spent several hours in the company of curator Vicki Webster, who generously, patiently, and enthusiastically showed us through the collection, from 20th-century Park maps to ancient stone knives, from the eye-popping "bat drawer" and exquisite herbaria to corncob sandals, dinosaur bones, and pieces of pottery collected from the sites of southeast Utah's extraordinary National Parks.



Having just spent the previous week exploring these sites on our own, hiking various trails, visiting Newspaper Rock, and seeing as many of southern Utah's parks as we could, we were already intensely curious about what it takes to administer the natural landscape and the interpretive infrastructure of a National Park, seen from the perspective of collecting, cataloging, and preserving the outdoors.

How are these practices changing over time, we wondered, and what should a collection of artifacts from the nation's most historically and naturally significant landscapes include? How are these objects narratively explained and physically maintained for future generations? Further, how do even the trails themselves function as a kind of museum without walls—and what goes into designing and documenting them?

Finally, how might archival practices oriented toward immersive experiences of outdoor landscapes differ from, for instance, the organizational techniques of a librarian, as Venue explored in our behind-the-scenes tour of the Denver Public Library with Wendel Cox?



Webster—a dream guide to this material, as curious about and excited by the collections as we were—told us countless stories of the region's parks. Many of these tales appear below, in the following edited transcript of our day spent behind the scenes of our nation's outdoor heritage, including the surprise natural gas pipeline that runs through Arches National Park and the possible future history of Blue John Canyon where hiker Aron Ralson infamously became trapped for 127 hours.

We were joined by a student named Malia, who was shadowing Vicki Webster for the day in order to learn more about the National Park Service.

• • •

Geoff Manaugh: Could you tell us briefly about the room we’re now standing in? At first glance, it seems to be more of an office archive or a storeroom, rather than a museum.

Vicki Webster: And it’s a very full storeroom! [laughs] You can see behind you that these shelves are just full of historic photos—so are these [gestures at shelves]—and they have all now been catalogued. We’ve also got three archival racks that are just about full now. These mobile racks are also almost full. I have a little space left in here, but not much.

The herbarium cabinets are right here, as well; then these specimen cabinets are where most of the archaeological and historical objects are. The archives are in these racks, and some other racks in the room on the other side of that wall. Then we also have map cabinets for oversized documents, drawings, and maps. We’re getting to where it’s pretty close-quarters.

In addition, we have some archival collections stored at the Western Archaeological Center in Tucson and at the Heritage Center in Dolores. We do have a lot—but, twenty years ago, there was really nothing catalogued, in terms of archives.



Nicola Twilley: In terms of the broad categories of collections that are stored here, I guess there would be natural history…

Webster: That’s exactly what I was going to start with, to give you an idea of the different disciplines. I pulled out some samples from each. If you look just behind you here, on this shelf, this is a single sauropod vertebra. When I show this to people I always say: take one hand and put it on your own spinal column, and feel the size of a single vertebra. Now look at this again—this thing is huge. And there’s another one there, and then there are some smaller ones.

A lot of people get really excited about archaeological things that are 800 to 1,200 years old—but these are millions of years old. This is a sign of life millions of years ago. To me, that’s much more fascinating and cool.

We do have these kind of paleontological resources in the collection, all found within the park boundaries. They were brought in from the field precisely because we didn’t want them to be stolen or damaged out there. In fact, we just recently finished a paleontological survey of Arches National Park, so the Utah state geologists have gone out there to a number of sites.



Twilley: Is that the oldest thing in the collection?

Webster: I would definitely say that our paleontological resources are among the oldest things in the collection. As to which one’s the oldest? Is it this particular vertebra? I don’t know. I’d have to look at these with someone.

But that’s really a large part of what I do: managing data. That data management function is critical, even more than having personal familiarity with the collection, so that other people can access the collection as a resource.

A lot of people associate the word curator with a subject-matter specialist, and, certainly, in a lot of museum work, you would have a subject-matter specialist as the curator. But, really, much of the time in National Park Service areas, the museum curator is a manager of the objects and the archives and the data about those objects, much more than a subject-matter specialist.

In some of the historic areas, a place like Gettysburg or the Civil War parks or Independence Hall, you’re more likely to have a historian dealing with the collections. But, in your big national parks, you’re going to have somebody who’s more of a manager than a specialist.

Also, I should say my background is in biology. Everyone thinks that if you’re the curator, you must be an archaeologist, but no—I’m not an archaeologist. I always like to make that little disclaimer, because, otherwise, I get asked a lot of questions where I have to say, “I don’t know, ask the archaeologist!”

Now, back to our discussion of different disciplines. We do have geologic specimens, as well, but not really here in our storage area. Geologists who come to the park to do research will generally take their specimens back to their respective institutions with them. What I do, in that case, is administer loan agreements with them; we retain that documentation and they retain the specimens.



Twilley: Is that a common occurrence? In other words, are there a lot of rock samples out there that came from Canyonlands and Arches, but are now distributed around the country or even the world?

Webster: Well, a lot is a relative term. In terms of Canyonlands, there’s consistent interest in places like Upheaval Dome—a geological formation that’s fairly mysterious. There’s been some speculation that it was formed as a salt uprising, as well as some speculation that it’s the result of a meteorite impact. A lot of geologists have come here over the years to study that specific controversy. This year, we even have some geologists looking at the possibility that it’s the result of a combination of both of those factors—that perhaps it was both a meteorite impact and a salt upheaval—and they’re trying to look at whether that could be the case, and what the sequence of events might have been.

