Abstract: Since spatial remoteness is hard to come by, we can reverse engineer the concept of remoteness and find simple ways of assembling the built environment to evoke a sensation of remoteness that has the cognitive effect of the real thing. Using two designed situations (an experiment and an exhibit) we will see that this viewpoint provides a simple path for hacking into various subtypes of remoteness that we experience in landscape, specifically remote views through spectatorship, temporal remoteness (geologic traces of the distant past) and a sort of artificial remoteness (achieved through spatial disorientation). Finally, lessons learned from these brief case studies will suggest a process for designing remoteness in the practice of landscape architecture.
To cite this article: Dewey, Ryan. Hacking remoteness through viewpoint and cognition [online]. Kerb: Journal of Landscape Architecture, No. 22, 2014: 26-33.
[cited 24 May 17].