Digitally Enhanced Multi-Sensory Environment | Ar. Ayshwarya Suresh

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AA5411 | THESIS | FEB 2021  

SYNOPSIS AYSHWARYA SURESH | 2019804003 | M. ARCH (GENERAL) SAP BATCH-2019


Title: Subtitle:

DIGITALLY ENHANCED MULTISENSORY ENVIRONMENT FOR SEAMLESS INTEGRATION IN CONVENTIONAL BUILDINGS

SYNOPSIS CONTENTS:

1. Abstract 2. Background 3. Research Orientation 4. Operational Definitions 5. Need for Research 6. Feasibility 7. Research Protocol 7.1.

Aim

7.2.

Objectives

7.3.

Scope

7.4.

Research Methodology

7.5.

Research Tools

7.6.

Sources of Literature Review identified

7.7.

Context

7.8.

Limitations

7.9.

Work Schedule

8. Dissemination 9. Expected Thesis Forward Plan 10. Research Observations 11. Research Outcome 12. Research Conclusions 13. References 14. Ethical Disclaimer

Title Page Photograph: Scattered Crowd, 2002, Installation view, Messe Frankfurt, Frankfurt am Main (Julian Gabriel Richter)

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1. ABSTRACT Sensory Architecture has been introduced into various trending concepts such as parametric, art exhibitionism, responsive design and provocative expressionisms. Multisensory Environment (MSE) has been articulated into existing buildings to enhance the capacity of special user groups as well as decipher revelations as to how architecture plays a significant role in stabilizing neural functions. The idea of universal accessibility is questionable when it comes to the disabilities that are not physical. We are oriented towards considering built spaces for the mind in equilibrium. But ‘limited evidence is available about the effectiveness of multisensory environments or how to design multisensory environments for discrete sensory needs’ [1]. So, this research will establish the design path connecting the building codes for sensory needs, process-based prototypes and feedback analysis cycle. Three sets of design models are aimed to be visualized and simulated based on sensory parameters. They are to be compared with the conventional buildings with respect to the same parameters. Digital fabrication will bring this to reality and embed it into the existing built form along with an easily interactable interface based on sensory needs. The idea of universal accessibility is questionable when it comes to the disabilities that are not just physical. We are oriented towards considering built spaces for the mind in equilibrium. But very limited evidence is available about the effectiveness of multisensory environments or ‘how to design multisensory environments for discrete sensory needs’ (Essary 2020).

2. BACKGROUND For over 20 years MSE are being experimented and studied but are used in an ad hoc manner using an eclectic range of equipment [2]. There was no clear-cut design intervention in providing standards or codes for modern day architectural practice. The existing elements of MSE are therefore still being revised and reconsidered for experimentations. The structured state of existence is the micro level projects or “pockets within an existing building”.


3. RESEARCH ORIENTATION No instructive standards or codes are available to be applied in the design process although precedent researches have established the sensory parameters and their comparative features. This needs to be applicable even to existing structures without structural changes, which is not significantly possible if not for digital intervention. Hence, there is a chance to improvise the unplanned design criteria of “sensory needs”.

4. OPERATIONAL DEFINITIONS 4.1.

Multisensory Environment (MSE) “A Multisensory Environment is a dedicated space or room where sensory stimulation can be controlled (intensified or reduced), presented in isolation or combination, packaged for active or passive interaction, and matched to fit the

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perceived motivation, interests, leisure, relaxation, therapeutic and/or educational needs of the user.” 4.2.

Sensory Room A sensory room is a space designed to help an individual with sensory issues learn to regulate their brain’s negative reactions to external stimuli by developing coping skills for these experiences. In some cases, it may be a whole room, or it can simply be a space set aside in a corner of a larger room.

4.3.

Conditioned Spaces An enclosed space within a building where there is an intentional control of the thermal conditions within certain defined limits using natural, electrical, or mechanical means [3] which can be categorized into either active or passive.

4.4.

