Studio 4 Reflective Journal

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SUSPENDED A Mine and Fossil Museum Experience in Mount Isa, Queensland Jade Lavana Hsu 916583 Studio C

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TABLE OF CONTENTS

1. ‘01 Field’

Site Context p6

2. ‘02 Float & Anchor’ Mapping p30

3. ‘03 Ground Above & Below’ Experience p56

4. ‘04 Higherground’ Game Museum / Relaxation p78

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‘01 FIELD’

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week 1

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‘01 Field’


‘01 Field’

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SITE ‘Outback at Isa’

SITE

The site is located in a mining city, Mount Isa, in the Gulf Country region of Queensland, Australia. Mount Isa is famous of its mine industry and history, which is one of the most productive mines in the world. The region is close to the dessert, which is very hot and dry. The site, Outback at Isa, is currently the major tourism facility as Mount Isa Visitor Information Centre. It includes several facility to explore: Hard Times Mine Underground Tour, Outback Park and Riversleigh Fossil Discovery Centre. However, the site is not as activated as it should be. Only during June and July, there are more tourists coming to the site while during the rest of the year, the place is rarely used. Most of the surrounded area is residential area, which the site is not playing the role of connecting the community and increase the economic growth.

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week 1

‘01 Field’

Key Componets

‘Hard Times Mine Experience’

• • • •

Above and underground mining experience Tower with lift shaft Underground mining tunnels 20-25m Safty briefing (equipments for protection)

‘Riversleigh Fossil Discovery Centre’

• • • • • •

Mega-mammals Lime stone 3D fossils Children exploration Research base Activly engaging (not museum)

• • • • •

Local micro-climate Artificial lake Small outdoor ampitheatre Food and beverage offered/retail shops/cafe Varied usage of facilities in winter/summer (currently unutilized except June-July) Different Users: Tourists/Locals

‘Outback Garden and Lake’

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‘01 Field’

week 1

Site Modelling

Group 4 Surrounding Context Building, Roads, Terrain

Undergr Components: Pitch Roof Windows and Doors Fences Electrical Poles Trees

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week 1

Combined Site Model

round Tunnels

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‘01 Field’


‘01 Field’

week 1

Sunlight / Shadow Study Summer

Winter

9 am

12 pm

3 pm

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week 1

‘01 Field’

Kit-of-part Selection What we see on site.

The idea is to collect items considering ‘good’ or archetypal to characterize the site.

Huge billboard with varicoloured advertisement. The structure could be extracted as a way of framing and containing the information. Structural Informative Decorative Static

Created by Tingting Zeng

The fences around the adjacent contexts are mostly low. They function as the boundary between public area and residents’ private area, which could become an architectural element for creating the boundaries. Residential Decorative Static Framing

Created by Tingting Zeng

The head frame on the site is the entrance to the underground tunnel tour. It includes the lift shaft that can take people vertically downward to the mining tunnels. A symbol of entrance. Industiral Dynamic Vertical movement Symbolic Monumental

Created by Yuhan Feng

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‘01 Field’

week 1

Interesting mining truck beside the entrance of the underground mine tunnel. Unused. Industrial Functional Dynamic Kinetic Horizontal movement Decorative

Created by Yuhan Feng

Abandoned components of mining equipment in front of the exiting building on the site. Is it just something discarded? Or is it a decoration for the site linked to the mine? Industrial Decorative Static

Created by Yuhan Feng

Staircases as part of the structural element of the head frame. Industiral Structural Functional Dynamic Vertical movement

Created by Rui Ma

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week 1

‘01 Field’

Structural framing system within the building of Hard Time Mine. Industrial Structural Functional Framing Dynamic Decorative

Created by Rui Ma

The hammock cloth is commonly used by residents as canopy for occupation and distinguishing their private areas from the public. It is efficient and easy to build up. Residential Functional Flexible Dynamic

Created by Rui Ma

Immense industrial chimney can be seen from the site. A symbolic feature of Mount Isa, the mining city. Industrial Symbolic Monumental Kinetic

Created by Yuhan Feng

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‘01 Field’

week 1

Common infrastructure on site, a large feature but most of the time people will ignore it unintentionally. (Modest landmark/beacon) Industrial Infrastructure Static Symbolic Decorative

Created by Yuhan Feng

The sloping roof is a very common feature for the surrounded residential area. Most of the houses is around 1-2 floors. This element could become a symbol for the local as a traditional icon Residential Functional Static Symbolic

The mining tunnel, as a crutial feature of the site, is considered as a way of creating spatial experience and framing the view. The track rails are the leading paths for the direction of circulation. Industrial Spatial Framing Symbolic Monumental Dynamic

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‘01 Field’

Reflection • How to catagerize these elements? • Do they have extended or another layer of meaning besides their original functions? • What kind of elements have more opportunities to combine with other elements to create new structues/mixture?

