CAITLIN ALEV
DESIGN PORTFOLIO A.B. DEGREE, PRINCETON UNIVERSITY 2010 ARCHITECTURE + URBAN STUDIES
M.ARCH CANDIDATE, UC BERKELEY 2013
TABLE OF CONTENTS THE PIXELATED GARDEN HOUSE
2-9
PLASTER CASTING MACHINE
10 - 13
CASE STUDY: BEAVER MEADOWS ADMINISTRATION BUILDING
14 - 15
TARGET POP-UP RETAIL STORE
16
ALASKAN SKI CABIN
17
SUBMERGED KAYAK CENTER
18 - 23
CORRUGATED CARDBOARD MODEL & HAND DRAWINGS
24 - 25
YVES KLEIN ART MUSEUM
26
OCTAVIA, THE SPIDER-WEB CITY
27
HOLE FOODS: GROCERY STORE + OFFICE HEADQUARTERS + PARKING GARAGE
28 - 33
NEW VISITOR CENTER AT ARANSAS NATIONAL WILDLIFE REFUGE
34 - 37
PRINCETON TOWNSHIP GREENWAY PROJECT
38 - 39
UNFOLDED FIRE STATION ANNEX
40 - 47
THE PIXELATED GARDEN HOUSE Junior Independent Work, Princeton University, Fall 2008 I began this design studio with the concept of a pixelated garden, in which plants are grown in raised planter boxes that are subdivided into 3-ft squares. I also used the concept of the matrix on a larger scale to form the site of my house, taking groups of smaller pixels to form a larger 12-square matrix. Each of the 12 larger gardens has a different identity and affects the house inhabitants in a unique way, whether by providing fragnant smells or medicinal cures. I reinforced these separate identities with distinct color schemes; each type of garden has plants of one particular shade. In deciding where to place my actual house, I wanted to maintain the powerful image of the colorful grid, so I raised each garden in order to place the living structures beneath them. Therefore, some of the gardens actually become the ceiling structures of the living spaces beneath, while other gardens act as vertical stepping stones so that even the roof gardens can be accessed by the inhabitants. The idea of the grid is also applied on an even larger scale to form a settlement that is made up of different variations of the original pixelated garden house. This settlement also includes communal spaces in which inhabitants can interact with their neighbors. Software used: Autodesk AutoCAD & 3D Studio Max, Adobe Photoshop & Illustrator
VEGETABLE GARDEN
HERB GARDEN
MUSICAL GARDEN
VEGETABLE GARDEN
BOTANICAL GARDEN
MEDICINAL GARDEN
BOTANICAL GARDEN
BOTANICAL GARDEN
MOONLIGHT GARDEN
BUTTERFLY GARDEN
AROMATIC GARDEN
ZEN GARDEN
SITE PLAN WITH DIFFERENT GARDEN TYPES
AROMATIC GARDEN SKIMMIA
SNAPDRAGON
THALIA
FRAGRANCE
HONEYSUCKLE
PEROVSKIA
PETUNIA
BEAUTIFUL SIGHT
PANSY
PEONY
POPPY
ZINNIA
BEAUTIFUL SIGHT
GAILLARDIA
INDIAN PAINTBRUSH
LANTANA
SALVIA
VINCA
BEAUTIFUL SIGHT
HIBISCUS
HOLLYHOCK
MARIGOLD
MILKWEED
QUEEN ANNE’S LACE
SUNFLOWER
ENTERTAINING SIGHT
DILL
MINT
OREGANO
ROSEMARY
SAGE
THYME
DELICIOUS
DIANTHUS
HOSTA
HYACINTH
LAVENDER
BAPTISIA
CARYOPTERIS
DELPHINIUM
FORGET-ME-NOT
CHRYSANTHEMUM
DAFFODIL
LILY
ORCHID
BEE BALM
CARDINAL
CELOSIA
BLACK-EYED SUSAN
CONEFLOWER
BASIL
CHIVE
ROSE
BOTANICAL GARDEN (BLUE) GERANIUM
BOTANICAL GARDEN (ORANGE)
BOTANICAL GARDEN (RED)
BUTTERLY GARDEN
HERB GARDEN
MEDICINAL GARDEN WORMWOOD
YARROW
CURES ILLNESS
PHLOX
TUBEROSE
BEAUTIFUL NIGHTFALL
POND & WATERFALL
MASTERWORT
WATERLILY
SOUNDS
CUCUMBER
LETTUCE
PEA
WATERMELON
NUTRITIOUS
PEPPER
RADISH
SQUASH
STRAWBERRY
TOMATO
NUTRITIOUS
ROCKS
SCOTCH MOSS
SNOW-IN-SUMMER
WHITE SAND
WOOD SPURGE
CALMING
DEVIL’S CLUB
ECHINACEA
GINSENG
PINK LADY SLIPPER
STONEROOT
ARTEMISIA
GARDENIA
IRIS
MOONFLOWER
