2015 Portfolio

Page 1

ISAAC SOUTHARD Yale University School of Architecture Master of Architecture II 2016 Degree Candidate


Isaac Southard

ISAAC SOUTHARD isaac.southard@yale.edu 108 Dwight Street, Apt. 34 New Haven, CT 06511 484.554.1336

02


Isaac Southard

ISAAC SOUTHARD isaac.southard@yale.edu 108 Dwight Street, Apt. 34 New Haven, CT 06511 484.554.1336

02


Isaac Southard

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TABLE OF CONTENTS 2014-2015 Academic Works

01

Boston City Hall Boston, Massachusetts Edward Mitchell + Aniket Shahane 09-12.2014

Pg. 04

02

Cutting, Bending, Folding New Haven, Connecticut John Eberhart 09-10.2014

Pg. 23

03

Surface, Depth, Aperature New Haven, Connecticut John Eberhart w/Partners Eunil Cho + Karl Karam 10-11.2014

Pg. 30

04

Smart Components: Arduino Workshop New Haven, Connecticut John Eberhart w/Partner Jared Abraham 11-12.2014

Pg. 39

05

Unreal City City of London, United Kingdom Niall McLaughlin + Andrew Benner 01-05.2015

Pg. 43

06

Analytical Drawing: Pilazzo Farnese New Haven, Connecticut Rome Program 03.2015

Pg. 67

07

Writing on Architecture New Haven, Connecticut Carter Wiseman 01-05.2015

Pg. 69

08

The Chair New Haven, Connecticut Timothy Newton 01-05.2015

Pg. 70


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03

TABLE OF CONTENTS 2014-2015 Academic Works

01

Boston City Hall Boston, Massachusetts Edward Mitchell + Aniket Shahane 09-12.2014

Pg. 04

02

Cutting, Bending, Folding New Haven, Connecticut John Eberhart 09-10.2014

Pg. 23

03

Surface, Depth, Aperature New Haven, Connecticut John Eberhart w/Partners Eunil Cho + Karl Karam 10-11.2014

Pg. 30

04

Smart Components: Arduino Workshop New Haven, Connecticut John Eberhart w/Partner Jared Abraham 11-12.2014

Pg. 39

05

Unreal City City of London, United Kingdom Niall McLaughlin + Andrew Benner 01-05.2015

Pg. 43

06

Analytical Drawing: Pilazzo Farnese New Haven, Connecticut Rome Program 03.2015

Pg. 67

07

Writing on Architecture New Haven, Connecticut Carter Wiseman 01-05.2015

Pg. 69

08

The Chair New Haven, Connecticut Timothy Newton 01-05.2015

Pg. 70


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BOSTON CITY HALL / RESONANT CHAMBERS Boston, Massachusetts Ed Mitchell + Aniket Shahane 08-12.2014

01

The studio asked complex questions about the nature of the contemporary city: What is the city? Does the city have a form? What are the city limits? What is public space? With these questions in mind the studio proposed new city halls in Boston Massachusetts using the original 1961 program as the basis for programmatic content. Resonant Chambers reads Boston as a city with a multiplicity of identities and centers. Instead of association with a singular urban context, Bostonians associate identity with the neighborhoods in which they live: Fenway, the Back Bay, Beacon Hill, the West End, the North End, Chinatown, the South End, Bay Village, Roxbury, Dorchester, Allston, Brookline, Jamaica Plain. Each neighborhood exhibits a distinct sense of place and contributes to the decentered nature of the formal city center, Boston City Hall. Resonant Chambers seeks to embody a multivalent and decentered architecture like that of the contemporary city. Furthermore, the proposal aspires to transform the physical framework of the City Hall such that the bureaucratic and political processes integrate with the public realm.

01 Bar Study Models, White Foam, 1”=50’ 02 Boston City Hall Council Rendering

The first move, at the scale of the city, proposes a linear bar building at the eastern edge of the site that shapes a figural space, a square, at the city’s center. The second move, at the scale of the street, fragments the building into a series of vertical “neighborhoods” which correspond with specific programmatic groupings. Courtyards are elevated within the façade between the programmatic “neighborhoods,” just like the way in which City Hall Center exists in the interstitial space between the West End, the North End and Chinatown. The final move within the building is a linear promenade that connects the courtyards, “neighborhoods”, and square to the city at large. By limiting the City Hall to an edge condition, the city center resonants the autonomy and identity of the individual neighborhoods within Boston. By shaping a figural space at the cities center the City Hall allows the people take center stage and the space for civic functions to occur in an otherwise dense and meandering urban fabric.

02


Isaac Southard

04

BOSTON CITY HALL / RESONANT CHAMBERS Boston, Massachusetts Ed Mitchell + Aniket Shahane 08-12.2014

01

The studio asked complex questions about the nature of the contemporary city: What is the city? Does the city have a form? What are the city limits? What is public space? With these questions in mind the studio proposed new city halls in Boston Massachusetts using the original 1961 program as the basis for programmatic content. Resonant Chambers reads Boston as a city with a multiplicity of identities and centers. Instead of association with a singular urban context, Bostonians associate identity with the neighborhoods in which they live: Fenway, the Back Bay, Beacon Hill, the West End, the North End, Chinatown, the South End, Bay Village, Roxbury, Dorchester, Allston, Brookline, Jamaica Plain. Each neighborhood exhibits a distinct sense of place and contributes to the decentered nature of the formal city center, Boston City Hall. Resonant Chambers seeks to embody a multivalent and decentered architecture like that of the contemporary city. Furthermore, the proposal aspires to transform the physical framework of the City Hall such that the bureaucratic and political processes integrate with the public realm.

01 Bar Study Models, White Foam, 1”=50’ 02 Boston City Hall Council Rendering

The first move, at the scale of the city, proposes a linear bar building at the eastern edge of the site that shapes a figural space, a square, at the city’s center. The second move, at the scale of the street, fragments the building into a series of vertical “neighborhoods” which correspond with specific programmatic groupings. Courtyards are elevated within the façade between the programmatic “neighborhoods,” just like the way in which City Hall Center exists in the interstitial space between the West End, the North End and Chinatown. The final move within the building is a linear promenade that connects the courtyards, “neighborhoods”, and square to the city at large. By limiting the City Hall to an edge condition, the city center resonants the autonomy and identity of the individual neighborhoods within Boston. By shaping a figural space at the cities center the City Hall allows the people take center stage and the space for civic functions to occur in an otherwise dense and meandering urban fabric.

02


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BOSTON CITY HALL SITE

05


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BOSTON CITY HALL SITE

05


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CHARLESTOWN

CAMBRIDGE

BOSTON URBAN ANALYSIS

F

01

02

G

NORTHEND

WEST END I

1950

A

E

A

L

H

N

BEACON HILL

WATERFRONT

D

D

L

C

C

FINANCIAL DISTRICT

B

K K

G

J I

MIDTOWN

2000

BOSTON COMMON

B

H M

CHINATOWN

J

SEAPORT

BACK BAY SOUTH END

2050

01 Boston City Center chronology 02 Boston Mind Map


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CHARLESTOWN

CAMBRIDGE

BOSTON URBAN ANALYSIS

F

01

02

G

NORTHEND

WEST END I

1950

A

E

A

L

H

N

BEACON HILL

WATERFRONT

D

D

L

C

C

FINANCIAL DISTRICT

B

K K

G

J I

MIDTOWN

2000

BOSTON COMMON

B

H M

CHINATOWN

J

SEAPORT

BACK BAY SOUTH END

2050

01 Boston City Center chronology 02 Boston Mind Map


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INSTANT CITY HALL STUDIES

Concept Models, 1/32”=1’-0”, Paper, Basswood, Foam, Chipboard

07


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INSTANT CITY HALL STUDIES

Concept Models, 1/32”=1’-0”, Paper, Basswood, Foam, Chipboard

07


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08 01a

02a

03a

04a

05a

01b

02b

03b

04b

05b

06a

07a

08a

09a

10a

06b

07b

08b

09b

10b

CITY HALL + PUBLIC SPACE PRECEDENTS

01a Boston City Hall (Current) 01b Copley Square, Boston 02a Philadelphia City Hall 02b Rittenhouse Square, Philadelphia 03a New York City City Hall 03b Washington Square, New York City 04a Chicago City Hall 04b Millenium Park, Chicago 05a San Francisco City Hall 05b Federal Building Plaza, San Francisco 06a London City Hall, United Kindgom 06b Trafalgar Square, London, United Kingdom 07a Paris City Hall, France 07b The Centre Pompidou, Paris, France 08a Commune di Venizia, Venice, Italy 08b Piazza San Marco, Venice, Italy 09a Madrid City Hall, Spain 09b Plaza Mayor, Madrid, Spain 10a Tokyo City Hall, Japan 10b Shibuya Square, Tokyo, Japan