[points at map] There—that’s the Upheaval Dome. You can see, to a geologist, that this would just jump out at you. You’d say, “Hey, this is something strange and weird. What is this? We don’t normally see circular formations like that.” That’s something for which we write research permits almost every year, and some long-term studies have also been done on it.

Twilley: When they take the rocks and you put together a loan agreement for them, do they actually show up with a truck full of rocks that you have to sort through for each loan agreement or can they just take the rocks and go? Do you actually see what they take?

Webster: Well, collecting rocks is illegal unless made by permit—and the permits severely restrict the quantity of material to be collected. It can only be a very small amount.

In terms of your question, I don’t always see it, because they don’t always physically come into the office and bring the samples here, but it is documented and it is catalogued. Each sample is assigned a unique catalog number in our system, and they send me the data. I can then say that you have rock number so-and-so, and here’s how big it is and here’s what it looks like and here’s all the data about it. Because I’m not a geologist, I don’t always understand all the technical data, but I always insist they give it to me for our records.



Twilley: So there’s an inventory here of rocks that have been moved elsewhere.

Webster: Yes. If I want a list of all the geologic specimens that have been collected from Canyonlands and are on loan elsewhere, I can spit that out from my database. Absolutely. Once in a while, the samples will even come back to us—somebody will retire or whatever, and their collection will be returned.

For example, there’s a box right there that’s full of rocks. [turns to box on shelf] These are geologic specimens that were collected from Upheaval Dome. These are called shatter cones and they were collected by one of the researchers who had been finding evidence of meteorite impact. You can see that these are labeled; they have numbers on them. To a geologist, this looks very different from other rocks. In fact, even to a layperson it looks like there’s some impact evidence.

While we’re talking about natural resources, back in the day—this is back in the 1940s, 50s, and 60s—we used to slaughter park wildlife in order to study it. That means that we have a number of bird and rodent specimens and things like that in the collection, as well. We don’t do that so much anymore, as there are many other—and better—ways of studying wildlife without killing it.

But I do like to pull out the bat drawer to show it to people, because the bats are really fascinating to me. [pulls out the bat drawer]

Manaugh: Oh my god.



Webster: We have a variety of bat species in the park. When you’re out camping, and it’s evening, and the bugs are out, the bats start to fly around and catch things, but they all kind of look the same to me as they fly by. I think, “Oh—bat.” But they’re really very different.

We have big-eared bats, Mexican free-tailed bats, little bitty pipistrelles—there have been some pretty thorough bat surveys done here, too. We had an interpreter here years ago who did a great campfire program on bats. She was amazing. She’s one of these really creative, artistic interpreters. She would take a black, plastic garbage bag and get a visitor to stand up in front of everybody at the campground amphitheater, and she would attach the garbage bag to their little fingers and pull it all the way down to their waist, and then she would have the person demonstrate how a bat catches mosquitoes by scooping around and bending over and picking them up and eating them—because they trap the bugs in their wings. That’s what they do. It’s very cool.



We also have an herbarium for each of the four parks. In fact, I don’t know if I explained that there are four National Park Service sites that are served out of this office? This office is called the Southeast Utah group of parks, so we have Arches and Canyonlands National Parks, as well as Hovenweep and Natural Bridges National Monuments. Hovenweep and Bridges are to the south of us.

Manaugh: We just went through Bridges yesterday, actually.

Webster: Oh, isn’t it wonderful? What a gem. I just love that spot.

So we do have an herbarium for each of the four parks. And, although we do not have a voucher specimen for every known species—these are called voucher specimens [gestures at cabinets]—we do have a lot, and we’re working on completing the herbarium collection. When our staff is out in the field, they know which species are suspected to grow here and, if they should find one of those, they will collect a voucher specimen.

I don’t know how familiar you are with herbarium collections, but I pulled out a sample for you. A lot of people don’t realize that an herbarium collection is actually useful for a lot of things other than just the identification of plant species. Things like blooming dates can be very important. A few years ago, for instance, I was lucky enough to go to the Smithsonian for a curatorial workshop, and one of the things we got to do was play—it was work, of course, but for me it was play—in the herbarium at the Smithsonian. It was so much fun. For an old botany major like myself, I thought I had died and gone to heaven!

They showed us a study that had demonstrated how blooming dates are now about three weeks earlier than they were, I think, fifty years ago, or whatever specific date they’d been using. They have specimens from year after year over the decades, and the blooming dates are getting earlier because of climate change. So the herbarium specimens are going to be the evidence, another fifty years from now, for how species began migrating in elevation because of climate change. There’s actually a lot of information in an herbarium collection.



Twilley: Are you responsible for mounting them and putting together the display?

Webster: Some of the time. It depends.

We had an ecologist here for a number of years who would press his own specimens and then hand them over to me, newspaper and all, and I would mount all his stuff and label it. Right now we have a person working here who is really good at doing beautiful mounting. She loves to do it. She delivers these gorgeous specimens to me, all ready to go. All I have to do is enter the data.

