01 healing well
Semester 8 ,Year 4
Academic
Brief : Healthcare Architecture Concept: Biophilic Architecture & Topograpgy Mentor : Ar Apoorva Shroff Site :SGNP
As humans have always occupied and evolved in nature naturalness can be seen as the quality of light sound temperature and air that affect our sensory system So my approach while designing the structure was focused on creating a balance with built environment for occupants for a sense of comfort and healthy well being and pragmatic healing Mental comprehension of a space is generally constructed by each person’s own contextual understanding of how the built environment relates to them as individuals
The approach was to create a stimulating & meaningful environment for all visitors – the therapeutic gardens to be the face of the building. Open spaces, critical for both macro & micro-climates also vital for our psychological well-being
SGNP Site
Extracting
Healing built environment in which its main objective the incorporate the spatial organization of the building systematically so that it can communicate
Deriving an expeirience which is fluid ,smooth & seamless as inspired by the nature of contours model itteration 1
borivali market 02
Semester 6 ,Year 3
Academic Brief : Re-Imagining Communities & Neighbourhood Concept: Integrating Pixels
Mentor : Ar Prashant Prabhu Site :Borivali Market
The studio aimed at readdressing the already chaotic conditions of the market having 3 zones (Vegetable, Fish & Flower Market) through the lens of new normal & to prepare us better for the next possible catastrophe. Keeping all of these conditions in mind a Re-organized Market along with an Upcycling market, a Pandemic unit & Transit hub were proposed.
The design revolves around the idea of multifunctional spaces as thoroughfares & separate entities which are independent yet interdependent at the same time by establishing a relationship between built masses, open spaces & circulation that it confronts, encircles, leads to & is led to.
It also involves creating & achieving active, pedestrian friendly space by incorporating green infrastructure to provide community level open spaces & lastly create a distinct identity of the market.
pixel modules of mass & void
site zonal division
massing model
03 escape room
Semester 5 ,Year 3
Academic
Brief : Translating thoughts from different medias
Concept: Play Of Perspectives
Mentor : Ar Tapan Deshpande
Site : Andheri Chawl
The studio aimed at creatively transforming words into visuals as per your own imagination.
The design revolves around the play of perspectives and creating different experiantial zones. In which one space drives the other , where all surfaces, edges, & volumes can be put to use. At the same time trying to blur the edges by blending & amalgamating little elements in order to experience two spaces at once.
exploration
exploration final process model exploration
exploration through spatial itterations
04 urban design
Semester 8 ,Year 4
Academic
Brief : Relooking through the lens of walkibility and waste management
Team: Divya G, NIkhiil K, Aman M, Nitika , Shloka , Divya B Mentor : Ar Ritu Mohanty & Ar Nishant Site : Wadala
The aim of the studio was rethink wadala as a growing CBD and revival and revalorisation of it.
So using the lens of walkibility and waste management as identified via the SWOT we created various interventions for the same
solar decathlon 05
Competition Team : 15 people
Mentor
: Ar Shriya Bhatia, Ar Dhruv SethDivision :Multi Family Housing Site: Kandivali West
The intent of the project was to de-sign a sustainable, net zero energy and net zero water residential build-ing. Through the mediums of various softwares such as ladybug (grasshop-per). Climate Studio, Autodesk CFD. We were aele to find the radiation, EPI and wind simulation. The existing buildings which comprises of 3 individ-ual buildings of varying sizes and flat types has been converted.
Scan For Movieparametric exploration 06
Semester 6 ,Year 2
Academic
Mentor : Ar Ripple Patel
Team :Divya G , Sonya G , Riddharth J, Aastha A.
Exploring the extent of Grasshopper and Rhino 3D with respect to Mathematical Expressions.
Starting with basic modeling on Rhino 3D, we moved forward with Grasshoppper creating Nephroid Geometries, Recreation of Felix Candela’s Forms and Attrator Curves, & decoding works of Michael Hansmeyer.
