Hasan Jamshed Portfolio - 2020

Page 1

P A R A R E T A I L

L L A X C E N T R E

HASAN JAMSHED - 144037052 UNIVERSITY OF WESTMINSTER MACH YR1 2019-20

DS13 - ON DISPLAY - MAY 2020 TUTORS : Andrei Martin & Andrew Yau



INTRODUCTION The parallax retail centre is located in Qianhai bay, Shenzhen’s eastern coastal bay where the Qianhai Administration is currently beginning to establish the Qianhai Entrepreneur Hub, which aims to prioritise and subsidise the welcome of developing innovative technologies industries and creative design services. As industrial transformation is currently underway along the Pearl River Delta, Qianhai’s strategic positioning includes the plan to provide a base for new technologies and other professional services. Major giant tech companies are drawn to the unique trading laws the Qianhai Bay delta has to offer and some like Tencent are capitalising on the opportunity and establishing a new headquarters and village that will take over the port area. These progressive strives aims to further grow the city’s well-established connection with technological innovations. The proposal aims to work in conjunction these forces, as technology innovations sees an increase of consumer purchasing trends. Retail trends in Shenzhen is evolving towards buying into a brand and lifestyle of companies. The project aims to question the role of the retail centre in present day Shenzhen and provide an improvement in the typology. As research has indicated that there is a strong need for more emphasis on entertainment, education and public engagement within the retail typology. Technology retail markets expose their products on display and showcase how new products are to be use and encourages consumer to interact with them. This draws in potential consumer into the proximity of the retail environment and get consumer enticed to buy their products. These sequential series of interplay between retail and entertainment is shown in the proposal where entertainment modules are attractors to the retail units that form a cluster of engaging retail environment. A continuous spiralling ramped floor plate sets a singular closed loop pathway across the entire proposal and is a device that enables the effect of motion parallax to take place, where the relationship between the consumer and retail entertainment modules are perceived to be in constant movement based on the distance and angle of the observer on the modules. The perception of the speed of objects movement varies as the ramp turns in a 360-degree motion at different angles from the inner ramps and the outer ramp where distance and timing to reach a desired point of attraction. Due to the singular closed looped pathway, an ellipsoid form the object primitive of the proposal. The concentric nature of the continuous ramp puts emphasis towards the inner centre of the proposal, a piazza is created to create a visual connection between the retail and entertainment modules across from one another, allowing consumer to find new points of attractions. Entertainment modules that extends out and puncture through the exterior façade exposes area of attractions encouraging consumer to go into the retail centre; whilst inside the modules on the inner layer facing the piazza allows for visual connections between different clusters, this allows retailers to compare from one another creating in a competitive retail environment.



