IED19 Book

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Y | R N R Y B U T SS M C O M G A A A N U G | G ES TI A G IR | E RE CO E T VE NN CO | TE LE RC RA DA | TE CL AC | AT NSK LAI ST U | | CA LUT AC D NTD CO | I K R G W H S C R B N IO I D O V R T A R H O H K S H A A E O A H T ER OY LE O OL RID IN EPS M RID MIN CH | K ASP ZYN MIN UD EL VO N D | BO O HRI REA N | N E | | M WN A LE C UT O TO | A O A EN IE E S A IA M L D C YL N V T T | FI A E TIO | T HE ION R WE JE CP R A A RA RE KA A STE CG UTI | ARI E | GN E | IVE HE TON GU RA O | H | H T C N H N H YG D E A | N R | NN ER N M U | N M | G | C M ELE UIN N MA NG TH I ZH CLA STE CY I O RE A E A 8 A A C P G U R RI N D O TU TO D TE IFE SO D D T | R UT | N IN H R N IN HR CA OW AR D | R NE TO A CO OU | UD S | NE LIV | S E | I S | | K I DA DO T TE M LO TH I O E MI ME | E F TH IV NN | NG TH E:A S | NI AS RRI TLO CH IA JE T T A M A E F S E N O S RM RM R K RI LIV RA A IE RE RA E | | SH C E CT C O PE DO O IN TE NN RM N ZYN EC IN A K | VE IA NZ AH R | VO NZ PIE CL TH AN OR PIE IVE REA LIV RE R K | ESE ELE IFE IN A S U AL A TE | M | M LA LU | R | A E N RI R | | T IA | | N T TW | R R MA KA ST | SPE REZ CLA AR CO AD ST TIO CO B UD CY ON DO B ZH IVE MA GR A ERE IN RE ME L I G | C | | RA R A U TI R LA IY S R O DI ZA T :A I E N U | C N U A A N M H W N PI LAS PHE CA O CH | CH DIA | NT TH ITY | T NT IR B STE ET AC | N IR B U Q TEP TIN | E C OW CTI S F ER T R RI NG A G R D D A RO O ST NU O E P | E ON O OY ELE TER KIE D OY IU | | N SH RA HRO ER C SO N E | | IN L | J Ň E -A W IE G I W L I G NI L | U A N | M G BL TY N C ZH M C W | ÁK ELE RC N R | LE OL N | E | RE IN | F E F E | ETR ENN -A NN Z | ŇÁ T | | E A R K N N IR E R OR U G S O | H | A B O IV A I R N ER B G EV R | U H V R C IA AB THE :AC L | GU AN THE IS D IFE CH ON CO O L | B I Á A E: RE Z O O R | A O LE O ID C N A K B I HE M B O T | M U IY TH TIO YL O LU OR HI NE NN | R AC IER IE H R B NA AR IE H UT IVE RAC 8 | UT RM ME KI AC NT N SS O E TI A U O T T U LO | C U E C N E C TI | IE E L SA QI Y D | T HE ON | N ESE | N :TA VE N NT YL U | IN NT O ZH HA AN OU OO EC R | RA KIE N U G D H NA | A T C M Y | M C ER E T | ER K IY EL N N K US L N | UR DR | E NET | M E O TU TO DIN WIN REA AC | A ZH CA | | TH HR NU | | T U Q M C A M TDO | T T | AS M C I T C I E A TRI TE A UT | N E TO TIV KIE LEK YU NN GEN E O VE AR GEN ERE IU GU AC WN ERE HO CI D 8 F L R S I T R R O Q T | | Z C Z H E O | I S S | A D M A | A SZ O IN K OK RIV LIV AN WE ST FI AN IU | T ERA UTL C H ERA A C ET NN PH | A C NG Y R E G A J N Y R O L | N R E E A H IN EN N NS M AL SP | E | IA Z | | PS UR DR | E E TIO O AU KI TIO HR IS SS RSO BB HR I Z A T IE O A N K E | ER E C M C TE | E A TR C N K D ER N O D | N AH IFER MA A | CU RA E | REZ LA AR OU HM JEN 8 | DA IS D YG DD | T IA S AN DD ŇÁ OR CR N | HU ŇÁ | M M C C ST C G A U TIN N IN N A SZ O NE | ER TE M | KO M EA R N K KI AB AD EI PH AR | H HA RO CH DIA | TDO A IFE NN YN RM T T M EZA EL CC M V EC TIV EVO TER E A R A S E ER BI E E A Á U A I O E N | R A E H | T R | RSO NG N L M W | OŇ STE U- WN HM M M KA EC RM RA CH | R AN RA | ST E S LUT N T R H TIV C R E N E IO U E L N C G S Á EL A | A EI A | U IN K E | E M C NT PI AST | O NI GU HA KO E | RC A D | ER CP CA ST | AL KAS OŇ :AC | T AS :TA HO PS B R Z E | | | | ZH CA R | ER | CI REV RID HU INN NN VÁ RE H | BIE TH LA HER RIN HO | R PER ÁK TIV HE PER Y | NG J N :A K T O E C R A E E O N A E:T IYU N | GE BL Y | OLU OR | C SS N | R C IER HU PI ST C SON G C NG CH E | VÁ | YG E | ALE I Z T Z N E C A Q N A E G N | H | M E I N G K KI Y IU TH ER IR B GL TIO N IN C A :TA VE AN TER R | ITY | R OR I Z AEL RO | R HIY ET RO SA | E E A U C N A E R C RE | F AL | E C TIO OY E O | DI SE EA KI Y | | Z M C | G BLA | E EV RID HU M C W E:TA Q TER W N Y H C E O N O | G | E T TO AT IG K TRI G N LE CH TO E TW IV | A IY A EN IR L L R C G Y IU MI | S S U L S U N U I E U S N I | | N H | E W VE R A DO ET DD TH EN NI O FRA N T ST FIG EKS Q N ER BO O TIO | N HIN INN AN A ET AL N E E A L R O E U A I | R ST 8 D | A Y C T | A C | EP | RA RM ERM M E O TU LIV NZ W PS RE ND U | TH TIO LE HE N | D ESE ESS NO EKS IS D | I O T | N | E N A | UN EHM S | N DA EC IN ARA UTL | TH IA M C R | | JE 8 | RA ETR E C N D TH AT TO E TW | C N M AN O N O FR IN R O D N T N A IS Y D E U J S U N A R D U-A DO INA EN A M ZY ST L | KA OK IV AR UN TEH NI NN DA D GN | OU | I O AN TO EA AC RA SZ O E M IA R W N E TI T M F N | T L T K R S ST C N AH IFE AC SK HO AC PER | TE | C N | DO IN ER A M YN RM T T AR TLO HRI IVIA Z | WE IVE IE | Ň EE H | M R PH A C R S N H E R L N W A M A S E ER A O V Á KO LE | K AB AD ME ER | C GN AE | G EZA AU U- N | AH EIE CP KA CU MI KA K | E | MA OU | TE TEP N N VÁ | R IER BIE | IER SO AR I Z L M RO C DIA AR A MA R | HE | C ST NA SP TE CL RTI NTD HM S C B O | L T C H E A E R A N | N I H L R C N | :AC N HU HE LA | NG U | G W RO STE H | BIE D | AS SO ARI HO | R RE EZA UD | OW INA U RE M RE T M C NT PI S R | H T T N N IA N N A | Ň E C TO AT AC :TA IV C ER ER T C EVO O CH INN SH ÁK LE KIE UN HE CIT | G NG CH G CH S U-A | R | R E A A T R C N R I I

