Habitat 1000 — Digital Design Studio, Summer Term 2018

Page 1

H AB ITAT 1000 DIGITAL DESIGN STUDIO Summer Term 2018

Prof. Dr.-Ing. Oliver Tessmann Dipl.-Ing. Anton Savov


IMPRESSUM Publisher: Technische Universität Darmstadt Fachgebiet Digitales Gestalten Fachbereich Architektur (FB 15) L3|01 El-Lissitzky-Straße 1 64287 Darmstadt Editors: Prof. Dr.-Ing. Oliver Tessmann Dipl.-Ing. Anton Savov Graphic design: Roger Winkler Exhibition concept and setup: Viola Abu-Salha and Julia Schäfer Printing: Druckzentrum Lichtwiese L3|01 El-Lissitzky-Straße 1 64287 Darmstadt


H A B I TAT 1000

CONTENTS

3

ABOUT INTRODUCTION THE SIX PROJECTS

04 07

PROJECTS SHIFT IT UP! BALANCE ADAPT SYNTHESIS SUNNYCAVE ZOTIL

16 34 48 64 82 96

REFERENCED PROJECTS

108

ACKNOWLEDGEMENTS

125


define problem

solve problem

apply solution to problem

experts

experts

experts

Fig. 1. conventional approach

[ =

]xN

define problem

chop problem into many small tasks

post tasks online on crowdsourcing platform

complete thousands of simple tasks

collect bits of the solution from each completed task

assemble the solution bits into final solution

apply solution to problem

experts

algortihm

online platform

non-experts

online platform

algortihm

experts

Fig. 2. crowdsourcing approach


H A B I TAT 1000

5

INTRODUCTION

HABITAT 1000 DIGITAL DESIGN STUDIO SUMMER TERM 2018 by Oliver Tessmann and Anton Savov

This studio explores the topic of high-density housing at a large scale. The six projects are designs for a habitat for 1000 people that negotiates high quality living with a very compact architecture. We are currently facing a significant increase in world population. The resulting demand for additional housing is dramatic: Within the next 20 years the world population will grow by two billion people, which equals the world population in 1930. Thus we have to double the entire volume of the built environment that existed in 1930 in just 20 years. State of the art architectural design tools and methods are not suitable to cope with this enormous challenge (Fig.1). Already today 95% of buildings worldwide are designed without the involvement of architects. If the enormous crowd is the problem, we are wondering whether it can also become part of the solution? CAN WE CROWDSOURCE DESIGN? Crowdsourcing means that experts algorithmically chop a complex problem into many small tasks that are distributed in the internet (Fig.2). Here thousands of users complete these tasks, which are subsequently assembled by algorithms and applied for solving the complex problem. The approach has been successfully implemented in various fields: Crowdsourcing is wrapped into exciting games that help to solve important scientific problems or it is linked to the necessary Turing tests that exclude spam bots from websites.


H A B I TAT 1000

6

INTRODUCTION

In the framework 20.000 BLOCKS (www.20000blocks.com) which was used by the students in the studio we sought to migrate crowdsourcing into the architectural design process. 20.000 BLOCKS is an online, collaborative, architectural design platform developed by the Digital Design Unit at the Technical University of Darmstadt, Germany. It addresses the early phase of any architectural design - the laying out of areas, rooms and buildings and their spatial organisation. We built the platform using the popular game Minecraft. The size of a user’s Minecraft avatar in relation to the voxel shapes they model— and subsequently iterate through in the game world—creates an immersive perception for a one-to-one architectural scale. The framework allows architects to encode their expertise into game rules and elements. In this environment players design architecture while playing a game concerned only with getting the largest score possible (Fig. 3). The goal is to let the experts (architects) algorithmically analyse and learn from the large number of generated solutions thus opening the discipline of architecture to new ideas that correspond with tomorrow’s way of life.

Fig. 3. encoding architectural expertise as a combination of elements and game incentives


H A B I TAT 1000

7

INTRODUCTION

THE SIX PROJECTS

SHIFT IT UP by Robin Find and Sarah-Maureen Weidlich dissolves the conventional notion of the WALL. The project distinguishes between acoustical, visual and access separation and aims to increase the area of commonly shared spaces between the inhabitants in order to increase the residential density. An elaborate catalogue of more than a 100 architectural transitions from one space to another allows the construction of an inhabitable, artificial, high-density landscape where privacy levels gradually shift. These principles are translated to a game concept realized with 20.000 BLOCKS in Minecraft and allowed the architects to collect various possibilities to structure their proposal for Habitat 1000. The designs created by the players were analysed to check whether all living units receive sufficient sunlight. This way the game rules could be calibrated so that players do not have to think about architectural concepts such as daylight access or arrangement of functions such as sleeping, cooking and personal hygiene and yet be able to create a feasible building solely by focusing on achieving the highest possible score.


H A B I TAT 1000

8

INTRODUCTION

BALANCE by Viola Abu-Salha and Alexander Kay Mayer explores the territorial conflict between the solid and the void. Solid, stands for the indoor, residential spaces and is represented by black, and the void — the public, open-air, green spaces is represented by white. In 20.000 BLOCKS the black and white players take turns to mark a square as theirs while a system of rules ensures that moves that bring more points also result in buildings where residential units have more surfaces open to the outside green areas as well as that sunlight falls equally onto both apartments and gardens. The architects have devised a systematic approach to turn game results into building proposals by shifting the consecutive levels horizontally in order to create possibilities for vertical and horizontal access between the public space and each flat.


H A B I TAT 1000

INTRODUCTION

9

+1 N

EIGH

BORH

OOD

Sarah next to Mark

ADAPT by Roger Winkler explores the problem of high-density from the perspective of ever more varying durations of stay - from the 1-2 day AirBnB traveler to the family that inhabits the same flat for 10-15 years. The project allows more design flexibility to long term inhabitants and prescribes very efficiently organized residential units to the short term ones. The game rules position the players in three roles - Luke a long term inhabitant with his family, Mark a character interested in medium length stay and Sarah, a short term visitor. By completing five chapters of challenges the players generate different versions of the same building which the architect then automatically transforms into raw designs using a Grasshopper tool that architecturally distinguishes the three types of residential units.


H A B I TAT 1000

10

INTRODUCTION

SYNTHESIS by Annabell Koenen-Rindfrey and Julia Schäfer looks at the use of plants to substitute the mechanical devices employed in today’s buildings. For example an oxygen supplying plant can improve the quality of air and by that reduce the need for a larger room volume as well. The project consists of two main types of elements: hexagons, representing the various types of rooms in a flat and edges, representing various types of plants offering different benefits to the inhabitants in the building. These two elements are the basis for a story-based game that explores important architectural and environmental issues such as overheating in the cities in a humorist manner thus engaging the players. The architects give an outlook how various game results from their board game, augmented with a digital story component can be interpreted as architectural designs.


H A B I TAT 1000

11

INTRODUCTION

SUNNY CAVE by Yingbo Sun, Alessia Weckenmann and Lufeng Zhu works with the notion of subtraction instead of aggregation. Maximizing the entertainment factor of the game medium the project lets players use semi controlled explosions to create designs for Habitat 1000. The game is implemented in 20.000 BLOCKS and Minecraft and challenges the players to place 5 walk paths and 20 suntunnels around which housing units, community centers and commercial areas, as well outside public areas are arranged. The goal is to make the building complex 100% accessible and still lit by natural light.


H A B I TAT 1000

12

INTRODUCTION

ZOTIL by Joern Rettweiler, Yadi Wang and Mehmet Erkan Eker is in essence a game of three dimensional Tetris aiming to create a balanced distribution between residential units and circulation and public areas such has parks. The five tetris shapes Z, O, T, I and L form both the title of the project as well as the design proposal that players generate in 20.000 BLOCKS and minecraft. Five sets of algorithms which the architects implement help understand the qualities of the design from the perspective of walkability, access to daylight, connectivity, view of the sky and density.




PROJECTS


by Robin Find and Sarah-Maureen Weidlich

Fig. 01: Segment of the Exterior Rendering


PROJECTS

17

SHIFT IT UP!

1. CONCEPT 1.1 The finding of our project How can we create density? Because of great interest, our approach was the idea of a living together in a community. So we came across a project of the TU Darmstadt named “Cubity”. The building manages to let several individuals live together in a large room in community. It’s like a house in a house. Living together takes place in the living-, dining- and intermediate areas, where each person still has their own private bedroom (fig. 02 to 04).

F i g . 0 2 o n t h e l e f t : M a r k e t p l a c e i n t h e C u b i t y , F i g . 0 3 i n t h e m i d d l e : L i v i n g i n t h e c o r r i d o r, Fig. 04 on the right: Private sleeping room

So we came to our guiding principle: “Density through the forming of a community!”. By sharing common spaces we want to reach the density of the “Habitat 1000”. The first problem that confronted us was the question of which room should be private and what should be public (fig. 05)? As there are different levels of publicity and privacy from one room to another, we looked at the individual transitions from the rooms and divided them into A-G (figs. 05 and 06). For each transition, we have set three rules. 1. The first rule is the one of visual privacy; you should not see what happens in the other room, but this also means that a dividing wall does not have to be roomhigh. 2. The second rule is about the acoustic privacy. That means you can not hear what’s happening in another room, but you can use semi-transparent walls. 3. The last rule says that there is no separation between certain spaces; maybe there is only a separation by one step.


PROJECTS

SHIFT IT UP!

18

PRIVATE A: BEDROOM - INDI VISUAL PRIVACY

C: INDI - COMMUNITY VISUAL PRIVACY

B: INDI - BATH VISUAL PRIVACY

ACOUSTICAL PRIVACY

ACOUSTICAL PRIVACY

E: COMMUNITY - GARDEN ACOUSTICAL PRIVACY

D: KITCHEN - LIVING SEPERATION NO PRIVACY

G: GARDEN - PUBLIC LIFE VISUAL PRIVACY

F: GARDEN - GARDEN SEPERATION NO PRIVACY

GENERAL PUBLIC 1x

4x

/ /

BEDROOM

1x

COMMUNITY

8x

/ /

INDIVIDUAL

2x

FREE SPACE/ GARDEN

Fig. 05: Schematic construction of the apartments

GSEducationalVersion

Fig. 06: The given connections in the apartments

/

BATH


PROJECTS

19

SHIFT IT UP!