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08 01a

02a

03a

04a

05a

01b

02b

03b

04b

05b

06a

07a

08a

09a

10a

06b

07b

08b

09b

10b

CITY HALL + PUBLIC SPACE PRECEDENTS

01a Boston City Hall (Current) 01b Copley Square, Boston 02a Philadelphia City Hall 02b Rittenhouse Square, Philadelphia 03a New York City City Hall 03b Washington Square, New York City 04a Chicago City Hall 04b Millenium Park, Chicago 05a San Francisco City Hall 05b Federal Building Plaza, San Francisco 06a London City Hall, United Kindgom 06b Trafalgar Square, London, United Kingdom 07a Paris City Hall, France 07b The Centre Pompidou, Paris, France 08a Commune di Venizia, Venice, Italy 08b Piazza San Marco, Venice, Italy 09a Madrid City Hall, Spain 09b Plaza Mayor, Madrid, Spain 10a Tokyo City Hall, Japan 10b Shibuya Square, Tokyo, Japan


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PROGRAM ANALYSIS

SITE

SITE

774,000 sf (Total) 774,000 sf (Total) 442,000 sf (Actual) 442,000 sf (Actual)

NEW

25,000 sf

NEW BASE 25,000 sf

104,000 sf

BASE BAR 104,000 sf

390,000 sf

BAR

PARAMETERS PARAMETERS

390,000 sf

Floor Height Limits Floor Height Limits 12’ Minimum 12’ Minimum 15’ Maximum 15’ Maximum

Includes: Includes: 226,000 sf Admin Private 226,000 sf Admin Private 84,000 sf Admin Public 84,000 sf Admin Public 39,000 sf Symbolic 39,000 sf Symbolic 39,000 sf “Void” 39,000 sf “Void”

SCALE

SCALE

A

A

B

B

C

C

D

D

E

E

F

F

G

G

Floor Depth Limits 20’ Minimum 50’ Maximum

Floor Depth Limits 20’ Minimum 50’ Maximum

H

H

Floor: 30’x400’ = 12,000 Floor: sf30’x400’ = 12,000 sf = 16,000 Floor: 40’x400’ Floor: sf40’x400’ = 16,000 sf = 17 Floor: 40’x550’ Floor: sf40’x550’ = 22,000 sf = 24,000 Floor: 30’x200’ = 6,000 Floor:sf 30’x200’ = 6,000 sf Floor: 30’x300’ = 9,000 Floor:sf 30’x300’ = 9,000 sf Floor: 50’x350’ Floor: ,500 sf50’x350’ Floor: = 17,500 40’x500’ sf = 20,000 Floor: sf40’x500’ = 20,000 sf = 22,000 Floor: 40’x600’ Floor: sf40’x600’ = 24,000 sf Stories: 32 Stories Stories: 32 Stories Stories: 24 Stories Stories: 24 Stories Stories: 17 Stories Stories: 17 Stories Stories: 65 Stories Stories: 65 Stories Stories: 43 Stories Stories: 43 Stories Stories: 22 Stories Stories: 22 Stories Stories: 20 Stories Stories: 20 Stories Stories: 16 Stories Stories: 16 Stories Height: 380’-480’ Height: 380’-480’ Height: 290’-360’ Height: 290’-360’ Height: 200’-255’ Height: 200’-255’ Height: 780’-975’ Height: 780’-975’ Height: 520’-645’ Height: 520’-645’ Height: 265’-330’ Height: 265’-330’ Height: 240’-300’ Height: 240’-300’ Height: 190’-240’ Height: 190’-240’

ROTATION ROTATION 1

1

Rotation: 90°

Rotation: 90°

2

2

Rotation: 5°

Rotation: 5°

3

3

Rotation: 36°

Rotation: 36°


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PROGRAM ANALYSIS

SITE

SITE

774,000 sf (Total) 774,000 sf (Total) 442,000 sf (Actual) 442,000 sf (Actual)

NEW

25,000 sf

NEW BASE 25,000 sf

104,000 sf

BASE BAR 104,000 sf

390,000 sf

BAR

PARAMETERS PARAMETERS

390,000 sf

Floor Height Limits Floor Height Limits 12’ Minimum 12’ Minimum 15’ Maximum 15’ Maximum

Includes: Includes: 226,000 sf Admin Private 226,000 sf Admin Private 84,000 sf Admin Public 84,000 sf Admin Public 39,000 sf Symbolic 39,000 sf Symbolic 39,000 sf “Void” 39,000 sf “Void”

SCALE

SCALE

A

A

B

B

C

C

D

D

E

E

F

F

G

G

Floor Depth Limits 20’ Minimum 50’ Maximum

Floor Depth Limits 20’ Minimum 50’ Maximum

H

H

Floor: 30’x400’ = 12,000 Floor: sf30’x400’ = 12,000 sf = 16,000 Floor: 40’x400’ Floor: sf40’x400’ = 16,000 sf = 17 Floor: 40’x550’ Floor: sf40’x550’ = 22,000 sf = 24,000 Floor: 30’x200’ = 6,000 Floor:sf 30’x200’ = 6,000 sf Floor: 30’x300’ = 9,000 Floor:sf 30’x300’ = 9,000 sf Floor: 50’x350’ Floor: ,500 sf50’x350’ Floor: = 17,500 40’x500’ sf = 20,000 Floor: sf40’x500’ = 20,000 sf = 22,000 Floor: 40’x600’ Floor: sf40’x600’ = 24,000 sf Stories: 32 Stories Stories: 32 Stories Stories: 24 Stories Stories: 24 Stories Stories: 17 Stories Stories: 17 Stories Stories: 65 Stories Stories: 65 Stories Stories: 43 Stories Stories: 43 Stories Stories: 22 Stories Stories: 22 Stories Stories: 20 Stories Stories: 20 Stories Stories: 16 Stories Stories: 16 Stories Height: 380’-480’ Height: 380’-480’ Height: 290’-360’ Height: 290’-360’ Height: 200’-255’ Height: 200’-255’ Height: 780’-975’ Height: 780’-975’ Height: 520’-645’ Height: 520’-645’ Height: 265’-330’ Height: 265’-330’ Height: 240’-300’ Height: 240’-300’ Height: 190’-240’ Height: 190’-240’

ROTATION ROTATION 1

1

Rotation: 90°

Rotation: 90°

2

2

Rotation: 5°

Rotation: 5°

3

3

Rotation: 36°

Rotation: 36°


Isaac Southard

BAR STUDIES

Bar Study Models, White Foam, 1/50” = 1’-0”

10


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BAR STUDIES

Bar Study Models, White Foam, 1/50” = 1’-0”

10


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Elevation Development

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Elevation Development

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MID-REVIEW PRESENTATION

Aerial, 1/50”=1’-0”, Walnut, Basswood, & Acrylic

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MID-REVIEW PRESENTATION

Aerial, 1/50”=1’-0”, Walnut, Basswood, & Acrylic

12


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01

01 West Elevation, 1/50” = 1’-0”, Walnut, Basswood, & Acrylic 02 East Elevation, 1/50”=1’-0”, Walnut, Basswood, & Acrylic

02


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01

01 West Elevation, 1/50” = 1’-0”, Walnut, Basswood, & Acrylic 02 East Elevation, 1/50”=1’-0”, Walnut, Basswood, & Acrylic

02


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01

Street Views, 1/50”=1’-0”, Walnut & Basswood 01 Cambridge Street 02 Washington Street 03 Congress Street 04 Hanover Stret 05 Cambridge Street