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SPONSORSHIP

IED19 is proudly sponsored by the following organisations and individuals Sponsored by Tonic Dundee Acuvent Engineering Group ltd Gordon’s Trattoria kennedytwaddle Neat Living Open Change Christine & Tony Martin Mr & Mrs Ahmad Mr & Mrs Chronak Mr & Mrs McCann Special Mention to Angela Christie Aymeric Renoud Mr & Mrs Brady Christopher P McShane Jo & Lisa Cochraine John Kaighin Julia Murray Linsey McIntosh Luis Manuel Occelli Mudabbar Ahmad Chaudry Pat Russel Paul Brady Sandra McGuinness Selan Design ltd Veronica Occelli

Limited Edition Print #


EXHIBITIONS

CONTENTS

Central Dis-Chord After Island

IED19 B Boyle et al.

01 02

INDUSTRY PROJECTS

Revolution A Macpherson Abyss K McCann Vertical World J Meier Rain Spiral T Chroňáková 25 Angles O Daszynska

01 02 03 04 05

THESIS PROJECTS

Last City J Meier Caring Corridor A Daszynska Nu-Arch T-O Martin Chinese Twin Tower H Zhu Creative Steps R McGuinness Generation DD A Hunter The Pier T Ahmad Figure 8 S Mackie Tetris Dorm ECUST Z Qiu Revolution A MacPherson Re:Active C Steele Grow M Kaspere Thrive E Ochenatu The Outlook B Boyle Re:Tay T Chroňáková The Cygnet Terminal K McCann Countdown N Franz

01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17


INTERIOR & ENVIRONMENTAL DESIGN

IED19 are a group of 17 dynamic designers graduating with BDes (Hons) in Interior Environmental Design from Duncan of Jordanstone College of Art and Design. We’ve spent 4 years developing a range of different skills individual and personal to each of us. In our fourth year of studies we undertook 3 projects: A public installation; A live industry project; and a personal self led thesis project. The public installation was a multimedia class project titled “Central Dis-Chord” with projection, mapping and physical elements. There were 2 industry projects led in partnership with Sumo Digital and Niccoll Russel Studio Architects. Sumo Digital delivered a game environment based project and Niccoll Russel a central rainpipe redesign in a new development in Dundee City Quay. For our thesis projects we defined and delivered our own briefs engaging with the public and potential stakeholders where possible. These project range from installations, interior architecture, game environments, masterplans, urban redesigns and many more. We hope you enjoy learning more about our projects.




EXHIBITIONS In September 2018 we undertook a class project we titled ‘Central Dis-Chord’. This was our first project of thesis year and all 17 of us worked on it together developing a concept and delivering our idea at an event on the 17th of November 2018. This project was delivered in partnership with RIAS, Festival of Architecture and Dundee City Council. Blair Boyle also had his work featured in ‘After Island’ exhibition at RIBA North a follow up to ‘Island’ Caruso St John and Marcus Taylor’s response to the Freespace theme representing Great Britain at the 16th International Architecture Biennale di Venezia. The work featured was developed in Venice while he worked as a fellow at the British Pavilion in Summer 2018.



between the waterfront and further Dundee. This fracture was a tensile structure pulling tense cords between the 3 points representing the tension between the waterfront, city centre and the people of Dundee. These elements were then projected on telling the story of each of the monuments or centres and their development over time from the origins of the law hill as a volcanic mound to the hopes for urban regeneration with the shiny new V&A. A sound-scape was produced for each recorded at various points around Dundee to create an immersive experience.