Autism “Autism is a severe disorder of communication, socialization and flexibility in thinking and behaviour, which involves a different way of processing information and of seeing the world.” (Jordan, R. 1999) The essential characteristics of this intellectual disorder are the presence of an abnormal development in the following areas: • • •

Communication: Difficult or inexistent verbal communication. Difficulties in non-verbal communication. Socialization: Severe difficulties in interpersonal relationship. Imagination: There is a lack of imagination characterized by uncommon and repetitive game play [4].

5. NEED FOR RESEARCH

• • •

The possible need for research can be identified as follows: Accommodating sensory needs in existing built structures. The embracement of digital technology in the current design criteria. Visualize truly universally accessible spaces: including the ones who have intellectual disability.


6. FEASIBILITY The context of this research is limited to a specific user group. The survey data is derived from a limited focus group. There is no technical intervention involved in existing buildings. All digital components are produced by relevant manufacturers.

7. RESEARCH PROTOCOL 7.1.

Aim • • •

7.2.

Derive design considerations for sensory needs. Formulate the architectural input for digital enhancement of sensory spaces. Create the workflow for developmental research in seamless integration of M.S.E in existing buildings.

Objectives A One-Dimensional Matrix (Fig.01) was derived as per conventional understanding of the research proposal.

INTEREST ASPECT • Equal access • Equity in architecture • Sensory Equilibrium

COMPARTMENTAL IDEAS • Universal Access • Microenvironment • Multi sensory needs

BUILDING TYPOLOGY

USER GROUP • Hospice • Schools • Special care centers • Sensory Pods

People with intellectual disability

Fig.01. The magic equation: One-Dimensional Matrix

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This process helped to understand the conceptual objectives for this research. The end process will focus on the following objectives: • Design architectural VR prototypes for sensory enhancement based on the identified sensory parameters. • Deduce the feedback loops for evaluation-based design process. 7.3.

Scope • Study of parameters of Sensory needs • Design a building envelope catering to sensory needs. • Formulating Design Code for Universal Accessibility and seamless integration of MSE with conventional built spaces.

7.4.

Research Methodology The approach to this quantitative research is based on comparative data consolidated based on the focus group and normal users of the conventional buildings. This research establishes cause-effect relationships among the variables. It can be experimental if not for the limited control of variables, hence concluded to be of the “Quasi-Experimental approach”. The method constitutes of four levels (Fig.02), and functions as an addition-based hybrid deviation from the conventional Two-Diamond method and the update edition: Three-diamond approach.

Fig.02. The 2.5 Diamond method for this quasi-experimental research.


At the Pre-thesis level, two and a half of these levels can be completed, i.e., from discovery to evaluation. The later phase is reserved for the succeeding thesis for a holistic approach. 7.5.

Research Tools

• • • • • •

STUDY TOOLS: On-Site Observation (CADDRE Autism School, Trivandrum) Interviews and Sample Survey Multi-Sensory Environment Video Recordings Feedback Analysis Understanding Personas with sensory needs Case Studies based on the following: A. Scale: Mobile Pod, Room, Building, Urban B. Typology: Housing, Institutional [5], Recreational Case studies are limited to studying the following factors: • Design principles for sensory needs. • Life safety code compliance for the Intellectually Disabled [6]. • POE documentation • Sensory Prototype and design process • Tuning capacity and accessibility

DESIGN TOOLS: • Design prototyping (VR) • Iterations for the prototype via Rhino/Grasshopper

7.6.

Sources of Literature Review 1. Research Papers 2. E-Books 3. Published Articles 4. Organizational Websites, Newsletters 5. Precedent Architectural Theses

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7.7.

Context The locative context for the developmental research is within India. The design context is derived from precedent data.

7.8.

Limitations • • •

7.9.

The research relies on the precedingly analyzed data for Covariance sample for conditions in existing buildings for the same parameters. Lack of extensive in-situ experimentation. VR prototyping may be cumbersome for some users to provide the valid feedback due to incongruence with bodily senses [6].