02

03

04

05


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01

Street Views, 1/50”=1’-0”, Walnut & Basswood 01 Cambridge Street 02 Washington Street 03 Congress Street 04 Hanover Stret 05 Cambridge Street

02

03

04

05


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BOSTON CITY HALL PROPOSAL

Aerial, Final Model, Walnut, Bass Wood, and 3D Print

15


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BOSTON CITY HALL PROPOSAL

Aerial, Final Model, Walnut, Bass Wood, and 3D Print

15


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16 Promenade

Courtyards

Cores

Floor Plates

Columns 03 01

Void

Neighborhoods

Square

Landscape

New Existing

02

Axis + Orientation

Urban Wall

01 View from Quincy Market, Final Model, 1/50”=1’-0”, Walnut, Basswood, & 3D Print 02 View from Faneuil Hall, Photograph Collage 02 Axonometric


Isaac Southard

16 Promenade

Courtyards

Cores

Floor Plates

Columns 03 01

Void

Neighborhoods

Square

Landscape

New Existing

02

Axis + Orientation

Urban Wall

01 View from Quincy Market, Final Model, 1/50”=1’-0”, Walnut, Basswood, & 3D Print 02 View from Faneuil Hall, Photograph Collage 02 Axonometric


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02

01

01 N-S Section Through Cafe & Subway 02 N-S Section Through City Hall

N 0’

32’

64’

128’


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02

01

01 N-S Section Through Cafe & Subway 02 N-S Section Through City Hall

N 0’

32’

64’

128’


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US Internal Revenue Services

LNI

Congress Street

JFK Federal Building

Holocaust Memorial

Lobby

Kiosk

Lobby

North Street

Licenses Reception Gallery

Cafe

Faneuil Hall Marketplace Subway Entry T

Lobby Faneuil Hall Samuel Adams Statue

Building

Cambridge Street

Samuel Adams Bar

Lubin & Meyer PC

Tedd’s Tobacco Shop

Tedd’s Tobacco Shop

Court Street

Tremont Street

Site Plan

Ames Boston Hotel

N 0’

32’

64’

128’


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US Internal Revenue Services

LNI

Congress Street

JFK Federal Building

Holocaust Memorial

Lobby

Kiosk

Lobby

North Street

Licenses Reception Gallery

Cafe

Faneuil Hall Marketplace Subway Entry T

Lobby Faneuil Hall Samuel Adams Statue

Building

Cambridge Street

Samuel Adams Bar

Lubin & Meyer PC

Tedd’s Tobacco Shop

Tedd’s Tobacco Shop

Court Street

Tremont Street

Site Plan

Ames Boston Hotel

N 0’

32’

64’

128’


C B

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A

19

25’ 25’

of the Mayor

1 30’

2

3

Department of the Mayor 4 Neighborhood Meeting Room

5

02

01 Sky Lobby 6

Library 7

8

Public Works Department 9

10

11

City Hall Stage

12

14 13

15

16 Public Contact Department

17

Auditorium

18

19 Sky Lobby

20

Canteen

21

22

23

City Council Chamber 24

01 Promenade Plan, +64’ 02 Typical Office Floor

N 0’

16’

32’

64’


C B

Isaac Southard

A

19

25’ 25’

of the Mayor

1 30’

2

3

Department of the Mayor 4 Neighborhood Meeting Room

5

02

01 Sky Lobby 6

Library 7

8

Public Works Department 9

10

11

City Hall Stage

12

14 13

15

16 Public Contact Department

17

Auditorium

18

19 Sky Lobby

20

Canteen

21

22

23

City Council Chamber 24

01 Promenade Plan, +64’ 02 Typical Office Floor

N 0’

16’

32’

64’


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SECTION MODEL

Section Model, Walnut, Basswood, Cardboard, White Card, & 3D Print, 1/16”=1’-0”

20


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SECTION MODEL

Section Model, Walnut, Basswood, Cardboard, White Card, & 3D Print, 1/16”=1’-0”

20


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Boston City Hall from Subway Entry

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Boston City Hall from Subway Entry

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Boston City Hall Square from Stage

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Boston City Hall Square from Stage

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CUTTING, BENDING, FOLDING New Haven, Connecticut John Eberhart 09-10.2014

01

Cutting, Bending, Folding explores aesthetics and form through an iterative feedback loop utilizing digital programs and physical models. 3D designs in Rhino are output, digitally cut, then assembled through bending and folding by hand. Digital to analog to digital back to analog. The process is cyclical. My project employs the hexagon as a base geometry through which formal variations are explored. Lofting, splitting, twisting, rotating, and other procedures are performed. The final assembly is constructed piece by piece out of a total of thirty nine individual cutouts. Each cutout is numbered and assembled in order. The piece suggests an architecture, a structure, or a variated topography. This project could be continued at larger scales and with more robust materials. It could be a roofscape, it could be a series of rooms lit from above.

01 Assembling Units 02 Final Assembly

02


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CUTTING, BENDING, FOLDING New Haven, Connecticut John Eberhart 09-10.2014

01

Cutting, Bending, Folding explores aesthetics and form through an iterative feedback loop utilizing digital programs and physical models. 3D designs in Rhino are output, digitally cut, then assembled through bending and folding by hand. Digital to analog to digital back to analog. The process is cyclical. My project employs the hexagon as a base geometry through which formal variations are explored. Lofting, splitting, twisting, rotating, and other procedures are performed. The final assembly is constructed piece by piece out of a total of thirty nine individual cutouts. Each cutout is numbered and assembled in order. The piece suggests an architecture, a structure, or a variated topography. This project could be continued at larger scales and with more robust materials. It could be a roofscape, it could be a series of rooms lit from above.

01 Assembling Units 02 Final Assembly

02


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OPERATIONS

Hexagon

Array

Hexagon x 3

Shift X

Loft

Shift Y

Scale

Split

Loft


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OPERATIONS

Hexagon

Array

Hexagon x 3

Shift X

Loft

Shift Y

Scale

Split

Loft


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Cut-Outs

25


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Cut-Outs

25


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ASSEMBLY

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ASSEMBLY

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PROTOTYPE

01

01 3D Model 02 Assembled Form

02


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PROTOTYPE

01

01 3D Model 02 Assembled Form

02


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SURFACE, DEPTH, APERATURE New Haven, Connecticut John Eberhart w/Partners Eunil Cho + Karl Karam 10-11.2014

01

Surface, Depth & Aperature was a crash course in large format CNC milling and 3D printing. The final product was to be a 24”x24”x4” tile incorporating both processes. Pattern, light, connection, and fabrication were key issues to consider. The piece was to be 3D modeled in Rhino utilizing the Grasshopper plugin. My partners and I were interested in using simple polygonal shapes that mutate across a surface. We were also interested in using a grid to register the transformation. I lead the development of the milled portion of the model utilizing Rhino and Grasshopper. I worked with my partners to assist in the 3D printed portions of the model and the concepts for the renderings.

01 CNC Mill 02 3D Model 03 Concept Rendering. New York, NY

02

03


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SURFACE, DEPTH, APERATURE New Haven, Connecticut John Eberhart w/Partners Eunil Cho + Karl Karam 10-11.2014

01

Surface, Depth & Aperature was a crash course in large format CNC milling and 3D printing. The final product was to be a 24”x24”x4” tile incorporating both processes. Pattern, light, connection, and fabrication were key issues to consider. The piece was to be 3D modeled in Rhino utilizing the Grasshopper plugin. My partners and I were interested in using simple polygonal shapes that mutate across a surface. We were also interested in using a grid to register the transformation. I lead the development of the milled portion of the model utilizing Rhino and Grasshopper. I worked with my partners to assist in the 3D printed portions of the model and the concepts for the renderings.