CONTENT 2-3

INTRODUCTION

50-51

VOLUMETRIC EXPLORATION

6-9

DESIGN ABSTRACT

52-53

PROGRAMMATIC CONTENT

10-11

OVERALL SECTION

54-61

EFFECTUAL MOMENTS

12-15

SITE POSITIONING

62-63

SKYLINE

16-17

EFFECTUAL SURVEY

64-65

ISOMETRIC - ANIMATION

18-19

EFFECTUAL ANALYSIS

66-75

DESIGN EXPLORATIONยง

20-23

EFFECTUAL PRECEDENTS

76-77

ITERATIONS

24-29

SHENZHEN ANALYSIS

78-87

SITE RESEARCH

30-35

TYPOLOGICAL ANALYSIS

88-101

APPENDIX

36-43

TYPOLOGICAL PRECEDENTS

102-103

BIBLIOGRAPHY

44-49

SUBJECT NARRATIVE



PARALLAX RETAIL CENTRE Shenzhen is a rapidly evolving city that unveils itself from different access and vantage points that changes the way space is experienced, this is most prevalent within the rapidly changing technology retail scene in the city. Navigating through the tech markets new points of attractions for retail transactions entice shoppers to moves from one retail attraction to another in parallax, at each point unveiling more points of attraction as consumer navigate through the retail markets, however can this sequence of shopping behaviour be formulated and architectualised to control the speed of retail transactions? Capitalising on the pre-existing conditions of the parallax effect in the retail environment by evolving this condition in a closed loop whilst in constant motion experiencing the retail setting to make motion parallax. This allows the retail experience to be manipulated and controlling the speed rate of sales transactions by unveiling higher concentrations of retail content in rapid motion and unveiling slower content at slower motions. Utilising the attractions that entertainment bring in to draw in consumer from different points into allow consumer to interact and engage with new products to create experiences that facilitate a higher amount of sales transactions. Within a rapidly evolving industry in an increasingly developing city where there is a higher demand for social and civic engagement to keep retail centres and store units progressively moving forward in the future. The proposal aims to provide consumer with a retail experience that is memorable through unveiling entertainment attraction points at varying positions within the retail complex whilst on a singular continuous pathway loop that navigates consumer through the retail complex, all to increase the engagement of consumer to the retailers for long term yield of the retail tech industry.

DESIGN ABSTRACT


TYPICALLY

WHA

RET

ENTERTA


AT IF?

PROPOSED

TAIL

AINMENT

DESIGN ABSTRACT



OVERALL SECTION



SITE POSITIONING



Proposed Positioning

Tencent Village

BAOAN DISTRICT Qianwan Bay

QIANHAI BAY

SITE POSITIONING


Levels

Cavity

Datums

Incline

Spiral

Deviate

Depth

Short cuts

Unveiling


EFFECTUAL ANALYSIS


Background Objects Background Objects Foreground Object Foreground Object Viewpoint Viewpoint 01 01

Background Objects

Foreground Object

Viewpoint 01

Viewpoint Viewpoint 02 02 Viewpoint 02

Viewpoint Viewpoint 01 01

Viewpoint Viewpoint 02 02

Viewpoint 01

Viewpoint 02


Higher = Further Smaller = Further

Lower = Closer

Larger = Closer

Higher = Further Smaller = Further Relative height: The perception of objects that are higher is precieved to be further away than objects that are lower.

Further

Lower = CloserSmaller = Further Smaller = Further

Larger = Closer

Larger = Closer

Larger = Closer

Interposition : The perception of an object position in relation others. Objects that are in front of the other are perceive to be closer to an observer at a view point.

PARALLAX Parallax is a displacement or difference in the apparent position of an object viewed along two different lines of sight, and is measured by the angle of inclination between those two lines. Due to foreshortening, nearby objects show a larger parallax than farther objects when observed from different positions, so parallax can be used to determine distances. The ability to use visual cues in order to perceive the distance or three-dimensional characteristics of an object. The perception of an objects size, orientation and position are determined by monocular cues, this allow viewers to be informed about the characteristics of a form.

Smaller = Further Smaller = Further

Larger = Closer

Relative size:

The perception of objects size infers the proximity of objects to a viewpoint. When objects are closer, it is perceived larger than objects that are further away.

EFFECTUAL ANALYSIS



Short cuts

Datums Incline

SHUM YIP UPPERHILLS LOFT BY URBANUS

Residential /Retail/ Mixuse - Nanshan, Shenzhen, China.

EFFECTUAL PRECEDENTS



Varying Levels

Deviating Routes

Incline

VANKEE DESIGN COMMUNE BY FCHA ARCHITECTS Offices/ Mixuse - Nanshan, Shenzhen, China.

EFFECTUAL PRECEDENTS



SHENZHEN: THE TECH CAPITAL OF THE WORLD

“90% of the world’s electronics is manufactured in Shenzhen, including television and mobile phones.” Medium - Journalism Publication

TECH COMPANIES STARTED IN SHENZHEN


QIANHAI BAY SITE LOCATION


SHENZHEN RETAIL IN SHENZHEN The retail hubs in Shenzhen are mainly distributed in three commercial area, Luohu, Futian and Nanshan. The traditional retail destinations are dominated by local department stores. In the recent past, Shenzhen’s prime retail market was in short supply of large-scale shopping centres until the mid 2000s. Due to this, Shenzhen’s developers have been aiming to bring in new retail complex developments into the city , specially retail centres. However, The retail scene in the traditional since was not yet at it is height, Shenzhen managed to make a particular niche sector thrive, the electronic markets. Until the present, Shenzhen’s electronics market is unique compared to all the retail settings across the world. Due to the success in electronic manufacturing and technology entrepreneurs, the city has became a Mecca for tech R&D and headquarters that flourish across the city. This boom in technological innovations brought life to the electronic market that is located in Huaqiangbei, in Futian district.

