M.Arch Year 2 | Studio 1 Portfolio 2019-20
Zohra Abbas Jessica Corns Deven Kara
STUDIO | ZJD SERPENTINE PAVILION
INTRODUCTION: Social disconnection is the lack of participation in social activities, and is becoming more common in many societies. This is linked to, but not the same as, social isolation, which is an absence of social contact. Loneliness, or the dissatisfaction with levels of social interaction, can be a symptom of both. These issues can partly be attributed to the built environment and the lack of architecture that encourages interaction between people. We look at the pavilion as an experiment to encourage interaction, between themselves and others but also to the architecture itself.
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THESIS STATEMENT:
STUDIO | ZJD
To address the problem of social disconnection we propose a pavillion to act as a ‘third place’. A third place is a social space that a person can visit that is not their workplace or home. The pavillion we have designed aims to increase the likelihood of social interaction by providing opportunities for visual connection and increased proximity to other people. ‘Visual connection’ is making visual contact with other people, for example seeing another person’s face, and addresses human disconnection because it gives the brain positive stimlutation. Although a singular design cannot solve the problem of social disconnection, this pavillion addresses key components that fuel this problem.
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02
CONTEXT
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Evidence of the design iterations and identifcation of the final design
The background research and design intent to support to the thesis statement
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SITE
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An examination of the context of the Serpentine Pavilion, the constraints and the influence on possible designs
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METHODS The derivation of design drivers from the research and how they are brought into a design space
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RUNNING IT DRAWINGS The drawing package inclusive of site and floor plans, elevations, axonometric views and renders
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GOING FORWARDS An initial analysis of the researchrelevant to the following unit
PROCESS An exploration of the initial form finding process and the steps for generating design iterations
STUDIO | ZJD
CONTENTS
05 HAPPINESS: A REVOLUTION IN ECONOMICS
SOCIAL SUSTAINABILITY IN LARGE CITIES
Bruno
Enyedi, 2002
SOCIAL ISOLATION: DEFINITION
RAPID URBANISATION & MENTAL HEALTH
Williams, 2017
Trivedi, 2008
THE DESIGN SPACE
LONDON IS ONE OF THE LONELIEST CITIES
Nagy, 2017
Parsons, 2017
SUPERMANOEUVRE
SOCIAL ISOLATION & THE URBAN ENVIRONMENT
NEIGHBOURHOOD DETERIORATION
Maxwell + Pigram, 2010
Harries
Krause, 2019 DESIGNING MEASURES
PROBLEM
Nagy, 2017 THIRD PLACES Matthews & Dolley, 2019
LEARNING FROM NATURE Nagy, 2017
DESIGN THEORY
PAVILION
RESEARCH
VANISHING POINT
Research topics and sources
DETERMINING SPATIAL REQUIREMENTS
SPACE
Lavin, 2012
VISUAL CONNECTION
Ertürk
THE ECOLOGICAL APPROACH TO VISUAL PERCEPTION
VOLUME WHAT IS THE RIGHT SIZE FOR A CONVERSATION?
James Gibson, 1979 GROUP DISCUSSION AS INTERACTIVE DIALOGUE
McAndrew, 2017
THE RELATIONSHIP BETWEEN LANGUAGE USE AND DEPRESSION Simsek, 2013
INSEARCH OF HUMAN SCALE IN SEARCH OF HUMAN SCALE Gehl Gehl, 2015
INTERVIEW WITH HERMAN HERTZBERGER (2017): ARCHITECTURE AS VISUAL AND SOCIAL CONNECTION Architecture and Education 2017
STUDIO | ZJD
Fay, Garrod & Carletta, 2000
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CONTEXT:
STUDIO | ZJD
This chapter lays out the evidence for increasing social disconnection and describes how the pavilion is a testbed for addressing this problem in a spatial context. The spatial properties are generated using computational methods, encompassing genetic and evolutionary algorithms, which are explained in the following pages. They allow us to explore hundreds of potential solutions, which are evaluated based on design criteria derived from the research into social disconnection.
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BRIEF:
STUDIO | ZJD
For this project, our aim was to design an architectural pavilion in the context of Hyde Park and the CONTEXT AS TO THE ST1 Serpentine Galleries. The Serpentine Pavilion is BRIEF used asOF a platform for global architects who haven’t designed in the UK to showcase their work and aesthetic styles. It remains as one of the most visited MAKING which A PAVILION TO ADDRESS ISSUE to experiment with designs architectural installations annually, provides the perfectAN context that address the problem of social disconnection.
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PROBLEM
EXAMINING THE PROBLEM AN INVESTIGATION INTO THE PROBLEM OF HUMAN DISCONNECTION AND A POTENTIAL DIRECTION FOR FURTHER EXPLORATION
THE EFFECTS OF HUMAN DISCONNECTION
SURVEY OF FEELINGS OF LONELINESS IN CITIES
SOCIAL INTERACTIONS REDUCES DISCONNECTION
In 2017, London was listed as the loneliest city in the world when in Time Out’s City Index Survey London ranked highest with 55% of participants from the city stating they had feelings of loneliness (Parsons, 2017). The digital revolution has led to people relying on media for socialisation and information, making people socialise less is person.
Giving people an opportunity to have interactions and gain social connections could help solve this (Harries, 2016). Architecture in urban spaces can play a strong role in whether people are likely to interact (Trivedi, Sareen and Dhyani, 2008).
LONELINESS DISTRUST
DECLINE IN MENTAL HEALTH
Human social disconnection can lead to various side effects with varying degrees of seriousness, ranging from loneliness to a impacts on mental health (Krause, 2019). This impacts on the wider community and can even go as far as decreasing the value of an urban area, because areas with more active communities attract people (Enyedi, 2002). NEIGHBOURHOOD DETERIORATION
SOCIAL SUSTAINABILITY IN LARGE CITIES
Krause, 2019
Enyedi, 2002
LONDON IS ONE OF THE LONELIEST CITIES Parsons, 2017
RAPID URBANISATION & MENTAL HEALTH
SOCIAL ISOLATION & THE URBAN ENVIRONMENT
Trivedi, 2008
Harries, 2016
STUDIO | ZJD
NEIGHBOURHOOD DETERIORATION
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IDENTIFYING A FOCUS
UNEMPLOY -MENT VISIBILTY SOCIAL ADVERSITY
SOCIAL CONNECTION
SEEING OTHER PEOPLE STIMULATES THE BRAIN, GIVES OPPORTUNITY FOR INTERACTION.
NT CO AC
SPACE
SPATIAL PROPORTION TO NUMBER OF PEOPLE EFFECTS COMFORT, VARIETY IN SPACES ENCOURAGES EXPLORATION.
CONVERGE
SMALLER SPACES BRING PEOPLE INTO CLOSER PROXIMITY ENCOURAGING INTERACTION, AND HELPS CONTROL THE FLOW OF PEOPLE, NUMBER OF PEOPLE IN A SPACE.
HUMAN SCALE
STRUCTURE PROPORTIONAL TO HUMAN SIZE INCREASES HUMAN COMFORT.
RSATIO VE
N
SOCIAL ISOLATION LIVING ALONE
DEPRESSION
Williams, 2017
VISUA L
LACK OF CONTACT
DISABILITY
SOCIAL ISOLATION: DEFINITION
SPATIAL FACTORS
T
Social isolation can be defined as ‘having little or no contact with other people’ and usually lasts for a prolonged period (Williams, 2017). It must not be confused with loneliness, which is a subjective emotional feeling of dissatisfaction with social connections, but loneliness can be a symptom of social isolation. Social isolation can be caused by a variety of personal issues and circumstances, all of which cannot be addressed through one design experiment, so we focus on the problems lack of social contact and living alone.
ABSTRACT FACTORS
CON
INVESTIGATING THE PROBLEM OF HUMAN ISOLATION AND IDENTIFYING THE PROJECT FOCUS
PROJECT FOCUS
STUDIO | ZJD
CAUSES OF SOCIAL ISOLATION
10 THE IDEA OF ‘THIRD PLACES’
No social space = No social interaction
NEIGHBOURHOOD DETERIORATION
CLOSED SPACE
AN ANALYSIS OF THE THEORY OF THIRD PLACES IN THE CONTEXT OF A PAVILION
DIRECTED SPACE
NEIGHBOURHOOD DETERIORATION
A third place is a social place that is separate from the two standard social environments: the workplace and home. To be successful a third place should be free and convenient to get to (Oldenburg, 2005).
OPEN SPACE
LONELINESS
DISTRUST
DECLINE IN MENTAL HEALTH
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=
=
LISBON
MELBOURNE
MADRID
MEXICO CITY
KUALA LUMP
CHICAGO
SYDNEY
BARCELONA
PARIS
SINGAPORE
TOKYO
MIAMI
HONG KONG
SAO PAOLO
DUBAI
LOS ANGELE
LONDON
NEW YORK
=
LISBON
+
DECLINE IN MENTAL HEALTH
MELBOURNE
DISTRUST
LONELINESS
MADRID
NEIGHBOURHOOD DETERIORATION
MEXICO CITY
=
CHICAGO
HOUSE
KUALA LUMPUR
LONELINESS
DECLINE IN MENTAL HEALTH SYDNEY
PARIS
+
NEIGHBOURHOOD DETERIORATION
BARCELONA
CAR
SINGAPORE
TOKYO
MIAMI
DISTRUST
In closed spaces users are often restricted and unable to interact with others because there is a boundary around the space. These are spaces in which people spend the majority of their time.
LISBON
MELBOURNE
MADRID
MEXICO CITY
CHICAGO
KUALA LUMPUR
SYDNEY
PARIS
Matthews & Dolley, 2019
BARCELONA
SINGAPORE
TOKYO
MIAMI
HONG KONG
THIRD PLACES
HONG KONG
SAO PAOLO
LOS ANGELES
DUBAI
NEW YORK
LONDON
OFFICE
LONELINESS
Considering that both examples of open and closed spaces often do not encourage interaction between users, we propose a ‘third place’ that is semi-closed. A semi-closed space has a less defined boundary, which encourages more exploration, meaning users are generally moving at a slower pace giving more opportunity for interaction.
=
= PUBLIC SQUARE
PARK
STREETS
Freedom in open spaces does not encourage users to interact, more frequently users avoid others moving directly across the space to a destination. Users also move more quickly in open space, leaving less opportunity for interaction.
STUDIO | ZJD
WHAT COULD A THIRD PLACE BE?
Social space = Social interaction
11 THE IDEA OF ‘THIRD PLACES’ INCREASING CONNECTIVITY
VISIBILITY
SPACE
CONVERGE
HUMAN SCALE
AN EXAMINATION OF THE SPATIAL ASPECTS OF THIRD PLACES AND HOW THEY COULD ADDRESS HUMAN DISCONNECTION
Seeing other humans
Bumping into other humans
This lack of social spaces fuels human disconnection, a feeling of loneliness due to a lack of human interaction that can lead to the decline of both mental and physical health of a person (Tridevi, 2008). The average routine of a person becomes commuting to work and returning home, because there is a dwindling number of social spaces they could divert to. Research states that public spaces at human scale that allow social interaction could help relieve “the overwhelming sensory experience of a large and unfamiliar city.” (Matthews and Dolley, 2019) According to Enyedi, spaces where human connection can take place must exist in cities to maintain the value of the city. (Enyedi, 2002)
Having the optimal number of people in a conversation
Being in a space proportional to your size - human scale
Openings onto gathering spaces, transparent materials
Smaller spaces
Heights of spaces
Spaces proportional conversation sizes
to
NEIGHBOURHOOD DETERIORATION
LONELINESS STUDIO | ZJD
THIRD PLACES AND HUMAN DISCONNECTION
12 GENETIC ALGORITHM
THE DESIGN PROCESS
DESIGN PROCESS
The concept of evolutionary design is to begin with a ‘primitive whole’ consisting of an underdeveloped mass which then undergoes a continual series of design changes to become the optimal model of that design. This method of designing allows us to grow the design in a natural way, adding the minimum necessary with each iteration for the design to progress and improve in function. This iterative approach aids the designer in dealing with complexity in projects. This theory of design is also associated with ‘Test Driven Development’ which consists of testing the design and refactoring the inputs if the output is not what is desired.
GENERATION Begin with generating a set of designs randomly from the design space to make the “initial generation”.
FOCUS
DESIGN DRIVER 1
DESIGN DRIVER 2
DESIGN DRIVER 3
DESIGN DRIVER 4
AN ANALYSIS OF ‘EVOLUTIONARY DESIGN’
SELECTION Designs with favourable qualities are selected and used in the generation of the next set of designs.
EVALUATION
SELECTION
FURTHER BREEDING
FEEDBACK LOOP
ITERATIONS
The ‘breeding’ process of the algorithm takes the selected designs and recombines them to create a new generation.
ENVIRONMENT
FEEDBACK LOOP
CROSSOVER
INITIAL BREEDING STAGE
LEARNING FROM NATURE
The pavilion design development is based in generative design theory, taking a theoretical basis and building it progressively into a form. The process of design is outlined, from the initial design drivers that can affect a design, followed by a number of breeding stages in which the best performing designs can be combined to create a better outcome.
DESIGN DESIGN DESIGN DESIGN DESIGN DESIGN DESIGN DESIGN MEASURE MEASURE MEASURE MEASURE MEASURE MEASURE MEASURE MEASURE 1 1 2 2 3 3 4 4
INITIAL FACTORS
OUTCOME
Any missed qualities from previous two stages can be injected into the algorithm to allow the correct solution to be generated. LEARNING FROM NATURE Nagy, 2017
Feedback loop sends phenotype back for evaluation, to run through the algorithm again to continually evolve the design forward
PAVILION DESIGN
STUDIO | ZJD
MUTATION
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GENERATIVE DESIGN PROCESS
Modelling
Algorithm Theory AlgorithmAlgorithm Generative Design
Parametric Design
Foundation Form Theory TheoryFoundation Foundation
Form
Form
DESIGN PROCESS
Manual Design
+
Sketching
GENERATIVE DESIGN
FOCUS
FOUNDATION THEORY GENERATIVE PROCESS GENERATIVE DESIGNDESIGN PROCESS GENERATIVE DESIGN PROCESS
RESEARCH INTO THE DESIGN PROCESS
DESIGN DRIVER 1
OPTIMISATION DESIGN PROCESS
EVOLUTION OF DESIGN PROCESS
DESIGN DRIVER 2
DESIGN DRIVER 3
DESIGN DRIVER 4
Modelling ModellingModelling
AN EXPLORATION INTO THE GENERATIVE DESIGN PROCESS AND OPTIMISATION OF THE GENERATED DESIGNS.