01 CNC Mill 02 3D Model 03 Concept Rendering. New York, NY

02

03


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CONCEPTS

Base Geometry

Transformation

Field


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CONCEPTS

Base Geometry

Transformation

Field


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PROGRAMMING

1. Associate Surface with Point Field, Use Slider to Define # of Points

2. Subdivide Surface into Point Grid

(Line Command for Graphic Representation)

6. Field Input (Generates Polygons)

8. Generate Variable Polygonal Field

02

01

1. Associate Surface with Point Field, Use Slider to Define # of Points

2. Subdivide Surface into Point Grid

(Line Command for Graphic Representation)

6. Field Input (Generates Polygons)

8. Generate Variable Polygonal Field

10...

3

3. Define Attractor Point

4. Calculate Distance Between Attractor Point and Grid Point, Divide

generate topograhy using grasshopper

01 Grasshopper 02 Rhinoceros

5. Divide Distance by Factor to generate # of Polygon Sides

9. Slider Defines Size of Polygon Radius

3. Define Attractor Point

4. Calculate Distance Between Attractor Point and Grid Point, Divide

generate topograhy using grasshopper

5. Divide Distance by Factor to generate # of Polygon Sides

9. Slider Defines Size of Polygon Radius

10. AREA FOR FABRICATION!


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PROGRAMMING

1. Associate Surface with Point Field, Use Slider to Define # of Points

2. Subdivide Surface into Point Grid

(Line Command for Graphic Representation)

6. Field Input (Generates Polygons)

8. Generate Variable Polygonal Field

02

01

1. Associate Surface with Point Field, Use Slider to Define # of Points

2. Subdivide Surface into Point Grid

(Line Command for Graphic Representation)

6. Field Input (Generates Polygons)

8. Generate Variable Polygonal Field

10...

3

3. Define Attractor Point

4. Calculate Distance Between Attractor Point and Grid Point, Divide

generate topograhy using grasshopper

01 Grasshopper 02 Rhinoceros

5. Divide Distance by Factor to generate # of Polygon Sides

9. Slider Defines Size of Polygon Radius

3. Define Attractor Point

4. Calculate Distance Between Attractor Point and Grid Point, Divide

generate topograhy using grasshopper

5. Divide Distance by Factor to generate # of Polygon Sides

9. Slider Defines Size of Polygon Radius

10. AREA FOR FABRICATION!


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OUTPUT LINEWORK

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OUTPUT LINEWORK

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OPERATIONS

01

02

03

04

05

06

01 “Baked” Vectors from Grasshopper 02 Extrude Primary Vectors 03 Boolean Negative 04 Scale 05 Extrude Soft Edge Minor Vectors 06 Final Boolean Subtraction


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OPERATIONS

01

02

03

04

05

06

01 “Baked” Vectors from Grasshopper 02 Extrude Primary Vectors 03 Boolean Negative 04 Scale 05 Extrude Soft Edge Minor Vectors 06 Final Boolean Subtraction


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01a

01b

02a

02b

OUTPUT MODELS

01a Top Mill Rhino Form 01b madCAD Top Mill Tool Path 02a Bottom Mill Rhino Form 02b madCAD Bottom Mill Tool Path


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01a

01b

02a

02b

OUTPUT MODELS

01a Top Mill Rhino Form 01b madCAD Top Mill Tool Path 02a Bottom Mill Rhino Form 02b madCAD Bottom Mill Tool Path


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3D PRINT GEOMETRY

Base Polygon

Loft & Manipulation

Abstracted Polygon

3D Forms for 3D Printer


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3D PRINT GEOMETRY

Base Polygon

Loft & Manipulation

Abstracted Polygon

3D Forms for 3D Printer


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MILLED FOAM + 3D PRINT ASSEMBLY

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MILLED FOAM + 3D PRINT ASSEMBLY

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PROTOTYPE SCREEN RENDERING

The Seagram Building, New York, NY

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PROTOTYPE SCREEN RENDERING

The Seagram Building, New York, NY

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SMART COMPONENTS: ARDUINO WORKSHOP New Haven John Eberhart w/Partner Jared Abraham 11-12.2014

01

Arduino Workshop explored the potential for interactive architectural installations combining innovative material assemblies and smart components. The course intent was to create designs for specific interior spaces or universal architectural applications. There were no limitations placed on materials, scale or type of smart components to be used. However, emphasis was placed on simple input/output strategies so that the design of the architectural assemblies could be as complex as possible. The workshop required developing and writing code for an installation and a budget limited to two hundred dollars.

01 Paper Mockup 02 Arduino Installation, Detail Photograph

My partner and I were interested in the work of Erwin Hauer and Iris van Herpen. Their work, while distinct in its material qualities, employs complex three dimensional patterns and interwoven continuous surfaces. We appreciated these qualities and studied their work as precedents for our installation. As can be seen in the photograph at left, we used simple paper mockups and experimented with various aperatures, shapes and incision patterns to achieve a dynamic play of light and shadow on and between two planes.

We were drawn to the idea of window screens as a potential universal architectural application and wanted to challenge the normative notion that screens be both static and non-graphic. Our installation utilizes photo-sensors and a basic script to control a 180-degree servo motor. We designed and built an armature that held all of the components and controlled the degree of rotation and thus percentage openness of the screen. For the final installation we used orange taurpaulin fabric and a tangent die machine to cut the perforations and incisions in the material. The installation was installed in a window in Rudolf Hall.

02


Isaac Southard

39

SMART COMPONENTS: ARDUINO WORKSHOP New Haven John Eberhart w/Partner Jared Abraham 11-12.2014

01

Arduino Workshop explored the potential for interactive architectural installations combining innovative material assemblies and smart components. The course intent was to create designs for specific interior spaces or universal architectural applications. There were no limitations placed on materials, scale or type of smart components to be used. However, emphasis was placed on simple input/output strategies so that the design of the architectural assemblies could be as complex as possible. The workshop required developing and writing code for an installation and a budget limited to two hundred dollars.

01 Paper Mockup 02 Arduino Installation, Detail Photograph

My partner and I were interested in the work of Erwin Hauer and Iris van Herpen. Their work, while distinct in its material qualities, employs complex three dimensional patterns and interwoven continuous surfaces. We appreciated these qualities and studied their work as precedents for our installation. As can be seen in the photograph at left, we used simple paper mockups and experimented with various aperatures, shapes and incision patterns to achieve a dynamic play of light and shadow on and between two planes.

We were drawn to the idea of window screens as a potential universal architectural application and wanted to challenge the normative notion that screens be both static and non-graphic. Our installation utilizes photo-sensors and a basic script to control a 180-degree servo motor. We designed and built an armature that held all of the components and controlled the degree of rotation and thus percentage openness of the screen. For the final installation we used orange taurpaulin fabric and a tangent die machine to cut the perforations and incisions in the material. The installation was installed in a window in Rudolf Hall.

02


Isaac Southard

40

ITERATIONS

Scheme 01 - Front

Scheme 01 - Back

Scheme 02 - Front

Scheme 02 - Back

Scheme 03 - Front

Scheme 03 - Back

Scheme 04 - Front

Scheme 04 - Back

Scheme 05 - Front

Scheme 05 - Middle

Scheme 05 - Back

Scheme 04 - 08, Grid


Isaac Southard

40

ITERATIONS

Scheme 01 - Front

Scheme 01 - Back

Scheme 02 - Front

Scheme 02 - Back

Scheme 03 - Front

Scheme 03 - Back

Scheme 04 - Front

Scheme 04 - Back

Scheme 05 - Front

Scheme 05 - Middle

Scheme 05 - Back

Scheme 04 - 08, Grid


Isaac Southard

41

INPUT / OUTPUT STRATEGIES

01

01 Components 02 Arduino Code

02


Isaac Southard

41

INPUT / OUTPUT STRATEGIES

01

01 Components 02 Arduino Code

02


Isaac Southard

42

INSTALLATION

01

01 Screen Prototypes 02 Screen Detail

02


Isaac Southard

42

INSTALLATION

01

01 Screen Prototypes 02 Screen Detail

02


Isaac Southard

43

UNREAL CITY / HOUSE OF THE PEOPLE City of London, United Kingdom Niall McLaughlin + Andrew Benner 01-05.2015

01

Unreal City explores the notion of a city without a conventional identity, without those elements that constitute its place, landscape and traditional means for constructing the built environment. Even its people and financial structures are unreal, its population is migratory and its financial structure thrives off of the surreal movement of international trade. Unreal City proposes an autonomous City of London within London and within the United Kingdom as a devolved political structure, not unlike the Scottish reformation and other recent movements for devolution. Unreal City looks at the possibility of forms of architecture that can construct public meaning in the context of an autonomous global city. The studio questions the universal language of twentieth century architecture and looks for new representative potentials in architecture. The question is not of finality but of temporality, of doing and undoing, of testing and shifting. Building is seen as a “ritual act analogous to the everyday habitation, the rhythms, cyclical repetitions and irregularities that determine the social life of buildings and cities.” (Brief) This studio is looking at new political structures for representation. The problem is to design a quasi-mini-parliament building on a small site in the City of London. The first half of the studio explored “artifacts,” or small models that each represented qualities of temporality, construction, material, and meaning. The second half of the semester, and this portfolio project, looks at the design of the political institution itself. The artifacts I represent on these pages explore notions of latent systems of control, material meaning, memory, weathering, human presence, interactive formwork, and other temporal qualities of materials and processes. The studio at large is studying, like the evolution of cities themselves, iterative processes, repetitive acts of doing and undoing, trial and error, and testing, shifting and rehearsing.