CAREX
COLUMBINE
GOOSEBERRY
HUCKLEBERRY
LOTUS
BROCCOLI
CABBAGE
CELERY
CORN
BLUEBERRY
CARROT
EGGPLANT
CANDYTUFT
HENS & CHICKS
LACE FERN
WILD INDIGO
MOONLIGHT GARDEN NIGHT BLOOMING NIGHT SCENTED JASMINE STOCK
MUSICAL GARDEN
VEGETABLE GARDEN (GREEN CROPS)
VEGETABLE GARDEN (COLORFUL CROPS)
ZEN GARDEN
LOCATION(S) WITHIN SETTLEMENT
MUSICAL
VEGETABLE
BOTANICAL
HERB
BOTANICAL
BOTANICAL
BOTANICAL
BOTANICAL
AROMATIC
MOONLIGHT
ZEN
BUTTERFLY
PLAN OF GARDEN TYPES
FLOOR PLAN
ORIGINAL HOUSE DESIGN
SETTLEMENT PLAN
LONGITUDINAL SECTIONS THROUGH SETTLEMENT
RENDERING OF THE SETTLEMENT
PLASTER CASTING MACHINE M.Arch Studio, UC Berkeley, Fall 2010 For this project, we were asked to create a plaster casting machine using found items. I began with simple plumbing pipes, which I cut in half to provide more possibile configurations. Since this was a casting “machine,” it had to be mechanical in the sense that the casts could be easily replicated over and over again. I permanently fixed one half of a pipe to the center of a wooden board, so that I could place the other pieces around it to create a variety of casting options. I attached velcro strips to these other pieces, and using all the possible configurations, I placed the other side of the velcro strips in the corresponding locations on the board. This created an abstract grid of points surrounding the central pipe. These points can each be “activated” depending on the particular cast. Therefore, even when the machine is not in use, we can still read the casting possibilities through this grid of velcro strips. Software used: Autodesk AutoCAD, Adobe Photoshop & Illustrator
HALVES
WHOLES
CAST #1
CAST #2
CAST #3
D C B A
D C B A
D C B A
ELEVATION
ELEVATION
ELEVATION
SECTION A
SECTION A
SECTION A
SECTION B
SECTION B
SECTION B
SECTION C
SECTION C
SECTION C
SECTION D
SECTION D
SECTION D
EARLY PLASTER CASTS - STUDY MODELS
FINAL PLASTER CASTS
CASE STUDY: DRAWINGS & MODEL Junior Independent Work, Princeton University, Spring 2009 Beaver Meadows Administration Building Taliesin Associated Architects, 1964-67 As background research for a design studio on national park visitor centers, I researched and analyzed one of the Mission 66 projects: the Beaver Meadows Administration Building in the Rocky Mountain National Park. These are the drawings and physical model that I created as part of the case study analysis. Software used: Autodesk AutoCAD
SECTION THROUGH THE ENTRANCE LOBBY
SECTION THROUGH THE DOUBLE-HEIGHT AUDITORIUM
EAST ELEVATION OF THE AUDITORIUM AREA
FLOOR PLAN - GROUND FLOOR
FLOOR PLAN - UPPER FLOOR
TARGET POP-UP RETAIL STORE Computing & Representation, Princeton University, Fall 2008 We were asked to choose a retail company and create a temporary “pop-up� retail store for them that would be constructed in an urban environment. I chose the Target Corporation and created a sort of urban lava lamp that employed heavy use of their trademark red and white bullseye logo through animated materials on the LED facade. These are three still renderings that are part of the animation that I produced to showcase my design. Software used: Autodesk 3D Studio Max, Adobe AfterEffects & Photoshop