HONG KONG

Huaqiangbei Electronics Market sees heavy stream of activity from different consumer ranging from tourist to tech professionals and as the city continues to prosper through innovations within the technology industry the electronics market also continues to evolve in supporting that industry.

Electronic Markets Tech Headquarters Site Location

SHENZHEN ANALYSIS


01

02

03

04

05

06


Retail Stores

Kiosks

Entertainment

Amenities

Horizontal Circulation

Vertical Circulation

01. Shenzhen LED International Trading Centre 02. Seg Electronics Market 03. Zhongdian Complex 04. Manhar Digital Plaza 05. Maoye Mall 06. Huaqiang Electronics World

SHENZHEN ANALYSIS


Atriums / Floor Cutouts

Elevator Shaft

Escalators

Retail Centres - Parallax Devices


RETAIL CENTRE: EXISTING CONDITION The activity of shopping contains aspects of knowledge-giving, teaching and entertainment that were previously remote or unconnected to it. The challenge is to make a shopping environment a memorable experience and make consumer spend longer time in them. This applies both to the overall shopping environment and to the individual units. Shops providing knowledge and entertainment through engaging with consumer have been developed where goods are displayed as artefacts in contemporary environment, and where there is plenty of space for shoppers to walk around and look at the goods from different angles; examples of this are the Apple stores. The vast majority of the retail experience happens through online search engines so shopping centres had to evolve to have create memorable experiences. The activity of shopping has evolved from the 1940s when it was mainly buying a product for it is commodity, to the 1960s and 1970s when the focus was on customer services, to the latter part of the 1990s when shopping was about going out and obtaining an experience. Shopping is now about transformation and collecting aspects of a lifestyle. Shopping expeditions are continuing to progress from providing experiences to transformations. This is done by incorporating opportunities for visitors to participate in cultural or civic activities.

TYPOLOGICAL ANALYSIS


Shop units: These ranged between shops with a single story of trading and storage with a floor-to-floor height of 4.75-5m, and shops with a single story for trading, and storage on a mezzanine level, with a floor-to-floor height of 6.5m. A storage unit can also be located above or below the shop as long as direct access is provided. The recommended proporotions of width to depth of shops are 3:1 or 4:1.

Multi-level shops: These consist of two levels with a minimum floor-to-floor height of 8m.

Medium space user shops (MSU): These are large shops which are formed by combing several shop units, and they range in size from 460m2 to 1,400m2, although they can be as large as 5,580m2. They are strategically located to attract customers passing along the public circulation spaces.


RETAIL CENTRE: RETAIL MODULES Architecture for shopping can be an individual store, a department store (a varied collection of businesses under one roof and one management) or a shopping centre (one or more buildings forming a complex of shops, often including cinemas, resturants and other leisure facilities, with circulation routes that enable visitors to walk from unit to unit). A shopping centre can be out of town (shopping mall USA and shopping centre in the UK).

Anchor Store: These are generally department stores that usually have their own identity which is separate from the rest of the shopping centre. They need to be visible along the circulation routes and they may require an entrance that is separate from that of the shopping centre. The anchor store usually requires car parking nearby, as well as dedicated loading bays.

TYPOLOGICAL ANALYSIS


Retail Stores

Retail Store

Anchor Store


Linear A single route between two anchors with or without focal spaces in between

RETAIL CENTRE: ANCHOR STORE & CIRCULATION Architecture for shopping can be an individual store, a department store (a varied collection of businesses under one roof and one management) or a shopping centre (one or more buildings forming a complex of shops, often including cinemas, resturants and other leisure facilities, with circulation routes that enable visitors to walk from unit to unit). A shopping centre can be out of town (shopping mall USA and shopping centre in the UK).