CENTRAL DIS-CHORD

An interactive exhibition built in situ at the Castle Street pend in Dundee. This one day installation explored underused city centre locations as well as the shifting epicentre of the city centre over time. Dundee’s different ‘centres’ were explored through abstract monuments on a time-line. The Law, Royal Arch, Discovery, Caird Hall, Observatory and V&A were all represented. The timeline arranged the monuments based on occurrence in time and latitude. A fracture was formed in front of the installation with the triangular structures representative of the disconnect


“Through considerations and inspirations from Freespace, Island and Venice a really exciting concept and redefinition of the term ‘smart’ begins to emerge. Smart cities would no longer be considered smart because of the technology they use but because of the spaces they allow their citizens to occupy. They would be smart through citizen participation and consideration of their ideas”


Island and Venice a really exciting concept and redefinition of the term ‘smart’ begins to emerge. Smart cities would no longer be considered smart because of the technology they use but because of the spaces they allow their citizens to occupy. They would be smart through citizen participation and consideration of their ideas”. This work was presented post fellowship in 2 locations. The first ‘Public Reflections’ was in Shoreditch in London August 23rd 2018 in a fellow organised exhibition with 12 Fellows. And the second exhibition, ‘After Island,’ organised by the British Council in Partnership with RIBA North and the University of Liverpool took place from March 14 until May 20 2019 with 38 Fellows work on Display. For the second exhibition a second edition of the work was produced to a higher quality.

AFTER ISLAND

A report exploring Venice’s unique position as a smart city and how it’s placement could help influence other cities, Dundee to be specific was produced during my time in Venice. A collection of photographs of the Biennale and Venice are presented alongside a critical essay exploring Venice’s smart city approach and solutions. Freespace is presented as a possible integrated goal of smarter cities presenting a future where space and the people who occupy it are valued more than technology. Island was used as an analogous inspiration using how people respond to it as an anecdote for city environments and services. The report was a collection of observations from Island, hopes for Freespace in a smart city context, personal photography and more. “Through considerations and inspirations from Freespace,


INDUSTRY PROJECTS


Projects created for an open call to IED for a game level environment. Outcomes were to be communicated via physical means such as sketches and/or physical scale model. This was meant as a means to develop non digital communication skills.

Projects created for a competition launched in partnership by Nicoll Russell Studios and the owner of the ‘Waters Edge’ development Chris Van Der Kuyl. The brief was to reimagine two drainage pipes situated in the public area of the historic building- Shed 25- located in City Quay.


REVOLUTION is the beginnings of my investigation into video game environment design. During this three week live brief project with Sumo Digital I created a rough concept that I later took forward and developed as my main thesis project.

ANNA

MACPHERSON “Contrasting realities in conflict”

a-designed.com annamacp97@gmail.com

Inspired by TV shows Stranger Things and The Good Place, I created an urban realm with two opposing sides that are at odds with each other - a Utopia and a Dystopia. The ‘good’ and ‘bad’ sides mirror one another in the physical form, based on the never-realised masterplan Ville Radieuse designed by Le Corbusier. It consists of three

consecutive rings forming different zones - residential in the exterior ring, an open plane in the middle ring and a business zone in the central ring. My design includes a penthouse positioned in the epicentre of each environment which are linked together by a spine that connect them, and the two cities, together. This has been inspired by Erno Golfinger’s Trellick Tower - a brutalist residential block that the architect designed and later lived in in order to observe the residents from his penthouse apartment. Two architect characters were based on this one in control of Utopia, the other in control of Dystopia.



For our 3 week industry project, I created a map consisting of a series of broken ring-like islands; with large areas being made up of jungle zones, shipyard and industrial areas and the central city and its remaining ruins and underground catacombs; that is surrounded by a massive exterior wall - sealing the civilisation inside from the outside world.

KIERAN MCCANN

“Uncover the darkest parts of our world” kieranmccann2103 @googlemail.com @kpmdesigns +44 (0) 7557 391 088

Inspired by games and media such as: Raiders of the lost ark, The Road by Cormac McCarthy and the Last of Us, the game’s storyline is centred around an ancient city and its people who uncover the hidden mysteries and history in our world - similar

to a modern-day Atlantis. After a research recovery mission, the head archaeology teams latest finding escapes - inspired by the Sirens in Greek mythology - and unleashes chaos within the city and its walls. The game then begins months after the incident when an outside military ops team is attempting to penetrate the city walls and save the surviving researchers and their findings of the creatures roaming the environment - while also trying to keep the evil within the walls from escaping and tearing the rest of the humanity apart.



JENNIFER MEIER “World Building For Games” jnmeier.com m.jennifer@outlook.com +44 (0) 7544 920 337

A three week industry project with Sumo Digital kick-started my enquiry into game design in the form of a world building exercise. I designed an urban environment that is characterized by a stark societal divide reflected in a vertical separation of classes. The rich live at the top in pristine skyscrapers and towers, whilst the poor and forgotten live in the literal gutters. Access to the different levels is restricted through a strict gating system the player has to overcome through various means. The world is where various elements - mechanics, storylines, soundtracks and characters merge into a coherent whole. Here, the game’s genre - an open-world role-playing game for PC and console - has been used as a starting point for the environmental concept. More

than ever players seek to explore an ‘open’ world without loading screens and artificial perimeters - reflecting human fascination with pushing the boundaries of new technologies. Role-playing games especially have benefited from recent technological advances having come from an entirely text-based format to being rendered on the fly in detailed three-dimensions. ‘Fall From Grace ‘- The player is dethroned from their position of power at the top and has to fight their way back up in the dystopian, hostile environment of the city. Themes such as utopia or dystopia frequently get reused and recycled between films and games and I aimed to reference sensibly and borrow ideas from real life architecture - the building style of Victorian Britain and Brutalism in particular. Design - Spatial design comes in handy in relation to games as the player often needs help navigating through the game space. Spatial design principles such as order – the art of arranging rooms, objects and pathways, enrichment – the modification of shapes, light and


Inspiration - I allowed myself to be inspired by real urban environments and architecture that push the boundaries of real world construction, and roleplaying games ‘The Elder Scrolls: Skyrim’ and ‘Dishonoured’. I was hoping to strike a balance between fantasy and giving the player something they can recognize as real or possible.

