URBAN ‘PLAY’ GROUND

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URBAN ‘PLAY’ GROUND

LEE ZHUN HING GS 55785

M.ARCH UPM 2020/2021

YEAR 5 SEM 2

INTEGRATING ‘PLAY’ INTO ARCHITECTURAL DESIGN TO ENHANCE QUALITY OF LIFE IN URBAN CONTEXT.


Thesis submitted to the school of Graduate Studies, University Putra Malaysia, in Fulfilment of the Requirements for the Degree of Master of Architecture All material contained within the thesis, including without limitation text, logos, icons, photographs and all other artwork, is copyright material of Universiti Putra Malaysia unless otherwise stated. Use may be made of any material contained within the thesis for non-commercial purposes from the copyright holder. Commercial use of material may only be made with the express, prior, written permission of Universiti Putra Malaysia. COPYRIGHT © Universiti Putra Malaysia


“Play keeps us vital and alive. It gives us an enthusiasm for life that is irreplaceable. Without it, life just doesn’t taste good.” Lucia Capacchione



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ABSTRACT In this era, ‘Play’ is perceived as an unproductive, petty or even a guilty pleasure. Living in a rapid urbanization, people are filled with tones of working load, stress and family’s commitment, money etc, hence, having fun is no longer the priority in life. This will eventually lead to negative effects on physical and mental health. Since then, the built environment has been filled with formal and serious architecture that only focus on economic growth, cost efficiency, and speed which eventually neglected the playful and fun element which is a crucial part not just for children, yet it is also beneficial for people of different ages, ethnic and gender. ‘Play’ is a primal activity at its most basic level in humanity, engaged in for enjoyment and recreation, rather than any serious or practical purpose (Gray, P. 2013). According to a study, ‘Play’ instinct in our humanity as nonsensical behavior, that create the purest expression not only happiness, ability to sculpt our brain into creative, innovative and social sustainable (Stuart Brown 2009). This thesis study defines ‘Play’ as an emotion generator that generates happiness in our life. Play can occur in our daily activities such as eating, studying, working, even doing toilet business, as long it creates a sense of happiness, it is play. In short, this study anticipates that integrating ‘Play’ into Architecture has great potential of leading towards a more joyful, creative, and bonding in the community. Hence ‘Play’ is a powerful tool to be implemented in architecture when developing or designing a building or urban planning to enhance the quality of life.

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‘A CHILDHOOD MEMORY’ The thesis inspiration is according to my childhood memory, which I have wonderful and playful experiance during my childhood at a street located in Kampung Cheras Baru, Kuala Lumpr. A ‘Kampung’ (village) within the city and where I live. This is the place where I play within the neighborhood, run & cycling around, playing soccer, kite, climb tree, bug catching, firework and significant flying slipper that me and my neighbor created as a competition game and even it goes up to the roof of my house. When I grow up, a question arises: Where do people play nowadays in City? Why the city designed today not as fun as my childhood anymore? Thus, the inspiration story of the thesis topic born. Therefore, here come with the curiosity of discovering ‘Play’ is a powerful tool to be implemented in an architecture-built environment where people spent most of their time in their everyday daily life.`


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BACKGROUND According to the United Nations Department of Economic and Social Affairs, in 2050, the world’s population who live in urban areas will be increase to 70%, with close to 90% of the increase concentrated in Asia and Africa. While cities continue to replicate and chase after “successful’ city model, it has contributed to urban and social stress leading to increasing cases of depression in urban living due to cities focusing only on technology and economic growth (Dine, 2010). Contemporary studies suggest that cities may be the most important places for human development, creativity, progress, and health of people (Corburn 2009; Landry 2012; Duhl 1986). Sadly, it is a norm of losing happiness in the city due to the hectic lifestyle, busy earning money, environment factor such as repetitive and boring daily routine, lack of infrastructure as having fun is no longer the priority in life. In this era, ‘Play’ is perceived as an unproductive, petty or even a guilty pleasure. However, this study strongly believe that play is a crucial part in human growth and especially in the hectic urban life to enhance quality of life. According to study, ‘Play’ instinct in our humanity as nonsensical behavior, that create purest expression not only happiness, ability to sculpt our brain into creative, innovative and social sustainable. (Stuart Brown 2009). This thesis study defines ‘Play’ as an emotion generator that generate happiness in our life. ‘Play’ can occur in our daily activities such as eating, studying, working, even doing toilet business, as long it creates sense of happiness, it is play. ‘Play’ benefits not only for kids but adults too, it is improving our life, wellbeing and wellness. Furthermore, ‘Play’ is for all ages that is intrinsic in human need along the grow development life stages which give advantages on bodies and brain. In short, this thesis foresee that ‘Play’ can be everywhere in the city and it will arise as the crucial element to be injected in future architecture and development especially in urban context, as it can redefine the hectic life into a whole new joyful experience, inspiring new states of mind and detaching the user from their everyday reality.

