Work Samples_Yuanyuan Cao_Urban design

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Yuanyuan (Kiko) Cao Work Samples

2016-2023

Yuanyuan (Kiko) Cao

Email: caoyy1998@hotmail.com

Mobile: (+44) 7542590833

70, Sedleigh Road, London, SW18 1QE

EDUCATION

Master of Architecture, Urban Design - The Bartlett School of Architecture, UCL

Specialized in B-pro RC12 and Metaverse design concepts.

Bachelor of Architecture - Qingdao University of Technology (QUT), China

Five-year systematic architectural project.

EXPERIENCE

Technical Assistant

Digital Architecture & Manufacture Laboratory [DAM_Lab] · Part-time

Job details: *Collaborated across disciplines, liaising with civil engineering teams to integrate architectural design into innovative projects, including robotic clay printing, 3D printing.

*Contributed to project bids for a sports arena in Cyprus, the Rui Sheng Technology office building in Shenzhen, and the hotel design in Chengyang District, providing design expertise.

*Proficient in Rhino for 3D modeling and Enscape for rendering, effectively visualizing technical insights.

Research & Workshop

Participated in various workshops, including Master Workshop Pezo & Von Ellrichishausen and 2019 Bamboo Space Design Workshop in Japan.

2019 Bamboo Space Design Workshop, Japan (The University of Kitakyushu) Master Workshop Pezo & Von Ellrichishausen, Nanjing, China

Co-authored a *Journal Article* on Digital Robotic Clay Structure (AILCD)

Journal Article: Digital Robotic Clay Structure. (Authored with others)

Research focused on robotic arm 3D printing of clay for generating architectural curtain walls.

Parametric design capability * The 4th International Robot Construction Camp Outstanding Member | Project: Robotic Clay Printing. (Teamwork.)

Exploring the applicability of robotic 3D printing clay to architectural curtain walls and testing the impact of material fabrication on print results. (See portfolio.)

Physical modeling * Research Assistant_ Digital Construction & Woodwork Laboratory, QUT

- Proficient in woodwork techniques, including cutting, sanding, drilling, and gluing.

- Applied architectural modeling skills to various projects.

COMPETITION

Gold Award at the - 5th Bauhaus Award International Design Competition

Project: Dormant Pulse

Excellence Award at the *11th University Student Construction Design Competition

Project: Under the Dome. (Teamwork.)

SKILLS

Language:

English (proficient), Mandarin (native)

Software Skills:

Design software:

Rhino

Revit

Grasshopper

Unreal CAD

Sketch-up

Maya

Adobe: Rendering software:

Photoshop

Illustration

InDesign

Sep 2021-Sep 2022

Sep 2016-Jul 2021

Rhino for Vary

Lumion

Enscape

Twinmotion

May 2019-Jul 2021

May/Jul 2019

Feb 2020

Apr 2019

Mar 2018-Jul 2021

Mar 2020

May 2019

01 Meta Consumer

Explore the development of commercial spaces in the Metaverse by Unreal

B-pro Show 2022 RC12

Date : 2021.09-2022.09

Site : Oxford Circus, London

Tutor: Luke Pearson, Sandra Youkhana

Team members: Xiaolin Liu, Han Wei, Shaoyu Wang

Role in team: Unreal programing, drawing

Meta Consumer explores how the metaverse and virtual worlds are economic sites for content production and consumption. Combining studies into consumer behaviour alongside the analysis of ‘gamer types’ using Bartle’s taxonomy of players, MetaConsumer creates experimental retail experiences, leveraging how people instinctively engage with virtual environments.

The game is constructed around a system of agents containing both consumer and gamer profiles.

Players must create structures that appeal to both the consumerist tendencies of these shoppers and the ways they are predisposed to interact with virtual environments, using combinations of different generic elements which then become attractive to agents based on their personality type. ‘Killer’-type players, who thrive on competition, will be attracted to vertiginous structures inspired by games such as Doom Eternal. In contrast, ‘explorer’-type players will seek out structures providing unexpected journeys, drawing upon the aesthetics of games like Minecraft. As players perceive game worlds in fundamentally different ways according to their personality, MetaConsumer uses this in a shifting landscape of experiences and consumption.