ALASKAN SKI CABIN Computing & Representation, Princeton University, Fall 2008 This project called for a design of a ski cabin prototype as part of an Alaskan heli-ski resort. These are renderings of my design, which features an interesting material palette consisting of three distinct colors of wood paneling. Software used: Autodesk 3D Studio Max, Adobe Photoshop
SUBMERGED KAYAK CENTER M.Arch Studio, UC Berkeley, Fall 2010 In this project, we were asked to design a kayak center adjacent to the existing Pier 14 in the San Francisco Bay. I had two main objectives: first of all, I wanted to offer a new experience that was different from that of the existing pier. Additionally, I did not want to ruin Pier 14’s beautiful 360 degree view of the bay, especially since the kayak center demanded a great deal of square footage. My initial instinct to solve both of these objectives was to submerge the program underwater. I thought the most interesting part of our site was the water itself, and I did some analysis of the changing tide levels throughout the seasons. Then I oriented the six main bodies of program relative to the tide levels, depending on programmatic needs (i.e. since the workshop is frequently occupied, I raised it a few feet above the highest tide so that it always receives sunlight, regardless of tide). I wanted visitors to become intimately aware of how dynamic the bay is, so many of the program cells and the pathways react to the changing tide levels. Some float up and down with the tide, in which case they are only accessible at certain times. Others are fixed, and the pathways float up and down relative to these fixed bodies. As a result, the circulation patterns are constantly changing with the tide level. My project seeks to acquaint visitors with the dynamic power of this body of water -- after all, isn’t that what the sport of kayaking is all about? Software used: Rhinoceros 4.0, Autodesk AutoCAD, Maxwell Render, Adobe Photoshop & Illustrator
A
B
C
D
D
E
E
F
F
A
B
C
SITE PLAN 1/128” = 1’- 0”
FLOATING
FIXED
SLANTED
UNDERWATER
MOVES UP AND DOWN ON GUIDE POSTS
SECURED IN PLACE WITH WOODEN PILINGS
ANGLED ROOF IS SOMETIMES PARTIALLY SUBMERGED
VOLUME IS ENCLOSED BY ACRYLIC AND STEEL
high tide
high tide
high tide
high tide
low tide
low tide
low tide
low tide
These diagrams show the different types of structure in my project, and how those structures each react to the changing tide levels.
CIRCULATION AT HIGH TIDE +0’
MAIN LEVEL - FLOOR PLAN
MEZZANINE LEVEL - FLOOR PLAN
TAKEN 10’ BELOW HIGH TIDE
TAKEN 4’ BELOW HIGH TIDE
EXHIBITION STORAGE
UP
UP
CNC RM
MATERIALS
GIFT SHOP
DN
BREAK ROOM
DN
UP
DN DN
UP
WORKSHOP LOBBY / EXHIBITION AREA
UP
FINISHING RM
UP
ADMIN OFFICES
CIRCULATION AT FLOODING TIDE -2’
DN
TOOL RM
UP
DN
CLUBHOUSE
UP
UP DN
TRAINING RM
CAFE AREA
UP
SHOWER RM
PADDLE STORAGE
KAYAK STORAGE
LOADING AREA
DN
CIRCULATION AT EBBING TIDE -4’
STORAGE OFFICE
UP DN
VIEWING PLATFORM
CIRCULATION AT LOW TIDE -6’
VIEWING PLATFORM
VIEWING PLATFORM
LONGITUDINAL SECTION - A HIGH TIDE +0’ LOW TIDE -6’
LONGITUDINAL SECTION - B HIGH TIDE +0’ LOW TIDE -6’
LONGITUDINAL SECTION - C HIGH TIDE +0’ LOW TIDE -6’
CROSS SECTION - D HIGH TIDE +0’ LOW TIDE -6’
CROSS SECTION - E HIGH TIDE +0’ LOW TIDE -6’
CROSS SECTION - F HIGH TIDE +0’ LOW TIDE -6’
These sections show how the building reacts to the changing water level. The heavy dashed lines indicate those structures that float up and down with the tide, and the tide itself is indicated by the solid gray poche.
