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  • 𝗕𝗲𝘆𝗌𝗻𝗱 𝗟𝗌𝗎𝗶𝗰: 𝗔𝗿𝗰𝗵𝗶𝘁𝗲𝗰𝘁𝘂𝗿𝗲 𝗮𝗻𝗱 𝘁𝗵𝗲 𝗊𝘂𝗜𝗲𝗿-𝗥𝗮𝘁𝗶𝗌𝗻𝗮𝗹

    In most traditional models of education, we’re taught to think in binaries: rational or irrational, logical or illogical. If something makes sense, it’s good; if it doesn’t, it’s dismissed. These two realms—logic and its absence—are where we’re told all thought must reside.

    But Hasidic philosophy offers a third category: 𝘵𝘩𝘊 𝘎𝘶𝘱𝘊𝘳-𝘳𝘢𝘵𝘪𝘰𝘯𝘢𝘭.

    This isn’t the realm of nonsense or wishful thinking. It’s something higher—𝘣𝘊𝘺𝘰𝘯𝘥 reason, not beneath it. And crucially, it isn’t a rejection of rationality, but a completion of it.

    In Hasidic thought, we are obligated to use our minds rigorously. We strive to understand with the full power of logic and reason. But we also acknowledge that reason has limits. The mind, if honest, eventually encounters a boundary—a door it cannot pass through. And it’s precisely at that threshold that a new kind of understanding begins: the super-rational.

    At that point, the work continues not through more analysis, but through intuition, sensitivity, and attunement—qualities that emerge only with discipline and practice.

    This idea has profound implications for architecture—and for all creative fields.

    As architects, we are charged with designing rationally. A building must make sense. It must function, cohere, and express clear intent. Everything—site plan, structural system, material palette, down to the shape of a doorknob—should tie back to a central concept. A good building is rooted in clarity.

    But great architecture doesn’t stop there.

    Eventually, we may find that the very logic we’ve so carefully constructed starts to limit the building’s potential. The rules we’ve created begin to constrain rather than serve. That’s when we know we’ve reached the door. And now we face a different task: to step beyond reason and into the realm of the super-rational.

    This is where architecture begins to ask different kinds of questions:

    𝘞𝘩𝘢𝘵 𝘥𝘰𝘊𝘎 𝘵𝘩𝘊 𝘣𝘶𝘪𝘭𝘥𝘪𝘯𝘚 𝘞𝘢𝘯𝘵 𝘵𝘰 𝘣𝘊?

    𝘞𝘩𝘢𝘵 𝘥𝘰𝘊𝘎 𝘪𝘵 𝘧𝘊𝘊𝘭 𝘭𝘪𝘬𝘊 𝘪𝘵 𝘯𝘊𝘊𝘥𝘎?

    These aren’t analytical questions. They’re perceptive ones. They belong to a different mode of working—one that relies less on problem-solving and more on presence, listening, and instinct. It's a shift from control to attunement.

    At this point, design becomes less about applying rules and more about letting go of them. The frameworks we’ve built through logic don’t disappear—they become a foundation we can step off from. And from that ground, something deeper can emerge.

    The most compelling buildings often come from this space. They may bend convention, ignore efficiency, or defy explanation—and yet they resonate. We find that people are less inclined to question the cost, or the apparent excess, because the result feels undeniably 𝘳𝘪𝘚𝘩𝘵. It carries a kind of truth that doesn’t need to be justified.

    That’s the hallmark of the super-rational. It doesn’t reject reason; it transcends it. It reaches toward something more essential—more human.

    So while architecture must begin with reason, it can’t end there. Logic gives us clarity and form, but at a certain point, it begins to constrain. The real work is knowing when to let go—when to design not just with the mind, but with instinct, presence, and trust.

    That’s when architecture becomes more than functional.

    That’s when it gains meaning.

  • 𝗪𝗵𝘆 𝗜 𝗊𝘁𝗶𝗹𝗹 𝗕𝗲𝗹𝗶𝗲𝘃𝗲 𝗶𝗻 𝗣𝗵𝘆𝘀𝗶𝗰𝗮𝗹 𝗠𝗌𝗱𝗲𝗹𝘀

    A little while back, someone asked in our office:
    𝗪𝗵𝗶𝗰𝗵 𝗶𝘀 𝗯𝗲𝘁𝘁𝗲𝗿—𝗮 𝗿𝗲𝗮𝗹𝗶𝘀𝘁𝗶𝗰 𝗱𝗶𝗎𝗶𝘁𝗮𝗹 𝗿𝗲𝗻𝗱𝗲𝗿𝗶𝗻𝗎 𝗌𝗿 𝗮 𝗜𝗵𝘆𝘀𝗶𝗰𝗮𝗹 𝗺𝗌𝗱𝗲𝗹?

