Portfolio Hsiang-Wei Chen Selected works 2003-2008
Mapping
Response
01
02
03
p.03-16 year: 2008/spring /core studio duration: 1 semester type: commerical architecture location: Taipei, Taiwan
p.17-28 year: 2007/spring /core studio duration: 1 semester type: exhibition space location: Taipei, Taiwan
p.31-40 year: 2007 /fall /core studio duration: 1 semester type: exhibition space location: Noun
Urban Roaming: the shopping porotype in the Experience Economy
Meta Exhibition: the pavillion of POTS Weekly
Organismic Space: a pavillion inspired by the emergence of sardine
Filtering
Appendix
04
05
06
p.41-44 year: 2007 /fall /competition duration: 2 weeks type: public space location: Taichung, Taiwan
p.47-52 year: 2006/spring /core studio duration: 1 semester type: commerical space location: Taichung, Taiwan
p.53-54 year: 2011 /winter type: assersories location: Tauyuan, Taiwan
Lights Out: a perceivable container of saving energence
Urban Filter: Taichung Tech Mall sports club
ChainsForm: a chance to change a chain
Mapping In modern times, information are ubiquitously surrounding people's lives with various forms. In this chapter, I mainly focus on exploring the role that information play in the city. With the development of mobile technology, the way people interact with information has been changed a lot. The inuences of those changes are very interesting, and that also has brought a lot of impacts to space. What I have been trying to do is exploring the possibilities of creating prototype when the way people interact with information changes.
01
01_Urban Roaming: the shopping pototype in the experience era
02_Meta Exhibition: the pavillion of POSTS Weekly
02
01
Urban Roaming: The shopping prototype in the experience economy 2008, spring / advanced core studio
03
Type: Commercial Architecture Location: Taipei city, Taiwan Advisor: Hao-Hsiu Chiu Issue: Develop a prototype to integrate people, information, products, street, and activities, creating a suitable shopping space in the experience economy era.
04
Issue introduction:
Stages of marketing products
On the process of urban reforming and evolving, shopping spaces reflect the desire and cost consciousness of a city. Before the industrial revolution, the center of traditional Market is constructed by a center Square, surrounded by vendors selling material goods, reflecting the combination of faith and life. After 1830s, the industrial revolution, the mechanized production of goods are produced in large quantities, contributing to the birth of the world s first department store in 1851, The Crystal Palace. The organization of its space is divided into checkerboard plane under a mega ceiling glass box, reflecting the pursuit of quantity and industrial efficiency. After 1980s, the information revolution began to sweep people s value with an unstoppable force, leading people began to focus on brands of products and their symbols. As a result, giant shopping malls that advertised by collecting famous brands engaged almost all of the downtowns.
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However, after the information revolution, information have departed from the static and adhered relationship with their carriers. Instead, information have been permeating into cities with a more complex and dynamic way, which changes the customer interface and catalyzes cities into the age of experience economy. Under this context, the demand of experience economy excesses the loading limit of the structure of traditional shopping spaces. Due to the limit of conventional shopping spaces, the relationships between people, information, products, street, and activities need to be reconstructed and integrated under a new structure.
1850
flo
During the late period of the information revolution, which is about 1990 to 2000, those universal big cities gradually became what people see today. A variety of print and electronic ads started to occupy the skin of urban, reflecting the worship of symbol and brand.
1750
Agrarian Economy
Industrial Revolution
Been There, Done What An experience business charges for the feeling customers get by engaging it. On the other words, experience economy provides servise as stage, products as tools, creating activities that customers are able to participate and enjoy. This kind of personalized experience are more valueable than tradictional trade of commodity, and people are willing to pay more to own this kind of experience.
1980 Ma
2000 Th
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ing, Taipei
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rk 1900
2020
1980
2005
Information Revolution
Experience Revolution 06
Information
Mapping : the separation of roaming and street By mapping the following five elements, data, street, building, interface, and product, into real shopping space: I defined seven types of relationships between these elements.
