2021 | Architecture Portfolio

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HSIN TE TSAI (JUSTEEN) ARCHITECTURE PORTFOLIO 2017 / 2021 SELECTED WORKS


Architecture

PORTFOLIO. 2017/2021 S e l e c t e d Wo r k s

HSIN TE TSAI (JUSTEEN) justee.tsai@gmail.com



ABOUT ME

HSIN TE TSAI (JUSTEEN) justee.tsai@gmail.com

This portfolio is a collection of my architecture works from 2017 to 2021 in the Bachelor of Environment degree and Master of Architecture at the University of Melbourne. The selected project also includes a project from Architecture Association (AA) Visiting School at London and Furniture making. The selected projects presented in this portfolio showcases a process of learning and it is a form of expression of architecture point of view through space, atmosphere, concept and technology. Most importantly, this portfolio helped me realize that architecture is a process and it can be represented differently, not limited to spatial design. Design to me, is an ongoing progress and a direct representation of who I am as an architect. All the projects that are showcased in this portfolio has been updated to best represent my current ability and viewpoint on architecture discourse. Language Skills Mandarin Chinese

|Native

English

| Proficient C2

Software Skills Advance

Intermediate

Basic

AutoCAD

Revit

Rhino

ArchiCAD

Lumion

CloudCompare

V-ray

Photoshop

SketchUp

Indesign

Grasshopper

Illustrator

IES

Lightroom

Integrated Environmental Solutions


Education University of Melbourne, Bachelor of Environment - Architecture

| 2015 - 2018 Mid-Year Intake

University of Melbourne, Master of Architecture

| 2019 - 2021 | University of Melbourne 2021 July

Master of Architecture - First Class Honors Graduate

Experiences ‘Architecture Association (AA) Summer School’ London, UK

| 2017 July

‘Achievable Interior Design’ Taipei, Taiwan

| 2017 November - 2018 February

Role: Drafting and Finish Project Fitting

| 2018 September - 2019 Feburary

- ‘Maison & Object Trade Show’ Paris

| 2018 September

- ‘London Design Festival’ London, UK

| 2018 September

Exhibitions and Features Thesis Studio 5: Total - Admix

| Selected work for 2021 MSDX

Studio 16: Inner House - Rekindle

| Selected work for 2020 MSDX

Published work - Studio 12 - Medley

| ‘ArchitectureArchitecture’ Website - 2019 | Selected work for 2019 Summer MSDX

Studio 27: Outpost ‘John Wardle Architects’ - Amber Vessel

| Selected work for 2019 Winter MSDX

Studio Fire - Green Link

| Selected work for 2018 Winter MSDX

Competitions MICROHOME 2021 - Small living, huge impact!

| Ongoing

Berlin Affordable Housing Challenge

| Ongoing

The University of Melbourne My Taiwan - A Green Future

| 2012

Volunteers International Volunteer - Nepal English teaching

| 2013 August


CONTENT

ARCHITECTURE DESIGN ‘ADMIX’

2021 Master Thesis Project

| Hybrid Tower

P.08 - P.21

‘AMBER VESSEL’

2019 Master Studio I

| Museum

P.22 - P.33

‘MEDLEY’

2019 Master Studio II

| Housing

P.34 - P.45

‘REKINDLE’

2020 Master Studio III

| Residential

P.46 - P.59

‘CLOUD’

2017 Parametric Design

| Acoustic Pod

P.60 - P.65


MORE THAN ARCHITECTURE ‘A STOOL’

2020 Timber Furniture Making - Stool

P.66 - P.67

‘A FLOAT’

2021 Timber Furniture Making - Body in Rest

P.68 - P.71

‘COLLISION’

2021 3D Scanning and Virtual Reality

P.72 - P.75

‘HYPER LINK’

2017 AA Visiting School - London

P.76 - P.79


‘A D M I X ’ 2021 Master Thesis Studio H y b r i d B u i l d i n g To w e r Melbourne CBD

Design Overview Total House, an architecture that represents an era of automobile ownership during the 1960s. An architecture that was conceived to encourage patrons to come to the city. An outdated model as the function gradually turns less valuable and will no longer bring people to the city and participate in city life. Architecture has manifested into individual structures that led to the decline of urban life. People liveliness has increasingly become privatised with limited social interaction, and public spaces are critical in improving interaction.

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This thesis will challenge the current relationship between the building and its environment. Using the strength of Total House as an accessible development for the city, the project will explore how to develop a high-rise tower that provides social opportunities. It aims to explore, experiment, and negotiate between the public and private program.

Mix Zone

click or scan for more information on Admix


ARCHITECTURE

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Ve r t i c a l Pu b l i c S p a c e N e w B u i l d i n g Ty p o l o g y The proposed to challenge a conventional high-rise development, where the public programs are often limited to the ground floor area. This thesis project aims to break the relationship between the private and public realms. Introducing vertical public spaces merging into what is typically just a private office. The program distribution caters for the programme allocated within. The driving concept is to create a ‘mix’ zone whereby open spaces intersect with the programme, blurring the public and private boundaries. Admix - facade design


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PARENTS CHILD PLAYGROUND / DAY CARE

N e w Ve r t i c a l S p a c e program distribution

GALLERY

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The basement function will be retained as the famous entertainment venue, the Billboard nightclub. The entire ground floor area is designed to give spaces back to the city, an open space for everyday activities and caters for Melbourne’s seasonal activities. Commercial programmes such as retail, microbrewery, restaurant, bar and café are located within the original Total House parking fabric from level 1 to 4. An open terrace is located on level 5, a reinterpretation from the existing Total House rooftop where it acts as a destination to linger and Melbourne’s CBD viewing platform. Office spaces are distributed from levels 6 to 16. At certain levels, 9,13 and 15 – the office spaces intersect with other programmes that are publicly accessible within the tower (highlighted blue). The tower rooftop is a public garden as a final destination that overlooks the city.