SUPERMANOEUVRE
FORM
EXPLORATION Exploring new designs that differ from the foundation
INORGANIC SPECIATION
MUTATION The design mutates to beyond the foundation
Manual Design Manual Design Manual Design
NOVELTY EXPRESSIONISTIC Designs are Designs become based on more abstract and aesthetics further stray away from theParametric foundation DesignGenerative Design Design Design Generative DesignGenerative ParametricParametric Design
DESIGN DESIGN DESIGN DESIGN DESIGN DESIGN DESIGN DESIGN MEASURE MEASURE MEASURE MEASURE MEASURE MEASURE MEASURE MEASURE 1 1 2 2 3 3 4 4
DESIGN DESIGN
EXPLOITATION Keeping the same foundation with very minor changes
DESIGN
Sketching Sketching Sketching
SURVIVAL The design remains the same, and the foundation survives as the base
RULE OF THUMB Rule of thumb describes keeping designs simple and straighforward
PERFORMANCE Designs are based on functionality
JUDGEMENT CRITERIA: VALUE MUST HAVE MAXIMISED PERFORMANCE WITHIN XYZ.
DESIGN MEASURE 3
EVOLUTION OF DESIGN PROCESS EVOLUTION OFPROCESS DESIGN PROCESS EVOLUTION OF DESIGN
SUPERMANOEUVRE SUPERMANOEUVRE SUPERMANOEUVRE
SUPERMANOEUVRE Maxwell + Pigram, 2010
DESIGNING MEASURES Nagy, 2017
GENERATIVE DESIGN: LANDESGARTENSCHAU HALL Zaha Hadid Architects generated a design based on the structure of a sea urchin’s skeleton, or sand dollar, for the efficiency of the system. The panels were inputted into a form-finding simulation to generate the optimum output. (Dezeen, 2014)
DESIGN OPTIMISATION: BOOTH-GENERATOR Students at Trier University of Applied Science used optimisation and iterative design to generate a pavilion of stacked boxes for the [D3] Schools exhibition. The students inputted site information and judgement criteria to measure the desired qualities to output the best design. (Dezeen, 2010)
MINIMISE VALUE
MAXIMISE VALUE
PAVILION DESIGN
STUDIO | ZJD
INORGANIC SPECIATION INORGANIC SPECIATION INORGANIC SPECIATION
14 DESIGN VARIABLE 1
DESIGN VARIABLE 2
DESIGN VARIABLE 3
CONTINUITY Oversimplifies the design
BIAS Does not fully describe the design problem
GENOTYPE Potentially complex variables that will affect the design
DESIGN VARIABLE 4
RESEARCH INTO THE DESIGN PROCESS
PERFECT BALANCE
PERFECT BALANCE
UNDERSTANDING THE DESIGN SPACE AND THE CHARACTERISTICS OF IT, FROM WHICH THE ITERATIONS WILL BE GENERATED AND THE DESIGN WILL BE FOUND
PERFECT BALANCE
PHENOTYPE The output form of the information in the variables
VARIANCE Too flexible to address the design problem
COMPLEXITY Too random for drawing design solutions
Using a set of parameters to drive the geometric operations which produce the final form. These parameters can be addressed as the “genotype” and the final form is the “phenotype”. All the unique design possibilities exist in a conceptual space which can be addressed as the “design space”.
This describes the flexibility of the model. Bias describes the condition being too simple and limit the exploration and lead to early exploitation of a sub-optimal result. Variance describes a condition too flexible. The more variance results in a design space which is too large to address the problem resulting in unproductive exploration. The goal should be to create a model in-between, not too bias so they don’t represent the solution space but not so variance that they are impossible to search through.
This describes the internal structure of the design space and how the designs relate to one another. Continuity refers to the internal consistency; things which are closer to each other tend to be more similar than those further apart. Complexity refers to the design space creating unpredictable results beyond our own intuition. The variations between the two inform us our design spaces should be complex without being too discontinuous.
CONTINUITY BIAS
GENOTYPE 1
GENOTYPE 2
GENOTYPE 3
GENOTYPE 1
GENOTYPE 2
GENOTYPE 3
GENOTYPE 4
GENOTYPE 1
GENOTYPE 2
GENOTYPE 3
GENOTYPE 4
GENOTYPE 1
GENOTYPE 2
GENOTYPE 3
GENOTYPE 4
GENOTYPE 1
GENOTYPE 1
GENOTYPE 1
GENOTYPE 1
GENOTYPE 4
PERFECT BALANCE GENOTYPE 1
THE DESIGN SPACE Nagy, 2017
GENOTYPE 2
GENOTYPE 3
GENOTYPE 1
GENOTYPE 2
GENOTYPE 3
GENOTYPE 4
PERFECT BALANCE
GENOTYPE 4
VARIANCE
GENOTYPE 1
GENOTYPE 2
GENOTYPE 3
GENOTYPE 4
COMPLEXITY
STUDIO | ZJD
PARAMETERS
15 Experiments in Rhino Modelling Software Jellyfish House The Jellyfish House was used as a way to allow us to familiarise ourselves further with the Rhino modelling software. We undertook modelling to th finest detail, looking at double skins as well as segmenting the faces into panels, adding that more realistic touch to the model. Accurate structural elements were modelled also. It also gave us the chance to experiment with render styles, to create realistic looking renders, or more stylised ones, as shown below. These skills will be taken forward into the design process to allow for a more detailed model.
THE ATELIER FOCUS
Python in Grasshopper
Example of Python script import rhinoscriptsyntax as rs
A LOOK AT THE SOFTWARES THAT WERE LEARNT TO ENABLE THE EXPLORATION OF GENERATIVE DESIGN
ptList = x[:] newPts = [] distances = [] cirs = []
A workshop in which we learned the capabilities of the Python coding language.
Python is a coding language used to assist in completing operations within Grasshopper. It can be used for a variety of operations and can sometimes be the only way of completing a task. We intend on using Python within our script to help with the early stages of the form generation.
Mesh Experiments
An extension to the above experiment, we looked at how different forms could be achieved within Rhino, from very parametric and geometric shapes, to those with no discernable corners. We experimented with how these could be built up, and how they could be used in an occupied setting. The ideas that were experimented with will help us to decide on the initial forms that we will be able to iterate using the generative and evolutionary algorithms.
for i in range(len(ptList)): for j in range(len(x)): dist = rs.Distance(ptList[i], x[j]) if dist>1.5: print(“Distance is larger 1.5�) newPts.append(x[i]) distances.append(dist) This script takes a list of points, generated either randomly or dictated by the designer, and tests to see if they are closer or further than 1.5m to other points. If a point is further than 1.5m away from all other points, it is added to another list which can be called upon for further design stages.
Generative and Evolutionary Algorithms TT Toolbox A generative algorithm, TT Toolbox can be used to iterate designs, based on a number of input parameters.
Parameter 1
Form
3
Parameter 2 Parameter 3 Parameter 4
Iteration 1
7
Iteration 2
1
Generative Algorithm in TT Toolbox Iteration 3
5 Metric 1
Iteration 4
Metric 2 Metric 3 Metric 4
TT Toolbox runs through every possible combination of inputs to create hundreds or thousands of iterations (dependent on the number of inputs). From these iterations, the designer can choose the best iteration based on their own criteria. We are intending on using TT Toolbox to generate our iterations, as it means that the final decision on the pavilion stays with us. Whilst the design might not be the best performing, it may have other qualities that make it a better design
BioMorpher
Design Explorer is an iteration viewer that is linked with TT Toolbox. It takes the iterations that are generated by the TT Toolbox generative algorithm and creates a viewable platform on which to compare and contrast each of the hundreds of iterations. It also generates a data lattice, which can be filtered to isolate specific iterations. This can help when a judgement criteria requires a specific value for one of the parameters or metrics.
View of iterations Data Lattice
BioMorpher utilises an evolutionary algorithm, but with a manual input. Designs are iterated but the decision for the best iterations are left to the designer.
A workshop showing the process of using and extracting iterations from BioMorpher.
Galapagos
Galapagos works in a continuously learning manner. The evolutionary algorithm tests each iteration on a predefined set of judgement criteria. If an iteration performs well, it is used within the breeding stage for the subsequent generations. It continues to do this until the best performing design is found, at which point the designer can observe the result of the process.
A true evolutionary algorithm, Galapagos continues to iterate a design space until it finds the most optimal design.
The Galapagos solver, in which the algorithm exhibits the evolutionary design process.
STUDIO | ZJD
Design Explorer - Iteration Viewer
BioMorpher works in a similar way to TT Toolbox, in that it iterates a number of designs, and continues to do so on the manual input of the designer. The designer chooses the iterations that best fit their criteria, BioMorpher recognises the similarities and continues to iterate until the designer is happy. This is derivative of evolution in nature, as each subsequent generation learns from its predecessors.
SITE: Understanding the features and unique characteristicss of the site on which the pavilion will stand is essential, not having a complete understanding oof this could lead to a negative outcome. This chapter looks at the macro and micro sites in which the Serpentine Pavilion is situated: Hyde Park and Kensington Gardens. We examine previous versions of the Serpentine Pavilion have been undertaken, and descirbe and analyse a problem that affects many pavilions today.
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ARTIFICIAL INTERVENTIONS
INFRASTRUCTURE
BUILDINGS
GREEN SPACES
HEIGHTS 10-75m
KENSINGTON PALACE
V&A MUSEUM
OXFORD STREET
CARNABY STREET
NATURAL HISTORY MUSEUM
BUCKINGHAM PALACE
REGENT STREET
COVENT GARDEN
TRAFALGAR SQUARE
WESTMINSTER ABBEY
KENSINGTON HIGH STREET
PORTOBELLO ROAD
A SITE ANALYSIS OF HYDE PARK AS THE IMMEDIATE CONTEXT FOR THE SERPENTINE PAVILION
OXFORD STREET
One of the largest green spaces in the City of London, Hyde Park is the location for the annual Serpentine Pavilion. Surrounded by busy routes for people travelling between work and home, it cements itself as a prime location for a ‘Third Place’.
COVENT GARDEN CARNABY STREET
PORTOBELLO ROAD
REGENT STREET
HYDE PARK
GREEN PARK HOLLAND PARK
ST. JAMES PARK
KENSINGTON HIGH STREET
WIDER CONTEXT PLAN
BUCKINGHAM PALACE PARK
SERPENTINE GALLERY
STUDIO | ZJD
EXAMINING THE WIDER CONTEXT
RETAIL
PLACES OF INTEREST
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HYDE PARK POINTS OF INTEREST HISTORY
GALLERIES
ACTIVITIES Sports
LIGHT STUDY Map shows the sunlight hours during the summer months of when the Serpentine Pavilion is up.
THE SITE AT A MICRO CONTEXT To Albert’s Memorial 0.2 miles To Kensington Palace
Fountains
Boating Seasonal Events
To Queen Caroline’s Temple 0.1 miles To Lancaster Gate Tube Station
Seasonal Events
Tennis Football
Horse Riding
The Serpentine
To W. Carriage Drive To Princess Diana’s Memorial Fountain 0.2 miles
Main Entrance Point
SITE SECTION
STUDIO | ZJD
AN EXAMINATION OF THE IMMEDIATE CONTEXT OF THE SERPENTINE PAVILION SITE AND THE MAIN POINTS OF INTEREST WITHIN A SHORT DISTANCE
Kensington Gardens
Memorials
Sackler Gallery
Serpentine Gallery
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CAFE FAMILY ACTIVITIES
EXTRACTION FROM SERPENTINE BRIEF
PERFORMATIVE WORKS: ARTISTS/MUSICIANS/ WRITERS
A LOOK AT THE SERPENTINE PAVILION BRIEF, THE CONSTRAINTS PRESENT AND OUR PROPOSED INTERVENTION
CURRENT PAVILION PROGRAMME
W. CARRIAGE WAY
QUIET SPACES
SOCIAL SPACES
PROPOSED AREA
SERPENTINE PAVILION TIMELINE
PROPOSED PAVILION PROGRAMME
STUDIO | ZJD
JOURNEY
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VISUAL CONNECTIONS ON SITE
m
A STUDY TO SHOW THE EXTENTS OF VISUAL CONNECTION ON SITE, FROM THE CENTRE & THE FOUR MAIN ENTRANCE POINTS
50
Serpentine Gallery
Serpentine Gallery 50
m
Using an isovist to study the spatial nature of the environment, the view and visual exposure to the environment can gradually or suddenly change with their position. They can provide a description of the space from ‘the inside’, as they perceive it, interact within and move through it. On a wider context, the isovist spans 50m to encapsulate the entire usable site, clearly showing what can be seen and the obstructions in place. The smaller scale studies use an isovist of 20 metres, based of the distance that the human eye is able to see clearly. The four smaller studies are based on the closest point to the four main entrances to the Serpentine site itself.
ARTIFICIAL INTERVENTIONS INTERSECTING THE ISOVIST VIEW
REPRESENTATION OF VISUAL CONNECTION THAT ENCOMPASSES THE ENTIRE SITE
20m
20 m
20 m
20 m
STAND POINT REDIRECTED VIEW ARTIFICIAL INTERVENTION BOUNDARY ISOVIST
SOUTH ACCESS
NORTH ACCESS
SOUTH WEST ACCESS
NORTH WEST ACCESS
STUDIO | ZJD
x
KEY
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PAVILIONS TODAY
20th C. PAVILION
ARCHITECTURAL EXPERIMENTATION:
LOST CONNECTION TO CULTURE
MATERIALISING CONCEPTS NOT YET AVAILABLE
EXPANDING POPULATION OF PRODUCERS: ARTIST / ARCHITECTS = NO DISTINCTION
WHAT IS A PAVILION? AN EXAMINATION OF THE ‘PAVILION’, WHAT IT USED TO BE AND HOW IT HAS EVOLVED INTO THE PAVILIONS OF TODAY
MIES VAN DER ROHE BARCELONA PAVILION
LE CORBUSIER PAVILLON DE L’ESPRIT NOUVEAU
The building tested new techniques utilising materials such as steel glass and varying types of marble to create minimal geometric forms.
Explored challenges of the future; overpopulation, how to make the most of a small space.
FREESTANDING
TEMPORARY
AESTHETIC POSTURE
OSKAR ZIETA NAWA PAVILION
THE VERY MANY PILLAR OF DREAMS
Polished steel structure with reflects the surrounding, giving the impression the structure is changing and growing throughout the day.
Built out of thin sheets of aluminum floating like balloons. The pavilion provides shading for the summer months of North Carolina.
NO FUNCTION
AESTHETIC POSTURE
INCREASING NUMBER OF PAVILIONS
RETAIL SPACES
VANISHING POINT Lavin, 2012
Studio ZJD have taken the approach of using the pavilion as a testbed for experimenting with architectural qualities, resulting in a final outcome that could potentially be applied to larger scale architecture and construction. We are addressing the project in this way because we have observed through research and experience that the pavilion in the city has become an aesthetic exhibition and frequently a commercialised commodity, rather than an example of architecture.