Circuit Routes connecting three or more Into a ring

Horizontal circulation This is generally arranged as a series of routes between anchors or focal points. Minimum width of primary public circulation routes: Enclosed primary: 9m, although 10-12m is preferable. Should not exceed 12m in width but open routes can be longer.

Keyhole A single point of entry and return

TYPOLOGICAL ANALYSIS



WESTFIELD SHOPPING CENTRE LONDON BY BENOY Shopping Mall - London, United Kingdom

Entertainment

Retail Stores

Entertainment

Food and Beverage

Anchor Stores

TYPOLOGICAL PRECEDENTS



Entertainment

Food and Beverage

THE HEART OF YIWU SHOPPING MALL BY AEDAS Shopping Mall - Yiwu District, Mainland China

Entertainment

Retail Stores

Anchor Stores

TYPOLOGICAL PRECEDENTS



Entertainment

FUZHOU WUSIBEI THAIHOT PLAZA BY SPARK Shopping Mall - Jinan District, Mainland China

Entertainment

Food and Beverage Anchor Stores Retail Stores

TYPOLOGICAL PRECEDENTS



Entertainment

M - CUBE BY MVRDV

Shopping Mall - Beijing , Mainland China

Food and Beverage Retail Stores

Entertainment

Anchor Stores

TYPOLOGICAL PRECEDENTS


PAUSE ON EXPERIENCE

Parallax Orthogonal Primitive

PAUSE ON EXPERIENCE


Slower visual displacement

Rapid visual displacement

PARALLAX & MOTION PARALLAX The effect of parallax as shown in the effectual analysis precedents are orthogonal in their form and when applied to a retail setting the effect is not strong due to pauses in the experience at junctions and datums. The parallax effect works best in the retail setting when visual cues of objects are rapidly changing, changes in visual cues in relation to a consumer is important because if objects (retail stores) are rapidly unveiling in and out of view then the inclination is to spend impulsively before the visual cue changes, disorientating the placement of a particular store that may be the point of destination for the consumer.

CONTINUOUS EXPERIENCE

Motion Parallax Concentric Primitive

However, parallax can be controlled more effectively when applied to a continuous linear floor plate, called motion parallax, an version of the effect that does not pause or ends the experience whilst on the retail floor because if the relationships between objects and the floor plate normalised then the power of the effect lessens. Motion Parallax is relent on the an unbroken linear pathway that users follow throughout, meaning no orthogonal junctions in the retail floor. Understanding that rule, the retail environment needs to be on a continuous pathway with an incline and decline, requiring a ramping floor plate that is concentric. This is achieved with a primitive that is also concentric so the users journey has visual cues of stores are constantly being disorientated and unveils more stores of interest; controlling the manipulation of depth perception through motion parallax can only be achieved in a contentious multi-story ramping floor plate.

SUBJECT NARRATIVE


Background Object

Rapid movement

Slower Movement

Foreground Object

Lateral Motion of Observer


Viewpoint 01

Viewpoint 01

Viewpoint 02

Smaller = Further

r = Further

Larger = Closer Viewpoint 01 Viewpoint 02

Smaller = Further

oint 01

Larger = Closer

Smaller = Further

Viewpoint 02

MOTION PARALLAX Viewpoint 02

Motion parallax is produced by lateral observer translation of visual cues on a fixated object amongst a group of other stationary objects. Objects nearer to the fixation point have relative motion in the opposite direction of the observers translation and objects farther away than the point of fixation. Translate in the same direction as the observer moves. The Larger = Closer relationship between relative depth and movement is opposite. Larger = Closer

The type of depth perception cue that happens in Smaller = Further motion parallax is when objects that are closer appear to move quicker than objects that are further away. Motion parallax is also known as relative motion, this also aViewpoint form of 02 visual cue, you can determine the distance between objects depending on how fast they move relative to the motion speed of the observer. This is experienced only whilst the observer is in lateral Viewpoint 02 movement and never in axial motion along other objects. The control of depth perception in the retail setting happens when the distance between the pathway and stores changes, when it is shortens and is further away or viewed from different heights and angles. This narrative of motion and speed is important to the retail settings because there is always a need to increase profits in the physical retail environment at a time when traditional shopping malls and centres are being less relevant.