RETAILS

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ARCHITECTURE

ROOF TOP GARDEN

CO-WORKING SPACE

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OPEN TERRACE / VENUE SPACE

RESTURANTS / BREWERY

PROGRAM DISTRIBUTION DIAGRAM


Public Space Elements catalogue

The catalogue illustrates public spaces elements incorporated within the design. It is developed based on a human scale study undertaken during the research period. The elements are placed in between public and private programmes. The spaces aim to allow different group sizes to utilise the space and encourage interaction among diverse users.

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Individual

Intimacy

Pearsonal

Social

Crowd

0 cm

0 - 45 cm

45 -120 cm

1.2 - 3.7 m

3.7+ m


ARCHITECTURE

Ground Floor plan

The ground floor arrangement is developed to give back the much-needed public space for Chinatown. At the corner of Russell and Lt. Bourke Street, where the most pedestrian flow occurs, the proposed building footprint is set back to incorporate an open plaza. The ground floor interior space is an indoor venue space for the city. The vertical circulation of a ramp located in the indoor venue space is a reinterpretation of the Total House’s parking ramp that leads to the retail above. The proposal also provides the city with an accessible public toilet that incorporates shower space, nursing room, and children toilet.

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Ground Floor detail section

The ground floor section illustrates human inhabitation in the ground floor open space. The landscape design caters for four or more different types of atmosphere for people to experience. At the corner of Russell and Lt. Bourke Street, a terracing strategy is adopted to create a series of informal spaces for people to wait, gather, and take a break to extend the pedestrian flow. The social stairs are meant for everyday use; where buskers perform, the stairs can be used as a performance space. The sunken gathering space accommodates a more private atmosphere in a public setting. Lastly, the boundary walls are transformed into a rock-climbing wall and a screen for festival or open-air movie nights. The commercial programmes are suspended above open space, allowing the atmosphere to change according to the events.

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Grounf Floor Detail Section A.07 GROUND FLOOR DETAIL SECTION 1:75

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WELCOME TO TOTAL HOUSE

ARCHITECTURE

Admix ground floor space 15

Ground floor event time

Retail Ramp

This vignette illustrates how the open spaces can be transformed for an event such as White Night.

This interior render illustrates a reinterpretation of the current Total Car Park’s car ramp. The final destination of the ramp leads to Level 5 open terrace and pass by level 1 to 4 retails also leads to basement Billboard Club.


L e v e l 0 5 O p e n Te r r a c e plan Level 5 is a reinterpretation of Total House’s rooftop, a destination for many patrons. A transition area between the tower and the lower levels, the relationship between the tower and the terrace mimics the relationship between Total House’s parking and office area. The terrace stair leads up to the gallery and office levels, where it intersects at a certain level. The stairs act as a ‘mix’ zone, providing opportunities and possibilities for encounters between different users. Pockets of social spaces located in between the stairs provide a platform for social activities to take place. The stairs are enclosed with a mesh layer, creating a semi-public space.

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ARCHITECTURE

L e v e l 0 5 O p e n Te r r a c e

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Te r r a c e S t a i r D e t a i l

Mix Zone


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Level 09 Gallery and Office plan Level 9 is an intersection between the office, gallery, and the ‘mix’ staircase. It illustrates the relationship between the tower’s public and private programmes.

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As a public visitor, the destinations within the tower are the gallery, “mix” staircase, public co-working area, and the public rooftop. Visitors can access public programmes within the tower from the shared lift core. section The public circulation capsule located in the gallery leads to the gallery workshop that cuts through an office level and leads to the co-working space. The concept behind the public circulation capsule is to create a ‘mix’ zone between different users. The materiality of the boundary between the gallery and office is a semi-transparent glass brick to ensure privacy while still providing a limited visual connection.

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ARCHITECTURE

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A.10 SECTION DETAIL

Level 09 Gallery Section Detail


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plan The co-working space has two main features, the open lounge and event space connected and shared with level 14 and 15 offices. A ‘mix’ zone where co-working and office users can interact. The back stairs lead back to the gallery level.

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Ty p i c a l O f f i c e L e v e l F a c a d e D e t a i l

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ARCHITECTURE

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C o - Wo r k i n g S p a c e

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Share Lounge


‘A M B E R V E S S E L’ 2019 Master Studio C o l l a b o r a t i v e S t u d i o w i t h J o h n Wa r d l e A r c h i t e c t s

Museum of Extinction Royal Botanical Garden

Design Concept

An injury to a tree triggers a sealing process and the creation of an amber. A complex phenomenon, an amber captures a particular moment in every angle of complexity. However, an amber often symbolises the past.

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Similarly, our earth is injured. This museum will act as an amber to seal the wound caused by human interventions. Amber Vessel will preserve the current state of nature, a vessel that will preserve time and tell the story of plants today. Amber Vessel is a proposal that calls upon a reinterpretation of amber and a seed bank. It proposes to encapsulate the living collection as a ‘life source,’ a living seed bank. It will explore the interwoven complexity of amber creation as a journey

click or scan for more information on Amber Vessel


ARCHITECTURE

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Amber Vessel at Royal Botanical Garden - Exterior


GF PLAN

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GROUND FLOOR PLAN @ 1:200_A2

Entrance to archive and exp

Ground Floor Plan

The life source is a reinterpretation of a seed bank. A seed bank is often adopted by governmental agencies and scientists to better prepare for future challenges. As a museum of extinction, the Amber Vessel calls upon the pressing need to raise awareness of the current state of nature as our most significant asset. The living collection in the life source will be a series of plant that is endangered in Victoria. The most vulnerable species are at risk of disappearing.