We want to create a fluent transition between the rooms and thus create a landscape. So the next questions that we asked ourselves was how can we manage to design the transitions and whether a separation always requires a floor-to-ceiling closed wall. We created a catalog for wall dissolution, in which we distinguish between floor level differences, walls and distance spaces (fig. 09). As it turns out later the floor level differences will play a major role. In order to dissolve the wall in our connections A to G (as you saw in fig. 5 and 6) we have used the options from the catalogue for each connection individually. Considering our previously established rules, we could already ignore some of the possibilities, but there were still 113 results (see fig. 10). A few of the possibilities can be found in our second reference (fig. 08). This is a competition proposal for a dormitory owned by the architectural office “Suppose Design Office”. “A w a l l i s a b l a c k l i n e , b u t i t s understanding of space looks for the many nuances of black to white” - Sou Fujimoto

Fig. 07: Scheme of walldissolution by Sou Fujimoto

Fig. 08: Suppose Design Office, 2009, Athen, Greece Our possibilities (fig. 10) can be found here


1

2

3

4

5

GSEducationalVersion

Floor level difference

difference

no floor level

split-level/ X higher

split-level/ Y higher

X higher

storey hight/

storey hight/ Y higher

A

A

A

A

A

direct access

no access

no access

no access

no access

B

B

B

B

staircase

staircase

staircase

staircase

no access

Accessibility

I. FLOOR LEVEL DIFFERENCE

OR

OR

OR

OR

OR

B

OR

OR

OR

OR

C

C

C

C

ladder

ladder

ladder

ladder

1

2

3

4

Transparency

no separation/ transparent

Hight

II.WALL

max. storey hight

max. storey hight

transparent

semi-transparent

max. storey hight

- Dashed lines mean that the selection

opaque

CATALOGUE STRUCTURE AND USAGE - There are three categories:

one.

made must be followed by another

- "OR" means you have several options,

the numbers 1-5.

but a selection must be made.

"III. DISTANCE SPACE".

"I. FLOOR LEVEL DIFFERENCE", then "II. WALL" and finally

- Use the catalogue from left to right - In each category choose between

Width

max. x m

max. x m

max. x m

Which room connection should

be checked?

e.g. INDIVIDUAL - COMMUNITY

1

2

3

4

Distance space

III. DISTANCE SPACE

distance space

no seperation/

transparent

(glass surface)

greenery/

e.g. 2B31

water surface

opaque

(bench)

Catalogue Number

"RESULT"

components several results are possible.)

(Depending on the arrangement of the selected

Fig. 09: Catalogue for dissolution of a wall

SHIFT IT UP!

20 PROJECTS


PROJECTS

A

Knr.:11E1

B

Knr.: 31E1

A

Knr.:12F1

B

Knr.: 32E1

A

Knr.: 3A2E1

B

Knr.: 33E1

D

D

Knr.: 4AB1E1

B

Knr.: 41E1

B

Knr.: 42E1

Knr.: 111

D

Knr.: 2AB2E3

D

Knr.: 4AB2F1

B

E

Knr.: 22F1

E

Knr.: 22F2

E

Knr.: 22F3

E

E

Knr.: 2AB2F3

D

Knr.: 24F3

Knr.: 311

E

E

Knr.: 34F2

F

Knr.: 44C1

G

Knr.: 311

G

Knr.: 32C1

G

Knr.: 411

D

F

Knr.: 12C3

F

Knr.: 12D3

E

Knr.: 23E1

E

Knr.: 23E3

E

Knr.: 23F1

E

Knr.: 32E3

Knr.: 2AB11

E

Knr.: 32F1

D

Knr.: 2AB2E1

F

Knr.: 14C3

Knr.: 31E1

D

D

D

Knr.: 3AB2F1

E

Knr.: 32F3

G

Knr.: 34AC3

G

Knr.: 33AC3

Knr.: 42C1

Knr.: 4AB2F3

D

Knr.: 4AB11

E

Knr.: 33AC3

E

Knr.: 24E1

E

Knr.: 33E1

E

Knr.: 33E3

Knr.: 12C1 F

Knr.: 413

F

Knr.: 12D1

F

Knr.: 42C3

F

Knr.: 14C1

F

Knr.: 42D3

F

Knr.: 44C3

Knr.: 14AC1

Knr.: 2AB2F1

E

Knr.: 113 E

G

Knr.: 34AC1

G

Knr.: 33AC3

G

Knr.: 12C3

G

Knr.: 313

G

Knr.: 32C3

Knr.: 33F1

Knr.: 24E2

Knr.: 12E1 E

C

Knr.: 211

Knr.: 4AB2E1

Knr.: 32E1 D

Knr.: 3A1E1

Knr.: 12F1

E

C A

Knr.: 3A2F1

A

Knr.: 4AB2E1

D

Knr.: 4AB2F1

D

Knr.: 3AB13

C

Knr.: 41E1

E

Knr.: 213

E

Knr.: 22E1

E

Knr.: 42E1 D

E

Knr.: 34E1

E

Knr.: 34E3

Knr.: 22E2

E

F

Knr.: 24F1

C

Knr.: 44E1

Knr.: 411

Knr.: 42C1

G

Knr.: 113

G

Knr.: 12C1

Knr.: 24F2

Knr.: 2AB13 E

Knr.: 4ABE1

F

Knr.: 12F3 E

C

Knr.: 33F3

Knr.: 24E3

Knr.: 34E1 D

E

Knr.: 212 E

A

Knr.: 14AC3

Knr.: 3AB2E1

F

D

A

G

Knr.: 113

G

Knr.: 43E1

Knr.: 2ABF1

C

Knr.: 42C3

Knr.: 4AB2E3

G

A

G

Knr.: 32E1

F

D

D

Knr.: 413

Knr.: 34F3

Knr.: 4AB13

Knr.: 3AB11

D

A

G

Knr.: 12E3

D

A

Knr.: 3AB2F3

Knr.: 12E1

D

D

A

SHIFT IT UP!

21

D

Knr.: 3AB2E3

E

Knr.: 34F1

F

Knr.: 42D1

Knr.: 22E3

Fig. 10: All possibilities (113 pieces) that came out of the catalogue

GSEducationalVersion

1.2 Conclusion In summary, we want to achieve the desired density through a community. We have different possibilities of wall dissolution to differentiate between private and public. As a result, we can create fluent transitions and, with the focus on height differences, form a residential landscape. The next step was to simplify our idea and to turn it into a haptic game. The game does not have to lay the focus on architecture. Therfore non-experts, so people who have nothing to do with architecture or who are unfamiliar with our concept, should be able to play it. Through the game we could collect various possibilities to structure our building and eventually we get to know new sides in our concept.


PROJECTS

22

SHIFT IT UP!

2. SHIFT IT UP! 2.1 First attempts So far we have worked only with section plans. We wanted to continue working with those, but at the same time we did not want to ignore the floor plans. Therefore we gathered information about games which have a similar principle. Our game “Shift it up!” is based on the idea of the four-in-a-row game. “Four-in-a-row” is a strategy game intended for two people. The goal is to be the first to get four of your pieces in a row, regardless of wether you connect them horizontal, vertical or diagonal. The game fits very well with our concept; you create connections in the game, the outcome looks like a section plan and in addition, the game is easily understood by its colors. Therefore, we planned and built a game similar to the four-in-a-row game.

Fig. 11: Emblem of the game with a foto of the model


PROJECTS

23

Fig. 12: Structure of the first game

SHIFT IT UP!

Fig. 13: First digital try

Fig. 15: Second attempt: In the model - Frontside

Fig. 14: Out of the game results we can generate a

Fig. 16: Second attempt:

section, in which we can insert the possibilities from

In the model - Backside

our catalogue

Fig. 17: Score from Fig. 15 and 16


PROJECTS

24

SHIFT IT UP!

Our game “Shift it up!� consists of two layers. This will give us an idea of what the further expansion of our building can look like. Due to the different colors of our tiles, the game should be easy to understand and be played by one person. A distinction is made between red, orange, yellow and purple tiles. There are also half and whole tiles (fig. 12). The colors are assigned to rooms from our concept. The task for the player is to connect certain colors with each other and thus generate an apartment. For every correctly composed apartment the player gets one point. If you think in advance to build the apartment with floor level differences, you get two points. As the third scoring system there is the possibility, by using the placeholder tiles, to bring in light. For this you get three points. The first game attempt was made on the computer (fig. 13). Thereby we noticed that our possibilities can be integrated from the catalogue and that we can show a section plan (fig. 14). The second attempt with the game was with a real model (figs. 15 and 16). It was also the first time that we actually played in two levels (Fig. 12). 2.2 Conclusion After a few atempts with the model, we realized that it was very difficult to play the game on your own and that you have to play proactive. Sinking a tile in the game cannot be undone anymore. This makes it difficult to generate apartments and a result, which we strive for. In the end, it was also very difficult for us to add up the accumulated points (fig. 17). We also noticed that the representation of a section plan, even when the game works with two layers, is not sufficient and for most of the part you can only build in one direction. Furthermore accessibillity was disregarded and the rule with the light was questionable. We had to further simplify our rules and our game and start working in a three-dimensional space.


PROJECTS

25

SHIFT IT UP!

3. REALIZATION IN MINECRAFT Based on similar rules and our conclusions from the first playable attempt, our second game for the Minecraft Mod ,,20.000 Blocks� was designed (fig.18). Therefore we could work in a three-dimensional space and solve the problems we had with our two-layer-game.

Fig. 18: Rules of the game and examples for how you can build and join the modules


PROJECTS

26

SHIFT IT UP!