Category Concepts

Static

Ornamental Functional

Kinetic

Symbolic Narritive

Symbolic

Structural

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‘01 Field’

week 1

The Extended Meaning of ‘Kit-of-Parts’ Changing / Flexible

The fixed long-term functional part in the dynamic system

Reference in the system

Dynamic

Functional

Static

Ornamental

Symbolic

Monumental

Landmark/Beacon, ‘Lighthouse’

Mobility of the site

Beacon/Reference

Beacon/Reference

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week 1

‘01 Field’

Site Plan Draft

Mullan St

Roof Canopy Digger

Billboard Arline St

Barkly Hwy

Mine Tunnel Entrance Interior Structures

Electrical Pole

Head Frame

Truck

Sloping Roof

Corbould St

Brick Fence

Scale 1:4000 @A4

More Information of the Site / Reflection • • • • • •

Street Name Line Thickness and Types (I.e. Dash lines for underground) Buildind Usage Types Use of Photographs Building Roof Plan North Point / Scale Bar

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• Circulation / Paths / Directions • Roof Types of Adjacent Buildings


‘01 Field’

week 1

History Background

1923

Before

The land of Mount Isa was home to the Kalkadoon aboriginal tribe

John Campbell Miles found silver and lead deposits. Mount Isa Mines was formed in 1924

1959

1940s

The Mount Isa Rodeo has been held annually since 1959

A mining boom occurred at Mount Isa. Mount Isa Mines became one of the largest mining campanies in Australia

1970

2000

Queen Elizabeth II and Prince Phillip greet children during a visit to Mount Isa

The air pollution has become the most important environmental issue in Mount Isa

Disused Open Cut Mine 18


week 1

Mount Isa Mines “MIM”

The Lean Years 1924-1945

From Survival to Prosperity 1946-1973

Products Growth, innovation and consolidation 1946-1973

Copper Zinc Lead Silver

The Xstrata years 2003–2013

Copper

Zinc Silver

Lead

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‘01 Field’


‘01 Field’

week 1

Impression Drawing Concept

The concept of impression drawing focuses on the idea of extracting the extended meaning from what we have given to the chosen elements on the site, transforming these industrial parts into Impression something like signages and features, breaking them into pieces Drawing and reassembling them in varied conceptual methods to experiment the beauty of industry and the potential of bringing the city’s prosperity back. The image is based on a timeline, observing from historical angle, the current situation of the city and to the openness of the future, which connects to our point of view of the site for what it can be.

Expl

Extra of par

Extract the extented meaning of elements

Part 1

In order not to limit the thinking in the structural level

Be able to enrich th of scenarios and be with varied applica

Part 2

Description of activities

The contribu

Part 3

Extract the historical meaning of elements

Original Meaning 20

Historic Angle: specific histori

History and Traditional industry Through objects, transmitted to tou


lode

act the fragments rts in order to reorganize

week 1

‘01 Field’

Change the size of elements or the way to use, make them into new interative devices find the capability of generate atmosphere Deformation of the extended meanings Iterate the experiences into the system Hybridization of the extended meanings

he types e associated ations

ution of elements

: Highlight ic charaters or events

Development and vibrancy of the community Local residents’ career and development

Local entertainment

Why does the town become tattered/boring? Population Exodus/Air pollution/Lack of infrastructure

Crit

How does this affect the town?

urists 21


‘01 Field’

week 1

The historical decay of the town pushes us to think in different ways of reviving the place. First of all, we want to bring in different industries to solve the problems caused by the dominant mining work. For instance, we would try to add more athestic and playful environment to the place and we hope they would bring opportunities for more tourists during the year. Our method is to abstract monumental and ornamental elements from the site and decompose them into smaller or more conceptual elements. For example, we abstract the form and the scale of the chimney in order to create a monumental component of the new complex. We also took the circular form from gears and resized them into dynamic components. We hope to give new meanings and functions to these recycled elements. Then, by mixing them up, we try to create a massive new complex which hopefully will hybirdize unpredict programs that may re-acitvte the city.

