Cansu Cetin Er| 2020 Digital Product Design Portfolio

Page 1

portfolio

Cansu Çetin Er

digital product design Selected Works 2020


PROFILE I am a curious, self driven designer who comes from an architecture background and is passionate about advocating unified design communities, transdisciplinary research, human centered spatial design and creating multidisciplinary user experiences for people. I have a wide range of skill set due to my architecture, interactive design and data driven design background which provided me the tools to understand how to design, build, profit and manage with an UX mindset. Having worked on multidisciplinary design projects such as architectural, urban, exhibitional and digital products; I aspire to research, think and work by intersecting digital computational tools with design concepts.


CONTENTS CV Curriculum Vitae

Data Driven Design

1

Carrus

2

Energyta

3

Plant To Survive

4

BOX[Music]

5

Magic Carpet

6

Farmscapes

7

Digital Cross

8

TAK | Exhibitions

9

PARA.SOL

10

Urban Excavation

Digital Product Design

Architecture (Academic)


C

Ç

CONTACT

CANSU ÇETİN ER

E-mail: cansucetin19@gmail.com cansu.cetin@iaac.net Phone: +905549821991 Portfolio: https://issuu.com/cansc

ARCHITECT | DESIGNER | RESEARCHER

LANGUAGES English (Fluent) / TOEFL:99, German (A2), Turkish(Native)

WORK EXPERIE N C E UX Designer NYK Elektrik

Dec 2019 - Present Ankara/Turkey

Energyta App -Conducted customer interviews and generated personas -Designed Hi-Fi Wireframes, information architecture -Held meetings with an software engineering company according to business goals -Designed prototypes for user testing

BIM Architect

Öncüoglu + ACP Architecture

Jul 2019 - Dec 2019 Ankara/Turkey

Gazprom Multifunctional Complex in Minsk, Belarus -Involved in LOD 350 Architectural BIM process -Generated 3D BIM objects -Made coordination with interior design team

Architect / Computational Designer Selkom Architecture & Design

Nov 2018 - Jul 2019 Ankara/Turkey

Ghana Kumasi Aviation Authority Convention & Exposition Center -Concept urban, landscape and architectural design -Implemented parametric and performative design tools for the façade design using Rhinoceros, Grasshopper and Python -3D visualization, concept presentation

Researcher Graduate Student IAAC

Jan 2018 - Jun 2018 Barcelona / Spain

Master Thesis Parasol: New Environmental Dataset for Sustainable Hong Kong -Generated data driven generative design solutions for obsolete industrial buildings according to urban data

Graphic Designer / Architect Okyanus Engineering

Mar 2017 - Aug 2017 Ankara/Turkey

Corporate Indentity Design& Visualization -Design of company logo and profile -3D architectural visualization

Architectural Intern

ABOUTBLANK Architecture & Urban Design Beylikdüzü Municipality Bridge and Valley Competition - 3RD PRIZE -Completed 2D drawings of plans and sections, prepared the presentation, helped with the technical drawings, took part in the workshop with BOOM Landscape

Jul 2015 - Sep 2015 Istanbul / Turkey


EDUCATI ON Master of Advanced Architecture / MAA

IAAC > Institute for Advanced Architecture of Catalonia

Oct 2017 - Jun 2018 Barcelona / Spain

-GPA: 7.58 / 10.00 -MAA01 Dual Degree in collobration with UPC - Universitat Politècnica de Catalunya -Courses: Introduction to Programming and Physical Computing, Computational Design, New Interfaces AR/VR, Mushrooms: Data Informed Structures, X-Urban -Master Thesis: Parasol: New Environmental Dataset for Sustainable Hong Kong

Bachelor of Architecture / B.Arch

Sep 2012 - Jan 2017 Ankara/Turkey

Gazi University

-GPA: 3.29 / 4.00 (top %2 of class) -WIRE 2014 (Winter School International Research and Education) Organisation Team Member -Courses: Architectural Studio, Basic Design Studio, Computer Aided Design, Control of Physical Environment, Sketching in Architecture

Visiting Student (Non-Degree)

New York University Tisch School of Arts

Jul 2013 - Aug 2013 New York / USA

-GPA: 3.85 / 4.00 -Courses: Introduction to Design Film, Drawing for Theater and Film

WORKSHO P S IAAC GSS 2018 Barcelona Global Summer School / Assistant

Jul 2018 / Barcelona

Workshop: “Single and Multi Exhibition: Multilayer Singularity “ SALT Galata & Çagdas Sanatlar Merkezi MEDS Bucharest 2016 / Bucharest City of Contrasts Vision ASA Workshop // VR projects & Unity 3D

Mar 2017 / Ankara Aug 2016 / Bucharest

Summer In The City / Łódz Summer School, Łódz University of Technology EWWUD 2016 Migrations Workshop, ULHT International Week Lisbon Bademlik Tasarım Festivali ‘15 Invertthelight workshop // mapping & video editing WIRE 2014 / Winter School International Research and Education Organisation Team

Jul 2016 / Lodz Feb 2016 / Lisbon Apr 2015 / Eskisehir Jan 2014 / Ankara

S KI LLS Software | Adobe Creative Suite (Photoshop, Illustrator, After Effects, XD, InDesign) , Figma, InVision, Framer 3D Modeling | Rhinoceros, Autodesk Maya, Autodesk Revit, SketchUp, Vray, Cinema 4D Programming | Grasshopper, Processing, Arduino, Dynamo, Unity Digital Fabrication | CNC Milling, Laser Cutting, 3D Printing