ERTICAL WORLD

form to accentuate or lead, and expression – the use of materials and artefacts to signal belonging to a certain group, culture or individual – are needed to realize a believable and enjoyable place and apply to digital spaces as much as they do to physical ones.


The Rain Spiral is a proposed water element structure comprised of 8 different sized metal trays standing on individual supports, each carrying water to another and creating a waterfall inside of the building.

TEREZA CHROŇÁKOVÁ It establishes a space where “A Rainwater waterfall” terch.co.uk tereza.chronakova @gmail.com

people can stop, take a breath, listen to the calming sound of falling water and be inspired. This calming water element has also an educational context as it raises awareness of potential use of rainwater in households

and streetscapes by showing the purified rainwater that people can touch. The other aim of the sculpture was to brighten up the space by water and metal reflections and memorize the history of the building where sea water played a significant part as the site used to be one of the sheds in Dundee’s docks. The sculpture is going to be made of stainless steel and it is currently in a process of realisation. It should be constructed and set up at the site of Water’s Edge in Dundee by the end of June 2019.


AIN SPIRAL


Sculptural drainage pipes developed for Shed 25 are designed to not only become a part of the newly redeveloped ‘Waters Edge’, but also to embrace the qualities of the building and its surroundings.

ALEKSANDRA DASZYNSKA “Rainpipe redesign”

aleksandradaszynska.com oladasz91@gmail.com +44 (0) 7411 478 375

The project was inspired by the changes created by the architects as well as the original features of the Shed. The angles and the shapes of the design come from the technical drawings of the building itself. The form of the sculpture was created by repeated process of construction and deconstruction. Structure combines stainless steel, brass rods and mirrors; steel represents the strength of the construction, brass- quality and the mirrors- inclusion. The people and surroundings reflected in the mirrors inevitably become part

of the interactive artwork. Steel triangles represent connection, with the place and each other. To create the connection between the indoors and outdoors some of the surfaces are painted with abstracted views of the redesigned building as well as its surroundings. Due to its design the sculpture changes with lighting, reflection and perspective its seen from, providing the viewer with a different experience from every angle.




17 Unique self developed and motivated thesis projects. Projects were undertaken from Jan-May 2019


Building upon a live industry project with Sumo Digital, I decided to create an openworld environment for a firstperson role-playing game. Computer games have evolved into one of the fastest growing industries of the 21st century. I have experienced this growth personally through engaging with evolving video game technology throughout childhood and into young adulthood.

JENNIFER Digital worlds liberate the MEIER designer from physical, local “Where The Only Way Is Up” jnmeier.com m.jennifer@outlook.com +44 (0) 7544 920 337

and financial considerations, but also create several challenges. This requires the sort of creative and spatial thinking taught in interior & environmental design. The project hopes to challenge what interior design can do and responds to the growing need for dynamic urban environments in games and film.

Within the project I became interested in • The history of video games and the industry’s role in the 21st century. • The process behind the creation of video game environments and worlds. • Methods and tools commonly used in the industry and where these intersect or can be complimented by those used in spatial design. The Idea Humanity has taken refuge from rising sea levels on decommissioned oil rigs. The player is cast in a role of authority, having to decide the fate of thousands of people


as a life-threatening storm approaches. Society reveals its true nature as the player is tossed down into the lower castes and forced to survive. The narrative of the game corresponds to the live environment. The surviving populace has consistently built up from the rig’s foundations and life has become chaotic and unsustainable, suggesting humanity is doomed to repeat its mistakes unless a hero rises. The player ascends through the different levels following their chosen path, uncovering the truth behind their betrayal, regaining their lost status and deciding the fate of humanity. The idea behind open-world games is the possibility of visibly influencing the world and exploring freely. Often times, a surrounding sea is the natural boundary of the game as seen in the ‘Grand Theft Auto’ franchise. The cities of ‘Grand Theft Auto’ encompass a huge area appearing relatively low in elevation. I chose to explore verticality in a near future setting as a signifier of story and game progression, as well as

natural obstacle and structuring device. Subsequently, I chose to condense the world to a few square kilometres in plan. The project integrates game design and architecture, utilizing spatial design skills which I have acquired during my studies, driven by my keen interest in interactive storytelling. I am using industry standard software such as Unreal Engine, 3ds Max and Houdini. My three dimensional master plan will be presented in Virtual Reality - a technology I came in touch with during the Global Game Jam 2019. I take inspiration from dystopian films such as ‘Blade Runner’ and ‘Brazil’, the work of the visual futurist Syd Mead and classic roleplaying series such as the ‘Elder Scrolls’ and ‘Dishonoured’.