To insure, that specific colors are joint and not only the same colors are getting strung together, the principle of gaining resources is based on a sequence (fig. 19). At the beginning of the game, the player gets a specific number of capabilities; once certain color modules are built you gain more resources. These do not include the garden modules. In the course of the game you collect white blocks and with them you can shift either room modules or you can built garden modules, which gives the most points. The module catalogue (fig. 21) contains altogether eleven entries, whereby there can spawn six modules for the player. These are maximum five by five blocks wide and can be activated through their individual “key”. There are modules with and without floors, which facilitates the accessibility of the split levels. The construction of each module is also adapted to the connection-rules which we have determined in our concept: In contrast to the modules “red” and “violet”, where you can only walk on the same level or downstairs, there are the “orange”, “yellow” and “white” module which are used to get upstairs. The player thus moves, as in the real world, only through the predefined public areas in the game world. The game can be played in different ways: in a group or alone, for time or with a specific number of resources, with a blank playing field or already placed modules. The goal is always the same: score the most points. To keep the playing time reasonable, the playing field is four by three modules long and wide. With that we only show a part of the Habitat. If we want to cover the whole bulding with our game, we have to play it 12 times (Fig. 20). By playing with already built modules, a concatenation of the individual game results is possible.

Fig. 19: Resources at the beginning of a

Fig. 20: Concatenation of the indicidual

game and their sequence

games


PROJECTS

Fig. 21: Catalouge of the modules

27

SHIFT IT UP!


PROJECTS

28

SHIFT IT UP!

4. ANALYSIS OF GAME RESULTS

Fig. 22: A game we played in Minecraft

The score of a game is an indicator of how dense it was built and how much attention was payed on connections and floor level differences of the modules: The higher the value the better. Factor sunlight and low-maintenance of the building however remains not considered. Results with a high score are checked again for these topics. By means of of a sunlight analysis (fig. 23) we can draw conclusions about, which and how much percentage of the built-up area and the facade receive a certain number of sunlight hours per year. The focus of this analysis is on portion of space with with more than 250 sunlight hours per year. In order to obtain more information about the building, this value and the consideration of the buildings height can be offset with the score of a game (fig. 24): ���������� ������.������������ ������������

Ă— đ?’‘đ?’‘đ?’”đ?’”đ?’”đ?’”đ?’”đ?’”đ?’‰đ?’‰đ?’”đ?’”đ?’‘đ?’‘ đ?’”đ?’”đ?’?đ?’? đ?’”đ?’”đ?’‘đ?’‘đ?’Žđ?’Žđ?’”đ?’”đ?’”đ?’” đ?’˜đ?’˜đ?’‰đ?’‰đ?’”đ?’”đ?’‰đ?’‰ > đ?&#x;?đ?&#x;?đ?&#x;?đ?&#x;?đ?&#x;?đ?&#x;? đ?’”đ?’”đ?’”đ?’”đ?’‘đ?’‘đ?’”đ?’”đ?’‰đ?’‰đ?’‰đ?’‰đ?’‰đ?’‰đ?’”đ?’” đ?’‰đ?’‰đ?’”đ?’”đ?’”đ?’”đ?’”đ?’”đ?’”đ?’” đ?’‘đ?’‘đ?’”đ?’”đ?’”đ?’” đ?’”đ?’”đ?’”đ?’”đ?’Žđ?’Žđ?’”đ?’”


PROJECTS

29

SHIFT IT UP!

Fig. 23: Sunlight analysis of the game result showed in Fig. 21. It contains data for the location in Frankfurt am Main.

Fig. 24: The score of the game showed in Fig. 21 - A comparison between the scores you get in Minecraft and the score you get after our analysis.


PROJECTS

SHIFT IT UP!

30 5. ELABORATION IN ARCHITECTURE

Living together in a habitation landscape; from the private sleeping room, across the individual room, community area and the garden up to the public life the people should meet each other and stay in contact. The appearance of the Habitat should look alike a result of the “Shift it up!”-game, whereby a room module was signified as a cube. Based on that the game generates models with different flats- and room-situations. With the catalogue for wall dissolution the results with the best values out of score and analysis gets an interior design (fig. 28 till 30). Because of a same geometry the bulding “REBEL“ from the architectural office “Studioninedots” was used as reference for materiality and facade design (fig. 25). But also the “Vijayawada Garden Estate” from the architectural office “Penda” (fig. 26) is one of our references, because of the green gardens and balconies in the upper floors of the building.

Fig. 25:

“R E B E L “

from the

architectural office in Amsterdam

“S t u d i o n i n e d o t s “

Fig. 26:

“V i j a y a w a d a

architectural office

Garden Estate“ from the

“P e n d a “

in India


PROJECTS

31

SHIFT IT UP!

A

Fig. 27: Elaboration of a ground-floor plan out of Minecraft M 1:250 (with splitlevels)

Fig. 28: Section A M 1:250

AA


PROJECTS

Fig. 29: Exterior Rendering

Fig. 30: Rendering from the internal space

32

SHIFT IT UP!



PROJECTS

Balance - Rendering

34

BALANCE


PROJECTS

35

BALANCE

BALANCE

by Viola Abu-Salha and Alexander Kay Mayer

The goal of this project is a creation of an architecture based on balance between density and quality. In a context of a dense urban environment we are challenged to create habitability with a high quality of living. By quality of living we understand private living spaces with a lot of sunlight inside of the residencies and in the outdoor areas in order to enable individual evolvement of all inhabitants. Particularly, the outer areas contribute to a higher quality of living by green space, nature, sunlight and fresh air. The challenge of this project is to develop these qualities and at the same time to create architecture with high density of inhabitants. To create a high diversity of possible architectural solutions and to find the optimum of the design we use crowd sourcing in form of a computer game. The players place cubes in black and white representing the values of density and quality. Black cubes stand for the density and the private living space while the white cubes represent quality and the outdoor space with sunlight and fresh air. In the game, black plays against white. They are opposites but together they create the aspired balance between density and quality.


PROJECTS

BALANCE

36

INFLUENCING FACTORS AND QUALITIES The quality of living consists of a private and protected residential space for individual usage of the inhabitants. The residences are shielded against glimpses and have access to sunlight and fresh air of the outdoors. Green areas can be viewed from the inside of the residences. The private and the outdoor area are completed with vertical and horizontal circulation bond by green space and a connecting design and materials.

DENSITY CONTRA QUALITY The dense inhabited areas and the free green spaces contradict each other (Illustration A and B). The dense housing prevents sunlight to reach the inner apartments (Illustration B). Lower density means more sunlight and outdoor space but less housing space (Illustration A).

Fully equipped Units Variabel and individual Usage

Green Space and Circulation

Light and Air Supply

Privat

Qualities

Non Privat Quality of Living

much green space but no living spaces

Illust. A

much living space but no green spaces

Illust. B

View with little Insight

Design and Materials

Areas for public Usage


PROJECTS

BALANCE

37

BALANCE BETWEEN DENSITY AND QUALITY A decondensed architecture which creates a balance between free outdoor space and condensed housing units is the solution for a high living quality and at the same time high density (Illustation C).

50%/50% Illust. C

DEVELOPMENT OF OPEN SPACE The forms of the buildings determine the open space and therefore the amount of sunlight and light conditions inside of the apartments and the outside areas.

Funnel Shape

A funnel shape is an example of a form in the architecture which allows sunlight reach the lower floors through open space. The funnel gets wider with increasing height of the building. As a result, the density of the inhabitality decreases with increasing height.

Nesting of free spaces

A better alternative would be a solution formed by increasing nesting of the free space. In this case a partial shading of windows and outdoor areas will developed. By sunlight reflected on surfaces shaded areas are still lighted. Therefore, all outdoor areas have a high quality of habitation and light.


PROJECTS

BALANCE

38 GAME “BLACK & WHITE”

PLAYERS

KOMBINATIONS

+2 points

MOVES

+1 point

RULES GENERAL RULES Players play against each other. They take moves after each other. Players can position their cubes freely in the play area. After accepting a combination of their own cubes, the player can place another cube. POINTS A combination of 3 cubes scores +1 point, a combination of 4 cubes scores +2 point. BONUS POINTS After a layer of the game has been completed, players start a new session on the next layer which is based on the previous one. For building up own cubes above their own colour +1 point is scored.


PROJECTS

BALANCE

39

EXAMPLES As an example, the results of a selected game (game 23) are displayed. They show its combinations and resulting points in a chart to evaluate the total points. Further down you will find additional examples of game results including the scored points.

SCORING SYSTEM Game 23 Players

combinations of 3

combinations of 4

scores 14 points 15 points

OTHER GAME RESULTS Game 19 14 points 16 points

Game 21 12 points 16 points

Game 20 13 points 15 points

Game 22 16 points 19 points


PROJECTS

BALANCE

40

EVALUATION AND ANALYSIS Important for the evaluation of the game is the way how the game final results are displayed. The result of one single game is based on the previous game therefore the results of all games can be presented in form of a spectrum (Illustration Games). Furthermore, a sequence of three most successful games have been selected. They have been analysed regarding the amount of sunlight entering the apartments and the average number of window surfaces per apartment. The best game results deliver a base for a balanced architecture. Best Result 3

GAMES

Best Result 2

Best Result 1

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

To t a l N u m b e r o f P o i n t s i n t h e G a m e

Portion of Space with over 250 Hours Direkt Sunlight

Average Number of Windowsurfaces per Appartement

A v e r a g e To t a l N u m b e r o f H o u r s o f D i r e c t S u n l i g h t

BEST RESULT 1 Average Number of Windowsurfaces per Appartement

BEST RESULT 2

Average Hours Of Sunshine per Year

BEST RESULT 3


PROJECTS

BALANCE

41

SHIFTING OF THE LAYERS In the next step, we are going to further develop the architecture of the best game sequence to take more advantage of the qualities. In order to accommodate vertical and horizontal circulation of the building and also to combine the circulation with the green spaces the design of the architecture is going to be improved. During the game, the players construct the staircases when targeting the next game level. The very staircases are used in the architecture later on. To improve the circulation of the building we split each game layer into two floors of a real building. Then each single floor is shifted relatively to one another. The resulting protrusions are used as part of the circulation system and at the same time are used individually by the inhabitants as an outdoor area. The incurred protrusions offer shadowed areas with still great light conditions due to the sunlight reflected by the other surfaces of the building. This approach results in the very special and characteristic appearance of the architecture and at the same time reminds of the forms and the design appearing in the game.