RENDERING OF LOBBY INTERIOR
1/8” CARDBOARD MODEL & HAND DRAWINGS Introductory Design Studio, Princeton University, Spring 2007 As a starting point, we were given an abstract geometric painting (Theo van Doesburg’s 1878 painting entitled “The Cow”) and were told to create a chipboard model that had a section slice identical to the painting. I then selected a small detail (size: 1” cube) from within the larger model, enlarged it, and added general programmatic elements such as places to stroll, sit, and recline. These are photographs and drawings of the resulting enlarged model.
YVES KLEIN ART MUSEUM Computing & Representation, Princeton University, Fall 2008 We were asked to design a new museum in Nice, France to display the artwork of legendary artist Yves Klein. These are renderings of my design, which tries to create an optimal atmosphere for displaying his paintings and sculptures. I also used a color palette intended to complement “Klein Blue,� a particuarly brilliant shade of blue that he invented and used extensively in his work. Software used: Autodesk 3D Studio Max, Adobe Photoshop
OCTAVIA, THE SPIDER-WEB CITY Computing & Representation, Princeton University, Fall 2008 TThese are renderings of my interpretation of Octavia, an imaginary city described in Italo Calvino’s “Invisible Cities.” Calvino describes Octavia as the fragile ‘spider-web’ city: “There is a precipice between two steep mountains: the city is over the void, bound to the two crests with ropes and chains and catwalks. You walk on the little wooden ties, careful not to set your foot in the open spaces, or you cling to the hempen strands. Below there is nothing for hundreds and hundreds of feet: a few clouds glide past; farther down you can glimpse the chasm’s bed. This is the foundation of the city: a net which serves as passage and as support. All the rest, instead of rising up, is hung below: rope ladders, hammocks, houses made like sacks...trapezes and rings for children’s games, cable cars, chandeliers, pots with trailing plants.” Software used: Autodesk 3D Studio Max, Adobe Photoshop
HOLE FOODS: GROCERY STORE + OFFICE HEADQUARTERS + PARKING GARAGE Advanced Design Studio, Princeton University, Fall 2009 Our design problem was to create a building that included a grocery store, the company’s office headquarters, a parking garage, and complementary spaces such as restaurants. While analyzing grocery store design, I found a circulation study done by the Wharton Business School, which showed that instead of wandering down aisles, people prefer to stay in the open space around the perimeter of the store, a space they nicknamed ‘the racetrack.’ The diagram above represents the study’s conclusion about how people move through a grocery store. I used this study as a starting point and placed my main programmatic elements around the perimeter of the building (the odd shape stems from the given site). I worked off of this perimeter band and implemented a series of concentric rings of program (through eventually the rings become too small to be functional; at this point, I left a central void in the building). A system of concentric rings means that each layer has a very long interface where it touches the adjoining layer, and to take advantage of this opportunity, I created a system of short-circuits that allow people to move across this interface in a variety of ways. Some of the short circuits are circulation-based, providing a passage for people to move between layers. Other short-circuits and programmatic “islands” that house communal spaces and serve to partially fill up the central void. These islands act similarly to the circulation short-circuits, since they too overlap between layers and can serve as a passage. Software used: Autodesk AutoCAD & 3D Studio Max; Adobe Photoshop, Illustrator & InDesign; Rhinoceros 4.0