Street
1.Surrounded information 2.Compressed path 3. Interrupted continuity 4. Gap between data and path 5.Shallow interface 6.Separated activities 7.Surrounded products
Construction
Under the urban scale, the information such as ads are usually seen by people unidirectionally, so people traditionally are attracted by some information and then go to a specific store to shop. It terns out that all surprise and expectation, the most attractive parts of shopping, happens only inside buildings. This phenomena shows that actually people are not able to enjoy the shopping process on streets because streets and the behavior of roam are separated by fragmental and discontinued information.
7
7
07
7 65 43
Activity
ont ou r li 2 ne 3 of 4 lan 5 dp 6 ric mi e, llion/ 7 Ea 3.3 8 st squa di re m 9 st 7 ric eters 8 9 t, Ta ip ei
Product
1 The c
I
Information Layer, the first layer people contact with, is embleshed by a variety of forms of data. Those information are sperad on floor, evolution, arcade with different heights and forms.
I-1 Image
I-2 Symbol
I-1 Image
I-2 Symbol
I-3 Direction
I-3 Direction
S
Street layer, the second layer people contact with, is devided into three levels by spped.
S-1 People only 100%
S-1 People only (slow) S-2 People &cars (medium) S-3 Cars only (fast)
C
Construction layer, the main layer of shopping space, is generalized into three types. Most of shopping behavior and activities happen on this layer
S-2 People &cars 60% 40% S-3 Cars only 5% 95%
C-1 Arcade
C-2 Department store
C-1 Arcade
C-2 Department store
SOGO
C-3 Commercial Building
C-3 Commercial Building
P
Product layer, the forth layer people contact with, is generalized into two types by the way people interact with products.
P-1 Vison oriented
P-1 Vison oriented
P-2 Touch oriented
A
Activity layer, where the majority of shopping behavior happen, is usually hidden behind the street layer. It is generalized into two categories. A-1 Stay oriented
A-2 Move oriented
P-2 Touch oriented
A-1 Stay oriented
A-2 Move oriented
I +S+C
Compress
Image
Image
Image
12
Direction Symbol
Direction Symbol
Direction Symbol
6 3
20
10
5
8
5
8
5
5 5 5 5
S1 + S2 + C3
Interrupted Continuity
Roam taxi
Fast 18
Middle 5
Slow 3.5
15
S + C1
Compressed Path
Roam Stay time distance
I3 + C3 X
Gap between data and path
Roam
d
nnecte
Disco
Disconne
cted
C1 + P 30 stare space 5
interface
30
intdoor activities Separated
outdoor activities
outdoor activities
C +P +A
Surrounded products
ALL path is surrounded products
Separated Activities
intdoor activities
BLOCK
walk path
Shallow interface
Roam
P1 + A
Surrounded Information
Surrended
08
Purpose: the intergration of roaming and street
ParticipatIon of bodies
Traditional Information
New Information Source 
Symbol PRADA
New Data
Activities
Enlarge
Products
Overlap
Information
Stagger
Street
2. Activities function as new information media to interact with street
09
New Data New Data
+
1. To reconnect street and roam
Cut
Event & Activities
Product
Design Strategy:
Original
+Consume exp
See & Buy

In order to integrate the behavior of roam into street, I reverse the surprising and anticipating experience from interior to urban skin. Through the reverse, overlap, and reconstruction of these experience, these events and activities function as a new information layer, interacting and interchanging with urban street.
+Consume Products
Relink
Blend
Loop Plan System To develop a prototype containing activities as information, a loop structure,which reects the evolution of information form from two dimension to three dimension, was designed by studying the stretching and reversing of two dimensional plan. Through this structure, several kinds of space relationships are able to be developed. Fram,e Stage, Inside street , Inside facade
Street
Information
Products
Loop
Multi Loop
Curved Multi Loop
Activities 10
Information skin in the urban As a prototype, it functions as a circulated urban info skin. The resource of info comes from absorbing people s expectation,vitality, entrance, and participation, and these activities are transformed into dynamic information on its surface displayed toward outside, attracting more people as new information resource completing the circulation of info. Under this context, the prototype is located on the intersection between transporting system and the green land area. Not only the transporting system brings a lot of people, but also those open space provide more visualable aspects to be seen.