Shifting Of Layers


PROJECTS

TYPES OF UNITS

42

BALANCE


PROJECTS

43

ARCHITECTURAL SOLUTION BASED ON BEST GAME RESULT

Section

First Floor

BALANCE


PROJECTS

44

BALANCE

OUTDOOR QUALITY An important goal in this project is to reach a high level of outdoor area quality and to support the inhabitants in their social communication. The outdoor areas are going to offer space to relax, to meet, to enjoy the sunlight and fresh air. The materials used to build up the outdoor areas are concrete, wood and planting which give a feeling of safety and comfortability.

Detail Third Floor


PROJECTS

45

BALANCE


PROJECTS

46

BALANCE

CONCLUSION The “Balance� project makes a dense architecture combined with high quality of living possibly. The players deliver a base for the architecture corresponding to the rules defined by us. By this definition of the rules the frame of the resulting building arises and leads to a balanced architecture. Further developments are possible by setting additional rules to improve the circulation in higher floors or by involvement of additional elements in the game. The current focus of the game was a creation of inhabitant friendly building geometry. This goal is clear recognizably on the shape of the building. A different focus could be the inner structure of the building. This would lead to additional game rules and a different geometry of the building.

Rendering



PROJECTS

ADAPT

48

A DA P T

D E S I G N I N G

T R A N S F O R M A B L E

S P A C E


PROJECTS

49

ADAPT

ADAPT by Roger Winkler “Homes are the domain of slowly shifting fantasies and rapidly shifting needs�. Starting with this quote in mind I started into the projects research phase. The classical family is no more the main target group when it comes to housing. One concept by SANE Architects focussed on the length of the inhabitants stay and create homes matching these users needs. Trying to serve the domain between the classical single family home and flexible concepts like airbnb while trying to keep the density up to match the cities needs is one core aspect of this project. The three inhabitants represent the different needs between the permanent and the shortterm inhabitant. The project ADAPT is a minecraft based singleplayer game, in which the player has to create a home for the inhabitants. In the post-process the game result is transformed from the Minecraft based 1m x1m x1m bricks into an architectural appearance and analysed for accessability and exposure of the units.


PROJECTS

THE OPEN BUILDING

support, infill and interfaces

50

ADAPT

the wholespace plan of his flat. A built example for this approach is the Tila building in Helsinki. In this case every

The principle of the open building was

inhabitant can choose from a floorplan

mainly influenced by the architects John

catalogue or hire an architect to help

Habraken. He wanted the architects to

him to design it himself. In adapt the

think more about what comes once a

midterm inhabitant can bring his own

building process is done. Residential ar-

furniture, but the space plan is already

chitecture is not comparable to the tra-

preset. The shortterm flat is fully fur-

ditional architects profession planning

nished since the person it accommo-

representative objects. Seperating the

dates is only there for a short duration.

buildings components into categories of

The facade (skin) and the structure is

durability opens the way to involve the

predefined by the architect, in this case

inhabitants into designing the building.

the player designing the building, which

The question about what the user

is already based on a orthogonal grid

is allowed to design depends on the

due to the predefined sandbox game

duration of stay. A longterm inhabitant

engine of minecraft.

(>10 years) can arrange and design

John Habrakens: Lifecycle of a building


PROJECTS

ADAPT

51

T I L A , H e s i n k i , b y Ta l l i A r c h i t e c t s

4

2

1

Loft

Repetitive structure with same orientation 3

Empty space beside bathroom element

floorplan catalogue


PROJECTS

BRICK UP 0.1: LEVEL 1

BRICK UP 0.1: LEVEL 2

BRICK UP 0.1: LEVEL 2

results of one game

52

ADAPT


PROJECTS

53

ADAPT

BRICK UP 0.1

the prototype

The Game You build a three storey house. Each floor has different rules. On the groundfloor you build commercial units that are independent of infrastructure. But these are the base of the infrastructure for the upper floors. So try to develop a strategy to get an all over working system minimizing Infrastructure while guaranteeing the appartments quality! The Rules On Level one the player sets infrastructure units (green) and commerical units (red). For each commercial unit connected to infrastructure or outer space he gets one point. At the end of level one the player chooses two infrastructure units that set the stairwells for the upper levels. On Level two the player sets infrastructure units (green), housing units (red) and common rooms (white). For each housing unit connected to infrastructure and outside space and each common room connected to infrastructure he gets one point. On the third level are the same rules for the housing units as on level two, with the difference that for each housing unit that is connected to the outside space and a common space (replaces the infrastructure) the player gets one addiditional point. 1. for each built appartment you will receive a new one 2. for each built infrastructure you will receive a new one 3. for each built common room you will receive a common space The Resume This first prototype worked out pretty well and was already fun to play. But it lacked a bit in getting more complex. Since the fist level determines the gameplay of the next levels, the focus was set very strong on how to place the infrastructure in the first level. Another issue was that the playing area was limited to the field on 7x7 units. Since the goal of the final game was to leave the size of the building open to the player this brought a new challenge on how to calculate points for the player while he is not supposed to fill the whole grid to maximize the score.


PROJECTS

54

ADAPT

3 – A PLACE TO LIVE IN for families, elderly, shared-living

2018

2019

2020

2021

2022

2023

2024

2025

2026

2027

2028

2029

» Hello folks! I am Luke and 43 years old. I live with my wife and our daughter close to the city center. Since we expect a son soon, we have to move to a bigger accommodation. It would be nice to find a community, especially for the kids. I wouldn’t complain about a kindergarden and a supermarket close to it since time is precious with a family at home. «

2 – A FLAT FOR MONTHS

for seasonal workers, students, au-pairs, grandparents, ...

Feb

Mar

Apr

May

Jun

Jul

Aug

Sept

Oct

» Hey guys, I am Mark. I just got 24 years old last week and now I am looking for a flat to share with my friend Marcus. I am an Erasmusstudent from Great Britain and I will study social sciences at the local university here. I would stay here for around 10 months. If it is possible to earn some cash here, that would be awesome! «

1 – A CABIN FOR VISITORS workers, guests, ...

Mon

Tue

Wed

Thu

Fri

Sat

Sun

» Hey, my name is Sarah and I am 31 years old. I am looking for a place to stay for about a week. I work for a big marketing company in the United States and am here for a meeting with some of our consultants this week. My flight back is on sunday, so I might also visit the city on the weekend and hang out a little. «


PROJECTS

55

ADAPT

Longterm Luke in Minecraft

THE INHABITANTS

Luke, Mark and Sarah

To simplify the game for the player the Midterm Mark in Minecraft

tree types of inhabtants are represented by these people and several clones of them. There are some rules about the living together of these three people that will be explained more deeply on the next pages. Luke is the longterm resident, inhabiting the red housing unit in minecraft. Mark represents the group of midterm residents and sarah is living in the shortterm flat. She is the most uncomplicated position since she is only in the house for short periods of time. Luke and Mark are the essential parts

Shortterm Sarah in Minecraft

to take a look at, since they are the core community in the house.


PROJECTS

ADAPT

56

Shortterm Sarah

Corridor

Midterm Mark

Stairs

Longterm Luke

Common Room

Common Space

THE ELEMENTS

catalogue of available elements within Minecraft

Since you already know the inhabitants, i only want to mention quickly on how elements are built. The player puts the combination of colored bricks onto the already existing “activation stones� (bricks with 2 feet) and has to jump on top of them to activate the combination. After a second the combination will be activated and the combination replaced with the corresponding element.


PROJECTS

ADAPT

57

THE GAMEPLAY

basic game rules

So starting off with one game, you final

+1 N

EIGH

BORH

OOD

goal is to build 20 longterm, 20 midterm and 10 shortterm housing units. While placing these the player has to be aware

Sarah next to Luke

of a few rules. Sarah next to Mark and Luke is a great combination, since Mark likes Sarah and Luke can use her flat in case he wants to extend his own. But since Luke has

+1 N

EIGH

BORH

OOD

kids that need to go to bed early and and Mark is the guy that likes to listen to music and watch series long into the

Sarah next to Mark

night, they don’t really get along very well. So mind this combination since it will give you a negative score on your community-points. And what you want

–5C

OMM

is a good working neighborhood with

UNIT

Y

nice communities. The inhabitants will need spaces to get

Mark next to Luke

known to each other and create a good working neighborhood and community. To do so you will want to have common rooms (cost: 3 Neighborhood-Points), that give you 1 point for each connected

+1 CO

MMU

NITY

housing unit and common spaces (cost: 6 Neighborhood-Points), that give you 3 points for each connected housing unit.

Common room next to housing

So to sum it up: Try to create as many Neighborhoods as possible at the beginning. Use these to build Common spaces that are placed wisely. And finally dont forget to ensure that the housing unit

+3 CO

MMU

has access to light and the overall infrastructure.

Common space next to housing

NITY


PROJECTS

58

ADAPT

THE PROCESS

transforming games into architecture

The whole game-process is seperated into 5 chapters. The first one is the element catalogue. It consists of 3 Groups with overall 7 elements. The first group contains the housing units for the three inhabitatants. The second group are the nessecary elements to create an infrastructure. In the last group are the common spaces for the inhabitants to create a community. How neighborhoods and communites are created is defined in the next chapter, the game rules. What can be placed next to which element and what do you get for that or not. Those two chapters are the base for the next chapter. They are implemented in the code based on the Minecraft-mod 20.000 blocks developed by Anton Savov. The players goal is to build a housing complex on a predefined field in the game. He is equiped with a sheet containing the element catalogue, the needed brick-combinations and the game rules. The game is finished when a certain number of housing units is built. After the game has finished, the result is imported into the software Rhinoceros3d through the plugin Grasshopper. In the first step each placed element is rebuild with simple cubes and later replaced by a bounding box for each element. This box is used then, to evaluate each surface. The evaluation contains whether the element is placed

image: light-access evaluation result

next to another element, has access to light by on side not beeing blocked by an element and is accessable through the infrastructure or common elements. The results are displayed in a simplified graphic. For the replacedment I predefined what the facade of each housing unit has to look like for each paramenter. For example, the long- and midterm housing units are supplied with a balcony on the side that has access to light.