Room Labels 01. Life Source - Collection of Victoria Endanger Plants

07. Laboratory

02. Entrance to Archive and Experience Gallery

08. Female Toilet

03. Archive Display and pathway to gallery

09. Male Toilet

04. Back of House Office

10. Meditation Space

05. Lecture Theater

11. Storage

06. Exist from Experience Gallery and Archive

12. Main Entrance to Amber Vessel (Air Lock)


perience agallery

ARCHITECTURE

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Life source experiences


B1 Plan

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B2 Plan

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ROOM LABELS 01. Life Source - Collection of Victoria Endanger 02. Entrance to Archive and Experience Gallery 03. Archive Display and pathway to gallery 04. Back of House Office 05. Lecture Theater 06. Exist from Experience Gallery and Archive 07. Laboratory 08. Female Toilet 09. Make Toilet 10. Meditation Space 11. Storage

BASEMENT 01 PLAN @ 1:200_A2

Room Labels 13. Museum Reception and Cloak Room

20. Flood Gallery

14. Gallery Foyer

21. Available Land Gallery

15. Air Pollution Gallery

22. The ‘Last’ Gallery - Artist Display Gallery (Ning Sen |Re-die)

16. Reflection Zone

23. Exist Foyer

17. Heat Gallery

24. Archive Display and pathway to Life Source

18. Land Pollution Gallery

25. Mechanical space to generate Gallery Experience

19, Drought Gallery


ARCHITECTURE

Gallery Experience 1:200

Like an amber filled with interwoven layers, each gallery space acts as an individual amber that conveys the stages of the plant’s survival today. The museum is divided into six different factors for a plant extinction; flood, air pollution, drought, heat, available land, and trash. The experiential spaces underline the urgency to conserve our planet. Architecturally, the gallery spaces utilise the concept of a frame within a frame,’ inspired by an amber wrapping around a captured object. In between the frames, a mechanical area is located that generates the experience. Visitors will experience the feeling of being caught like an object in an amber. In between the gallery spaces, there will be a transition zone that promotes reflection 27

Plats

12. Main Entrance to Amber Vessel (Air Lock)

22. The ‘Last’ Gallery - Artist Display Gallery

13. Museum Reception and Cloak Room

(Ning Sen |Re-die)

14. Gallery Foyer

23. Exist Foyer

15. Air Pollution Gallery

24. Archive Display and pathway to Life Source

16. Reflection Zone

25. Mechanical space to generate Gallery Experience

17. Heat Gallery 18. Land Pollution Gallery 19, Drought Gallery 20. Flood Gallery 21. Available Land Gallery

BASEMENT 01 PLAN @ 1:200_A2

Gallery - Drought

Archive display and pathway to gallery


Section AA

Journey

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The building is experienced from multiple entries. Each pathway wonders around the life source and leads visitors to the centre where the gallery entrance is located. The gallery entrance is the tallest structure between the Amber Vessel, portraying a monumental image that illustrates the importance of sustaining our ecosystem. The journey continues to the seed archive, a pathway that leads visitors to the underground gallery experience. The journey through the seed archive, the gallery spaces, and circling back to the seed archive represents the circle of life. A seed symbolises life and death simultaneously. The last gallery space will exhibit the death of humankind as a consequence of biodiversity loss and the destruction of the ecosystem.

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ARCHITECTURE

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SECTION AA @ 1:100_A1 0

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Section BB

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ARCHITECTURE

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SECTION BB @ 1:100_A1 0

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Section Detail

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1:25 Section Detial Labels 01. Structural Steel Mullion with Integrated Air Vents and Gutter 02. ETFE Panels with PV 03. Permitted Drainage Gutter with Sloped Insulation 04. Air Barrier Membrane 05. Light Weight Cable Structure 06. Rain Water Gutter Down Pipe 07. Sprinklers - Misters Provide additional humidification to the Life Source 08. Pre-cast Translucent Concrete Panels 09. Concrete Retaining Wall 10. Bore Pier Connect to Retaining Wall 11. Commercial Reversible Underground Water Tank a. ETFE Layer b. Air Inlet c. Bird Wire d. Aluminum Profile e. Condensate Gutter f. Flexible Hose g. Air Supply Tube h. Steel Frame Structure

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SECTION DETAIL LABELS 01. Structural Steel Mullion with Integrated Air Vents and Gutter 02. ETFE Panels with PV 03. Permitted Drainage Gutter with Sloped Insulation 04. Air Barrier Membrane 05. Light Weight Cable Structure 06. Rain Water Gutter Down Pipe 07. Sprinklers - Misters Provide additional humidification to the Life Source 08. Pre-cast Translucent Concrete Panels 09. Concrete Retaining Wall 10. Bore Pier Connect to Retaining Wall 11. Commercial Reversible Underground Water Tank

a. ETFE Layer b. Air Inlet c. Bird Wire d. Aluminum Profile e. Condensate Gutter f. Flexible Hose g. Air Supply Tube h. Steel Frame Structure

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Environmentally Sustainable Design

The museum must be able to sustain the plants’ cycle. The soil underneath the museum will act as a rechargeable battery that will control the temperature inside the life source by utilising a heat pump system. In addition, a rainwater collection and hot water system are incorporated to provide mist to the live collection for humidification and warmth during the winter. ETFE panels are selected as a roof envelope for their highly insulative property that will help sustain the environment in the museum. Precast translucent concrete panels are chosen due to their thermal mass property that allows the building to maintain a high internal temperature in the winter and stabilise the internal temperature in the summer. The transparency of the concrete panels is driven according to their orientation, creating a unique visual expression through its shimmering and ephemeral veil that reflects an amber pattern.

BUILDING ESD

EXTERIOR 40°C

EXTERIOR 3°C

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10. 02.

02.