11
park
SOGO
+
+
plaza
+
plaza
+
plaza
12
1
+0 Plan Dislplay Oriented 2. 3. 5. 6. 8.
Cafe Instant information spot Performing stage Instant information spot Tech store
4
6 5
2
Experience Oriented 1. Cooking classroom 4. Idea-Mart 7. Free Internet area
3
7 8
Circulated Dynamic Information The plan system is constituted by a double-eight figure loop revolving around three main cores. On the process of the circulation, different kinds of experience and display oriented programs surround the main circulation, so people are able to immerse themself into different events. Moreover, every outdoor experiencing square is visually connected with each other; as a result, all of the activities function as dynamic information internally and externally. When people shuttle between diffenent experiencing squares, they also switch their status between bystander and participator, completing the circulation of dynamic information.
13
+450 Plan
Floor Explosion
Dislplay Oriented 9. Fashion Store 11. Performing Stage 12. Video game sotre
+1350
11
9
Experience Oriented 10
10. Info-Loby 13. Wii playground
12 13
+900
+900 Plan
14
Dislplay Oriented 15. Music store 17. Dancing zone 18. Toys store
14
+450
Experience Oriented 14. Instruments learning room 16. Lounge bar 19. Children playgoround
15
16
18
17 19
+0
+1350 Plan Dislplay Oriented 21. Outdoor massage space 23. LUSH store 18. Toys store
20
Experience Oriented 20. Spa center 22. Vip spa room 24. Learning square
21 23
18
22 24
14
B A
C Environment
2 1 3
B
A
1. Sogo department store 2. Park 3. Timesquare
C
Section A-A
Section B-B
Section C-C
02
Meta Exhibition: the pavillion of POTS Weekly 2007, spring/ advanced core studio
17
What s POTS? Pots Weekly, the Taiwan's most leftist publications, is a free weekly newspaper dominantly reporting the news and commentary of art, labor movement, environmental movement, sex, sports and other social issues. POTS Weekly provides a large number of arts programs information (about two thirds of the layout). This newspaper is accessable in coee shops,bookstores, schools, libraries, art galleries, Live House, and art galleries.
18
Mapping In this studio, we are required to observe a data from daliy life and then transfer it into a mapping illustration. In this case, the abundant and varied informations about performing and exhibtion in POTS Weekly are the data source I mainly focus on. The reason is that those information contains potential oppotunities to change people s movement. On the other words, people might be attracted by an exhibtion reported in the newspaper and move to the place. POTS weekly is a kind of bridge connecting people and events in the city.
35.5 %
Datalized POTS Weekly No.427
19
17.6 %
12.5 %
Movies
Cafe & Music
Literature
16 % Lecture & Speech
Exhibition & Performing
17.6 %
Analysis of the percentage of dierent kinds of information
The maping of POST Weekly No.427 15/9 24/9, 2007
中心
館
遊藝
物 博 袖
珍
心 中 化 文 國 德
藝廊
大學
風美
東吳
藝術村
術館 南海
200
台北國際
西門紅樓
戲 新 日
真
300
楊英
店 城轉運 魏秀影
影城 威秀
院
東
光 北
台
院
戲
美 善
400
100 Sun
N
GO
會
館
500
台
北
皇
冠
小
劇
場
新
Sat
電
影
資
料
館
舞
台
民 原住
Fri
院
子 Co ffe 北 義 e 咖 啡 館
CA F 挪
Thur
林語
Wed
挪威
的森 林
西雅
EO
威的 森
公館
圖咖
堂故
野趣
Tue
ON
林溫
州店
店
啡民
使蒂凡諾
DE
生店
意大利咖 啡 雲門咖 啡健康 店
Cafe & Music
600
南
點
亞
戲
院
美麗
哈拉
華大
Movies
影城
直店
國賓
信義
電
戲院
Scale (people)
館
Exhibition & Performing
居
藝廊 寶藏巖聚
Mon
博物
落
PONTO CAFE
華山藝文特區
DEXtER CAFE
估嶺街小劇
DOUBLE CA
當代美
E CAF 葉子 啡館 雲門咖
台北
女 晶
會
歷
福
利
社
史
故事
博
物
館
館
造 協 會
礙
北
美
館
福 利 協 會
內湖社區大學
晶
書
書
政大
店
品
京
書城
成品
唐
店