01 Artifact Tools 02 City of London, Bank Intersection, 1:100m, 3D Print

The core issue at the root of the artifacts is the question of fabrication. “‘To fabricate’ is to make by skill and labour, or by assembling parts or sections, but also to devise a legend or a lie, to fake or forge a document.” (Brief) As a studio each artifact and student explores the unspoken conversation between physical things and intellectual concepts, the things within things. Drawings, models, writings, readings are all forms utilized for exploration in Unreal City. My artifacts range in scale from the scale of the hand to the scale of the full size human. Things you can hold and things you can be within. They explore the interactions that happen between the hand, the eye, and the mind through primarily analog based techniques. The artifacts explore the material properties of lead through folding, bending, and of plaster through casting, formwork making. These materials and processes ultimately lead to concepts that I employed in my first studies for a political assembly space. The City of London is a curious place. Originally it was a Roman settlement in the 1st centur AD and has maintained the limits of the stonewall that was constructed for defence up to the present day. As a political entity it is older than the United Kingdom and London proper. It exists in a somewhat devolved condition already with its own mayor, its own City Hall, its own council chambers, its own voting regulations, and its own police force. The political structure of the City of London is complicated. It originated as an organization of livery halls that derived laws and rights for the citizens. Today, voting is split between the citizens and the financial corporations in the City of London, 1/4 of the votes go to the 9000 citizens, 3/4 go to corporations.

My project explores this underrepresented constituency, the citizens of the City of London, the Unreal Citizens. As a minority they lack a physical structure for representation yet occupy the roughly mile diameter circumference of the city limits. As a base typology my project explores the Town Hall, a small public building constituted by simple spaces: a meeting chamber for committee gatherings, an outdoor hall for public speeches, small meeting rooms, miscellaneous offices, and a tower for looking back onto the city itself. Located at 1 Queen Victoria Street, my site occupies a significant plot of land at the heart of the City of London and on top of a busy tube entrance: Bank. The site is triangular and surrounded by historic structures on all sides. Located on the north is James Stirling’s 1 Poultry, to the east is George Dance the Elder’s Mansion House (the home of the Mayor), to the south its Christopher Wren’s St Stephen Walbrook Church of England, and to the west is Sir Norman Foster’s new Bloomberg Place (form New York Mayor Bloomberg’s world headquarters). A building of some significance (Grade II Listed) currently exists on the site, the Magistrates Court. Originally designed for the National Safe Deposit Company as a bank by John Whichcord, it was built in 1873 but underwent significant interior renovations in the 1980’s when it was converted into a courthouse. My project explores the memory of both real and imaginary elements of the existing building by incorporating fragments, a subterranean steel vault as well as using parts of the existing facade as formwork for new building. As a small site public space is limited. However, by lifting the mass of the building above grade a large hall is created accessible to the public from both the subway and sidewalk. The remaining spaces around the Town Hall become appropriated and incorporated into the ensemble.

02


Isaac Southard

43

UNREAL CITY / HOUSE OF THE PEOPLE City of London, United Kingdom Niall McLaughlin + Andrew Benner 01-05.2015

01

Unreal City explores the notion of a city without a conventional identity, without those elements that constitute its place, landscape and traditional means for constructing the built environment. Even its people and financial structures are unreal, its population is migratory and its financial structure thrives off of the surreal movement of international trade. Unreal City proposes an autonomous City of London within London and within the United Kingdom as a devolved political structure, not unlike the Scottish reformation and other recent movements for devolution. Unreal City looks at the possibility of forms of architecture that can construct public meaning in the context of an autonomous global city. The studio questions the universal language of twentieth century architecture and looks for new representative potentials in architecture. The question is not of finality but of temporality, of doing and undoing, of testing and shifting. Building is seen as a “ritual act analogous to the everyday habitation, the rhythms, cyclical repetitions and irregularities that determine the social life of buildings and cities.” (Brief) This studio is looking at new political structures for representation. The problem is to design a quasi-mini-parliament building on a small site in the City of London. The first half of the studio explored “artifacts,” or small models that each represented qualities of temporality, construction, material, and meaning. The second half of the semester, and this portfolio project, looks at the design of the political institution itself. The artifacts I represent on these pages explore notions of latent systems of control, material meaning, memory, weathering, human presence, interactive formwork, and other temporal qualities of materials and processes. The studio at large is studying, like the evolution of cities themselves, iterative processes, repetitive acts of doing and undoing, trial and error, and testing, shifting and rehearsing.

01 Artifact Tools 02 City of London, Bank Intersection, 1:100m, 3D Print

The core issue at the root of the artifacts is the question of fabrication. “‘To fabricate’ is to make by skill and labour, or by assembling parts or sections, but also to devise a legend or a lie, to fake or forge a document.” (Brief) As a studio each artifact and student explores the unspoken conversation between physical things and intellectual concepts, the things within things. Drawings, models, writings, readings are all forms utilized for exploration in Unreal City. My artifacts range in scale from the scale of the hand to the scale of the full size human. Things you can hold and things you can be within. They explore the interactions that happen between the hand, the eye, and the mind through primarily analog based techniques. The artifacts explore the material properties of lead through folding, bending, and of plaster through casting, formwork making. These materials and processes ultimately lead to concepts that I employed in my first studies for a political assembly space. The City of London is a curious place. Originally it was a Roman settlement in the 1st centur AD and has maintained the limits of the stonewall that was constructed for defence up to the present day. As a political entity it is older than the United Kingdom and London proper. It exists in a somewhat devolved condition already with its own mayor, its own City Hall, its own council chambers, its own voting regulations, and its own police force. The political structure of the City of London is complicated. It originated as an organization of livery halls that derived laws and rights for the citizens. Today, voting is split between the citizens and the financial corporations in the City of London, 1/4 of the votes go to the 9000 citizens, 3/4 go to corporations.

My project explores this underrepresented constituency, the citizens of the City of London, the Unreal Citizens. As a minority they lack a physical structure for representation yet occupy the roughly mile diameter circumference of the city limits. As a base typology my project explores the Town Hall, a small public building constituted by simple spaces: a meeting chamber for committee gatherings, an outdoor hall for public speeches, small meeting rooms, miscellaneous offices, and a tower for looking back onto the city itself. Located at 1 Queen Victoria Street, my site occupies a significant plot of land at the heart of the City of London and on top of a busy tube entrance: Bank. The site is triangular and surrounded by historic structures on all sides. Located on the north is James Stirling’s 1 Poultry, to the east is George Dance the Elder’s Mansion House (the home of the Mayor), to the south its Christopher Wren’s St Stephen Walbrook Church of England, and to the west is Sir Norman Foster’s new Bloomberg Place (form New York Mayor Bloomberg’s world headquarters). A building of some significance (Grade II Listed) currently exists on the site, the Magistrates Court. Originally designed for the National Safe Deposit Company as a bank by John Whichcord, it was built in 1873 but underwent significant interior renovations in the 1980’s when it was converted into a courthouse. My project explores the memory of both real and imaginary elements of the existing building by incorporating fragments, a subterranean steel vault as well as using parts of the existing facade as formwork for new building. As a small site public space is limited. However, by lifting the mass of the building above grade a large hall is created accessible to the public from both the subway and sidewalk. The remaining spaces around the Town Hall become appropriated and incorporated into the ensemble.