ALEKSANDRA DASZYNSKA “Redesign of the concourse of Ninewells Hospital crated in partnership with NHS Tayside�

aleksandradaszynska.com oladasz91@gmail.com +44 (0) 7411 478 375

Caring Corridor is a proposal for the redesign of the concourse of Ninewells Hospital, created in partnership with NHS Tayside. The aim of the project is to create a welcoming and calming space with the use of light, nature and familiarity that focuses on the needs of various users including: staff, patients and visitors. To address the needs of these user groups, the project introduces private, invited and public spaces. Insightful interviews and an interactive workshop with hospital staff helped to determine what are the key issues of the existing space and what solutions would be most beneficial to the users. By introducing a more welcoming and less clinical entrance combined with a playful art gallery -it creates a positive first impression and reduces

the stressful atmosphere on arrival. Aesthetically pleasing and intriguing interiors filled with light and visual stimuli provide a pleasant experience, while thoughtful signage allows for an easier journey throughout. The new atrium extension of the concourse is situated on the south-west end of the building, maximising the natural light. Panoramic views of the River Tay and beautiful natural surroundings create a connection to the outside world; as well as an escape from the tense and overwhelming experiences within. The atrium space consists of a modular social zone providing users with opportunities for various activities, secluded quiet areas allowing a sense of escape and private staff areas that encourage co-creation, interaction and relaxation.



TONI-OLIVIA MARTIN

“An incubator for emerging talent and the exchange of ideas”

toni-olivia.wixsite .com/mysite toni-olivia@hotmail.co.uk @to.ied

Nu-Arch aims to be a short-term artist residency located next to the iconic ‘Barra’s Market’ in Glasgow. The project seeks to remove barriers, encourage engagement and foster creative ways of experiencing art. Allowing for a more open access relationship between the artist and the public. With artists adopting a ‘pay it back’ mentality by offering workshops for curious locals and creatives alike. Creating an incubator for emerging talent and the exchange of ideas. The project brings together two ongoing issues, aiming for one to help address the other. Providing inexpensive flexible studio space for 6 artists, placing them squarely within the community. Highlighting the ongoing regeneration of the area with

the intention of retaining the rich history and heritage of the Barras. Stitching the market back into the fabric of the city. Originally a Clay Pipe Factory during 1876-77, my proposal aims to reclaim the grade B listed buildings through an adaptive reuse approach. Bridging the gap between the existing community and new artists setting up in the area. Pulling inspiration from Glasgow’s strong industrial history there will also be a bar, bookable exhibition floor and bridge, a permanent installation providing an interactive information point on - the community, building and history of the market. In addition, an open market will run on weekends offering artists the opportunity to donate or sell their work in traditional Barras style.



HONGNI ZHU

“Residential redevelopment project in China� hongniiiii1995 .wixsite.com/mysite hvzhu@dundee. ac.uk @hnzdesign

Chinese Twin Tower is located at China, Sichuan, Chengdu, it is a residential project in response to the current social issue, overpopulation in china. The site is located at the very center of Chengdu. most of the original landlords are no longer staying there, instead they rent out the flats to others at a cheap rate because of the limitation of space usage in each flat and poor living condition in the building. The people who are currently living here, are mostly from the floating population. (floating population in china normally refers to people from low income group with no stable accommodation.) The building revealed the very real side of the living conditions of the floating population.

My main concept is to improve the living environment of the existing building, redesign the space by considering the relationship between the building and the local context, moreover, rearrange the zoning within the interior space.



RACHAEL M GUINNESS C

“A Touchpoint for Foster Families” rachaelmcguinness9 .wixsite.com/website rachaelmcguinness97 @hotmail.com @rmcguinnessdesigns

Creative Steps is an adaptive reuse of a grade A-Listed building within the UNESCO village of New Lanark, into a creative therapy and arts centre. It acts as a touchpoint for foster families. Built in 1816, it was first used as the school within the revolutionary industrial complex. My proposal will bring new life to the building, over 200 years later, by devising a place which connects families, encourages creativity and imagination. Creative therapy is often used with care experienced children. There are, however, very few spaces designed specifically for creative art therapies. Often children in care have difficult upbringings, are missing pieces of their personal journey and lack fond memories of home. My proposal aims to be a place where they can gain support, socialise and reap the benefits of creative arts. The building

consists of therapy studios suited to clinical therapy work. There is also a café, exhibition space, multi-functional spaces and a theatre. A winding staircase creates an alternative journey through the building. The focal point of the space is a hanging installation which exhibits artwork produced at Creative Steps. Each piece on display has its own story which visitors can read. In the care system, no child’s journey is the same so it would be comforting to read about others’ experiences. Using the site’s industrial history, the design aesthetic takes inspiration from cotton production and the mills.



As a way of bringing the past of Dundee into the present, Generation DD creates an interactive and immersive nostalgic experience, in which people can re-live their past and visitors can see how this blooming city has changed throughout the years. The use of various booths representing different generations, that have grown up in Dundee between the 1940’s until now, helps show the contrast of how times have changed and also the history that the city has.

ABBIE HUNTER I have designed an immersive

“Bringing the past of Dundee into the present” abbieraehunter.com abbierhdesigns @hotmail.com @abbierh_designs

exhibition exploring how Dundonians have experienced the city, with the use of interviews of people talking about their memories of the city and how special it is to them. I have designed a space that creates a nostalgic feeling for visitors allowing them to see what it

was like to grow up and live in Dundee throughout the years and compare it to the current state the city is in. Creating a series of booths that correspond to four different age groups ranging from 1946 to present day, I have designed an immersive experience that features key memories that I found whilst speaking to Dundee citizens. The exhibition is situated in the large gallery space in Dundee’s Victoria and Albert Museum. This encourages visitors to Dundee’s newest attraction to find out more about the vast history of the city. People visiting the newly opened V&A only tend to come to Dundee to see this beautiful building, yet there is an even


ENERATION D

more beautiful and deep history that they end up missing. Dundonians have the best knowledge about the City of Dundee, therefore who best to tell stories about what it is really like to live in the UNESCO City of Design, using interviews visitors can hear first-hand about the history of this city.