誠
店
社教館
山
華
書
台大
店
店
城
醫院
文山社區大學
書
障 台 身 北 台
營
電
區
播
社
廣
國
察
誠品
店台 大
中心 教育 法國 文化局 中心 台北市 協會教育 英國文化 北頭社區大學
實
店
部 推廣 大學 學院 AC 藝術 文化 院 廣播 術學 台北 覺藝 丘視
民
警
華
TV
問津堂 公館店 誠品 茉莉 二手 捷運 書店 店 中 國 音樂 書房
直
踐
店
店
書
京
國
南
法
大
鴿
品
中
誠
信
誠 品
Literature
件
術館
光點
台北
文
場
Lecture & Speech 20
FE
海邊的卡
夫卡
Site The site is located next to National Taiwan University. A variety of major events will be hold on here. Furthermore, a large numbers of cafe shops, art space, and live houses are located on Wenzhou street. The site is at a corner of an important traďŹƒc intersection, which means a lot of people will go through here everyday.
A National Taiwan University
B C
B Wenzhou Street
A C Traffic intersection
21
POTS tickets system & Preference shadow It is a ticket system that is attched on the newspaper. Every single information has a QR code on the newspaper, so people are able to capture the information they are interested in and save them in their phones.
Preferen
ce shado
w
exch
ang
able
When people come to the pavillion of POTS Weekly, the information they saved will be automatically displayed as perference shadows on the wall.
Meta Exhibtion This exhibition captures the dynamic activities and events of the city . It also bridges the virtual communities and real world. In this exhibition, people can know people who have mutual interests and share related information. There are three layers of exhibitions.
1. Exhibits viewers perference shadows 2. The sence of two vistors intersection 3. An exhintion in the city exhibits this city
tio Intersec
n of prefe
rence sh
adow
Programming strategy
Facade +300 Plan 16 18 15
17 up +0
+0
+0 Plan
19
up +0
12 up -25 0
+0
10
up -25 0
+0 up -250
up
+0
13 up
+0
-250 Plan
up -250
4
+0
3 2
14
up +0
11
+ 300 plan 15. band practice room 16. art classroom 17. speech hall + 0 plan
5 7
1 8 6 9
10. audition district 11. band practice room 12. art classroom
13. book club room 14. film projection room
-250 plan 1. music store 2. audition district 3. art store 4. gallery 5. performing stage
23
18. POTS Weekly office 19. film projection room
6. book store 7. film projection district 8. movie store 9. coffee shop
Maximum Exhibitable surface It provides more oppotunities tfor people to intersect with each others.
It provides the largest display area contacting with the city.
It provides multiple enterances for people to gradually immerse in.
24
Section A-A
Exhibition District Exhibits are displayed on the wall, forming dual exhibitions with the habit shadows. Exhibits and viewers' preferences are both showed on the wall at the same time. People who go through those viewer are able to see this scene.
C
E
B
B
A
A
C
25
D
D
E
Section B-B
Music District Music district provides a vertical interaction between B1 and 1F through the audition function. Music that is provided by Music store for audition is transferred through the tube to the fist floor, so people who are on the first floor are able to hear the same music and see who is hearing the music.
26
Section C-C
Movie District In this district, movies are regularly played on the wall next to the ďŹ lm area. Watchers' preference shadows are exhibited on the wall as exhibits with movies.
27
Section D-D
Section E-E
Lecture & Performing District
Literture District
People from any other areas are able to see the stage. When there is no organized activities, people are able to watch POTS Weekly on the steps. At the same time, preference shaows are also displayed on the wall as exhibits.