02


Isaac Southard

ARTIFACT #1: EMBASSY OF CONTROL

Acrylic, Copper Wire, Plywood, & LED Controller

44


Isaac Southard

ARTIFACT #1: EMBASSY OF CONTROL

Acrylic, Copper Wire, Plywood, & LED Controller

44


Isaac Southard

ARTIFACT #2: LEAD BELL

Hand Folded Lead, Steel Bar

45


Isaac Southard

ARTIFACT #2: LEAD BELL

Hand Folded Lead, Steel Bar

45


Isaac Southard

Artifact Installation

46


Isaac Southard

Artifact Installation

46


Isaac Southard

47

ARTIFACT #3: IMPRINT INSTALLATION 01

01 Rear View Showing Instrument Compartment, Lead, Plaster, Plywood & Various Metals 02 Front View Showing Imprints & Casts, Lead, Plaster, Plywood & Various Metals

02


Isaac Southard

47

ARTIFACT #3: IMPRINT INSTALLATION 01

01 Rear View Showing Instrument Compartment, Lead, Plaster, Plywood & Various Metals 02 Front View Showing Imprints & Casts, Lead, Plaster, Plywood & Various Metals

02


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01

02

01 Elevation Detail 02 Process Photographs showing various students imprinting lead plates


Isaac Southard

48

01

02

01 Elevation Detail 02 Process Photographs showing various students imprinting lead plates


Isaac Southard

49

ARTIFACT #4: PORTABLE PARLIAMENT

01

01 Formwork 02 Portable Parliament, Plywood, Lead, Plaster & Foam

02


Isaac Southard

49

ARTIFACT #4: PORTABLE PARLIAMENT

01

01 Formwork 02 Portable Parliament, Plywood, Lead, Plaster & Foam

02


Isaac Southard

ARTIFACT #5: TOWN HALL CONCEPT

Town Hall Study Model, Plaster, Lead, and Plywood, 1/16” = 1’-0”

50


Isaac Southard

ARTIFACT #5: TOWN HALL CONCEPT

Town Hall Study Model, Plaster, Lead, and Plywood, 1/16” = 1’-0”

50


Isaac Southard

51

To become the Mayor: Freeman, Alderman, Sheriff, Mayor

Lord Mayor

Heads

RESEARCH

01

02

03

Elect Chair Of

City of London Corporation

Is Current Is Former

Sheriffs (x2)

Court of Alderman

Elect

Liverymen

Approves New Approves New Decides Issues For

Are Current Forms/Is

Members Of

Forms 04

Committees

Forms

Common Councillors (2-10 per Ward)

Part of

Alerman (1 per Ward)

Must Be Elect

Must Be Elect

Electors (Residents & Employees)

Freeman of the City

To become a freeman: Join a Livery Company

01 W.M. Turner, The Burning of the House of Lords and Commons, 1834 02 Joseph M. Gandy, The Bank of England North West Angle, 1796 03 Cecil Beaton, Western Bell Towers of St Paul’s Cathedral, 1940-41 04 City of London Political Hierarchy Flow Chart

Livery Companies (108)


Isaac Southard

51

To become the Mayor: Freeman, Alderman, Sheriff, Mayor

Lord Mayor

Heads

RESEARCH

01

02

03

Elect Chair Of

City of London Corporation

Is Current Is Former

Sheriffs (x2)

Court of Alderman

Elect

Liverymen

Approves New Approves New Decides Issues For

Are Current Forms/Is

Members Of

Forms 04

Committees

Forms

Common Councillors (2-10 per Ward)

Part of

Alerman (1 per Ward)

Must Be Elect

Must Be Elect

Electors (Residents & Employees)

Freeman of the City

To become a freeman: Join a Livery Company

01 W.M. Turner, The Burning of the House of Lords and Commons, 1834 02 Joseph M. Gandy, The Bank of England North West Angle, 1796 03 Cecil Beaton, Western Bell Towers of St Paul’s Cathedral, 1940-41 04 City of London Political Hierarchy Flow Chart

Livery Companies (108)


Isaac Southard

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Buildings Railways Roads Parks Water

London

London

Railways

Cell Phone Usage

Subway and Railway

Cell Phone Usage

London

London

Roads

NO2 Emissions NO2 Emissions

London [City of Lodon]

NO2 Emissions

Roads

London London

London

London

Buildings

Parks Boroughs Wards Political

Political Wards

Buidling Value

Buildings

Green Space

Property Values


Isaac Southard

52

Buildings Railways Roads Parks Water

London

London

Railways

Cell Phone Usage

Subway and Railway

Cell Phone Usage

London

London

Roads

NO2 Emissions NO2 Emissions

London [City of Lodon]

NO2 Emissions

Roads

London London

London

London

Buildings

Parks Boroughs Wards Political

Political Wards

Buidling Value

Buildings

Green Space

Property Values


Isaac Southard

ARTIFACT #6: MID-REVIEW

53


Isaac Southard

ARTIFACT #6: MID-REVIEW

53


Isaac Southard

54

Chamber

Roof Tower +40m

Elevated Sidewalk

01

02

Roof Tower +40m Roof Level +16m

Interstitial Level +11m

Walls

Chamber Level +8m

Plaza Level +0m

RoofUnderground Level +16m Level -5m

Ground Plane

Interstitial Level +11m

Roof Tower +40m

Chamber Level +8m Existing Bank Vault -15m

Roof Level +16m

Plaza Level +0m

Underground Level -5m

Interstitial Level +11m

Chamber Level +8m

Existing Bank Vault -15m

Plaza Level +0m

Underground Level -5m

Cross Section Drawing Key

01 Town Hall, Axonometric 02 Section through Town Hall

0

N

Cross Section Drawing Key

2

4

6

10

N 0m 2m 4m N

0

2

4

6

10

8m [1 : 200]

[1 : 200]


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Chamber

Roof Tower +40m

Elevated Sidewalk

01

02

Roof Tower +40m Roof Level +16m

Interstitial Level +11m

Walls

Chamber Level +8m

Plaza Level +0m

RoofUnderground Level +16m Level -5m

Ground Plane

Interstitial Level +11m

Roof Tower +40m

Chamber Level +8m Existing Bank Vault -15m

Roof Level +16m

Plaza Level +0m

Underground Level -5m

Interstitial Level +11m

Chamber Level +8m

Existing Bank Vault -15m

Plaza Level +0m

Underground Level -5m

Cross Section Drawing Key

01 Town Hall, Axonometric 02 Section through Town Hall

0

N

Cross Section Drawing Key

2

4

6

10

N 0m 2m 4m N

0

2

4

6

10

8m [1 : 200]

[1 : 200]


Isaac Southard

ARTIFACT #7: FINAL REVIEW

Site Plan showing proximity of residents to City of London Town Hall

55


Isaac Southard

ARTIFACT #7: FINAL REVIEW

Site Plan showing proximity of residents to City of London Town Hall

55


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56

DIAGRAMS

Void / Solid

Hall / Vault

Split Levels / Cells

Context / Connect


Isaac Southard

56

DIAGRAMS

Void / Solid

Hall / Vault

Split Levels / Cells

Context / Connect


Isaac Southard

STUDY MODEL

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Isaac Southard

STUDY MODEL

57


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58

CIRCULATION DIAGRAM

08

09

07

05

06

03

04 02

01

10

Town Hall Circulation


Isaac Southard

58

CIRCULATION DIAGRAM

08

09

07

05

06

03

04 02

01

10

Town Hall Circulation


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59

##

#

#

02 03 05

04

03 **

*

03

*

open

8500

open

01 04 04

01

open

01

01 02

Plaza Level

Legend 01 Cafe 02 Plaza 03 Kitchen 04 Teller 04 Plaza 05 Steps to Ground Level

Scale N

0

1

2

4

Legend 6

Level One & Two

Scale

01 Gallery 02 Lounge 03 Media Room 04 Shop

[1 : 100]