Base on the demand and concern, The system would provide a platform to carry planned functions, which could fit into the daily life of residents and workers. And by arranging them in dynamic, kinetic consequence to combine and mix up, unexpected activities and experience could be generated. This could result from the different combos of people, building, events and whatever. And unexpected means new demand, which could create interest and profit, attract people, retain people. And when abundant and various activities happening on the site, it could actually mix up all the atmosphere and become a more interesting place. So we propose the whole system could serve as a complex entertainment which provides pleasure, culture and history, and become a start point of the renovation of the town.

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‘01 Field’


‘01 Field’

week 1

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week 1

Assignment 01 Group 04

Jade Lavana Hsu Rui Ma Yuhan Feng Tingting Zeng

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‘01 Field’


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Site Plan Rescaled to 1:1000

1:2000 @A4 27


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‘02 FLOAT & ANCHOR’

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week 2

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‘02 Float and Anchor’


‘02 Float and Anchor’

week 2

CJ Lim, Ed Liu. Short Stories: London in Two-and-a-Half Dimensions. p57.

CJ Lim, Ed Liu. Short Stories: London in Two-and-a-Half Dimensions. p132-133.

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week 2

‘02 Float and Anchor’

Mapping ‘Drafting a Conceptual Approach’

Mappings promote the connections between one site to the others, which ‘the map has to do with performance’1. It is not only the analysis of the original founding but also the platform of future findings. Mapping is key for planning a city in terms of its ‘processes of gathering, working, reworking, assembling, relating, revealing, sifting and speculating’, which ‘allow certain sets of possibility to become actual’ ². ‘Fields’, ‘extracts’, and ‘plottings’ are the main characters for the operational structure of mapping ³. This idea inspired us to think of the gaming framework as a system of mapping. By creating an imagine ‘fields’ as base of the game, we ‘extract’ meanings from the elements of the site and ‘plot’ them back into the field to see what we can create.

Alternative Sectional Arrangements of the Airocean World Map, 1943.

Guy Debord, Discours sur les Passions de l’amour 1957.

1 James Corner. The Agency of Mapping: Speculation, Critique and Invention. p89. ² James Corner. The Agency of Mapping: Speculation, Critique and Invention. p90. 3 James Corner. The Agency of Mapping: Speculation, Critique and Invention. p94. 33


‘02 Float and Anchor’

week 2

Outback Isa Brief Mini Lecture from Michael Ford

Key Notes

• Hidden sight at the entry (the information on the billboard is boring and unattractive) --> no view connections • Threshold / Transition above and under ground • What is there on the site? What can we add to make the site financially viable? What can we improve internal facilities? • Landscape and architecture should combine and work together • Landscape to Architecture (a journey, from interior to exterior) • Cultural components (tradional stakeholers / ownership) • 19k population • Site fairly flat with some landscapes at the horizontal line (Edge of the site --> as part of the experiences) • Frontage - Drop off (Bus stop) / Car Park • Boundary with adjacent context • Framing --> frame the experience and tailor the views • Micro-climate (Lake) • Layering --> What is the value of your mapping? How is it interesting? • Positive / Negative aspects of mining • View line and experience (Boundary/External or Internal/View Out or In) • Mapping and Justification (Value of the mapping)

Landscape Approach and Systems

• • • • • • • • • • •

Climate (High-Low) Topography (Indigenous and made/constructed) Flora (Indigenous and introduced) Fauna (Indigenous and introduced) Micro-Climate Vertical Transition Typologies of Space Geology Site Collection and Relics Site History Views and Experience

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week 2

‘02 Float and Anchor’

Boundery

Threshold

The experience moving from internal facilities on the ground to the underground mining tunnels

Always think about what the influence of the site affects the wider context. What is the current use/context of the town and the site?

Surrounded Landform

Site Highway

Landform

View

The site is fairly flat with the amazing surrounded landform on the horizontal line.

On the same point but in diffenet angle, the view from the site is totally differenct due to the changing of landform. This could be considered within the site for framing the view and creating the certain experience.