PROJECTS

59

1. ELEMENT CATALOGUE

2. GAME RULES

3. PLAY

4. EVALUATE GAME RESULT

5. REPLACEMENT ACCORDING TO EVALUATION

ADAPT


PROJECTS

01 – minecraft game result

04 – result in Rhino, rendered mode

60

ADAPT


PROJECTS

61

02 – import and replacement in Grasshopper

03 – replacement of elements according to evaluation in Grasshopper

ADAPT


PROJECTS

minecraft game result

import and replacement in Grasshopper

62

ADAPT




PROJECTS

65

SYNTHESIS

SYNTHESIS by Annabell Koenen-Rindfrey and Julia Schäfer

A city has always been the most efficient arrangement for residential areas - on the one hand because of the density it provides and on the other hand because of the possible exchange and interaction. With a constantly improving standard of living and the decrease of deathrates in most places of the world, the debate about high density in residential areas becomes more and more important. While the desire for quality and high living standards increases, the need for more density becomes a disruptive factor. With our game we try to find either a solution for the conflict between those two counterparts or an ideal balance. While we get the gamer to create an ideal design, at the same time we generate simple approaches which gamers and designers can later use. Our main goal in this is to create a arrangement of urban activities, that provides a reduction of conflict and even a positive effect on each other and on the cities welfare. Our main tool is their combination with each other and the consequenes that come out of it. Based on this our gamers can explore the architectual and social adventure of an urban designing process, that otherwise would not be experienced.


PROJECTS

SYNTHESIS

66

?

Kitchen

Bathroom

Bedroom

Garden

Panorama | Arrangement Activities

Living Room


PROJECTS

SYNTHESIS

67

Activities and Needs Neighborhood

To break down basic human activities in a city we focused on the smallest residential unit: a room. Every room now stands for one activity that is part of our everyday life. The smalles number we can reduce it to is four. As a result we chose these four rooms as the basis of our activity matrix: Rest, Food, Hygiene and Community. While combining them we discovered that a common denominator, and therefore a possible channel for communication between the activities, is the use of plants. When developing from houseplants to technical devices with distinct purposes of use, a conflict between two activities can not only be solved: it can be a profit to both. As a further consequence we can even replace construcional elements. If a oxygen supplying plant is in the room, it can reduce the need for fresh air and by that the room volume as well. Plants can be a flexible tool for us, their adaptability makes it possible to use them as a link between every activity without any restrictions. As a first step we translated the item ‘plants’ into a garden which now forms a fifth room. By that, plants can be used as an active component in the process of arranging activities into a structure.

+ Arrangement

+ GSEducationalVersion

Edges

Solve Conflict: Arrangement, Edges, Plants

Plants


PROJECTS

Activities and Needs Parameter

While some activies share needs like sunlight and fresh air, some vary. Both can cause conflict or even provide the possibility for a useful symbiosis. While activities with a need for low external noises can benefit from a neighbourhood with similar demands, too many activities with a need for fresh air may cause an overstraining of resources and a waste.

Kitchen

S

GSEducationalVersion

GSEducationalVersion

M S

LM S

LM

Living Room

S

L

GSEducationalVersion

GSEducationalVersion

M S

LM

S

L

GSEducationalVersion

GSEducationalVersion

Bathroom

M S

LM

L

Bedroom

S

GSEducationalVersion

M

L

GSEducationalVersion

Light

Acoustics

S

GSEducationalVersion

GSEducationalVersion

M S

L S M

L M

L

S

GSEducationalVersion

M

S

L

GSEducationalVersion

GSEducationalVersion

GSEducationalVersion

M S

L S M

L M

L

GSEducationalVersion

S

M

L

GSEducationalVersion

Water

Air

LM S

LM

LM

L

L

SYNTHESIS

68

L

500-1000 Lux

high volume

200-500 Lux

m e d i u m s e n s i St i vSMi t yLM

0-100 Lux

S

GSEducationalVersion

GSEducationalVersion

GSEducationalVersion

GSEducationalVersion

sensitive

S

GSEducationalVersion

M S

L S M

GSEducationalVersion

M

L

L M

L

L

high water consumption

high need for fresh air

medium water consumption

medium need for fresh air

low water consumption

little need for fresh air


PROJECTS

SYNTHESIS

69

Edge

Definition

A hexagon offers the perfect shape to maximize the games potential. When combined, it offers six different ways to connect to each other. The point of contact between two modules we therefore call “connecting wall.” Furthermore, there is the possibility to replace a usual connecting wall with

At the joints of conntected modules + in interspaces outside of the module

a plant item we then call “connecting edge” and by that satisfying needs that arise from the combination of two activities with each other.

Edge Why ‘Connecting Edges’?

Close

Non-matching

Neighbors

Activities

GSEducationalVersion

Plant as

correspond between

Correspondant

neighbors and activities

Transformation

conflict as a potential to create harmony between

of Conflict

two activities

GSEducationalVersion

Recycling

convert non-consumed raw materials and CO2 into energy or fresh air


PROJECTS

SYNTHESIS

70

Edge

Catalogue

Necessity

WATER FILTER

Name

Practicality Scheme

Disrupted Parameters Possible Rooms The item „Water Filter“ meets the need of the garden for water and offers the possibility to dispose waste water for the kitchen or the bathroom.

Description

Example Infosheet Edge

To adjust the use of edges to every possible demand that arises from a connection, nine central functions an edge offers were isolated and further information was added for its use. Those include effects on several room features. The item “Water Filter“ meets the need of the garden for water and offers the possibility to dispose waste water that comes from the kitchen or the bathroom.

Water Filter The item “Oxygen Supplier” meets the need of every room for fresh air and oxygen. By cleaning the air and producing oxygen it reduces the spacial volume for the inhabtants supply.

Oxygen Supplier The item “Storage System“ meets the needs of every room to store the belongings of the user in order to organize them. It generates free spaces a n d k e e p s t h e r o o m p r o p e r.

Storage System


PROJECTS

SYNTHESIS

71

T h e i t e m “ W a t e r Ta n k “ m e e t s t h e n e e d o f t h e b a t h r o o m a n d k i t c h e n f o r g r e y w a t e r. I t o f f e r s the possibility for bathroom and kitchen to retain some of the waste water for later use.

W a t e r Ta n k The item “Crop Wall“ meets the need of the kitchen for fresh ingredients and the needs for snacks while working.

Crop Wall The item “Noise Barrier“ meets the need of the working room to dim outside noises and the need of the bathroom to keep inside noises from seeping out.

Noise Barrier T h e i t e m “A i r C o o l e r “ m e e t s t h e n e e d o f t h e b a t h room to provide cool air and meets the same need for other rooms as well if outside temperatures make it necessary.

Air Cooler The item “Fertilizer Box“ meets the need of the garden for nutrients and offers the possibility to dispose organic waste for the kitchen.

Fertilizer Box The item “Shade“ meets the need of private rooms as the bathroom and the bedroom. Otherwise it also functions as heat protection.

Shade


PROJECTS

SYNTHESIS

72

Game Structure

Process and Architecture

SPECIFIC B ARCHITECTURE GSEducationalVersion

STEP 1

|

TRANSL

ARRANGEMENT

Architecture

Game

combines ideas

competitive stones illustrate

system simplifies

antipathies

architectual needs

scoring system encourages dense arrangement

studio’s main goal: density

constant addition aggregation system instead of structure

form reside edge = joker

GSEducationalVersion

edges + green spaces as GSEducationalVersion

improvement for housing situation

supervisor translates dy


PROJECTS

SYNTHESIS

73

BUILDING SOCIAL LIFE

LATION

MISSIONS

|

STEP 2

effective use

density

of ressources

solving

quality

conflicts

GSEducationalVersion

constant improvment +

solve missions GSEducationalVersion

ential units edit Step 1

ysfunctional proportions

insert inhabitant with individual needs

flexibility

add specific edges


PROJECTS

SYNTHESIS

74

1 2

1 3 2 Starting Situation

System of Antipathies

STEP 1

Rules

Building a structure

Building a structure

At this step the players help build an

The player can not place a hexagon next to an already set hexagon, that repells

arrangement for a possible section of

its character, as well as the other way

a building in Syntopia. To make the arrangement easier, architectural conflicts are translated into characters and their

places an edge next to a set character,

whole game is moderated by an interac-

the antipathies of the set character

tive presentation. Every player receives 10 characters1 and 3 edges2. The players all of them are placed. Bits are used to keep the characters from slipping . 3

characters don’t have any antipathies. Every player has 3 edges. If a player

antipathies towards each other. The

place their characters one by one until

around. Exceptions would be: Green

are neutralized. The player now has to consider only the antipathies of the character he wants to place. This only applies to the side of the hexagon the edge refers to.

Characterdescriptions RAFAEL

SAMMY

VIOLA

TONY

Tony

Harry

Hanako

Hanako

Sammy

Irene

Irene

Oliver

PAUL

WORKING

MEETING

COOKING

EATING

GARDENING

Rafael is a gifted designer from western Peru. When he is at home he concentrates on his works and hates every distraction. But when he is out, he is the wildest of all the party animals.

Samy is 12 years old and boasts to his friends that there is no computergame he hasn‘t played through. Since his parents aren‘t home much, he likes to invite friend to lan parties a lot.

Since his tour through Southern Asia Tony likes to use a lot of spices. The awful stench etches away everyones nostrils, still his cooking skills are popular around the neighborhood.

Viola comes from a large family. She never has a meal alone and enjoys the constant company of friends and family members.