N

0

1

2

4

Level Five & Six

Legend 6

01 Meeting Room Lobby 02 Meeting Chamber 03 Roof Terrace 04 Support Space

[1 : 100]

Scale N

0

1

2

N

0

1

2

4

6

[1 : 100]

6

[1 : 100]

04

##

#

#

01

05 05 05

04 **

*

06

*

open

01

02

07

03

open

01

03 02 07 02

06

Legend 01 Tube Concourse 02 Artifact Vault 03 Escalators to Ground Level

Tube & Artifact Vault Level

Scale N

0

1

2

4

Legend 6

[1 : 100]

01 Lobby 02 Plaza 03 Steps to Ground Level 04 Poultry Place, Sir James Stirling 05 Queen Victoria Street 06 Walbrook Square 07 Mansion House, George Dance the Elder

Ground Level with Context

Scale N

0

1

2

4

Legend 6

[1 : 100]

01 Lounge 02 Conference Room 03 Auditorium 04 Meeting Room 05 Library 06 Ante-Room 07 Committee Room

Level Three & Four

Scale 4


Isaac Southard

59

##

#

#

02 03 05

04

03 **

*

03

*

open

8500

open

01 04 04

01

open

01

01 02

Plaza Level

Legend 01 Cafe 02 Plaza 03 Kitchen 04 Teller 04 Plaza 05 Steps to Ground Level

Scale N

0

1

2

4

Legend 6

Level One & Two

Scale

01 Gallery 02 Lounge 03 Media Room 04 Shop

[1 : 100]

N

0

1

2

4

Level Five & Six

Legend 6

01 Meeting Room Lobby 02 Meeting Chamber 03 Roof Terrace 04 Support Space

[1 : 100]

Scale N

0

1

2

N

0

1

2

4

6

[1 : 100]

6

[1 : 100]

04

##

#

#

01

05 05 05

04 **

*

06

*

open

01

02

07

03

open

01

03 02 07 02

06

Legend 01 Tube Concourse 02 Artifact Vault 03 Escalators to Ground Level

Tube & Artifact Vault Level

Scale N

0

1

2

4

Legend 6

[1 : 100]

01 Lobby 02 Plaza 03 Steps to Ground Level 04 Poultry Place, Sir James Stirling 05 Queen Victoria Street 06 Walbrook Square 07 Mansion House, George Dance the Elder

Ground Level with Context

Scale N

0

1

2

4

Legend 6

[1 : 100]

01 Lounge 02 Conference Room 03 Auditorium 04 Meeting Room 05 Library 06 Ante-Room 07 Committee Room

Level Three & Four

Scale 4


Isaac Southard

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10

01

09

02

08

07

06

10

11

07

06

05

09

04

11

12

13

08

05

04

02

01

02

03

03

01

01 Birds Eye / Worms Eye, 1:200 02 N-S Section, 1:100 Legend 01 Tube Connection 02 Artifact Vault 03 Escalator Entry to Tube 04 Plaza 05 Cafe

06 Lobby 07 Surface Tube Entry 08 Queen Victoria Street 09 Atrium 10 Main Stair

Axonometric

Scale N

0

1.5

3

4.5

7.5

[1 : 150]

Legend 01 Artifact Vault 02 Cafe 03 Plaza 04 Lobby 05 Reading Room 06 Conference Room 07 Auditorium

08 Meeting Room 09 Library 10 Meeting Chamber 11 Mansion House, George Dance the Elder 12 St Stephen of Walbrook Church, Christopher Wren 13 Walbrook Place, Sir Norman Foster

North-South Section (#)

Scale N

0

1

2

4

6

[1 : 100]


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10

01

09

02

08

07

06

10

11

07

06

05

09

04

11

12

13

08

05

04

02

01

02

03

03

01

01 Birds Eye / Worms Eye, 1:200 02 N-S Section, 1:100 Legend 01 Tube Connection 02 Artifact Vault 03 Escalator Entry to Tube 04 Plaza 05 Cafe

06 Lobby 07 Surface Tube Entry 08 Queen Victoria Street 09 Atrium 10 Main Stair

Axonometric

Scale N

0

1.5

3

4.5

7.5

[1 : 150]

Legend 01 Artifact Vault 02 Cafe 03 Plaza 04 Lobby 05 Reading Room 06 Conference Room 07 Auditorium

08 Meeting Room 09 Library 10 Meeting Chamber 11 Mansion House, George Dance the Elder 12 St Stephen of Walbrook Church, Christopher Wren 13 Walbrook Place, Sir Norman Foster

North-South Section (#)

Scale N

0

1

2

4

6

[1 : 100]


Isaac Southard

VIGNETTES

01 Queen Victoria Street 02 Artifact Vault

61

01

02


Isaac Southard

VIGNETTES

01 Queen Victoria Street 02 Artifact Vault

61

01

02


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62

01

01 Plaza 02 Walbrook Street

02


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01

01 Plaza 02 Walbrook Street

02


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01

01 Lobby / Lounge 02 Auditorium / Conference Room

02


Isaac Southard

63

01

01 Lobby / Lounge 02 Auditorium / Conference Room

02


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01

01 Path 02 View Towards Bank Intersection

02


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64

01

01 Path 02 View Towards Bank Intersection

02


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01

01 Meeting Room / Roof Terrace 02 Aerial View

02


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65

01

01 Meeting Room / Roof Terrace 02 Aerial View

02


Isaac Southard

SECTION MODEL

Lead sheet, plywood, basswood, 3D print, acrylic 1/4” = 1’-0”

66


Isaac Southard

SECTION MODEL

Lead sheet, plywood, basswood, 3D print, acrylic 1/4” = 1’-0”

66


Isaac Southard

ANALYTICAL DRAWING: PALAZZO FARNESE New Haven, Connecticut Alex Purves, Bimal Mendis, Joyce Hsiang 03.2015

Final analytical drawing assigment for the research seminar which preceeds the 2015 Summer Study Abroad program in Rome.

67


Isaac Southard

ANALYTICAL DRAWING: PALAZZO FARNESE New Haven, Connecticut Alex Purves, Bimal Mendis, Joyce Hsiang 03.2015

Final analytical drawing assigment for the research seminar which preceeds the 2015 Summer Study Abroad program in Rome.

67


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Isaac Southard

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Isaac Southard

69

WRITING ON ARCHITECTURE New Haven, Connecticut Carter Wiseman 01-04.2015

Assignment 1, Description of a building: “Ghost House” Its presence looms large over the gridded city yet tourists ask time and time again, “Where is it?” Hidden from view it begs to be discovered but its silhouette deceives. Landlocked in the fabric of an old neighborhood, it is both artifact and abstraction. Ghost House is an architecture of both art and history, a landmark that continues the reading of the past. Ghost House is a memorial to Benjamin Franklin and the house he built for himself in 1763 on the same site in Philadelphia. As a memorial it is loaded with historical significance. It reminds us of life during the Revolutionary War, the influential figure of Benjamin Franklin and of course the history of the United States. As a work of architecture, however, its significance is much subtler but nonetheless profound. Ghost House revolutionized how we perceive history and marked a turning point in the design of representative structures. Rather than literally reconstructing historical structures from inadequate historical documents, its constructed silhouette allows the viewer to read his or her own interpretation of what once was, as if to admit the unstable soil on which the foundations of historical reconstruction rest.

Ghost House is part of a larger ensemble of structures, including an underground museum, historical reconstructions, a garden and archeological sites that together are formally known as Franklin Court. The complex of buildings was designed by the firm Venturi and Rauch, now known as VSBA (Venturi Scott Brown & Associates), and opened in 1976 and is part of the Independence National Historic Park in Philadelphia, Pennsylvania. Venturi’s design was quite unconventional for its day, museum spaces were located underground allowing for a substantial public space above ground. The design is a quintessential work of the post-modern era in its imaginative dialogue with both historicist and modernist principles. “Ghost House,” the memorial to Benjamin Franklin’s house, is publically accessible and located at the center of Franklin Court. The structure consists of a highly abstracted (some say minimal) painted steel tube frame that follows the outline of Benjamin Franklin’s original house. The plan of the house is represented in the paving materials of the court, white marble suggests the former location of the interior walls and gray slate the space between. Raised planters and steps of brick and granite provide places for the public to congregate, rest or contemplate. Smooth faced concrete portals are superimposed over the court marking locations of previous archeological sites. The portals are oriented such that visitors can view directly down to the ruins which expose the foundations of the original house. The adjacent entry structures and subterranean museum spaces take the visitor through a promenade of interior spaces demarcated by didactic colors and digital screens.