First Iteration

Mono placement

Click on the icon and place a dynamically changing piece in the world.

Second Iteration

Combined placement

Click on two pieces and place them to create a random combination of different positions.

Third Iteration

Combined placement with Dynamic Changes

When different types of agents touch the component, the morphology of the component changes in different ways.

Different player types were analysed and mapped to existing game archetypes. These games are then used to create the symbolic and architectural language of the world, demonstrating when a structure has resonated with one of those player types.The urban environment of MetaConsumer is continuously oscillating between meanings, with referential architectural forms from popular games signifying a structure that is attracting a specific player-type towards it.

MATERIAL
Killer Explorer Achiever Socializer Doom Eternal (Bethesda Softworks, 2020) Fortnite (Epic Games, 2017) Minecraft (Mojang Studios, 2011) Animal Crossing New Horizons (Nintendo, 2020) Type: Killer Killer Doom Eternal Achiever Fortnite Explorer Minecraft Socializer Animal Crossing New Horizons
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Players acting as retailers combine different basic architectural elements into spatial forms that attract different player types. These will then be perceived and explored by consumers within the game. Studies into how different player types are attracted to different spatial forms. Killer-types, looking to dominate their surroundings, will be drawn to high ground or difficult objectives, while explorer-types will seek out branching paths.

An in-game screenshot of a MetaConsumer environment, showing elements that are being perceived and explored by the different player types corresponding to different game types, and 'blank' structures that are not currently being visited. The MetaConsumer environment is one that oscillates in and out of meaning, with the world physically changing depending on the player personality type of the user experiencing it.

COMPONENTS RENDERING
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Move to Destination Spline = Route SimpleAgent E SimpleAgent A SimpleAgent K SimpleAgent S Trigger Box0 Destination Actor Overlapping actors = Corresponding types ? Set Visibility Set Visibility Access to component Set World Location Animation Purchasing (Dancing) Overlap box1 Set Visibility Set Visibility No No No No YES YES YES YES 1 second 1 second 1 second Socializer_Destinations Killer_Destinations Achiever_Destinations Explorer_Destinations (Random) Trigger Box1 DATA MECHANISM Spawn Actor From Class Move to Des Set Visibility Set Visibility Socializer_Destinations SimpleAgent S Killer_Destinations SimpleAgent K Achiever_Destinations SimpleAgent A Explorer_Destinations SimpleAgent E GET False Ture Is the agent type the same as the component type? (Random) Purchasing Faster switching of lights NS_Socializer NS_Killer NS_Achiever NS_Explorer Niagara Particle System Add in Array Does the track correspond to the character ? No YES Set Pasued Niagara follows the characters type number index number 0 1 2 3 4

A Meta Landscape: A view across a MetaConsumer environment, showing the different symbolic structures that are attracting players at any given moment.

Spaces of Perception: Game archetypes are used to draw consumers towards structures, such as Minecraft appealing to explorer-type visitors or Animal Crossing appealing to social-type consumers.

Views of the Meta World: As the environment changes dynamically, retailers see prevailing consumer and player trends in the world through the architecture, understanding how the environment is shaped by the way players perceive the basic structures placed in front of them.

Walking Simulator: By embodying the eyes of an agent, players can also walk through the MetaConsumer environment, seeing how it changes in response to their unique player-type perception.

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02 “1h" copolymer

The possibility of establishing a fictitious city management mechanism and demonstrating its results

Date : 2020.11 - 2020.12

Site : Mumbai,India

Individual Work

This project studied, following the current information society, under the imaginary social form of "time society", what kind of state will the city evolve into? And if the architect in the future is a revolutionary, how to balance the class oppression from the "time society" for the slum people at the bottom of the society, and build an ideal world that can survive and satisfy basic human rights and desires.