When I do it, I actually work from a reference book about herbarium specimens, including how to handle them and how to mount them, even how to create a little envelope for the seeds or cones. A lot of it is about making sure what’s visible are the critical parts for identification purposes. Of course, that starts at the moment of collection and at the moment of pressing, but also at mounting time. Some specimens are more challenging than others. Cacti are particularly challenging, as are really long grasses because of their size.

Manaugh: You mentioned that the herbariums would be finished at a certain point. What’s the actual finish line, and how do you judge completion?

Webster: Well, I used the word complete, but I meant complete in the sense of species representation. We have a list. In fact, one of the things I have to do as collections manager is to write a “Scope of Collections” statement that says what is appropriate for us to accession into the collection. That statement includes an appendix that lists all the various plant species that are believed to grow in the park, but for which we don’t yet have a voucher specimen. So, presumably—I don’t know if I’ll live long enough—but, presumably, the day will come when that list will pretty much be checked off.

Twilley: Would you include invasive species on that list, as well?

Webster: Oh, absolutely. We have a large invasive species program here. We actually have an active set of employees whose job is to locate, identify, and get rid of invasive species.



Manaugh: This touches on the border between natural history and cultural history, but I’m curious where things like indigenous but cultivated plants would fit into this. In other words, how do you catalog a plant that is actually an agricultural remnant from an earlier culture, but that now appears to be “natural” to the region?

Webster: That’s a good question. In the mid 70s, there was a group of people from San Jose State University who did a huge research project at Hovenweep. It used to be that the Mesa Verde staff managed Hovenweep, but there was an administrative change and now it’s ours; so we’ve been receiving the Hovenweep collection here in fits and starts over the years.

As it started to trickle in, I was amazed that the herbarium seemed to be collected by the same guy at the same time in the mid 70s, and at first I thought this was really strange. Then, finally, I got enough information about their cultural collections to realize that this massive study done by San Jose State was actually about agriculture, which is why there were so many plant species.

So, yes, in the Hovenweep collection there are such things, definitely. At Canyonlands, there’s a spot where we found gourds that we think were being cultivated, so we have some specimens from there. But the intersection of natural and cultural resources is a fascinating topic.



Every once in a while I think I’ve got to write a book! I’ve got to make notes on all the collections here, because, yes, it’s very interesting.

You know, that’s another thing. Last spring, I hit a landmark birthday and became eligible to retire, so I’m starting to think about the fact that I’m not going to be here forever. This has a lot of repercussions. I’ve had this job for 20 years and, when I walk out the door, a lot of institutional memory is going to go with me. My biggest goal is to make that moment unimportant, from the perspective of the collection—to make it so, when I walk out the door, everything is documented and there are people here who know how to access the documentation, where to find it, and to ensure that it’s not all lost.

Manaugh: Back in the 90s, I interned at the American Folklife Center at the Library of Congress in D.C. It was right at the end of Joe Hickerson’s tenure there; he had been there, I think, since the archive’s founding several decades earlier, and he knew absolutely everything about the place. He knew the contents of random boxes, and even where, on specific audio recordings, you could find specific snippets of old songs—all these things about the collection that were unique to his own memory and experience of the place, including things that really weren’t written down anywhere. But you could tell that some of the staff were in a state of low-grade anxiety as they prepared for his retirement. The institutional memory that goes with that—that goes with just one person’s retirement—can be hard to duplicate.

Webster: It’s true. And, unfortunately, that’s where this place is going to be some time in the next two to three years. I haven’t decided when yet. But, you know, it’s a good feeling to be eligible to retire before you’re ready. Some people have the unfortunate experience of being ready long before they’re eligible—and I’m so thankful not to be there!



Anyway, I also pulled out a drawer from our entomology collection. I pulled this one out because these are underwing moths from Arches and Canyonlands. The entomologist who did this study actually discovered a subspecies of underwing moth that lives only in Arches; as far as we know, he hasn’t found it anywhere else. So, this is an example of a fairly recent study, done in the last decade, under permit in one of the parks, that resulted in new scientific findings and specimens.

Let’s move onto the cultural things. Malia actually asked me earlier if we have any cowboy stuff, because one of the parts of the cultural history around here is from the cattle ranching and grazing era—and, of course, grazing occurred inside Arches and Canyonlands National Parks until the 1970s. That’s not all that long ago.



Manaugh: It’s actually incredible how young some of the parks out here are.

Webster: Especially Canyonlands. We’re still a year and a half away from the fiftieth anniversary. Bridges, though, just had their 100th anniversary in 2008, and Zion just had theirs. In fact, because there were so many parks established around the time of the antiquities act, we’re starting to have a little rash of centennials. Rocky Mountain has got their centennial coming up, I think, and Crater Lake had theirs in ’02.

In any case, when Canyonlands was established—September 12, 1964, is the official date—there were active ranching operations going on and the grazing was phased out over time. That means there were still cowboy camps, because, when the cowboys left, they didn’t take everything with them. They just left it there. Actually, these things here came out of the Cave Spring cowboy camps—so if you were to go down to the Needles, you can actually drive over, park, and walk about one hundred yards over to the cowboy camp, and, even today, there’s still a lot of horse tack and empty coffee cans and stuff like that. There are tables and chairs, and an old stove. This [pointing at object in collection] is just a little bowl that was in the cowboy camp.



Twilley: And how is it that you have this bowl here, but there are still coffee cans out in the field? Why did you collect one and not the other?