Carrus Safe Parking Find your next favourite parking spot


01

CARRUS Mobile App Design For Parking CASE STUDY LOCATION: Ankara, Turkey SIDE PROJECT INDIVIDUAL WORK

Softwares: Figma, InVision, Framer, Adobe Photoshop, Adobe Illustrator

Car parking is a major problem in urban areas in both developed and developing countries. Following the rapid increase of car ownership, many cities are suffering from lacking of car parking areas with imbalance between parking supply and demand which can be considered the initial reason for metropolis parking problems. This imbalance is partially due to ineffective land use planning and miscalculations of space requirements during first stages of planning. Smart cities are looking into reducing parking issues that cause street congestion and wasted time for drivers searching for spaces. Off-street parking isn’t a solution: it is costly to build and takes space that could be reserved for public use.

The case study delves into the key pain points of the daily commuters in urban cities looking to park their vehicles and explores user-centred solutions that could help people book their parking spots, flexible to their requirement and at their convenience. The Carrus app initially works by displaying a map with the location of malls and open space parking lots. It helps users to find free and cheap parking, avoid wait times in rush hour, reserve parking spots and get a specialized reservation ticket in advance. It also serves as a social app in which the users can rate and comment for parking spaces, allowing a transparency and security for the users of the app.


1 RESEARCH

RESEARCH OUTCOMES -It takes a lot of time to find vacant parking spots, especially during weekend -Car prices are very high in Turkey (a moderate car price is 30 times higher than minimum wage). Therefore, security is a major issue for most users. -People think that most open parking spaces are not safe. -When people think they can not find a park spot on a particular date, they use taxi which costs 2 times more compared to a car -In Ankara, people spend most of their times in either shopping malls or the city center. Consquently, it is harder to find available parking spots in these places.

4

28.4

17.7

Urban Area Vehicle Density

Percentage of Mall Density

Percentage o51 internet subscribers


DESIGN APPROACH I have heard a lot of complaints about parking in my city. I started by talking to different people and conducting Literature Review as an initial problem statement research to come up with a hypothesis which would be tested on iteratively.

44

17.7 17.7

28.4 28.4

Initial researchs provided information about various stereotypes that could be expanded upon while defining the user personas: 1. Young Professionals (High ability; aim for “Speed”) 2. Families (Medium aim for “Security”) Percentage of ability; Urban Area with small children Percentage o51

Urban Area Vehicle Density Vehicle Density

Percentage of Density Mall Mall Density

Percentage o51 internet subscribers internet subscribers

CHALLENGES -Attracting users of all community levels. -Design a system that most people ar not familiar with. -To make the app secure and transparent. -To manage the customers if they are overcrowded at a time. -To expand the service to a large population of consumers.


2 ANALYSIS // USER PERSONAS Deniz, 28 Works in government

Biography Deniz is a single young adult who works in government. He enjoys going out with his friends. Between his work and master studies, he only has free time on weekends. He lives far from the city center so he feels a need to use his private vehicle for his main transportation.

Frustrations & Pains

Goals & Needs

x Spends a lot of time to search for parking spots on weekends x Has concerns about safety x Wants to be in control of how much he spends on parking fees

x Reserve parking spot in order to spend less time to search x Get an alert about parking safety and city regulations to avoid parking fees x Look for the cheapest way to park his vehicle

User Interview Do you prefer driving your vehicle or using public transportation/ride sharing services? Why so (in either case)? A: I prefer driving my own car because public transportation is not sufficient and I live far from the city center. Do you plan your travel every day before leaving from home? Either way, how does that affect your daily schedule? A: If I am going to the city center or any mall, especially during busy hours I try to avoid going with a car because of the insufficient parking spots. This costs me to spend approximately 2 more hours to travel forth and back. How much time on an average do you end up spending, finding a parking space? A: It depends on the time and the day. If it is during the evenings or weekends I spend almost 30 minutes to find a good parking spot.


Melis, 35 Organization planner

Biography Melis is a self-employed organization planner with 2 kids.She loves spending time with her family and children. As an event planner and a mom, she travels a lot during the day. She has little time on her hands because of her responsibilities and want to reach her destination quickly.

Frustrations & Pains

Goals & Needs

x Uses her car frequently as she has 2 kids but finds it hard to find a parking spot without her kids getting bored x Has concerns about safety x Wants to be able to control her choice of parking spot using filters

x Reserve parking spot in order to spend less time to search x Gain a strong evidence that the usage of the app is safe x Look for the cheapest and kid friendly parking spots

User Interview Do you prefer driving your vehicle or using public transportation/ride sharing services? Why so (in either case)? A: I always need to use my car because of my 2 little kids that have a lot of stuff I have to keep available at all times and I have to take my mother to the hospital occasionaly for her regular check Do you plan your travel every day before leaving from home? Either way, how does that affect your daily schedule? A: Usually I need to wake up early so I am not stuck in the traffic as it can cost me a lot of waste time. My work is busy and I have many responsibilities so I have to plan ahead in order not to lose time. How much time on an average do you end up spending, finding a parking space? A: It depends on the neighbourhood. Usually it is hard to find a good parking spot in the city center. I could say the average time is between 20-30 minutes.