SUBJECT NARRATIVE


TYPICALLY


PROPOSED

SUBJECT NARRATIVE


Floor Plates - Parallax Ramp Floor Plate

Clusters - Entertainment and Retail Clusters


Exterior walls - Forming the centre piazza and provides break between retail zones

Envelope - Facade panels in Space-frame structure

VOLUMETRIC EXPLORATION



PROGRAM As the closed looped ramp takes consumer through different speeds of movements, from the outer ramp to the inner ramp. Entertainment modules are attractors that grabs consumer attentions to them. Within each cluster the entertainment module aims to entice shoppers to buy into a brand and shop in their stores.

PROGRAMMATIC CONTENT


EFFECTUAL MOMEN

EFFECTUAL MOMENT 02

EFFECTUAL MOMENT 01


NT 03

EFFECTUAL MOMENT 01

The outermost Entertainment modules puncture out of the facade, exposing the activities within and attracting consumer in

EFFECTUAL MOMENT 02

Entertainment modules visually interacting with one another through the piazza

EFFECTUAL MOMENT 03

When consumer walk between zones different clusters zones , giving them a break of the activities within but also exposing new points of attractions

EFFECTUAL MOMENTS



EFFECTUAL MOMENTS



EFFECTUAL MOMENTS



EFFECTUAL MOMENTS



SKYLINE



ANIMATION - PARALLAX RETAIL CENTRE

Please follow the link to watch the animation:

https://drive.google.com/drive/ folders/1yZdJw5xHJjShrq0TnIcddMXB1F5z3NWp?usp=sharing Alternatively watch on YouTube: https://youtu.be/VDK86goenVo

ISOMETRIC


Original Primitive Spiralling Ellipsoid

Entertainment Entertainment are attractors to the retail modules and the points of interest whilst

Piazza The concentric nature of the ellipsoid emphasises the centre of the primitive, a public piazza is formed out of the inward facing Entertainment module that creates a competitive dialogue between clusters, creating four zones.


PARALLAX PRIMITIVE

Ground and Sky Relationship The ground is elevated and inclined to match the spiralling ellipsoid. Entry points are created from site location and to emphasis the inner piazza.

Exposure Outward facing Entertainment modules puncture through the ellipsoid to expose the entertainment activities to the surrounding context, attracting consumer.

Parallax Primitive Primitive that optimises the effect of the parallax

DESIGN EXPLORATION



PROGRAM ARRANGEMENT - CLUSTERS The interior program content are arranged in clusters. Entertainment the retail environment has an increasingly vital role in shopping malls and centres alike, to the point that retail in has become dependant on their streams of engaging consumer through the means of entertainment, to entice consumer to buy into their products and lifestyle. Therefore, entertainment modules become attractors to the retail modules that attaches and surrounds the formation, this create a stronger emphasis on the role of entertainment to the retail experience so that retail modules are in direct dependence of use of displaying strong exhibition to the retailers who shop for goods.

The placement of the clusters are evenly spaced and arranged orthogonally to work in conjunction of the spiralling ramp.

DESIGN EXPLORATION


CLUSTER C

CLUSTER B

CLUSTER A


PROGRAM ARRANGEMENT - CLUSTERS

Cluster A

An example of a cluster of entertainment and retail modules illustrates the importance of the role of the ramp, the means of the parallax effect to take place. The clusters in the inner ramp appears move quicker due to the shorter distance between consumer and the retail stores shortens, appearing more densely configured together and as retailers move around the placement of the retail modules appears to be displaced from the surrounding as the consumer point of reference is always changing as the consumer observation point changes while moving on the ramping pathway.