Webster: Good question. Back in the 70s or 80s, somebody decided that some of the objects there ought to be called museum property, so they accessioned them into the collection, and they catalogued them, but then they physically left them out there. So, I’ll confess, I used to use that as my excuse to go out in the park once a year to check on them, because I didn’t really join the park service to spend all day indoors. But, then, finally, we had a collections management plan written, and one of the issues it addressed was what exactly we should do with this stuff. After all, when it’s outdoors, we can’t provide appropriate climate control and the objects are vulnerable to theft.

We finally decided that the thing to do was deaccession things that we had documented, and that really could just stay out there in the park, because it’s a place that visitors go to learn about the cattle-ranching era. That means it has value as an interpretive display. For example, there are always a ton of baking powder cans at these places—they seemed to use a lot of baking powder. I think they made a lot of biscuits. Then, some of the objects that did seem a little more valuable, and a little more vulnerable, were brought in. I have a few glass bottles and this bowl.



Manaugh: When you deaccession an object, does that mean it just stays out in the field or do you actually take it out of the archive and return it to the outdoor setting?

Webster: It stays in the field. It was already out there; it had never come in; and, really, it was probably an error of judgment that it had been documented as a museum object at all. If you’re going to call it a museum object, then bring it in and store it properly—or don’t call it a museum object.

Twilley: Can you just document it, but not accession it?

Webster: That’s something our cultural resources people do, but then it’s not part of the museum. It’s documented as a cultural site. It’s monitored. They go out there and photograph it and make notes and make sure it’s not being impacted and so on and so forth. But that’s a whole different function than the museum collection.

Manaugh: I’m curious, if some of those cowboy camps from the 1960s are now considered historic, what’s the timeline for, say, somebody’s climbing equipment or a Nalgene bottle left behind by a hiker in 2010—when would something like that become eligible for accession as an historical object?

Webster: You mean, when does trash become historic? Fifty years.

Manaugh: Fifty years? Is that just a rule of thumb or is there a genuine policy?

Webster: I think it’s in the National Historic Preservation Act—but, yes, fifty years is the cutoff point after which something can be considered historic. I had a little identity crisis when I turned fifty. [laughter] I was like no, no, no. I’m historic.

Manaugh: This is sort of a goofy question, but it seems as though every person we’ve sat next to at a restaurant or coffeeshop around here for the last week has mentioned, at some point, the movie 127 Hours. That took place not far from Moab. As far as “sites” like that go—I mean the slot canyon where Aron Ralston was trapped, and that was documented in the film—is there any sense that a location like that, that people all over the world now know about, should be preserved or marked somehow? In fifty years, perhaps? It’s like the Donner Pass, in a sense—it’s a cultural site where an historic event occurred.



Webster: That’s a good question. [pauses] That canyon is actually right outside park boundaries—it’s not inside the park—so our staff wouldn’t actually be addressing that question. But let’s pretend it is inside park grounds: would it be managed as a cultural site? You know… Certainly, over time, it would become part of the park’s history. But would we mark it, or preserve it?

One of the things I do here is put documentation into the archives. The 2002 Olympics in Salt Lake City took place not very long after September 11, 2001. The Olympic torch made its debut in the state of Utah under Delicate Arch at dawn in February, where it was very, very, very cold, and the logistics and the planning and the security for that event were absolutely phenomenal because it was so soon after 9/11. So, while that was going on, I was very much in touch with the people who were organizing it, and I was constantly saying: “Remember, I’m going to want the documentation. When this is over, give me your files.” Now, I have a really great little collection about all the planning and the photographs of that day. Even though it was a current event, I knew it was going to become part of the park’s history.

When something’s happening, you need to grab the documentation now. If you let it sit around for ten years, it might just disappear. You know, “Oh well, the guy who did this has been transferred, and he took his files with him,” or “the guy who did that has retired, and he doesn’t remember anything.” That sort of thing happens all the time.

Now, in the case of Aron Ralston’s story, there were park rangers involved in it, because, when he was rescued, our staff was just about to go out and start looking for him. They had been mobilized as part of the search effort. That means that it would be the sort of incident that would show up in the documentation that rangers create, and that might eventually make its way into our archives—or not.

So it’s an interesting question. Would Blue John Canyon, where Ralston was trapped, become considered a cultural site…? Maybe not until a few more decades have gone by.

Ultimately, that’s the sort of decision that the cultural resources program manager makes. Actually, here’s an interesting thing: we’re working on trying to get the site out at Arches where Edward Abbey’s trailer was listed on the national register. You wouldn’t have done that in 1957, when he was living there, but certainly, now, it seems appropriate. It seems historic. By the same token, then, right now Aron Ralston getting himself in a bit of a pickle is an interesting news story—but, twenty years from now, will it be a culturally significant site? I think it’s about how things change over time.

In any case, Canyonlands is about to have its fiftieth anniversary, in September 2014, and I hope that will spur a fair amount of historical research and interest in the park.



Twilley: It was funny to hear you say that you used checking on those camp sites as an excuse to get out in the park. How often do you get a chance to get out in the park, and to what extent are you involved with things like trailside displays or other outdoor interpretive infrastructure?

Webster: I started my career in the Park Service as a park ranger/naturalist and as an interpreter. But, after a long story that I won’t tell, I ended up in curation—so I don’t get out in the field nearly as much as I would choose to, if I had a choice.