Work Schedule

REVIEW-01

REVIEW-02

REVIEW-03

Considering non-repetitive topics (for 5 years) – shortlisting Topics Study and orientation Topic Selection Presentation Synopsis and Research Method Case studies – Literature, Live Code compliance and suggestions In-Depth Study & Analysis Data Analysis for Survey Feedback evaluation and Comparison Conclusion Research Outcome/ Report Draft

PROPOSITION

PROTOTYPE

EVALUATION

8. DISSEMINATION This research needs the supports of various organizations and individuals who believe in the cause of providing better adaptability for the intellectually disabled, in a way that there is equity in accessibility and clarity in the utility of digital interfaces for the design and operation of Multi-sensory environment. Hence with the interference from a research organization or benefactor, the goal of enhancing the lives of people in the spectrum can be achieved at the respective levels.


9. EXPECTED THESIS FORWARD PLAN The considerations for the forward plan include: • • •

The 1:1 construction of the selected prototype. Utilizing design considerations from the research. Site specific design and space programming.

10.

RESEARCH OBSERVATIONS

The observations from various case studies based on evaluation criteria such as the level of simulation, transition spaces and ceiling heights have contributed in drawing the conclusions as mentioned in Fig.03.

Fig.03. Observations from case studies for redesigning sensory spaces

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11.

RESEARCH OUTCOME

The criteria for sensory design was formulated based on the two surveys conducted as a part of the survey and also the study of various multi-sensory spaces. The experimentation on the VR platform also provided insights on “how to design sensory spaces” with the technical Midas touches. The seven important criteria for a process based sensory design are summarized in the Fig.04.

Fig.04. Process based design approach for Sensory Design

SIMULATION REQUIRED TYPICAL SPACES SENSORY DESIGN DIGITAL INTERFACES USED 0

2

4

CASE STUDIES AVERAGE-18

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8

10

12

14

EXISTING BUILDINGS

Fig.05. Bar chart depicting sensory simulation compliance of conventional buildings and special case studies


The study has given the orientation on how to approach the redesigning of conventional buildings and also incrementally add value to newly designed sensory spaces. This can be further explored using the Virtual Reality and Augmented Reality possibilities with carefully planned design interventions as there is an extended scope for sensory simulation in existing buildings.

12.

RESEARCH CONCLUSION

It is concluded that about 60% of the existing buildings require the implementation of sensory design in the present case scenario, compared to the case studies considered. Thus, intensively prototyping based on the methods of scenario-based design and understanding the personas of neuroscientific evidence (fig. 04) will be the solution to updating the architectural lack of orientation towards the intellectually disabled.

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13.

REFERENCES

1. Jonathan Essary, Giyoung Park, Lisa Adams & Upali Nanda (2020) Making a Sensory Cocoon: Translating Discrete Sensory Needs into a Built Solution with Emerging Digital Fabrication Workflows, Technology|Architecture + Design, 4:1, 8091, DOI: 10.1080/24751448.2020.1705717 2. Olga Lesley Miller, Multisensory Environments: The use of interactive technology in effective pedagogy with learners who have severe and complex forms of special educational needs. Institute of Education. 3. https://energy.ces.ncsu.edu/conditioned-space-defined/ 4. Bell Betty (2019) How People with Special Needs Can Benefit from Sensory Rooms, Enabling Devices Research and Development. 5. Manchala, Srivani, 2014/05/20, Center for autistic children an architectural intervention, SPA Vijayawada (Thesis) 6. Narayanan SaiPrateek (2016) System of Independence, CEPT Ahmedabad (Thesis) 7. Pasqualini, Isabella & Blefari, Marialaura & Tadi, Tej & Serino, Andrea & Blanke, Olaf. (2018). The Architectonic Experience of Body and Space in Augmented Interiors. Frontiers in Psychology. 9. 375. 10.3389/fpsyg.2018.00375.

14.

ETHICAL DISCLAIMER All the survey samples and feedback are provided/verified by licensed professionals such as academicians/psychologists who are specialized/knowledgeable in Multi-Sensory Environment.


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