Transition

Micro-Climate

No boundary between the current site and its contexts (breaking the continous of the experience). Think about the transition between the site and the adjacent conditions.

The effect of feeling the changing environment creates the experience in terms of the plantation, wind, shading, cooling effect, etc.

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‘02 Float and Anchor’

week 2

Overall Concept Game Framework

Inspired by Michael’s lecture

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week 2

‘02 Float and Anchor’

Concept Frame

Attractive Areas Varied Group of Player (Users)

Repulsive Areas Varied Group of Player (Users)

The Game

Resources Flow

Base Map

Brain Storming • • • •

What kind of game is it? A series of events? (experience one thing at one time) or a game for exploring/collecting stuffs (such as Animal Crossing) Story line (site history/events) and Track Points --> lead the players to the eneding What is the ending? An industrial Utopia? A mining City? Reference: Minecraft, Animal Crossing

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‘02 Float and Anchor’

week 2

Gaming System / References

Minecraft

Creation / Build / Exploration

A game based on the set of blocks. The game experience is to build up your town and also demolish part of the area.

The pixelated landform allows the flexiblity of creating the controlled height in-between varied spaces, giving the opportunity of transforming 2d gaming to 3d.

Animal Crossing Animal Crossing is a game for social simulation. The goal of the game is to fully explore your island and collect/unlock new charaters and features, wandering around and enjoying the scenery. Collection Exploration Interaction

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week 2

‘02 Float and Anchor’

Gaming System Mapping Tangible

Natural Resources / Minerals / Electricity

The Distribution of Resources Background Collection of the Game

Intangible Skills / Knowledge / Labour

Landform Changes

Distribution of Resources

Flow of Resources Ie. Electricity

Resources Mapping Draft

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‘02 Float and Anchor’

week 2

Gaming System Mapping The Distribution of Resources Background Collection of the Game

The analysis of intangible resources is based on the research of the town. We find out the location of different programs and facilities, in order to observe the social network and community connection around the site. We create 100mx100m grid layout over the town for the base set of the game framework. This allows us to control the site information and programs easily when we transform these elements into the game mapping system.

Base Map Open Space Shopping Area Hotels Church Civic Architecture

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week 2

Mapping Draft (Resources)

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‘02 Float and Anchor’


‘02 Float and Anchor’

week 2

The Distribution of Resources

The Imbalance of Resources on Site

The mapping system is focused on the intangible resources of the site and its surroundings based on the facilities and programs on the site. For example, the red points indicate the demand of labour, where the hotels and commercial areas are. The connections between these points create a network that refer to the preference of routes for tourists. The yellow points refer to the access to knowledge and skills. As for more local connections, the purple and the dark grey respectively represent the local community and civic facilities. From the analysis of these information, we can see that the areas at the left of the city are more active and dynamic, while on the right side, the areas are not as activated as the other side. From macro-scale to micro-scale, these resources influence the local site in an unbalanced way as well. Not only the surrounded programs but also the site itself as most of the existing buildings locate at the north side, which deliver the message of imbalance on the local site. This reflects the whole system of gaming as the process of playing leads to the idea of seeing the lack of activation and to think about the potential of the site for being more playful and attractive.

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‘02 Float and Anchor’

week 2

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week 2

Assignment 02 Group 04

Jade Lavana Hsu Rui Ma Yuhan Feng Tingting Zeng

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‘02 Float and Anchor’


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Model Render

Feedback

1.0 - Think about the expression of the idea, add some background images could help giving the senses of experience - It will be better if there are more colours or textures in order to deliver the idea of game board - The scenes can show the process of playing the game or the scenarios of the game and also show the players, i.e. the starting point/ending point.

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Model Render 2.0

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Thea

Art o The

‘03 GROUND ABOVE & BELOW’

Pleas Kinet

Fossi

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atre

week 3

‘03 Ground Above & Below’

Skywalk and Relaxation

of Kit of Parts Recombination Workshop

Entrance

sure Ground with tic Block Art of Kit of Parts Recombination

il Excavation

Frame of the Pleasure Ground

Underground Exihibition

Original Tunnel

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‘03 Ground Above & Below’

week 3

Continuous Section ‘The plan is organization. The section is experience.’ - Anthony Vidler4

The unfolded section aims to deliver the continuous experience while moving within the spaces.