The world background of the project comes from the "time supreme" social system in the film "In Time". This design takes Dharavi slums in Mumbai, India as an example, and tries to analyze historical cases of "social forms affecting urban evolution". Explain the possibility of fictional city management mechanism and show its deduction results. In the city of the future, the construction of Dharavi’s "1h polymer" will save the poor in society an hour of survival time to satisfy their desires. It not only meets the basic sustainable survival and equal human rights at the bottom, but also establishes a revolutionary foundation for the formation of a new ideal city that is inclusive, diverse and equal.

Through the extraction, classification and translation of the living space elements of the Dharavi slums, the spatial prototype of "how to satisfy these basic living functions in the shortest path" is studied, the spatial sequence is reorganized, and an infrastructure system is established. This creates more survival time for the people in the slums than in the old space, which is used to make up for the spiritual world that is missing in the life of the two points of work and survival. Therefore, in addition to living space and manufacturing plants, the "polymer" has also added religious centers, music stages, cultural theaters and other facilities to build a diverse living space.

Michel Foucault

A history of space is necessarily a history of power. As the inter-society and society are mutually constructed. all social phenomena are bound to shape spatially.

Henri Lefebvre

Karl Heinrich Marx / Friedrich Engels

political socio-economic background

political superstructure

ideological superstructures

Urban socio-spatial Socialism

social status living condition lifestyle

economic income consumption patterns

superstructure economic basis

Human society can be divided into five social forms: primitive society , slave society feudal society , capitalist society , and communist society ( socialist society is the lower stage of communist society). Looking at these ages from another Angle, it presents a sequence of technological society forms: fishing and hunting society -- agricultural society -- industrial society -- information society.

Fishing and hunting society

Clan society is linked by family affection. Due to low productivity and public ownership, products are distributed equally.

Planning

All tribes are equal and gather in blocks along the river.

Building

Cave dwelling and nest dwelling.

Agricultural society

The income of agricultural products is stable, the productivity is high, the surplus products appear, the production system is private.

Planning

The capital is centered on palaces or churches, with a high degree of political concentration and the city has a clear axis.

Building

Buildings are divided into levels, and different aristocratic classes use buildings of different construction styles.

The information society is also called the information society, which is a society where information will play a major role after leaving the industrialized society.

Planning

Counterurbanization:Counter-urbanization, the collapse of centralization, the emergence of multiple centers.

Building

Information society Industrial society

The emergence of intelligent construction and intelligent buildings, the use of buildings is combined with intelligent information control

Machines brought higher productivity, concentrated industrial production in cities, and caused a vicious population expansion.

Planning

Urbanization

With industrial enterprises as the center, workers gathered to form a complete village and town, the city gradually became larger, and the large factory city grew rapidly.

Building

1. New materials, new technologies, and new types of construction appear. High-rise buildings and large-span buildings have emerged.

2. slums

Cities have become crowded, workers have gathered in large numbers, housing shortages have occurred.

ORIGIN
Broadacre City intelligent building Garden Cities
SITE PLANNING 7
forbidden city China Home Insurance Building Musée du Louvre Paris Birmingham, slum

Transportation pipeline Work room

Transportation is the efficient transportation of residents to work areas through such pipelines. Because the working mode can be unattended, the single-person working area can meet the basic needs.

Cultural center Capsule elevator Religious center

A variant of the recreation area hosts recreational activities for residents, socializing in a spherical communication center.

Efficient delivery of capsules improves traffic efficiency.

Although the life is like a machine, people living in the aggregate still have faith and a direction of progress.

SECTION INTERNAL VIEW 8

Hall + Smart Factory

People in the slums enter the aggregate through here and see the pictures of the city in the lobby. The remaining part is the intelligent industrial operation area, where the input and output of industrial materials are carried out.

Workspace

According to people's virtual operation behaviors in 2078, it can be deduced that the most efficient form of office is an independent space, which operates the manufacturing industry below.

Living Area + Entertainment Area

The living area uses modular 3*3 as the unit to generate different apartment types, and the capsule elevator in the core tube connects the living and working areas. The entertainment area is more flexible and contrasts with the living area.