There are museum objects on display in several of our visitor centers. For instance, the Needles Visitor center, which is south of us, was built—and the exhibits all designed and installed—in the early 1990s. Maybe ’92 to ’94. When they did that, they did everything right. They had architects design a beautiful building in harmony with the landscape. It’s fabulous. They had our exhibit specialists scour the museum collections for appropriate objects to tell the story that they wanted to tell, and the visitor center incorporated those objects and stories into the exhibits. They had the specialists build mounts and everything. It’s just very well done. I manage those; to the extent that they need any attention, they are my responsibility.

Subsequently, in the twenty years I’ve been here, the Park Service has rebuilt every visitor center except for the little trailer that they use at the Maze. That’s the only one that hasn’t been rebuilt. Every time, they have said, “Oh, we don’t want museum objects on display, because then we have to do climate control and fire and security requirements, and we just don’t want to do that.” Then, every time they’ve finished the building, they’ve said, “Well, we would like that one thing…”

For instance, at Arches there is a meteorite on display that is a museum object. It’s the only museum object in that practically new visitor center. That visitor center is five years old, or six, at the most. It’s a really new facility, but it only has one museum object in it—and that’s a meteorite.

Now, the light levels and the climate control—all that stuff—is not up to museum standards. It is in a secure case, and we do monitor the temperature and the humidity, but the building wasn’t built to the specs that you would have for displaying museum objects today.

Twilley: Working with such a wide range of artifacts, of such different materials and ages, means the environmental conditions must be difficult to manage.

Webster: Right. It’s always a compromise. In this storage room, we try to keep it at 65 degrees and approximately 35 percent humidity—but we have metal objects that would be happier if it were drier, and we have paper objects that would be happier if it were right at 35 percent. But we have to compromise, because we have so many different materials. In a place that’s just archives or just ceramics, though, you can tailor things.

We do have a wide variety of really interesting archaeological materials. I thought I would show them to you in order of material type. Here, we have a lot of lithics—mostly projectile points and stone knives. I pulled out this knife, in particular, because it’s so beautiful. It’s an absolutely gorgeous piece of stone. When you look at these, you have to think: it can’t just have been utilitarian. They had to have been thinking about the aesthetics of the object, as well.



Twilley: Is that dated?

Webster: It could be. I’d have to look it up. But these two objects are dated simply in the sense that we know what type they are.

I actually know some archaeology here, and I’m going to show it off! These are both Clovis points. Clovis is the oldest-known culture in this region, at 10,000 to 12,000 years old. This one was found out in the Maze District of Canyonlands and this one at the Island in the Sky district.

The way you can tell a Clovis point from some other projectile point is through what’s called a fluke. At the base of the point, you can see an indentation; it almost looks like a thumb depression. That’s diagnostic of a Clovis point. If you’re outside, walking around, and you see one of these, call the nearest archaeologist. They will be very excited.

So these are actually very special, and the only thing from the Clovis culture that’s been found in this area. There could be other stuff; logically, there should be. If there’s anything, then there should be more. But who knows?



Twilley: Is that the kind of thing where people will go back to the site where it was found and mount a full-scale archaeological excavation?

Webster: I think, in both of these cases, that they had already assessed the area and found that these were just isolated finds that had been dropped. There was no real site associated with either one of those.

Now, we also have a number of vegetal objects—for instance, this is a fire stick, so you could drill and make a fire—and we have some sandals in our collection. One thing I’ve learned from the archaeologists is that this very tight, fine weave [showing us a pair of sandals] is older than the looser material. The looser, sloppier material seen in other sandals is actually more recent—and I figure this is a comment on the deterioration of civilization over time. Back in the day they had time to be very careful—and now we have flip-flops. [laughter]



Twilley: Are these shoelaces? [points at what appear to be threads visible on the outside of the sandals] These are pretty great shoes!

Webster: This is just some reed—and these are actually corncobs. Archaeologists will actually study the corncobs and count how many rows they have, because corn evolved and changed its form over time, so the number of rows, and the form of the corncob, can tell you something about the age of the corn.

Finally, I always pull this object out, because it’s fascinating. It’s made from a knucklebone, probably from a deer or a sheep, and it’s been carved into a Bighorn sheep effigy. If you look at it, you can see the hole; that had a string through it. Someone could have worn it, or hung it on something, or attached it to a ceramic object or stick. This was actually found near some rock art that showed Bighorn sheep, interestingly enough.



Ceramics, of course, are another thing we collect across the parks. This is an example of what’s called black and white Mesa Verdean. That would be the later Anasazi pottery, from the era of about 1100 to 1300. The painted pot—which is hiding back there on a shelf—could have been a kiva jar. It’s very fragile. There was probably a lip on it, like this one, and it was possibly found in a kiva. Actually, I’ll show you the shape of it; it’s quite lovely. The corrugated pots were used more for utilitarian things, like cooking. You know, I put it way back there, and now I can’t even reach it to pull it out where you can see it!

Twilley: Oh, I think I can see it. There’s a small soil sample next to it?

Webster: Yes, that would be what was found inside the pot. They pull things like that out and then they can check it for pollen, which can be dated.

