POLIS | AADRL PHASE I

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NAHMED bhooshan studio term 3 booklet 2020

POL[i]S

hazel ozrenk pavlos siminyakis sultan almutairi


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ARCHITECTURAL ASSOCIATION 36 Bedford Square

DESIGN RESEARCH LABORATORY 2020 Nahmed Bhooshan studio

STUDIO TUTORS: Aicia Nahmed Shajay Bhooshan Federico Borello Cesar Fragachan Jianfei Chu

TEAM MEMBERS: Hazel Ozrenk Pavlos Symianakis Sultan Almutairi


contents STUDIO AGENDA THESIS & RESEARCH THESIS STATEMENT RESEARCH & PRECEDENT CLERKENWELL ANALYSIS EUSTON SITE ANALYSIS

URBAN GAMIFICATION GAME PRECEDENCE GENERATIVE CITY GAME HOW TO PLAY CITY LIBRARY USER INTERFACE

ARCHITECTURAL GEOMETRY GEOMETRY STUDY AGGREGATION

UNIT CONFIGURATOR CONFIGURATOR INTERFACE DESIGN LIBRARY

SOCIAL DYNAMICS SIMULATION AGENT BASED BEHAVIOR 2D SCHELLING AGENT BASED BEHAVIOR 3D SCHELLING AGENT BASED BEHAVIOR URBAN VENUES AS PUBLIC ATTRACTORS

DIGITAL FABRICATION ENGINEERING TIMBER PROTOTYPING

BIBLIOGRAPHY & REFERENCES

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10 12 22 50 54

58 60 68 72 76 84

88 90 96

104 106 112

118 120 126 136 146

174 176 194


STUDIO

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'The 19th century was a century of empires, the 20th century was a century of nation states. The 21st century will be a century of cities.'

Wellington E. Webb, Former Mayor of Denver

The studio explores a digitally empowered revival of the humanist urban settlement. Towns that become cities in which citizens actively deliberate and collectively decide about the urban form, building typologies, adjacencies and sequences of creation. The 20th century established a gap between citizens and their cities, a gap that has only increased further. The urban environment has to be in the service of its citizens. The studio proposes an alternative paradigm in which AIaugmented citizens actively engage in informed decision-making of their urban space. At the core of the exploration lies the concept of participatory urbanism that pairs a virtual, online space of urban and architectural experimentation, transactions and negotiation with a periodically synchronized physical, offline counterpart. The ondemand and periodic physical realization of urban and architectural forms is powered by maturing technologies of robotic and digital manufacturing with their material conserving, ecologically and structurally effective credentials. The studio foresees the future of the urban environment as a digitally augmented reality. A future in which there is a feedback loop between the preferences of people, their needs and their urban environment. This idea differs from the status quo in which urban environments just ‘happen’ to people, forcing people to adapt to them. Through the use of emerging technologies that allow to understand and work with large amounts of data and gaming platforms that enable individual users to negotiate in multiple dimensions, the studio expects a democratic, citizen-centric, techno-gaian urban environment to emerge. This humanist endeavor and environment will be shaped by the collective intelligence, dynamic consensus, trade-offs and negotiations between its inhabitants – recalling not only the early urban settlements but also echoing the socio-economic successes of democratic online meta-verses such as Second Life.


thesis &

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Thesis statement Intelligently designed complete urban communities are defined by three key attributes: high-density quarters with shared/co-living spaces, variably mixed programmatic distribution both horizontally and vertically; allowing for residential, commercial, retail, institutional and even some types of industrial uses to be mixed together to provide opportunities for inhabitants to live and work in close proximity, and ultimately a planned network of active transportation including both pedestrian and cycling paths, combined with an appropriately distributed network of public transit (infrastructural or otherwise). Our aim is to address these features by avoiding horizontal sprawl, sustaining equity regarding area use distribution and anthropocentric. These goals act as an indicator of urban wellbeing. in the 18th and 19th century, urban fabrics were completely centrally designed top down with private vehicular mobility as it is driver. The major fall of a system like that is that it does not place the inhabitants of a centrally designed urban fabric in the forefront. our community does not rely on the dichotomy of the bottom-up or top down, planned or unplanned, formal or informal. Instead, we see this social community as a holistic self-organizing system that adapts and blends with the existing urban fabric. Such a complex urban system should be in constant search for equilibrium, much like its inhabitants, rather than being represented by an unmalleable plan. In that search for equilibrium, the attuning parameters affect and influence spatial, social, economic, political, environmental, and cultural sub-systems. Through this method, we will not only achieve spatial structure but also its social coherence, changing the inhabitants of the system from passive uninfluential users to active influential ones with significant impact on their community. Through a citizen interface – game – negotiation platform, we try to democratize the urban behavior and development, introducing a people-centric self-organizing urban system, that also considers other important agents, matter, ecology, and economy, etc.

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In more recent years, people are more aware of that and are trying to provide solutions that integrate what people want in their structures and organizations. But the main problematic concept of centrally planned cities is still at the core of these presented solutions. Where people are still limited by the wall of expertise. We are taking a systemic look at all the elements of a city, looking at them not just individually, but as parts of an interconnected system. We support bottom-up community planning, relying on the wisdom of those who lived in the neighborhoods to know what would best suit the location. The bottom up strategy that we propose tries to blur the line between expert and the general public, trying to use the best of both crowd and expert wisdom to achieve a result most inhabitants can be happy with. In the language of game structure. in order to devise a sustainable urban system, consideration of the fabrication methods, material usage/supply, and system impact on the surrounding environment is paramount. Towards that end, our research seeks to explore and incorporate novel architectural geometries and fabrication methods for delivering efficient & customizable construction, attempting to minimize the environmental impact from the total production line (transportation, fabrication, assembly). the emerging field of timber construction is the focus of our design approach. Timber is increasingly a compelling option, given the high carbon footprint of cement and steel production, and the novel technological improvements that bolster its structural integrity mixed with older mastered techniques providing it malleability, making it an ideal choice for quick assembly and highly customizable special topologies. Moreover, considering urban development and its constant mutation, timber can introduce an urban circular economic system, with multiple material end-of-life options, that could contribute to a financial and ecological sustainability for the system. By investigating the plethora of different timber manipulation and assemblage techniques, we envision its application on almost all structure types large and small.


WE UNDERSTAND THAT CITIES WHERE PEOPLE ARE PACKED MORE CLOSELY, WHERE THEIR DAILY LIVES INTERMINGLE AND MIX MORE OFTEN THAN NOT LIVE A LIFESTYLE THAT IS MORE FULL OF EXPERIENCES DAY TO DAY. THESE CITIES, GIVEN THEIR ABUNDANT AND WELL SPREAD AMENITIES AND PUBLIC FACILITIES, ENSURE THAT IT’S INHABITANTS GET THE MOST OF THEIR TIME SPENT THERE.

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ALTHOUGH MOST CITIES, UNLESS GIVEN SOME FISCAL INCENTIVE, END UP MORE SPREAD OUT THAN THEIR INHABITANTS WOULD LIKE. LEAVING THE OUTSKIRTS MORE SEGREGATED AND ISOLATED FROM URBAN ATTRACTIONS AND OPPORTUNITIES THAT PEOPLE WANT TO BE AROUND. THE THINGS WE ARE PURSUING IN OUR ENDEAVOR ARE DENSITY, DIVERSITY, AND INTEGRATION.


DENSITY WE WANT TO ACHIEVE A DENSELY POPULATED URBAN FABRIC WITH AN EQUITABLE SPREAD OF AMENITIES AND PUBLIC CENTRAL NODES. EASE OF MOBILITY FOR THE INHABITANTS BETWEEN THEIR POINTS OF INTEREST.

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DIVERSITY

INTEGRATION

A DIVERSITY OF FUNCTION BASED ON THE CROWD WISDOM OF THE INHABITANTS OF THE CITY, SUPPLEMENTED WITH EXPERT INTELLIGENCE OF PROFESSIONAL IN THE FIELD OF ARCHITECTURE AND URBAN PLANNING.

A SMOOTH INTEGRATION OF PEOPLE’S CO-LIVING AND DEVELOPMENT OF COMMUNAL IDENTITIES, AND MAINTAINING A MIX OF PARTICIPANTS THAT COME FROM DIFFERENT ECONOMIC STRATAS.


WE ARE ALSO AWARE THAT THE CURRENT SYSTEM DOES NOT GIVE PEOPLE ANY CHOICE AND SAYING. OUR AIM IS TO LET PEOPLE HAVE A SAY IN SHAPING THE PLACE THEY LIVE IN, WHERE THEIR DECISIONS WILL TAKE AN ACTIVE ROLE IN THE DESIGN AND DECISION MAKING PROCESS OF CITIES.

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IN ORDER TO DEVELOP A SYSTEM IN WHICH PEOPLE ARE NOT EXCLUDED OR MARGINALIZED, ON THE CONTRARY, THEY ARE INTEGRATED, WE ARE THINKING OF A PARTICIPATORY AND DEMOCRATIC SYSTEM SETUP. WE WILL BE ABLE TO REALIZE THE INNOVATIONS WE ANTICIPATE MORE EASILY, BY DESIGNING TECTONICS THAT WORK IN HARMONY WITH THIS SYSTEM.


