Portfolio | Selected Works 2019-2021

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portfolio selected works 2019 | 2021


Curriculum Vitae

academic

erasmus + internship program collobration with Carve with %100 scholarship Amsterdam, The Netherlands september 2021 - present

accademia adrianea master’s degree program itinerant master in architecture and museography for archaeology 2020 - 2023

bachelor degree in architecture İstanbul Technical University (ITU) faculty of architecture, %100 english 2017-2021 Kadir Has University faculty of art and design, %100 english 2015-2017

high school diploma Şişli Terakki High School 2011-2015

Ezgi Üzümcü | Architect 12 April 1997, İstanbul / Turkey Turkish English Italian

[ native ] [ advanced ] [ beginner ]

skills

ezgiiuzumcuu@gmail.com +31 6 87 77 41 46 Amsterdam | The Netherlands

miscellaneous

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Adobe Photoshop Adobe Illustrator Adobe Indesign Adobe After Effects Autocad Rhinoceros Vray Grasshopper Enscape Sketchup

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graphic design,visual motion design, physical model making, theatre

mulder zonderland

architectural intern, Amsterdam | The Netherlands february 2022 - present

experience

carve landscape architecture

architectural intern, Amsterdam | The Netherlands september 2021 - january 2022

freelance 3D modelling and visualise collobration with Zeynep Satık, stage designer august 2021 - december 2021

tabanlıoğlu architects

architectural intern, İstanbul | Turkey august 2021

rasa stüdyo architecture and design architectural intern, İstanbul | Turkey april 2021 - august 2021

consulate general of the netherlands in istanbul graphic designer, İstanbul | Turkey march 2020 - december 2020

knidos excavations and research

academic internship, knidos ancient city, Datça | Turkey june 2019 - july 2019

gültekin construction management construction internship, İstanbul | Turkey august 2017 / june 2018 - july 2018

alsar construction management

construction internship, İstanbul | Turkey july 2017


competition and prizes

ulus modern culture and art center national architecture competition with Rasa Stüdyo architecture and design equivalent mention, august 2021

eyüpsultan social centers competition,soup kitchen and neighborhood house with Rasa Stüdyo architecture and design participant, july 2021

gaziantep 100th anniversary monument and landscaping national competition with Rasa Stüdyo architecture and design equivalent mention, june 2021

imagining infrastructure for a better future winning submission, january 2021

international velux award 2020

regional winner eastern europe and the middle east, august 2020 in the ‘daylight in buildings’ category

bakırköy square and surroundings urban design competition participant, july 2020

uşak municipality, pedestrianized streets architecture urban design competition first prize, june 2020

“sustainable and livable cities” poster design kale tasarım ve sanat merkezi jury exhibition selection, march 2020

“livable cities” poster design consulate general of the netherlands in istanbul and base winner of the poster design, february 2020

evolo 2020 skyscaper student competition participant, january 2020

piranesi prix de rome accademia adrianea di architettura e archeologia onlus piranesi first (fiaba) prize, 23 august - 6 september 2019 | Rome, Italy

hands-on workshop: laminated-composite-coated with Urban Atölye, M. Arch. Nilüfer Kozikoğlu participant, 22-24 november 2019

workshops

pada summer intensive 2019 istanbul with M. Arch. Begüm Aydınoğlu, founder of PadaLabs organizator and participant, 15-24 june 2019

pada introduction to parametric design with grasshopper with M. Arch. Begüm Aydınoğlu, founder of PadaLabs participant, 17 december 2018

yapı unplugged with Louis Schulz, Maria Lisogorskaya and Herkes İçin Mimarlık participant, 10-11 may 2018

hacking everyday objects, arduino and 3d printer with Atölyeist participant, march 2018 - april 2018

installation project with Ali Onat Türker and Onur Eker volunteer, july 2016

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contents

1 | Ulus Modern Culture and Art Center National Architecture Competition...........................................

2 | Eyüpsultan Social Center Design Competition, Soup Kitchen and Neighborhood House...................

3 | Gaziantep 100th Anniversary Monument and Landscaping National Competition............................

4 | Graduation Project, an Odd School of Architecture..........................................................................

5 | Architectural Design 7 Studio, Co-Water Hesion..............................................................................

6 | International Velux Award 2020, SunCity.........................................................................................

7 | Bakırköy Square and Surroundings Urban Design Competition, Dialogue Bakırköy..........................

8 | Uşak Municipality, Pedestrianized Streets Architecture Urban Design Competition, Dialogue...........

9 | Piranesi Prix de Roma 2019, Thermal Exhibition Pavillion................................................................

10 | Infra-e-bike System......................................................................................................................

11 | Construction Project, Riva Beach Club..........................................................................................

12 | Poster Competition, Livable Cities.................................................................................................