STUDIO | ZJD
OUR APPROACH Using the pavilion as an architectural test bed to explore human connection on different scales
23 2011: Peter Zumthor
2013: Sou Fujimoto
2018: Frida Escobedo
ISOLATION
VIEWS
SPACES AND WAYFINDING
Aiming to play with our senses and generate an emotional experience, the walls of the pavilion are staggered creating multiple paths that visitors can journey through to the enclosed hidden garden, giving the visitor time to reflect or communicate.
Through the use of translucent materials and a light weight structure, the pavilion can be climbed to reach higher levels and provides views out to the surrounding areas.
The positioning of the walls encourage the movement around the pavilion revealing and concealing spaces within. The pavilions’ walls, made up of a lattice of cement roof tiles, blur the views within and views out creating a sense of mystery and encouraging exploration.
EXAMINING THE PREVIOUS PAVILIONS A PRECEDENT STUDY OF SOME OF THE PREVIOUS SERPENTINE PAVILIONS IN THE CONTEXT OF OUR PROJECT FOCUS
CIRCULATION
STRATEGIES / CONCEPTS STUDIO | ZJD
USE OF LIGHT MATERIALS / JOURNEYING THROUGH SPACES / COMMUNAL ENCLOSED/OPEN SPACES
METHODS To bring the research and analysis into a spatial context, design drivers need to be derived. This chapter looks at the derivation of such design drivers from the research, looking into how each can be implemented within a potential design. Extraction of parameters from these design drivers is evidenced, alongside the process of designing using these design drivers and parameters. As part of this, evaluation criteria have been identified to be able to judge a design iteration on its performance.
26 DESIGN DRIVERS
GENOTYPE Design Drivers
SPACE
VOLUME
COLLAR POINTS
PERFECT BALANCE
PAVILION
PHENOTYPE Design output from the variables
The design output produced will reflect a balance of the drivers and their associated parameters. How the drivers are measured is decided by the research backing them, and also the experimentation aims of the project.
STUDIO | ZJD
VISUAL CONNECTIVITY
27
Do the Collar Points line up?
Break lines to grid points
YES
Set Boundary
Extrude lines to random heights
Apply Grid of Poin
Set Boundary
Apply Grid of Points NO
VISUAL CONNECTIVITY
Set Boundary
Morph Grid
SPACE
Does program fit VOLUME spaces created?
COLLAR POINTS
Extr
Extract Random Poin
Extract Random Points NO
Cull the lines using THE EXTRACTION OF INFORMATION FROM THE random pattern DESIGN DRIVERS, WHAT THEY ARE, WHY THEY ARE RELEVANT, ANDHOW THEY CAN ADDRESS THE PROBLEM
NO
NO YES
NO NO
WHAT? Visual connection to other Are theinlines of people a space.
sight with 5-20m?
WHAT? The area of spaces being Doto the lines oflines Break proportional the number of to grid YES sight hit in manmade points people it.
YES Do the Collar Points line up?
WHAT? Height of pavilion panels and Extrude lines to are distance between panels random heightsscale. proportional to human
elements?
YES
WHY? People have decreased feelings of social disconnection when in they have increased visual connections with other Optimised Design people.
WHY? There are optimal conversation sizes for successful interactions where all partaking feel included, and optimal areas NO for the number of people in a NO conversation.
WHY? Users feel more comfortable when not surrounded by vast scales not proportional to their size.
Are the lines of sight with 5-20m?
Cull the lines using random pattern
HOW? Areas given to programme are proportional to the average number of people it is used by. Optimised Design
HOW? Distancing between panels becomes greater and height of panels lower the closer the panels are to a programmatic area where there is likely a higher volume of users.
Bre
YES
Do the Collar WHY? Collar points are bottlenecks Points line up? controlling the flow of users
YES
into an area, also bringing the users into closer proximity of each other, increasing chance of interaction.
Do the lines of sight hit manmade elements?
YES
YES
HOW? The pavilion experiments with lines of sight, where they intersect with programmatic spaces, and where users are semi-visible through translucent material.
WHAT? Narrowing of distance Do the Collar between panels on approach line up? to aPoints programmatic area.
NO
Cull the lines using random pattern
HOW? Each programmatic area will have a number of collar points leading into the space, designs will be discounted if collar points are too numerous or too concentrated.
Are sigh
=
Opt SUPPORT INTERVIEW WITH HERMAN HERTZBERGER (2017): ARCHITECTURE AS VISUAL AND SOCIAL CONNECTION Architecture and Education
THE ECOLOGICAL APPROACH TO VISUAL PERCEPTION James Gibson
SUPPORT DETERMINING SPATIAL REQUIREMENTS Ertürk
WHAT IS THE RIGHT SIZE FOR A CONVERSATION? McAndrew
THE RELATIONSHIP BETWEEN LANGUAGE USE AND DEPRESSION Simsek
SUPPORT GROUP DISCUSSION AS INTERACTIVE DIALOGUE
IN SEARCH OF HUMAN SCALE Gehl
Fay, Garrod & Carletta
Cull the lines using
STUDIO | ZJD
DEFINITION OF THE DESIGN DRIVERS
N
28
HEAD MOVEMENT
THE IMPORTANCE OF VISIBILITY
NO MOVEMENT
A STUDY OF VISIBILITY AND HOW IT CAN CHANGE DEPENDANT ON THE ACTIONS OF AN INDIVIDUAL LOOKING STRAIGHT AHEAD vision left and right concealed
TURNING HEAD TO THE LEFT vision straight ahead and right concealed
TURNING HEAD TO THE RIGHT vision straight ahead and left concealed To look and see with your eyes alone does not allow the person to fully perceive the environment, the user must look with their head. The world is revealed and concealed as the head moves, whatever goes out of sight comes back into sight and vice versa. By looking at the environment this way, the visual field seen is a correspondence to the posture of the head. (Gibson, 1979)
THE ECOLOGICAL APPROACH TO VISUAL PERCEPTION James Gibson, 1979
INTERVIEW WITH HERMAN HERTZBERGER (2017): ARCHITECTURE AS VISUAL AND SOCIAL CONNECTION Architecture and Education, 2017
When you are stationary you have a fixed point of observation and a single perspective, similar to the perspective you see when looking at a photograph, only the extent of the camera is visible. (Gibson, 1979)
MOVEMENT Seeing is better when you are moving. The body explores the surrounding environment by locomotion. This allows the world to be seen at all points of observation, each place appears to be connected to one another, stops the single point perspective. (Gibson, 1979)
STUDIO | ZJD
“Purpose of vision, is to be aware of the surroundings, ambient environment, not merely the field in front of the eyes.” - James Gibson (Gibson, 1979)
MOVEMENT THROUGH THE ENVIRONMENT
29
SOCIAL DISCONNECTION
ENVIR
N
M T EN
“Sense of openness”
HUMA
ON
“To see or to be seen, feeling you are not alone”
“A lack of social spaces feeds in to human disconnection”
(Wood, 2017)
VISIBILITY AND SOCIAL DISCONNECTION
HUMAN SCALE Being in a space proportional to your size CONNECTION
RESEARCH INTO SOCIAL DISCONNECTION ON A HUMAN SCALE AND THE ROLE VISIBILITY PLAYS IN THE PROBLEM
TRANSPARENT Clear visual connection No physical connection
The varying properties of the material have an impact on how the person can interact with the environment. Interacting a solid material closes the user off to connections beyond the material and frames your view. The properties of translucent materials allow shadows and silhouettes to be seen through creating mystery and the user a desire to explore what is behind. Transparent materials expose the environment behind them, giving the viewer an insight and extending their view further. The height of an obstruction directly hinders the view, however lower obstructions allow visibility while restricting physical connectivity, again encouraging exploration.
CONNECTION
DISCONNECTION
CONVERGE Bumping into other humans
DISCONNECTION
MIXED MATERIALS Limited visual connection No physical connection
SPACE Lack of social spaces available
SOLID No visual connection No physical connection TRANSLUCENT Semi-visible connection Silhouettes
SPACE Being in a space the right size for the number of people in a conversation. DISCONNECTED CROWDS Amongst people yet not interacting with one another
HEIGHT Visual connection No physical connection
KEY
V PA
Levels of visibility through varying material properties
ILI O
AC H
Scale of obstruction
N A PP R O
STUDIO | ZJD
VISIBILITY Seeing other humans
TOTAL AREA PSYCHOLOGICAL COEFFICIENT
FUNCTIONAL AREA
TOTAL AREA
TOTAL AREA
FUNCTIONAL Values considered constant in the study were that length of space AREA ~= width of space, natural light was predominantly north light, PSYCHOLOGICAL COEFFICIENT colours in the space were neutral e.g. white ir grey, height of the
DENSITY OF
INTERACTIONS DENSITY OF INTERACTIONS
NO. OF USERS
NO. OF USERS
DENSITY OF INTERACTIONS
=
=
TOTAL AREA TOTAL AREA =
FUNCTIONAL FUNCTIONAL AREA
=
AREA
FUNCTIONAL AREA ACTIVITY AREA
=
TOTAL AREA NO. OF USERS
FUNCTIONAL FUNCTIONAL AREA AREA =
FUNCTIONAL TOTAL AREA AREA =
= FUNCTIONAL FURNITURE AREAAREA =
TOTAL AREA NO. OF USERS
TOTAL AREA FOR OPTIMUM INTERACTION
ACTIVITY AREA
ACTIVITY AREA
= =
TOTAL AREA
FUNCTIONAL AREA
NO. OF USERS
ACTIVITY AREA
= 2.63 - 2.80
= 2.63 - 2.80 X NO. OF USERS
FUNCTIONAL FUNCTIONAL AREA AREA
=
= = FURNITURE AREA
FURNITURE AREA
FUNCTIONAL AREA
= FURNITURE AREA
=
TOTAL AREAAREA TOTAL
=
NO. OF USERS
NO. OF USERS
TOTAL AREA
= 2.63 - 2.80 TOTAL AREA
=
TOTAL AREA NO. OF USERS
TOTAL AREA FOR OPTIMUM INTERACTION
= 2.63 - 2.8
= 2.63 - 2.80 X NO. O
= NO. OF USERS
TOTAL AREA FOR OPTIMUM INTERACTION
NO. OF USERS
= 2.63 - 2.80 X NO. OF USERS
STUDIO | ZJD
Ertürk
HUMAN COMFORT
HUMAN COMFORT
the feedback from the study, for optimum human comfort the value for the number of interactions betweenTOTAL users should be within AREA = the range of 2.63 - 2.80. Giving a quantifiable parameter.
DETERMINING SPATIAL REQUIREMENTS
DENSITY OF FURNITURE
FURNITURE AREA
One of the coefficients studied was density of interactions between RELEVANCE users. The calculation for this was defined as total area in the space divided by the number of users. Based on the feedback from the NO. OF One of thehuman coefficients was density study, for optimum comfort studied the value forUSERS the numberofofinteractions DENSITY OF INTERACTIONS between users. calculation for range this was defined as total interactions between usersThe should be within the of 2.63 2.80. Giving quantifiable parameter. areaa in the space divided by the number of users. Based on
ACTIVITY AREA
DENSITY OF INTERACTIONS
FURNITURE AREA NO. OF USERS DENSITY OF FURNITURE
Values considered constant in the study were that length of space ~= width of space, natural light was predominantly north light, colours in the space were neutral e.g. white or grey, height of the space = 2.6-2.7m.
= FURNITURE AREA
HUMAN COMFORT
DENSITY OF FURNITURE
HUMAN COMFORT
FURNITURE AREA DENSITY OF FURNITURE
=
DENSITY OF ACTIVITY
ACTIVITY AREA
In the paper A Method for Determining Spatial Requirements with Special Emphasis on User Comfort by Ertürk, input variables are used to observe human comfort, and calculate the range of coefficient values leading to optimum human comfort.
FUNCTIONAL AREA
FURNITURE
ACTIVITY AREA DENSITY OF ACTIVITY
AN EXAMINATION OF THE THEORY OF HUMAN COMFORT AND THE SPATIAL INTERVENTIONS ACTIVITYFROM AREA THAT HAVE BEEN EXTRACTED THE DENSITY OF ACTIVITY RESEARCH
FUNCTIONAL AREA
OF DENSITYDENSITY OF ACTIVITY
FURNITURE AREA
space = 2.6-2.7m.
FUNCTIONAL AREA
HUMAN COMFORT
PSYCHOLOGICAL COEFFICIENT
FUNCTIONAL AREA
THE THEORY OF HUMAN COMFORT
TIONAL REA
DENSITY OF ACTIVITY
FUNCTIONAL AREA PSYCHOLOGICAL ACTIVITY AREA COEFFICIENT
CONSTANTS
L AREA
PSYCHOLOGICAL COEFFICIENT
STUDIO | ZJD
30
In the paper A Method for Determining Spatial Requirements with Special Emphasis on User Comfort by Ertürk (1), input variables are used to observe human comfort, and calculate the range of coefficient values leading to optimum human comfort.
31
THE ACTIVITY
NO. OF USERS
COEFFICIENT BASED AREA
OUTPUT
A space to accommodate large groups with one dominant speaker addressing the group, usually from a stage or raised area to attract the attention of the group. In this situation the primary aim is not to encourage human interaction but focus on the speaker, so the space per person can be reduced to standard space required per person in a lecture room, which is recommended at 0.6m2.1
IDENTIFICATION OF THE PROGRAMME SPACES EXTRACTING INFORMATION FROM THE SERPENTINE BRIEF TO IDENTIFY POTENTIAL PROGRAMME SPACES THAT WOULD BE PRESENT WITHIN OUR PAVILION The Serpentine brief states that space must be provided for an event and for the cafe. This pavilion is aiming to increase human contact so we are adding to the programme a series of smaller spaces to allow opportunities for human interaction.
THE CAFE Multiple groups of up to five people clustered around tables, tables must be not too close to each other that users feel overheard and not too far from each other so atmosphere is not lost.
THE GROUP SPACE According to research the optimum number of people to be involved in a group conversation is five2. This is because when the number of people goes above five participants find it difficult to maintain understanding for all other members of the group, which is necessary for a successful conversation.
THE PRIVATE CONVERSATION Studies also reflect that often, when a group of people is discussing a sensitive topic or another person the group will be at least one participant fewer3.
THE INTIMATE CONVERSATION Conversation between two people is usually the most personal level of conversation, and where the strongest bonds are made.