Top Theater

The top floor is a theater that symbolizes culture. Not only the human culture in the high-efficiency society but also the revolutionary ideas are promoted here.

HALL VIEW 9

03 Clay Curtain

Explore the use of clay materials in 3D printing (Digital Fabrication)

Workshop:The 4th International Robot Construction Camp

Date : 2019.04-2019.08

Site : Qingdao, China

Supervisor Professor : Xinyu Shi, Zhoufan Chen, Da Wan

Role in team : conceptual design, modeling and drawing, photo

Pubuication:Journal of Asian Institute of Low Carbon Design, 2020

Clay printing has the same characteristics as 3D printing, and the construction concept of generating forms is mainly stack printing. By thinking about how to combine the printing of clay with the application of actual building construction, it can be applied to the building curtain wall system by utilizing the characteristic of diffuse reflection on the surface porous holes. By changing the orientation, size and density of the openings of the layered print, the intensity of sunlight entering the building through the curtain wall is controlled.

We found that in the 24-hour working environment of the American Emergency Alarm Center, it is required that the computer screen cannot produce any reflection, so as not to delay the viewing of any emergency alarm information. Therefore, in order to prevent the computer screen from reflecting on the computer screen because of the existence of natural light sources, it interferes with the office. Therefore, the wall of the building is generally closed, and artificial light sources are used throughout the day. This not only increases office pressure, but also Mental health also has a huge impact. Therefore, we hope that the porous surface of the clay surface can form the characteristic of diffuse reflection and apply it to the building curtain wall system. It can work without introducing reflection interference to the computer screen while opening the external field of vision, and introducing natural light sources into the room.

This solution can be applied in the transformation of the office environment. In the office environment of the emergency treatment center, in order to avoid the reflection interference caused by the direct sunlight, the large-scale use of artificial light sources and the application of closed office exterior walls increase the pressure on the staff. By applying the clay panel of the scheme to the curtain wall, by controlling the orientation, height and opening size of the voronoi polygon rotation, the lower part of the sunlight enters directly, creating a good office environment and relying on the upper part of the sunlight. Shooting indoors does not interfere with computer screens that require 24 hours of work.

CONCEPT ASSEMBLY SHAPR GENERATION

Each piece of 600mm x 600mm size is connected to each other by steel members. The four-sided steel is fixed like a frame to prevent the clay panel from being damaged by shear. Each panel is bolted together with two angles. In this detail we have thought of two detail treatments. One is to reserve a circle for the clay panel when printing, and clamp the edge with U-shaped steel. The other is to connect them by angle steel.

On the basis of the Thiessen polygon, each layer is rotated uplifted, and each height is raised by 3mm (that is, the thickness of a layer of clay), and the next shape is reconnected at a distance of 5% from the side of each polygon. The secondary loop gets a shape with smaller and smaller aperture.

Monomer Rotate 1 panel 2 panel 3 panel 1 Circular interference Linear interference Curve interference Rotate n 11
General curtain wall caly print of the curtain wall

PROGRAM OPTIMIZATION

After printing one layer of a single unit, the mechanical head is lifted 2 cm and then lowered to the specified point to print another layer of monomer.

The optimized route is mainly "Z" shaped route, which reduces the initial layer step to 42 steps and greatly shortens the printing time.

MECHHANICAL ARM OPERATION

Problems encountered:

1. The progress of clay printing cannot be known.

2. The amount of clay in the metal tube cannot be followed up, and it is easy to run out of clay in the printing process. In order to prevent the use of clay in the printing process, a multi-tube connection is realized by a tee.

THINKING ABOUT ROBOTIC ARM

Through the design of this scheme, we clearly realized that the robot arm will play an important role in the future building construction environment, and can effectively assist people in customizing the corresponding personalized building design and customization, and contribute to the development of human civilization.