3 DESIGN

ONBOARDING The onboarding screens focus on the merits of the product and safety.

REGISTRATION The users encounter the login and registration screen after onboarding. These steps guide the users about what they can expect from the app.


FIND The users can find parking spots by using filters. The app recommends parking spots according to users history and preferences.

BOOK The users can book the parking spots and get a personalised ticket.


OTHER SCREENS




02

ENERGYTA Mobile App Design For Electric Company CASE STUDY / UX DESIGN LOCATION: Ankara/Istanbul, Turkey PROFESSIONAL WORK COLLOBRATIVE WORK

Softwares: Figma, InVision, Adobe Photoshop

I have recently started to work for NYK Elektrik, an electric company as an UX designer in order to design their mobile application which is based on building a system to track the data and profit of the company’s energy recycling facilities. The company have various bio-mass and solar energy facilities across the country which produces a huge dataset everyday. My job in the design team is to make coordination between the company and software designers and hold meetings according to company’s business goals. I also provide wireframes and prototypes by working closely with the engineers that provide me information about information systems that are being used in the facilities.

The name “Energyta” is derived from the words “energy” and “data” which are the 2 most important aspects of the app. The main goal of the app is to provide a clean UX that visualizes the time-based data in the form of graphs according to production or income values and outsource a security system for monitoring the facilities. It should also be considered that the communication between the employees is crucial for the transformation of data, especially in malfunction situations or financial analysis. Although it is a new experience for me, I am glad to see what I achieved and gained even interest to broaden my knowledge in user experience design.


PROJECT SCOPE -I was hired by an sustainable energy company to design an app for their business. -The company was using a different app for each facility they have which led them to pay a monthly fee seperately. -The goal of the mobile app is to track the data and income of the company’s energy recycling facilities. -The business owner also asked for a system to install security cameras and project the instant data on screen. -After the meeting with the company and software engineering agency, I designed Hi-Fi wireframes and prototypes for user testing.

USER NEEDS

MUST HAVE

-Security system (SCADA) -Data for production -Data for daily income -Alert system

OPTIONAL

-User restrictions -Messaging


Wireframes of apps that are currently being used by the company


IMPACT MAP The design approach is to meet the company’s B2B goals. In order to build a business plan, we have come up with 2 main business goals and discussed about problems, solutions and outcomes. I have visualised the impact map in order to have a clear diagram which made it easier to design the information architecture.



INFORMATION ARCHITECTURE Together with software engineers we discussed the features that are going to be used within the app and generated a simple information architecture wireflow.

Onboa

We agreed on that the security system had to be installed as an via an external source because of security and accesibility issues.

2

SCono

Label

Log

E€ternaiƒiin{

Succ

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Soiar

Faciiities

In?o

Production Income

Bio Waste

Securitb

Mech Equipment


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- Filters - Inbo) - Em lo ee Lo s

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Graph Notes

Report Settings EÂş ort

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DIGITAL PRODUCT DESIGN The users log in to the app with company mail and personalized password. The UI is based on the company’s logo and colors. The footer consists of 4 tabs/functions: 1.Overview: Here the users can switch between different kinds of facilities and get data from the external SCADA security system. 2.Facilities: This tab provides instant data information for each facility. 3.Graphs : The users can follow daily, weekly, monthly or annual data according to production or profit and get detailed reports. 4.Profile: The company owner can coordinate the restrictions and access of each user. The different users can also communicate from here about any problems or information about the business.

Login / Dashboard


Data Management

Messaging


OTHER SCREENS

INSTANT DATA FLOW

WHAT’ NEXT? -Figuring out how to implement the external security system -Making some UI changes depending on the outcome of the budget meeting -Installation and control of data systems in facilities

PROFILE SCREEN


FACILITY MONITORING

UI KIT



03

PLANT TO SURVIVE Virtual Reality Planting Experience YEAR: SE.8 - New interfaces VR/AR | 2017 / 2018 Spring IAAC > Institute for Advanced Architecture of Catalonia LOCATION: Barcelona, Spain INSTRUCTOR: Starsky Lara COLLABRATIVE WORK: Kedar Undale, Umit Ceren Bayazitoglu video link: https://vimeo.com/273682015 Softwares: Unity 3D, Blender, Steam VR, Grasshopper

Our lives and work run on internet of information. But with the quest of artificial realities the internet will become the internet of the experiences. In the next years, the internet of the experiences will be bound and networked together into distributed virtual worlds. Now those artificial realities are emerging through devices as HTC Vive and Hololens, those are enabling new ways to transmit, quantify, redefine, share or access in new ways of communication and visualized information. Right now those future realities are becoming a new interface for physical and digital integration on the process of design manufacturing product deploy.

Plant to Survive is a virtual reality game that is aiming to adress the issues of climate change and deforestration using gamification. For this particular design, we have chosen a future scenario in 2100, where we can see the affects of global warming and constant climate change. The user has to grow plants and create an environment to survive in this setting. While the users play, the game data is collected and restored in order to generate mapping. These maps can be used to alter our designs according to user’s needs and interests, which will result as data informed urban design.


USER INTERFACE

EXPERIENCE

The game is using HTC Vive as a media for virtual reality. There are 2 game mechanics which control the changing scenes and shooting the plants.