TEHMINA AHMAD

“A cocoon for vulnerable people” TehminaAhmad.co.uk tehminakahmad @gmail.com +44 (0) 7411 475 081

THE PIER reimagines an old ferry terminal in Newport-on-Tay, designed by Scottish architect Thomas Telford, which celebrates the breathtaking views of the River Tay and the sunset. It is a safe space for vulnerable people and a welcoming destination for the local community; where they can achieve peace of mind, contemplate, and anchor themselves to nature. With the main focus group being victims of domestic abuse, a cocoonlike space is designed as an easily accessible touchpoint which provides the necessary support in re-establishing positive momentum in their life. The east side of the Telford building includes a café and an indoor kids playground. Cladded walls were used on each side of the building allow for visitors to view into the cafe and into the

kids playgrounds. This allows for a healthy and inclusive atmosphere in the shared environment between generations. From the interior visitors have a view of the River Tay and activities happening on the pier. The west side of the Telford building includes kitchen table room for discrete therapy; where families can come and enjoy cooking a meal together, have a cup of tea and enjoy the atmosphere. On the mezzanine level there are couple of cosy reading corners for kids and adults to enjoy group reading sessions or individual quiet time to sit, read and reflect with the calming view of the water. The extension next to the west side of the Telford building has an area dedicated for yoga, with floor to


ceiling height windows to create a meditative atmosphere with the sunset view. The existing pier has been redesigned and repurposed, it now features 6 new-build sheltered ‘Pods on the Pier’ which include: 1. Information and ticket pod 2. Therapy hut 01 3. Therapy hut 02 4. Self-defence and martial arts training studio 5. Dance studio 6. An art therapy studio. There are Ferry and Water Taxi services available for public tours and for families to hire. On the pier, there are three amphitheatres for people to sit, relax, embrace nature and enjoy the sunset. The design also focuses on the construction of the Pier Piles; timber Elm is used for sustainability and longevity under water. However, the chamfered shape of the Pier Piles are contemporary and non-traditional. Materials that are used in the interior, extension and new-build parts of the design were selected in relation to the influence they can have on people’s attitude and emotional experience of the space.


SHANNON MACKIE

“Safe, sustainable, stimulating learning environment” shannon.mackie @hotmail.com shannonmackie_designs +44 (0) 7712 477 914

Fife has only two standalone special schools, however today there are more children being diagnosed with complex needs such as Autism and today’s schools are struggling rapidly and are in dire need of greater facilities. Through the adaptive reuse of Whitehill Industrial Estate combined with a new build structure, Figure 8 is a primary and secondary school for children with special educational needs. The idea is to create a safe, sustainable and stimulating learning environment where children can move freely and independently throughout. Inspired by nature, the space includes a rooftop green space

and an interconnecting street for children to play and learn. When visiting the Estate I was intrigued in the changes within the surrounding nature, I found the beauty within its decay. Within a rubble warehouse there was one plant that continued to flourish and bring beauty within its crippling shell. This is where my main inspiration of nature took place from. I also looked into how the outdoors can change a child’s learning perspective. Studies have shown that it can be just as effective to a child learning indoors. Therefore, I wanted to design a space where every child can enjoy the aspects of the outdoors and become one with nature and stimulate their senses.



The construction of school buildings usually needs to be considered for budgeting, capacity and construction, and to accommodate as many people as possible in a limited space. However, this often leads to an old-fashioned, single impression of the building, the internal space function is not perfect, and the student dormitory does not pursue design and beauty in order to reduce costs.

ZHIYU QIU However, in recent year, college

“A modular student residences unit in Shanghai”

students prefer a “warm and peaceful home state when they choose their living environment”. On the positive side, many schools have begun to pay attention to students’ psychology, environment and quality of life. They have re-examined the standards and design sense

of dormitory construction and made improvements and attempts to improve students’ accommodation experience in school. I believe that student residence in China will develop in the direction of a comprehensive living area in the future. The facilities and functions that students need can be implemented directly in this area. For example, ECUST’s dormitory is far away from classrooms and the library. As a result, they prefer to spend more time to study in the bedroom, but hard to concentrate on their work. Moreover, dormitories do not have any kitchens. Even though there are many canteens nearby, but it also causes inconvenience. Students don’t need to spend too much time preparing food, they can spend more time learning. But this can lead to a lack of students’ ability to take care of themselves and the corresponding exercise. Therefore, a dormitory with comprehensive functions will be the development trend for the future dormitory.


At the same time, the dormitory is essentially a is a type of highdensity unit that is connected by public space. So, its monotonous and repetitive characteristics are hard to avoid. I thought about keeping its repeating, modular nature, but increasing the shape of the module. Make the dormitory have different room types and increase the diversity. Based on this module, different “living areas� can be designed/ placed according to different regions. This kind of repeatability is large, and it is possible to massproduce the installed rooms, and also minimize the construction time and cost.


ANNA

MACPHERSON

“Two sides of the same coin” a-designed.com annamacp97@gmail.com

REVOLUTION is a video game environment and concept featuring two contrasting future realities - ‘Utopia’ and ‘Dystopia’. Positives - characters who are capable of only morally good decisions and thoughts - reside in Utopia, while Negatives reside in Dystopia. The player, a Neutral, is tasked with reaching the epicentre of the realities in order to defeat the omnipotent Architects. As conflict arises between the two environs, physical revolutions that transport the player to the opposing reality are triggered while destruction ensues on the urban realm. Inspired by contradictory views surrounding radical architecture of the 1960s and 70s, REVOLUTION considers the impact of environmental psychology and utilises this in the spatial design. Often-disparaged brutalism

informs Dystopia while neverrealised idealism imbues Utopia. The respective realities have been devised as an experiment by two Architects with the intention to alter the behaviour and therefore gain control over all residents - the Positives and Negatives. The dichotomy between the environments in turn impacts the player’s experience as they are forced to make purely good decisions in Utopia and vice versa in Dystopia, thereby creating dynamic gameplay. Le Corbusier’s proposed Ville Radieuse influences the urban fabric of both realities - a much disputed city masterplan that although intended to be utopian, bore many dystopian trademarks.