Cluster B

Cluster C

DESIGN EXPLORATION


Ground Relationship

Connecting to site access

Applying the effe

Site exits and ground articul


GROUND - STARTING POINT OF PARALLAX The proposal is placed on the site on an incline to match the spiral and the motion parallax within the proposal, this emphasises the effect that starts from the outside. The incline allows different entry points to the primitive at different heights, creating a strong relationship to the ground. Together with the ground, the orthogonal nature of the surrounding buildings the ellipsoid primitive breaks away the rhythm of the skyline .

ect to the ground

lation to emphasis the effect

DESIGN EXPLORATION


Elevation A

Elevation C


FACADE

Elevation B

The exterior built up panels that is gradient, with the opening of the facade panels opening wider where there is a dense cluster of entertainment pixel modules. The linear panels with gradienting panels adds directionality to an otherwise uniformed exterior surface, this adds suspense to the motion parallax journey within. C

D

A

B

Elevation D

DESIGN EXPLORATION



ITERATIONS


47% BANKING AND FINANCE 36% TECHNOLOGY 15% HOUSING/ HOTEL 2% OTHER


QIANHAI BAY - SHENZHEN Qianhai Bay is located on the south East Coast of Shenzhen in the Guangdong province. Shenzhen is one of the most important high - tech research and development and manufacturing bases in China, as with the nickname “China’s Silicon Valley”. Qianhai Bay is under construction. It’s positioning on the Pearl River Delta has an increasingly vital role in the mainland‘s economy and it is development is due to different leading industries such as information technologies and research development. Qianhai is currently developing, prioritising welcoming developing innovative technologies industries, creative design services, as well as professional services such as consulting and management. As industrial reform is now underway in the Pearl River Delta, Qianhai’s strategic positioning includes the plan to provide manufacturers with new technologies and other professional services.

SITE RESEARCH


Young professionals from other provenances of China come to Shenzhen to start a build a successful carer.

Shenzhen is an opportunistic place for companies in Hong Kong to establish themselves within China. Hong Kong professionals also tend to work in Shenzhen and commute back and forth daily


QIANHAI ENTREPRENEUR INNOVATION HUB

China

Shenzhen

The location of Qianhai Bay on the Pearl River Delta has strategic prevalence in it is access to ports and proximity to other major economic cities including Hong Kong. The Qianhai Administration orchestrated the Qianhai Youth Hub along the bay which will be an area that will aid in the facilitation of innovation in young entrepreneurs, providing them with sources of venture capital and the opportunity to network with companies in the Qianhai Enterprise Dream Park. The cost of research and start-up in the Qianhai Youth Hub will be partially subsidised which is made attractive for business migrants from Hong Kong, with the administration’s team long term goal to create strong ties with Hong Kong.

Hong Kong

SITE RESEARCH


BAOAN DISTRICT

GUIWAN DISTRICT

Qianwan Bay

QIANWAN DISTRICT Dananshan / Nanshan park

PORT AREA

Xiaonanshan

MAWAN DISTRICT


QIANHAI BAY - SHENZHEN Operating the developments of the bay is the Qianhai Administration, with their main goal is to promote the development software and information technologies and facilitating the cooperation between mainland China and Hong Kong Telecom operators. The Administration’s goals to welcome new companies allowed the development of the new financial district and new projects that are underway. The Dream Enterprise Park - modelling after Silicon Valley with conference and exhibition halls, it is purpose to bring in established companies together with up and coming companies. This initiative has brought forth projects the new Tencent campus and Oppo headquarters.

SITE RESEARCH


People

Nature

Reflection


Art SITE RESEARCH


DONGGUAN

SHENZHEN

HONG KONG

Building related to production of Technology / Electronic


FUTIAN DISTRICT

Central cultural district.

SHENZHEN

NANSHAN DISTRICT

Tech and education district.

Shenzhen has special economical rights that are specific to the city compared to other cities from other provinces in China. Due to this , large influx of people from neighbouring provinces and districts come to Shenzhen to develop their positioning in the field of work and education. The special economic zone allowed the development of the city to prosper in the past decades and still is developing in the present, Nanshan and Qianhai Bay Districts are developing area within the city, with Futian being the most urbanised area. The developing region locates current creative and financial districts. The city’s progression correlates with the incline of creative technologies and manufacturing industries from 1999 until present. Although now manufacturing has moved away further out of the centre of the city making way for new construction.