Now, I pulled out this little pot so that I can tell you a story about it. This is a Hopi pot from about 1500. I have to look at it first; it always makes me nervous to pick it up. This pot was found with a couple of others—they’re similarly painted, from the same era and site—and those have been down in our conservation center being treated. One of them was full of salt. We have an archaeologist doing a study right now to source the salt and see where it came from, because we had thought that this was the farthest north that Hopi pots have been found. However, her research shows that, actually, there have been two or three sites even further north where Hopi pots have been discovered.

Well, the story of how we ended up with this pot is quite unusual. Back in the 1960s, there were a couple of families who worked at Arches National Park, who were out exploring in the area that we now call the Needles. They were taking a break somewhere, and they looked up and saw this big alcove with a rock slab across it. One of the women said, “You guys can rest, but I’m not that tired, and I’m going to run up there and take a look.” So she scrambles up there, looks behind this big slab of rock, and just starts screaming, “Pots! I found pots!”

There were two big, corrugated pots, three of these painted pots, and a bunch of gourds, along with some juniper bark and some shards—a big collection of stuff. It was just amazing to her. So they all went up there, and they looked at it, and they took pictures, but then they had to decide what they were going to do about it.

Of course, these were Park Service employees and, because of the Antiquities Act of 1908, they knew that they weren’t allowed to collect them. However, it’s the early 60s. The Glen Canyon Dam was being built, and Lake Powell was filling up; as it was filling, it drowned over 2,000 archaeological sites. There were archaeologists swarming all over the area trying to mitigate whatever they could before the lake came up and drowned those sites. There was even a widely believed but unfounded rumor that archaeologists had started breaking the pots they found so that they could ship them out easier and fit them into storage back at their universities.

Archaeologists exploring lands soon to be flooded by Lake Powell, summer 1958, courtesy of the Arizona Archaeological and Historical Society.

So you have to picture being these people, sitting up in this alcove with this amazing cache of stunningly beautiful Hopi pots, and believing in your heart of hearts that if you were to tell those “rotten archaeologists” about it, they would take a hammer to it all and just ship them off to a university store room somewhere. What would you do?

Well, they decided that the best thing for them to do was take the pots. Of course, the best thing to do actually would have been to leave them there—but they took them. They took photographs of the pots in place. They also had a map, and they marked where they had found them. And one of the people on the trip was keeping a diary, so she also described in detail the whole day and the whole event and everything that happened.

An unrelated shot of archaeologists documenting petroglyphs in Desolation Canyon, Utah, courtesy of the Colorado Plateau Archaeological Alliance.

Then they packed the pots out, and took them to their respective homes.

Twilley: They took them home?

Webster: They took them home. The woman who initially found the cache, of course, took most of the pots herself.

But, now, fast-forward about 40 years. Her husband has now passed away, she has remarried, to a lovely man; and they’re living in a suburb of Denver. The woman has taken ill, and she knows she’s not going to be around much longer, so she tells her husband: she says, “There’s one thing I want you to promise me. You’ve got to get those pots back to the park.”

So, out of the blue, unbeknownst to us—we had no clue that any of this had ever happened—the phone rings one day and it’s this gentleman. His wife had passed away, and he had something he would like to bring back to the park. He asked if he could deliver these pots she had taken. We said, “Oh, yeah, that would be fine.” We had no idea what they were.

So he wraps them up in some old quilts; he sticks them in the trunk of his car; and he drives all the way over from Denver. He shows up here in Moab, and he takes us out to the parking lot. He opens the trunk of his car—and there are these beautiful pots.

Twilley: Goodness me.

Webster: He very ceremoniously gave them back to the Park, including some of the documentation, which he had brought along with him, and that meant we knew who the other people had been, where they had found these pots, and that we could get in touch with them to find even more maps and photographs. These are actually very well documented—and now we’re able to study them.

So that’s a great little story of how something could have gone horribly wrong, but, eventually, if you wait long enough, decades later it can all come back.

Manaugh: How often does it happen that people feel guilty and actually return things that they’ve taken?

Webster: You know, almost never. But that example was unique—in fact, that whole story is quite unique. Of course, people do pick up flakes or cherts or rocks and stick them in their pockets. But then they go home and they have a car wreck or they break their leg or their house burns down—and occasionally they’ll send the stuff back, saying, “It must be bad juju—I’m sorry I took it.” Of course, what are we doing to do with it? We can’t put it back; we don’t know exactly where it came from. It’s just a sad story all around when people take things out of the park.

Now, sometimes we do use those returned objects for interpretive purposes, because the park interpreters can then say that, when you’re out in the field, if you find something like this, just leave it there. Please! If you really want to touch one, touch this one, which is one that has already, in effect, been ruined. But leave anything else in place. So returned objects do have an interpretive function, but it’s really not a scientific function anymore—because, once the context is gone, it’s gone. It’s been destroyed.

I have one more little story to tell you—and that’s about the object in these boxes. As you leave, and as you’re heading down the hall, look to your right and you’ll see an enormous poster that’s all about this next object I’m going to show you. You’ll see the pictures and you’ll say, “Oh, I just saw that!” and be very excited. This only happened about six or seven years ago.

Some visitors were over in the Horseshoe Canyon Unit of the park, where the Great Gallery rock art panel is. It’s a very famous rock art panel. There’s a sand dune at the base of it—and this object was just sticking out of the sand dune. It had eroded out. Fortunately, that day we had a ranger in the canyon. We don’t always have somebody in the right place at the right time, but that day we did. They were able to report it to the archaeologist, and it was brought in appropriately.