Participatory WE ARE BUILDING A GAME SYSTEM TO PROVIDE AN ONLINE PLATFORM THAT ALLOW ORDINARY CITIZEN PARTICIPATION. ON THIS GAMING PLATFORM, CITIZENS WILL BE ABLE TO PARTICIPATE IN THE DECISION-MAKING AND DESIGN PROCESS BY APPROVING OR REJECTING THE PROJECTS ENVISAGED BY THE LAND OWNERS OR INVESTORS. INVESTORS WILL TRY TO FIND A MIDDLE GROUND BY OFFERING NEW ALTERNATIVES ACCORDING TO THE DEMANDS OF THE PEOPLE WHO WILL LIVE THERE IN ORDER TO ADD VALUE TO THEIR LAND AND PROFIT FROM THEIR INVESTMENTS.

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Democratic

TECTONIC

WE ARE BUILDING A SYSTEM WHERE EVERYONE HAS AN EQUAL RIGHT TO SAY, AND PROJECTS WILL BE IMPLEMENTED IN LINE WITH THE DECISIONS THAT COME OUT AS A RESULT OF CROWD WISDOM. THEREFORE, THE GAME PLATFORM WE ARE PROPOSING WILL BE COMPLETELY TRANSPARENT AND DEMOCRATIC.

WE AIM TO ENSURE THE INTEGRITY OF THE WHOLE PROJECT BY DESIGNING UNITS THAT WORK IN HARMONY WITH THE GAME PLATFORM WHICH HAVE A SPECIFIC FABRICATION METHOD, LOW PRODUCTION COST AND TIME, AS WELL AS AN AESTHETIC ASPECT.


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Precedence


TORONTO QUAYSIDE,

SIDEWALK LABS

On face value, it seemed that our own trajectory and ambitions lead to a similar output to what Sidewalk Labs and Alphabet Inc. were trying to achieve in their Quayside, Toronto endeavor. We were both targeting a mixed use environment with draws to multiple socioeconomic stratas, using a similar material and trying to facilitate shared open public areas within our communities. The similarities however turned out to be quite shallow, with our differing methods and ideologies on how to achieve such a haven.

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Figure 01.Perspective View Source. SideWalk Labs

When experimenting with a new social organization or using old building materials in novel ways, it makes no sense to follow suit with how current developers and builders construct existing ecosystems. Such a new desirable concept where spaces are shared and interchangeable and the material promised is more eco-friendly and more easily manipulated and organized requires all parties involved in the building process to re evaluate how to design, fabricate, and run such a development.

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When closely observing the proposed outcome, it becomes obvious that the overall scheme conforms strongly to the existing urban grid and is fully centrally planned, completely leaving out the end users involvement in the initial placement and forming of spaces. This decision in the initial formation of the development takes away from the intention of giving people freedom to program distribute their own spaces. This is also due to the vertical set program where functions are already preset in the name of faux building efficiency.

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Figure 02.Perspective View Source. SideWalk Labs


TORONTO QUAYSIDE,

SIDEWALK LABS

Figure 03.Perspective View Source. SideWalk Labs

Sidewalk Toronto, in an urban development project in Quayside, a waterfront area in Toronto, Canada, is led by Sidewalk Labs, which a sister company of Google. The proposed project aims to accommodate 21.000 Torontonians and means to be an inventive re-examination of Toronto’s dismissed eastern waterfront. Sidewalk Toronto intends to use innovative technology to generate a start urban area that improves the life quality of its residence by introducing new types of transportation systems, offering affordable housing, and improving the public realm with innovative streets, parks, plazas and open space designs.

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T r a di tion al b o u le v ar d de s ign

3. 8m

3m

3.5m

3.5m

P ar k ing S ide w al k

3m

7m

B u f fe r

V e hic le l ane s

2m

4m

B u f fe r T r ans it righ t of w ay

7m

S ide w al k

B ik e l ane s

1 De s ign c h ange: Nar ro w ing lan e s an d b uf fer s . S p a c e i mp a ct : 28% incr e a s e 7m

3m

3.5m

3.5m

7m

2m

5m

7m

0 .5m

2 De s ign c h ange: R e d uc ing th e n umb er of v e hic le l an e s . S p a c e i mp a ct : 57% incr e a s e 10.25m

3m

3.5m

7m

2m

5m

7m

0 .5m

3 De s ign c h ange: S h ari ng tr an s it righ ts- of- wa y. S p a c e i mp a ct : 9 1% incr e a s e 14m

3m

7m

2m

5m

7m

4 De s ign c h ange: El imi n a ting c ur b s id e p ar k ing. S p a c e i mp a ct : 9 1-118% incr e a s e 17m

7m

2m

5m

7m

Figure 04.Perspective View Source. SideWalk Labs

Streets are designed to be part of the public realm; with benefits to open space, public health, economic vitality, and social interaction. The network is designed to work on Day One of a neighborhood like Quayside but reaches transformative potential with safe, reliable self-driving vehicles that can be programmed to follow the rules of the road. Four new types of streets typology introduced: Laneway:11 meters, Accessway:16 meters, Transitway:26 meters, Boulevard:31 meters.

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TOYOTA WOWEN CITY,

Central pockets of public space

PEDESTRIAN

MIXED

VEHICULAR

Separating paths of mobility

BIG ARCHITECTS

Weaving of super-blocks to create a larger community

Grid manipulation to adjust for hierarchies of space

Figure 05.Mobility Diagram Source. Big Architects

The Woven City is designed as a flexible network of streets devoted to several speeds of mobility for safer, pedestrian-friendly connections. The traditional road is divided into three, primary streets optimized for faster autonomous vehicles. The recreational mobility is occupied by types as bicycles, scooters and other modes of personal transport. The shared streets dedicated to pedestrians, nature and space.

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BRONX STATION,

BIG ARCHITECTS

Figure 06.Stacking diagram Source. BIG Architects

The Urban Village Project aims to allow affordable housing which make it easier to live sustainable and fulfilled ways of living together. Private living combined with shared spaces that allow people to be part of community. In addition, multiple unit types proposed for different user. Daily life is also consummated with shared facilities, introduced in the facility library of the project.

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THE FARMHOUSE,

PRECHT

Figure 07.Modular Structure Source. Precht

The main structural material of the building is wood. The reasons of this material choice are, it is easy to transport, it can be installed quickly and it is precise to fabricate. Besides living with wood also has ecological benefits: Trees grow by a natural source of energy. The process that creates structural engineered wood products takes far less energy than steel, cement or concrete and produces fewer greenhouse gases during manufacturing.

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EXPO 70’ TAKARA BEAUTILION, KISHO KUROKAWA ARCHITECTS

Figure 08.Steel Structure Source. Kisho Kurokawa Architects

The four-floor framework of the upper structure is composed of steel pipes, forming. It forms a tree structure stretching out in all directions. This structure is characterized with its potential to extend, or replicate horizontally and vertically depending on necessity. An investigation of structure, whether a structure can expand, shrink, or reduce depending on necessity. The upper structure was fully prefabricated and it took only 6 days to build the whole five-storey structure including the floors, windows, roof, and tower. Steel pipe units play a main role in this work. Twelve curved steel pipes are attached to each other to form a cross horizontally and vertically. A steel panel is welded to the curved part that is a center of the cross, turning pipes into a unit.

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BEYOND THE SHELL,

LIANJIE WU

Figure 09. Beyond the Shell-I Source. dezeen

Beyond the shell is project for affordable housing, trying to re-imagine the traditional high rise tower as a modular, multistory estate, with public and private spaces of different sizes stacked on top of each other. Participants in this project’s scheme would be provided with instructions on how to self-build, along with a catalogue of pre-designed modular components that residents could use to create an idiosyncratic dwelling.

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Figure 10.Beyond the Shell-II Source. dezeen

Since the input of labor would offset the cost of the shell, a range of housing models at different stages of completion would be made available to participants, who would select their preferred level of self-build according to their budget and proficiency in DIY. To further empower the occupants in the design process, communities could register preference for neighbors, privacy and accessibility ahead of purchasing a basic shell Fabrication of the rudimentary structure would take place on site, using a transportable robotic arm that would carve blocks of foam into moulds for casting the components in concrete.

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THE COLONNADE CONDOMINIUMS,

PAUL RUDOLPH

Figure 11. The Colonnade Source. Archdaily

The tower is a combination of a preset structure and a voxelized system that is able to accommodate multiple functions and variations of floor plans using the same consistent language of full and half voxel occupation.

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Figure 12. The Colonnade Source. Archdaily

The sets of different walls and architectural features provide a lot of planar variation and gives a large part of the

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URBAN VILLAGE PROJECT,

STUDIO10

Figure 13.Function Distribution Diagram Source. Space10

The Urban Village Project aims to allow affordable housing which make it easier to live sustainable and fulfilled ways of living together. Private living combined with shared spaces that allow people to be part of community. In addition, multiple unit types proposed for different user. Daily life is also consummated with shared facilities, introduced in the facility library of the project.

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Figure 14.Function Distribution Diagram Source. Space10

The Urban Village Project aims to allow affordable housing which make it easier to live sustainable and fulfilled ways of living together. Private living combined with shared spaces that allow people to be part of community. In addition, multiple unit types proposed for different user. Daily life is also consummated with shared facilities, introduced in the facility library of the project.

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WHY LONDON? Today, the overpopulation and the intense demand for city life make these places more crowded. The uncontrolled population increase has become a major urban problem that needs to be solved urgently. Needless to say, London is one of the major attraction point with its cultural and technological facilities and international population. Its population is expected to increase by 2050. This uncontrolled grow of population brings many problems; people are left alone with many negative factors such as rising house costs, vast traffic jams, long working hours, security problems and eventually decrease in quality of life. Unfortunately, modern cities like London have turned into places where only certain group of people can conveniently live. But since the vast majority of the population does not have such opportunities, these people have to face the problems mentioned above every day. Our thesis aims to address these problems and explore possible solutions for human centric, democratic and sustainable cities.