SUMMER

WINTER INTERIOR 25-28°C

01. Concrete Panel - Thermal mass keep indoor cool during day time and release heat at night when temperature drop.

INTERIOR 15-20 °C

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02. Highly insulated PV ETFE Penal, air tight and generate energy for the building

01. Concrete Panel - Thermal mass store outdoor heat and release at night. 02. Highly insulated PV ETFE Penal, air tight and generate energy for the building

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03. Air Handling Unit, with thermal wheel and humidification

03. Air Handling Unit, with thermal wheel and humidification

04. Earth duct temper incoming air

04. Earth duct temper incoming air

05. Boreholes and heat pump system, provide thermal storage, generating heating in winter 06. Warm temperature release from ground

05. Boreholes and heat pump system, provide thermal storage, generating cooling in summer 06. Cooling temperature release from ground

08. Misters provide additional humidification to the greenhouse

07. Warm temperature store in ground

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08. Misters provide additional humidification to the greenhouse 09. Rain water storage water tank

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SOIL 10°C ALL YEAR ROUND

SOIL 10°C ALL YEAR ROUND See the ground as a thermal storage / recharge battery for temperature.

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09. Rain water storage water tank 10. Solar hot water panel combine with etfe panels, heated water stored in ground for use during winter.


‘MEDLEY’ 2019 Master Studio II Collaborative Studio with Architecture Architecture

Housing Complex Prinzessinnengarten, Berlin

Design Concept

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By encompassing cultural and lifestyle differences embedded in Berlin’s social fabric - Medley calls for a different take on apartment development. The proposal aims to answer the pressing issue of the need for a more inclusive society. An apartment development provides an excellent platform for a testing ground where multiple cultural and lifestyle choices categories usually constructed in binary opposition can meet and mix. Medley aims to replicate and further test the catch-all philosophy of the current site of Prinzessinnengarten. Medley is a contact zone of multiple identities, a proposal that aims to investigate the opportunities to mix different user characters in an intimate apartment setting.

click or scan for more information on Medley


ARCHITECTURE

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Prinzessinnengarten main entrance


Concept Development | Wa t e r C o l o r

The project drew inspiration from watercolour blending as an analogy and a starting point for the proposal. It represents Prinzessinnengarten’s catch-all philosophy that Medley aims to incorporate and test. In the process of watercolor blending – it started from a nucleus, a starting point that represents an individual. Once the nucleus hit on a paper, it will blend and spread out. Over time, every nucleus will meet and mix. As a result, it creates a dynamic relationship between individuals and creating a more inclusive platform.

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Nucleus

Convergence

Harmonize


ARCHITECTURE

Site Strategies and Site Respond

Medley recognizes the importance of the public space provided in Prinzessinnengarten in Kreuzberg’s city fabric. A technique of elevating the landscape is applied that separates the public spaces and the apartment complex. Public and communal programmes are placed in the centre of the site to blend the landscape and the function. A large site area is sacrificed for public pedestrian access to encourage interaction between the site and the surrounding. Landscape and pathway design in public and communal areas are designed with complexity to encourage linking people.

open view & landscape design for public access

circulation complexity

public zone

original landscape

transition zone elevated landscape residential zone outdoor multifunction space

re-modelling the landscape

Re-modeling the landscape

zoning

Zoning

site edge treatment

Site edge treatment

landscape design – circulation complexity

Landscape design circulation complexity

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Ground Floor Plan - Prinzessinnengarten

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04. 14. 06. 02. 06. 12. 15.

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01. Prinzessinnengarten Entrance

16. Co-Working Space

02. Social Stairs

17. Roof Garden

03. Residential Entrance

18. Community Kitchen

04. Urban Farming

19. Outdoor Dining & Picnic Area

05. Garden Restaurant

20. Community Entertainment Room

06. Outdoor Dining & Picnic Area

21. Communal Urban Farming

07. Garden Office & Storage

22. BBQ Area

08. Garden Shop

23. Meditation Area

09. Book & Closet Share

24. Yoga Space

10. Performance & Debate Room

25. Dog Park

11. Workshop and Multi-Function Space

26. Outdoor Gym

12. Outdoor Multi-Function Space

27. Outdoor Cinema

13. Service Entrance

28. Entrance Lounge & Mail Room

14. Kids Playground

29. Community Laundry

15. Composing Area

Ground Floor Plan 1:200 @ A1

Room Labels 01. Prinzessinnengarten Entrance

07. Garden Office & Storage

13. Service Entrance

02. Social Stairs

08. Garden Shop

14. Kids Playground

03. Residential Entrance

09. Book & Closet Share

15. Composing Area

04. Urban Farming

10. Performance & Debate Room

05. Garden Restaurant

11. Workshop and Multi-Function Space

06. Outdoor Dining & Picnic Area

12. Outdoor Multi-Function Space


ARCHITECTURE

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Ground Floor Plan -Upper Landscape Private Housing

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01. Prinzessinnengarten Entrance

16. Co-Working Space

02. Social Stairs

17. Roof Garden

03. Residential Entrance

18. Community Kitchen

04. Urban Farming

19. Outdoor Dining & Picnic Area

05. Garden Restaurant

20. Community Entertainment Room

06. Outdoor Dining & Picnic Area

21. Communal Urban Farming

07. Garden Office & Storage

22. BBQ Area

08. Garden Shop

23. Meditation Area

09. Book & Closet Share

24. Yoga Space

10. Performance & Debate Room

25. Dog Park

11. Workshop and Multi-Function Space

26. Outdoor Gym

12. Outdoor Multi-Function Space

27. Outdoor Cinema

13. Service Entrance

28. Entrance Lounge & Mail Room

14. Kids Playground

29. Community Laundry

15. Composing Area

Ground Floor Plan 1:200 @ A1

Room Labels 16. Co-Working Space

22. BBQ Area

28. Entrance Lounge & Mail Room

17. Roof Garden

23. Meditation Area

29. Community Laundry

18. Community Kitchen

24. Yoga Space

19. Outdoor Dining & Picnic Area

25. Dog Park

20. Community Entertainment Room

26. Outdoor Gym

21. Communal Urban Farming

27. Outdoor Cinema


Section 01

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Green lane - apartment complex

