In the Trash-hold project, we were required to design a "threshold" between the architecture studio and the courtyard. Due to the ambiguity of this word, I first had to define threshold based on my personal interpretation in order to begin this design.
To me, threshold was about resistance. In terms of a physical or mental/emotional threshold, it is the limit. A limit from one state to another, and between these states is the threshold, a transitory area that you have to pass. Thresholds are not merely reached or broken when you want them to, it requires a force, an opposing force. A force which pushes you beyond a threshold. This is the resistance or opposing force I wanted to portray.
I wanted to create a physical bottle-neck between the studio and the courtyard to achieve resistance. The design began with the study of an existing threshold which had the qualities of my interpretation of threshold.
Figure A. is a study of the a conventional threshold in architecture; the door. This revealed the resistance I was after with conflict between two bodies at opposite sides of the door.
Figure B. shows simple mapping of the intersecting paths of the two bodies when they meet at the threshold and conceptual drawings of the threshold I wanted to create.
The threshold I designed is a dynamic space which shifts and morphs in the fashion of the overlaying lines of the first sketch in figure b. A series of frames is rotated and shifted to create a space which disrupts occupants path of travel. With the use of frames, it is possible to warp the surface of which the occupants travel along and the space of which there upper bodies occupy. The result is that those who occupy the space will need to negotiate with one another and the space itself in order to reach their destinations.
The above image shows several iterations of what the space could look like as it shifts and morphs.
A render of the threshold between the courtyard and the architecture studio in relation to its context and in scale. Below is an animation of the threshold in motion with an inteior perspective view also.
Saturday, September 18, 2010
Wednesday, August 11, 2010
Trash-Can
The trash-can I have designed uses turbines to randomise "design junk" or ideas. A central turbine is housed within a irregular shaped module. Trash placed into the centre of the turbine will allow junk to be rearranged randomly in the outer module.
Each module would belong to a person where he/she can store their junk.
With this type of random access, the user will hopefully bump into old ideas which may have been forgotten or supposedly lost and inspire them now, in the present. But this is not the only outcome that I would like to achieve
These modules would preferably be placed in groups where each module stacked together. Thus all junk in the centre turbine area will be rearranged randomly and each person may end up with someone elses junk.
The purpose of this randomization is for each individual to evaluate and consider other people's ideas in hope of generating new outcomes. By having access to other people's ideas, these ideas can be evaluated with a different perspective and return to the owner as an old idea but with new value.
"Design Junk" is placed into the centre of the turbine which is then spun at high speeds causing this junk to elevate, rotate and settle in the outer shell compartments centripetally and randomly.
Each module can be stacked on top each other to create groups (preferably 5 modules to a group). Due to this modular system new combinations can be created as each module is not fixed to a specific group, thus a network of ideas can be created as each module travels to various groups throughtout a area. Turbines are connected via pins in order for them to rotate simultaneously when each module is stacked on one another.
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