As Frank Matero, a writer for the Archaeological Institute of America explains, Ghost House and Franklin Court “offered a revolutionary solution during America’s Bicentennial in 1976 by revealing the site’s historical and aesthetic authenticities through real and exaggerated elements. The result was the construction of a spatial montage that never confuses the present with the past yet allows visitors an openended experience of history, memory, and time.” It is this combination of past and present, historical and modernist references that so successfully reflects “Franklin’s spirit and accomplishments,” as Venturi notes. It is no wonder that the design won the Presidential Design Award in 1984 along with a host of other awards. Ghost House stands as a testament to the subtleties of Post-Modern design which can be interpreted like a text authored by multiple writers.


Isaac Southard

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WRITING ON ARCHITECTURE New Haven, Connecticut Carter Wiseman 01-04.2015

Assignment 1, Description of a building: “Ghost House” Its presence looms large over the gridded city yet tourists ask time and time again, “Where is it?” Hidden from view it begs to be discovered but its silhouette deceives. Landlocked in the fabric of an old neighborhood, it is both artifact and abstraction. Ghost House is an architecture of both art and history, a landmark that continues the reading of the past. Ghost House is a memorial to Benjamin Franklin and the house he built for himself in 1763 on the same site in Philadelphia. As a memorial it is loaded with historical significance. It reminds us of life during the Revolutionary War, the influential figure of Benjamin Franklin and of course the history of the United States. As a work of architecture, however, its significance is much subtler but nonetheless profound. Ghost House revolutionized how we perceive history and marked a turning point in the design of representative structures. Rather than literally reconstructing historical structures from inadequate historical documents, its constructed silhouette allows the viewer to read his or her own interpretation of what once was, as if to admit the unstable soil on which the foundations of historical reconstruction rest.

Ghost House is part of a larger ensemble of structures, including an underground museum, historical reconstructions, a garden and archeological sites that together are formally known as Franklin Court. The complex of buildings was designed by the firm Venturi and Rauch, now known as VSBA (Venturi Scott Brown & Associates), and opened in 1976 and is part of the Independence National Historic Park in Philadelphia, Pennsylvania. Venturi’s design was quite unconventional for its day, museum spaces were located underground allowing for a substantial public space above ground. The design is a quintessential work of the post-modern era in its imaginative dialogue with both historicist and modernist principles. “Ghost House,” the memorial to Benjamin Franklin’s house, is publically accessible and located at the center of Franklin Court. The structure consists of a highly abstracted (some say minimal) painted steel tube frame that follows the outline of Benjamin Franklin’s original house. The plan of the house is represented in the paving materials of the court, white marble suggests the former location of the interior walls and gray slate the space between. Raised planters and steps of brick and granite provide places for the public to congregate, rest or contemplate. Smooth faced concrete portals are superimposed over the court marking locations of previous archeological sites. The portals are oriented such that visitors can view directly down to the ruins which expose the foundations of the original house. The adjacent entry structures and subterranean museum spaces take the visitor through a promenade of interior spaces demarcated by didactic colors and digital screens.

As Frank Matero, a writer for the Archaeological Institute of America explains, Ghost House and Franklin Court “offered a revolutionary solution during America’s Bicentennial in 1976 by revealing the site’s historical and aesthetic authenticities through real and exaggerated elements. The result was the construction of a spatial montage that never confuses the present with the past yet allows visitors an openended experience of history, memory, and time.” It is this combination of past and present, historical and modernist references that so successfully reflects “Franklin’s spirit and accomplishments,” as Venturi notes. It is no wonder that the design won the Presidential Design Award in 1984 along with a host of other awards. Ghost House stands as a testament to the subtleties of Post-Modern design which can be interpreted like a text authored by multiple writers.


Isaac Southard

70

19 LINES / A CHAIR New Haven, Connecticut Timothy Newton 01-04.2015

19 Lines / A Chair is a prototype dining and multipurpose chair. The chair is inspired by the sinuous quality of bones and the solid wood chairs by designers such as Hans Wegner, Ruder NovakMikulic, and Peter Ejvinsson. The Chair could be used in a residential or commercial setting. The chair’s design is composed of nineteen lines which articulate the legs, seat, and backrest. The lines generate surfaces which alternate between flush and convex profiles, creating shadow lines across the primary planes of the chair.

19 Lines / A Chair was designed through an iterative process using small scale study models, freehand sketching, and computer modeling. The chair is made from American Ash. Fabrication of the chair was done primarily through computer numerical control (CNC) milling, specifically, flip milling. Large blocks of Ash were glued together to form blanks for milling stock. The chair is held together with only wood dowels and glue.


Isaac Southard

70

19 LINES / A CHAIR New Haven, Connecticut Timothy Newton 01-04.2015

19 Lines / A Chair is a prototype dining and multipurpose chair. The chair is inspired by the sinuous quality of bones and the solid wood chairs by designers such as Hans Wegner, Ruder NovakMikulic, and Peter Ejvinsson. The Chair could be used in a residential or commercial setting. The chair’s design is composed of nineteen lines which articulate the legs, seat, and backrest. The lines generate surfaces which alternate between flush and convex profiles, creating shadow lines across the primary planes of the chair.

19 Lines / A Chair was designed through an iterative process using small scale study models, freehand sketching, and computer modeling. The chair is made from American Ash. Fabrication of the chair was done primarily through computer numerical control (CNC) milling, specifically, flip milling. Large blocks of Ash were glued together to form blanks for milling stock. The chair is held together with only wood dowels and glue.


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CONCEPT


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CONCEPT


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PRECEDENTS

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01 Innoda + Sveje 02 Bellboy by Water Tower Chair 03 La Leggera by Ricardo Blumer 04 Chaise Longue by Paul Kjaerholm 05 Round Chair by Hans Wegner 06 November by Veryeday 07 Coat Rack by Matterdesignstudio 08 Neva by Artisan

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PRECEDENTS

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01 Innoda + Sveje 02 Bellboy by Water Tower Chair 03 La Leggera by Ricardo Blumer 04 Chaise Longue by Paul Kjaerholm 05 Round Chair by Hans Wegner 06 November by Veryeday 07 Coat Rack by Matterdesignstudio 08 Neva by Artisan

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ITERATIVE DRAWINGS

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ITERATIVE DRAWINGS

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ASSEMBLY


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ASSEMBLY


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FABRICATION

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01 Glued block of Ash 02 CNC Milling Roughing Pass, Rear Right Leg 03 CNC Milling Finishing Pass, Rear Right Leg 04 CNC Milling, Front Right Leg 05 Final CNC Mill, Front Right Leg

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FABRICATION

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01 Glued block of Ash 02 CNC Milling Roughing Pass, Rear Right Leg 03 CNC Milling Finishing Pass, Rear Right Leg 04 CNC Milling, Front Right Leg 05 Final CNC Mill, Front Right Leg

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CHAIR PARTS

Rear Right Leg


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CHAIR PARTS

Rear Right Leg


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01 Rear Right Leg 02 Rear Right Leg 03 Front Right Leg

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01 Rear Right Leg 02 Rear Right Leg 03 Front Right Leg

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ASSEMBLED CHAIR

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ASSEMBLED CHAIR

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ISAAC SOUTHARD isaac.southard@yale.edu 108 Dwight Street, Apt. 34 New Haven, CT 06511 484.554.1336

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Isaac Southard

ISAAC SOUTHARD isaac.southard@yale.edu 108 Dwight Street, Apt. 34 New Haven, CT 06511 484.554.1336

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