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ulus national architecture competition

modern culture and art center with Rasa Studio Architecture and Design in collabration with KAA Works Team: Tuna Han Koç, Zeynep Altınbaşlı, Ezgi Üzümcü, Merve Akbay, Tunga Tüdeş, Ece Avcı, Bahadır Kantarcı, Gün Rodoplu, Beyza Meriç, Merve Kalkan, Sıla Kutlu

Project Year: August 2021, Equivalent Mention


City Room

Urban Cover | Covering the Existing During the design process, the existing texture, changing typologies and their spatial relations with place and people in the part of the city where the building will be located are re-read to reveal a principle that produces Ulus Modern. With the information deciphered from this re-reading, the project area; It has been determined that he produces the old and the new, the domineering-didactic and the accommodating and modest,

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both on the axis of the city and life. The ability of Ulus Modern to operate this coexistence simultaneously has been investigated. Ulus Modern comes to its location not as a building but to reveal what is always there; it was designed only to be a porch that comes over the existing part of the city and its relations to signify it. It is aimed to transform the city marked by a veil and its daily relations into a stage and this stage to become the structure itself.

The city room is a place where the project and its relationship with the city are crystallized. This is a place where the natural differences between being in the daily life of the city and being in the cultural center structure are melted and mixed with each other. While establishing the dialogue between the city and the didactic program of the building, the city room is also the triangulation point that organizes and produces all relations.


Map of Cultural Buildings

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Urban Cover Diagram In the design process, the existing urban texture scale and the importance of the continuity of public life were also investigated in the proposal project setup. The ground setup of the recommendation cultural center has been stratified on a human scale and has come together under one roof where different user profiles meet/meet. The structure becomes a part of the performance thanks to the layered floor setup.

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Typology Diagram Han and public buildings in the project area consist of masses that dominate the area, causing access and impermeable wall problems in the city. In the dialogue of cultural buildings with the city, impermeable surfaces and negative spaces can be revealed due to the nature of the building type. The fact that the existing large-spotted programs are organized in the central interior or courtyard perimeter creates a strong and accessible interior life. This fiction also provides utilitarian nourishment from daylight.

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Machine Structure Diagram The story of the user, who takes an active role in the building or not, makes the building a part of the performance. In this context, it is a critical element that the construction of the cultural center exists there and in the inhabitants of the city living with it. Rather than hierarchically shaped programmatic expansions in conventional cultural centers, a fiction that works more like a city constitutes the main frame of the project.

This fiction is considered as a circulatory system/machine. The system of the structure works like a machine consisting of performance, social extensions and the basic technical circulations that feed them. The spatial setup of the building has been thought in such a way that the viewer and the watched are not separated as both programmatic and experience.

Entrances Library Elevator Wet areas Ventilation Shaft Stairs Information desk Goods lift Exhibition units Stairwell Workshops Technical warehouse Performance preparation rooms Backstage Backstage technical rooms

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01 | Entrance Hall 02 | Balcony/temporary exhibition 03 | Foyer entrance hall 04 | Experimental scene 05 | Library, reading room 06 | Showroom 07 | Digital display room 08 | Warehouse 09 | WC 10 | Ticket office 11 | Building program coordinator 12 | Meeting room 13 | Terrace 14 | Art/craft workshop 15 | Outdoor scene/urban scene 16 | City room/common workshop, exhibition area

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Thanks to transitions/tears/indoor and outdoor setups, large-mass buildings integrate the building into the city by minimizing the access problems created in the city. Anticipating that the mentioned disadvantage may be experienced in the cultural center, as a result of examining the relationship/typology of the large masses around the building with the city, urban spaces/city rooms were created within the proposed cultural center. Together with these gaps/rooms and the opened tears, the relationship of the cultural center with the environment has been strengthened, and urban spaces open to flexible use and fiction have been produced.

17 | Cafeteria 18 | Workshop/rehearsal 19 | Changing room 20 | Director’s room 21 | Drama/music dance workshop 22 | Recording studio 23 | Cloakroom 24 | Sofito gap 25 | Main stage 26 | Library/mediatek hall 27 | Info/borrowing desk 28 | Kitchen 29 | Parking ramp 30 | Gift shop

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eyüpsultan social centers competition

designing soup kitchen and neighborhood house with Rasa Studio Architecture and Design Team: Tuna Han Koç, Zeynep Altınbaşlı, Ezgi Üzümcü, Merve Akbay, Tunga Tüdeş

Project Year: July 2021, Participant This project was an architectural competition project opened to obtain the Soup Kitchen and Neighborhood House structure to be located in the Merkez Mahallesi of Eyüpsultan district, Istanbul.


Formation of Interface and Surface It is adjacent to the project area with a perimeter cemetery, which directly and effortlessly establishes its physical access to the part of the city where it is located. In addition to its direct dialogue with the periphery cemetery, it is also a very powerful element that has the ability to articulate the project area through Kaşgari Sokak and Hüsam Efendi Street to the part of the city it is located in.

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The fact that the periphery, as a place and space constructor, creates a minor urban space suitable for both the building and the scale of the place, constitutes the basic framework of the proposal project setup. In this context, the existence of the said perimeter is considered as an interface in the reproduction of the area.


The interface is laid out as a three-dimensional surface to meet the movement on the periphery; It is aimed to produce the spatial and urban assemblage at different elevations by adapting to the section produced by the topography. Natural and ready-made material, which is one of the components of the assembly; produced surfaces and natural topography.