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URBAN STUDIES

19-70 70-90 90-120 120-285

Figure 15. London Map-I Source. James Gleeson

London Population Density Map The density is represented as the number of persons per hectare. This London population density map has been created using 2011 data.

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COLOR MAPPING

Less than 10 11-25 26-50 51-75 76-100 Greater than 101

Figure 16. London Map-II Source. Emu Analytics

London Housing Density Map The data records the number of homes in each LSOA, one building may contain multiple homes . A 200m x 200m grid has been created and any non residential land use has been removed. The density is represented as the number of houses per hectare.

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URBAN STUDIES

< 20000 200001 - 50000 50001 - 100000 100001 - 200000 > 200001

Figure 17. London Map-III Source. Emu Analytics

London Building Volume Map The building volume calculated in cubic meters. This London volume map has been created using 2015 data.

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COLOR MAPPING

0 - 10 m 10.1 - 15 m 15.1 - 20 m 20.1 - 50 m Over 50 m

Figure 18. London Map-IV Source. Emu Analytics

London Building Height Map The building height is represented in meters.

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URBAN STUDIES

1 ( Worst) 2 3 4 5 6a 6b ( Best)

Figure 19. London Map-V Source. Transport For London

London Public Transport Accessibility Level Map Cell size (100 m) measures which rates locations by distance from frequent public transport services. This map has been created using 2011 data.

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COLOR MAPPING

£ 1000k + £ 750k + £ 500k + £ 300k + £ 150k +

Figure 20. London Map-VI Source. Kings College London

London Housing Affordability Map In the 1950s, housing in the UK cost on average four times the average annual salary. By 2008 this figure had jumped to eight. In London, this trend indicates a constant decline in the homeownership rate since the year 2000, falling from 69.6% in 2002 to 63.6% in 2013. Private housing stock is also becoming less and less affordable for low-income households (in particularly of younger generations), while at the same time their income is not increasing as quickly as property prices. Some people can therefore no longer house themselves in the market sector due to inadequate income (salaries or pensions), rising house prices and the regional imbalance of supply and demand.

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CLERKENWELL ANALYSIS Once we design our transportation connections, we started to search for land use criteria. To have a better understanding, we analyzed Clerkenwell. The population of the area is approximately 20.000 people; and the area is an example of dense mixed use community. The density of Clerkenwell is 116 people per hectare. According to our research, we find out that most residents tolerate rather than enjoying mixed-use environment, trading off the noise, disturbance, rubbish and litter, limited open space, inconvenient parking restrictions, and low levels of local community cohesion against the overriding benefit of location and permeability. While the ability to travel out of the area makes it possible for most residents to live in this dense mixed-use environment, many who are unable to travel find themselves trapped in an area with limited resources and potentially a declining quality of life. When wellbeing is diminished or threatened the more mobile are able to sell on and move out. In the absence of such resources Clerkenwell in this sense is not mixed enough. In order not to repeat the mistakes that have been done in city planning, we have decided to introduce more community facilities and equal distribution of land use both in urban and building scale. A conclusion would be that mixed use also presents a mixture of wellbeing among residents, with factors such as urban management, amenities (and their “mix� and accessibility), as well as design quality all required to maintain a balanced and cohesive community, which in turn can help to maintain good levels of wellbeing in a neighborhood. In the land use data of Clerkenwell, residential use that are placed in ground floor make residents to feel insecure and vulnerable. For this reason, we have decided to place our residential areas above street access.


CLERKENWELL LAND-USE Community Center Library Local Markets Museum Hospital Post Office Nursery School Primary School Secondary School Playground Park Theatre

The land-use diagram demonstrates a spatial separation o mono-functional, mainly residential in the north, and more commercial or mixed-use buildings in the south. The mixed-use areas are dominated by office and retail uses as well as community centers, leisure and services. Despite the mixed use structure, not all residents can benefit from it adequately. From the survey done by ... it is concluded that “Those claiming poor or very poor qualities of life were clustered in one particular area of social housing to the southwest of the study area, squeezed between a densely mixed commercial subarea and a major thoroughfare and at a distance from community amenities and open space which are predominantly located to the north and east of the study area. Most of these households included children under 12 or someone over 65 and some of the area’s most vulnerable social groups. These respondents did not feel much benefit from living in a mixed-use environment: on the contrary they felt isolated from amenities, shops, and employment”.1

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CLERKENWELL MOBILITY Bike Friendly Road

Primary Traffic Road

Tube Road

Most of the residents, worked outside the Clerkenwell either walk or use public transport to reach work. Although it seems like a positive development to reach many transportation nodes with a 15-minute walking distance, it cannot be considered as a human-oriented urban solution since the main reason is its geographical location on the edge of central London. Despite some problems, in terms of urban development the most successful side of Clerkenwell is the transportation network. A conclusion would be that mixed use should present a mixture of wellbeing among residents, with urban management, accessibility of amenities, design quality and balanced and cohesive community. Mixed use neighborhoods should be a great sum of all small parameters to maintain social wellbeing. [1]Graeme Evans, Living in the City.Mixed use and quality of life.(November 2014):16. https://doi.org/10.1002/9781118539415.wbwell060.

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EUSTON SITE ANALYSIS


EXISTING SITE

The specific site where we will be executing the project is Euston, located between two major city transport arteries, being Euston station and King’s Cross Station, with a canal holding its eastern and northern periphery leading into it’s Regent’s Park access. ..........

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SITE ANALYSIS

Euston’s programmatic distribution is currently very highly skewed towards urban housing and apartments that are mainly low rise at around 3-4 levels. In areas where buildings have access to the main road the functions are usually commercial or generally for public service, where the heights vary. The area is actually a main hub for transport, having both a national and international station feeding into the southern entrance of the site.

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SITE ANALYSIS

Within Euston’s current configuration, there is a hard divide between urban living quarters and areas with diverse function distribution. This creates semi suburban areas where living spaces are completely cut off from any other functional use, overtime leaving them to become less desirable eventually becoming more slum-like in both perception and living quality.

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SITE ANALYSIS

The major divide between functions has created a large difference in footfall between those areas, leaving a large percentage of the area underutilized, lessening the overall experience of the inhabitants, no longer seeing others passing vitalizing those areas with their presence and participation or commerce. This potential momentum is strangled by the separation of functions on site.

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GAMIFICATI

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ION


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GAME PRECEDENCE Games have developed systematic and strategic thinking so far. It has been a developing industry since the ‘60s, from war games to educational ones, from simulations to collective intelligence, a field of gaming is in evolving through trials. Since the main purpose of gaming is to develop strategical thinking ability and put something out from collective intelligence; why not use this tool to develop a self-organizing urban environment? It has been questioning how effective the use of gaming can serve as a method for collaborative decision making, co-creation of urban environments from seeding ideas to implementing plans. In fact, gaming is the only method for urban planning that requires the collaboration of each player which provides a participatory decision-making process. From this point of view, gaming should be used as a democratic city planning, decision-making method where everyone has a say about the urban environment they live in. In addition, it will be possible to make more permanent decisions through the gaming method while solving the problems the cities facing, mentioned in previous chapters. Mayer explains that games offer “the possibility of integrating technicalphysical complexity with social-political complexity and letting policy makers and stakeholders play with that complexity. This is significant for complex multi-actor policy making because it requires the integration of cognitive and social-political learning and change”.3

[3] Mayer, Igor S. “The Gaming of Policy and the Politics of Gaming: A Review.” Simulation & Gaming 40, no. 6 (February 2009): 852. https://doi.org/10.1177/1046878109346456.


CO-DESIGN GAME

Figure 21. Play Noord Source. Ekim Tan, Negotiation and Design for the Self Organizing City

Play Noord City Game in Amsterdam Noord is an experiment testing whether a paused master plan can be reactivated by uniting typical and atypical urban actors through a City Game interface. The hypothesis, therefore, was that by combining a multi-actor analog City Game with a digital City Game interface we could provide input for an actual urban design process. This input could be twofold: Both the roles of existing stakeholders during the redevelopment process and the physical plan created before the economic crisis can be questioned through the City Game.

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CIRCULARITY GAME

Figure 22. Play Noord Source. Ekim Tan, Negotiation and Design for the Self Organizing City

Play Oosterwold Play Oosterwold is an urban design experiment testing whether a City Game could supply required feedback for the implementation phase of an urban plan. Their hypothesis was that this input would emerge from real stakeholders, playing according to the plan’s rules and e acting this experimental settlement process. Accurate feedback could be ensured by diversity in the groups of players as well as by the continuity of the play sessions. The goal was not to track the value of private property but to survey the investment behavior of entrepreneurs in relation to the obligatory spendings in sustainable technologies, public infrastructure and public spaces that partaking in the plan implies.

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VIRTUAL WORLD BUILT ON THE ETHEREUM BLOCKCHAIN

Figure 23. Cities: Skyline Source. https://forum.paradoxplaza.com

Cities: Skylines The game is a single-player open-ended city-building simulation. Players engage in urban planning by controlling zoning, road placement, taxation, public services, and public transportation of an area. Players work to maintain various elements of the city, including its budget, health, employment, and pollution levels. Players are also able to maintain a city in a sandbox mode, which provides more creative freedom for the player. The developer’s goal was to create a game engine capable of simulating the daily routines of nearly a million unique citizens, while presenting this to the player in a simple way, allowing the player to easily understand various problems in their city’s design.