It’s a bag made from an antelope leg. See the stitching here? You can see that it was tied off to create separate little compartments. You can also see that there’s fresh rodent chew—in other words, tooth marks from rodents. That means it eroded out of the sand dune and, probably that same night, mice found it, thinking it was a free meal; and the next day, it was discovered by humans. Otherwise, the mice would have been back that night—and we’d never have found this object.

Twilley: That’s incredible.

Webster: What was in the portion that was chewed on by the mice is these little seeds. [we peer inside pouch] These seeds are marsh elder, one of those plants that we have not yet found inside park boundaries, but that we do know grows right outside park boundaries. So those seeds were all stuffed inside that softball-shaped portion of the bag.

Twilley: This whole thing is made from an antelope leg, you said?

Webster: Yes. We had an archaeologist from Flagstaff analyze this, and he determined that it’s an antelope leg. I don’t know how he determined that, but he did. [laughter] If you think about it, though, it makes sense: if you want to make a bag, you start with something that’s already close to the shape you’re looking for.



These three little bags were in this portion here. This stone was lying right on top. All three of these were just cram-packed into that compartment. And these two bags—this one and that one—were empty. This one, though, was very obviously full of something. As luck would have it, shortly after this came in, a woman from the University of Utah who is a specialist in fibers was here to look at our sandals and do some other work for us. So we said, “Gosh, while you’re here, would you open that bag for us?” Because nobody here is technically trained to do that sort of thing. So she was happy to play Indiana Jones for us. It was almost painful to watch her do this, but she very carefully sketched and photographed the knot before she ever touched it. Then she pulled one string—and she sketched and photographed the knot again. Then she pulled another string—and she made another sketch and took a photograph. Then another string… I mean, this went on interminably. We’re all standing there, just salivating. Is she ever going to open it? I don’t remember how long it took; I just remember we all thought it would never end.

Finally, she gets the bag open and we discover that inside are these forty-two little rock chips. Forty of them are a pink chert, which we know comes from an area just north of town—just north of the airport—called the Dubinky Well area. It’s a fairly unusual type of rock, so we sourced it to that location. But the other two were different—one’s brown and one’s clear—and we don’t really know where they came from. All forty-two of these little stone chips were cram-packed into this bag, as well as this little piece of antler.

The archaeologist who analyzed this describes it basically as a toolkit. You have your raw material—your flakes—and you’ve got the cobblestone here to use as a hard work surface. Using that, you could press your flake to make a projectile point, so that you could go catch dinner. If all that failed—if you didn’t catch dinner—here, you’ve got your handy dandy granola to survive on.



Twilley: Those seeds were their trail mix?

Webster: Basically. And this whole thing was their projectile point-making kit.

This object is unusual, partly because it’s so complete and partly because it tells the story of the activities of an individual. Normally, when archaeologists are out in the field studying sites, they’re looking at big-picture stuff: they’re looking at communities, at cultural groups, at community activities, at habitation sites, at entire ways of life. It’s rare that they find an object that tells the story of what one individual might have done. So it’s a fascinating little object.

That’s a kind of the top-of-the-pops smattering of representative objects that we have here in storage at the museum.



Manaugh: Before we leave the room, I have to ask, as something of a map obsessive: is there anything in particular in your map collection that might be cool to see before we go?

Webster: Let me think. The oldest maps we have are probably from the 1950s and 60s. Of course, we have more recently generated maps depicting boundary changes for the park. But, the best map? [pauses] If you’ll follow me—just help me rotate this rack out of the way, because it’s blocking access to the map cabinet—let’s see. Let me find my favorite map. We have a map that shows the original idea of what Canyonlands National Park should have been. We call it the Million-Acre Map. That’s much more acreage than what we actually set aside.

In fact, the story of the establishment of Canyonlands is pretty interesting. It was very controversial. I mean, it was the 1960s. What wasn’t controversial in the 60s, you know? [laughs] Oh, here it is. I knew it was close. The dotted line you see here is the hoped-for million acres.

The original idea for Canyonlands—Bates Wilson and Stewart Udall’s concept of what the park should be—is that it should preserve an entire ecosystem. It should be rim to rim for that ecosystem. But, because of the strong feelings of state and local people, including the fact that they wanted to retain lands available for mineral extraction and grazing, the park was reduced. It’s the same battle we fight today. Just how much do you set aside for recreation and preservation? How much do you set aside to be drilled and grazed? It’s the how much question.



Manaugh: While we’re on the subject, one thing that interests about this region is the relationship between the parks and the extraction industry. I’m curious about what sort of relationship you might have with companies involved in prospecting for uranium or other natural resources, and whether, or how often, they donate things they find to you at the Park Service.

Webster: To be honest, that type of prospecting or exploration doesn’t happen inside park boundaries. When it happens outside park boundaries, it’s viewed more as a potential threat—but your question is interesting, because it comes from a different premise—that extraction could be a benefit, that they could find things.

Right now, our experience is that if there’s oil or gas leasing on or near our boundaries, then there’s a concern about the viewshed and the impact on the park.