SELF REFLECTION
WHAT IS THE RIGHT SIZE FOR A CONVERSATION? McAndrew, 2017
THE RELATIONSHIP BETWEEN LANGUAGE USE AND DEPRESSION Simsek, 2013
GROUP DISCUSSION AS INTERACTIVE DIALOGUE Fay, Garrod & Carletta, 2000
Self reflection is an important process for acceptance and personal growth4, space to do this is important so that the user can focus on their self without distraction.
100
60
20
54
5
13.5
3
8.1
2
5.4
1
2.7
STUDIO | ZJD
THE LECTURE SPACE
TRANSPARENT TIMBER
STRUCTURAL GLASS
Input Beam
PROS - Easy to bend and manipulate - Resistant to shock and fracture - Lightweight relative to regular glass - 1200kg/m^3 - Good insulative properties - High optimal transmittance
Beam
Reflection Input
Transparent Wood
CONS Currently in experimental stages of development; widespread use yet to be seen Introduction of polymer
USES - Facade panels: safety glazing/ windows - Wall replacements
A PRECEDENT ANALYSIS INTO DIFFERENT MATEIRALS THAT COULD AID VISIBILITY
ANALYSIS Glazing gives maximum light as it is the most transparent of the materials. Visual connection is high but full clarity in vision means sense of exploration is decreased.
The pavilion requires a translucent construction to inform and expand the use of visual connection within the pavilion. With this in mind, common construction materials have been ruled out due to their opaque qualities; this includes concrete, timber, masonry and metals. As such, we have investigated and compared potential translucent materials that could be used for the pavilion, looking at the benefits of each material, as well as their currnet and potential uses.
USES
MANUFACTURE AND CONSTRUCTION
Rev
The timber has the potential to be embedded with electronics, to allow for interactive timber panels.
200mm
m 100m
POLYCARBONATE m 250m
PROS - Relatively flexible; can be linear or curved - High optical transmittance - Frosted design results in higher privacy - Very high load resistance, with high strength and toughness
SUITABILITY DESCRIPTION
PURPOSE OF ISSUE
www.autodesk.com/revit
EMI PROPERTIES At the introduction of the polymer, the material can be embedded with magnetic nanoparticles. This would give the timber an inherent interferring Rev electromagnetic Description Date property, which can be used to create dead spots within the installation.
PROJECT
Project Name TITLE
Unnamed CLIENT
Owner DRAWN BY
Author
CHECKED BY
Checker
DRAWING NUMBER
A101
Transparent timber lends towards panel construction, to keep construction simple for efficient construction given limited project completion time the pavilion should use a panelised format.
m 100m
TRANSPARENT SOLAR CELLS
DATE
12/10/19
PROJECT NUMBER
Project Number
REV
The material has the potential to be used in transparent solar cells. This allows energy to be produced, whilst also allowing light to permeate into the space below. CODE
SUITABILITY DESCRIPTION
STATUS
PURPOSE OF ISSUE
www.autodesk.com/revit
PROJECT
Project Name
m 250m
USES - Structural walls - Windows - Roofs
SMART WINDOWS Unnamed The material can also be used within smart windows and in place of privacy glass. The introduction ofOwnerelectrically conducting particles would allow a current to be fed through the panels, and change the A101 transparency of the material. TITLE
CLIENT
DRAWN BY
Author
CHECKED BY
Checker
SCALE (@ A1)
ANALYSIS Polycarbonate panels have a thicker frame, giving the panel increased opacity and decreased visual connection. Too high of an opacity may increase isolation and decrease curiosity.
CODE
STATUS
SCALE (@ A1)
200mm
Blak Box at Barangaroo
Date
INTERACTIVE PANELS
Traditional timber is modified to remove a polymer called lignin, which gives timber its colour and strength. This is then replaced with an artificial polymer, which strengthens the wood and makes it transparent or translucent dependent on the thickness of the timber.
CONS - Expensive to purchase - Easily scratchable, marrable and dentable
Description
DRAWING NUMBER
ANALYSIS Transparent timber has medium levels of opacity, and as the same as regular timber, the panels can vary in thickness. Therefore, opacity can also be varied should it be required.
DATE
12/10/19
PROJECT NUMBER
Project Number
REV
STUDIO | ZJD
INVESTIGATING POTENTIAL MATERIALS
-
19/01/2020 14:32:16
Transparent Labyrinth by Robert Morris
CONS - Costly to manufacture Increased security around installation
PROS - Low density compared to glass (1200k/m^3) - High optical transmittance -Low thermal conductivity - High relative toughness - Biodegradable & environmentally friendly - Same properties as regular timber - Fire resistant, as opposed to the flamable nature of regular timber
19/01/2020 14:32:16
32
33 COLLECTIVE-LOK
RICHARD SERRA
KENGO KUMA
Mappa Mundi - A Peace Corps Memorial
Junction/Cycle
Oribe Tea House
FORM
FORM
An examination of form; the principle of an undulating form, falling as it reaches the middle and rising again to the edges. A sense of exploration; knowing where you can get to but having to explore to get there.
A spiral pattern, creating pockets in which to explore. High walls restrict view, forcing the user to explore further. A central circulation path that converges in the middle, multiple entrances which give a different experience each time.
MATERIALITY
MATERIALITY
Use of structural glass in a continuous ribbon to create the form; uninterrupted by rigid structure, free flowing.
Use of copper and weathered steel, a rigid material leaning into a sense of isolation.
FINDING PRECEDENT IN FORM
To understand how we could progress our concepts, we explored precedents of form and materiality, ranging from pieces made from structural glass and the forms that can be achieved, to more traditional methods of construction and materials in timber. We looked at how the materials can enhance visibility as well as how the form can encourage social interactions.
FORM A ribbed structure interconnected with small bands to create a solid structure but light and airy. Blocks are arranged in a way that encourages privacy and openness at the same time, through the density of the placed bands.
MATERIALITY Plastic corrugated boards, connected with plastic bands. Frosted finish which allows light diffusion but not direct viewing.
1 Pane
2 Panes
3 Panes
4 Panes
STUDIO | ZJD
A PRECEDENT STUDY FOR OTHER SMALLER PAVILIONS THAT UTILISE FORMS THAT ENCOURAGE VISIBILITY AND SOCIAL INTERACTION
STUDIO | ZJD
34
35
PROCESS:
STUDIO | ZJD
This chapter looks at the process of design, the steps that need to be taken and in what order, to create design iterations used to inform the final design. As part of this, judgement criteria and design metrics are identified to help analyse and judge the iterations and judge the generated designs. Outlining these prior to the design iterations is key as the variable parameters directly result in the performance of the iterations.
36
Apply Grid of Points NO
Set Boundary
Morph Grid
DESIGN OPTIMISATION
Does program fit spaces created?
Extract Random Points
STEP ONE
DESIGN OPTIMISATION
NO
OUTLINING THE DESIGN PROCESS
YES
VECTOR OF INPUT DATA Input parameters that encompass every possible output.
Do the Collar Points line up?
Break lines to grid points
YES
Extrude lines to random heights
STEP TWO OBJECTIVE FUNCTIONS Objectives describe the aims of the optimisation.
CONSTRAINT FUNCTIONS
NO
Constraints describe the feasibility of the solutions.
NO
Cull the lines using random pattern
Are the lines of sight with 5-20m?
OPTIMISATION STRATEGIES
Do the lines of sight hit manmade elements?
YES
STEP THREE
STEP FOUR YES
Optimised Design
DETERMINISTIC
STOCHASTIC
Method using rules to directly analyse the data, often used on more simple optimisation problems.
Method where random solutions are tested, generally used on more complex optimisation problems.
STUDIO | ZJD
IDENTIFYING DESIGN STEPS AND DECISIONS
37
EXTRACTING THE SITE BOUNDARY USING THE SITE CONSTRAINTS TO DEFINE THE SITE BOUNDARY, FROM AVOIDANCE OF OBSTRUCTIONS TO INCORPORATING VISIBILITY SITE EXTENT
OFFSET FROM SURROUNDING LANDSCAPE
MAIN ACCESS POINT TO SITE
BOUNDARY TRIM TO OPTIMISED VIEWS
COMBINING THE ISOVISTS
PROPOSED SITE BOUNDARY
STUDIO | ZJD
The site boundary is defined by a series of isovists, using human vision distances to locate where on the site the users would be exposed to man-made construction. Instead the pavilion highlights the natural landscape to increase user comfort levels, in turn increasing likelihood of user interaction. The boundary is also offset from obstacles at the site edge by 2m, to ensure clear passage and access around the perimeter of the pavilion.
38
THEORISING INITIAL FORM FINDING AN EXPLORATION INTO THE INITIAL STEPS OF DESIGN AND WHAT IS DERIVED FROM THE PROCESS The initial form is based on a grid, which can be culled to create a number of routes to the same destination. This encourages exploration through the site and can result in a higher number of interactions between users. It is also paramount to incorporate multiple destinations, so that there is a journey within the pavilion as opposed to outside of it.
SOLID
MOVEMENT
Solid geometry lacks a sense of journey.
Creating openings encourages exploration.
1 Panels are arranged in a grid format for ease of construction and maximum design options.
2 Openings in grid provide options for users to explore, creating movement and opportunities to meet people.
CREATING SPACES
VISUAL CONNECTION
Cutting grid creating spaces for program.
Giving users ability to see connecting spaces.
3 Creating spaces for programmatic elements allowing users to gather increasing chances of human connection.
4 Different levels of visual connection create different environments of experience, giving the users choice in their exploration of the pavilion.
KEY GATHERING SPACE
LITTLE VISUAL CONNECTION REFLECTION PARTIAL VISUAL CONNECTION AWARENESS VISUAL CONNECTION OPPORTUNITY
STUDIO | ZJD
CIRCULATION
39 Apply Grid of Points NO
Set Boundary
Morph Grid
Extract Random Points
NO
Apply Grid of Points
YES
NO
EXPLORING THE FORM COMPUTATIONALLY
ESTABLISH GRID
Set Boundary
Apply Grid of Points
GRID MORPH Morph Grid
Does program fit spaces created?
Do the Collar
Break lines to grid points
YES
Points line up? POINTS DEFINE COLLAR
NO
Set Boundary
Morph Grid
Does program fit spaces created? Extract
The grid is set with 1200mm spacing so that the circulation paths are Extract Random Points accessible even at their minimum widths.
DIAGRAMS SHOWING THE STEPS THAT NEED TO BE TAKEN TO ACHIEVE THE FORM
NO
NO
Random Points
Morph points are inserted randomly to distort the grid stochastically. This must be done randomly so the results are not pre-determined and are therefor more varied (Nagy).
From morphed grid collar points are created, which act as bottlenecks to passively control the flow of people into an opening in the grid. NO NO
YES
YES
Cull the lines using random pattern
TEAMLAB BORDERLESS Tokyo, Japan
Do the Collar Points line up?
Break lines to grid points
YES
Are the lines of sight with 5-20m?
YES
Extrude lines to random heights
Do the Collar Points line up?
Break lines to grid points
YES
YES
Extrude lines to random heights Optimised Design
NO NO
Are the lines of sight with 5-20m?
Do the lines of sight hit manmade elements?
YES
Apply Grid of Points
YES
NO
NO
Set Boundary
Morph Grid
NO
Does program fit spaces created?
Optimised Design
Extract Random Points
NO
Cull the lines using random pattern
Are the lines of sight with 5-20m?
Do the lines of sight hit manmade elements?
YES
YES
‘Wander through the Crystal World’ is part of the teamLAB Borderless exhibition in Tokyo. Situated in large room, the LED lights are suspended above the mirrored floor creating an illusion of a never-ending boundary. One of the concepts surrounding the curation focuses on the ‘relationships among people’ this is evident as the user travels through the colour-changing space, the direction is blurred resulting in crossing paths with others. The positioning of the slim suspended lights allow the user to catch glimpses of others on another route along the installation.
Do the Collar Points line up?
Break lines to grid points
YES
APPLY HEIGHT SCALE Extrude lines to random heights
Creating diversity in panel height means the users have varied levels of visual connection depending on Are the lines of their location inDo the the lines ofpavilion. This sight with 5-20m? sight hit manmade introduces a newelements? possibility of total visual connection but still having a physical boundary between users. NO
NO
Cull the lines using random pattern
YES
YES
Optimised Design
CULL GRID ACCORDING TO VISUAL CONNECTION YES
The culling of the grid enables circulation throughout the pavilion. Optimised Design Cull is based on proximity to morph points, so that the density of the grid decreases as the user nears an opening in the grid.
APPLY PROGRAMMATIC AREAS
Programmatic elements are applied to openings in the grid according to the areas required for their capacity. STUDIO | ZJD
Cull the lines using random pattern
CO
E UM
ECTION NN
VISUAL
CE
VO L
SP A
INTS PO
COLL
AR
40
DESIGN SPACE GENOTYPE
SPATIALISING THE DESIGN DRIVERS
PHENO
EXTENT OF GRID MORPH
RIGHT BALANCE ADDRESSING THE DESIGN PROBLEM
GRID DENSITY
BIAS Does not fully describe the design problem.
NO. OF MORPH POINTS
HEIGHT OF PANEL
VARIAN Does not fully describe t
PERFECT BALANCE
RIGHT BALANCE FOR DESIGN SOLUTION CONTINUITY Oversimplifies the design.
Area of Inhabitable Space (m)
Distance between Morph Points (m)
Distance of Grid Lines (m)
Variety of Panels (%)
COMPL
Too random for drawing
Distance between Programme Spaces (m) DESIGN SPACE
PHENOTYPE
GENOTYPE
PHENOTYPE
Potentially complex variables that will effect the design. The output form of the information in the variables.
JUDGEMENT CRITERIA
BIAS Does not fully describe the design problem.
PERFECT BALANCE
VARIANCE Does not fully describe the design problem.
STUDIO | ZJD
EXTRACTING THE PARAMETERS AND METRICS FROM THE DESIGN DRIVERS, TO USE AS INPUTS FOR THE GENERATIVE DESIGN PROCESS
GENOTYPE
Potentially complex variables that will effect the design. The output form of the info
METRICS
41
Area of Inhabitable Space (m)
Distance between Morph Points (m)
Distance of Grid Lines (m)
Variety of Panels (%)
Distance between Programme Spaces (m)
R FO
1.5m
E
all
t oo
≥1.5
3.0m
3.0
s
m
av
m
era
ge
≥1
.5m
m
m
LECTURE SP AC
.5
A RE
≥1
too lar CIENT BA g EFFI SE O D C A
e
Average distance: based on range of morph +0.75m
Within a range of 1.5m - 3m based on access and turning in an unmorphed grid
Maximum variety of scale of panel of given sizes
Distance equal to or more than 1.5m
1.5m gap for access as morph points create collar points
Access of 1.5m needed in unmorphed grid to keep it to human scale and allow two people to access simultaneously
Increasing the diversity of views within the sight and varying the views to stray away from normality
Not side by side but close enough to encourage exploration
ACE SP SQM?