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THESIS STATEMENT

Integrating ‘Play’ into architectural design to enhance the quality of life in urban context.

THESIS OBJECTIVES

1. To explore playful architecture that provides intrinsically motivated activities that should occurs at any life stage. 2. To express the sense of playfulness through architecture element to reflect the emotions, needs, preferences, and interactions at all life stage. 3. To cultivate bonding among community through an urban space where children and the community can have the opportunities to create meaning and a sense of belonging.

KEYWORDS

Playfulness - ‘Play’ ground - Social Sustainable – Urban Context

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PROBLEM STATEMENT Living in a modern hectic life with tonnes of working load, stress and family’s commitment that adult never seem to have time for pure joy. Same where between adulthood and childhood, people tend to forget playing and having fun. Worse still, the infrastructure provided in the built environment are mostly formal and serious spaces to meet the needs of economy and transportation etc. Although recreation is planned into the cities but the playfulness are typically restricted to playground which is designated for children only. The word of ‘Play’ have broadly implement in learning process for preschool education and many researchers found that play is an essential for child development such as physical, social and cognitive(Pearly Lim Pei Li, 2015). As time goes by, people tend to ignore the fact that playful and fun element is a crucial part not just for children, but people of at all life stages of different ages, ethnic and gender. Furthermore, the outdoor ‘Play’ experience has been compromised due to the rapid urbanization, poor urban planning, environmental issue, education pressure, indoor trapped lifestyle such as digital games, and low awareness of power of play(Aziz & Said, 2012). Sadly, the typical leisure time entertainment for people nowadays are mostly spending time with the ‘black mirrors’ such as smart phones, device, television or even computer than engage in the real fun. Nevertheless, ‘play’ element will be remains as after-thought process if there is lack of awareness of the benefits of play such as improving the social interaction, enriching the life, health and wellbeing (ZCD Architects, & N. F., 2017). There is a need to rethink in the therapy of our urban built environment by incorporating ‘Play’ element to rejuvenating happiness of ‘Play’ as childhood at all life stages.


“SUCCESSFUL’ CITY MODEL ECONOMIC

TECHNOLOGY

Hectic Lifestyle

Lost of Play

busy earning money, environment factor such as repetitive and boring daily routine, lack of infrastructure

Isolation/Segregation

Play are not designed into our cities

Our society tends to dismiss play for adults

Formal Architecture Language

The materiality in city such as glass, concrete affect physical and mental health.

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02 EXPLORATION


WHAT IS PLAY? In the society today, play is are perceived as an unproductive, petty or even a guilty pleasure. However, in a scientifically definition, ‘Play’ is a primal activity at its most basic level in humanity, engaged in for enjoyment and recreation, rather than any serious or practical purpose. ‘Play’ is a range of intrinsically motivated activities done for recreational pleasure and enjoyment (Gray, P. 2013). This thesis study defines ‘Play’ as an emotion generator that generate happiness in our life. Play can occur in our daily activities such as eating, studying, working, even doing toilet business, as long it created sense of happiness, it is play. Hence, there is no specific definition of play. According to Dr Stuart Brown, the ability of play is critical not only to being happy, but also to sustaining social relationships and being a creative, innovative person. For further explanations, there are 7 properties of ‘Play’ listed by Brown, S., & Vaughan, C. (2010):i. Apparently purposeless The purpose of ‘Play’ is purposeless. When we play is simply just enjoying the feeling of fun while playing. Play are seem not helping us in earning money or provide us food to survive however, it is a key to unlock happiness toward a good mental health. ii. Voluntary The action of going to ‘Play’ must be in the way of willingness whereas being forced in action is not fun and unhealthy. The unleash the happiness of ‘Play’ is self-willing and voluntarily. iii. Inherent attraction Attractive is one of the reasons that make us ‘Play’. The action or the task is not attractive we would not enjoy it will doing it. Therefore, everyone defines ‘Play’ based on what make them fun. For example, gardening it seem boring to someone who like sport, but for other people gardening it stimulating fun and cures boredom for them. It is measure by individual personal judgment in desirable to create sense of happiness.