This area isdevided by several bookshelves. When people are trying to ďŹ nd books between shelves, their preference shadows are also visualized on the wall. As a result, people s common preference will be displayed as exhibits.
28
Response In this chapter, the design porjects focus on the dynamic and responsive architecture. The ďŹ rst case is a small pavilion. It transforms its structure in order to reect the demand of interior activities. The second case is a responsive mechanism between a residential and square, bonding space and people's behavior of saving energy.
29
03_Organismic Space: A pavilion inspired by the emergence of Sardine
04_Lights out: A perceivable contianer of saving energy
30
03
Organismic Space: A pavilion inspired by the emergence of Sardine 2007, fall / advanced core studio
31
Emergence Phenomenon Emergence is the way complex system and patterns arise out of a multiplicity of relatively simple interactions. This studio begins with researching one phenomenon of emergence and then apply it to design a pavilion as a prototype. In this case, the swarming of sardines is the emergence phenomenon I studied. Sardines are able to suddenly change direction, stop, and instantly swim again like a well-managed army. Even more impressive is that they swim together without colliding into each other and form as a long fusiform strip. However, in a school of sardines, there is no real leader who gives orders to direct others movements. According to Masuda Reiji, a professor of ďŹ sh ethology in Kyoto University, the phenomenon of their swarming is not the result of following others orders or being willing to help each other. In fact, the phenomenon of their swarming results from a emergence system that includes three interactions among four biological features: their small size, their special glands, their specialized neural reexes, and their hydrodynamic way of swimming.
32
Four Biological Features
Three simple Interactions
Two comple
Small size because of the sardine s small size, the instinct drives them to assemble in order to survive in the ocean
1 2
a
Specialized neural reflexes
a
33
2 3
As a result, a school of sard together, stop, and change
3
when two fish are too close to each other, one part of their neural network, an organ that can measure their distance from objects surrounding them, functions to keep them apart. However, when the distance between them is too great, instinct makes them close again as a group.
sardines have developed great neural reflexes to avoid colliding each others
sardines have developed a hydrodynamic way of swimming so that they can transfer the resistance into power that speeds them forward.
1
b
1
Hydrodynamic way of swimming
2
if two sardines are swimming together, then the one in the lead changes direction, the one trailing it can feel the change in the flow of water and changes its own direction to follow it.
Special glands they have special glands that can detect the flows of water that other fish make.
1 1
2
b
1 4 4
1
1
if three sardines are swimming together, then the behind swin in the place that allows them percisely transfer the ristance of flow from the fish infornt of them.
Generally, their swarming p fusiform strip.
ex Interactions
One swam pattern
Self-organized pattern
2 1 3
dines can always swim e directions instantly.
pattern is a long
In this case, the ďŹ nal pattern, which transfers the most of the resistance into power, will automatically be formed by the interaction of those four biological features. Depending on the size of the group, this fusiform strip can range from a dozen to a hundred meters long.
Sometimes, there are some predators like to eat them.
When outside sources such as people, dolphin, and sharks are close to them, this emergence system keeps them in a relatively dynamic but stable stutas.
34
f (x) =
f (attraction
)=
1 2
1 1
2
Ten random fish shiftiing forward one grid each time
A f(x) equation is developed to translate the evmergence phenomenon of sardines. The basic equation is that ten random fish are placed into in a 13x13 grid, and each fish shifts one grid each time. During the process of moving forward, the direction they move are determined by three main variables, attraction, replusion, and obstruction. Each variable influences different aspects of the swam of fish. In this analysis, I tried to deconstruct the complex way sardines swam into some controllable circumstances and give them some simple interactions. Then I run this mutiple equation 100 times to represent the emergence of sardines. After that, this concept of equation will be applied into next stage of design.
)=
3
20 degree
The distance between two fish are smaller than one grid, a replusion forces them to turn 20 degres to opposite direction from each others when next shift begins.
2
f (attraction, replusion
1 3 1
2
)=
f (obstruction
)=
3
attraction
The range that a obstruction is able to influence is two times of its radius. When a fish is close to this range, this fish will turn 30 degrees to avoid colliding the obstrction.