Soil and surface as two major components, and the building’s own place in the silhouette through the relationships they establish with each other; It has become a design principle to occupy the space “as if it was always there”.

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traditional buildings surrounding relationship

selective permeability

proposed structure of hybrid-organic relationship

Two Situations The duality between the atmosphere of the imaginary-actual relationship of the cemetery and the cemetery visit, and the dynamic social and life-oriented program that the building is planned to produce, has been adopted as a design problem. The dialectic created by these two situations is intended to reveal the unique implicit potential of the place and to establish a calm-modest relationship with the cemetery area as an interface, while simultaneously being a social center for the neighborhood.

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Looking at the City from the Roofs Due to its natural condition, the project area has turned its back on the Golden Horn view. The section produced by the land rising on the Golden Horn and its shores reaches the peak with the cemetery area and then opens to a city view by enclosing the project area in the opposite direction of the slope. The area overlooks the city view from above over the roofs of the buildings. It is aimed to preserve the uniqueness of this situation and

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to produce the act of watching the city over the roofs as a public space character with the city terraces produced. In addition, urban terraces are designed not only as a viewing point, but also to produce a surface for hybrid actions such as games, playgrounds, summer cinemas, permaculture activities. In the context of the fiction produced, the building produces city terraces facing west.

The transparent façades of the indoor programs of the building are designed by pulling in from the floors on it to reduce the disturbing effect of sunlight and to provide indoor thermal comfort.


Urban Farming Areas

Outdoor Event Areas

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01 | City Park 02 | Open Circulation Areas 03 | Courtyard 04 | Foyer 05 | Multipurpose Hall 06 | Event Amp. 07 | Soup Kitchen Open Space 08 | Soup Kitchen 09 | Kitchen Workshop 10 | Vista Platform 11 | Kitchen Storage 12 | Permaculture Areas

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LIBRARY

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gaziantep national project competition

100th anniversary monument and landscaping with Rasa Studio Architecture and Design Team: Tuna Han Koç, Zeynep Altınbaşlı, Ezgi Üzümcü, Merve Akbay, Tunga Tüdeş

Project Year: June 2021, Equivalent Mention


New Memorial Park The new memorial park will leave a very strong spatial and historical trace on the cognitive map of the citizen, which is formed through distance, proximity, intentionality and contact. It will have a very important place in the minds of the city dwellers, whose resolution increases as it gets closer and takes its power as it gets farther away. Surfaces, which are the only places where meaning can produce, and the integration of these surfaces with the city are

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the primary goals of the memorial park. Attributing a historical event, such as trying to force a person to wear a small dress, to a single plastic object has been considered as a situation contrary to the nature of matter and memory. The proposed memorial park is designed to create a perception-emotion relationship that coexists with the experience itself. Instead of a physical object that is simply named and devoid of experience, a monument


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that creates itself in a close relationship with the urban context is envisioned. Cities designed with a transcendent mind and design habits of the modern era have lost their organic development potential. Gaziantep is one of these cities. Situations such as its historical richness, cultural heritage and being a gastronomic city are tried to be kept alive with artificial and hormonal artificial respiration. The monument, which was designed for the

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100th anniversary of the liberation, was also considered as an opportunity to increase the life opportunities of the citizens by reviving the realizations of the city in different eras on a heterotopic plane. Thanks to the newly designed memorial park, it is aimed to remove the bonds established with history from the metaphysical memory plane and take on a role that conditions everyday experience in a transcendental position.


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As shown in the narratives of the war in the Panorama museum, there was a war that was intertwined with daily life in Gaziantep. A monument, which is a part of the daily life of the city and at the same time makes you feel its foreignness, was designed to commemorate a victory that many human actions tried to exist together with the war. Contrary to conventional monument designs, instead of a crystallized and concentrated point of commemoration, a commemoration moment that includes urban activities is imagined. A commemoration event that infects all activities of daily living will have a much stronger and more shocking effect. A fiction that pretends to be there all the time, while being left alone in its context, has been adopted. The effect of the new monument on the plan plane was compared with other traces in the city.

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an Odd School of Architecture traces of layers makes its own trace Doç. Dr. Sıdıka Aslıhan Şenel Istanbul Technical University Department of Architecture Graduation Project, Spring 2021 Yenikapı, İstanbul


An Odd School of Architecture | Curriculum Fall Studio Practices of Collaborative Design Methos & Process -Conservation Lab 1 -Conservation Hubs for shipwrecks Multi-disciplinary work with Archaeology -have an idea about excavation -learning technological tools Spring Studio Design in tectonics Design in production of experimental new building materials Practices of project communication methods -creating their own logic of workspace Open Creative Summer Studio Urban Practices with the Locals -organizations of different open studios and exhibtions Summer Architecture Festival -the festival explores and present ideas on the relationship between architecture and archaeology film and space through public program of talks, films, performances, workshops,seminars, exhibitons in collabration with various instititutions and international partners.