Paul is a passionate landscape gardener. He is a very outgoing person and likes to share his sweet cactus juice, that everyone in the neighbourhood loves so much.

Rafael

Sammy

Tony

Viola

Paul


PROJECTS

SYNTHESIS

75

15

10

1

Scoresystem

Scoring System Evaluation

Points are counted directly after placing a character. If the character touches one already set character, the player receives one point. If the character touches multiple set characters, the player receives 5 points per touch. The first round is to be left out for fairness reasons. If a player can not place any character, he has to put one back into the gamebox without receiving any points. Character Descriptions Profile and Preferences

While the characterstones only show antipathies, the character descriptions explain the story behind the antipathies and preferences, and introduce the character to the players in greater detail. The system of antipathies is only a simplified translation of complex studies about architectural impacts of combining activities.

ROSE

HARRY

HANAKO

OLIVER

Sammy

Oliver

Harry

Sammy

Irene

Tony

Tony

Viola

CARING

RELAXING

SLEEPING

Since her housband died a few years ago, Rose found her destiny in taking care of sick animals and also everyone around the neighbourhood. Her little monkey Charlie accompanies her anywhere she goes.

Harry is a truckdriver. When he comes home from a long drive, all he wants is some peace and quiet. He stays in bed until the trucker life calls again.

Hanako is a young pediatrician from southern Japan. As a doctor she knows about the importance of good sleep so she follows a strict sleeping schedule.

Rose

IRENE

Harry

Hanako

GSEducationalVersion

SHOWER

BATHING / TOILET

Irene is a professional opera singer. If she is not out dancing, she likes to practice her highest notes while taking a shower.

Oliver loves taking long baths. As the captain of his crew he never misses a good pirate raid. No water can be too hot and no battle can be too long.

Irene

Oliver


PROJECTS

76

SYNTHESIS

STEP 2

C o m m u n i t y Tr i a l

At step 2 the arrangement is put to the test. The presentation guides the players through all sorts of conflicts that can arise from dense housing conditions. A supervisor now evaluates the relation of characters and then chooses a scenery for the following step. The players then put matching scenery stones on top of the characters. The presentation explains the following tasks. Both players are to solve possible problems on the play area by placing suitable edges. The supervisor evaluates if the edges are well chosen and if the placement follows a reasonable train of thoughts. For every successfully placed edge the player receives 5 points. After finishing step two, all points are summed up and the player with the highest score wins.

TwBi inl de u| nCt he ar sl lcehnrgi fet Tr e e

www.synthesis.de/residential_unit

Screenshot | Web Game


PROJECTS

SYNTHESIS

77

Exemplary Result

Step 1 | Building a structure

S t e p 1 / 2 | Tr a n s l a t i o n

Game Result www.synthesis.de/residential_unit

Example and Evaluation

Since the arrangement contained an equal amount of each character, the supervisor chose the mission “residential unit� for the following step. In the end player two won the mission by score and by completing the final mission. Although player one was leading the score Screenshot | Web Game Ending

in step one, the sum of all points made player two the winner.


PROJECTS

78

SYNTHESIS

Architectural Translation Aim of the game

The concept can be transferred to every kind of modular system for urban planning. If realised as a prefabricated constructing system, it allows the future inhabitant to either choose single modules or predefined housing units. Its structure can easily be expanded or be dismantled. By comparing two examples, three central questions about the design could be derived that an architect will bring in further building processes. Choosing either a 2D or 3D oriented shape affects the urban structure, the complexity of the buildings light conditions and the position of circulation elements.

Scheme 3D Plus


PROJECTS

SYNTHESIS

79 ^ = Module

Room

n ^ = Combined Modules

^ = Appartment

Appartment

Scheme 2D Hexagon

n modules




o u r m o s t i m p o r t a n t m i n e c r a f t t o o l . T N T.


PROJECTS

83

SUNNYCAVE

SUNNY CAVE by Yingbo Sun, Alessia Weckenmann, Lufeng Zhu

OUR APPROACH IN REACHING A LOW-RISE HIGH DENSITY BUILDING for 1000 inhabitants is to substract from the volume based on the maximum given plot, 100 meter by 100 meter, which creates an unique buidling complex. It contains housing units, community centers and commercial areas, as well outside public areas spread all over the open sky spots. we have transformed our concept into a minecraft game, on the base of “20.000 blocks�. High scores are made upon our set rules that are based on our architecture priorities. The results will lead to creations out of our hands that still descretly follow our axoms of high quality living. The result with the highest score will then be chosen by our set criteria and be detailed architecturally.


scene 1


PROJECTS

SUNNYCAVE

85

birdview section of game result

scene 2

scene 3

sunny cave concept ďŹ nding From a very early stage of the design process we identified the intersection of suntunnels and paths within public areas as one of the crucial elements of the complete model. From a very early stage of the design process we identified the intersection of suntunnels and paths path as the veine perspective

of life

within public areas as one of the crucial communication spot elements of the complete model.


PROJECTS

SUNNYCAVE

86

GROUNDING A CONCEPT 1. phase we examined multiple buildings that were created by the subtraction process. The first one is in Capadoccia in Turkey where the inhabitants carved holes into the hills. The second is a student housing from Steven Holl located in Boston, MA. The curved suntunnels are guaranteeing sky-

Concept substracting

light into the deepest parts of the build-

-

ing complex. Additionally, Steven Hall makes uses of partially removed facades that faciliatate student gatherings in the new rooftop gardens.

BUILDING A PROTOTYPE GAME 2. phase we have started to look at the block from only one section, pretending that two cubes form one living unit. (18m ²/capita) The player’s goal is to place 4 suntunnels

C a p a d o c c i a , Tu r k e y

and 2 paths in a way that the grey cubes benefit the most. Maximum 2 grey cube columns if only lighted from one side, 4 grey cubes columns if lit from both sides. One blue path with a continious way until the top with a maximum height of 2 cubes. Extra points are gained when intersections (green zones) between suntunnels and paths are made. Based on these game results we have calculated it into a 3D game and came to the conlusion that five floors are enough to reach the goal of 1000 inhabitants.

Simmons Hall, Boston, MA


PROJECTS

SUNNYCAVE

87

Result23 Result33 Result43 Result52 Result62 Result73 Result83 Result93 Result 103

01 12 22 61 61 22 12 01 22

92 02 02 61 71 02 02 92 02

26 35 45 96 94 45 34 26 45

,64 ,64 ,72 ,83 ,7 ,47 ,77 ,25 ,63

19 22,1111111 1 90 80 70 60 50 40 30 20 10 0

Result1R esul t2R esul t3R esul t4R esul t5R esul t6R esult7R esul t8R esul t9R esul t10 soli dm

game board

game qualities

ininhab

maxinhab

soci alspot

game results

2D game

ma ma

2 cubes ~ 18m²

x.

x.

m 3X4

12

Rules

maximum 5 floor volume

6

placing the paths

SUN TUNNEL place x 4

m

2 x 2 cube radius path

placing the sun tunnels

3D game

SUN TUNNEL

MA

X.

10

0M

game concept

X MA

00

.1

M

PATH Section

PATH

2X2

place x 2

3 x 4 cube sun tunnel

SOCIAL SPOT

extra points

paths and sun tunnels intersected with the volume


PROJECTS

7 path combination

8 suntunnel combination

88

SUNNYCAVE


PROJECTS

SUNNYCAVE

89

Player placed the key element, tnt chain was being created

GAMING IN MINECRAFT

3. phase

The environmental atmosphere of the game is placed in Minecraft, based on the “20.000 blocks� game that has been created by the DDU team. The player is asked to place 5 paths and 20 suntunnels. The goal is to make the building complex 100% accessible and still lit by natural light.

birdview from the total area

The player can chose between 7 different directions, one path is formed of two path key elements. 8 suntunnels can be picked to create the optimum sun light conditions. The process of subtracting will start when the player puts the TNT chains on fire that denotates the glas cubes. The game is finished when the resources are over. Afterwards we begin to analyze and rate the remaining volume in Grasshopper with our criteria as a low-rise high density building complex.

topview from the total area


PROJECTS

90

SUNNYCAVE

variety of walking possibilities

sideview from total area

intersection of two paths

intersection of suntunnel and path


PROJECTS

view through a suntunnel

91

SUNNYCAVE


PROJECTS

section

92

SUNNYCAVE


PROJECTS

ARCHITECTURE DESIGN

4. phase

based on our calculation we have selected the highest scoring attempt which produced the highest quality architectural model. Our last step features a brief vision of zoning strategy followed by a detailed analysis of the building complex’s given volume.

masterplan

93

SUNNYCAVE


PROJECTS

o u r m o s t i m p o r t a n t m i n e c r a f t t o o l . T N T.

94

SUNNYCAVE



Te t r i s A r t w o r k - Z O T I L


PROJECTS

97

ZOTIL

ZOTIL by Joern Rettweiler, Yadi Wang, Mehmet Erkan Eker

Die äußere Form der Module ist vordefiniert, in diesem Fall basieren diese Module genau auf Tetris / Tetromino geometrischen Formen. Sie können in jede orthogonale Richtung gedreht werden und können auf einem Gitter platziert werden. Dieses Gitter basiert auf einer Tetris-Voxel-Größe von 7 x 7 x 7 [m], um die Größe von 20 x 20 Stellen zu erreichen, an denen die Spieler die Module lokalisieren können. Es gibt vier globale Arten von Modulfunktionen, das Wohnmodul - das eine oder mehrere Wohnungen umfasst - und ein Verkehrs- / Treppenhausmodul, dieses Modul beinhaltet Treppen, Brücken und einige Gewerbeflächen, abhängig von seiner Orientierung. Um Komplexität zu reduzieren und Einfachheit mit Benutzerfreundlichkeit zu schaffen werden Tetrominos nach dem Zufallsprinzip für den Spieler angekündigt. Die Spieler Aufgabe ist es, sie zu drehen und zu platzieren. Es gibt zwei Einschränkungen, die obligatorisch sind: Jede Erschließung muss mit einer anderen Erschließung oder einem Dach verbunden sein und Wohnmodule müssen mit einem Erschließungsmodul oder Dächern verbunden sein. Die genannten Dachmodule sind die beiden anderen globalen Typen. Eines davon ist das Park Modul, welches ein Volumen von 1 x 1 x 2 Voxel benötigt und nur auf jedem Wohnmodul platziert ist. Die zweite Art von ihnen ist das Freizeitmodul, sie ist nur auf jedem Erschließungsmodul zu finden.