Malia: You also have to look at it from the point of view of what’s already been done to the park, and what’s going to continue being done to the park, as well. There are a lot of uranium trails that have gone through Canyonlands that you can’t see anymore, unless you know what to look for. White Mesa was a uranium trail, and now it’s used as the White Rim Trail. And there’s a pipeline that goes through Arches. We don’t tell visitors about it, but it is still maintained by the oil company. We let them come through.

Manaugh: Is it underground?

Webster: Parts of it are underground. Actually, the pipeline has an interesting history. It was built in 1955 and, if you were to look at a map of Arches in 1955, the park was shaped almost like an hourglass. There’s a big area, a skinny area, and a big area, and the pipeline crossed the skinny area. In 1955, they got permission to cross the park because it was only a mile or so across park property.



Of course, now the park has expanded, so it goes through quite a lot of the park. As they do with any gas pipeline, the company will fly over it and look for weaknesses, and, if they detect a weakness, they have to go in with heavy equipment and dig it up and repair it. There’s a huge amount of impact to the local resources. The vegetation is destroyed; there’s soil disturbance; you’re going to have tumbleweed coming in where, before, you didn’t. It has a big impact on the park.

Manaugh: Having read Cato Institute reports, for instance, about how we might privatize the National Park Service, there’s definitely an interest in—

Webster: I have a gut reaction to that. I’ve had conversations with people who honestly believe that a park that doesn’t take in enough money and entrance fees to keep itself operating should simply be closed. I fear that that’s a growing attitude, because of the whole philosophy that the market should drive everything. That’s a philosophy that’s becoming more and more prevalent in our culture, even when it comes to National Parks.

But it makes me nervous, because the parks will only exist as long as people allow them to exist. These are valuable parts of America’s natural and cultural heritage that we, as a society, have decided are worth protecting and saving whether they would survive in a commercial marketplace or not. In my personal opinion, privatizing the function of the NPS—making it profit-motivated, rather than preservation-motivated—could mean losing valuable parts of our heritage as Americans.



Manaugh: I just have one more question, if you don’t mind. I’m curious about the trail itself as a pedagogic experience. There’s the trail as an athletic experience—designed so that you can really get your heartrate up—as well as the trail as an aesthetic experience, featuring the best views and scenery, but then there’s the interpretive trail, where you visit a certain site for historical or even narrative reasons. That kind of trail is really a kind of outdoor museum. As a curator, does trail design, as a form of spatial data management, cross your radar at all—and is there a trail that you think would be particularly great for the park but that doesn’t yet exist?

Twilley: For example, it could be fascinating to have an alternative trail system that actually did take you past the pipeline. I feel that, often, trails are carefully curated to give you what seems like a natural experience, yet the story the trail is telling is inherently artificial.

Webster: That’s interesting—though I haven’t dealt very much with that sort of thing. When I think of trail design in these parks, I think of the trail to Delicate Arch. It’s a fabulous trail, because it was designed by a landscape architect in the 1940s, and I even have his file, which is how I know all this. When you hike up there, you don’t see your destination until you’re really there. It’s designed in such a way that you come around the bend—and, wham, Delicate Arch is right there, in your face, and it is just shockingly magnificent. You can’t prepare yourself for it, and I think he designed the trail that way. In fact, I know he did, because I’ve read his file. It’s very intentional. It’s a beautifully designed hiking experience.

But I know that, once in a while, an interpreter will do a program about the human side of National Parks: the maintenance side or recycling, as we’re really trying to green the parks and get people to recycle. We’ll have occasional programs—but we haven’t dedicated trail space to it. It would be interesting to think about how that might change the park.

Twilley: It might help make people aware that this is a choice we’ve made—that these parks are the way they are because we maintain them like this. They are something that we’ve built—not just something that exists, like putting a fence around a pretty part of nature.



Malia: If you ever go to the Windows section of the park, you’ll see the designated trail—but you’ll also see lots of different trails, running all over. Those are interesting.

Webster: That’s right—the social trails. But it’s pretty rare, now, that new official trails are built. Trail creation is something that tends to happen early on in the life of a park, and not as much as time goes forward. For the most part, people don’t seem to want to mess with the landscape after the park’s been established.



Twilley: Finally, you’ve worked at other parks, right?

Webster: Yeah. I’ve been here for 20 years but, before that, I worked in a bunch of other parks. I was recently travelling with some other old parkies and I was number two for number of parks worked at. I’ve worked at 15 parks total. I worked at the Everglades one winter, and at the Apostle Islands for about two and a half years. That’s in northern Wisconsin, on the shores of Lake Superior. But I’ve also worked at Yosemite, Saguaro, Colorado National

Manaugh: Where are you originally from?

Webster: Well, I’m half Texan and half Californian. I’m an old, fourth generation native-born Texan, but we left when I was 10 years old. I did most of my growing up in the Sacramento Valley, in Davis, California.

I worked in interpretation for a long time. I was the chief interpreter at Whiskeytown in the early 80s, which is also in northern California. Every park has collections that somebody has to take care of—but most of those people are not curators. A lot of the time, it falls on someone in the interpretive division. But I did a lot of museum work. When I was working at Apostle Islands, the park was only 10 years old; I established a museum program and hired people to start cataloguing the fishery, lighthouse, and brownstone quarrying materials. And the same thing at Whiskeytown: I was responsible for the collections there. I worked on the collections at Saguaro, and I did a little in Colorado, as well.

I’ve worked at a lot of parks!
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.

 
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