Why and for Who? To bring a new experience and awareness in terms of archaeology and architecture to Yenikapı users.The fact that the school is located on the main transportation axes such as the metro and marmaray, makes it a guest/ active user of a school that ıs not only passıng by, but also included or even disappeared, for those who use it every day. Odd school is for architecture students, academics, archaeologists, performance artist, papar collectors..

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01 | Place for homeless 02 | Corner for public bread sales 03 | Corner for animals 04 | User provide a place to sit 05 | Corner for having break, passing 06 | Place for cobbler, encounter passing 07 | Corner of gathering for party members 08 | Establishing a set for shooting a series

Change of the Coastline The port, which was actively used from the fourth century to the seventh century, lost a significant part of its funciton as a result of the end of the grain shipment from Egypt, which was conquered by the Arabs in 641. In the next period, the Jews who were doing leather tanning were placed in the harbor, which was completely filled. After the conquest of İstanbul, the port was completely filled, joined ashore and allocated as a garden area.

After almost all of it was filled, the port was used only by coastal fishing and small shipping vessels. Theodosios Port, which is one of the biggest trade centers of the city, has survived to the present day as a result of the sedimentation caused by Likos Creek, lost its function and joined the land.

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Floor Plan +1.70 01 | Archaeological Center 02 | Project Studios 03 | Cafe 04 | Info Desk 05 | Meeting Place 06 | Flexible Lecture Studios

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System Section of Studio | Moodboard

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Floor Plan +7.70 01 | Belonging Working Space 02 | Library 03 | Material Design Atelier 04 | Info Hub 05 | Meeting Place

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CO-WATER-HESION: as an social gathering

rural&future: voices from the countryside alternative life and architecture

Prof. Dr. Ayşe Şentürer, Res. Assist. Yeşim Armağan Istanbul Technical University Department of Architecture Architectural Design 7 Studio, Fall 2020 Ağva, İstanbul


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The increase in urbanization plays an important role in the spread of rural areas, which are defined as a backyard from the perspective of a city dweller. The pastoral image created by the untouched natural beauties of the countryside is almost like a picture frame at peace when you look at it. Those who want to spend time in this framework turn their route into rural areas, are signs of permanent or temporary migration.

The presence of water in the topography not only offers us different possibilities and activities which makes people come together (cohesion) but also confronts the fact that water is floods and currents. At a point, architects should need to think about the system that responds to this variety of situations. Water is an indispensable cause of attraction, especially if rural is located on a coastline.


The activities that the water establishes with the user create a countryside where tourism is dominated mostly. Increasing this domination means the increase in hotel structures serving the tourism sector. This creates a threat to the existence of public spaces. Countryside ignores that water is a threat and keep hosts more than the capacity into a single season-oriented. At this point, the countryside should have an infrastructure that responds to the states of water and the density of social gathering. How can architecture cope with states of water and the density of social gathering that change radically every season in the rural? The mentioned infrastructure should not be considered only in technical terms. If we consider in this context that the non-existent systems in the rural area and the region under the domination of tourism are deprived of places where they can socially come together, what effect does redefining the infrastructure system have on the vision of the future in the rural? Especially if we consider the existence of water that forms the borders of the rural? The presence of water in the countryside can be a both a threat and an advantage depending on the situation. If we consider the current social associations of the waterfront and the threats that exist in the dynamics of water, is it possible to think of a new social infrastructure spaces at the border and below the waterfront?

01: FOCUS OF BREAKWATER

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Ağva Su Ürünleri Kooperatifi

İSKİ Ağva İleri Biyolojik Atıksu Arıtma Tesisi Capasity 4000 m3 --- 8000 m3 Re-treat flood water

02: STORAGE OF FLOOD WATER AND SOCIAL GATHERING

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Ağva is a countryside between two streams and the Black Sea coast. The presence of water is an incredible attraction figure for the local and non-locals. Due to its geographical structure, it attracts great attention especially in the summer season. This increase in population causes coordination to break down. The awareness of the current, which is the dangerous face of the sea, is not sufficiently understood by visitors.

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For these reasons, a recreation area has been designed in the extension of the breakwater, which is considered as the last point of Ağva. At the same time, considering the future scenarios that may occur due to the floods of the past, it has been taken into consideration that more water is stored in the inner parts of the tree and at the same time, the area allows the spaces to strengthen social cohesion.


Site 01: Breakwater, Recreational Space The approaches of the buildings settled on the creek and sea shore in Ağva were examined and turned into a catalog. The design was shaped by taking this catalog as a reference. The breakwater side was considered more as a recreation area and was designed accordingly. It was built with architectural spaces that will explore the water by detecting both the entertainment element and the possible currents of the water movement.

Hydraulic water systems were examined and became a part of the structure. Diving into the depths of the water on the vertical structure, offering the opportunity to observe and then rise up again. The issue of re-existence in the water is that the submarine that once sank during the second world war in Ağva was discovered during the project process and its memory was used.

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Atlas Cards Atlas cards made an important contribution in shaping the project. The combination of some words that encode rural, Ağva and the future has revealed the images behind the words. These images and narrative techniques have enabled architecture to be structured.

