My projects and animations have dealt with the acquisition of space through unconventional means at different levels throughout the quarter. I have been interested in the proverbial handshake between spaces and the physical negotiation thereof. To me, it is not necessarily the interaction that the architecture embodies that interests me, rather, i am more concerned with the resulting interaction between users occupying the spaces and creating moments of impulse.
Animation 1: ex_02 surfaces
Animation 2: ex_03 particle flow
Animation 3: ex_o3 particle flow_2
proGene_2007
announcements/events
- Toyo Ito @ UCLA Dec. 10
partners_in_crime
Thursday, November 29, 2007
Tuesday, November 13, 2007
EX_03 presentation
Foreword_Sony Showcase:
Throughout this project my goal has been to question the fundamental ideas of retail as we tend to think about it. I have been also trying to come to grips with the implications of consumerism. Some of my binding ideas include the translation of digital users into the physical environment, and the fact that the retail environment was free of products. My project started out with an idea of role reversal, in that the shoppers, upon entering the store, would constitute the "products" on display. It became apparent rather quickly that this was an unsuccessful attempt at challenging the retail typology. My second and third explorations involved the study of how spaces are created and compromised. Again, the idea of the store itself was subverted to pave the way for more unconstrained architectural ideas. These spaces were designed to compliment one another and to temporarily serve desired program functions. The three major functions that I designed my space to accommodate are music, video, and gaming. The walls of the space transform to suit the necessities of such functions and respond to one another to a certain degree. As customer traffic heightens the walls becomes less obtrusive, as a function of their design, and customer to customer interaction is thereby encouraged.
Diagrams:
Renderings:
Animation:
Early Attempts:
Throughout this project my goal has been to question the fundamental ideas of retail as we tend to think about it. I have been also trying to come to grips with the implications of consumerism. Some of my binding ideas include the translation of digital users into the physical environment, and the fact that the retail environment was free of products. My project started out with an idea of role reversal, in that the shoppers, upon entering the store, would constitute the "products" on display. It became apparent rather quickly that this was an unsuccessful attempt at challenging the retail typology. My second and third explorations involved the study of how spaces are created and compromised. Again, the idea of the store itself was subverted to pave the way for more unconstrained architectural ideas. These spaces were designed to compliment one another and to temporarily serve desired program functions. The three major functions that I designed my space to accommodate are music, video, and gaming. The walls of the space transform to suit the necessities of such functions and respond to one another to a certain degree. As customer traffic heightens the walls becomes less obtrusive, as a function of their design, and customer to customer interaction is thereby encouraged.
Diagrams:
Renderings:
Animation:
Early Attempts:
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