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VIRTUAL WORLD BUILT ON THE ETHEREUM BLOCKCHAIN

Figure 24. Cryptovoxels Source. https://www.cryptovoxels.com

Cryptovoxels Crytpovoxels is a game, creative space, social platform and e-commerce platform that is built using the Ethereum blockchain. Their website further explains, “Cryptovoxels is a user-owned virtual world that is powered by the Ethereum blockchain. Users can buy land and build virtual stores, art galleries, music studios or anything else you can imagine. The editing tools are built into the world, and multi-user voice chat lets you spend time with friends exploring the city.” Cryptovoxels allows users to truly own their digital items and assets through harnessing the power of a blockchain.

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INDEPENDENT VIDEO GAME

Figure 25. Townscaper Source.

Townscaper Townscaper has no inherent objective or story, and has been described by developer Stålberg as “more of a toy” than a game. Users construct an island town by placing and removing colored blocks on an ocean. Various “rules” dictate these blocks’ appearances, with some appearing as spires and others as balconies. This method of rule-based decoration allows arches, gardens, and stairways to be created without specific user instruction.

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MOBILE GAME

Figure 26. SimCity: Buildit Source.

SimCity: Buildit Users play as the mayor of their city, and make choices in order to keep their townspeople happy. The player develops a city from a patch of undeveloped land. The player controls where to place development zones, infrastructure like roads and power plants, landmarks, and public services such as schools, parks, hospitals and fire stations. The player also determines the tax rate, the budget, and social policy. The city is populated by “Sims�, simulated persons, who live in the city created by the player. The three development zone types are the major areas in which Sims inhabit: residential zones for houses and apartment buildings; commercial zones for shops and offices; industrial zone for factories, warehouses, laboratories and farms.

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GENERATIVE CITY GAME Generative city gaming enables planning process to reach larger crowds. This method aims to find solution that traditional methods cannot address by perceiving nonlinear, unpredictable and complex structure of cities. Building on the tradition of serious games, Generative City Games revolve around real complex urban problems. Different than serious gaming however, City Gaming integrates both design and decision making dimensions, or the topological context and social and political structures of cities, in a generative medium for the purpose of making and maintaining cities5. The method aims to respond the real-world complex problems of cities. Various conflicts of multiple stakeholders are involved in problem-solving process whether to design city from scratch, or renewal of existing urban settlement. The Generative City Gaming also considers and regulates the power balance between agents (local government, investors, landowners, developers, experts and citizens) in democratic way by implementing voting system. Urban Questions of Pol[i]s: The urban scale problems our system needs to address are as follows: every agent has equal fundamental needs (healthcare services, Nutrition services, shelter), the equitable distribution of public space, the preferences of the inhabitants (allocation in a specific area). The main motivation behind the pursuit of these issues is to achieve the “will of the people� by mining this collective intelligence. [5] Ekim Tan, Negotiation and Design for the Self Organizing City. Gaming as a method for Urban Design.(A+BE, 2014): 135.


POWER RELATION OF THE AGENTS

des ign pro t vid he g am ec it e y & li br ar y

Land Owners

Investors

Local Residents a project pose pro

fabrication & construction

experts

Public Voting

e

t il bu

not app ro v

Developers

ed

New Design Proposal

to approved

b

CROWD WISDOM

Public Voting

The multi-agent gaming platform supports the holistic intelligence of all players. Embracing the human factor, the city game reveals the common vision of the community and ensures that the city plan is the outcome of all stakeholders in which everybody is equally responsible. In the diagram above the power relation of the agents and decision-making system in the game is described. The premise of the game is to create a self-organizing system that allows the contribution of all agents/ inhabitants in the creation of an urban fabric. The participation and interaction between agents is paramount to the end goal of this game/system. The assumption being; if global decisions are made through a network-connected democracy, the system will be fully accessible to all who participate and who they represent as a demographic. Agents (Citizens) of this system will have a say in the urban decision-making process, along with local government, investors, architects, planners, etc.

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DECENTRALIZATION

diversity design game setup vote on projects design city library technical suport propose new project connectivity negotiation radius of service accessibility of venues steering actions protect right of the stakeholders guiding the game inspect green area distribution density control design iteratinons assembly time estimation material usage estimation production cost estimation fabrication time estimation democratic infastructure financial investment

local citizen

investor

expert

land owner

government

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How to play The democratic decision-making process, and its malleability, will be the main feature of our proposed city, maintaining the public realm and social sustainability for the citizens. This system is more effective the more stakeholders participate and negotiate actively. It requires extensive analysis of roles and relationships of power between agents. We aimed to develop a game platform inspired by the stock-market system, which addresses realworld problems and aims to develop solutions. The core principle of the game is based on the stockmarket operation on the online environment as per supply and demand. In case the proposed project will meet with the approval of the citizens, the land value will increase proportionally with the demand. On the contrary, if the project will not merit the needs of the locals, this will result in the loose of interest and will eventually cause a profit loss of the investors. For that reason, the priority of all agents in the game shall be to propose a project that addresses the demands of the locals. Each stakeholder can develop projects in the game field according to their wills and needs. Moreover, the players can specifically vote on particular building to be replaced by another or removed completely. The default game coin that players have may not be enough to propose fully finished project; that is why players may start by placing certain amenities on the game grid. As the proposed idea approved by the other players, the people who came up with the idea will earn certain amount of game coin and thus propose more ideas. When the system reaches equilibrium and certain proposed project gets the majority of the votes, that project will be the one to build. All in all, the main goal of the whole game is to challenge the traditional city planning methods by offering a platform where every stakeholder should make some sacrifices to fulfill the crowd’s demands and needs. To sum up, in one sentence, we aim to develop a platform where cities are designed for people.

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INITIAL GAME SETUP Each agent will have certain default game coin which cannot be bought with real money. With these coins they can select amenities from city library and place on the grid to propose projects for public voting.

PROPOSED PROJECT The game will be played in real time; both voting and design proposing stages will run simultaneously. The players will be playing on the same grid so the position of each amenity shall be dynamic.

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DEMAND AND MARKET INTERCOURSE The more approval votes the project gets the harder it becomes to remove the building. When demand is high on a particular project, it will cost more game coins to replace it; conversely if most of the votes are for rejection then it will be cheaper to replace.

DECISION MAKING As the number of participants increases the number of votes cast increases and thus, from a certain point it will become more difficult to make changes on highly voted and majorly approved project. Therefore, after a while, as a result of crowd wisdom the system will reach to a dynamic equilibrium and decision will be made.

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City library City Library will be designed by the architects, experts, that consists of various type of functions required to design a city, such as institutions, shared surfaces, public realms and service buildings. Each Building will have a specific game coin value and shall change in a dynamic way while the game is playing. The dynamic value will be dependent on the intensity of the demand. Also, every venue will have a serving radius, which is basically the distance that certain building can render a service. Players will be able to see this radius by clicking on buildings, which will help them to decide whether locate same functioning building close to each other or select different venue to receive more service.


