This paper is written for architectural researchers, practitioners and educators who explore the potentials of networked, location- aware, rich-media computing. Augmented and networked environments open new possibilities in urban and architectural design. At the same time, their adoption by the mainstream is underpinned - and constrained - by commercial motivations. To be able to counter the consumerist interpretation of inhabitable augmented environments, the field of architecture needs to foster a critical discussion of cyberspace. In turn, architectural education needs to provide students with the knowledge necessary to adopt cyberspace for creative purposes. The purpose of this paper is to invite further discussion and experimentation in this area.