PROJECTS

Innenleben

Freizeit Aktivitäten- Erschließung

98

ZOTIL


PROJECTS

ZOTIL

99 18 Faces

18 Faces

18 Faces 16 Faces

18 Faces

Te t r i s - F a c e s

I n n e n r a u m K o n z e p t e T- M o d u l

Innenraum Konzepte O-Modul

Qualities Die Qualitäten der Struktur müssen eine differenzierte Gewichtung aufgrund der Ziele, sowie weiter definierte sekundär Ziele, haben. Eine der obersten Prioritäten ist die Erschließung, alle Module müssen an die im Spiel - gelben - Erschließungs Module anschließen, ein nicht erschlossenes Tetromino mit einer I n n e n r a u m K o n z e p t e T- M o d u l

guten anderweitigen Qualität wird


PROJECTS

ZOTIL

100

dadurch in der Evaluierung komplett entfernt und nicht gewertet, da dieses nicht nutzbar ist. Eine potentielle Argumentation des Spielers, dass die Aggregation mehrerer Tetrominos aneinander eine Wohnungseinheit ergibt würde eine immer anwendbare Betrugsmöglichkeit ergeben. Um Belichtungsdefizite zu vermindern und diese als Qualität auszuzeichnen, ist es obligatorisch das jedes Wohn-Tetromino einen von vier Seiten direkten Kontakt zu einem Void hat. Weitere vom Spieler platzierte Qualitätsfördernde Funktionen sind Parks, sowie Freizeitflächen, wie z.B. ein Basketball-

Innenraum Konzepte I-Modul

platz, Spielplatz, Brunnen. Die Parks sol-

Hausgemeinschaftsparks

len dabei als Dach auf den Wohnmodulen

parks unterteilt werden. Die öffentlichen

platziert werden. Die o.g. Freizeitflächen

Parks, sind dabei von allen Bewohnern

werden dabei frei vom Spieler auf den

von den Treppenhäusern respektive von

Erschließungsmodulen platziert, Um ein

den Erschließungsmodulen erreichbar

Überangebot von Freizeitflächen zu ver-

und nutzbar. Die Hausgemeinschafts-

meiden, wie beispielsweise 100 Basket-

parks sind dabei nur von den Wohn-

ballplätze auf für 1000 Bewohner, ist die

modulen aus zugänglich, nicht jedoch

Platzierung der Freizeitfächen nur auf

von den Erschließungsmodulen, sodass

den Erschließungsmodulen erlaubt. Die

diese Parks von dieser Hofgemeinschaft

Nutzung dieser Flächen soll hierbei durch

gemeinsam genutzt werden können und

eine angemessende Nachfrage gefördert

eine semiprivate Fläche darstellen. Die

werden, im Sinne von des Angebot-Nach-

Privatparks erstellen dabei Parks dar,

frage-Konzepts. Im Inneren der Circula-

die nur von einem Modul aus zugänglich

tionmodule sollen sich in den Voxeln, die

sind. Diese Diversifizierung der Parks er-

nicht vom Treppen belegt sind kommer-

möglicht somit verschiende Grünräume

zielle respektive Versorgungsbereiche

als Rückzugs- und Entfaltungsort der

situieren. Der Flächenbedarf der Treppen

Bewohner. Diese Unterteilung ermöglicht

innerhalb der Circulationmodule, verhin-

eine - abhängig von der crowdbasier-

dert dabei, dass zu viele kommerzielle

ten Platzierung der Tetrominos soziale

Versorgungsbereiche

Durchmischung innerhalb der Gebäude-

entstehen.

Die

Parks können dabei in öffentliche Parks,

struktur.

und

Privat-


PROJECTS

ZOTIL

101 Circulation | modul I

Leisure Area Park | modul T

Habitat | modul L Rett weiler Sunday, July 08, 2018

Auswertung Ergebnis: Isometrie

Modul Density Variationen


PROJECTS

ZOTIL

102

Key-Crafting Schema

Joern Rett weiler July 22, 2018

Skalierung

Zufalls-Generator


PROJECTS

103

ZOTIL

Katalog

Mechanik und Regeln des Spiels ZOTIL

Die Spieler starten das Spiel indem Sie mindestens drei Erschließungsmodule platzieren, anschließend darf der Spieler die Ebene 1 mit Wohnmodulen füllen. Alle Tetrominos der Modultypen werden dabei per Zufall dem Spieler vorgegeben, analog zu Tetris. Die Rotationen der Module darf, jedoch entgegen der Mechanik von Tetris der Spieler selbst bestimmen, um eine dichtere Packung der Module zu erreichen. Der Zufalls-Generator wurde hier gewählt respektive von Tetrismodule übernommen, weil dieser verhindert, dass Spieler immer wieder die selben Formen bauen. Variation von der Form im großen sowie im kleinen werden dadurch durch das Spiel erzwungen. Der Spieler darf die nächste Ebene erst betreten, wenn er in der vorangegangenen, eine Fläche von 40 % gefüllt hat. Das Spiel navigiert den Spieler von Ebene nach Ebene nach oben. Das Spielfeld hat eine Maximalhöhe von 20 Ebenen respektive Etagen, diese zu erreichen ist fakultativ. Das Spiel kann vorzeitig beendet werden, wenn der Spieler meint er habe ein Habitat mit hoher Qualität Dichte und geringer Höhe erreicht. Das Spiel ist zwar mit einem Spieler spielbar, jedoch ergibt sich aus der Bewegungsmechanik sowie der Einschränkung des Flugmoduses des Spielers teilweise eine hohe Pendelzeit zwischen den verschiedenen Tetrominos auf dem Spielfeld. Eine Empfehlung bezüglich der Spieleranzahl wird deshalb auf 2 - 4 Spieler gesetzt. Mehr als vier Spieler behindern aufgrund von potentiellen Kommunikationsproblemen, die Kreation eines fokussierten Bauwerks.


PROJECTS

104

ZOTIL

Qualitätsermittlung Ergebnisanalyse

Die Qualitätsermittlung und Bewertung erfolgt im mehrstufigen Verfahren. Das Spielergebnis wird zuerst auf die notwenige Dichte von 1000/habitanten geprüft, ist diese geringer oder höher wird die Aggregation in einem Box-Array angeordnet, sodass diese Regel erfüllt wird und eine Vergleichbarkeit der Resultate möglich ist. Das in Rhino 5 zu analysierende Modell wird im Verlauf der Analyse auf seine Funktionen reduziert, die Wohntetrominos sind rot koloriert und die Erschließungen gelb, der Pool blau. Es wird somit auch möglich strukturalistische Konzepte, die aus einer kleinen Modulaggregation bestehen, zu bauen und vergleichend zu analysieren. Die Abstands bzw. Kollisionsanalysen und alle weiteren Analysen können nun darauf aufbauen. Die Wohnungsmodule erfahren eine ähnliche Abstandsprüfung, bei den Tetrominos müssen die 4 Voxel jeweils mindestens eine Seite aufweisen, die ein Kontakt zu einem Void, Park oder einem Feld der sozialen Interaktion auf den Erschließungsmodulen hat. Weißt beispielsweise ein Modul eines Tetrominos kein Leeraum um sich herum auf, wird dieser zwar gezählt bekommt jedoch ein Maluspunkt. Einen Bonuspunkt bekommt der Spieler des weiteren, wenn mehr als eine Fläche Kontakt zu einem Void hat, jedoch hat dieser im Vergleich Maluspunkt weniger Wert. Dies sollte verhindern das der Spieler nicht belichtete Räume erzeugt und diese mit vierseitig belichteten Voxel eines Tetrominos ausgleicht. Die technische Prüfung wird durch Ray-Casting erreicht, dies funktioniert folgender Maßen: Durch einen Vektor dessen Startpunkt sich an einer Oberfläche des zu evaluierenden Modules, mit dem zu evaluierenden Betrag, wird geprüft ob dieser mit seinem Betrag mit anderen Voxeln kollidiert. Die Parks und Freizeitmodule werden bei der Kollisionsanalyse, aufgrund ihrer guten Lichtdurchlässigkeit, ignoriert. Die Erschließungsmodule müssen, damit diese valide sind, folgende Bedingungen erfüllen: Diese müssen, unter zur Hilfe nahme von Parks, die auch als Erschließungmodule gelten, alle Wohnungstetrominos erschließen. Ein Wohnmodul kann folgerichtig über ein Erschließungstetromino direkt, oder über einen Park erschlossen werden. Diagonale Erschließungen sind aufgrund der Rasterung des Spiels und Geometrie der Tetrominos nicht vorgesehen. Durch den Djirska-Algorithmus wird diese mathematisch evaluiert. Bei der Prüfung von dem erforderlichen Luftraum über Parks, werden Abstände in drei Richtungen zu potentiellen Kollisionsobjekten geprüft, der Abstand in vertikaler Richtung muss mindestens zwei Voxel betragen damit dieser Park vollständig gezählt werden kann, ansonsten wird dieser nicht mit voller Punktzahl gezählt.