Prinzessinnengarten restaurant

Residence commu


unal leisure room

ARCHITECTURE

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SECTION 01 1:100 @ A0 0

Social step at the edge of the site to blend the site edge and the public pedestrian

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Urban farming

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Apartment Plan Design The apartment is designed to incorporate different lifestyles, including provider, adventurer, corporate, bohemian, creative, socialite, activist, academic, technician, nature lovers, and minimalist. The apartment allows tenants to express their lifestyle and allows them to interact with other tenants with different lifestyle choices.

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The apartment is derived from a watercolor blending concept. Each bedroom comes with a semi-private personal space, where tenants can freely express their personal lifestyle choices. The semi-private personal space acts as a transition zone between the communal and private spheres within the apartment. The balcony for the apartment also acts as a connecting walkway between each apartment. The social balcony enriches the concepts of creating a more inclusive living. The depth of the balcony allows activities to take place within a communal setting.

2br apartment kitchen and living space

The form and planning of the apartment are circular. A circle can be opened, semi-opened, or closed that allows for three different levels of spatial hierarchy – public, semi-private, and private. Curved walls are incorporated throughout the development to create a sense of fluidity throughout the spaces. Shadow and light gaps are located between the individual curve for a sense of separation within the tenants. Moreover, light penetration between each curve is intended to create a unique architecture language allowing for the interiors to look lighter, softer, and warmer.

2br apartment living room with personal space, sunken living space and storage


ARCHITECTURE

DETAIL

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TYPICAL APARTMENT LEVEL 1:100 @ A2 0

T Y P I C A L A PA RT M E N T P L A N

typical bedroom and personal space

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apartment balcony spaces use both private and communally

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Section Detail

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DETAIL SECTION 02 1:25 @ A0 0

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The detail section illustrates how different personalities and lifestyle choices can use each apartment.

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ARCHITECTURE

Section Detail

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The section illustrates the relationship between the balcony and the apartment’s room, where the balcony can be used privately and communally, encourages interaction and inclusivity between residences. The concept of blending is applied beyond the plans but also vertically between internal and external spaces. Soft curved concrete is chosen as a material that allows for storage within the internal enclosure and acts as a balcony seat.

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DETAIL SECTION 03 1:15 @ A1 0

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Medley is an apartment complex for contemporary living where diversity is embraced. It is a celebration of cultures, personalities, and lifestyles that represent what makes us human.


‘REKINDLE’ 2019 Master Studio III

Residential K e w, M e l b o u r n e

Design Concept Inner House is an exploration of combining the typologies of a house and a gallery. It symbolises the progression of life and the production of memory in a household and a community setting as memories take roots in the building fabric, spaces, gestures, images, and objects.

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A house encapsulates all the features of memory creation and how it occurs in our life. As humans, we have different memories – some that we might want to keep within ourselves or some that we might want to share with others. A Gallery is one of the places that build a community, social network, collective memories, and identity. Aspects of community that has been lacking since the inception of the internet. Inner House is a platform to celebrate memories regardless of whether it is personal or not. Memory can survive if the place disappears, but memory will not be as durable or flexible when the place is gone. Inner House is a vessel that encapsulates not only past memories, however, acts also as a platform for creating new memories.

click or scan for more information on Rekindle


ARCHITECTURE

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Rekindle resident living room


site plan

Site Plan

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semi public pathway

public pathway

public pathway

semi private pathway private pathway

@A3

(elevated)

down

up

workshop residential

gallery

up down

public

semi public

semi private

private


ARCHITECTURE

Site Response and Planing

The design contains three key features: a gallery, a workshop space, and a residence, the design focused on the residential part. The site surrounding lacks a community-driven programme, and the proposed gallery aims to instil a community presence in the area. The site is divided into three areas, the existing vineyard, native Victoria garden for gallery visitors, and an elevated residential garden. The entrance of the site is reconfigured, splitting the public and private parking. There will be semi public pathway pedestrian access from the Dickinson reserve picnic area. public pathway

public pathway

With the typology of the house, it is crucial to draw a separation between the public and private. Circulation plays a vital role in retaining resident semi private pathway privacy while still maintaining the ‘open’ aspect of the building. The site’s arrangement connects three different building functions while still private pathway maintaining the separation between public and private. The circulation driving concept always starts as a public circulation. However, from private circulation to public circulation, it will first head to semi-private or semi-public circulation. It then branches out into three different hierarchies; semi-public, semi-private, and private.

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(elevated)

down

workshop

semi public pathway

residential

public pathway

up

up

public pathway

gallery

down

semi private pathway private pathway (elevated)

public

semi public

semi private

private

down

up

workshop residential

gallery

up down


Section A

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Section A The ground floor planning is concentric, with the living space located in the centre of the house, followed by the ramp and the ground floor hallway that leads to the functional spaces.