RENDERING HIGHLIGHTING SHORT-CIRCUITS
CHECKOUT
BAKERY CUSTOMER SERVICE
BULK STORAGE BULK STORAGE
CART STORAGE
GROCERY STORE PARKING GARAGE
LOADING DOCK
OFFICE HEADQUARTERS
OFFICES WASTE STORAGE
COMPLEMENTARY SPACES
SALES AREA
GROUND FLOOR SITE PLAN
SHORT-CIRCUITS BETWEEN RINGS & LAYERS (HUMAN SCALE) SHORT-CIRCUITS BETWEEN RINGS & LAYERS (AUTOMOBILE)
CIRCULATION DIAGRAM
PROGRAMMATIC DIAGRAM
CONCENTRIC RINGS SHORT-CIRCUITS BETWEEN RINGS & LAYERS ISLANDS AT CENTRAL VOID
FORMAL DIAGRAM
GROCERY STORE PARKING GARAGE OFFICE AREAS
I.T. ROOM
OFFICE HEADQUARTERS COMPLEMENTARY SPACES
LOUNGE
CONFERENCE ROOM B RECEPTION
CONFERENCE ROOM C
COPY ROOM
CONFERENCE ROOM D CONFERENCE ROOM A
LOUNGE
CEO OFFICE
CFO OFFICE
EXECUTIVE RECEPTION CGO OFFICE
PROGRAMMATIC DIAGRAM
SIXTH FLOOR PLAN
CONCENTRIC RINGS
SHORT-CIRCUITS BETWEEN RINGS & LAYERS (HUMAN SCALE)
SHORT-CIRCUITS BETWEEN RINGS & LAYERS
SHORT-CIRCUITS BETWEEN RINGS & LAYERS (AUTOMOBILE)
CIRCULATION DIAGRAM
ISLANDS @ CENTRAL VOID
FORMAL DIAGRAM
“SHORT-CIRCUIT” CONNECTIONS
INTERVALS
L STITCH
JAGGEDY HOURGLASS
HOCKEY STICK
ZIG ZAG
ZIG ZAG ZAAAG
ZIG ZAG
SLOW AND STEADY
ZIG ZAG
HOURGLASS
BANDAID VERTICAL STITCH
DEAD END
BOOMERANG
S I XTH F LOOR F I F TH F LOOR F OUR TH F LOOR THI R D F LOOR S E COND F LOOR GROUND F LOOR
S I XTH F LOOR F I F TH F LOOR F OUR TH F LOOR THI R D F LOOR S E COND F LOOR GROUND FLOOR
“FLOATING ISLAND” OVERLAPS
HORIZONTAL TRIPOD
T TIME
KETTLE WITH A SPOUT
VERTICAL TRIPOD
DOT
HORIZONTAL STITCH
HORIZONTAL STITCH
FAT ZIG ZAG
BLOCK W/OUT BOUNDARIES
INVERTED HOURGLASS
FLOATING MATRIX
TINY BLOCK
BACK AGAINST THE WALL
RESULTING STRIATIONS IN THE RINGS/LAYERS
DIAGRAMS OF OVERLAPS & CONNECTIONS BETWEEN LAMINATED RINGS/LAYERS
DIAGRAM OF SHORT-CIRCUITS
DIAGRAM OF ISLANDS
EAST-WEST SECTIONS
NEW VISITOR CENTER AT ARANSAS NATIONAL WILDLIFE REFUGE Junior Independent Work, Princeton University, Spring 2009 Our studio began with the study of the Intracoastal Waterway, a manmade channel that runs the length of the Texas Coast. Each student in our class chose a specific portion of the coastline: in my case, the area near Aransas Pass. Here lies the Aransas National Wildlife Refuge, home of the elusive whooping crane and a popular destination for serious birdwatchers. Our studio assignment was to reinvent the idea of the visitor center, so I wanted visitors to truly experience the refuge in all its glory, rather than just looking out of the air-conditioned car window as they drove through. Therefore, my visitor center becomes a journey on foot; visitors must hike along the coast, moving between different bird blinds as they travel along. These bird blinds provide a relatively luxurious interior space, a place to rest and relax before continuing on in the harsh outdoors. Above is a site plan showing the location of each of the elements of my visitor center: launching pads to take the ferry across the bay, observation towers, and of course the bird blinds, each of which are adapted to fit the topography of their exact location. Software used: Autodesk AutoCAD, Adobe Photoshop & Illustrator, ArcGIS
WEDGE SHAPED BIRD BLIND The broad viewing platform with vertical windows creates an optimal environment for observing whooping cranes
ALT. AXONOMETRIC
DETAIL OF BIRD BLIND VIEWING PLATFORM
AXONOMETRIC DRAWING
I built a quarter scale model of an interesting detail located at the endpoint of the viewing platform of one of the bird blinds. The materials I used are different types of wood; the different types represent the relative luxury of the interior as compared to the rough exterior, which almost blends into nature.