CITY LIBRARY VOxELS

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RADIUS OF SERVICE

BASIC POLICE STATION Footprint Area Served

4 Grid Cells 100 Grid Cells

NURSERY SCHOOL Footprint Area Served

3 Grid Cells 42 Grid Cells

BICYCLE RENT Footprint Area Served

4 Grid Cells 100 Grid Cells

SMALL FOUNTAIN Footprint Area Served

1 Grid Cells 9 Grid Cells

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CLINIC

BASIC POLICE STATION Footprint Area Served

4 Grid Cells 256 Grid Cells

GRADE SCHOOL Footprint

4 Grid Cells

Area Served 144 Grid Cells

GRADE SCHOOL Footprint

6 Grid Cells

Area Served 256 Grid Cells

URBAN PLAZA Footprint Area Served

2 Grid Cells 12 Grid Cells

Footprint Area Served

4 Grid Cells 100 Grid Cells

HOSPITAL Footprint

HIGH SCHOOL Footprint Area Served

6 Grid Cells 144 Grid Cells

Area Served

4 Grid Cells 100 Grid Cells

RAW OF TREES Footprint Area Served

2 Grid Cells 12 Grid Cells

256 Grid Cells

LIBRARY Footprint

4 Grid Cells

Area Served

HIGH SCHOOL Footprint

4 Grid Cells

Area Served

144 Grid Cells

LIBRARY Footprint Area Served

9 Grid Cells 256 Grid Cells

SOCCER FIELD Footprint Area Served

4 Grid Cells 60 Grid Cells


BANK Footprint Area Served

4 Grid Cells 100 Grid Cells

COMMUNITY COLLEGE Footprint Area Served

9 Grid Cells 225 Grid Cells

CITY HALL Footprint Area Served

Area Served

4 Grid Cells 100 Grid Cells

BASKETBALL COURT Footprint Area Served

2 Grid Cells 60 Grid Cells

256 Grid Cells

UNIVERSITY Footprint

16 Grid Cells

Area Served

AMPHITHEATER Footprint

16 Grid Cells

256 Grid Cells

MUSEUM Footprint

16 Grid Cells

Area Served 256 Grid Cells

SKATE PARK Footprint Area Served

2 Grid Cells 30 Grid Cells

BASIC FIRE STATION Footprint Area Served

4 Grid Cells 100 Grid Cells

RESEARCH INSTITUTE Footprint Area Served

4 Grid Cells 144 Grid Cells

DELUXE FIRE STATION Footprint

Area Served

4 Grid Cells 100 Grid Cells

Area Served

3 Grid Cells 28 Grid Cells

6 Grid Cells

Area Served

256 Grid Cells

CAROUSEL Footprint

2 Grid Cells

Area Served

8 Grid Cells

JOGGING PARK Footprint

256 Grid Cells

RESEARCH LAB Footprint

COMMUNITY CENTRE Footprint

16 Grid Cells

Area Served

GARDEN Footprint Area Served

4 Grid Cells 100 Grid Cells


INITIAL GEOMETRY STUDIES

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USER INTERFACE City Gaming Interface offers its users hybrid portal where visual and verbal description of urban formations are integrated. In this interface, users can choose the units they want to rent, as well as access all kinds of information about the city. An interface that appeals to all kinds of users is preferred within the framework of easy and simple rules. After the registration process is completed, users can easily see what kind of neighborhood the unit they want is located. Information on the neighborhood such as human density, building density, land use, and their distance to the service areas they want are also available. They will be able to easily access all kinds of information that will facilitate their daily lives, such as all public transport, bicycle rental, and the occupancy of parking spaces. Additionally, cultural and social events taking place in the city will be published in this application. In this way, the society can participate in all kinds of activities they need socially, apart from education, work and transportation. In the name of a more democratic and human-based urbanism, every owner will have a say in urban planning. To achieve this, a voting tab is also designed in this interface. This voting section will be used more in the process of making any changes in the use of space in the city or in deciding what kind of use of vacant land should be. For example, there is no school in the neighborhood where the user lives, within a 15-minute walk, so he wants a school to be built in this area. By entering this voting section, he creates a request for public voting. If this request gets over 50 percent of the vote, it will be directed to the local government. If the local government gives approval to the project, then the investors will step in to the process. When the project is invested, as a final step the consent of the game manager will be requested. At this stage, the game manager will check whether the project follows all the rules or not. If the project made in accordance with the rules, the project will be built.


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architect

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geometry study


BASIC GEOMETRIC LEXICON

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CONNECTION KEY

TO ACCOMMODATE THE CITIZENS NEEDS, WE WOULD NEED TO DESIGN A REPEATABLE AND AGGREGATABLE LIBRARY OF GEOMETRIES THAT CAN BE PLACED WITHIN A GRID FORMATION. TO DO THIS WE ARE TAKING INTO ACCOUNT THE SEGMENTATION OF THAT DIAGRID AND THE MALLEABILITY OF THE MATERIAL. WITH THAT SEGMENTATION WE GET A NUMBER OF UNIQUE PIECES THAT EACH HAVE THEIR OWN SPATIAL DIFFERENTIATIONS. THESE UNIQUE PIECES CANNOT ALWAYS CONNECT TO ONE ANOTHER, BUT HAVE A TOPOLOGICAL LEXICON OF CONNECTIONS THAT CREATE A FULLY OCCUPIED FACE A PARTIALLY OCCUPIED FACE AND A NON VALID CONNECTION.

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HEIGHT VARIATION

THESE PIECES CAN ALSO VARY IN HEIGHT DEPENDING ON THE FUNCTION IT IS USED FOR. THEY CAN ALSO BE NESTED INTO ONE ANOTHER TO GAIN MULTIPLE LEVELS ON A SINGLE TILE, BUT ALSO TO GAIN THICKNESS AND STRUCTURAL RIGIDITY. HERE SOME OF THE SPACES ARE STACKED VERTICALLY, WITH FULLY OCCUPIED FACES AND SOME INVALID OR LEFT OUT CONNECTIONS. WHERE THIS OCCURS, IT IS POSSIBLE TO HAVE A FULLY SHARED SEMI PUBLIC SPACE AVAILABLE TO ALL ADJACENTS.

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STACKABILITY & EMERGING SPACE

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aggregation


VERTICAL COMPATIBILITY

Using an alphabet based system that is able to connect both horizontally and vertically allows for easy stacking of different spatial and functional units atop one another without creating unwanted or warranted wasted space unintentionally. Once given a shared vertical core to be able to circulate freely and efficiently, the sectional variation and terracing of the stacking units becomes a major feature to be fully controlled by the user.

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VARIABILITY

Scattering of only 4 different compound configurations in such a manner shows the depth of spacial variation and interest that can be created. The smooth surfacing of the lemella allow for a smooth transition of exterior shared space from path to courtyard to larger plaza. It must however follow a strict vertical circulatory core when building higher to avoid connection issues and preserve public and private spaces.

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EMBEDDED FUNCTION

The surface bending language used to create the private use spaces can also flow into the interior of that space. That same logic can also allow for the creation and segregation of space and also to create ergonomic solutions to everyday functions.

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EMBEDDED FUNCTION

This interior system can mesh and merge into a connected or stitched single surface that encompasses internal circulation to seating and storage.

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UNIT

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CONFIGURATOR INTERFACE When trying to create a system intrinsic upon the input and cooperation of multiple people in a single time, it is important to streamline the experience of getting consensuses and building up individual decisions that is easily understandable and repeatable for all participants within that system. Here the goal is to create that streamlined experience not only for the end user of a home or workplace but also for the players that govern and regulate those in the mass majority to help create the best possible outcome. When taking that all into consideration it becomes clear that the freedoms and actions given to end users must be easily displayed and recorded for the benefit of the system, with those rules and regulations already set and built into that interface. This includes areas where people can and cannot build, hight restrictions, where openings to the outside are necessary, restrictions and allowances in relation to eligibility for an area to help with diversification of functions within the urban fabric etc. Here we show a smaller version of that system where the abilities to design, create, and place individual units is displayed according to those same tenets described above.


Unit Configuration

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Stepped Process

The images shown show a procession of how a user would be able to place desired units from an alphabet with embedded functions of their choosing. The green spaces show the areas on the GF that are accepting of a new unit. To the right of the interface is the alphabet of spaces that can be placed in that space without infringing on other units.

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Connection Rules

01

03

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Restricted Vertical Circulation

02

04

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DESIGN LIBRARY Once the freedom of creation and planning is given to the inhabitants of the urban fabric, because they do not have the expert knowledge a designer might have, they will be directed to make use of a data base of different configurable unit types and accessories to fully fit out the desired space as the users see fit. This is done in the name of achieving the allocated function of the unit type while not forcing the inhabitants to fully adhere to a preconceived solution that might be insensitive to their specific wants and needs. These units and accessories are also designed with ease of fabrication in mind, as well as interchangeability and mobility; When the time comes to either switch out one accessory with another, or to move the whole unit from one location to another completely, it can be easily done by considering efficient packaging techniques and easily disassembled structures.


Unit Conformity

As shown, the unit type(s) conform to the grid with their occupiable space and structure, both separate and combined. When a unit system follows the same structural alphabet it benefits from a shared platform to then input parts and accessories.

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Structural Conformity

Following a ruled surface logic when designing makes it much easier to fabricate the end product using molding and wire cutting techniques, not to mention the ease of assemble provided by the face to face connections of ruled surfaces.

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Components Library

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Social dyn

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namics


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AGENT BASED BEHAVIOR To simulate and to observe the possible people behavior inside an existing urban fabric, a agent based behavior model (ABBM) was developed on C++ and Alice (Library by Zaha Co|De) based on the model that Thomas Schelling, winner of the 2005 Nobel Memorial Prize in Economic Sciences, created. Within that model actions and interactions of autonomous agents (individual or collective entities such as organizations or groups) on the overall system can be observed. Schelling developed a simple model to demonstrate that segregation can develop naturally even though each individual in moderately tolerant towards another group. What he demonstrated was that the “macro-behavior” in a society may not reflect the “micro-motives” of its individual members.4 Each agent living in the city (which in the simulation is represented by a colored point) has neighbors. They are defined by the agents living in the adjacent cells (Up, Bottom, Left, Right, Up-Left, Up-Right, Bottom-Left, Bottom-Right), A certain number of cells are set aside as unoccupied and each agent is free to move to these cells (These cells – houses are represented, in this simulation, with white color). The different “group” of each cell is represented with different color. The different groups might represent different races, religious reliefs, economic status, etc. In this simulation different colors represent different citizen groups in our community.


SCHELLING AGENT BEHAVIOR

Iteration N

Iteration N+1 In order to simulate the gamification of the neighborhood and the social dynamics, we developed an urban development prediction model. Through that model we can observe the outcome of each rule that can be set on the game and develop further the gamification. This model engages directly with Schelling’s theory and its Agent-Based Model. Schelling is the locus classicus for a fundamental social scientific insight where individuals’ micromotives can generate collective macro-behaviors that need not reflect (in a straightforward way) their intentions.

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Iteration N+2

Iteration N+3 According to Schelling’s Model if the ratio of like-neighbours to total neighbors is below some value, the agent will attempt to relocate to an empty cell where this measure is satisfied. Each agent is looking for an appropriate destination each turn or until the makeup of their neighborhood changes. Note that when all the dissatisfied agents move to new locations, some previously satisfied agents may become dissatisfied because their similarity ratios change as agents moving in and out of their neighborhood. The process of relocation is then repeated many times until all agents are satisfied. When that happens, the system is said to reach an equilibrium configuration. As long as there are enough unoccupied houses in the city, an equilibrium exists and will be reached eventually. Based only on this local and simple decision-making procedure, larger scale patterns of behavior appear.