DATA MANAGEMENT // HEAT MAP

Once we have compiled the game in Unity and connected it to HTC Vive, we started to collect data from the people who played our game. With these data collected, we used Grasshopper to visualize a heat map for our game in order to understand the points of interests of our design.


User interest points from Scene 1




04

BOX [Music] User Based Digital Jukebox YEAR: SO.4 - Produino | 2017 / 2018 Fall IAAC > Institute for Advanced Architecture of Catalonia LOCATION: Barcelona, Spain INSTRUCTOR: Angel MuĂąoz, Angelos Chronis COLLABRATIVE WORK: Umit Ceren Bayazitoglu

video link: https://vimeo.com/273682015 Softwares: Arduino, Processing

Box[Music] is a parametric virtual jukebox that visualizes the soundwaves. The project aims to present how we perceive each music differently and challenges the user to create an imagery of sound phase forms. Soundwave visualization is formed by user by using different controllers for each parameter. In Box[Music] every song has different phases according to the beat and genre of music. Phase1 is visualized as box frames in the space, Phase2 is visualized as soundwaves generated from points, Phase3 is visualized as a moving point cloud.

For this project we used a trip hop song for Phase1, a classical song for Phase2 and an 80s disco music for Phase3. You can make your own Box[Music] by connecting Arduino UNO Board to your computer and adding your favorite songs to the music library. Box[Music] takes values from Arduino and project them to Processing. In Processing, the sound library is used to play, analyze, and synthesize the music. The collected data from Arduino and sound library is visualized in soundwave forms with the use of noise controllers.


MAKE YOUR OWN BOX[MUSIC] 1 Arduino Uno 1 Breadboard 1 Processing Software 3 Pushbuttons 2 Potentiometers 1 Photocell (LDR)


Box[Music] opens with a song selection screen. You can choose between 3 different phases by using 3 pushbuttons. Each phase has different soundwave form visualization that can be controlled by the user. Potentiometers work as a turntable that can control the default noise value, camera angle, sound frequency value, visual offset and visual clustering. Light sensor works as a visual beat that can control the opacity, color and visual geometry amount.




App Interface


Kids who want to learn Arduino

People who love music

User Types

easy to learn & adapt

low budget

Advantages of using Box[Music]

downloadable



05

MAGIC CARPET Data Informed Structures

YEAR: SE.1 - Mushrooms: The structural collective of a specific environment | 2017 / 2018 Spring LOCATION: Barcelona, Spain FACULTY: Manja van de Worp, Cesar Arroyo (Student Assistant), Raimund KrenmĂźeller (Fabrication Expert) COLLABRATIVE WORK video link: https://www.youtube.com/watch?v=8nI2aFXzHjM Softwares: Rhinoceros, Grasshopper

The Magic Carpet is a project created at IAAC, during the two-term seminar Mushrooms: The structural collective of a specific environment. It was developed by twenty six students of the Master in Advanced Architecture, along with IAAC faculty. The Magic Carpet, is composed out of wooden cross sections that create folded surfaces, which can be used as sitting, lounging or working spaces. The idea behind the structural design is that the final 3D surface model should not be able to be unfolded, making it self-lock in place. The design also focuses on the ergonomics making sure that an angle between 90 and 160

degrees is maintained to increase the user’s comfort, whilst keeping in mind that the steeper the slope, the less it unfolds, thus the sturdier the structure. What makes it really interesting, is the fact that geometrically it spans along one axis, whereas structurally it spans along the other. Initially, the structure was going to be installed in the IAAC facilities as a new lounge space between two existing bridges. Later, it was decided to turn the Magic Carpet into a mobile structure, let it fly and give the public space a new identity, allowing the users of the city of Barcelona to interact with it and seize their own space in the diverse forms it offers.


DESIGN CONCEPT The Magic Carpet, is composed out of wooden cross sections that create folded surfaces, which can be used as sitting, lounging or working spaces. The idea behind the structural design is that the final 3D surface model should not be able to be unfolded, making it self-lock in place.


Minimum 5 surfaces that span across edges 1 and 2These surfaces act as beams

The parts going above and below the floor level are approximately the same depth.


USING COMPUTATIONAL DESIGN FOR GLOBALSTRUCTURE ANALYSIS Using Grasshopper and Karamba the structure was analyzed to generate an optimal form. The displacement and utilization were calculated in order to find the sturdiest form of structure.

Deformation Analysis

Displacement Analysis


STUDY OF SHEAR / USING CABLES FOR STRUCTURE ANALYSIS Adding a curved cable decreases deformation by %25. Karamba diagrams were used to define the loaction and size of the steel rods.