OMA Architects. Jussieu Library. Unfolded Section. ⁴ Jenkins. Drawn to Design: Traversing the Section. p108. 58


week 3

‘03 Ground Above & Below’

‘...the act of moving through space and the experience that informs our understanding of place embodied in space.’ 5

Quantitative Dimension, Material, Texture

Qualitative Place, Sense, Feeling

Through architectural analysis, we can start to understand the transformation and connections between these elements. We can begin to think about spaces that is more than a three-dimensional matrix, in terms of materialization of a concept, a feeling, atmosphere, and experiences.

Tatiana Lalainoff. Unfolded Section. https://tlkportfolio.wordpress.com/portfolio/project-2-detail-and-unfolded-section/

5 Jenkins. Drawn to Design: Traversing the Section. p108. 59


‘03 Ground Above & Below’

week 3

Group Concept

The concept is a combination of ‘01 Field’ and ‘02 Float and Anchor’. The previous one gives the background story and meaning of the game while the later one gives the arrangement and direction of the game experiences.

How is the game materialized? By creating a series of grid based on the rule of experience, the landscape strategy will become like chestboard, which contains varied heights of platforms and steps, leading the users to explore certain areas.

What is the purpose of the game? The purpose of the game is to create the experience on the site focusing on the interaction and exploration. The users will learn and experience the information and the historical stories of the site through the programs of interaction. The interactive results will vary depending on the route, which will attract users to come back to play again.

What is the critiria of success for the game? The critiria is based on the amount of collection. There will be several key locations with the set of tokens that users can find and interact with each part of the site. 60


week 3

‘03 Ground Above & Below’

The purpose of the Gaming Museum

Interaction Exploration

Critiria

Collection

Touring Collection

Single Time

Interactive Collection

Multiple Times

Single Time

Multiple Times

First Layer

Second Layer

Third Layer

Necessity

Non-Essential

Non-Essential

Explore the entire venue and go to the site to check in and collect all the tokens/prizes (four projects excluded, only pure site)

Explore different projects (four parts) to get rewards, complete tasks to get prizes (exclude the site, only the projects)

Single game rewards are necessary for playing repeatly. Collect different rewards each time and get bigger prizes

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‘03 Ground Above & Below’

week 3

Partial Landscape Experiences ‘Go Higher !’

The concept of observation can be set in level changes, creating different experiences within the atmosphere of being at different heights.

For example, at the higher level, people can overlook at the entire city and scenes far away. While at the lower level or underground level, people can have visual connections with others who are at other places.

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week 3

‘03 Ground Above & Below’

Sketches and Collection of Ideas

What experience? • • • • • •

Observation Deck --> High verticl lift Rest & Relax: Make people to spend more time on the site Roof Garden / Cafe ? Playground + Mining (How?) Playful, active and dynamic --> Theme Park Connection to the lake (landscape)

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‘03 Ground Above & Below’

week 3

Sketches and Collection of Ideas

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week 3

Sketches and Collection of Ideas

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‘03 Ground Above & Below’


‘03 Ground Above & Below’

week 3

Landscape Strategy

Sequence of Experience

Mine Exploration (Ready to go down)

Fossil Field Excavation & Study (Underground Experience)

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DIY Workshop & Cafe (Back to Ground)

Observation Tower & Community Centre (Go Higher)


week 3

‘03 Ground Above & Below’

“Landscape urbanism: - territorial scale - surface pattern - program + event - progress + change(in time)” ⁶

The closer you are to a specific area, the more features the terrain will have in that area.

The Content of the Grid

The Content of the Cut Side

Plantation

Soil Type

Hydrology

Kit-of-Parts

The Geometric Content of the Grid The Size The Geometry The Height

6 Stan Allen. UVA School of Architecture, 2017. 67


‘03 Ground Above & Below’

week 3

Draft Model

Reflection & Feedback

Observation Tower & Shading Platform

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week 3

‘03 Ground Above & Below’

Concept of Matrix A discussion within the group for the division of grid as the main principle of landscape strategy. We consider the multi-layer for the grid layout, not only for the extracted concept of the game board but also another layer of irregular and dynamic division of those grids. This strategy may help us find more interesting in terms of the experiences in-between the grids while transitioning through one grid towards another.