ARCHITECTURE

G a l l e r y a n d Wo r k s h o p L G F P l a n

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Full Ground Floor Plan

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Resident Ground Floor Plan

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ARCHITECTURE

Resident Ground Floor Plan

The functional spaces of the house are interconnected to each other. For example, the play and study room is connected – allowing for interaction between parents and kids when they are playing or working. The dining and kitchen area is connected with a foldable panel that allows for diverse gathering types. A pocket of greenery located in the centre of the functional area allows for an extension of dining or play.

semi public pathway

public pathway

public pathway

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semi private pathway private pathway (family)

individual pathway shared pathway (couples / siblings)

function spcae circulation

personal collection shared collection

entrance

family collection entrance

entrance entrance

private access to gallery

functional program circulation

gallery experience | rekindle house


Resident Level 01 Plan

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Level 01 Plan The ground floor ramp leads to a family display area that leads to grandparents, parents, and kids bedrooms. There will be a pocket dedicated for each family member’s collection between each bedroom and the ramp. The void located in the pockets overlooks the living area creating an intimate moment between the individual and the family. ‘

Individual path (kids section)

The kids’ bedroom is designed as a playful space for the kids to create memories with their siblings. The custom joinery in the bedroom allows the two bedrooms to be connected, allowing for privacy when needed.

Grandparents’ bedroom


ARCHITECTURE

Resident Level 02 Plan

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Level 02 Plan The final destination of the ramp is a guest bedroom, which allows the guest to walk through the family’s collection. An open terrace is incorporated between the bedrooms and the guest rooms and allows the family to overlook the public gallery and the workshop.

Kids room

Main ramp display


Section B

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Main ramp display

Study room


ARCHITECTURE

Detail Section 01

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Indoor courtyard

Dinning room


‘CLOUD’ 2 0 1 7 Pa r a m e t r i c D e s i g n

O f f i c e Po d Grasshopper Simulation

Design Concept

Cloud is a site-specific and flexible acoustic meeting pod. Driven by parametric design, it challenges the relationship between two different design methodologies of generation and composition. Through constant explorations and negotiation, the outcome pushed the boundary and demonstrated that conventional and parametric designs could coexist. 58

Cloud is derived from two design strategies of tessellation and geometry. Tessellation is a technique where a surface is tiled using multiple identical geometric shapes; however, tessellation is often flat. Through digital manipulation, Cloud combined the characteristic of tessellation and the internal spatial quality of geometry. The design process involves studying case studies, physical and digital iterations. The process is not linear, with multiple adjustments based on digital simulation, real-world simulation, and material characteristics.

click or scan for more information on ‘Cloud’


ARCHITECTURE

59


D I G I T A L

S I M U L A T I O N

Digital Simulation and 60

P h y s i c a l M o d e l Pe r f o r m a n c e During the design process of Cloud, it brought up the possibilities for parametric and conventional design to complement each other. The outcome is a result of manipulation done digitally and physically. Computation can help guide fabrication, performance, and efficiency. However, certain aspects such as accurate material performance and physical conditions cannot be accurately done digitally. This project showcases the importance of conventional consideration when utilizing parametric tools.

A N D

P H


ARCHITECTURE

Y S I C A L

M O D E L

P E R F O R M A N C E

Digital Simulation of Acoustic Pod

Physical Model Performance Scale 1:10

Design Vision 61

The design of Cloud is site-specific, an installation that can be stored away on the ceiling when not in use and can be transformed into a meeting space when released. The performance of the space is done through digital simulation. The formation of the physical model is simulated and tested through digital simulation, especially on connection points and points of contact. The 1:10 scale physical model is built based on a digital simulation that achieved the intended result.


‘ C l o u d ’

Fig. 1.3

Fig. 1.4

Fig. 1.5

Fig. 1.6

Fig.

Fig.

Fig. Fig. 1.1

Fig. 1.2

Fig. 1.7

Fi g. 1.1 - Pr o to t y p e o n fo r m f in din g, ch all e n gin g t h e i d e a o f Te s s e ll a t io n w i t h in t e r n al vo lum e an d f l e x ib ili t y o n fo r m. Fi g. 1. 2 - M a t e r i al t e s t in g t h r o u gh va cuum fo r min g to e x p l o r e g e o m e t r i c var i e t y an d f ab r i c a t i o n m e t h o d. Fi g. 1. 3 - D i gi t al s imul a t i o n b a s e ar r an g e m e n t fo r c o n n e c t io n p o in t s . Fi g. 1.4 - Tr an s p ar e n c y an d W hi t e p an e l ar r an g e m e n t b a s e o n p r i va c y an d a e s t h e t i c. Fi g. 1. 5 - D i gi t al s imul a t i o n b a s e ar r an g e m e n t fo r fo r m cr e a t i o n. Fi g. 1. 6 - 4 di f f e r e n t t y p e s o f g e o m e t r i c p an e l us e in ‘Cl o u d ’. Fi g. 1.7 - P hy s i c al m o d e l b uil din g p r o c e s s - p an e l ar r an g e m e n t b a s e o n di gi t al s imul a t io n. Fi g. 1. 8 - Pr o to t y p e 01 o n c o n n e c t i o n, f al s e du e to un c o n t r o ll ab ili t y o n 3 D p r in t e r to l e r an c e.


ARCHITECTURE

D e t a i l s

Fig. 1.13 1.8

Fig. 1.14

1.9 Fig. 1.15

1.10 Fig. 1.11

Fig. 1.12

Fig. 1.16

Fi g. 1.9 - Pr o to t y p e 0 2 o n c o n n e c t io n, f al s e du e to un c o n t r o ll ab ili t y o n 3 D p r in t e r to l e r an c e. Fi g. 1.10 - Pr o to t y p e 0 3 o n c o n n e c t io n, su c c e s s f ull y p r o du c e b u t c o mp l e x o n a s s e mb l e an d n o t a e s t h e t i c all y p l e a s in g. Fi g. 1.11 - P hy s i c al m o d e l t e s t in g o n c o n n e c t io n p an e l o n m o d e l s c al e 1:5 Fi g. 1.12 - Fin al d e s i gn o n c o n n e c t io n, s imp li f y, uni f y an d e a s y m anu f a c t ur e an d a s s e mb l e. Fi g. 1.13 - Pan e l g e o m e t r i c c o n c a ve in to ke e p s o un d s in s i d e t h e p o d s . Fi g. 1.14 - Pan e l g e o m e t r i c c o nve x o u t to di f f us e s a w a y s o un d s f r o m sur r o un din g. Fi g. 1.15 - A d di t i o n al m a t e r i al - f e l t e d a d d e d in all w hi t e p an e l s to a d s o r b n o is e. Fi g. 1.16 - A d di t i o n al m a t e r i al - f e l t e d a d d e d in all w hi t e p an e l s to a d s o r b n o is e, p hy s i c al m o d e l 1:5.