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LEISURE

RETAIL

COMMERCIAL

RESIDENTIAL

AGENT TYPOLOGY

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The buildings of our everyday lives include the places where we live, but also the places of our work and leisure activities. The heterogeneity of cities is such that these latter places might be located at a distance from the former: we travel across town to visit restaurants or commute downtown to our offices. While our sense of belonging and shared identity is undoubtedly influenced by the place where we live and the surrounding neighborhood, our assertion is that it might equally be shaped by these ancillary places of everyday life. Nonetheless, in the original Schelling model 2 types of agents have been used, we introduce 4 different types of agents that represent leisure, retail, commercial and residential voxels, where each is occupied by a geometry respectively.

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2D SCHELLING | AGENT BASED BEHAVIOR


2D SCHELLING, AGENT BASED MODEL Iteration 000

Iteration 020

2D_001 Neighbor Similarity (%): 20% Happy Cells Moving (%): 0%

2D_002 Neighbor Similarity (%): 40% Happy Cells Moving (%): 0%

2D_003 Neighbor Similarity (%): 60% Happy Cells Moving (%): 0%

2D_004 Neighbor Similarity (%): 80% Happy Cells Moving (%): 0%

2D_005 Neighbor Similarity (%): 100% Happy Cells Moving (%): 0%

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STATIC EQUILIBRIUM Iteration 040

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Iteration 060

Iteration 080

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2D SCHELLING, AGENT BASED MODEL

Initial state

Equilibrium state

r=0

Initial state

Equilibrium state (approx)

r>0 & r<0

Although Schelling’s model describes the agent movement forced by neighborhood condition, it is easily understandable that people move often for other reasons. For example work or family conditions can also contribute to that decision. Sothe original model was augmented with a new moving parameter (r). According to the new introduction, in every iteration a certain amount of agent that are happy with their neighborhood conditions, are forced to move around new places.

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DYNAMIC EQUILIBRIUM

Percentage of Happy Agents (%)

100

r0=0

0 0

100

200

300

400

500

600

700

800

Iteration #

Unlike the original Schelling model, the movement of agents can go on forever, which is the case in real life. You will see that a dynamic equilibrium can be reached in this case, where the mean similarity ratio fluctuates around some fixed number as the agents continue to move. Whereas in the original model, a static equilibrium is reached when all agents are satisfied and the movement stops. The fluctuation can also depict the urban stability. From the equilibrium charts it is prevalant that the bigger the r (happy cells moving paremeter) the less stable is the whole.

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2D SCHELLING, AGENT BASED MODEL Iteration 000

Iteration 100

2D_006 Neighbor Similarity (%): 20% Happy Cells Moving (%): 10%

2D_007 Neighbor Similarity (%): 40% Happy Cells Moving (%): 10%

2D_008 Neighbor Similarity (%): 60% Happy Cells Moving (%): 10%

2D_009 Neighbor Similarity (%): 80% Happy Cells Moving (%): 10%

2D_010 Neighbor Similarity (%): 100% Happy Cells Moving (%): 10%

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DYNAMIC EQUILIBRIUM Iteration 200

133

Iteration 300

Iteration 400

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2D SCHELLING, AGENT BASED MODEL Iteration 000

Iteration 100

2D_011 Neighbor Similarity (%): 20% Happy Cells Moving (%): 30%

2D_012 Neighbor Similarity (%): 40% Happy Cells Moving (%): 30%

2D_013 Neighbor Similarity (%): 60% Happy Cells Moving (%): 30%

2D_014 Neighbor Similarity (%): 80% Happy Cells Moving (%): 30%

2D_015 Neighbor Similarity (%): 100% Happy Cells Moving (%): 30%

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DYNAMIC EQUILIBRIUM Iteration 200

135

Iteration 300

Iteration 400

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3D SCHELLING | AGENT BASED BEHAVIOR


3D SCHELLING, AGENT BASED MODEL N1 Connected voxels

N2 Moore Neighborhoods at D=1

N3 Von Neuman Neighborhoods at D=1

INTERIOR VOXEL

EDGE VOXEL

CORNER VOXEL

Going from the 2D to the 3D model, we though that it would be useful to reconsider the neighborhood conditions of each agent, as it can be effected by other agents that are not tight connected it with it, but in a certain distance. So we generated 5 different neighborhood conditions that we used for the further experimentations.

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N4 Von Neuman Neighborhoods at D=3

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N5 Von Neuman Neighborhoods at D=5

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3D SCHELLING, AGENT BASED MODEL Iteration 000

Iteration 020

3D_001 Neighbor Similarity (%): 20% Happy Cells Moving (%): 0% Neighbor condition: N1

3D_002 Neighbor Similarity (%): 40% Happy Cells Moving (%): 0% Neighbor condition: N2

3D_003 Neighbor Similarity (%): 60% Happy Cells Moving (%): 0% Neighbor condition: N3

3D_004 Neighbor Similarity (%): 80% Happy Cells Moving (%): 0% Neighbor condition: N4

3D_005 Neighbor Similarity (%): 100% Happy Cells Moving (%): 0% Neighbor condition: N5

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STATIC EQUILIBRIUM Iteration 040

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Iteration 060

Iteration 080

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3D SCHELLING, AGENT BASED MODEL Iteration 000

Iteration 100

3D_001 Neighbor Similarity (%): 60% Happy Cells Moving (%): 0% Neighbor condition: N1

3D_002 Neighbor Similarity (%): 60% Happy Cells Moving (%): 0% Neighbor condition: N2

3D_003 Neighbor Similarity (%): 60% Happy Cells Moving (%): 0% Neighbor condition: N3

3D_004 Neighbor Similarity (%): 60% Happy Cells Moving (%): 0% Neighbor condition: N4

3D_005 Neighbor Similarity (%): 60% Happy Cells Moving (%): 0% Neighbor condition: N5

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DYNAMIC EQUILIBRIUM Iteration 200

143

Iteration 300

Iteration 400

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3D SCHELLING, AGENT BASED MODEL Iteration 000

Iteration 100

3D_001 Neighbor Similarity (%): 60% Happy Cells Moving (%): 0% Neighbor condition: N1

3D_002 Neighbor Similarity (%): 60% Happy Cells Moving (%): 0% Neighbor condition: N2

3D_003 Neighbor Similarity (%): 60% Happy Cells Moving (%): 0% Neighbor condition: N3

3D_004 Neighbor Similarity (%): 60% Happy Cells Moving (%): 0% Neighbor condition: N4

3D_005 Neighbor Similarity (%): 60% Happy Cells Moving (%): 0% Neighbor condition: N5

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DYNAMIC EQUILIBRIUM Iteration 200

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Iteration 300

Iteration 400

POL[i]S | SOCIAL DYNAMICS SIMULATION


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URBAN VENUES “Is a place people visit repeatedly to recognize the same problems, do the same tasks, and achieve the same kinds of solutions ” (Menchick 2017: 3)

However we can see that model focuses fully on the human aspect and ignores fully the context and the matter. It is “heuristic model” that, in spite of its mathematical character, is more akin to a kind of hermeneutics than a best-fit predictive model. So in order to take the context as an input parameter we are using the urban venues affection. It is prevalent that venues and other aspect of urban form plays a significant role in community and urban formation as they “tug” people into (or away from) certain roles and relationships, thereby organizing social behavior. So we can understand venues as crucial but neglected local mechanisms structuring larger patterns of behavior.


URBAN VENUES

In our selected site, we recognise as main urban venues Regent’s Park, Regent’s Canal, King Cross and Euston Station as major transportation hubs and Neighborhood amenities that can be placed by the users like local market, schools, community center etc. So certain agents are more likely to move to regions that are affected by certain venues.

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SOCIAL ATTRACTORS

Having all the aforementioned augmentation, we can see that the owner’s game prediction model can simulate and predict the neighbourhood development scenarios through the pass of the time with agents affected by different venues. With that we can predict different extreme development scenarios, and possible system errors.

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URBAN GENERATION SCENARIOS

Scenario 01 Neighbor Similarity (%): 50% Neighbor condition: N3 (Von Neuman at D=1) Happy Cells Moving (%): 30% Urban Venues Attraction Transportation Hub: Regents Canal: Regents Park: Local Amenities:

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URBAN VENUES AS SOCIAL ATTRACTORS

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URBAN GENERATION SCENARIOS

Scenario 02 Neighbor Similarity (%): 50% Neighbor condition: N3 (Von Neuman at D=1) Happy Cells Moving (%): 30% Urban Venues Attraction Transportation Hub: Regents Canal: Regents Park: Local Amenities:

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URBAN VENUES AS SOCIAL ATTRACTORS

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URBAN GENERATION SCENARIOS

Scenario 03 Neighbor Similarity (%): 50% Neighbor condition: N3 (Von Neuman at D=1) Happy Cells Moving (%): 30% Urban Venues Attraction Transportation Hub: Regents Canal: Regents Park: Local Amenities:

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URBAN VENUES AS SOCIAL ATTRACTORS

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URBAN GENERATION SCENARIOS

Scenario 04 Neighbor Similarity (%): 50% Neighbor condition: N3 (Von Neuman at D=1) Happy Cells Moving (%): 30% Urban Venues Attraction Transportation Hub: Regents Canal: Regents Park: Local Amenities:

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URBAN VENUES AS SOCIAL ATTRACTORS

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URBAN GENERATION SCENARIOS

Scenario 05 Neighbor Similarity (%): 50% Neighbor condition: N3 (Von Neuman at D=1) Happy Cells Moving (%): 30% Urban Venues Attraction Transportation Hub: Regents Canal: Regents Park: Local Amenities:

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URBAN VENUES AS SOCIAL ATTRACTORS

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URBAN GENERATION SCENARIOS

Scenario 06 Neighbor Similarity (%): 50% Neighbor condition: N3 (Von Neuman at D=1) Happy Cells Moving (%): 30% Urban Venues Attraction Transportation Hub: Regents Canal: Regents Park: Local Amenities:

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URBAN GENERATION SCENARIOS

Scenario 07 Neighbor Similarity (%): 50% Neighbor condition: N3 (Von Neuman at D=1) Happy Cells Moving (%): 30% Urban Venues Attraction Transportation Hub: Regents Canal: Regents Park: Local Amenities:

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URBAN GENERATION SCENARIOS

Scenario 08 Neighbor Similarity (%): 50% Neighbor condition: N3 (Von Neuman at D=1) Happy Cells Moving (%): 30% Urban Venues Attraction Transportation Hub: Regents Canal: Regents Park: Local Amenities:

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URBAN GENERATION SCENARIOS

Scenario 09 Neighbor Similarity (%): 50% Neighbor condition: N3 (Von Neuman at D=1) Happy Cells Moving (%): 30% Urban Venues Attraction Transportation Hub: Regents Canal: Regents Park: Local Amenities:

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URBAN GENERATION SCENARIOS

Scenario 10 Neighbor Similarity (%): 50% Neighbor condition: N3 (Von Neuman at D=1) Happy Cells Moving (%): 30% Urban Venues Attraction Transportation Hub: Regents Canal: Regents Park: Local Amenities:

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URBAN GENERATION SCENARIOS

Scenario 11 Neighbor Similarity (%): 50% Neighbor condition: N3 (Von Neuman at D=1) Happy Cells Moving (%): 30% Urban Venues Attraction Transportation Hub: Regents Canal: Regents Park: Local Amenities:

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Scenario 12 Neighbor Similarity (%): 50% Neighbor condition: N3 (Von Neuman at D=1) Happy Cells Moving (%): 30% Urban Venues Attraction Transportation Hub: Regents Canal: Regents Park: Local Amenities:

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FABRICATIO

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ENGINEERING TIMBER Timber is one of our most traditional construction materials and has a key role to play on both sides of the net zero balance. Forest enhancement is seen by many governments as a crucial part of their emissions mitigation strategy, as trees absorb carbon from the atmosphere to grow. Timber is also less carbon intensive to manufacture, transport and erect than steel and concrete structures. Moreover, Timber is a readily available and highly sustainable building material undergoing a renaissance in the face of an increased focus on the environmental impact of building construction. As a natural cellular material, it is strong and light, making it easy to transport and erect. It can also be machined to very high tolerances. To realize all of these benefits we need to take full advantage of timber’s unique properties from the very start of a project. Starting with our project’s fabrication aspects, we analyzed excised timber constructions in different construction fields, as well as novel techniques for wood bending. After that we developed bended models by laminated timber with the usage of the CNC machine and the robotic arm.


CASE STUDY I: URNES STAVE CHURCH

Staves, 12th Century Stave construction uses solid walls of upright timber posts as a load-bearing component, without wattle and daub or other forms of infill panels. Construction therefore relies on plentiful supplies of timber. The wooden walls, which are raised off the ground by a masonry plinth, consist of posts or ‘staves’ rising from a horizontal sill beam at the base to the wall plates at the top, with vertical timbers between. In the Norwegian examples a complex jointing system was developed to ensure that the corner posts were securely fixed to the beams above and below, and the roofs were supported by elaborate trusses, usually with no ceiling beneath. These churches demonstrate some of the most advanced construction techniques of the Middle Ages.

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CASE STUDY II: URNES STAVE CHURCH

In a corner joint, the church follows a sort of lock and key logic; there exists an envelop connector that allows the plug in of multiple keys that join internally to initiate the lock.

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CORNER CONNECTIONS

The main vertical column is the envelope here, with the horizontal beams acting as primary keys that slot into each other, held by the envelope. There are also tertiary keys (roof structure) partially connecting atop the main structure.

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CASE STUDY II: URNES STAVE CHURCH

the way the Staves Church deals with Coplanar connections is through notching techniques that integrate each element into the other with 50% of it’s material volume where the join appears. This can further be subdivided if more than one join overlaps in the perpendicular axis.

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COPLANAR CONNECTIONS

This overlap insures provides more and more surface friction between the elements, keeping each other in place while maintaining their structural integrity (so long as they are connected) despite the loss in material.

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SPLICE CONNECTIONS

A splice connection is when two pieces with the same material direction connect in their shared parallel axis. it is usually maintained by a wedge or 3rd key connection to hold in place.

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These connections are used when material continuity is preferable over a change in direction that might weaken the structural integrity of the two combining elements.

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JOINT CONNECTIONS

A join is where two elements that are not coplanar at any varying degree are to be joined together in a branching topology. Joints usually require a wedge or notching action and is reliant on being held in with a wedge (or laminate).

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The benefits of joints are in its branching capacities, being able to project outward with multiple vectors in degrees (bifurcation+). Topologically though are less sturdy than Splice connections because of the directional change.

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STRUCTURAL PLIANCY

Compiled The integration of surface and structure is a unique and seamless property of timber. Layering thinner surfaces of timber, while attaching sections and releasing others allows for architectural elements to meld into one another.

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Exploded Hierarchy, Sequential Assembly, and variable manipulation all play a crucial part in the performance of timber. Understanding these metrics will ultimately allow designers to take advantage of this multifaceted material/work flow, giving benefits from speed of construction and ease of assembly to super efficient topology creation.

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CASE STUDY II: CLIPPER SHIP

Figure 27. Clipper Ship Isometric Section Source. mcjazz.fs2

Figure 28. Clipper Ship Technical Drawings Source. mcjazz.fs2

Clipper, 19th Century A clipper was a type of mid-19th-century merchant sailing ship, designed for speed. Clipper ships were mostly constructed in British and American shipyards, though France, Brazil, the Netherlands and other nations also produced some. The boom years of the clipper ship era began in 1843 as a result of a growing demand for a more rapid delivery of tea from China. It continued under the stimulating influence of the discovery of gold in California and Australia in 1848 and 1851, and ended with the opening of the Suez Canal in 1869.

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Hierarchical Assembly The Clipper’s assembly was layered, with its core structural element being it’s Keel. The primary skeletal frame is then steam bent and notched into the keel, to which all other panels and tertiary structures are then attached (forming the floors and enclosures). The sequential construction and manipulation of material directionality gives the ship’s structure strength where it is required, while also achieving a exterior shell with a low drag coefficient (high performance).

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CASE STUDY I: CLIPPER SHIP

Inner Chock

Mainframes

Lacing Piece

Cutwater Keel Apron

Keelion

Cripe Deadwood

Bow Here we see the cutting edge where all elements meet in the form’s slimmest point. The clipper’s form was derived from the observation of the low-drag properties of certain fish, like the mackerel. The connections between the structural elements of the ship would become more and more complex as the ship grew in size.

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Stern The rear of the ships profile is where the largest difference in section occurs, requiring drastic manipulation and very tight fittings to hold everything together. This was all to accommodate both the upper floor area along with the this surface area for the rudder-water contact. The Clipper emerged as one of the first military & cargo ships that implemented a rudder in the rear to steer through choppy waters.

Cart Frames

Mainframes

Stern-post

Keelion

Inner Stern-post

Deadwood Keel

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PROTOTYPING To reduce the material transportation time and environmental harm, we decided to use materials that can be easily nested and packed such as timbers sheets, metal sheets and foam blocks and manipulate them in situ through robotic fabrication techniques such as a timber bending, curve crease metal folding and foam hot wire cutting. As the main structural material we decided to use timber as one of the most sustainable and structural efficient materials.

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TIMBER BENDING METHODS

CLASSIC METHODS LAMINATING CURVES Natural progression from bandsawn curves is laminating multiple strips of wood together around a former. Laminating timber to produce curves requires more preparation and more time

+

LAMINATED TIMBER

Possibility of delamination Bendin without steam or humidity

BANDSAW CURVES

-

Possibility of delamination Time spending for lamination Usage of chemicals (i.e. glue) Necessity of forms and jigs

+

It is certainly one of the fastest, more straightforward methods of making curves, but without using material bending properties and limited by initial timber’s size

SOLID TIMBER

Rigidity Large dimension on short time

-

Hard to bend Limited by initial timbers dimension Necessity of forms and jigs

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HOT PIPE BENDING A way to create tight curves is by setting up a hot pipe and pulling timber around it This technique is low cost, easy to set up, but limited on free-form curves and material thickness.

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NOVEL - EXPERIMENTAL METHODS * Experimental methods will be further analyzed on the next pages

LAMINATED ACTIVE BENDING

KERF-CUTTING CURVES It is a technique for flexibility that is geometric and simple. It can become increasingly malleable as selective portions are removed, as long as the material can maintain its internal structure. However material lose rigidity.

Developed on ICD Stuttgard, researchers developed a method of bending - active lamination of robotically fabricated timber elements, integrating precision of robotic positioning and computational precalculation of distinctive elements. Reducing, by this, the fabrication time while maintaining the freedom of customization.

ZIPPERED WOOD BENDING

STEAM BENDING It is the easiest and most popular way to bend wood. Depending on the thickness of it, steam bending can be a lengthy process and requires a steaming machine.