When the variable attraction contradicts with the variable replusion, the replsion fore is stronger than attraction because not colliding into each other is more important.
replusion
2
f (attraction, replusion, obstruction
1 3 1
2
)=
3
20+30
attraction
replusion
obstruction
35
1
The distance between two fish are smaller than three grids but bigger than two grids, an attraction forces them to turn 15 degres to each otherswhen next shift begins.
15 degree
Sardines Equation
f (replusion
2
attraction
30
obstruction
When three variables contradict with each others, the order of priority is obstruction, replsuion, and finally attraction. The reason involves that surviving is the most important thing for them.
The Simulation of Sardines Equation
fram 003 of 100
fram 012 of 100
fram 021of 100
fram 030 of 100
fram 035 of 100
fram 044 of 100
fram 055 of 100
fram 066 of 100
fram 070 of 100
fram 082 of 100
fram 091 of 100
fram 100 of 100
36
Dynamic Structure Equation In this stage, I apply the concept from the emergence of sardine equation to design a dynamic sturcture as a pavillion. The variable in this equation is the volume from people. Sensors are installed on this structure in order to detect the volume from people. When people assemble in a particular place and make loud voice, the structure will automatically extend in order to provide more sunlight. Also, when other group of people come to this pavillion, the sturcture will get a balance point between their need. On the other words, this pavillion responses to the environment instantly, internally and externally. In the following equation, the degree of volume is divided into ďŹ ve levels. and each level inuences the sturcture in a dierent extent.
37
Pavillion Structure
38
f(x) = Different Variables In fact, volume is not the only varible for this equation. The possibility of the variable in this equation can vary from different situations. Depending on different conditions, this pavillion can be used in many different ways. Its plan doesnt s have a certain enterance, so people can enter this pavillion from four sides. It provides more possibilities about the interaction between people, pavillion, and activity.
x=
Speed
When the variable x is temperture, this pavillion can be used to hold a show or performance. Most of the audience are motionless, but models and performers on the stage are always moving their bodies. As a result, this structure will provides more natural light on stage. When mutiple stages are placed, each stage will get different amount of light depending on how many people each stage attract.
39
x=
Temperture
When the variable x is temperture, this pavillion can be used to exhibit some themes about astrology. When people stay in fornt of a board introducing a constellation, the sensor detect their body heat and open the structure above the board people are watching. As a result, bigger opening for more people who are assembled, and smaller opening for a smaller group of people.
40
04
Lights out: a perceivalbe container of saving energy 2007, fall / competition
41
11
dark inside
=
X
60w/hr
Lights out Eiffel
2
9
8
4 7 6
interior
TV
X
3
5
computer
I hr
The Transfering Mechanism
=
50000000w/hr
in order to invoke people s awareness about global warming, France offically turned off the lights of the Eiffel Tower for five minutes, which is known as Lights Out Eiffel. Power Company estimated that 50 million (kilowatt hours) of electricity was saved during this five minutes .
This mechanism will be implemented in a high-rise residential and urban plaza operation. It is an energy conversion between the residential and plaza. During 7 p.m. to 11p.m, when a light in the residential is turned off, a light is turned on at the plaza at the same time. As a result, people are able to assemble to this plaza and do some activities such as chatting, exercising, and having party. Under this context, the saved energy will be transfered into the experience of these events, penertrating into people s minds. This mechanism eliminate the edge between single building and urban and also intergrate the lives of people. Through anticipating these events, the saved energy will be re-experienced into a new style of life.
However, 50000000 (w / hr) is a visible data, but this data can not be actually experienced or perceived. It just a number printed on newspaper, and it would be forgetten vert soon. In fact, turning off lights can fucntion as an interface, transfering the unperceivable number into an experiencable container of impromptu events.
light outside
1
lights out
+
few people
X
12
10
11
X
more people
exercise
X
X
12
2
3
9
4
8 7
party
=
5 6
3 hr
exterior
1
10
LED 20w/hr
Chatting 42
Lights Out A lights-out grid is built in fornt of the residential, and each unit of the residential has its own unit on the lights-out grid correspondingly. As a result, when more people turn off lights inside, more energy is transferd to the plaza formore people to have fun together. This kind of life experience is differnet from the Lights Out Eiffel, which is only a visualized experience.