REVOLUTION interprets this contrast as a comment on the value of perception in the context of architecture while acknowledging its limitations. By flipping a unique coin that is one of a set the player must collect, physical revolutions are initiated. These represent the growing social unrest present in both realities as they are rotated and progressively destroyed. This adds an element of unpredictability, forcing the player to improvise as they are flipped between the realities - like the flip of a coin - at a moments notice.


CLAUDIA STEELE “An adaptive system for temporary homes� claudiawsteele.com claudiawsteele @gmail.com @cws.designs

My project focuses on creating a smart permanent residential design that has the ability to incorporate semi permanent living units in order to adapt to environments which have recently experienced an earthquake. This is a permanent residential building located in Mexico City - a city prone to earthquakes. This design and structure can be placed in any city where there is an available piece of land. It is designed to be adaptable to any environment that requires emergency housing. The design of the building allows it to move in a circular motion rather than side to side. This motion allows the building to move with the ground rather than against it, which prevents it from collapsing when the vibrations of an earthquake hit. The core of the building is made out of concrete, timber and heavy

duty rubber that allows it to move without collapsing. The timber and rubber act as shock absorbers, like the vertebral disc of the spine, and the concrete discs act as the vertebrae of the structure. This is what allows the circular motion movement of the structure. Each one of the floors has a void that can be turned into a temporary apartment. The walls around the original, permanent apartments, slide and move, which will subsequently enclose the void. As the walls within each floor adapt, it will form additional rooms within the original floor space. When the occupants of the temporary apartments are able to move out, the walls return to their original position. When not occupied it can also be used as a terrace space for the permanent apartments, which also allows more natural light to


flow into the interior. The idea for this building is to be both residential as well as communal. The ground floor is integrated with the park that surrounds the building and can be transformed into an emergency relief centre and gathering point. The residential floors above it include one or two apartments and a void space that on a permanent basis is a large terrace and can be transformed and adapted into a temporary apartment. These temporary homes will allow people to have more stability during the transition of finding a new home or rebuilding their own. It is a system that can be integrated into any new build and can be located where necessary to reduce homelessness caused by natural disasters.


According to Flying Homes survey, Glasgow is the unhealthiest city in the United Kingdom. Only 7% of Glasgow’s population cook occasionally and 20.9% do not cook healthy meals because of laziness. BBC News states that Glasgow has the lowest life expectancy in all of Scotland.

MARA KĀSPERE

“Greenhouse Community Garden”

marukska.wixsite .com/maruks marukska@outlook.com maruks

GROW is a new-build, community greenhouse garden in Calton, Glasgow. The design will focus on bringing people together, sharing knowledge and encourage people to adapt a healthier lifestyle. Every visitor will learn how to grow plants in various conditions, whether in the greenhouse, hydroponic system or in the soil outside. The Building 1 four gable roofs exterior was inspired by the former ’Grocery Warehouse’. Red

terra-cotta brick zigzag pattern was taken from ‘The Templeton’s Carpet Factory’. The facilities include a closed meeting area, open plan cooking area, a cafe with an outside pergola, relaxing space and changing rooms. Timber panels cover the exterior and interior of the building for a natural look and solar panels are placed on the two inside gable roofs to produce solar energy for the building. The Greenhouse is connected with Building 1, built next to south facing brick wall to ensure that the heat comes off the brick wall at night and feeds the greenhouse with warmth. The greenhouse is made from walnut timbers and glass panels. Inside the greenhouse there is a glass sitting room, potting area, raised vegetable beds, flower and strawberry beds, hydroponic growing vegetables, a bee shelve and a pond.



EGLE OCHENATU “Forest School Environment Design” spruceedesign .wordpress.com spruceedesign @gmail.com @ochegledesign

Thrive’ is Forest School Design whose goal is to restore the child’s bond to nature. My project goal is to fight this issue by introducing a school design concept that offers adventurous playgrounds and learning spaces, lots of sunlight, fresh air, greenery, open spaces and tools to be physically active throughout school time. At the same time, kids are encouraged to learn about nature and its importance through naturally occurring curiosity hand-reach of natural surroundings.The main element of Thrive design is brass rod facade covering all three building and terraced-climbing zone. The facades’ shape inspired by the form of mushrooms’ gills and outline of the cap. Between the main building and the outer façade, lays outdoor staircases leading to various areas of the site. Its purpose - to add physical activity while reaching the desired location while outdoors.

The main building consists of large kitchen, open space canteen, vertical garden areas, laboratory, toilets, open staircases, lifts, open recreation and play areas, 10 classrooms and a roof terrace. The canteen is complemented by indoor trees, to add natural-feel to the interior. The columns with brass façade add up to feel of ‘being in the woods’. The vertical garden takes space through first two floors providing enough organically grown and fresh vegetables and herbs for school meals. The large kitchen area is designed to be occupied by larger number of cooks, including children meal preparational daily sessions, to provide lunch meals for whole school and to learn about food and cooking. The second building focuses mainly on arts and sports. It consists of: changing rooms with showers and bathrooms, workshop, art studios, sleeping area, drama, music and singing halls, library and roof terrace with the observatory. The site has


a third building that consists of reception, security room, seating area and 3 offices.The westside of the second building provides indoor pathway to the sports (physical education) hall. Finally, there is a large openair playground on the site and picnic areas complemented with the climbing area in the roofed terrace.