LIN {E6POS: X -42, Y 5586, Z 278, A 0, B -90, C -90, E1 3500, E2 0, E3 0, E4 0} C_DIS LIN {E6POS: X -42, Y 5586, Z 298, A 0, B -90, C -90, E1 3500, E2 0, E3 0, E4 0} C_DIS LIN {E6POS: X -42, Y 5735.748, Z 298, A 0, B -90, C -90, E1 3500, E2 0, E3 0, E4 0} C_DIS LIN {E6POS: X -42, Y 5735.748, Z 278, A 0, B -90, C -90, E1 3500, E2 0, E3 0, E4 0} C_DIS
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Customised shopping

Explore cultural self-production through an immersive experience involving all people

Metaverse's future commercial space

Date : 2022.10 - 2022.12

Site : Decentraland and London

Team member:Ziwen Zhang

The project is concerned with the development of the Metaverse's future commercial space model.

Although the Metaverse is a thriving business, most of the existing spatial forms still mirror real-world architecture, such as the H&M shop concept. How to combine the reality and the characteristics of the metaverse space to imagine a future shopping environment.

The project starts with both the block and the façade: the aggregation of the block is different every time the consumer enters the resulting urban space, which changes randomly. The building skin is analysed and processed according to the different preferences of avatars in the metaverse, so that the same block will appear as different façades to different users. When the user enters the space for a tour, the visuals and merchandise categories are custom designed.

The residents who live here and the artists who come here as well as the citizens who pass by can participate, and they can shop here whenever they have a mobile device.

04
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Residents living here can see the different commercial spaces they would expect to shop in by using AR or VR devices to project the open spaces of the barbican space.

The orderly spaces of the barbican are contrasted with the virtual commercial spaces generated by the design. The jumpy colours represent the spaces of the future, while the original spaces of the barbican are made of traditional materials: red bricks and rough concrete façades.

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5 “A co-starred drama”

Explore cultural self-production through an immersive experience involving all people

UIA 2021 RIO Maré-City Competition

Date : 2020.04 - 2020.07

Site : Rio,Brazil

Individual Work

This project studies how to generate a sustainable economic cycle through the cultural activation of all citizens in slums, so as to improve the problems of slums and improve the urban differences in Brazil.

When thinking about urbanism and plural and inclusive cities, we can no longer disregard the territories occupied by self-built housing made by low-income social segments. Such territories, widely known as slums, are a substantial part of Rio de Janeiro for over a century.

Through research on Rio's slum“Mare”, it is found that the low-income people here generally lack formal jobs and stable income, which has caused the land they occupy to become the fringe area of the city, facing water shortages and lack of public buildings. In addition, residents and Ngo groups frequently conduct educational and artistic activities in this area, but the venues are limited and the scope of influence is small.

This project provides a business strategy that links the common interests of multiple participants, transforms the original factories and residential buildings on the site, and establishes a sustainable economic activation site. The east side of the highway forms a cultural and commercial block based on the original advantages. The narrow strip on the west side of the highway forms a cultural display and supplement area. This solution not only solves the existing problems in the site, but also realizes the integration between the city and the slums.

Exploring the concept of sustainability in architecture provides a key response to the spatial differences and social polarization of the city, trying to find a suitable architectural expression and promoting the diverse development of slums to become a recognized part of the city.

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RESEARCH STRATEGY

The main problem of slum dwellers is that they gather to form slums because of low work income. The rich cultural activities in the site can attract foreigners to use the original independent business foundation to make this an economic activator.

People Flow Basis

MARE Resident Activity Center

Landscape green park

First Creat an express line.Build a cultural exhibition green park and a activity center.

Through the reuse of abandoned factories and used factories in the site, as well as the transformation of residential buildings.

Resident Association Forum(FAM)

Right to public security

Get funds from bank foundation

Handicraft making

Public kitchen

Film screenings

Workshop

Education popularization

Farming experience

Graffiti

Sports

Dance performance

Photography exhibition

Food Industry

Clothing brand

Renovation of shops along the commercial street.

Second Build a walkable commercial street And some node parks.

Record

Sports brand

Transportation industry

Factory renovation on commercial street.