PROJECTS

105

ZOTIL

Flow Chart Anlayse Preperation

Die erstgenannte Prüfung ist obligatorisch damit der Park als entsprechender gezählt werden darf, die beiden letztgenannten Evaluierungen führen zu Bonuspunkten, da diese eine Qualität des Parkes steigern. Es wird mit dem Park-Bonus erreicht, dass eine monolithisch gefüllte Struktur vermindert wird, da auch andere Funktionen Punkte einbringen. Es stehen sich im Design des Spiels zwei Seiten gegenüber, die der Quantität gemeint ist die Spielgeschwindigkeit - und die der Qualität, im Bezug auf die Grundrisskonzeption und feinere Details. Erstere kann am einfachsten durch die o.g. einfachsten Keys erreicht werden. Die Resultate des ZOTIL-Spiels werden im Verlauf der Auswertung detaillierte Grundrisse automatisiert eingefügt, Räume werden dabei an den Fenster orientiert und Flure vorzugsweise an den Innenseiten, mittels des wiederum angewandten Djirska-Alogrithmus wird die nächsten Verbindung zur Erschließung gesucht und Flure & Räume entsprechend gesetzt. Diese algorithmische Lösung lässt sich durch den Spieler somit indirekt beeinflussen, ohne die Modul Grundrisse überlegen zu müssen. Aufgrund der Innenraumbreite von 5 x 5m sind aneinander gereihte Zimmer mit einer seitlichen Erschließung am effizientesten, ausgenommen sind enfiladierte Raumerschließungen. Bei einer Flurbreite von 1 m entstehen dementsprechend 20 m2 große Räume, die aktuellen ordinären Raumdimensionen entspricht, wenn etwaige Innenwände von der Überdimensionierung der Außenwände abgezogen werden.


PROJECTS

106

ZOTIL




REFERENCED PROJECTS


H A B I TAT 1000

REFERENCED PROJECTS

110

one Kenmore Square Manhattan Gluckamn Mayner Architects

density 955

circulation area

units 73 13% 219 18

inhabitants

height

total & plot area 800m²

Axonometrie

Radial column chart

Die Orientierung der Grundrisse an der sonnenlaufbahn

Diagram architectural concept


H A B I TAT 1000

REFERENCED PROJECTS

111

Hansaviertel Frankfurt Landes & Partner Michael a. Landes

density

circulation area

units 42 63

17%

126 18

inhabitants

height

total area 5.500m² plot area 1.700m²

Axonometrie

Sehr große Balkone, Terrassen erweitern die Wohnungen nach Süden

Diagram architectural concept

Radial column chart


H A B I TAT 1000

REFERENCED PROJECTS

112

VM Houses

Copenhagen, Denmark BIG + JDS

total area: 25.000 qm density

circa 1437,5 ppl/ha percentage of circulation

number of housing units

60 % 230

575 30

height in m

number of inhabitants

plot area: 4.000 qm

Axonometrie

Radial column chart

V-Building

M-Building

In both Buildings there are in total 76 different types of Maisonette Apartments. Because of that there is an exposure from both sides.

The Aparttments are like a puzzle. As a result there is a corridor only on every third floor.

Diagram architectural concept

Picture Sources: https://www.archdaily.com/970/vm-houses-plot-big-jds


H A B I TAT 1000

REFERENCED PROJECTS

113

Multifunctional Stackable Modules Sandvika, Norwegen a-lab

density

percentage of circulation

number of housing units

256 ppl/ha 165

2%

275 25m

number of inhabitants

height in m

total area: 35.000m2 plot area: 10.733m2

Perspective

Radial column chart

7 Office

Hotel

Restaurant

Appartment

Diagrams architectural concept

Hotel

17

Shopping

17

Office

22

Public Car Park

37

Living

Annabell Koenen-Rindfrey | Julia Schäfer


H A B I TAT 1000

REFERENCED PROJECTS

114

Bègles Terres Neuves Lot B1 Bègles, France Tania Concko Architects & Urbanists

density

percentage of circulation

number of housing units

170 ppl/ha 10%

49 126

22m height in m

number of inhabitants

total area: 1.257m2 plot area: 10.500m2

Perspective

Diagrams architectural concepts

Radial column chart

Annabell Koenen-Rindfrey | Julia Schäfer


H A B I TAT 1000

REFERENCED PROJECTS

115

Open Building: Tila, Helsinki Location: Architect: Completion: Functions and spaces:

Helsinki - Arabianranta, Finnland Talli Architects 2011 39 residential units: 50 – 149 qm Workspaces and functional areas Communal facilities: sauna, communal space, washing and storage areas, roof terrace

Axonometrie:

Radial column chart:

density

total area: 4360 qm (+1780 optional)

890 ppl / ha

percentage of circulation

number of housing units 18%

39 units 117 ppl

30m

plot area: 1320 qm

height in m

Diagram architectural concept: 4

2

1

Loft

Repetitive structure with same orientation

3

Empty space beside bathroom element

Catalogue of infills

number of inhabitants


H A B I TAT 1000

REFERENCED PROJECTS

116

The Whale

Amsterdam, The Netherlands Frits van Dongen, de Architekten Cie

density

total area: 35,800 qm

circa 1284 ppl/ha percentage of circulation

number of housing units

55 % 214

642 34

height in m

number of inhabitants

plot area: 5.000 qm

Axonometrie

Radial column chart

By tracking the course of the sun the building geometry ensures openness and light incidence despite closed perimeter block development.

Diagram architectural concept


H A B I TAT 1000

117

REFERENCED PROJECTS

Sky Habitat

Singapur Safdie Architects

plot area: 2965m2

total area: 11940,05m2

Axonometrie

Radial column chart

The Stepped Geometry enables Private Outdoor Spaces on Balconies and Terraces. It creates Optimal Exposure to Sunshine and Best Light Conditions for each Unit.

Connecting Bridges host Recreation Areas for Inhabitants

Geometry of the Building

Diagram architectural concept


H A B I TAT 1000

118

REFERENCED PROJECTS

E d i fi c i o Co p an

São Paulo, Brazil Oscar Niemeyer/Carlos Lemos

t o t a l a rea 1 1 6 , 1 5 3 . 0 0 s q u a re m e t e r s

Height: 115m Floors: 35 A p p a rt m e n t s : 1 1 6 0 max.5000 inhabitants 1160

5000 115m

a rea s i t e 1 0 , 5 7 2 . 8 0 s q u a re m e t e r s

more Facts : 3 tons of garbadge every day own postal code and postman 100 eployees to serve apa apartments 26-350 qm 20 elevators 6 blocks 221 parking lots

g ro u n d fl o o r


H A B I TAT 1000

REFERENCED PROJECTS

119

The Interlace

Singapore Ole Scheeren/OMA total area:169600㎥ density

385 ppl/ha

percentage of circulation

number of housing units 1040

17%

78m

3120

height in m

plot area:81000㎥

Axonometrie

Radial column chart every apartment has a kitchen

4. terraces

112% green

private sky garden

private balcony

4. terraces

public sky garden

private garden 4. terraces

green balcony

public garden

4. terraces

site

Diagram architectural concept

number of inhabitants


H A B I TAT 1000

REFERENCED PROJECTS

120

8 House

Orestad BIG – Bjarke Ingels Group total area:62000㎡ density 1428 ppl/ha

percentage of circulation

number of housing units 476 15%

30m

plot area:10000㎡

Axonometrie

1428

height in m

number of inhabitants

Radial column chart every apartment has a kitchen

private garden in front of the hous

more sunlicht and better view benefit from Falling tilt design green roof

Diagram architectural concept


H A B I TAT 1000

REFERENCED PROJECTS

121

Wohn- und Kaufpark Neu-Erlaa

Vienna Harry GlĂźck, Hlawenicka, Requat & Reinthaller 2000 ppl/ha percentage of circulation

number of housing units

400

total area: 200 000m2 total

60%

2000 density

100 m 550 ppl/h

percentage of circulation

height in m

number of inhabitants

3172

60%

11 000 94 m height in m

plot area: 15 000m2 [each]

Axonometrie

Radial column chart every apartment has a kitchen

every appartment has a loggia or balcony

Diagram architectural concept Ein Text

number of inhabitants

number of housing units


H A B I TAT 1000

REFERENCED PROJECTS

122

The Interlace

Singapore OMA & Ole Sheeren

Plot Area 8 hectar density

number of housing units

percentage of circulation

height in m

number of inhabitants

Total Area 17 hectar

Axonometrie

Radial column chart Quality through clever spatial design

Lotus Pond

Bamboo Garden Theatre Plaza

Central square

Waterfall

Waterpark

Diagram architectural concept

Rainforest Spa

The Hills




ACKNOWLEDGEMENTS

This project and this book was only made possible due to the engagement and the help of many people. We are grateful to Johan Bettum, Ben Buckton, Bjoern Hekmati and Martin KnÜll who were our guests at juries throughout the semester for their conceptual input. We would also like to thank Sebastian Oschatz and Max Rudolph who gave lectures about their work and inspired the students to explore new concepts in their projects. The projects and the ideas in this studio benefited from the diverse expertise of our colleagues from DDU: Martin Knoll, Yvonne Machleid, Samim Mehdizade, Andrea Rossi, Alexander Stefas and Bastian Wibranek. This book and the final exhibition would not have been possible without the dedicated efforts of Lukas Loddoch, Viola Abu-Salha, Julia Schäfer and Roger Winkler.


This studio explores the topic of high-density housing at a large scale. The six projects are designs for a habitat for 1000 people that negotiates high quality living with a very compact architecture. We are currently facing a significant increase in world population. The resulting demand for additional housing is dramatic: Within the next 20 years the world population will grow by two billion people. State of the art architectural design tools and methods are not suitable to cope with this enormous challenge Already today 95% of buildings worldwide are designed without the involvement of architects. If the enormous crowd is the problem, we are wondering whether it can also become part of the solution? CAN WE CROWDSOURCE DESIGN?

TEACHING:

STUDENTS:

O l i v e r Te s s m a n n Anton Savov Samim Mehdizade Alexander Stefas Martin Knoll

Viola Abu-Salha Mehmet Erkan Eker Robin Find Annabell Koenen-Rindfrey Alexander Kay Mayer Joern Rettweiler Julia Schäfer Yingbo Sun Ya d i W a n g Alessia Weckenmann Sarah-Maureen Weidlich Roger Winkler Lufeng Zhu

GUEST CRITICS AND LECTURERS: Johan Bettum Ben Buckton Bjoern Hekmati Martin KnĂśll Sebastian Oschatz Max Rudolph


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