Bending Moment Analysis

Shear Force Analysis


FABRICATION PROCESS 1_Manuel Measure_Label_Cut 2_ABB Robot Drill Holes at an angle according to cable 3_CNC Milling Chamfer Edges & Cut L-shaped pieces

MEASURE

LABEL & CUT

ABB ROBOT

CHAMFER PIECES


ASSEMBLY PROCESS 1_Join the frame & raise 200 mm by adding support props 2_Stack first five contours on the floor 3_Attach five contours to frame & add extra props for support 4_Add cables through five contours 5_Repeat adding contours and props until the construction finishes 6_Pre-stress cable & add wheels / metal plates

1

2

3

4

5

6




Kickstarter Campaign Business Plan



prototype v.4 module of the advanced farm automatation and ecologic system


06

Farmscapes Advanced Urban Farm

YEAR: IS.1 – Introductory Studio My Metabolic Garden | 2017 / 2018 Fall LOCATION: Barcelona, Spain INSTRUCTORS: Javier Peña, Oriol Carrasco Catalina Puello Acosta (Student assistant) COLLABRATIVE WORK: Shruti Jalodia, Hayder Mahdi video link: https://vimeo.com/247339778 Softwares: Arduino, Grasshopper, Adobe Photoshop, Adobe Premiere, Blynk, InVision

Food awareness and availability continue to be two major issues in our society today. As the pressure on natural resources continues to grow due to the increased food demand, we are faced with a situation which calls for a reassessment of how we use and design our urban spaces. Farmscapes’ proposes an urban farm which lies at the intersection of social interaction, big data collection, and automated farming, while exploring the newly pedestrianized Superilla streets as productive urban landscape, setting a novel paradigm for food production, awareness, and inclusivity. An advanced urban farm solution for the Superilla is to be designed, which not only populates

the urban space but also redefines the relationship between cities, citizens, and the current climatic challenges. The project aims to utilize food demand and food awareness as driving forces to create a setting where people can meet, harvest and greet and eat. The farm is designed to combine advanced methods of automation and natural symbiotic systems between humans, food and ecosystem. Farmscapes is an attempt to bring natural and sustainable forces together, and form a more engaging and natural habitat. Methodologies for the studio included prototyping and researching whilst exploring digital design tools.


Plaça de les Glòries Catalanes

Torre Agbar


SITE // SUPERILLA Superilla is an urban unit containing 9 blocks with specified streets. The superblocks offer us the opportunity to rethink and regenerate Barcelona, putting into practice desirable initiatives for the whole city. The newly designed streets of the SuperBlock are expected to give rise to imagine a different public space with fewer noises, greener, accessible with new meeting spaces and options for organizing activities outdoor. Barcelona City Council wants to promote the superblock program in different neighborhoods of Barcelona, with the aim of extending them throughout the city.


DESIGN CONCEPT The morphology of the farm is flexible to provide modularity, while maintaining a consistent and uncompromised visual identity. Hexagonal primary frames has been used, which acts a exo-skeleton in case on composting and waster treatment systems, and as skeleton for the plant cells. The modularity of this primary frame allows the design to grow bigger the juntions, and meander through the streets easily.


Intercropping

Metabolic Cycle


TECHNOLOGY / FARMSCAPES APP In order to automate the irrigation and monitoring processes, the urban farm utilizes various sensors, pumps and solenoid valves that are connected to an Arduino Mega 2560 board. The board is programmed to perform multiple tasks including pumping water when the tank water level is low and opening the solenoid valves when the plants’ moisture level is below the set limit. The automated controlling mechanism can be overridden through the use of Farmscapes App. From opening a specific valve to operating a water pump, the App offers an interactive educational opportunity to help to understand the operating process of the various systems and how they integrate with each other. The data captured from the various sensors are stored in the cloud and pushed to the App to be visualized through various graphs and gauges. The data repository provides the scientists and farmers alike an opportunity to study and analyze the different behavioral patterns a plant undergoes in an urban environment.



MODULE / FINAL PROTOTYPE The design itself is a system of a metabolic cycle that is using air, sun, water, soil, plants, community and biodiversity as driving forces. All of these elements of the metabolic cycle exists in nature and has their own micro-ecosystems. The project aims to connect these microsystems in a physical urban-scale design, allowing the residents of the Superilla to grow their own food and have urban public spaces where they can interact with each other. For the final prototype we shifted from a non-fractal geometry (Hexagons) to a fractal form (Triangles). This allows for the integration of modules of various sizes together. Since different system components have different space and volume requirements, the fractal geometry helps in reducing material usage and occupies less volume compared to non-fractal form.



URBAN SCHEME The farm, which is a city scale urban infrastructure is going to have an impact the experience of the city and is going to promote a micro environment which promotes coexistence. Two Service node will be placed at the street cross section which will allow regular maintainence of the farm. On the other two Cross section the farm will grow in scale to become an urban folly and will proving an immersive experience.

Conduits from multiple streets meeting at Service nodes

2 Service nodes and 2 Urban Follies in each Superblock

sunlight hours analysis for urban application




07

Digital Cross Future New York Production Design YEAR: DESG-GT 1040 Introduction to Design Film | 2013 Summer NYU Tisch School of Arts | Visiting Student LOCATION: New York, USA INSTRUCTOR: David Zung INDIVIDUAL WORK

Softwares: Sketchbook, Adobe Photoshop, Adobe Illustrator

The final project for the Introduction to Design Film course required an alternative set design for the movie ‘Taking of Pelham One Two Three (1974)” The movie is about a criminal gang in New York that hijacks a subway car and threatens to start shooting one passenger per minute unless they receive a million dollars from the city within an hour.On the other end of the line, policemen deal with the mayor’s office, while trying to deliver the ransom before the deadline expires. After watching the movie, the assignment was to chose a scene and create an alternative set design that would answer the question “What would be the locations/events/costumes look like if the movie took place 150 years from now?”