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The research team developed a system of zippered wood elements (using robotic arms) in order to create non-orthogonal architectural assemblies with timber, by splitting long timber elements into half with a pattern and reassemble it after the bending.

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BENDING - ACTIVE LAMINATION OF ROBOTICALLY FABRICATED TIMBER ELEMENTS 6 Bahar Al Bahar, Abel Groenewolt, Oliver David Krieg, and Achim Menges Institute for Computational Design and Construction (ICD), University of Stuttgart, Germany

Figure 29. Wood Bending Source. Research Culture In Architecture

Figure 30. Wood Stacking Source. Research Culture In Architecture

[6] Leopold, Cornelie, Christopher Robeller, and Ulrike Weber. Research Culture In Architecture.(n.d. 2020): 89-97.

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Figure 31. Fabrication Method Source. Research Culture In Architecture

Figure 32. Library Source. Research Culture In Architecture

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BENDING FORCE STUDY

8N 7N 6N 5N 4N 3N 2N 8N

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Maximum bending

to test the effect of bending on pressure between lamellae force-sensitive resistors were placed between two lamellae of 4 mm thickness to monitor the results of unequal lengthening. The pressure distribution was visually represented as a curve so that the measurements could easily be observed during the bending process. The measurements show that, as expected, pressure between the lamellae gradually increases while the robot effector causes the lamellae to bend.

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BENDING METHOD

Notching Bent Wood Our fabrication technique uses elastic bending as both a forming and a clamping process for robotically fabricating curved laminated timber elements. Bending a stack of wooden lamellae that is constrained at its endpoints cause differentiated shortening and lengthening, resulting in pressure between the lamellae. This pressure allows for glue-based lamination without the need for external clamping. This process makes use of the embedded forces resulting from bending, the ability to digitally precomputed lengths and positions of wood lamellae, as well as the capability to precisely re-create these positions using an industrial robot arm.

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FABRICATION METHOD

Wood Bending Simulation As the robotic fabrication process does not require the use of any jigs or clamps, a large range of three-dimensional elastic shapes can be created without incurring additional cost or complexity. In comparison, this approach provides a different approach to forming and pressing, both of which become automated and integrated. The integration between the precision of robotic positioning and the computational calculation of distinctive elements allows the creation of unique components without increased complexity or extra processes or resources. As a result, fabrication time is reduced while maintaining the freedom of customization. Additionally, by alternating the lengths of the lamellae, finger joints can be created at the ends of the elements so the connection between two or more components can be achieved easily.

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BENDING THE LINE7 Blair Satterfield, Alexander Preiss, Derek Mavis, Graham Entwistle/ The University of British Columbia Mark Swackhamer / Houminn Practice Mathew Hayes / University of Colorado

Figure 33. Zippered Wood Source. Fabricate 2020

[7] Burry, Jane, Jenny Sabin, Bob Sheil, and Marilena Skavara. 2020. “Fabricate 2020 “Making Resilient Architecture””. (London: UCL Press): 58-65.

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Figure 34. Joinery System Source. Fabricate 2020

Figure 35. Assembly Steps Source. Fabricate 2020

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Kerfing cutting Kerfing – Kerf-Cutting technique, describes the act of making repeated parallel shallow cuts through a solid block to allow that modified block to bend. In order to follow the prediscribed form, we followed the paradigm of the zipped timber, where the two CNCed timber part push each other and construct a strong and defined timber block that can be bended in one direction. However this technique has some specific challenges. First, the depth of the cuts affects the wood’s ability to bend. Too much wood left at the thinnest point of a give “valley” would crack due to material stifness. Too little wood would fail due to weakness. Moving forward with that 2D bending technique that can generate only planar components, we figured out that by inserting differentiation on the third dimension can cause twisting on the timber block. With that method we can achieve light frame constructions with wood that are flexible, adaptable, cheap, renewable, and requires little skill to assemble.


2D Zipper Bending

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Twist Augmented Zipper Bending

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Compound Zipper Structure

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BUILDING UP

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PHYSICAL MODEL

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VARIOUS ANGLE STUDIES

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ASSEMBLED PHYSICAL MODEL

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JOINT DETAIL

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REFERENCE

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ES


BIBLIOGRAPHY

Adamatzky, A. and Jeff J. 2010. “Road planning with slime mold: If physarum built motorways it would route M6/M74 through Newcastle”. International Journal Of Bifurcation And Chaos 20 (10): 3065-3084. doi:10.1142/s0218127410027568. Burry, Jane, Jenny Sabin, Bob Sheil, and Marilena Skavara. 2020. “Fabricate 2020 “Making Resilient Architecture””. (London: UCL Press): 58-65. Evans, Graeme.” Living in the City. Mixed use and quality of life”. (November 2014):16. https://doi.org/10.1002/9781118539415.wbwell060. Leopold, Cornelie, Christopher Robeller, and Ulrike Weber. n.d. 2020. Research Culture In Architecture. p 89-97. Mayer, Igor S. “The Gaming of Policy and the Politics of Gaming: A Review.” Simulation & Gaming 40, no. 6 (February 2009): 852. https://doi. org/10.1177/1046878109346456. Menchik, D. (2017) “Tethered Venues: Discerning Distant Influences on a FieldSite.” Sociological Methods and Research. Mella, Piero. 2008. “Observing Collectivities: The Combinatory Systems Approach In Social Sciences”. The International Journal Of Interdisciplinary Social Sciences: Annual Review 3 (1): 213-224. doi:10.18848/18331882/cgp/v03i01/52499. Tan, Ekim. “Negotiation and Design for the Self Organizing City. Gaming as a method for Urban Design”.(A+BE, 2014): 135.

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FIGURE SOURCES

Figure 01-02-03 Sidewalk Toronto.MIDP_Volume0 (January 24, 2019):122. https://storage.googleapis.com/sidewalk-toronto-ca/wp-content/uploads/2019/06/23135500/MIDP_Volume0.pdf. Figure 04 Sidewalk Toronto.MIDP_Volume2 (January 24, 2019):130. https:// storage.googleapis.com/sidewalk-toronto-ca/wp-content/uploads/2019/09/03162119/ MIDP-Volume-2-Chapter-2-Public-Realm-Accessible.pdf Figure 05 “NEWS.” BIG. Accessed April 21, 2020. https://big.dk/#projects-twc.

Figure 06 “The Bronx Station” July 18,2020. https://www.dezeen. com/2016/02/01/big-bjarke-ingles-new-york-police-department-stationnypd-bronx/ Figure 07 “The Farmhouse.” precht.at. Accessed April 21, 2020. https://www. precht.at/the-farmhouse/. Figure 08 KISHO KUROKAWA. Accessed April 22, 2020. https://www.kisho.co.jp/ page/211.html. Figure 09-10 Adey, Siufan. “Lianjie Wu Designs Affordable Homes That Are Deliberately Left Unfinished.” Dezeen, June 24, 2019. https://www.dezeen.com/2019/06/03/ deliberately-unfinished-affordable-housing-by-lianjie-wu-mini-living-video/.

Figure 11-12 “Colonade” Paul Rudolph. Accessed July 16,2020. https:// www.paulrudolphheritagefoundation.org/198001-colonnade Figure 13-14 “The Urban Village Project.” The Urban Village Project. Accessed

April 21,2020. https://www.urbanvillageproject.com/. Figure 15 James. “Dasymetric Map of London’s Population Density, 2011.” James Gleeson, January 23, 2013. https://jamesjgleeson.wordpress.com/2013/01/23/dasymetric-map-of-londons-population-density-20A11/. Figure 16-17-18 emu. Accessed April 21, 2020. https://emu-analytics.maps. arcgis.com/apps/View/index.html?appid=a69b6f69271d4065b58fe9b3309fbd9b&extent=-0.5362,51.3439,0.3627,51.6738. Figure 19 Alex. “London Transport Travel Times.” Vivid Maps, June 19, 2015. https://vividmaps.com/london-transport-travel-times/. Figure 20 Rmholdsworth. “Mapped: The Decline Of London’s Housing Affordability.”Londonist, November 4, 2014. https://londonist.com/2014/11/mapped-the-decline-of-londons-housing-affordability. Figure 21 Tan, Ekim. “Negotiation and Design for the Self Organizing City. Gaming as a method for Urban Design”.(A+BE, 2014): 247-248. Figure 22 Tan, Ekim. “Negotiation and Design for the Self Organizing City. Gaming as a method for Urban Design”.(A+BE, 2014): 306-314. Figure 23 “Sky Line” Accessed August 16, 2020. https://forum.paradoxplaza.com. Figure 24 “CryptoVoxels” Accessed August 16, 2020. https://CryptoVoxels.com. Figure 25 “Town Scaper” Accessed August 16, 2020. https://steamcommunity. com/app/1291340/screenshots/ Figure 26 “SimCity: Builtit” Accessed August 16, 2020. https://www.ea.com/ games/simcity/simcity-buildit?isLocalized=true Figure 27-28 Clipper Ship Plans. Accessed April 22, 2020. http://mcjazz.f2s. com/ClipperShipPlans.htm. Figure 29-30-31-32 Leopold, Cornelie, Christopher Robeller, and Ulrike Weber. n.d. 2020. Research Culture In Architecture. p 89-97. Figure 33-34-35 Burry, Jane, Jenny Sabin, Bob Sheil, and Marilena Skavara. 2020.“Fabricate 2020 “Making Resilient Architecture””. (London: UCL Press): 58-65.


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