CAF
LECTUR E
Addressing the programme area exploration and how close we can get to matching it
E SQM?
GROU
P SPA
CE
SQM?
Certain sized spaces for conversations
STUDIO | ZJD
JUSTIFICATION
IDENTIFICATION AND EXTRACTION OF THE JUDGEMENT CRITERIA FROM THE METRICS TO ASSESS THE PERFORMANCE OF A GIVEN DESIGN ITERATION
JUDGEMENT CRITERIA
JUDGING THE METRICS
RUNNING IT: Generative and Evolutionary algorithms, when fed with the right design inputs, result in hundreds of design iterations. This chapter evidences these iterations, a selection of which have been explored in more detail, showing the metrics for each of them. The selection is gradually reduced, subject to the judgement criteria, resulting in a group of optimally performing iterations. The selection of the final design is ultimately the decision of the designers, who take any external factors into account.
44
VARIATION OF DESIGN SHOWCASING THE ITERATIONS THAT RESULTED FROM THE GENERATIVE ALGORITHM
STUDIO | ZJD
CLICK IMAGE TO ACTIVATE
45
Iteration 2
Iteration 5
Iteration 6
Iteration 16
Iteration 20
Iteration 27
Total Inhabitable Area - 274m² Morph Point Distance - 14.7m Grid Distance - 1.5m Panel Variation - 1m: 32%; 2m: 49%; 3m: 19% Collar Point Wall Intersections - 277
Total Inhabitable Area - 196m² Morph Point Distance - 14.6m Grid Distance - 2.5m Panel Variation - 1m: 44%; 2m: 35%; 3m: 21% Collar Point Wall Intersections - 5
Total Inhabitable Area - 204m² Morph Point Distance - 19.4m Grid Distance - 2.5m Panel Variation - 1m: 23%; 2m: 32%; 3m: 45% Collar Point Wall Intersections - 7
Total Inhabitable Area - 145m² Morph Point Distance - 18.9m Grid Distance - 3.0m Panel Variation - 1m: 30%; 2m: 45%; 3m: 25% Collar Point Wall Intersections - 12
Total Inhabitable Area - 267m² Morph Point Distance - 17.9m Grid Distance - 1.5m Panel Variation - 1m: 24%; 2m: 60%; 3m: 16% Collar Point Wall Intersections - 138
Total Inhabitable Area - 216m² Morph Point Distance - 17.6m Grid Distance - 2.0m Panel Variation - 1m: 26%; 2m: 47%; 3m: 27% Collar Point Wall Intersections - 15
Iteration 46
Iteration 52
Iteration 56
Total Inhabitable Area - 174m² Morph Point Distance - 14.0m Grid Distance - 3.0m Panel Variation - 1m: 22%; 2m: 54%; 3m: 24% Collar Point Wall Intersections - 4
Total Inhabitable Area - 336m² Morph Point Distance - 21.2m Grid Distance - 1.5m Panel Variation - 1m: 26%; 2m: 58%; 3m: 16% Collar Point Wall Intersections - 196
Total Inhabitable Area - 195m² Morph Point Distance - 17.3m Grid Distance - 2.5m Panel Variation - 1m: 25%; 2m: 47%; 3m: 28% Collar Point Wall Intersections - 49
VARIATION OF DESIGN
Ite ra
Iteration 34
26 n tio
EXTRACTING SELECT ITERATIONS, OBSERVING THE METRICS AND JUDGING THEIR PERFORMANCE AGAINST THE CRITERIA Total Inhabitable Area - 304m² Morph Point Distance - 19.8m Grid Distance - 1.5m Panel Variation - 1m: 27%; 2m: 58%; 3m: 15% Collar Point Wall Intersections - 161
Iteration 68
It e
Iteration 66
Total Inhabitable Area - 283m² Morph Point Distance - 17.3m Grid Distance - 2.0m Panel Variation - 1m: 29%; 2m: 47%; 3m: 24% Collar Point Wall Intersections - 56
Iteration 75
Total Inhabitable Area - 311m² Morph Point Distance - 20.2m Grid Distance - 1.5m Panel Variation - 1m: 25%; 2m: 58%; 3m: 17% Collar Point Wall Intersections - 106
Iteration 80
Iteration 83
ra
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99
Total Inhabitable Area - 199m² Morph Point Distance - 19.6m Grid Distance - 1.5m Panel Variation - 1m: 26%; 2m: 57%; 3m: 17% Collar Point Wall Intersections - 205
Iteration 93
KEY HIGH PERFORMING ITERATION
LOW PERFORMING ITERATION CHOSEN FOR FURTHER EXPLORATION
Total Inhabitable Area - 114m² Morph Point Distance - 19.8m Grid Distance - 2.0m Panel Variation - 1m: 26%; 2m: 41%; 3m: 33% Collar Point Wall Intersections - 70
Total Inhabitable Area - 179m² Morph Point Distance - 18.7m Grid Distance - 3.0m Panel Variation - 1m: 15%; 2m: 30%; 3m: 55% Collar Point Wall Intersections - 7
Total Inhabitable Area - 246m² Morph Point Distance - 20.4m Grid Distance - 1.5m Panel Variation - 1m: 22%; 2m: 56%; 3m: 22% Collar Point Wall Intersections - 96
Total Inhabitable Area - 102m² Morph Point Distance - 16m Grid Distance - 3.0m Panel Variation - 1m: 30%; 2m: 37%; 3m: 33% Collar Point Wall Intersections - 21
Total Inhabitable Area - 334m² Morph Point Distance - 17.0m Grid Distance - 1.5m Panel Variation - 1m: 45%; 2m: 35%; 3m: 20% Collar Point Wall Intersections - 80
STUDIO | ZJD
MODERATELY PERFORMING ITERATION
46 Cafe Space
ITERATION 26 Lecture Space Total Inhabitable Area - 283m² Morph Point Distance - 17.3m
VARIATION OF DESIGN
Grid Distance - 2.0m Panel Variation - 1m: 29%; 2m: 47%; 3m: 24% Collar Point Wall Intersections - 56
EXTRACTING SELECT ITERATIONS, OBSERVING THE METRICS AND JUDGING THEIR PERFORMANCE AGAINST THE CRITERIA
View Coverage - 18%
Performance - HIGH The areas of the spaces, whilst larger than needed, allow for a a range of habitation. The grid distance is compact enough to encourage exploration, and the variation of panels gives a sense of human scale to the design. The position of the spaces and walls also results in a view coverage that extends furtehr than the reach of the design.
Lecture Space
Cafe Space
ITERATION 99 Total Inhabitable Area - 334m²
Ancilliary Space
Morph Point Distance - 17.0m Grid Distance - 1.5m Panel Variation - 1m: 45%; 2m: 35%; 3m: 20%
144m² LARGER 1.5m EQUAL 30-60 LARGER
AREA OF MULTIPURPOSE SPACE, CAFE AND REFLECTION SPACES MORPH POINT DISTANCE IDEAL GRID DISTANCE PANEL VARIATION NO. OF COLLAR POINTS AVERAGE VIEW COVERAGE
Collar Point Wall Intersections - 80 View Coverage - 15%
Performance - MODERATE The inhabitable area is much larger than needed, leading to less of an exploration of the rest of the site. The design implements a 1.5m grid, which lends to a better experience at human scale. A smaller number of collar point wall intersections means that the spaces are closer together and collar points that are shorter. View coverage is average also.
STUDIO | ZJD
KEY - IDEAL ITERATION
47
Iteration 140
Iteration 160
Iteration 152
It e
Iteration 136
Total Inhabitable Area - 164m² Morph Point Distance - 16.3m Grid Distance - 2.5m Panel Variation - 1m: 19%; 2m: 33%; 3m: 48% Collar Point Wall Intersections - 3
Total Inhabitable Area - 95m² Morph Point Distance - 20.9m Grid Distance - 2.0m Panel Variation - 1m: 24%; 2m: 28%; 3m: 48% Collar Point Wall Intersections - 0
Total Inhabitable Area - 109m² Morph Point Distance - 19.6m Grid Distance - 2.5m Panel Variation - 1m: 17%; 2m: 58%; 3m: 25% Collar Point Wall Intersections - 9
Total Inhabitable Area - 139m² Morph Point Distance - 19.3m Grid Distance - 3.0m Panel Variation - 1m: 30%; 2m: 50%; 3m: 20% Collar Point Wall Intersections - 1
Iteration 162
Iteration 164
Iteration 179
Iteration 182
Total Inhabitable Area - 338m² Morph Point Distance - 18.8m Grid Distance - 1.5m Panel Variation - 1m: 60%; 2m: 19%; 3m: 21% Collar Point Wall Intersections - 40
Total Inhabitable Area - 147m² Morph Point Distance - 18.5m Grid Distance - 1.5m Panel Variation - 1m: 12%; 2m: 26%; 3m: 62% Collar Point Wall Intersections - 189
Total Inhabitable Area - 380m² Morph Point Distance - 20.9m Grid Distance - 1.5m Panel Variation - 1m: 23%; 2m: 62%; 3m: 15% Collar Point Wall Intersections - 112
Total Inhabitable Area - 106m² Morph Point Distance - 15.8m Grid Distance - 2.5m Panel Variation - 1m: 26%; 2m: 48%; 3m: 26% Collar Point Wall Intersections - 15
Iteration 196
Iteration 202
Total Inhabitable Area - 190m² Morph Point Distance - 20.1m Grid Distance - 1.5m Panel Variation - 1m: 30%; 2m: 28%; 3m: 42% Collar Point Wall Intersections - 168
ra
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22
VARIATION OF DESIGN EXTRACTING SELECT ITERATIONS, OBSERVING THE METRICS AND JUDGING THEIR PERFORMANCE AGAINST THE CRITERIA Total Inhabitable Area - 401m² Morph Point Distance - 16.6m Grid Distance - 2.0m Panel Variation - 1m: 26%; 2m: 32%; 3m: 46% Collar Point Wall Intersections - 94
Iteration 220
Total Inhabitable Area - 143m² Morph Point Distance - 18.5m Grid Distance - 2.0m Panel Variation - 1m: 49%; 2m: 32%; 3m: 18% Collar Point Wall Intersections - 31
Total Inhabitable Area - 109m² Morph Point Distance - 20.4m Grid Distance - 2.5m Panel Variation - 1m: 26%; 2m: 50%; 3m: 24% Collar Point Wall Intersections - 6
Total Inhabitable Area - 130m² Morph Point Distance - 18.5m Grid Distance - 2.0m Panel Variation - 1m: 56%; 2m: 27%; 3m: 17% Collar Point Wall Intersections - 5
Iteration 228
Iteration 235
Iteration 242
Iteration 243
Total Inhabitable Area - 313m² Morph Point Distance - 19.0m Grid Distance - 1.5m Panel Variation - 1m: 15%; 2m: 28%; 3m: 57% Collar Point Wall Intersections - 78
Total Inhabitable Area - 286m² Morph Point Distance - 16.2m Grid Distance - 2.0m Panel Variation - 1m: 48%; 2m: 25%; 3m: 27% Collar Point Wall Intersections - 32
Total Inhabitable Area - 217m² Morph Point Distance - 16.5m Grid Distance - 1.5m Panel Variation - 1m: 54%; 2m: 32%; 3m: 14% Collar Point Wall Intersections - 129
Total Inhabitable Area - 309m² Morph Point Distance - 17.2m Grid Distance - 1.5m Panel Variation - 1m: 51%; 2m: 29%; 3m: 20% Collar Point Wall Intersections - 197
Ite ra
Iteration 215
72 1 n tio
KEY HIGH PERFORMING ITERATION
LOW PERFORMING ITERATION CHOSEN FOR FURTHER EXPLORATION
Total Inhabitable Area - 204m² Morph Point Distance - 17.0m Grid Distance - 2.0m Panel Variation - 1m: 32%; 2m: 43%; 3m: 25% Collar Point Wall Intersections - 25
STUDIO | ZJD
MODERATELY PERFORMING ITERATION
48
Lecture Space
ITERATION 122 Cafe Space
VARIATION OF DESIGN
Total Inhabitable Area - 401m²
Ancilliary Space
Morph Point Distance - 16.6m Grid Distance - 2.0m Panel Variation - 1m: 26%; 2m: 32%; 3m: 46% Collar Point Wall Intersections - 94
EXTRACTING SELECT ITERATIONS, OBSERVING THE METRICS AND JUDGING THEIR PERFORMANCE AGAINST THE CRITERIA
View Coverage - 13%
Performance - LOW The combination of a larger space with a larger grid distance means that there is less of an emphasis on the human scale as well as the exploration and experience of the space. The variety of space is good, but low view coverage and low morph point distance detracts from the design.
Cafe Space
ITERATION 172 Lecture Space
Total Inhabitable Area - 254m² Morph Point Distance - 17.0m Grid Distance - 2.0m Panel Variation - 1m: 32%; 2m: 43%; 3m: 25%
KEY
LARGER 1.5m EQUAL 30-60 LARGER
AREA OF MULTIPURPOSE SPACE, CAFE AND REFLECTION SPACES MORPH POINT DISTANCE IDEAL GRID DISTANCE PANEL VARIATION NO. OF COLLAR POINTS AVERAGE VIEW COVERAGE
View Coverage - 15%
Performance - MODERATE The areas that are present are suitable for the programme of the pavilion, whilst still allowing for a sense of exploration through the site. A close to equal panel variety means that views through the site are varied, lending to the overall experience of the pavilion. An average view coverage also means that views can be had from within the site outwards.