CONCEPT Thinking about New York’s future in 150 years,my inspiration was mainly based on Times Square. I imagined whole New York would be as bright and colorful as here and this colorful ambience would influence fashion, architecture and urban design. As the technology develops, the pace of life would get faster. Thus, the form of public transportation would have to get faster too. Therefore, I designed the subway cars as rollercoasters that are travelling all of the city inside a tubeshaped railroad.


MOOD BOARD

REFERENCES x City references x Movie references x Urban design references

STORYBOARD x Implementing the design and the research to character storyboards x Setting up the production design


//

RESEARCH

COLOR PALETTE x Costume design x Character persona design (Neon- colors for general color palette, greyscale for police)

x End-product color palette & materials

EARLY SKETCHES x Urban design & concept x Subway car design x Future technologies & UI design


CONCEPT

STORYBOARD



01 02 03

Analog

04 05 06 07 08 09 10

Static

11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29

Interactive

30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54

Immersive Digital

55 56 57 58 59 60

Publication: http://www.iaacblog.com/programs/advanced-architecture-concepts-exhibitions/


08

TAK | EXHIBITIONS Theory of Advanced Architecture YEAR: SO.2 - Advanced Architecture Concepts | 2017 / 2018 Fall LOCATION: International Exhibitions | Reseach INSTRUCTORS: Manuel Gausa, Maite Bravo COLLABRATIVE WORK: Yi Fan Liao, Kavya Jose, Umit Ceren Bayazitoglu, Nikol Kirova, Mohor Bose

Softwares:Adobe Illustrator, Grasshopper

In the context of advanced architecture, exhibitions are platforms of exposure or demonstration of innovative concepts, fueled by technological advancements, in the form of static, interactive, and immersive. Exhibitions are also platforms of experimentation and innovation, where new ideas are tested, and responses are gauged. Ideas born in exhibitions today, if well received and responsive, could become the convention of tomorrow. Exhibitions have the ability to create a dynamic exchange of energy, matter and information between or among the curators and the audiences. Exhibitions also act as a medium of education where the possibilities of the future are presented and pondered over, a gymnasium of learning and a canvas of inspiration.

// WHAT IS NEXT?: Technology is evolving at an exponential rate and it is but natural that this boom is reflected in exhibition designs and formats. Since the 1990s, there is already a marked increase in interactive and immersive design and digital tools are more and more integrated in advanced architecture exhibitions. Based on the current trend and the increased availability of digital tools and improved technologies, the future of advanced architectural exhibitions is definitely leaning towards responsive and reactive systems. The shift to digital, also makes information more accessible as a digital exhibit can be easily recreated in different locations or simply be shared online.


EXPERIENCE

TIMEFIELD CATEGORIES STATIC Characterized by a fixed or stationary condition, one not responding to the viewer or environment, creating an experience of passive viewership. A static exhibit would be one that is simpler to recreate or relocate with the only impeding factor being the scale of the exhibit itself. INTERACTIVE Simultaneous exchange of experience and information from multiple individuals, forces, etc acting in close relation with each other. The viewer provides an input that determines the outcome, allowing for various types of navigation, assembly, and/or contribution to an artwork, which goes far beyond purely psychological activity.

OUTPUT

INPUT

IMMERSIVE providing information or simulation that actively engage a number of senses, and may create an altered reality. This environment is crafted with the aid of simulations, virtual reality tools, optical illusion, multi-sensory inputs and so on. ANALOG more in the realm of the physical, incorporating more static elements that are not responding in real-time to the environment. Refers to mediums such as photographs, still models, sculptures, etc. DIGITAL incorporates digital technology into the creation of an object or the way it is curated. These exhibits are dynamic and everchanging. Digital exhibitions incorporate tools like projections, sensors, computation, animations, etc. IMPACT The importance and level of recognition afforded to the exhibition and the influence that it has on architecture. The value of the qualitative experience and it’s ability to inspire innovation and spark debates are what defines the impact.


ST

ST

IN

IN

IM

IM

A

D

TIMEFIELD CATEGORIES

STATIC INTERACTIVE IMMERSIVE ANALOG DIGITAL IMPACT

Featured Exhibitions:

UK Pavilion, World Expo 2016, Heatherwick Studio Reporting From Chile, Venice Biennale 2016 Sensing Spaces, Kengo Kuma InnoBubbles, PolyU School of Design Students Transcending Boundaries, teamLab Exploring Thresholds, Mat Collishaw Utopie Plastique, Julie Bolsson James Turrell Exhibition, James Turrell


Exposition/Pavilion 1 Venice Biennale 2 World Expo 3 Serpertine Pavilion 4 Chicago Architecture Biennale 5 Istanbul Biennale 6 Bi-City Biennale of Urbanism / Architecture 7 ArchiLab 8 Summer House

Exhibition 9 Sensing Spaces 10 Bernard Tschumi Retrospective 11 Ty Hedfan House 12 Never Built New York 13 Non Standard Architectures 14 New views of Humankind 15 Mattress Factory exhibitions 16 Work as Action 17 Si/No: The Architecture of Urban-Think Tank 18 Virtual museum 19 Lightworks 20 Dan Flavin: The Architecture of Light 21 Groundswell 22 next 23 The Architect's Studio 24 Zaha Hadid: Early Paintings and Drawings 25 Rolywholyover A Circus 26 Light and Movement: The MCA Collection 27 Sound in Space: Adventures in Australian Sound Art 28 Mediascape 29 Single Cloud Collection 30 Deep Space