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‘03 Ground Above & Below’

week 3

Partial Unfolded Section

Speed

Slowly moving, exploring

Sometimes moving sometimes stagnatin

Experience/ Program

Observation

Playground Workshop

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g, ng

week 3

‘03 Ground Above & Below’

Stopping, and Relax

Moving meanderingly

Stopping

Communal Area Community Centre

Shading & Nature

Night time experience

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‘03 Ground Above & Below’

week 3

Draft Unfolded Section

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week 3

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‘03 Ground Above & Below’


‘03 Ground Above & Below’

week 3

Assignment 03 Group 04

Jade Lavana Hsu Rui Ma Yuhan Feng Tingting Zeng

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Hard Time Mine Exploration

week 3

‘03 Ground Above & Below’

Theatre

Skywalk and Relaxation

Art of Kit of Parts Recombination The Workshop

Entrance

Pleasure Ground with Kinetic Block Art of Kit of Parts Recombination

Fossil Excavation

Frame of the Pleasure Ground

Underground Exihibition

Original Tunnel

Exploded Axonometric Drawing 75


Unfolded plan and section drawing

Scale 1:3500 @A4

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3 3

1 1

3 4 4

1 2 2

1 1

77

4

2

1

2 2

2

3 3

3

4 4

4

5 5

5

5 5

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‘04 HigherGround’

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‘04 Higherground’

Site ‘Outback Garden and Lake’ , Outback at Isa

The site of the individual project is at the East side corner with the feature of the artifitial lake and a varied of plantation.

From previous research, this area is lack of activities and circulations as there is only an outdoor ampi-theatre without any infrastructures and shading. After the underground mining experience, tourists has no willings to move further to this area because there are no attractions and the hot weather makes people feel like going back to the internal places. The only building here is Mount Isa Fishing Stocking Group, which is nearly abandoned and the program is also disconnected with other places on the site.

The designed project will be located at the south side of the lake, building the connections with the most important landscape feature on the site. The micro-climate around the lake also provides a positive opportunity to cool down the area and furthermore, provides the special yet spectacular scenes for people, both locals and tourists, to enjoy and to appreciate the views from the designed building.

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‘04 Higherground’

Group Concept ‘Game Museum’

From the mapping of Mount Isa, we are inspired by James Corner to take the idea of game as a method to construct our museum system. The core of the game sits in the idea of interation and exploration of architecture itself. As the player going through different areas (our individual project), they can experience different themes of the game.

The game is set to be four different themes. The player is guided through our set of journey, however, there is flexibility to move through one theme to another without the rules depending on the character of the player (Local, tourists, etc.)

Precedent

‘The Island of the Witness’ ⁷ By Thelka Inc. and Jonathan Blow

The Island of the Witness is a game linked to the architecture and surrounded environment around the players. This pensive game incorporates the real world architecture and function as ‘a cohesive whole: with enough variety for the player to experience different environments while maintaining a consistent style and a natural transition in environment’ ⁸.

7 Scriba Stylus. The Art of Video Game Architecture. Apr 27, 2017. Assessed from https://medium.com/@GetScriba/the-art-of-videogame-architecture-180685b972ca 8 Scriba Stylus. The Art of Video Game Architecture. 2017. 81


‘04 Higherground’

Game Museum

Game into Architecture

As seeing our system of museum as a game, the programs and interative activities become the key elements of the experience. They can be integrated into architectural performances and spatial quality, creating a more dynamic and playful journey throughout the projects. The game experience can be elevated in phenomenal ways. It is actually the story-telling: ‘the journey and experience of going from point A to point B and interacting with the environment built by the designers. ⁹’ ‘It is building momentum through one’s engagemnt with the gamified urban composition. ¹⁰’

Architecture as Game The elements that making architecture as a game: Order Orientation / Spatial definition ; Arranging the elements so that the player understands where he is in the space

Enrichment Complexity / Manipulation of form; Elevating the core idea of being inside the space

Expression Communication / Narrative; The suggestion of the mood, story, or narrative towards the space

9 Dima Stouhi. “From Backdrop to Spotlight: The Significance of Architecture in Video Game Design” 16 Jun 2020. ArchDaily. Accessed from https://www.archdaily.com/938307/from-backdrop-to-spotlight-the-significance-of-architecture-in-video-game-design 10 Dima Stouhi. “From Backdrop to Spotlight: The Significance of Architecture in Video Game Design”.2020. 82


‘04 Higherground’

Proposed Concept to the Group ‘Recuperation in Game’

The Resting Point . It is the area where the game can be found during its time of rest. My project in the game will be focused on the relaxation and recuperation while going upwards to higher levels. The aim is to create a resting point for players (users) to slow down, or even stop their moves, to interact with others.