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3P


Three Profiles 3 Profiles aims to bring architect/outsider and local/ insider together by creating hybrid characters with a designer look and local experiences. 3 Profiles is an important tool for the approach involving situations/ times from a distance and imagining new life scenarios, futures and then architectures.

Profiles: Mapping the Narrative Encounters

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Site 02: Water Towers | Social Cohesion Considering that the flood events that existed in Ağva in the past may host larger floods in the future, the construction in this area has been raised from the ground. Water towers have been integrated into the structure in order to store water in possible future floods and transfer it to the existing advanced biology waste water facility in Ağva.

01 | Water Examination Lab 02 | Shops&Renting Spaces 03 | Storage 04 | Working Space 05 | Community Spaces 06 | Library 07 | Open-Air Cinema

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These water towers also work together with the vertical circulation elements of the building. It has been enriched with architectural program proposals that contribute to the infrastructure and can bring together the local people in the local righteous social sense, especially in order to break the introversion of the local people of Ağva, especially in the winter season.


water level:0.5 m

water storage

water level:1.5 m

dividing the storage in a half

water level:2.5 m

water level:5 m

entegrating volume in between

water level:10 m

creating core element

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SUNCITY International Velux Award an investigation game for daylight aware future cities Team: Nasibe Nur Dündar, Alperen Temur, Ezgi Üzümcü, Nijat Mahamaliyev Teacher: Mehmet Cem Altun

Project Year: August 2020, Regional Winner of Eastern Europe and the Middle East in the ‘Daylight in Buildings’ category


Suncity is an ‘massively multiplayer online/real-time strategy game’ that is challenging the players with creating cities and architectural forms to access equal daylight for cities against the rapid population growth and urbanisation. The game experiments the dynamics of planning and architecture to the players and raise awareness about the daylight rights of buildings in the city. Each game is resulting with primitive design proposals of future city scenarios with a unique combination of forms. What is the aim..?

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Build a city with growing population and adequate daylight usage.

Use carve and substract tool to distribute daylight.

The city is a mutualist way of life. Each building has the right to receive sufficient light and protects the right of other buildings daylight accessibility. The buildings keep the general interest of the city in their own interest. Game of daylight to build a city with a growing population and adequate daylight usage. Use build and carve tool to distribute daylight throughout the city. If current trends continue, the global population will peak at 11 billion in

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Bring daylight to the facades and to the ground.

2100. City population will increase more than rural areas. By 2050, it is projected that more than two-thirds of the world will live in urban areas. Migration from rural to urban and the population growth causing to dense and rapid urbanisation. Apart from illegal settlements, regulations of planning and zoning law do not contain adequate regulations of daylight access. Access to the sunlight is crucial to have passive heating of buildings in winter and

improve comfort conditions of people in the buildings, streets and open spaces. However cumulative structuring creates narrow streets, high buildings with fewer public spaces and the problem of the unequal living standards and access to sunlight. Healthier societies and living spaces require equal and adequate daylight access for each living and artificial things. In an equitable society, freedom of an individual ends where it impedes on the freedom of others.


Game Universe The game the universe contains a globe and a star with earth and sun features and relationships. The globe contains 32 cities with different locations and geographical features. Each city is available for 5 players at the same time. Players can quit and involve the game through empty slots while the cities are constantly evolving to get adequate daylight usage for the specific requirements and constantly given challenges of each city.

Each city has 400 square blocks (20x20) to be build to populate the required number of people while creating adequate park/public spaces and roads to access to each building blocks. Each block contains 25 units (5x5) and each unit populates a person. The game allows generating urban rules consistent with the climate context and needs of shading and sunlight for a given region. Sun/daylight is the main concern of the form-finding process in

the game. Players are challenged with optimization of the required daylight access for each building and the city as a whole. With the help of sun diagram panel in the interface of the game, players can always check the areas that are in the solar field or shadow. The solar diagram shows the player the daily and yearly sun path for the specific city

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How to Play? After joining a city in the globe, players can start shaping the city to create equal daylight access throughout the city with the build and carving tools from the game set. Each tool involves different units to use. Build tool has different building blocks with different daylight accessibility rates. Carve tool involves blocks such as parks, roads or supporting scaffold to create empty areas and gaps between building blocks and allow daylight to pass through.

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Players can build or carve with three different impact areas of 1 block, 9 blocks(3x3) and 25 blocks(5x5). Different ranges allows the player to build in city planning scale and also architectural scale. In the edges of the cities, there are 3 block space offsets that are under the control of the cities that is intersected. These common blocks can be built with the negotiation of the players of both cities through the chatbox.

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Open Exhibition The game creates outcomes of the involving cities throughout the process to create an open exhibition of city patterns and architectural forms built by the players. Visitors or players can join the form-finding investigation exhibition of the daylight. Rules and Challenges 1. The main rule and the main challenge is to create adequate daylight usage in each bock in the city. City-specific sunlight requirements should be considered to create the optimization in the daylight accessibility. 2. Players should populate the required and growing number of people in the city. If substracted a habitable block, the player should build it somewhere else instead. 3. Players should build the required number of parking blocks. These parks can be places on the ground or on the building blocks. 4. Each site is specified with different landscapes and dynamics to challenge the players that would either create gaps to allows the daylight to come easier or create blockages. 5. Players should negotiate with the intersecting cities for the common blocks and define an arterial road in the city to be connected to the intersecting cities’ arterial roads.