BLAIR BOYLE

“A democratic intervention for city wide activism” blairboyle.com hello@blairboyle.com @blairboyledesign

The Outlook is a lookout for Dundee’s future offering insight and influence into the development of that future. Each floor has been developed in relation to one another influenced by a value setting workshop. Citizens can experience each of the spaces in many ways through various lenses coming with a problem, a solution an idea or nothing and they would leave with an invested interest and developed ownership in Dundee and its boundless future. The building is structured in a social ‘Lowerarchy’ with the individual and their interactions at the bottom and communities and the cities interactions at the top – the rooftop garden making you feel part of the wider community that is Dundee. The building would be operated by the co-working space users - designers, entrepreneurs and SMEs – this provides a constant

flow of fresh ideas and facilitators. They would use the building’s event and workshop spaces as a playground to explore ideas with communities, stakeholders and visitors. These ideas would be developed in partnership with everyone involved making them of immense value to the city. These ideas would then be stored in the idea hub for further exploration development and/or delivery. The outlook is designed to encourage out of the box thinking while pushing comfort barriers and creative capacity. The overall warm and welcoming environment lets users feel comfortable in their environment allowing them to push themselves through the sometimesuncomfortable creative process. This was prototyped as an event called the Dundee Service Jam in a space close to the intended Outlook site.


HE OUTLOOK


Re:Tay is a welcoming international destination for visitors of Dundee and locals that complements the functions of the city centre and its surroundings. The redesign of the heart of the Waterfront in Dundee enhances its physical and cultural assets and introduces a vibrant riverside urban quarter.

TEREZA CHROŇÁKOVÁ “Where the city and water meet” terch.co.uk tereza.chronakova @gmail.com

The site is in the heart of the Waterfront in proximity of Dundee train station, V&A museum of Design, Slessor Gardens and the city centre. In the beginning of the last century the site used to be a part of old docks and was flooded with water. As part of the thesis project a codesign workshop was organised to gain valuable insights and involve the public to make my ideas more relevant. The purpose of it was to collect information

and ideas on four different themes: Water in the city space, Placemaking, Public Realm and Recreational facilities. The final outcomes were analysed and the gained knowledge was applied to the design of the space. One of the key aims is to bring water from the River Tay to the site by creating a system of canals and getting the current traffic underground. Additionally, a mix of facilities is present: a market hall that promotes local food production, living units which offer an alternative to flats close to the city centre, an outdoor event platform and art quarter where Dundee’s art and design scene is promoted in the form of shops, an exhibition space, meeting spaces and open studios.


E:TAY


KIERAN MCCANN “A new gateway for the city” kieranmccann2103 @googlemail.com @kpmdesigns +44 (0) 7557 391 088

My thesis project, “The Cygnet Terminal” is my proposal for a new terminal at Dundee’s airport, which is situated on the edge of the River Tay. The buildings design is inspired by the linear geometry and forms of the Mute Swan - a species found on the Tay Estuary - and includes related themes of flow, flight and the anatomy of birds. In the past the airport has offered routes to multiple destinations across Europe including: Northern Ireland, France, The Netherlands and Denmark. Currently the only service operating is to and from London Stansted, and with the popularity among visitors and tourists continuously growing in recent years, the aim is to create an open space that acts as a new gateway for the city. Over the past few years, eyes across the world are honing in on the city and its rapidly growing identity as a hub for creativity

and culture. With a constantly evolving waterfront, and growing number of people visiting, it opens the question if Dundee will take on a greater number of arrivals via its own airport in the future; and if its out of the question to have a new space that can accommodate this and more. With the ground level serving as the main airport with check-in, security, and departure and arrival facilities, level 1 provides social interactive zones including bar and restaurant areas and a large exhibition space for local artists and designers to showcase their work. As well as accommodating a greater number of passengers flying in and out of the terminal, by introducing the airport as a public space, people can come together and admire the surrounding landscape in a bespoke, intimate experience.



NADINE FRANZ “Climate action through recycled installation” franznadine@yahoo.com nadine_a.design Nadine_A_Design

A temporary recycled installation aims to raise awareness on climate change. In reference to the warning of the United Nations report in 2018, action must take place within 11 years to mitigate its worst effects. Located at Dundee’s Riverside Nature Park, formerly the main landfill site of the city, a viewing point looks over both the beautiful Tay Estuary and the Recycling Centre, where vast amounts of valuable resources are wasted every single day. In response to the location, two apertures highlight this paradox, each containing eleven pipes. This serves as a place for contemplation on nurturing our ‘home’ and re-thinking the consumerist behaviour, as well as the way products are manufactured. It challenges both the consumer and the industry to change and show the importance of everyone having to take part.

Throughout the development, careful considerations towards choices in material and construction were made. Drilling and bolting all components served for stability, practicality for transport, as well as a minimum use of raw materials. The installation is made up of three main elements; 20 discarded desks from the design college, 22 off-cuts of ventilation pipes and 48 yellow straps from last years degree show. Using waste materials from the design college itself, challenges the education system to change and push designers to invent new ways of making, that does not contribute towards pollution. Countdown is made out of 95% waste materials and is 100% recyclable. At the end of the degree show, the installation is dismantled, and the materials carefully sorted and transported to the Riverside Recycling Centre.



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Book Edited by Blair Boyle


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