STUDIO | ZJD
144m²
Collar Point Wall Intersections - 25
49
Iteration 261
Iteration 268
Iteration 279
It e
Iteration 244
ra
n2 it o
41
Total Inhabitable Area - 155m² Morph Point Distance - 16.8m Grid Distance - 1.5m Panel Variation - 1m: 29%; 2m: 20%; 3m: 51% Collar Point Wall Intersections - 5
Total Inhabitable Area - 185m² Morph Point Distance - 17.6m Grid Distance - 2.5m Panel Variation - 1m: 24%; 2m: 47%; 3m: 29% Collar Point Wall Intersections - 20
Total Inhabitable Area - 163m² Morph Point Distance - 19.3m Grid Distance - 2.0m Panel Variation - 1m: 23%; 2m: 56%; 3m: 21% Collar Point Wall Intersections - 26
Total Inhabitable Area - 184m² Morph Point Distance - 21.1m Grid Distance - 2.5m Panel Variation - 1m: 38%; 2m: 28%; 3m: 34% Collar Point Wall Intersections - 2
Iteration 287
Iteration 306
Iteration 324
Iteration 330
Total Inhabitable Area - 402m² Morph Point Distance - 20.4m Grid Distance - 3.0m Panel Variation - 1m: 39%; 2m: 33%; 3m: 28% Collar Point Wall Intersections - 0
Total Inhabitable Area - 170m² Morph Point Distance - 19.5m Grid Distance - 1.5m Panel Variation - 1m: 26%; 2m: 44%; 3m: 30% Collar Point Wall Intersections - 63
Total Inhabitable Area - 193m² Morph Point Distance - 17.3m Grid Distance - 1.5m Panel Variation - 1m: 30%; 2m: 58%; 3m: 12% Collar Point Wall Intersections - 124
Total Inhabitable Area - 140m² Morph Point Distance - 19.5m Grid Distance - 2.0m Panel Variation - 1m: 29%; 2m: 27%; 3m: 44% Collar Point Wall Intersections - 96
Iteration 332
Iteration 348
Iteration 371
Iteration 377
Total Inhabitable Area - 65m² Morph Point Distance - 20.0m Grid Distance - 2.0m Panel Variation - 1m: 36%; 2m: 55%; 3m: 9% Collar Point Wall Intersections - 49
Total Inhabitable Area - 73m² Morph Point Distance - 19.2m Grid Distance - 2.0m Panel Variation - 1m: 14%; 2m: 35%; 3m: 51% Collar Point Wall Intersections - 6
Total Inhabitable Area - 277m² Morph Point Distance - 18.1m Grid Distance - 1.5m Panel Variation - 1m: 29%; 2m: 26%; 3m: 45% Collar Point Wall Intersections - 101
Total Inhabitable Area - 157m² Morph Point Distance - 18.8m Grid Distance - 2.0m Panel Variation - 1m: 20%; 2m: 43%; 3m: 37% Collar Point Wall Intersections - 1
Iteration 402
Iteration 414
Iteration 419
Iteration 450
Total Inhabitable Area - 265m² Morph Point Distance - 17.4m Grid Distance - 1.5m Panel Variation - 1m: 30%; 2m: 57%; 3m: 13% Collar Point Wall Intersections - 68
Total Inhabitable Area - 184m² Morph Point Distance - 15.1m Grid Distance - 3.0m Panel Variation - 1m: 38%; 2m: 40%; 3m: 22% Collar Point Wall Intersections - 26
Total Inhabitable Area - 400m² Morph Point Distance - 18.0m Grid Distance - 1.5m Panel Variation - 1m: 50%; 2m: 27%; 3m: 23% Collar Point Wall Intersections - 36
Total Inhabitable Area - 203m² Morph Point Distance - 20.3m Grid Distance - 1.5m Panel Variation - 1m: 32%; 2m: 51%; 3m: 17% Collar Point Wall Intersections - 182
VARIATION OF DESIGN
Ite ra
EXTRACTING SELECT ITERATIONS, OBSERVING THE METRICS AND JUDGING THEIR PERFORMANCE AGAINST THE CRITERIA
38 3 n tio
Total Inhabitable Area - 368m² Morph Point Distance - 17.2m Grid Distance - 1.5m Panel Variation - 1m: 37%; 2m: 46%; 3m: 17% Collar Point Wall Intersections - 19
KEY HIGH PERFORMING ITERATION
LOW PERFORMING ITERATION CHOSEN FOR FURTHER EXPLORATION
Total Inhabitable Area - 411m² Morph Point Distance - 16.3m Grid Distance - 1.5m Panel Variation - 1m: 22%; 2m: 27%; 3m: 51% Collar Point Wall Intersections - 42
STUDIO | ZJD
MODERATELY PERFORMING ITERATION
50 Cafe Space
Lecture Space
ITERATION 241 Total Inhabitable Area - 368m² Morph Point Distance - 17.2m
VARIATION OF DESIGN
Grid Distance - 1.5m Panel Variation - 1m: 37%; 2m: 46%; 3m: 17% Collar Point Wall Intersections - 19
EXTRACTING SELECT ITERATIONS, OBSERVING THE METRICS AND JUDGING THEIR PERFORMANCE AGAINST THE CRITERIA
View Coverage - 13%
Performance - MODERATE Certain metrics lend themselves to this being a good iteration, such as the distance between the morph points, as well as the grid distance and panel variation. But a low view coverage and close programme areas means that the exploration through the site is reduced, whilst also reducing the ability to create ancilliary spaces.
Cafe Space
ITERATION 338 Lecture Space
Total Inhabitable Area - 411m² Morph Point Distance - 16.3m Grid Distance - 1.5m Panel Variation - 1m: 22%; 2m: 27%; 3m: 51%
KEY
LARGER 1.5m EQUAL 30-60 LARGER
AREA OF MULTIPURPOSE SPACE, CAFE AND REFLECTION SPACES MORPH POINT DISTANCE IDEAL GRID DISTANCE PANEL VARIATION NO. OF COLLAR POINTS AVERAGE VIEW COVERAGE
View Coverage - 12%
Performance - LOW The programme spaces that have been designed are much too large for the needs of the pavilion. In addition to this, a low view coverage, low morph point distance and unequal panel variation makes for a low performing iteration. STUDIO | ZJD
144m²
Collar Point Wall Intersections - 42
Iteration 484
Iteration 496
Iteration 508
Iteration 514
Total Inhabitable Area - 295m² Morph Point Distance - 19.5m Grid Distance - 2.0m Panel Variation - 1m: 40%; 2m: 33%; 3m: 27% Collar Point Wall Intersections - 36
Total Inhabitable Area - 120m² Morph Point Distance - 18.5m Grid Distance - 2.0m Panel Variation - 1m: 56%; 2m: 26%; 3m: 18% Collar Point Wall Intersections - 30
Total Inhabitable Area - 204m² Morph Point Distance - 17.3m Grid Distance - 1.5m Panel Variation - 1m: 34%; 2m: 16%; 3m: 50% Collar Point Wall Intersections - 74
Total Inhabitable Area - 80m² Morph Point Distance - 17.1m Grid Distance - 3.0m Panel Variation - 1m: 35%; 2m: 41%; 3m: 24% Collar Point Wall Intersections - 12
Total Inhabitable Area - 171m² Morph Point Distance - 21.3m Grid Distance - 2.0m Panel Variation - 1m: 23%; 2m: 43%; 3m: 34% Collar Point Wall Intersections - 50
Total Inhabitable Area - 253m² Morph Point Distance - 18.4m Grid Distance - 1.5m Panel Variation - 1m: 57%; 2m: 20%; 3m: 23% Collar Point Wall Intersections - 142
Iteration 530
Iteration 546
Total Inhabitable Area - 241m² Morph Point Distance - 19.5m Grid Distance - 1.5m Panel Variation - 1m: 29%; 2m: 53%; 3m: 18% Collar Point Wall Intersections - 166
Total Inhabitable Area - 160m² Morph Point Distance - 17.4m Grid Distance - 1.5m Panel Variation - 1m: 50%; 2m: 30%; 3m: 20% Collar Point Wall Intersections - 275
Iteration 548
Iteration 560
Total Inhabitable Area - 203m² Morph Point Distance - 16.8m Grid Distance - 1.5m Panel Variation - 1m: 26%; 2m: 55%; 3m: 19% Collar Point Wall Intersections - 53
Total Inhabitable Area - 158m² Morph Point Distance - 16.4m Grid Distance - 3.0m Panel Variation - 1m: 43%; 2m: 19%; 3m: 38% Collar Point Wall Intersections - 9
22 5 n tio
Ite ra
VARIATION OF DESIGN
Iteration 474
Ite ra
51
Iteration 459
80 5 n tio
EXTRACTING SELECT ITERATIONS, OBSERVING THE METRICS AND JUDGING THEIR PERFORMANCE AGAINST THE CRITERIA
Total Inhabitable Area - 162m² Morph Point Distance - 17.6m Grid Distance - 2.0m Panel Variation - 1m: 28%; 2m: 44%; 3m: 28% Collar Point Wall Intersections - 39
Total Inhabitable Area - 189m² Morph Point Distance - 21.8m Grid Distance - 1.5m Panel Variation - 1m: 42%; 2m: 30%; 3m: 27% Collar Point Wall Intersections - 93
Iteration 562
Iteration 594
Iteration 596
Iteration 602
Iteration 610
Iteration 612
Total Inhabitable Area - 243m² Morph Point Distance - 18.2m Grid Distance - 1.5m Panel Variation - 1m: 27%; 2m: 53%; 3m: 20% Collar Point Wall Intersections - 50
Total Inhabitable Area - 197m² Morph Point Distance - 21.0m Grid Distance - 1.5m Panel Variation - 1m: 59%; 2m: 25%; 3m: 16% Collar Point Wall Intersections - 51
Total Inhabitable Area - 194m² Morph Point Distance - 20.0m Grid Distance - 1.5m Panel Variation - 1m: 26%; 2m: 59%; 3m: 15% Collar Point Wall Intersections - 38
Total Inhabitable Area - 168m² Morph Point Distance - 18.3m Grid Distance - 2.0m Panel Variation - 1m: 55%; 2m: 21%; 3m: 24% Collar Point Wall Intersections - 38
Total Inhabitable Area - 145m² Morph Point Distance - 19.2m Grid Distance - 1.5m Panel Variation - 1m: 25%; 2m: 55%; 3m: 20% Collar Point Wall Intersections - 294
Total Inhabitable Area - 316m² Morph Point Distance - 14.4m Grid Distance - 1.5m Panel Variation - 1m: 26%; 2m: 47%; 3m: 27% Collar Point Wall Intersections - 142
KEY HIGH PERFORMING ITERATION
LOW PERFORMING ITERATION CHOSEN FOR FURTHER EXPLORATION
STUDIO | ZJD
MODERATELY PERFORMING ITERATION
52
Cafe Space
ITERATION 522 Lecture Space
Total Inhabitable Area - 162m² Morph Point Distance - 17.6m
VARIATION OF DESIGN
Grid Distance - 2.0m Panel Variation - 1m: 28%; 2m: 44%; 3m: 28% Collar Point Wall Intersections - 39
EXTRACTING SELECT ITERATIONS, OBSERVING THE METRICS AND JUDGING THEIR PERFORMANCE AGAINST THE CRITERIA
View Coverage - 12%
Performance - HIGH A close to needed inhabitable area means that little space is wasted with the remainder of the site. Coupled with a larger morph point distance and close panel variations, it creates a space that fits needs but still encourages exploration. The grid distance also allows for smaller areas to be identified as ancilliary spaces.
Ancilliary Space
Lecture Space
ITERATION 580 Total Inhabitable Area - 189m² Morph Point Distance - 21.8m
Cafe Space
KEY
LARGER 1.5m EQUAL 30-60 LARGER
Panel Variation - 1m: 42%; 2m: 30%; 3m: 27% Collar Point Wall Intersections - 93
AREA OF MULTIPURPOSE SPACE, CAFE AND REFLECTION SPACES MORPH POINT DISTANCE IDEAL GRID DISTANCE PANEL VARIATION NO. OF COLLAR POINTS AVERAGE VIEW COVERAGE
View Coverage - 6%
Performance - MODERATE Much of this iteration works in line with the judgement criteria. The inhabitable area is close to the ideal amount, the morph point distance is larger, leading to more chance of exploration through the site. The spaces are spread throughout the site, rather than being clustered, but the design is let down by an extremely low view coverage.
STUDIO | ZJD
144m²
Grid Distance - 1.5m
Iteration 631
Iteration 642
Iteration 660
Total Inhabitable Area - 164m² Morph Point Distance - 18.1m Grid Distance - 2.0m Panel Variation - 1m: 31%; 2m: 59%; 3m: 10% Collar Point Wall Intersections - 53
Total Inhabitable Area - 187m² Morph Point Distance - 16.5m Grid Distance - 2.5m Panel Variation - 1m: 31%; 2m: 42%; 3m: 27% Collar Point Wall Intersections - 19
Total Inhabitable Area - 244m² Morph Point Distance - 18.1m Grid Distance - 1.5m Panel Variation - 1m: 53%; 2m: 429%; 3m: 18% Collar Point Wall Intersections - 148
Total Inhabitable Area - 247m² Morph Point Distance - 17.0m Grid Distance - 1.5m Panel Variation - 1m: 55%; 2m: 32%; 3m: 13% Collar Point Wall Intersections - 62
Iteration 709
Iteration 709
Iteration 715
Iteration 737
Total Inhabitable Area - 95m² Morph Point Distance - 18.8m Grid Distance - 2.0m Panel Variation - 1m: 55%; 2m: 28%; 3m: 17% Collar Point Wall Intersections - 18
Total Inhabitable Area - 234m² Morph Point Distance - 19.6m Grid Distance - 2.5m Panel Variation - 1m: 33%; 2m: 46%; 3m: 21% Collar Point Wall Intersections - 3
Total Inhabitable Area - 208m² Morph Point Distance - 20.6m Grid Distance - 2.0m Panel Variation - 1m: 25%; 2m: 50%; 3m: 25% Collar Point Wall Intersections - 0
Total Inhabitable Area - 277m² Morph Point Distance - 21.5m Grid Distance - 1.5m Panel Variation - 1m: 37%; 2m: 50%; 3m: 13% Collar Point Wall Intersections - 115
Iteration 743
Iteration 755
Iteration 774
Iteration 779
Total Inhabitable Area - 107m² Morph Point Distance - 17.1m Grid Distance - 2.5m Panel Variation - 1m: 35%; 2m: 26%; 3m: 39% Collar Point Wall Intersections - 6
Total Inhabitable Area - 306m² Morph Point Distance - 16.2m Grid Distance - 1.5m Panel Variation - 1m: 30%; 2m: 52%; 3m: 18% Collar Point Wall Intersections - 176
Total Inhabitable Area - 169m² Morph Point Distance - 17.2m Grid Distance - 2.5m Panel Variation - 1m: 32%; 2m: 47%; 3m: 21% Collar Point Wall Intersections - 47
Total Inhabitable Area - 115m² Morph Point Distance - 22.3m Grid Distance - 2.0m Panel Variation - 1m: 24%; 2m: 49%; 3m: 27% Collar Point Wall Intersections - 42
Iteration 785
Iteration 786
Iteration 791
Iteration 793
Total Inhabitable Area - 283m² Morph Point Distance - 19.0m Grid Distance - 1.5m Panel Variation - 1m: 24%; 2m: 49%; 3m: 27% Collar Point Wall Intersections - 138
Total Inhabitable Area - 266m² Morph Point Distance - 18.1m Grid Distance - 1.5m Panel Variation - 1m: 55%; 2m: 26%; 3m: 19% Collar Point Wall Intersections - 101
Total Inhabitable Area - 107m² Morph Point Distance - 19.3m Grid Distance - 2.5m Panel Variation - 1m: 26%; 2m: 32%; 3m: 32% Collar Point Wall Intersections - 4
Total Inhabitable Area - 207m² Morph Point Distance - 20.6m Grid Distance - 2.0m Panel Variation - 1m: 26%; 2m: 52%; 3m: 22% Collar Point Wall Intersections - 51
Ite ra
53
Iteration 619
04 6 n tio
VARIATION OF DESIGN EXTRACTING SELECT ITERATIONS, OBSERVING THE METRICS AND JUDGING THEIR PERFORMANCE AGAINST THE CRITERIA
Ite ra
Total Inhabitable Area - 128m² Morph Point Distance - 16.0m Grid Distance - 2.0m Panel Variation - 1m: 27%; 2m: 40%; 3m: 33% Collar Point Wall Intersections - 219
57 6 n tio
KEY HIGH PERFORMING ITERATION
LOW PERFORMING ITERATION CHOSEN FOR FURTHER EXPLORATION
Total Inhabitable Area - 374m² Morph Point Distance - 18.6m Grid Distance - 1.5m Panel Variation - 1m: 32%; 2m: 42%; 3m: 26% Collar Point Wall Intersections - 78
STUDIO | ZJD
MODERATELY PERFORMING ITERATION
54 Lecture Space
ITERATION 604 Total Inhabitable Area - 128m²
VARIATION OF DESIGN
Morph Point Distance - 16.0m Grid Distance - 2.0m
Cafe Space
Panel Variation - 1m: 27%; 2m: 40%; 3m: 33% Collar Point Wall Intersections - 219
EXTRACTING SELECT ITERATIONS, OBSERVING THE METRICS AND JUDGING THEIR PERFORMANCE AGAINST THE CRITERIA
View Coverage - 7%
Performance - LOW A lower than outlined inhabitable area with low view coverage and closer morph point distance detract from the performance of this iteration. Whilst the good variety of areas and heights of panels lend itself to the design, it still lacks in creating a space to explore as well as experience human scale and connectivity to others.