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DIALOGUE BAKIRKÖY bakırköy square and surroundings urban design project competition Team: Özge Taşpınar, Nasibe Nur Dündar, Ezgi Üzümcü, Burak Arifoğlu, Muhammed Aydem, Zeynep Şahin Ercan, Veysel Özel, Oğuzcan Çavuş, Gökalp Yiğit Denktaş, Nijat Mahamaliyev, Kağan Yılmaz

Project Year: July 2020, Participant


Square | Activity

Square | Collective Event

Square | Emergency

Square | Market Area

Concept Dialogue is a system proposal to strengthen the communication of Bakırköy Municipality with its people. Thanks to the public structure constructed under the Republic Square, it is a place proposal designed to enable the public to organize events that will strengthen the communication of people from the administration and to strengthen the artist identity of Bakırköy from the past. In addition, the old containers were re-evaluated and

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reconstructed to meet the various needs of the people. These units are designed to follow the urban circulation and spaces throughout the entire area, and to be located in areas where the circulation in the city is lighter, to serve specific uses for the needs of the space and the users. In these flexible spaces, the public will have the right to produce together, develop their decision-making experiences, and have a say for their environment.

The individual re-adopts the environment he lives in and develops a sense of belonging to the space on which he can have a say. Living in its own shell behind closed doors, playing in fenced playgrounds and trying to keep the dialogue constantly instead of using the street at certain times brings with it a strong city image.


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Tunnel Ventilation Shaft | Urban Furniture

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Module Typology

Module 1

Mass

Module 2

Module 3

Module 4

Modular units have been proposed for Bakırköy square and the square and roads connected to it. The transforming/joining structure of the modular units will meet the existing needs of the city, while providing spatial and fictional opportunities for the new needs of the transforming city. These modules offer the opportunity to systematically divide a certain volume

01 | Sales Unit, Food

02 | Sales Unit, Product

03 | Library

04 | Exhibition

05 | Baby Care

06 | Transportation Unit

07 | Health Service Unit

08 | Emergency Unit

09 | Play Unit

10 | IT Unit

Structure

Fractionation

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Landscape Proposal | Configurations into parts and serve various functions with material differences. In this context, while the modules meet the current functions, they will also be able to serve in the public sphere in the face of emergencies such as disasters and epidemics. Thus, the public benefit offered by the urban void will be both increased and diversified.

Activities and playgrounds in areas with low density, after determining the crossing axes and the places where there will be possible pedestrian density, in order to reduce the negative impact of the crowded activity on the venue due to the situations that create daily crowds such as sunny weather and shopping and the crowds intensifying around an event, technical mass urban objects such as artistic street spaces, sales and service units, ventilation pipes and planting areas are constructed.

Herb Green texture Water element Hardscape Footprint Play feature Binding feature Floor raising Sitting furniture Sub-top floor relationship Technical urban object

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DIALOGUE Pedestrianized Streets and Urban Design Competition streets are two doors away from living rooms and the corridors of the city, it is the closest and most belonging public space we have... Team: Burak Arifoğlu, Özge Taşpınar, Nasibe Nur Dündar, Ezgi Üzümcü

Project Year: June 2020, First Prize


The street is the commonplace of the city dwellers. It is the fundamental public space of the city, where both people who have a door opening to the street and the people passing through it have equal rights of use. When the solid mass boundaries of the built environment break and begin to offer opportunities for different users, the city itself begins to live with the people in it. When the citizen can have a say on the life of the city in this living city, he adopts his place.

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Streets are two doors away from living rooms and the corridors of the city. It is the closest and most belonging public space we have. Cities are places where people interact as social beings. Even though the man was the creator of this space, over time he fell under the domination of the space he established and lost the hierarchy war they entered with the solid masses they built, the machines he designed, and the tools. Over time, he lost his environmental awareness.


His dialogue with his environment weakened. In other words, space has a directing effect on human actions. Cities established by man, could not respond to the complex structure of the human being. While the individual can easily adapt to the changing conditions and produce new dialogues against the new conditions caused by the change, the built environment does not have this flexibility. However, the individual reestablishes his authority over the space by personalizing the space.

The built environment should be able to meet existing and possible human needs. The city should be able to reorganize itself at the end of the change. In cities that are equipped with flexible structures, the borders established with the buildings become permeable, a new interface between the individual and the city is formed. The city comes to life and begins to live with its residents.

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Design Person-space interaction provides primary control and continuity of public spaces. Flexible structures should be built to ensure the continuity of use of the space and to prevent the use of public spaces from being interrupted. As long as space does not meet the needs of the individual, it will be reconstructed and undergo a construction process. This will cause both time and financial losses, as well as restricting the use of public space by the individual during the construction period. It interrupts the dialogue.