Outdoor Installation 31 Utopie Plastic 32 Basilica di Siponto, Puglia 33 The Floating Piers 34 Loop

01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34

Indoor Installation

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35 James Turrell Exhibition 36 Art Now: Genevieve Cadiuex: Broken Memory 37 The Weather Project 38 Memory Wall, Liquid Crystal, Mimosa 39 Reef 40 The Treachery of Sanctuary 41 Moon 42 The Matter of Time 43 Mechanical Mirrors 44 Light in Water 45 Notional Field 46 SĂŠance de Shadow II (bleu) 47 Listening Post 48 Rain room 49 Dalston House 50 Transcending Boundaries 51 Far Near (E-Motion) 52 Hylozoic Ground 53 SCREENtxt project 54 Desire of Codes 55 Playground Deconstructed 56 Inno Bubbles 57 Typeforce 7 58 The Event of a Thread

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36 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56

Symposium

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59 Arcadia 60 Archaeology of the Digital

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58 60


Analog

Static

physical model light drawings photo architecture video VR urban design landscape

Interactive

QR code fabric sound cameras internet computation water kinetic model sensors

Immersive Digital



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Para Sol Assesment Tools For a Sustainable Hong Kong YEAR: RS.1 Master Research Studio X-URBAN DESIGN LOCATION: Hong Kong, China INSTRUCTORS: Willy Müller, Jordi Vivaldi INDIVIDUAL WORK | RESEARCH

Softwares: Rhinoceros, Grasshopper, Python, QGIS, Adobe Photoshop, Autodesk Maya

The notion of sustainability in urban context is a long-term discussed issue of many years. Before the use of the term „sustainable architecture“ became widespread, the term „solar architecture“ expressed the architectural concept of a reduction in the consumption of natural resources and fuels via the capture of available solar energy through appropriate building design. PARA.SOL is a carbon-free expanding organism through the obsolete industrial areas in Kowloon, Hong Kong. The project functions as an educational space with virtual library, workshops, maker labs and research center that restores and orients the flow of information on

sustainability in the city of Hong Kong. The project aims to collaborate with the Green Building Council, the community centers and the schools / intuitions in the chosen site. PARA.SOL is not just a set of buildings but a system of information transfer connecting the educational tools and the citizens of Hong Kong in an urban-scale public space. The main information transfer is based on sustainability, green energy and environmental preservation. The research facilities are designed to have educational tools inside, bringing sustainable knowledge to the public by various functions such as green labs, maker labs, fab lab, workshops on environment and green habitat.


Catalog of Green Buildings in Hong Kong The main focus of the research is to analyze the sustainable buildings promoted by Hong Kong Green Building Council and BEAM Society in Hong Kong. Taking into consideration of all sustainable buildings promoted by BEAM, a green building map is generated. The projects are divided into categories according to their functions.


Infrastructure Typologies in Hong Kong

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Kowloon No. 1 &2 Pumping Stations

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Happy Valley Underground Stormwater Storage

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T-Park

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Hysan Place

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Commercial Developement @212 Electric Road

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Kwai Shing West Estate

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Holiday Inn Express Hong Kong Soho


SITE The site of the project is located in Kowloon, Hong Kong incorporating the obsolote old industrial buildings into a sustainable performative design. This project aims to research and challenge the “sustainable building� parameters that has been defined by green building councils.By taking into consideration Hong Kong’s main problems about sustainability, it can be observed that the issues that need the most development are air pollution and lack of greenbuilt environment in an urban scale that should involve public spaces for the community.


Agenda / Pseudo-Code Generated in Grasshopper

Catalog of Different Variations

Best iteration


PLAN // +20.00

PLAN // +80.00


MASTERPLAN

Sustainable Design Strategies

Performative Skin

Modules

Green Roof

Green Wall

Recycling Tower

Bioclimatic Parks


planting

planting permability //light

shaded seating area

GREEN WALL

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2 3 4

5

RECYCLING TOWER

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1.main waterline 2.organic waste compartements 3.compost pellets recycled from organic waste 4.green roofs 5 (BLUE) paper recycling 6.(RED) plastic recycling 7. (YELLOW) e-waste recycling

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view from the site, showing green wall & recycling tower


MODULES There are 3 basic modules used to arrange the functions inside the system. The first module is a basic module which is an initial geometry based around the recycling units. The green corridor keeps a connection between each geometry, allowing to have private outdoor areas for the office functions. The second module is an additive module that has bigger spaces which can be obtained by placing the basic module parametically. The size of the modules changes by the available space, so it is possible to obtain spaces of different functions. The third module is a generative module, which has pre-defined green modules inside. These modules serves as green hubs, that is a connected path throughout all structure. The size changes 3-dimensionally according to the number of iterations & articulation of the different edges of the pre-defined geometries.



PERFORMATIVE SKIN The skin functions as a tool for methane recycling, water purification and carbon footprint control while creating an ecologic biodiversity within. The methane recycling is being done by using microorganism to clean the air from methane particles and using it as an energy source. The mesh surface on the skin allows to absorb humidity on the site and by filtering it through a mesh results in water purification. The openings of the skin are being controlled by the amount of sunlight through the day and the CO2 levels in the atmosphere, which results in open/close geometries around the structure. Biodiversity of flora (bamboo garden, local forest, rain garden, shaded garden and edible permaculture garden) is introduced on the skin, according to the sun, humidity, area of the public areas.