Lecture Space
Cafe Space
ITERATION 657 Total Inhabitable Area - 374m²
Ancilliary Space
Morph Point Distance - 18.6m Grid Distance - 1.5m Panel Variation - 1m: 32%; 2m: 50%; 3m: 18%
KEY
LARGER 1.5m EQUAL 30-60 LARGER
AREA OF MULTIPURPOSE SPACE, CAFE AND REFLECTION SPACES MORPH POINT DISTANCE IDEAL GRID DISTANCE PANEL VARIATION NO. OF COLLAR POINTS AVERAGE VIEW COVERAGE
View Coverage - 12%
Performance - MODERATE Whilst the inhabitable area present is larger than needed, the variety of spaces means that the programme can be changed to whatever purpose is required. The lower grid distance and larger morph point distance mean that ancilliary spaces can easily be identified and exploration through the site is higher. An average view coverage gives it a moderate performance.
STUDIO | ZJD
144m²
Collar Point Wall Intersections - 78
Iteration 800
Iteration 803
Total Inhabitable Area - 309m² Morph Point Distance - 17.9m Grid Distance - 1.5m Panel Variation - 1m: 27%; 2m: 22%; 3m: 51% Collar Point Wall Intersections - 30
Total Inhabitable Area - 169m² Morph Point Distance - 20.3m Grid Distance - 1.5m Panel Variation - 1m: 30%; 2m: 54%; 3m: 16% Collar Point Wall Intersections - 61
Iteration 807
Iteration 824
Total Inhabitable Area - 197m² Morph Point Distance - 15.1m Grid Distance - 2.0m Panel Variation - 1m: 28%; 2m: 20%; 3m: 52% Collar Point Wall Intersections - 30
Total Inhabitable Area - 228m² Morph Point Distance - 15.2m Grid Distance - 2.0m Panel Variation - 1m: 28%; 2m: 28%; 3m: 44% Collar Point Wall Intersections - 31
Ite ra
Ite ra
55
83 8 n tio
29 9 n tio
VARIATION OF DESIGN EXTRACTING SELECT ITERATIONS, OBSERVING THE METRICS AND JUDGING THEIR PERFORMANCE AGAINST THE CRITERIA Total Inhabitable Area - 230m² Morph Point Distance - 19.6m Grid Distance - 1.5m Panel Variation - 1m: 32%; 2m: 39%; 3m: 29% Collar Point Wall Intersections - 47
Total Inhabitable Area - 267m² Morph Point Distance - 16.7m Grid Distance - 1.5m Panel Variation - 1m: 32%; 2m: 45%; 3m: 23% Collar Point Wall Intersections - 178
Iteration 839
Iteration 841
Iteration 848
Iteration 862
Iteration 897
Iteration 901
Total Inhabitable Area - 166m² Morph Point Distance - 20.2m Grid Distance - 2.5m Panel Variation - 1m: 27%; 2m: 40%; 3m: 33% Collar Point Wall Intersections - 46
Total Inhabitable Area -148m² Morph Point Distance - 19.2m Grid Distance - 2.0m Panel Variation - 1m: 29%; 2m: 49%; 3m: 22% Collar Point Wall Intersections - 109
Total Inhabitable Area - 416m² Morph Point Distance - 13.5m Grid Distance - 1.5m Panel Variation - 1m: 35%; 2m: 44%; 3m: 21% Collar Point Wall Intersections - 86
Total Inhabitable Area - 205m² Morph Point Distance - 19.6m Grid Distance - 3m Panel Variation - 1m: 38%; 2m: 28%; 3m: 34% Collar Point Wall Intersections - 9
Total Inhabitable Area - 267m² Morph Point Distance - 18.1m Grid Distance - 1.5m Panel Variation - 1m: 13%; 2m: 33%; 3m: 54% Collar Point Wall Intersections - 0
Total Inhabitable Area - 137m² Morph Point Distance - 15.1m Grid Distance - 2.5m Panel Variation - 1m: 47%; 2m: 30%; 3m: 23% Collar Point Wall Intersections - 10
Iteration 914
Iteration 920
Iteration 922
Iteration 928
Iteration 937
Iteration 945
Total Inhabitable Area - 258m² Morph Point Distance - 16.9m Grid Distance - 1.5m Panel Variation - 1m: 26%; 2m: 52%; 3m: 22% Collar Point Wall Intersections - 167
Total Inhabitable Area - 205m² Morph Point Distance - 19.1m Grid Distance - 2.5m Panel Variation - 1m: 30%; 2m: 27%; 3m: 43% Collar Point Wall Intersections - 86
Total Inhabitable Area - 106m² Morph Point Distance - 18.1m Grid Distance - 1.5m Panel Variation - 1m: 31%; 2m: 22%; 3m: 47% Collar Point Wall Intersections - 36
Total Inhabitable Area - 317m² Morph Point Distance - 19.6m Grid Distance - 1.5m Panel Variation - 1m: 52%; 2m: 22%; 3m: 26% Collar Point Wall Intersections - 140
Total Inhabitable Area - 211m² Morph Point Distance - 18.8m Grid Distance - 2.0m Panel Variation - 1m: 51%; 2m: 28%; 3m: 21% Collar Point Wall Intersections - 110
Total Inhabitable Area - 238m² Morph Point Distance - 17.1m Grid Distance - 1.5m Panel Variation - 1m: 46%; 2m: 31%; 3m: 23% Collar Point Wall Intersections - 101
KEY HIGH PERFORMING ITERATION
LOW PERFORMING ITERATION CHOSEN FOR FURTHER EXPLORATION
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MODERATELY PERFORMING ITERATION
56
Cafe Space
ITERATION 833 Total Inhabitable Area - 230m² Morph Point Distance - 19.6m
VARIATION OF DESIGN
Lecture Space
Grid Distance - 1.5m Panel Variation - 1m: 32%; 2m: 39%; 3m: 29% Collar Point Wall Intersections - 47
EXTRACTING SELECT ITERATIONS, OBSERVING THE METRICS AND JUDGING THEIR PERFORMANCE AGAINST THE CRITERIA
View Coverage - 20%
Performance - HIGH The metrics that have been derived from this iteration show that this is one of the best performing designs. The inhabitable area is relatively close to the outlined value, the morph point distance is high, allowing for a greater sense of exploration. A close to equal panel variety and large view coverage lend themselves to a very well performing design.
Cafe Space
ITERATION 929 Total Inhabitable Area - 267m²
Lecture Space
Morph Point Distance - 16.7m Grid Distance - 1.5m Panel Variation - 1m: 32%; 2m: 45%; 3m: 23%
KEY
LARGER 1.5m EQUAL 30-60 LARGER
AREA OF MULTIPURPOSE SPACE, CAFE AND REFLECTION SPACES MORPH POINT DISTANCE IDEAL GRID DISTANCE PANEL VARIATION NO. OF COLLAR POINTS AVERAGE VIEW COVERAGE
View Coverage - 7%
Performance - MODERATE Another well performing design, with higher than needed areas but a good variety of spaces. Morph point distance is average, coupled with a denser grid means that exploration is present. Relatively close to equal panel variation and spread out spaces mean that the experience is also benefitting. But the design is ultimately let down by the low performing view coverage.
STUDIO | ZJD
144m²
Collar Point Wall Intersections - 178
57 Chosen Iteration Grid Morph
Culling Process
Final Arrangement to take forward
REFINING THE DESIGN CURATING THE SPACES AND CREATING THE CIRCULATION PATHS Whilst this design might not be the best performing design in each category, its performance to the judgement criteria is averaged to be good. But ultimately, the decision is left to us, to decide whether this would be a good footprint for the pavilion to be expanded upon. The combination of spaces, despite being larger than needed, allow us to design the pavilion to maximise utility, whilst also being able to embody a solution to the problem outlined. It allows us to include the concepts and ideas that would make this pavilion a space in which interactions could take place, and in which people would become more connected to others and the environment around them. Chosen Iteration Iteration 833
Total Inhabitable Area - 230m²
Grid Distance - 1.5m
Panel Variation - 1m: 32%; 2m: 39%; 3m: 29%
Collar Point Wall Intersections - 47
View Coverage - 20%
Creation of circulation into pavilion Creation of circulation into programme spaces Maximisation of view coverage from programme spaces Adjusment of panels better views
for
STUDIO | ZJD
Morph Point Distance - 19.6m
Identification of programme spaces
METRICS IDENTIFIED PROGRAMME AREAS
60m²
54m²
Total Inhabitable Area 230m²
30m²
Morph point distance 19.6m
EVALUATING THE DESIGN Greater distance between morph points creates more collar points
Grid distance 1.5m
Grid of 1.5 to allow dual direction exploration at human scale
Optimal Panel Variation
Iteration Panel Variation
1m - 33% 2m - 33% 3m - 33%
1m - 32% 2m - 39% 3m - 29%
Greater distance between the spaces creates chances for collar points. The number of wall intersections is representative of the culling required to create a collar point. A middle ground results in better collar points
di
us
Collar Point Wall Intersection 47
Ra
MEASURING THE METRICS OF THE DESIGN AGAINST THE JUDGEMENT CRITERIA IN MORE DEPTH
Total Required area 144m²
The isovist radius is set to 25m, as the distance that can be seen by someone with good eyesight. It also allows the extent of the intervention to be observed from within the programme spaces.
View Coverage 20%
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58
CHOSEN ITERATION PLAN VIEW
59
PROGRAMME AREAS WITHIN THE PAVILION
PROGRAMME AREAS WITHIN THE PAVILION Total Footprint of Pavilion 1364m²
Serpentine Brief Footprint for Habitation 300m²
5m²
IDENTIFYING THE PROGRAMME AREAS
60m²
Total Inhabitable Area 230m²
Total Required area 144m² 12m²
ANCILLIARY SPACE
ASSIGNING PROGRAMME TO THE CURATED SPACES
Main Spaces
CAFE
15m²
5m² 5m²
ANCILLIARY SPACE
60m²
5m²
REFLECTION SPACE
12m²
104m²
5m² 60m²
REFLECTION SPACE
15m² 5m² 12m²
60m² 15m² 60m²
OPEN SPACE
5m² 15m²
Secondary Spaces 5m²
60m²
5m²
12m² 104m²
15m² 12m² 104m²
15m²
15m²
5m²
5m² 60m²
STUDIO | ZJD
ANCILLIARY SPACE
12m²
60
OVERALL DISTANCES
PROGRAMME DISTANCES 1
2m
CAFE SPACE
7.5m
OBSERVING THE DISTANCES
14m
10m 2m 13m
2 2m 2m
4m
1
DIAGRAMS SHOWING THE DISTANCES OF THE PAVILION FOOTPRINT AS WELL AS THE PROGRAMME SPACES
3m
3m
3
2
52m
3
OPEN SPACE
2m 3m 3m
22m
13m
5m
2m
20m
5
4
5m
5m
5m 5m
4m
34m
5
1.5m
2.5m
3m
2m
7m
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GRID DISTANCE
4
TO/FROM THE CAFE SPACE
South-West Access
61
ENTRANCES INTO THE PAVILION
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North Access
TO/FROM THE OPEN SPACE
South Access
AN EXPLORATION INTO THE ENTRANCES TO THE PAVILION FROM THE FOUR MAIN ACCESS POINTS TO SITE
North-West Access
FINDING THE ENTRANCES
62
DISTRIBUTION OF PANEL HEIGHTS
LOOKING AT THE SCALE IDENTIFYING THE VARIATION OF PANELS, THEIR HEIGHTS AND HOW THIS TRANSLATES TO BETTER VISUAL CONNECTION
DISTRIBUTION OF PANEL HEIGHTS Outlined distribution of panel variance
Achieved distribution of panel variance
1m Panels - 33%
1m Panels - 32%
2m Panels - 33%
2m Panels - 39%
3m Panels - 33%
3m Panels - 29%
3m Panels 2m Panels 1m Panels
STUDIO | ZJD
Variation in height allows for different view experience in different spaces
63
VIEW COVERAGE FROM PROGRAMME AREAS
DISTRIBUTION OF PANEL HEIGHTS
[Plus ancilliary spaces]
100% View Coverage (No. of spaces x max view coverage) Area of spaces view coverage 25 m
ANALYSING THE VISUAL CONNECTION
20% View Coverage X 100 = %
1
INTERSECTING THE ISOVIST TO UNDERSTAND THE EXTENTS OF THE VIEWS WITHIN THE SITE AND FROM EACH OF THE PROGRAMME SPACES 2
3
Cafe Space View Coverage
25
m
4
Lecture Space View Coverage
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5
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64
65
DRAWINGS:
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This chapter showcases the drawing package for the pavilion, including renders and visualisations to show the experience of being within the space and what that may feel like.