With “Dialogue”, it is aimed that the spaces, which are designed to strengthen and maintain the communication, can always respond to the changing needs of the individual. Considering beyond a specific list of needs, functionally uncertain space with the realm of possibility and system suggestions are presented. It is aimed for the users to direct and change the space in line with their needs. While creating flexible spaces, the need for privacy of the residents of the street was taken into consideration, but it

was aimed to remove the street from the use of a certain group and serve the whole city. Acun Street, which acts as a spine between Tiritoğlu Park and Meydan Park, and the streets which it connects are aimed to ensure the continuity of this green line This connection aimed to strengthen the communication with the built environment, nature and other people. The green spine running on the street shows fragmentation according to the ground floor usage functions.

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The spine breaks down at the entrances of the shops operating in commercial, service and similar functions and apartments for circulation and service to function. Fragments define the entrances. In the potential areas of the street, the spine expands and forms secondary squares by breaks down completely. The part of the spine preserved on the street is shaped and located according to the functions of the building. In addition to the existing structures of the street with the green areas designed along the street, the buildings and the street are connected with grass stones in order to ensure the visual continuity of the green and the continuity of circulation.

The street cannot be considered spatially with its ground alone. In order to ensure the visual integrity of the street, to increase the readability of the urban space and to support the street functions; an interface with a width of 50 cm is designed in front of the facade. Two rows of movable wooden structures can be used for various functions such as a table, seat, hanging unit, shelf. This movable and actively changeable structure, which clings to the facades of the shops, has the flexibility to meet the different needs of different shop owners. While serving the shop owners during the day, it also meets the needs of other users of the street.

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This system breaks the sharp boundary between private and public spaces for streets and creates a porous structure. Thus, the occupation of the street by the shop owners is prevented and a democratic usage program is created. Dialogue between street users improves. The flexible structure easily adapts to changing user needs during the day and in the distant future. The street furniture set up along the street allows the renewal of the street setting due to its easy installation and combination details that work with different structures. These structures, built with box profiles, wooden laths and awnings, respond to the needs

of the city by transforming into more advanced furniture in the focal points and potential spaces. It undertakes different functions such as street markets and promotional stands, open stages, revolving amphitheatre, play structures, exhibition areas. These types of furniture provide opportunities for the celebrations and events of the city. The street turns into a festival area by hosting various programs in its potential venues. Furniture placed along the street creates integrity as a network of repetitions. It turns the street into a continuous area of experience with exploration areas that disrupt this holistic language.

The rhythm in the lining of repetitions and exploration areas has been designed in a way that does not hinder the life of the street residents. Items of Furniture feed daily life practices. Direction signs, exhibition areas and billboards set up along the street strengthen the relationship of the street with other areas of the city. This set allows the management and navigation of the in-street experience. Signs and panels can be installed and removed. They are allowing for replacement.

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This street is aimed to be the new focal point of Uşak. It has been considered to be a space design that is not only street residents but also all city dwellers will adopt and develop a sense of belonging. With the potential programs it hosts, it is aimed to host special days and events of the city and create a strong Uşak image. The design aims to nurture and revitalize the social life of the city of Uşak.

It is aimed that the design will contribute to the economic development of businesses located along the street and support the promotion of development projects of the city with various stands, panels and exhibitions.

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THERMAL EXHIBITION PAVILLION Piranesi Prix de Rome Competition Accademia Adrianea di Architettura e Archeologia Onlus architectural design project for archaeological heritage sites Team: Beatrice Egidi, Gabriele Lenti, Nasibe Nur Dündar, Ricardo Mazzeo, Ezgi Üzümcü, Zihao Zhang

Project Year: September 2019, Piranesi First (Fiaba) Prize Rome, Italy


Villa Adriana is one of the most extraordinary archeological realities in the world. A Unesco World Heritage Site since 1999, it is a high point in the cultural offerings present on Italian soil. Coming down to us with its monumental consistency still very present and visible, the Villa designed by the Emperor Hadrian has been an object of study, of visitation, and of admiration for at least a halfmillennium. Its architecture is a unique example in the ancient world and, since its edification, has exhibited a skeleton that is typically Roman associated with a totally new, if not revolutionary, spirit which in any case is far from that of the mos maiorum. Much architectural and archeological literature has been dedicated to these issues, so as to constitute, in the sea of “adrianology”, one of the most substantial chapters.

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The creation of a landscape arrangement, to be realized in the so-called Unesco Buffer Zone between the fence of the archaeological site and the Aniene River, aimed at regenerating the original sense of the places that gave life to the idea of Hadrian’s palace. But also to regenerate the spectacle of water captured in architecture and archeology as well as, in time, of the architecture subjected to the unbridled dynamic of water as a natural aspect. The Buffer Zone Design: Masterplan

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The Thermal - Exhibition Pavillion: the design approach Villa Adriana, the polar compositional technique was used very rarely and always in relation to sacred architectural complexes: the Acropolis of Athens, the Altis of Olympia, the Sanctuary of Isis at Phylae in Egypt and the Acropolis of Pergamum. All sacred places and all “Hadrian” places. An aspect, this, which of course cannot be considered casual. The design was shaped by continuing the polar composition technique.