‘A S T O O L’ 2020 Timber Furniture Making MSD - EXLAB C o l l a b o r a t i v e Wo r k Timber Steam Bending Material: American Oal

Design Overview ‘A Stool’ is a result of playful experimentation with materials and hacking of both traditional craft techniques and digital, traditional fabrication methodologies. It is an investigation into different wood species materiality and its steam-bending capabilities. As steam bending process has multiple variables that cannot be controlled, the form follows the material.

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The form of the stool is inspired by one curve produced with a single mould. The curve is manipulated in different ways to create varying curves and effects. Since each curve is unique, the connection detailing is not flush to enhance the process of steam bending further. The outcome is simple yet detailed to express the motion of bending.

click or scan for more information on ‘A Stool’


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‘A F L O A T ’ 2021 Timber Furniture Making MSD - EXLAB

Timber Lamination and Steam Bending Material: American Oak & Maple

Design Overview ‘A Float’ is a continuation of steam-bending experimentation from the previous stool project. It is a result of a combination of two woodworking techniques of lamination and steam-bending. It aims to challenge 1) lamination radius and 2) steam-bending directions.

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Steam-bending is usually a single motion bending; in this project, certain wooden elements are double bent, creating a wavy pattern that conforms with body proportions. Steam-bending is a resource-intensive process; the primary consideration in this project is sustainability. The base of the lounge chair is made up of off-cuts that are typically discarded after timber selections. As every single curve is unique, each curve is spaced apart to accentuate the process of steam-bending further. This project required a lot of quick decision making and improvisation as steam-bending variables can not be predicted; however, it can be reduced.

click or scan for more information on ‘A Float’


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MORE THAN ARCHITECTURE

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‘COLLISION AND TRANSITION’ 2021 3D Scanning and Virtual Reality C o l l a b o r a t i v e Wo r k Heritage Reinterpretation

Design Overview

As inspired by Galo, in the post-orthographic age, we should think of architecture through telematic means instead of geometric terms. The Image defined by John May is composed of discrete signals which are fundamentally manipulatable and dynamic. As mentioned in the quote, we see the discrete nature of the image as an opportunity to design future architecture and establish new meaning.

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Imaging is the post-orthographic approach that we use, in which we understand it as the art of data processing. In this process, we de-construct the buildings into elements, as columns, walls, floors, stairs… We first identify the spatial qualities of the architectural elements. These architectural elements are recomposed to generate architectural spaces with new spatial qualities. We have coined this methodology “Collision”. These collided spaces are predominantly experienced through the virtual media. We see the collision as a projection for future architectural space-making.

CHAPTER HOUSE + TO

With the aid of computational software, the data is extracted, scaled, and rearranged, resulting in the collision of different heritage building in Melbourne. The varied collision becomes architectures that are comprised of different aesthetics, functions, and significance. The project outcome will interact through the exhibition, which consists of projections of render images, drawings, 3D printed model, animation, and VR experience. The varied architectural media stimulate varied approaches of perceiving the new collided space. Since the scanning process captures the human inhabitation, the imaging process also indicates how future architecture can be inhabited. We use VR technology to create immersive spatial experiences of new spaces. Users are able to travel between varied composited Heritage buildings through architectural thresholds. 3D printed models provide a physical connection between the real world to the virtual world, which also brings a tactile experience to the project. In conclusion, we are interested in extracting and recreating the architectural meaning through data manipulation. We are finding ways of future architectural space-making through imaging and experiencing through virtual media.

click or scan for more information on ‘Collision and Transition’

CHAPTER HOUSE +


MORE THAN ARCHITECTURE

“ALL IMAGING TODAY IS A PROCESS OF DETECTING ENERGY EMITTED BY AN ENVIRONMENT AND CHOPPING IT INTO DISCRETE, MEASURABLE ELECTRICAL CHARGES CALLED SIGNALS, WHICH ARE STORED, CALCULATED, MANAGED, AND MANIPULATED THROUGH VARIOUS STATISTICAL METHODS.”

O W N H A L L + S T. P A U L

+ T O W N H A L L + S T. P A U L

- JOHN MAY

M S D + S T. P A U L + S T A T E L I B R A R Y

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MSD + CHAPTER HOUSE + TOWN HALL


C H A P T E R H O U S E + T O W N H A L L + S T. P A U L

M S D + S T. P A U L

The plan collision images comprise elements dissected from the different heritage buildings data. Exploring the themes of 1) scale, 2) relationship, and 3) composition. Presented in point cloud render to illustrate the process of post manipulation and production of the data.

Through the section, the verticality Hence, through these drawings, the to manipulate the different levels of different ceiling heights to explore the

The plan drawing is an amalgamation of different architectural elements from St Paul Cathedral, Chapter house, and Melbourne Town Hall. Reimagined as a concert hall that can facilitate experiencing an immersive concert virtually. The concert hall embraced the characteristics of a concert hall; the balcony, the centre stalls, and the stage albeit composed with architectural elements that are often not paired together. With the rise of cancelled events this past year, there is a need for a “fourth space” to experience world leisure virtually. Without leaving the sofa, concert goers can be immersed not only in the music, but also the architecture. An interface that marries virtual and physical experience.

