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In the world of digitalization, the real-life experiences have faded. Extended reality has become an new reality. Upon this, pandemic has brought on isolation with it, which further narrows down the outer space experiences and knowledge. So, the proposed experience park comes up with these experiences which can be felt even in the indoors. This is not only meant for entertainment purpose but can also be used by students, professionals and enthusiasts to experience what they have learnt or want to learn through these experiences.

Multi-functionality has become one of the essential parameters to be considered while designing in post pandemic phase. The Experience Park is proposed with various experiences to drive learning through different mediums. Extended reality which includes AR, VR, MR and Hologram will be used to take visitors through the experiences. Dendrite systems was considered as a structural design agency to facilitate the design. The focus in the building would be experiences from Historic and Pre-Historic era which will coincide with the design agencies. Large volumes, glass facades, larger than life experiences and transition in the volumes creates an awe.

Re-thinking of the conventional experience and exhibition centers with regards to the backdrop of pandemic is an approach towards the design process.

Keywords: Eat-Learn-Watch

Every team was given a set of keywords and any three words were to be selected in order to form the design brief responding to the title ‘Future Flows’

Our team selected the following three words, which upon several group discussions were converted into a design brief of Experience Park of the Future.

Contributions to the team:

1. Conceptualization - 80%

2. Data extraction - 20%

3. Data sorting and finalization - 50%

4. Logic Building - 90%

5. computation - 60%

6. System Design - 85%

7. Proposal Narrative writing - 100%

8. Rhino Modeling - 50%

9. Graphics/Diagrams - 85%

10. Rendering and editing - 5%

Design Parameters

1. Uni-directional circulation to direct crowd in one particular direction.

2. Visual connectivity of spaces.

3. Controlled environment for various experiences.

4. Trail of experiences.

5. Time travel with timeline.

6. Longer side of structure facing north.

7. Planning proximity from entrance.

8. Height of context buildings.

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