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The creation of a thermal-exhibition Pavillion (Bath-Museum) following and in relation to the experience of bath architecture in Rome where architecture and water coexist and share the objective of a resolution of an extraordinary architectural image.

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Our design experiment was, therefore, be concentrated on two elements that make up the image of Villa Adriana: Architecture and water understood in a close relation of complementarity, which not only originated some key architectural episodes of the villa but which is at the heart of the choice of the site on which it is constructed, in addition to the positioning syntax of its pavilions.

The Thermal - Exhibition Pavillion: Ground Floor Plan and Teatro Greco

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The Thermal - Exhibition Pavillion: Roof Plan The relation between architecture and water is, therefore, still again after its originating act, the archeological and natural landscape of the Villa, structuring new elements of the architecture conceived essentially in their relation to water. Both with the mnemonic places of the Grande Villa Adriana, where water is generative.

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In the field of graphic design and cultural brand communication, another branch of design, logotype and mockup products were designed to refer to the Unesco Archaeological Site named Villa Adriana.

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INFRA-E-BIKE SYSTEM #IMAGINING Infrastructure for a better future Competition

in collabration with KooZA/rch and MAUA to rethink the infrastructure of the future city Individual Project

Project Year: January 2021, Winning Submission


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Imagining infrastructure for a better future open call developed in collabration with MAUA Tech to rethink the infrastructure of the future city. MAUA challenged participants to envision the infrastructure of the city of the future and the role that sustainable mobility tools as e-bikes will play within this. From the pedestrianization of entire areas, to green streets and shared electric mobility that MAUA company invited contributors to create one image which encapsulated the ambitions of MAUA as a brand which advocates for the improvement of our cities via beautiful hardware and intelligent software. This submission image had the aim to demonstrate empower the individual and

core of human values of respect, kidness, and human grift. With this image, a design structure was built on the idea of integrating the entire infrastructure into a phone application. Thanks to this phone application, the determination of bicycle parks and bicycle repair areas on the city is also located in the units where the energy produced by the bicycle is directly proportional to the distance and speed of the bicycle. A setup was thought in which the stored energy was transferred to both urban lighting and the electrical system of residential buildings of certain scales. These meeting units will provide an infrastructure that will foster social and dialogue.

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RİVA BEACH CLUB Construction Project

Prof. Dr. Mehmet Cem Altun, Res. Assist. Sühan Artuğ Istanbul Technical University Department of Architecture Fall 2019 Riva, İstanbul


Riva Beach Club project is located in Şile, North of Turkey. This structure has designed on a idea of assembly and disassembly. Capacity of this beach club is approxiametly five hundred people. The building which is located right behind, it is mainly use for administration and storage for the components of beach club structures. In winter all the components has disassembly by man hand and carry to the storage. So the beach club structure just

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exist 3 month during summer times. For the material mostly wood structure was choosen for the beach side to have the sense of nature. The administration side material is concrete and has tired to make like it is one part of the mountain.


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External Envelope System Section Stainless steel mesh facade prefered through out the design process. It provides more sunlights in and also a transparency for the administrative building which is entegrated with the mountain. The lenght of the mesh facade can be auto-calibrated with the help of stainless steel roller shutter system. For the cladding, fibrecement were chosen. The texture and color of fibrecement is also compatible with the texture of the mountain.

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“Livable Cities” POSTER COMPETITION a smart and green cities

The consulate general of the Netherlands in Istanbul and BASE collaborate for the poster contest with the theme “Livable Cities”, open to students in graphic design,visual communication and fine arts departments of universities.

Project Year: February 2020, Poster Design Winner 3 poster works had been designed for consulate general of the Netherlands


Winner Poster Poster 1 Competition Brief: a smart and green city, mobility, environment

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Keywords: healthy living, active citizens, move-friendly cities, inclusivity


Poster 2

Poster 3

Keywords: food, circular food, food waste, leftovers, reuse, farm to fork, food in the city

New Year Poster no year mentioned on the poster so it can be use for multiple years

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Articles inside

Construction Project, Riva Beach Club......................................................................................................................................... Academic

1min
pages 102-105

Ulus Modern Culture and Art Center National Architecture Competition......................................................................................... Professional

4min
pages 8-15

Architectural Design 7 Studio, Co-Water Hesion............................................................................................................................ Academic

5min
pages 46-53

Uşak Municipality, Pedestrianized Streets Architecture Urban Design Competition, Dialogue.......................................................... Professional

7min
pages 74-83

Piranesi Prix de Roma 2019, Thermal Exhibition Pavillion.............................................................................................................. Academic

3min
pages 86-95

Graduation Project, an Odd School of Architecture......................................................................................................................... Academic

3min
pages 36-43

Gaziantep 100th Anniversary Monument and Landscaping National Competition.......................................................................... Professional

3min
pages 28-33

System..................................................................................................................................................................... Professional

1min
pages 98-99

International Velux Award 2020, SunCity....................................................................................................................................... Professional

5min
pages 56-61
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