The section above is the upper floor a extracted and reimagined as a future where the collision of spaces becom architecture, the Digital Archive beco to facilitate the browsing, reading and new form of architecture also serves and the virtual world, the collision o virtual realm but also between the ph

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MORE THAN ARCHITECTURE

+ STATE LIBRARY

of the space can be experienced. main approach of the collision was f the space, using stairs, floors and e different spaces.

and the ceiling of State Library Victoria e digital archive. In a fictional future mes the new design methodology for omes a necessary form of architecture d experiencing of virtual spaces. As this as an interface between the physical of spaces not only occurs within the hysical and the virtual spaces.

MSD + CHAPTER HOUSE + TOWN HALL

Through the section, the verticality of the space can be experienced. Hence, through these drawings, the main approach of the collision was to manipulate the different levels of the space, using stairs, floors and different ceiling heights to explore the different spaces.

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The section above is the upper floor and the ceiling of State Library Victoria extracted and reimagined as a future digital archive. In a fictional future where the collision of spaces becomes the new design methodology for architecture, the Digital Archive becomes a necessary form of architecture to facilitate the browsing, reading and experiencing of virtual spaces. As this new form of architecture also serves as an interface between the physical and the virtual world, the collision of spaces not only occurs within the virtual realm but also between the physical and the virtual spaces.


‘HYPERSCAPE’ 2017 AA Visiting School

C o l l a b o r a t i v e Wo r k Architecture Film

Film in Architecture

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As architects today, we create spaces, primarily meant for inhabitance with materials from the earth that are proportionately combined to construct planes that define spaces. In an objective sense, we achieve the same goal in a film-thoughts from the mind are suitably combined and executed with the help of media tools to create places and spaces which are in fact amorphous. We create a world, with a narrative of its own or sometimes just choose to insert our suitable narratives in an existing context. In our physical world, we are limited to the tangible; our spatial creations need to cater to the land, the laws, and the senses. They need to fall within reach of what we consider “perceivable” and “believable”- “large” can’t just scale up to infinity, -each volume has its own boundaries.

Hyperscape Video Clips - Fantasy

A world without a shape to contain it would mean a world without boundaries- A door does not always have to lead to a room, a threshold can exist in entirety and various totalities can exist-one within another or one beside the other or even one below the other...and, so it goes. If a chef can create art with food and water can generate symphonies, then a movie can construct realms beyond your wildest imagination - you are bound by the walls of your mind alone.


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What is Hyperlink? Hyperlink by definition is an access point that can immediately transport you to a different location. With this idea in mind, Hyperscape is a film that attempts to build a world with a continual experience that takes the audience on a ride through 11 correlated scenarios includes language, family, symbol, technology, fashion, reproduction, environment, power, privacy, tribalism, and fantasy. With each of them implying

their own social and spatial reality Hyperlink is a tool for us to build this world in the film. This film is a production of a group of 11, the main scenarios I focus on is Fantasy and I was responsible for filming editing, color collection, raw footage collection, and script writing ‘Fantasy’.

Behind the Scene - Fantasy Wandering across the streets of London, we were exposed to its intricacies and unexplained beauties. Some contexts explained themselves, some left us in a state of daze, but the essence of the city remained, and we realized the complexity embedded within the land. Looking at the red vintage telephone booth that placed around the city lead me to think contacting people instantly were once a fantasy for human, with the invention of telephone booth during the 1880s makes direct connection between distance a reality, but now it became an “instagramable” accessory for the city of London. Where one day they all the fantasy though we have now will become a reality in the future.

With the collected footage and different scenarios from different people everything seems to be “unlinkable and unrelated” but we learn to look, unlook, and re-look ideas and object to reconstruct and transfer the idea of Hyperlink to the audience. Fantasy are placed at the end of the whole film, is because we believe that with a real abstract scenarios and scenes will allow audience to expend the concept of Hyperlink outside the film.

click or scan to watch ‘Fantasy’ scene in Hyperscape

Conceptual Collage for Fantasy

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S C E N E S

I N

1. Language This is the ceaseless mind of the city, where the pace of urban change leaves us in the dark. As our lives in the city rush by – sometimes we have moments of direction and clarity, where we can see where we are going.

4. Technology So much change! So much production! The more we build in cities, the more we tear down what we thought we knew. What is nature? What is technology? The cities of the future are growing all around us.

2. Family We find ourselves suddenly in the family store. A special deal today on chilled out BBQ fathers. Free returns on republican relatives – cash them in for limited edition vegan hipsters. Snap up tribal families before they go out of trend!

5. Fashion Take a minute to admire the beautiful body of the modern city. Its wondrous form and sculpted shape. Fashions come and go – but they leave their mark.

3. Symbol Hidden behind this familiar consumption is the wasteland of disposable identities. Symbols, symbols, everywhere, as one is consumed, another discarded.

6. Reproduction We in turn create our own image in the spaces of the city. It provides the background, as passing moments turn into an immortalized image of how we are now.

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click or scan to watch


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H Y P E R S C A P E ’

7. Environment And with a single click, you might browse the virtual realms of the city. The realities that exist Online are no less real than those constructed with stones and mortar.

10. Tribalism But have we ever escaped our own natures? The city now is marked by modern empires and modern allegiances. Amidst it, tribal wars endure, one group against another.

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8. Power And with a single click, you might browse the virtual realms of the city. The realities that exist Online are no less real than those constructed with stones and mortar.

12. Fantasy This has been our journey, through selected realities of the city of today, trying to make meaningful hyperlinks between urban realities.

9. Privacy From one mind space to another – we are transported to alternative realities. Sometimes the city must be escaped.

11. Fantasy The realms and realities of the city now are the result of the fantasies of generations past. As we navigate between them, we create new fantasies that will shape the city of tomorrow.

‘Hyperscape’ full film



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