PRINCETON TOWNSHIP GREENWAY PROJECT Theories of Housing & Urbanism, Princeton University, Spring 2009 As a method of studying urbanism, we each picked a New Jersey town and were charged with the task of creating a ‘greenway’ for that specific town. This meant we first had to analyze the town and pick out significant features such as undeveloped land, public transportation routes, schools, hospitals, and popular hangout spots. We then had to figure out how to connect all of these features, or ‘nodes,’ with a greenway that both encourages outdoor activity as well as incorporates modern technology. This is my design for the Princeton greenway, which consists of a small urban loop (intended to blur the distinction between the university and the greater community) as well as a longer bike loop (that connects many important nodes and runs parallel to the river, canal, and tow path). Software used: ArcGIS, Adobe Photoshop & Illustrator
PRINCETON TOWNSHIP
PRINCETON BOROUGH
LEGEND Urban Area Agricultural Land Barren land Empty State-Owned Land Forest Area Wetland Area Golf Course Other Recereational Land Water body
TYPES OF LAND USE
LEGEND NJ Transit Train Station NJ Transit Bus Station / Route Free Local Bus Station / Route Public Road System
TRANSPORTATION ROUTES
SHORTER URBAN LOOP
LONGER BIKE LOOP
PRELIMINARY LOCATION
FINAL GREENWAY LOCATION
SKIN
HINGING
HARD
SOFT
SOLID
MOVING
UNFOLDED FIRE STATION ANNEX M.Arch Studio, UC Berkeley, Fall 2010 In this project, we were asked to design an annex to an existing fire station in Berkeley, CA using the form of the fire engine as a catalyst for design. This building would house an additional fire engine, but more importantly, it would also serve as a public museum. When I began analyzing the fire engine, I was intrigued by its skin, so I started unfolding each of the surfaces. I found the process of unfolding to be especially interesting because it exposes interior space that was previously hidden. When placing my project in the site, I used the exact same logic that I had used with the fire engine. I first unfolded each of the buildings that bordered our site, and then I re-folded those individual surfaces in a new manner so that they would all fit within the site boundaries. In certain locations, I created new cuts and folds within a surface in order to make all spaces accessible (i.e. ramps and doors). Since I created the building through such a dynamic process, I did not want to lose the power of the fold. Therefore, certain surfaces still move according to a logic based on weather conditions and exhibition requirements. For example, if it’s cold and rainy outside, the building ‘closes up’ to protect visitors from the elements. Software used: Rhinoceros 4.0, Autodesk AutoCAD, Maxwell Render, Adobe Photoshop & Illustrator
“CLOSED”
“OPEN”
F
E
D
HEARST AVENUE
A
A
B
B
C
C
HENRY STREET
SHATTUCK AVENUE
BERKELEY WAY
F
SITE PLAN 1/64” = 1’-0”
E
D
UNFOLDING THE SITE
A22 A20
A17
LABEL LEGEND: A23
A = TIPPING MAR ENGINEER ING OFFICES
A21
A19
A16
B = ORIGINAL SITE SURFACES C = TRIPLE ROCK BREWERY D = EXTENDED ORIGINAL SITE SURFACES A33
A18
A32
A24
A31
A30
South Side of Physical Model
A29
A26
A27
The diagram on the left shows how I unfolded each of the buildings that surrounded our site. I was able to unfold all of these surfaces without any cutting or overlapping, and the resulting diagram is the architectural equivalent of a bear skin rug. By folding only along the dotted lines of the existing folds, I was able to create an entirely new building that is wholly based on the site context.
A28
A25
A14
A13
A15
A11
A8
North Side of Physical Model
A10
A7 A4 A6
A1
A9 A3
A2 A5 A12
D7 B1
B2 D1 D6
D8 D5
D4
D3
D2
PROJECT SITE
C1
D10 D9 C2
C3
C4
C7
C6
C5
SECOND FLOOR PLAN
F
E
D
1/32” = 1’-0”
A
COVERED GALLERY
B
OUTDOOR PUBLIC EXHIBITION AREA
FIRE ENGINE DRIVETHROUGH PATH
OUTDOOR GALLERY
C
FIRST FLOOR PLAN 1/32” = 1’-0”
F
LOBBY
E
D
A
MECH
B
FIRE ENGINE STORAGE C
EARLY STUDY MODELS
LONGITUDINAL SECTION - A
LONGITUDINAL SECTION - B
CROSS SECTION - D
CROSS SECTION - E