    My answer? 𝗣𝗵𝘆𝘀𝗶𝗰𝗮𝗹 𝗺𝗌𝗱𝗲𝗹.

    But not for the reasons you might expect.

    It’s not that physical models represent a design better. It’s that the 𝘱𝘳𝘰𝘀𝘊𝘎𝘎 𝘰𝘧 𝘮𝘢𝘬𝘪𝘯𝘚 𝘵𝘩𝘊𝘮 shapes the design itself.

    In my experience, digital tools—especially Revit (but also Rhino, Grasshopper, CAD, etc.)—suffer from a core flaw:

    𝗛𝗮𝗿𝗱 𝘁𝗵𝗶𝗻𝗎𝘀 𝗮𝗿𝗲 𝘁𝗌𝗌 𝗲𝗮𝘀𝘆, 𝗮𝗻𝗱 𝗲𝗮𝘀𝘆 𝘁𝗵𝗶𝗻𝗎𝘀 𝗮𝗿𝗲 𝘁𝗌𝗌 𝗵𝗮𝗿𝗱.

    I can generate a decent-looking building in Revit in minutes—set levels, draw walls, array windows, apply materials, import a site—done.

    But try modeling a custom stair, modifying a populated model, or working non-orthogonally, and suddenly the simplest move becomes hours of tedious work. The result?

    “𝗚𝘂𝗲𝘀𝘀 𝗮𝗻𝗱 𝗰𝗵𝗲𝗰𝗞” 𝗱𝗲𝘀𝗶𝗎𝗻.

    We orbit a nice-looking Enscape model, subconsciously hesitant to challenge decisions—not because we believe in them, but because changing them is work. And hey, 𝘪𝘵 𝘢𝘭𝘳𝘊𝘢𝘥𝘺 𝘭𝘰𝘰𝘬𝘎 𝘚𝘳𝘊𝘢𝘵, 𝘳𝘪𝘚𝘩𝘵?

    Physical models flip this logic. Foam, chipboard, and wood are forgiving and fast. You can sketch in space, test bold moves, remix and rethink—freely.

    But when it’s time to make a finished model? That’s a whole different story. Cutting each piece by hand or laser, assembling, gluing, sanding, landscaping—it’s slow and meticulous. And that labor matters.

    It forces you to 𝗰𝗌𝗺𝗺𝗶𝘁 to your decisions. Every move builds on the last. You don’t “guess and check” your way through a physical model. You build it once. And when you present it, you’re saying: 𝘛𝘩𝘪𝘎 𝘪𝘎 𝘵𝘩𝘊 𝘣𝘊𝘎𝘵, 𝘮𝘰𝘎𝘵 𝘪𝘯𝘵𝘊𝘯𝘵𝘪𝘰𝘯𝘢𝘭 𝘥𝘊𝘎𝘪𝘚𝘯 𝘐 𝘀𝘰𝘶𝘭𝘥 𝘮𝘢𝘬𝘊.

    𝗘𝘅𝗜𝗹𝗌𝗿𝗮𝘁𝗶𝗌𝗻 𝘀𝗵𝗌𝘂𝗹𝗱 𝗯𝗲 𝗮𝘀 𝗳𝗿𝗶𝗰𝘁𝗶𝗌𝗻𝗹𝗲𝘀𝘀 𝗮𝘀 𝗜𝗌𝘀𝘀𝗶𝗯𝗹𝗲—
    𝗯𝘂𝘁 𝗺𝗮𝗞𝗶𝗻𝗎 𝗮 𝗎𝗌𝗌𝗱 𝗳𝗶𝗻𝗶𝘀𝗵𝗲𝗱 𝗜𝗿𝗌𝗱𝘂𝗰𝘁 𝗿𝗲𝗟𝘂𝗶𝗿𝗲𝘀 𝗮 𝗱𝗌𝘀𝗲 𝗌𝗳 𝗳𝗿𝗶𝗰𝘁𝗶𝗌𝗻.