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66
67
SITE PLAN
SCALE BAR @ 1:500 0
5
10
15
20
25
30
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1:500
68
GROUND PLAN
SCALE BAR @ 1:200 @ A2
0
5
10
15
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1:200 at A2
69
NORTH SECTION WITH RENDERED CALLOUTS
SCALE BAR @ 1:200 @ A2
0
5
10
15
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1:200 at A2
70
EAST SECTION WITH RENDERED CALLOUTS
SCALE BAR @ 1:200 @ A2
0
5
10
15
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1:200 at A2
71SCALE BAR @ 1:200 @ A2 0
5
10
15
WEST ELEVATION
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1:200 at A2
72SCALE BAR @ 1:200 @ A2 0
5
10
15
EAST ELEVATION
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1:200 at A2
73 0
SCALE BAR @ 1:200 @ A2
5
10
15
NORTH ELEVATION
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1:200 at A2
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74
76
GLAZED CANOPY
CANOPY FIXING
EXAMINING THE STRUCTURE TRANSPARENT WOOD FIXED PANEL
PANEL BASE FIXING
GROUND
FOUNDATION DETAIL
CANOPY DETAIL
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A LOOK AT THE DETAILS OF THE STRUCTURE OF THE PAVILION
77
PROPOSAL
CONSTRUCTION
IN USE
TAKE DOWN
SEQUENCING THE CONSTRUCTION EXAMINING THE CYCLE OF THE PAVILION AS WELL AS THE PROCESS OF CONSTRUCTION
FOUNDATIONS EXCAVATED
PANELS INSERTED AND FIXED
FLOOR COVERING FITTED
FIXTURES FITTED AND EXCAVATIONS FILLED
GLAZED ROOF PANEL FITTED TO PROGRAMMATIC AREAS
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SITE HOARDING ERECTED
78 GLAZED ROOF PANELS TRANSPARENT TIMBER COLUMNS TRANSPARENT TIMBER PANELS
EXPLODED AXONOMETRIC
DOWELL FIXING BETWEEN BOARDS
EXAMINING THE DIFFERENT ELEMENTS OF THE PAVILION TRANSPARENT TIMBER PANEL
PANEL FIXINGS STAINLESS STEEL STABILISING PANEL WITH PPC COATING TIMBER FLOOR PANELS WITH ANTISLIP TEXTURE TIMBER BATTENS STAINLESS STEEL BASE PANEL WITH PPC COATING
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GROUND
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80
GOING FORWARD:
STUDIO | ZJD
The architectural installation that we have designed aims to address the issue of social isolation but as a small scale intervention. By using the pavilion as a test-bed and the creation of a third place, it helps to encourage social interaction between people, others and their environment. However, the research that has been evidenced can also be translated to a bigger scale. This chapter includes a brief look at happiness economics as a way of translating this solution to a larger scale.
81
HAPPINESS ECONOMICS
Apply Grid of Points
Gives an insight to understand and measure what people value in life... not just restricted to economic factors, such as GDP, influencing their well-being
NO
Set Boundary
Morph Grid
Does program fit spaces created?
Apply Grid of Points
Extract Random Points
Set Boundary
HAPPINESS ECONOMICS
NO
Morph Grid
Apply Grid of Points
NO
NO Set Boundary
Extract Random Points
“Are you satisfied with your life?” “How happy are you?”
Do the Collar Points line up?
YES
Break lines to grid points
Y
O
HE A
E
O
CE AN
NO
Cull the lines using random pattern
lines using Cull Cull the the lines using random pattern random pattern
Bruno
People may value lower income and more holidays over higher income and no free time
Extrude lines to random heights
H LT
T EN NM NO
TY NI
£
NO
NO
NO NO
lines of of Are lines Are the linesAre ofthethe sight with 5-20m? sight with 5-20m? sight with 5-20m?
YES
YES
DoDo the the lines of Do the lines lines ofof sight hitsight manmade hit manmade sight hit manmade elements? BOOSTS elements?
YES
Family, friends and neighbours
Less long working hours Unemployment
Extrude lines to BOOSTS random heightsHAPPINESS
Healthy Breaklifestyle lines to grid points
YES
EN VIR
OM
L BA
WORK
EC O N
LIF E
HAPPINESS = Fulfilled life, a sense of well-being, joy or contentment
Break lines to grid points
YES
K OR M
YES
INC
O
W
Extrude lines to random heights
NO
Do the Collar Points line up? More money motivated
TYP E
F
Mood boosters increase human interaction, which in turn boosts mood
Extract Random Points
Points line up? Passionate about your job and not just working for the paycheck
Does program fit spaces created?
NO
There are wider influences on mood and happiness and measuring happiness is not a simple process Do the Collar YES
Research into the relationship between personal satisfaction and economic factors such as wealth and employment. By using economic analysis, data can be collected to explore the factors impacting postive or negatively to the well-being and quality of life. (Bruno, 2008)
Morph GridYES
CO M M U
AN EXAMINATION OF THE WIDER SOCIOECONOMIC FACTORS THAT CAN AFFECT A PERSONS HAPPINESS, WITH THE AIM TO CARRY THIS RESEARCH FORWARD INTO THE NEXT UNIT
HAPPINESS: A REVOLUTION IN ECONOMICS
Does program fit spaces created?
URBAN VALUE elements?
BOOSTS CONNECTION
YES
Lower pollution levels and more natural surroundings Optimised Design
Optimised Design
YES
YES
STUDIO | ZJD
SURVEY
82
P10 Oldenburg, R., 2005. The Great Good Place. Philadelphia: Da Capo Press. Williams, Y. “Social Isolation: Definition, Causes & Effects.” Study.com, 30 May 2017, study.com/academy/lesson/social-isolation-definition-causes-effects.html P11 Matthews, T. and Dolley, J. (2019). Many people feel lonely in the city, but perhaps ‘third places’ can help with that. [online] [Accessed 7 Nov. 2019]. The Conversation. Available at: http://theconversation.com/many-people-feel-lonely-in-the-city-butperhaps-third-places-can-help-with-that-92847 Kaida, K., Takahashi, M. and Otsuka, Y., (2007). ‘A Short Nap and Natural Bright Light Exposure Improve Positive Mood Status’. Industrial health, 45(2), pp.301-308. P13 Nagy, D. (2017) Learning From Nature. [online] Medium. Available at: https:// medium.com/generative-design/learning-from-nature-fe5b7290e3de [Accessed 25 Oct. 2019]. P14 Maxwell, I.J. and Pigram, D.A., 2010. Supermanoeuvre-Inorganic Speciation: Matter, Behaviour and Formation in Architecture. Contemporary Digital Architecture: Design and Techniques. Barnes, C. (2020). Booth-generator by students from Trier University of Applied Science | Dezeen. [online] Dezeen. Available at: https://www.dezeen. com/2010/01/24/booth-generator-by-students-from-trier-university-of-appliedscience/ [Accessed 9 Jan. 2020]. Winston, A. (2020). Landesgartenschau Exhibition Hall is a plywood pavilion made by robots. [online] Dezeen. Available at: https://www.dezeen.com/2014/06/24/ landesgartenschau-exhibition-hall-at-university-of-stuttgart-robot-prefabricatedplywood/ [Accessed 9 Jan. 2020]. P15 Nagy, D. (2017) The Design Space. [online] Medium. Available at: https://medium. com/generative-design/step-1-generate-6bf73fb3a004 [Accessed 25 Oct. 2019]. Nagy, D. (2017) Designing MEasures. [online] Medium. Available at: https:// medium.com/generative-design/designing-measures-2c66a71b2ff3 [Accessed 25
Oct. 2019]. P23 Lavin, S. (2012) Vanishing Point:The Contemporary Pavilion. New York, NY: Art Forum. Consultants, N. (2017). BARCELONA PAVILION: STATEMENT OF MODERNISM – Bringing Designs To Life. [online] Nirman.com. Available at: http://nirman.com/ blog/2017/05/03/barcelona-pavilion-statement-of-modernism/ [Accessed 9 Jan. 2020]. ArchDaily. (2017). Le Corbusier’s Pavillon de l’Esprit Nouveau Named One of “20 Designs That Defined the Modern World”. [online] Available at: https://www. archdaily.com/883336/le-corbusiers-pavillon-de-lesprit-nouveau-named-one-of20-designs-that-defined-the-modern-worl [Accessed 9 Jan. 2020]. ZIETA. (n.d.). Nawa - An architectural public sculpture by Oskar Zieta. [online] Available at: https://www.zieta.pl/nawa/ [Accessed 9 Jan. 2020]. Cogley, B. (2019). The Very Many creates Pillar of Dreams pavilion in Charlotte. [online] Dezeen. Available at: https://www.dezeen.com/2019/07/20/the-verymany-pillar-of-dreams-pavilion-charlotte/ [Accessed 9 Jan. 2020]. P24 Barrett, M. (2020). Piet Oudolf: Inside the Serpentine Pavilion. [online] Architecture Now. Available at: https://architecturenow.co.nz/articles/a-garden-designed-bydutch-master-piet-oudolf-takes-centre-stage-inside-this-years-pavilion/ [Accessed 18 Nov. 2019]. Serpentine Galleries. (n.d.). Serpentine Gallery Pavilion 2012 by Herzog & de Meuron and Ai Weiwei. [online] Available at: https://www.serpentinegalleries.org/ exhibitions-events/serpentine-gallery-pavilion-2012-herzog-de-meuron-and-aiweiwei [Accessed 8 Jan. 2020]. Self, J. (2013). Sou Fujimoto to design Serpentine Pavilion 2013. [online] Domusweb. it. Available at: https://www.domusweb.it/en/news/2013/02/14/sou-fujimoto-todesign-serpentine-pavilion-2013.html [Accessed 18 Nov. 2019]. Serpentine Galleries. (n.d.). Serpentine Pavilion 2018 designed by Frida Escobedo. [online] Available at: https://www.serpentinegalleries.org/exhibitions-events/ serpentine-pavilion-2018-designed-frida-escobedo [Accessed 18 Nov. 2019]. P28 Gehl, J. (2015). In Search of Human Scale. [online] TEDXKEA. Youtube.com. Available at: https://www.youtube.com/watch?v=Cgw9oHDfJ4k [Accessed 11 Nov. 2019]. P29 Gibson, J. (1979). The Ecological Approach to Visual Perception. New York, NY: Psychology Press. P30 Wood, A. (2017). Interview with Herman Hertzberger (2017): architecture as visual and social connection. [online] Architecture and Education. Available at: https:// architectureandeducation.org/2017/08/29/interview-with-herman-hertzberger2017-architecture-as-visual-and-social-connection/ [Accessed 11 Jan. 2020]. P31 Ertürk , Z., A Method for Determining Spatial Requirements with Special Emphasis, Irbnet, [Online] [Acessed 31st October 2019] http://www.irbnet.de/daten/iconda/
CIB15098.pdf P32 Engineeringtoolbox.com. (2019). Building Area per Person. [online] Available at: https://www.engineeringtoolbox.com/number-persons-buildings-d_118.html [Accessed 14 Nov. 2019]. Fay, N., Garrod, S. and Carletta, J. (2000). ‘Group Discussion as Interactive Dialogue or as Serial Monologue: The Influence of Group Size’. Psychological Science, 11(6), pp.481-486. McAndrew, F. (2017). ‘What Is the Right Size for a Group Conversation?’. [online] Psychology Today. Available at: https://www.psychologytoday.com/us/blog/outthe-ooze/201707/what-is-the-right-size-group-conversation [Accessed 14 Nov. 2019]. Simsek, Ö. (2013). ‘The Relationship Between Language Use and Depression: Illuminating the Importance of Self-Reflection, Self-Rumination, and the Need for Absolute Truth’. The Journal of General Psychology, 140(1), pp.29-44. P34 Fig.1 Davis, A. (2014). Glass panes form transparent labyrinth by Robert Morris. [online] Dezeen. Available at: https://www.dezeen.com/2014/06/03/glass-labyrinthrobert-morris-nelson-atkins-museum-kansas-city/ [Accessed 11 Nov. 2019]. Fig.2 Hamakareem, M. (2019). Transparent Wood - Production, Properties, Applications, and Advantages. [online] The Constructor. Available at: https:// theconstructor.org/building/transparent-wood/29163/ [Accessed 11 Nov. 2019]. Fig.3 Gross, R. (2018). BLAK BOX is a light- and sound-filled pavilion that invites deep listening. [online] Indesignlive | Daily Connection to Australian Architecture and Design. Available at: https://www.indesignlive.com/the-good-times/blak-boxdeep-listening-sydney-festival [Accessed 11 Nov. 2019]. P40 Wander through the Crystal World | teamLab /. (2018). Wander through the Crystal World | teamLab / . [online] Available at: https://www.teamlab.art/w/crystalworld [Accessed 14 Nov. 2019]. P81 Frey, B. (2008). Happiness - A Revolution in Economics. Munich Lectures in Economics. Graham, C. (2010). Happy Talk: The Economics of Happiness. [online] Brookings. Available at: https://www.brookings.edu/articles/happy-talk-the-economics-ofhappiness/ [Accessed 15 Jan. 2020]. Kroll, C. (2014). What makes people happy and why it matters for development. [online] the Guardian. Available at: https://www.theguardian.com/globaldevelopment-professionals-network/2013/sep/03/happiness-economicswellbeing-mdgs [Accessed 15 Jan. 2020]. Twomey, C. (2018). Happiness economics, ‘hygge’ and the world of work. [online] The Irish Times. Available at: https://www.irishtimes.com/business/work/ happiness-economics-hygge-and-the-world-of-work-1.3562976 [Accessed 15 Jan. 2020]. Yale Insights. (2010). What are the economics of happiness?. [online] Available at: https://insights.som.yale.edu/insights/what-are-the-economics-of-happiness [Accessed 15 Jan. 2020].
STUDIO | ZJD
BIBLIOGRAPHY
P9 Parsons, G. (2017). ‘London is Among the Loneliest Cities in the World’ Time Out [Online] [Accessed 7th November 2019 17:28] https://www.timeout.com/london/ blog/london-is-among-the-loneliest-cities-in-the-world-021617 Krause, N. (2019). Neighborhood Deterioration and Social Isolation in Later Life Neal Krause, 1993. [online] SAGE Journals. Available at: https://journals.sagepub. com/doi/10.2190/UBR2-JW3W-LJEL-J1Y5 [Accessed 7 Nov. 2019]. Enyedi, G. (2002). Social sustainability of large cities. Ekistics, 69(412/413/414), 142144. Retrieved from www.jstor.org/stable/43619551 Harries, E. ‘Social Isolation and its Relationship to the Urban Environment’. McGill University. Trivedi, J.K., Sareen, H. and Dhyani, M., (2008). Rapid urbanization-Its impact on mental health: A South Asian perspective. Indian Journal of Psychiatry, 50(3), p.161.