Transitions of Experiences

Previous Experiences

Proposed Concept

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‘04 Higherground’

Landscape Strategy Grid in the Game

Many games are designed with the grid base as the grid is easy to implement and also an easy way to create blocks and paths to form the community as a whole wiithin the game. The grid sets the rule for possible connections between places and programs. The division from the grid allows the flexibility of creating certain experiences or events on the specific spot.

Animal Crossing Grid Planning

Grid in Architecture

2D

3D

Subdivision of the Landscape / Materiality

Distribution of the Functions

Grid in plan helps creating a framework for the architectural design. It creates a series of order on the design principle to control the design itself better.

The grid in three dimensions provides the possibility of multiple arrangments of the spaces, simply inserting the module of the programs and building the project on different level.

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‘04 Higherground’

Landscape Strategy Grid

Original Site

Grid as the landscape strategy for the game board concept

The lowest point is set at the lake as a focal point on the site to attract and gather people.

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‘04 Higherground’

Concept Components

Verticality

Kit of Parts Inspiration

Link to the site (Lake)

Water Tank & Supporting Frames

Chimney

Wheel

Mine Cart

Frames

Meshes

Frame

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‘04 Higherground’

Iterations from Kit-of-Parts

01 The collection of circular items form the shape of this iteration. The wheel represents the dynamism and the mechanical elements from the site.

02 This iteration focuses on the core of the tower, combining the tunnel and frames as decorative elements.

03 The idea of verticality and hierarchy is represented in this iteration as the frames support the volumes on top and within themselves.

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‘04 Higherground’

Ornament Strategy ‘Frames’

Frames for the tower

Structural Frames

Frames and meshes as the ornemental strategy for responding to the industrial style and culture in Mount Isa and guiding people moving in between the designed spaces.

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Meshes


‘04 Higherground’

Atmosphere / Ornament Strategy Precedents

Interior Spatial Quality

Front Facade

Interior Spatial Quality

Foster + Partners Design Open Office Building in Luxembourg Frame Structure

The concept of this project is to revitalize the site and give a positive contribution to its surroundings. The building responds to the rich industrial heritage of the site by emphasizing the efficient structural grid, which gives the building an unified industrial look ¹¹.

- Implement of programs and volumes - Create the transition between interior and exterior experience - Framing the view: Inwards and Outwards - Level diffences to allow visual connections - Sense of permeable / Airy atmosphere

11 Eric Baldwin. “Foster + Partners Design Open Office Building in Luxembourg” 18 Oct 2018. ArchDaily. Accessed from https://www. archdaily.com/904184/foster-plus-partners-design-open-office-building-in-luxembourg 89


‘04 Higherground’

Interaction as Relaxing & Retreating Colour Interaction Precedents

Kaleidoscopic Gateways to Celebrate the Holiday Season in New York 8

Future Materiality Pavilion / Pravda 9

A vibrant installtion focuses on framing views of attractions and landmarks in the area. The colours reflect the sense and feeling of vibrancy in New York City.

The project looks into the spectators’ own perception of the spatial experience, making the spectators become a part of the installation. The colours reflected on the floor overlay with each other, which creates the changing of the atmosphere based on the movement of sunlight and sunset shadow.

12 Dima Stouhi. “Kaleidoscopic Gateways to Celebrate the Holiday Season in New York “ 20 Oct 2019. ArchDaily. Accessed 11 Feb 2021. <https://www.archdaily.com/926840/kaleidoscopic-gateways-to-celebrate-the-holiday-season-in-new-york> ISSN 0719-8884 13 Future Materiality Pavilion / Pravda” 14 Jul 2019. ArchDaily. <https://www.archdaily.com/921152/future-materiality-pavilion-pravda> ISSN 0719-8884

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Colour Interaction Precedents

Panel Concept

Archifest 2016 Pavilion / DP Architect The project is to celebrate the annual architecture festival. The design of the colourful installation seeks to ‘challege the rapidity and density of activities that define our pace of life, eigh in one the state of Singapore’s built environment and breathe new life into it.’