CO2

CO2

CO2 sunlight

Skin Openings

Carbon Footprint Control sunlight

collected water

Solar Desalination

Biodiversity collected water

Water Purification

Cybernetics *







Sao Paolo urban transformation layers of design


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URBAN EXCAVATION Tranforming urban core for coexistent São Paulo YEAR: M402 Undergrad Final Project | 2016 / 2017 Fall LOCATION: São Paulo, Brazil INSTRUCTORS: Adnan Aksu, IremYılmaz INDIVIDUAL WORK

Softwares: Revit, Adobe Photoshop, MapBox, Adobe Illustrator, Cinema 4D

São Paulo is known as the financial, cultural backbone of Brazil; especially emphasized on its economic importance. Accordingly, city’s rich cultural background is often overlooked and it is becoming more like a standardized metropolis that has no identity. Dated back to 1500’s, this city has potential to offer more than present situation. The purpose of design is to reestablish the memory of São Paulo reintegrate the local culture by using the historical and present traces of the city. A city’s memory does not exist entirely of its history but it is formed from a combination of past experiences and present circumstances.

The design uses several mappings from past and present São Paulo. The references are gathered from different zones and scales, allowing design to create its own form in a localized design. The layers overlap, split, meet, connect; concur”ring and contradicting each other. This movement/communication between the layers form the structures, functions and voids; generating infrastructures,mobility,communication. This is not a fully designed, standard gridal city. It is local, open to community and encouraging citizens to participate and integrate. It is a self-evolving living organism that has its own identity.


02

03

01

04

Masterplan


The site is centered on the CEAGESP (Companhia de Entrepostos e Armazéns Gerais de São Paulo) wholesale market, along with its surrounding neighborhood and infrastructures. The CEAGESP will be relocated by the city in the coming years, freeing up a substantial part in the center of of the city for redevelopment and change. Having the largest economy by GDP in Latin America and Southern Hemisphere, São Paulo is the economic core of Brazil. Although significant amount of economic growth is invested in real-estate business (especially in high-income areas like Paulista Avenue), %10 of the city population live in slum dwellings called favelas in poor conditions. This situation creates social disconnection, causing the gated communities to emerge. The main purpose of design is to remove the walls of the gated communities and redesign the structure to create social equality and sense of community inside the city. After identifying the social problem in the city, the first step of the design is to split levels of every building. Then, the new structures are proposed by redesigning these layers and reuniting the community. In the final step, the designed structure is improved by creating public areas at selected levels, allowing shared spaces for the community.


CITY LAYER 01

INFRASTRUCTURE

BASIC INFRASTRUCTURE

electrical, mechanical (heating +cooling), water, waste infrastructure provided for the site

TRACED PEDESTRIAN NETWORK

additional pedestrian mobility that traces the infrastructure network

WATER CANALS

water canals provide irrigation for the fields and provide a hangout place around the green axis

CITY LAYER 02 MOBILITY

BASIC NETWORK

shared roads that can be used by cyclers, pedestrians and private+public transport.

PEDESTRIAN NETWORK

pedestrians roads in addition to basic network: the green axis that is connected to the main bridge +the arched route near the river

BIKE ROUTE

bicycle lane circles the inner center of the site, which defines the main public pattern.

TRAM ROUTE

tram route is formed by the connection of overlap nodes of mobility and infrastructure. another railway system is also proposed on the bridge that connects the site to university across the river Pinheiros.

SKYWALK

skywalk connection can be built between the housing units to create public spaces in any level. vertical mobility stations are formed by centeral overlap nodes in the housing zones.


CITY LAYER 03 FORMS

HOUSING ZONE

FOOD PRODUCTION / COMMERCIAL ZONE

EDUCATIONAL ZONE

CULTURAL ZONE

ON-SITE WATER INFRASTRUCTURE DETAILS

river --> water --> buildings

water --> food production


HOUSING The housing areas are inclusionary zones that consist of social housing. Social corridors create public spaces at different levels, providing community communication. These corridors forms above-level streets. The structure is extendable up to 90 meters, creating adjustable housing units. Each user is able to resize the unit according to their needs.



SELF-EVOLVING COMMUNITY Community has a production and commercial cycle in itself. After the production phase, the products are merchandised/traded by the commercial areas that are located in the site. The function of the CEAGESP is maintained and it still provides a huge selection of market and grocery products. Also, the local restaurants use these products and participate in the cycle. The profit coming from the commercial activity can be used to invest in the production.


CULTURAL / EDUCATIONAL SPACES As taken reference from the city itself to create the localized Sao Paulo, the design proposes multiple cultural and educational spaces. These spaces are mostly located in the inner center of the area to make them equally accesible to all people residing in the site. This public areas help creating a social community. Educational buildings function in collobration with the Sao Paulo University, that is located near the site. Along with additional agricultural and environmental research facilities, several vocational courses are offered to provide workforce to community.


RIVERSIDE FACILITIES The existing state of the site (railways, service lane, highway) cuts the communication between the river and community. By offering several connections with the bridges, a riverside area is proposed with cultural and recretional spaces where the bridges function as urban parks.


Bridge connection from site to S


Cansu Çetin Er 2020


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