QIANHAI BAY DISTRICT Financial and Business district.

SITE RESEARCH



GROUP 02 - DS13 Groupmates: Celine Battolla, Kin Leung, Aleksandra Gutkowska

APPENDIX



CONTENT 92-93

INTRODUCTION

94-95

9 ARCHITECTURAL OBJECTS

96-99

DRAWINGS

96-99

PHYSICAL CONSTRUCT

APPENDIX



INTRODUCTION: PHARMACEUTICAL HEADQUARTERS The proposed object is a pharmaceutical headquarters, located indirectly by Qianhai Bay, Shenzhen. The Propose object is situated by the bay, limited it is connection with the surrounding buildings by breaking the leaner pattern of the streets. This disconnect of the urban fabric creates allure to the pharmaceutical headquarters. This notion of the allure is increased through the opening of the cracks and openings to know what activities are within. Together with the apex, creates a point of intrigue and allure for the surrounding. The ground scape surrounding the proposal adds increase suspense of the object due to it is indirect route in. Within the proposal you have an atrium created by two secondary spaces directs you towards the apex. The two secondary spaces houses pharmaceutical companies that compete for the best products. Once produced it is then celebrated within the atrium. This celebration of headquarters is shown through the cracks of the object, showing activities within from the outside. The overall effect is an object that is disconnected but interacts with the surrounding but only limits its connection through the series of activities within.

APPENDIX


PRIMITIVE

The analysis begins with the Tracing an architectural object That has a strong relationship With the sky and ground, then developing it into the initial Primitive form.


APPENDIX


DRAWINGS Short Section


DRAWINGS Short Section

APPENDIX


DRAWINGS Short Elevation


DRAWINGS Long Elevation

APPENDIX



CONCLUSION-PHYSICAL CONSTRUCT The whole construct and semester taught me a lot about a different approach in designing buildings , seeing them as a multi layered object with multiple Elements. Elements that are completely autonomous from one another and shouldn’t intersect one another. The final construct in the model shows how each of the Elements are working together to achieve the form and create the desired effects on the users.

APPENDIX



BIBLIOGRAPHY BOOKS Moussavi, F., 2014. The Function Of Style. 1st ed. ActarD Inc. Bair, K., Balliet, K., Fure, A. and Miller, K., n.d. Possible Mediums. 1st ed.

WEBSITES Khan Academy. 2020. Visual Cues - Sensory Perception. [Online] Available at: <https:// www.khanacademy.org/science/health-and-medicine/nervous-system-and-sensory-infor/sensory-perception-topic/v/perceptual-organization> [Accessed 12 March 2020]. Study.com. 2020. Motion Parallax. [online] Available at: <https://study.com/academy/lesson/motion-parallax-in-psychology-definition-lesson-quiz.html> [Accessed 9 March 2020]. Royalsocietypublishing.org. 2020. The Neural Basis Of Depth Perception From Motion Parallax. [online] Available at: <https://royalsocietypublishing.org/doi/10.1098/rstb.2015.0256> [Accessed 17 March 2020]. Mvrdv.nl. 2020. Chongwenmen M-Cube Shopping Centre. [online] Available at: <https://www.mvrdv.nl/news/447/m-cube-shopping-centre> [Accessed 20 May 2020]. English. 2020. Westfield London. benoy.com/projects/westfield-london/>

[online] Available [Accessed 14

at:

<https://www. May 2020].

Aedas. 2016. The Heart Of Yiwu. [online] Available at: <https://www.aedas.com/ en/what-we-do/featured-projects/the-heart-of-yiwu> [Accessed 21 May 2020].. ArchDaily. 2020. Thaihot City Plaza Mall / Spark Architects. [online] Available at: <https://www.archdaily.com/327706/thaihot-city-plaza-mall-proposal-spark-architects> [Accessed 25 July 2020]. ArchDaily. 2020. SHUM YIP Upperhills LOFT / URBANUS. [online] Available at: <https:// www.archdaily.com/919939/shum-yip-upperhills-loft-urbanus> [Accessed 25 July 2020].



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