Monday, 9 April 2012

Physical Model






Physical Detail Section Model at Scale 1:100
Highlighting Three Floors and their relationship in terms of human scale and core concepts 
The model is an attempt at highlighting the negative and positive spaces of the proposed design. The openness of the levels and their relationship in the design are defined, all of the spaces are clearly defined and can be utilised in a variety of ways to suit who ever are using them. The spaces offer maximum potential to be filled with historical artifacts or live animals with movable cases and habitats having easy access to all levels. The bottom floor allows for access from both Boundary Street and a new Wharf entrance. This ensures maximum exposure on the site. The main building is encased in a giant monolithic constructionised shell. The shell is a effigy to the monument idea and the metaphor. The building is isolated by the location through the shell casing covering the building. However it is this shell that protects it from the stimulation of the elements. The building itself will house a variety of stimulation activities to counter and juxtapose the socially isolating outer shell. The outer shell will be made from sensory isolation materials of cast concrete walls. Meanwhile to juxatpose the shell, the inner walls of the building will be made of plastics, wood in a variety of creative ways to stimulate interaction. 

The above image is the breakdown of the metaphor and core concepts and how it could potentially represent the inclusion of animals in the spaces. The play spaces could use an idea or concept like this to furthur enhance the learning experience and explore animals to a far greater extent than first conceptualised.

Model Massing


 
 
 


The design attempted to utilise the core concepts and metaphor by replicating monuments. Monuments are a visual representation of sensory isolation placed in a central position of sensory stimulation. The monument is used to represent 'something' which is basically a negative space in a central positive stiumlating place like a park, walkway, gardens etc. Examples of this fact which i drew direct inspiration were Soviet Yugoslavian Monuments which were placed in parks and significant areas of Yugoslavia. They are a perfect examplar of the metaphor and the core concepts of sensory isolation v. sensory stimulation.














The point of chosing these specific monuments instead of going local or choosing well known war monuments is that these have a more architectural ideal to them. They are aesthetically pleasing utiliarianism is unique and seem so foreign and different when compared to what our ideas of what monuments should look like. The model massing attempted to emulate this idea, the site is aesthetically pleasing. The building should not retract from the location and add to it both aesthetically and ergonomically.



Wednesday, 4 April 2012

Week 6 - Metaphor

The Mind map I devised was an original concept of the design process of design two. This map was based around the readings; lectures and tutorial ideas put forward by Dan. The map needs to be altered after the tutor told us to focus on 'Core Concepts' and 'Metaphor'. The core concepts I devised were created below based on my Site analysis and key Folie concepts. 

This mind map was the creation of my core concepts and how i was going to inseminate them into the design process. The two concepts would help stimulate visual learning and social interaction in my Centre design always focusing on what I wanted the children to experience and learn. 

Sensory Isolation

 

Site Analysis

 

Location is protected on all sides from the sprawling metropolitan of Fortitude Valley. The opposite side of the location is the Brisbane River. The site is very low lying on the river’s edge. The dominating feature of the site is the Story Bridge the landmark connecting Fortitude Valley to Kangaroo Point. The site is open to all the elements – wind, sun and rain. The cliff is sheer rock four or five storeys high. The site has two corrugated iron sheds and a carpark which take up less that 15% of the sq metreage. 

Sensory Stimulation

 

Focus on the aesthetics of the site. The site has multimillion dollar views of the Brisbane CBD and Kangaroo Point. The site is prime real estate situated in the middle of the urban flow. The elements run free through the site and you can feel the wind through your hair; the smell of the river and the sun on your back. The site has the potential to be extremely relaxing, having access from four different city districts.
  
Sensory Isolation
Sensory Stimulation
-Site Analysis
-Site filled with negatives
[cliff, waters edge, almost no access]
-Positive visual aesthetics
-Lends itself to the senses of seeing touching and smelling
-Social interaction
-Social manipulation
-Heighten the visual aesthetics
-Naturally enhance the smells [plants animals]
-Artificially create a place for social interaction/ a reason to go there/interact and learn from the space

From this point I decided to create a metaphor based of social interation mixed with sensory isolation my 'core concepts' of design two. The metaphor i chose was that 

"Isolation is the absence of Stimulation"

Week 5 - Theme Tutorial

This week was the first of our themed tutorials. We began with introductions and other formalities, before moving into some specific exercises based on our theme 'through the eyes of a child.'
We took a wander into the Botanic Gardens, removing ourselves from the studio environment in order to focus on our memories. We were challenged to think back to our first learning experience...
The first Theme tutorial was obviously based on our theme focused towards exploring our early childhood memories. The tutorial included a number of exercises concerning   ‘through the eyes of a child’.

The first exercise was to think back and reflect on our first learning experience. One of my first early memories of learning is from Kingaroy when my family and I used to live in a property 45minutes from the town. I used to go off on long walks because we didn’t have a TV or anything electronic related. My entertainment involved exploring the property doing whatever I wanted. I have a distinct memory of learning about trap door spiders on one such exploration adventure. I would play with the spiders using a stick to mimic an insect walking by the doors and watch as the spider lunged out only to be tricked and quickly retreat into its hole. 

The next exercise involved key words after the story. Key words included:

THE JOY OF LAERNING A NEAT TRICK | THE SIMPLE NATURE OF DANGEROUS CREATURES | THE FLAWS IN THE TRAP | THE SMELL OF THE COUNTRY | THE WIND IN THE TREES | THE LARGE PATCH OF DIRT AROUND THE SPIDER |

The third exercise was to remember a learning experience from school. A field trip; camp etc. My memory went straight to a trip to SeaWorld we took in grade 5. While walking through the tunnel  a giant manta ray swam straight over the top of the tunnel. It was a scary thought for a kid in grade 5; the manta ray must have been at least 4 or 5 times my side. I remember it because it was a traumatic experience although I didn’t altogether dislike aquatic life it was a quite frightening experience and I remember running out of the tunnel.

The next exercise involved key words after the story. Key words included:

THE LARGE GREY FINS | THE TUNNEL WAS COLD | THE FISH SWAM NEXT TO ME | THE SHARK WAS LOOMING | THE MANTA RAY WAS ONE OF FOUR | THE SIZE WAS OVERWHELMING | THE SOUND OF MY FEET RUNNING | THE HUGE SHAPE DWARFING OVER THE GLASS |

We ended up sharing these experiences and many of these were from similar museums or excursions.

Project Two - Primary School Environmental Education Center

Approach

Metaphor

Design

Primary school environmental education center

Description

The theme will focus on the design of a primary school environmental education center. Think back to when you where a kid, what was your favorite museum? Your favorite toy? Your favorite game? Imagine encapsulating that experience of wonder in a place. How would you teach someone why you liked something, not the thing itself, but rather the emotion of gazing in wonder and joy at your favorite thing. Time is not important, technology is unlimited, now; design your wonder...