Re
c fle
tio
n
o 95%
f ene
70%
rgy is use
of en
d for 20 p
ergy is us
ed for
y is erg
op
le
pe
op
thirtee n people inside, and 30% of interior energy is tr
ansf
to ered
pla
za
f
ve
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40% of energy i s used for seven people in
5% of energy is u
sed for one
people ins
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Filtering In this porject, I tried to create an interface in urban helping people temporarily escape from urban s rush pace. Through controlling the order of programs and route, this interface functions as a ďŹ lter making people feel relaxed and refreashed. I also ďŹ cused on the process of transferring from pubic to privancy in urban scale.
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05_Urban Filter: Taichung Tech Mall sports club
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05
Urban Pause: Taichung Tech Mall Sports Club 2006, fall / advanced core studio
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Porgramming Concept : The heartbeat strategy The site is located on the boundary of urban and suburb It is also beside the Taichung Tech Mall. Therefore, the main customers are urban engineers and hi-tech millionaires who want want to relax and escape from fast-paced lives. Under this context, in order to make customers feel the process of leaving urban, the programs are arranged in a slow-to-fast series. Activities with slower heartbeat are located at lower floors, and vice versa. This spacial series is a filter refreshing people s mind throung the introduction of visual and olfactory.
Golf Simulator 1800m² Office 1300m²
10F Plan
Golf Simulator 1500m² 9F Plan
Aerobics 1500m²
Aerobics 1500m²
Yuga 1500m²
Squash 1000m²
Squash 1000m² Weight Training 1400m²
8F Plan
7F Plan
6F Plan
5F Plan
Basketball 1300m²
4F Plan
Spa 2400m²
Massage 400m² 3F Plan
Site
Sub urb Urb an
Spa 2400m²
Shower 2400m²
2F Plan
Swimming 1800m²
1F Plan
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Urban Filter main facade
The facades of this building also follow the concept of heartbeat-frenquency. From the East elevation, which is the main enterance, route rises spirally in the tranquil and spacious glass box. Thourgh an exterior route, the type of program is transferred into more extense one. Those extense activities are able to be seen form facade. Those change is showed on the facade, forming the urban puase image.
main facade Top Floor
South Elevation
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West Elevation
East Elevation
North Elevation
Floor Explosion
+1500 Plan
+3500 Plan
Extense Oriented
Slow Oriented
9. Basketball court 10. Weight training room
20. Golf throwout court 21. OďŹƒce
+1100 Plan
+3100 Plan
Slow Oriented
Moderate Oriented
7. Spa room 8. Massage room
18. Golf simulator 19. Golf simulator
+700 Plan
+2700 Plan
Slow Oriented
Moderate Oriented
5. Spa room 6. Lounge
15. Yuga room 16. Yuga room 17. Squash room
+300 Plan
+2300 Plan
Slow Oriented
Extense Oriented
3. Shower room 4. Loby
13. Aerobics room 14. Squash room
+0 Plan
+1900 Plan
Slow Oriented
Extense Oriented
1. Swimming pool 2. Parking lot
11. Aerobics room 12. Aerobics room
21 9
10
10
20
7
8
19
18
17 5
6
16
15
14 3 13
4
1
2
12
11
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Section A A 51
Section B B
A
B
B
A
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Appendix
Brand Story ALl Chainsform products are made by recycled chain. I recycled those abadoned chains from bicycle shops and cleaned them. I designed a series products including bracelet, key-holder, and belt. The brand name ChainsForm is the pun of transform . I transform those abandoned chains into accessory, adroning people s styles. A chance to change a chain Let s rock the chain!
http://chainsform.blogspot.com/
http://www.facebook.com/pages/ChainsForm/
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AB CD
EFG HI
F
ChainsForm Original
ABE
ChainsForm Leather
CDH
ChainsForm Key-holder
GI
ChainsForm Belt
54