Building roof folklore

Third with the increase of tourists, there is a demand for homestays.

local residents own residences along the street

NGO slum dweller tourist tourist pre-job training

academic research and practice

tourism developer

government government

brand merchant entrepreneur land transfer more audiences,profit distribution shop venue certain compensation

The residences are located in the slums (the residence is not along the street)

government tourism developer tourisit

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Rich Cultural Activity slum dweller Rich personal shops no money no work 3 ROAD 9 BUS PLOT NGO Government
Brand
University
Artist Media
sustainability Activity update Brand update tourist Adaptive living Industrial factory Abandoned factory Folk house 15% area transfer Penthouse Shops along the street Indoor cultural activities promote couple family group single the elderly promote 50% area transfer
Tourism developer
merchant Factory entrepreneur
scholar
Economic

ECONOMIC SUSTAINABILITY (Factory)

space to commerce Store brand update

Common factory size in the site

keep original

change

Activity update

Along long side

the smallest shop size

Abandoned factory

Activity center

Dance performance

Adult education

Along short side

PEDESTRIAN SHOPPING STREET

Industry type: Auto parts repair and manufacturing (14)

Car battery shop (2)

Car gas station (6)

Building material factory (2)

Book publishing company (1)

Electrical distributor (5)

Transport company (4)

Taxi company (2)

Resident Association Forum(FAM)

Parent-child interaction

Photography exhibition

Workshop

Youth book exchange

Women's protection education

15% area of ordinary factory Shop

Handicraft making Legal aid Drug education Film screenings

Art center Stage Store Car repair

Building material factory

Supermarket Car battery shop Snack market Transport company

Shop

Book publishing company

Through the transformation of ordinary factories and abandoned factories, you can experience in this pedestrian street: On both sides of the pedestrian shopping street, in addition to various shops with local characteristics of slums, you can also participate in various open-air cultural activities at many street corners. When walking on the corridor, you can see busy production scenes through ordinary factories, or you can pass through the activity center transformed from abandoned factories to participate in the civil activities in the building.

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ECONOMIC SUSTAINABILITY (House)

The

use 50% Roof space to achieve

PEDESTRIAN SHOPPING STREET

Combination of catering and hotel

Combination

Five business models:

How to use 50% Roof space to achieve economic sustainability:

Brand Merchant Artist exhibition, clothing...... Store brand update

Combination of rooftop bar and hotel

Combination

age Bar ? Catering ? Party ? ...... ?

When walking in a commercial street, in addition to feeling the commercial atmosphere on both sides, you can also interact with the people in the houses. The plan makes full use of the roof space. The Brazilian slums are called jale. In the past, these platforms were mostly used in slums. Residents build by themselves, and now through reasonable planning, in addition to installing a homestay suitable for five types of people on the high-rise platform, the abundant rooftop activities also attract tourists who live here.

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usual
local
A family Two families Single module: Quiet Homestay
size of
houses:
of rooftop bar and hotel
Quiet
Homestay
time
Audience
small
the
small hotel the interactive hotel the elderly family group single couple
of catering and hotel
hotel
interactive hotel
site mode F1 F2 F3 habitation bar hotel habitation hotel Inside the area Along the street hotel restaurant restaurant hotel hotel shop shop shop habitation habitation 50%

Terminal Square

Commercial Street

Central Square Church Square

The church square is the starting point of the entire commercial pedestrian street. Because there is a church, in addition to the residents who often appear here every day, tourists will also check in and take pictures here

Central Square

The central square connects the city’s expressway and pedestrian shopping street. It is the hub of the entire plot and the center of the landscape.

Church Square

Commercial Street

The commercial street is suitable for pedestrians, with a street width of 15m, and there are lively shops on both sides, which sell special products related to slums.

Terminal Square

The cultural square is the end of the commercial pedestrian street, where visitors can take a rest or walk up to the high observation tower, overlooking the scenery of the entire site.

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06 Other works

Chengyang Hotel design

Date : 2021.02 - 2021.06

Site : Qingdao, China

Lumion rendering, planning

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