Semester 5 ,Year 3 ( Jun 20 - Dec 20 )
Academics
Team : Divya G, Aastha A, Riddharth J , Ishita G
Mentor : Bhavleen Narula
Brief :Graphical representation of sound through various experiments Sound as an enitty cannot be seen but can only be sensed by us and the only visual representation Of sound is in the form of sound waves and this represenation helps us to understand the different properties of sound. Now what if have these different graphical manipulations of sound, we Can figure out new different properties for the same. This project aimed to show the different Graphical representations of different inputs of sounds, in different situations of both the Gender, both male and female. The apparatus of the project includes softwares such as processing 2.1, Grasshopper and various plug ins such as ghowl, kangaroo, perlin noise, firefly. Each plug in Gave different input sound outputs. We observed different graphical outputs of various different Forms.
advance basic design
FABRICATION OF MESH ( POROSITY)
Ongoing Exhibit for thesis bazaar Mentor : Ar Dhruv Seth
The installation is to be done for the thesis bazaar exhibit conducted by final year student every year. The idea of the installation is to provide an experience of inside yet outside and interplay of light and transluceny for people to dwell into realms of future or present att once.
tech house
Competition
By ArchidasBuildings are considered vital units that make up the pixels of any city. With the help of technology, we can speculate a new realm that expands urbanity into outer space. With the objective of imagining the human race’s colonization on mars, the project aims at the prospective ecosystem
hope10
Workshop
Digital Futures
The idea was to create a scalable morphplogy that could be void of context . Once this morphology was exolored and created I then tested its ablity to morph to a given environment. in this case spanning two conditions, water and land. The scene is a apocalyptic at worst but the environment evokes the feeling of isolation. The form is both reaching out to beyond and also climbing into new territory making its self at home in a place no longer populated. The halt of human activity has left a void in the public realm that needs to be filled.
PROCESS
2. NO DIMENSION TO BE SCALED OFF FROM THE DRAWINGS, ONLY WRITTEN DIMENSIONS TO BE FOLLOWED.
3. IN THE EVENT OF ANY DISCREPANCIES OR DIFFERENCES BETWEEN ANY ARCHITECTURAL DRAWINGS AND STRUCTURAL DRAWINGS OR OTHER ENGINEERING DRAWINGS OR SITE CONDITIONS OR OTHERWISE, IMMEDIATE
REFERENCE IS TO BE MADE TO THE ARCHITECTS FOR CLARIFICATION
PRIOR TO EXECUTION ON SITE.
A D D T O N A N O T E S
1. UNLESS SPECIFIED OTHERWISE, ALL DIMENSIONS ARE IN MM AND ALL LEVELS ARE IN METERS.
AND ALL LEVELS ARE IN METERS.
2. ALL LEVELS INDICATED ON ARCHITECTURAL DRAWINGS UNLESS OTHERWISE SPECIFIED ARE WITH RESPECT TO FINISHED FLOOR LEVELS. FLOOR FINISH THICKNESS SHALL BE 50 MM. EXCEPT FOR SUNK AREAS WHICH SHALL HAVE WATERPROOFING TREATMENT.
2. ALL LEVELS INDICATED ON ARCHITECTURAL DRAWINGS UNLESS OTHERWISE SPECIFIED ARE WITH RESPECT TO FINISHED FLOOR LEVELS. FLOOR FINISH THICKNESS SHALL BE 50 MM. EXCEPT FOR SUNK AREAS WHICH SHALL HAVE WATERPROOFING TREATMENT.
3. INTERNAL PLASTER 15MM. EXTERNAL PLASTER 25MM.
3. INTERNAL PLASTER 15MM. EXTERNAL PLASTER 25MM.
4. FOR DOORS AND WINDOWS REFER RESPECTIVE DOOR WINDOW SCHEDULE DRAWINGS.
4. FOR DOORS AND WINDOWS REFER RESPECTIVE DOOR WINDOW SCHEDULE DRAWINGS. 5. F.F.L. MEANS FINISHED FLOOR LEVEL. 6. ALL DIMENSIONS MENTIONED ARE UNFINISHED.
2 ,Year 1
Workshop
video game design
Semester 6 ,Year 3 Academics
Team : Divya G, Aastha A, Riddharth J , Ishita G Mentor : Ar Dhruv seth , Ar Dhwani ShahBrief :Video Game Illustration based on saving water
16 art works & visuals
Instances from exploratory works in different medias that include printmaking, oil painting, acrylic painting, digital illustration , charcoal painting , game design , logo design & grasshoper skills & AI.andela’s Forms and Attrator Curves, &