project F:Design-a

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File:Interactivity.jpg| The '''whole inside''' is a space for induced interaction. From the '''responsive skin''' to the available space for '''artists'''. These can be student prototypes such as ''TouchSpace'' or the ''Social Cave'' by students of Columbia university or some other dance floor installation. This way we as designers can interact with other designers and it keeps the pavilion in a '''constant change'''.
 
File:Interactivity.jpg| The '''whole inside''' is a space for induced interaction. From the '''responsive skin''' to the available space for '''artists'''. These can be student prototypes such as ''TouchSpace'' or the ''Social Cave'' by students of Columbia university or some other dance floor installation. This way we as designers can interact with other designers and it keeps the pavilion in a '''constant change'''.
 
File:Exhibition cafe.jpg|The '''café''' is a practical part of the pavilion. It provides voluntary interaction as you can sit and read, work, enjoy company or enjoy the atmosphere. The '''exhibition''' space is a part of this area as an extension of the Science Center. Here student research is displayed, with which people can also interact (play with), as well as general TU information
 
File:Exhibition cafe.jpg|The '''café''' is a practical part of the pavilion. It provides voluntary interaction as you can sit and read, work, enjoy company or enjoy the atmosphere. The '''exhibition''' space is a part of this area as an extension of the Science Center. Here student research is displayed, with which people can also interact (play with), as well as general TU information
File:Gaming diagram.jpg|The Game around the center are interactive KINECT games projected from the roof onto the facade from the inside. These games provoke a forced interaction especially as only multiplayer games are enabled. If you want to play, you'''have to''' play with others. On a larger level you can play people from around the globe, connecting beyond the park.
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File:Gaming diagram.jpg|The '''Game''' around the center are interactive KINECT games projected from the roof onto the facade from the inside. These games provoke a '''forced interaction''' especially as only multiplayer games are enabled. If you want to play, you'''have to''' play with others. On a larger level you can play people from around the globe, '''connecting beyond the park'''.
 
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Revision as of 22:03, 5 December 2011

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Intervention    Design illustration    Scenarios   

INTERVENTION

D1.jpg
The pavilion is a living object, put on the paths of the people moving through the campus park and between the residential areas around it. The pavilion captures their movement and intertwines the paths of passersby, who then become an essential part of the interactive experience.

The pavilion expresses the movement in a breathing that passersby can feel with many senses. The breathing is actuated by the movement inside. The air flowing from the pipes into the cushions is an audible message of people passing by.

As the cushions shrink and enlarge, the patterns on the translucent surface will project a constantly changing pattern on the ground. Sometimes the patterns align and expose more of the exterior, but when inactive, the view of the surroundings is more closed.

The activity inside the pavilion is visible from outside as well, as the series of cushion panels compress and inflate according to the moving people. The light coming through the cushions changes when the layers change their relation, and the illusion of movement can be seen even when the structure is stable as you move through the space. In the evening the pavilion projects the ever changing patterns on the surroundings with the internal light, exposing the flow of people.





D3 inter.jpg


The pavilion is placed on the path from one residential area to the other with the university buildings on either side. These curved routes hook like hands to create a larger inner space.

The functions, activities, and interactivity are spread throughout the pavilion. The interactive cushion facade reflects what is going on on the inside and the outside. During the day it's more turned inwards, while when it becomes darker, the building will radiate outwards.



INTERVENTION

D4 int.jpg




D5plan.jpg












The placement of the building provides a clear visual connection with the surrounding buildings and the park as a whole. The shape of the pavilion creates natural 'pockets' of space where activities can be held. At the beginning and end of the whole, the skin stops while the structure slowly fades, making benches and a pergola where the Botanical Gardens can extend to.

At the middle, two more entrances are placed for direct access to the activities and to create a 'shortcut' from one end of the park to the other. While they go through the building, the interactivity and games and café will try to let them stay and mix.


INTERVENTION

D7 build diag.jpg

Via a transformation of standard structural frames via powerlines, the overall design can be determined with a design input to create mass customization in the overall design of the pavilion.


Project 7 Shape design 2.jpg The shape of the pavilion is based on the properties of the ETFE cushions.

- The size of the cushions determine the depth (which is a maximum of about 30% of the smallest width.

- The perception of light, the outside and the pattern on the cushions itself will all change with the angle of viewing

- the depth of the cushions also changes these perceptions The overall design takes all these into account.



Gif1 cush.jpg
Gif1-cush-1.gif
The cushions act as building insulation and respond to the presence of people via motion sensors. The relation between the patterns on the inner and outer layers of the cushions change when this happens. Changing the perception of the outside and inside and the amount of light coming in or out. During the day this will mostly be visible on the inside, while at night mostly on the outside.







Pattern is affected by the light direction, that is, by the time of the day or year.

Cushion movement, ie. the interaction of the cushion surfaces affects the pattern.

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