    I’m reminded of something a favorite professor once told me in grad school. I was working on a boathouse and mentioned I’d do a quick rendering. He stopped me:

    “𝘋𝘰𝘯’𝘵 𝘎𝘩𝘰𝘞 𝘪𝘵 𝘵𝘰 𝘺𝘰𝘶𝘳𝘎𝘊𝘭𝘧. 𝘐𝘧 𝘺𝘰𝘶 𝘎𝘩𝘰𝘞 𝘪𝘵 𝘵𝘰 𝘺𝘰𝘶𝘳𝘎𝘊𝘭𝘧, 𝘺𝘰𝘶’𝘭𝘭 𝘳𝘶𝘪𝘯 𝘪𝘵.”

    His point was: stay in plan and section. Let logic guide form. Don’t let visuals drive decisions prematurely. He rarely let us view our projects in 3D—and the work was better for it. Stronger. Clearer. More intentional.

    That lesson has stayed with me. Especially now, designing buildings that shape real places and impact real lives.

    In a world of instant visuals, there’s still something powerful—and grounding—about the deliberate act of making.

  • 𝗪𝗵𝘆 𝗕𝗷𝗮𝗿𝗞𝗲 𝗜𝗻𝗎𝗲𝗹𝘀’ 𝗪𝗌𝗿𝗞 𝗥𝗲𝘀𝗌𝗻𝗮𝘁𝗲𝘀 𝗕𝗲𝘆𝗌𝗻𝗱 𝗔𝗿𝗰𝗵𝗶𝘁𝗲𝗰𝘁𝘂𝗿𝗲

    There’s a reason why so many people love the work of BIG—and I’m definitely one of them.

    Bjarke Ingels and his team have found a way to bring a rare kind of playfulness into architecture, and scale it up without losing its soul. Their buildings feel imaginative and spontaneous, yet grounded and coherent. They don’t try to be precious or exclusive—they just make good ideas 𝘣𝘪𝘚.

    BIG’s projects have a childlike curiosity baked into them. They’re fun, clever, and approachable—never pretentious. That’s a rare achievement. While architects like Foster, Hadid, or Piano deliver technically brilliant and refined work, their buildings tend to sit on a pedestal—complex, admired, but distant.

    BIG does something different. Their work is 𝘀𝗶𝗺𝗜𝗹𝗲, 𝗰𝗌𝗵𝗲𝘀𝗶𝘃𝗲, 𝗮𝗻𝗱 𝗳𝘂𝗹𝗹 𝗌𝗳 𝗰𝗵𝗮𝗿𝗮𝗰𝘁𝗲𝗿, offering bold solutions that feel natural, even inevitable. They manage to translate clarity and creativity at scale, all while keeping that spark of joy alive.

    𝗧𝗵𝗮𝘁’𝘀 𝘁𝗵𝗲 𝗹𝗲𝘀𝘀𝗌𝗻: design doesn’t have to be complex to be meaningful.

    𝗣𝗹𝗮𝘆𝗳𝘂𝗹𝗻𝗲𝘀𝘀, 𝘄𝗵𝗲𝗻 𝗱𝗌𝗻𝗲 𝗿𝗶𝗎𝗵𝘁, 𝗰𝗮𝗻 𝗯𝗲 𝗜𝗌𝘄𝗲𝗿𝗳𝘂𝗹.

    BIG proves that architecture can be both visionary 𝘢𝘯𝘥 welcoming—and that’s something worth learning from.

  • 𝗢𝗻𝗲 𝗚𝗲𝘀𝘁𝘂𝗿𝗲, 𝗢𝗻𝗲 𝗠𝗮𝘁𝗲𝗿𝗶𝗮𝗹

    A new design mantra I’ve been thinking about: one gesture, one material.

    There was a time when buildings were conceived as a singular response to a singular purpose. The material wasn’t an aesthetic choice—it 𝘞𝘢𝘎 the building. One material did it all: form, structure, expression.

    Today, I’m thinking about this less as a construction approach and more as a visual design philosophy.

    Too often, design becomes a collage—steel meets wood meets cladding meets glass. Layer after layer, system after system. We’ve streamlined inefficiency with incredible sophistication, yet the results are often more complex, more costly, and more fragile.

    What happens when we strip it back to one clear move and one honest material?

    It’s not about minimalism. It’s about clarity. Purpose. Restraint.

    𝗢𝗻𝗲 𝗎𝗲𝘀𝘁𝘂𝗿𝗲, 𝗌𝗻𝗲 𝗺𝗮𝘁𝗲𝗿𝗶𝗮𝗹.

    Because the strongest designs don’t just look intentional—they 𝘢𝘳𝘊.

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