14 “Archifest 2016 Pavilion / DP Architects” 14 Oct 2016. ArchDaily. Accessed from https://www.archdaily.com/796471/ archifest-2016-pavilion-dp-architects 91


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Draft Form

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Experience / Journey

The journey of the building starts at the view of the observation tower to create a sense of curiosity, attracting people going further and exploring the building. The structural frames have varied density to give varied light effects on the building, at the same time, they can allow hanging plants to grow along the structures. The cubes as programs are implemented into the frames with corridors connecting the spaces.

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Iterations

I tried out different arrangements in between these main three programs to see the outcomes of the form and circulation. I prefer the integrated vertical gradualness (the right one) as the form is more flexible and talks more about the verticality and the idea of leading people upwards. The form can also be seen as a whole, unlike the linear layout, which the spaces are kind of seperated.

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Iterations Exploded Diagram

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Programs Observation

Gallery for Local Arts

Playground

Retail

Cafe / Restaurant

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Programs

Playground

Gallery & Entry Hall

Cafe

Shops

Restaurants

Entry Hall

Ground Floor Plan 1:500 @a4

Ground Floor Plan 1:500 @A4

Section 1:500 @a4

Section

1:500 @A4

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Observation


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Plan Layout Researches

Kitchen Storage

Section

Gallastegi Restaurant ⁹ Pauzarq Arquitectos

Considering the combination of the cafe and the restaurant on the ground floor in my designed project, these two plans help me to understand the functions and the sequences of spaces with the proper planning for circulation. Plan

カフェレストラン 川越市 (Cafe Restaurant in Kawagoe)⁹ Pauzarq Arquitectos

Outside Kitchen Storage

Inside Kitchen

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It is a kitchen design and layout drawing of a cafe restaurant. It is a layout plan view of the entire cafe restaurant above. About 24 tsubo, I wanted to use bench chairs for the audience seats, but by doing so, the number of audience seats will increase. The menu is what you can make with a pasta boiler and a gas range


‘04 Higherground’

Draft Plan Ground Floor Plan There is no internal circulation for connecting the cafe and the restaurant at the moment. Consider the size of the kitchen and storage for staffs.

Unusual external space The two areas can be connected and make a bigger place for retail section.

The location of the lift and staircase requires more careful spatial consideration without creating waste spaces

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Draft Plans

Ground Floor Plan 1:500 @A4

First Floor Plan 1:500 @A4

Third Floor Plan 1:500 @A4

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Forth Floor Plan 1:500 @A4

Tower Floor Plan 1:500 @A4

Cafe/Restaurant

Gallery

Retail/Shops

Outdoor Area

Playground

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Lounge


‘04 Higherground’

The Journey / Draft

The journey starts from the local gallery where displays the local arts and exhibitions. As the spatial quality in the gallery is closed and solid, the openness and the light from outside will attract people to move forward to the next destination.

Getting out from the gallery on the first floor, the exterior laneway acts as the connection between the gallery, retail sections and restaurants, with the frames and meshes as the way-guiding elements.

The playground features the colour panels as the carrier of interation. The panels can be moved on the railings in horizontal direction, which allow people to view out the scenes on the site in varied colours and light when different panels are overlapped.

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‘04 Higherground’

The colour panels on the playground reflect the light into the underground resting area and create the lighting effect based on the site conditions such as sun direction, weather, and people’s movement above ground, etc.

The next point of the journey is the combination of retail section and cafe/restaurant. The semi-opened area creates a sense of permeablility in the spaces and the experiences between indoor and outdoor.

The final destination is the observatory on the sky tower, overlooking the entire view of Mount Isa. This is the highest point on the site and at the same time, it is the end point of the journey for people to enjoy the view, slow down and relax.

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The Journey / Draft 2.0 ‘Spatial Quality’

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Higherground The design proposal is to design a resting point in the ‘game museum’ for people to slow down, and to interact with others. The aim of the project is to guide people towards higher perspectives to enjoy the view of the entire town and surrounding landscape.

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1

Gallery

Selection of Kit-of-Parts

Kit-of-Parts Iterations Design Process

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Exploded Diagram

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2

Out from the Gallery

Section Perspective AA’ 109


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3

B

Playground

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D

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4

Path towards the cafe and shops

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Lounge Area

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6

Observatory in Sky Tower

Section BB’ 113


Section CC’

Section DD’ 114


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