project E:Home

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(REALISATION)
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='''REALISATION'''=
 
='''REALISATION'''=
  
prototypes
 
  
material
 
  
[[File:ProjectEmaterials.jpg|500px]]
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MATERIALS
  
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[[File:ProjectEmaterials.jpg|750px]]
  
scale
 
  
the screen
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DETAILD DRAWINGS
 
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the structure
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[[File:ProjectEpanels.jpg|150px]]
 
[[File:ProjectEpanels.jpg|150px]]
 
[[File:Sticks.jpg|150px]]
 
[[File:Sticks.jpg|150px]]
 
 
the furniture component
 

Revision as of 10:29, 1 December 2011

Contents

INTERACTIVE BORDER

Challenge:

Give the site identity through involment of the users.
Specialization: 

Site conditioning through interactive interfaces.
Intervention:

The border between the public and private.
Project:

Atom 04 is partcipating in the Project E 
Go to atom 4 home

Walking-stick-housesmall7.jpg



INTERACTIVE BORDER

WALL, FURNITURE, SCREEN

Our Project is focused on the border between the private and public. The mission of the project is to create a better interface to the buildings.

20111123 - 1 - the abstract wall concept - alvin.jpg

The border landscape embodies elements that can express the identity of the interior. When in use, the components (furniture) are taken out from the storage spaces in the wall. This also switches the embodied screen on and off.

20111123 - 2 - the abstract wall concept - alvin.jpg

The subdivision of the elements is based on the logic of the geometry, the using logic (furnitture), assembly pattern logic, the group belongig (identification)

20111123 - 3 - the abstract wall concept - alvin.jpg

When in use, tha elements can be compound. The wall starts to behave as the subdivider of the floor plan. It can create doors and open the windows.

20111123 - 4 - the abstract wall concept - alvin.jpg

AUGMENTED IDENTITY

The border is dealing with the identity in two perspectives. From inside-out and From outside-in. First need is to show the character of the interior (private uses, functions, clients, buildings). Second need is to react to the users and to correspond to their personal of identification logics.

The border has to show the nature of the private function. The border needs to become a screen that is reflecting the inside functions, the program, the brand. To border needs to become a screen that could show logos, theme colours, materials, typography, composition if needed. The screen has to be able to present the activity from inside.

Our approach to the users is based on the identity development of a child. The children psychology is giving us answers what role and how are objects related to the identity development. The aim is to create a border to which people in all ages can easily relate to. The objects will be evaluated according to the hierarchy of the object qualities according to the development of consciousness. The objects need to work in simple (having function, belonging to a group and the ownership) and complex categories (assembly pattern logic, take-away fetishes, topological tricks) to get attention, to be remembered and to continuously stay attractive.

Project e - level to achieve object identity.jpg

RELATIONSHIPS

VALIDATORS

OTHER ATOMS

Our concept of the border is adoptable to different situations, users, geometries. We have mapped the border situations of other groups. These situations will validate our method. We are trying to accomplish the needs of those projects - to be flexible enough to follow different geometries and to be able to react to the specific needs of furniture.

Sides-atoms2.jpg

We have mapped the identifying strongpoints of other projects. The screening possibility inside the wall will provide an extra strategy to show interior, information, activity, images etc. It helps to solve the missing communication with the users.

Progect E identity and furniture2.jpg


DESIGN

Storyboard

COMPONENT - FURNITURE

Furniure fits to the structure. funiture elements can be compound. System can create secondary rooms and storage space inside the border. The system can be used to create a range of different border conditions to manipulate the gradience between private and public.

20111123 furniture intervention - alvin.jpg 20111123 furniture - assembly - elements.jpg

Furniture use scenarios:

SCALE - TRANGULATION

The geometry of the project is referring to any possible wall geometry (validation - other atoms). This leads us to different triangulation methods to be able to deal with double-curved geometries. The optimization of the geometry allows us to have less different components.

Project E types of triangulation.jpg Pj-E optimized triangulation.jpg

The size of the components is defined by the users. The human scale furniture has to be easily manageble. This gives us the size of the structure and the component (human scale - around 0.5 x 0.5 m)

Final3.jpg Screen5.jpg


Screen4.jpg

EMBODIED MEDIA - SCREEN

To be able to show any kind of identifying information - we need a screening device. The screen consists out of pixels. We are looking into minimum resolution needed to be informative.


2dscreen.jpg 3dscreen.jpg


Mixscreen.jpg

Screen8.jpg Final2.jpg


Screen6.jpg Screen7.jpg


REALISATION

MATERIALS

ProjectEmaterials.jpg


DETAILD DRAWINGS


ProjectEbeams.jpg ProjectEpanels.jpg

Sticks.jpg
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