iv. Time free This is an experience of losing track on time while ‘Playing’. It sounds like wasting time but the real meaning of time free here is to create a sense of enjoy the living moment, provide a temporary shuttle to escape from the hectic life and enjoy the freedom. v. Diminished consciousness of self In the modern living world, sometimes people are over-conscious about us, to think about how people thinking about us and behaved in front of others. Hence, ‘Play’ clear our mind of thought and diminished our self-conscious if we enjoy ‘Play’. vi. Improvisational potential Although ‘Play’ is not our constant daily routine, but ‘Play’ activities can trigger our brain to open up new possibilities, putting things in a different perspective and gain new insights. vii. Continuation desire Play lights up the nucleus accumbens, better known as the reward centre of the brain. Thus, there is always a desire of continuation to having fun. Subconsciously, we’re constantly on the look-out for ways to integrate play in our lives so the less fun stuff becomes bearable. In short, ‘Play’ can be implement in our daily basis in term of how we perceive the definition of ‘Play’ if the activities bring us happiness by voluntary action, its attractiveness, time free, temporary diminished our self-conscious, continuous desire, it will create a different quality of life in a better ways.

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“Play keeps us vital and alive. It gives us an enthusiasm for life that is irreplaceable. Without it, life just doesn’t taste good.” Lucia Capacchione

SIGNIFICANT OF PLAY Many studies show that ‘Play’ is essential for children development, however ‘Play’ is an important role in all ages. ‘Play’ for all ages is intrinsic in human need along the human growth and development at every life stage. Eventually, it has the advantages on wellbeing and wellness. In relation to that, ‘Play’ involves a large variety aspect including physical, mental, emotional and social health benefits that enhance survival skills and quality of life by stimulating creativity, productivity, flexibility, optimism, empathy, social altruism, cooperation, problem solving and stress management (Kresser, M. C. S. 2018). In 2018, the Real Play Coalition was formed by the LEGO Foundation, IKEA, UNICEF, National Geographic Partners and ARUP to bring up the awareness of ‘Play’ into the urban settings.(Real Play Coalition, 2020). According to them, there are 5 beneficial aspects through ‘Play’ as follows:i. Physical Health ‘Play’ can involve large physical movement which help to build up motor skills, flexibility and balancing skills. Physically active play is carried out unconsciously in our daily routine. It also improves heart, muscle strength, and lungs function which helps to prevent disease such as obesity and diabetes. (Nijhof et al., 2018) ii. Social Interactions ‘Play’ enhance social skills in our daily basis to communicate, collaborate with others through the give and take while playing. Verbal communication, body language, cooperation and teamwork can be learned in ‘Play’. For example, in an event normally icebreaking session with games can warm up the conversation easily among strangers in any events. It also helps to keep the relationship fresh and exciting.


iii. Creative ‘Play’ helps individual stimulate creativity. According to study, ‘Play’ helps on neurological growth for kids and strengthen neuronal connections in adults’ brain which trigger our brain to have new possibilities (Stuart Brown 2009). The curiosity and exploration are the key element for stimulating creativity and this can be achieved through the play. iv. Emotional ‘We don’t stop playing because we grow old; we grow old because we stop playing’ by George Bernard Shaw. ‘Play’ keep us energetic and stress relieving by providing a temporary shuttle to escape from the hectic life and enjoy the freedom. Play can trigger the release of endorphins, the body’s natural feel-good chemicals (Dwenda Gjerdingen, MD, 2013). These promote an overall sense of wellbeing and can temporarily relieve pain. In addition, kids can learn to manage their emotion during ‘Play’ by building self-awareness and handling impulse, as well as staying motivated and confident in facing difficulties. v. Cognitive ‘Play’ reinforce the memories, concentration, problem solving and flexible thinking by learning to tackle complex tasks and building effective strategies to identified solution. (Real Play Coalition, 2020) Despite the evidence, ‘Play’ still undervalued, underprioritized and unrecognised in this modern era urban living. Most of the people are still unaware of the great needs and benefits of ‘Play’ towards individuals at all life stages no matter age or ethnic. Urban development only focuses on the technologies and economic growth which have neglected the quality of life and social well-being. Therefore, this study aims to promote the awareness on significant of ‘Play’ for general public to increase the level of urban happiness, as a result elevating quality of life.

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PLAY FOR DIIFERENT AGES Having fun in our daily life can be describe as important as breathing which is all around us, yet mostly unnoticed or unappreciated until it is missing (Stuart Brown 2009). The play that remains is, like league sports, mostly very organized, rigid, and competitive. However, according to (Right & Play, n.d.), indifferent stages of ages, there are different types of play that suitable and beneficial in developmental stage. Below are the list for play for difference ages and the benefits:1. Babies (0-18month) At the stage of newborn baby, they are just new to the world and need caregivers to take care, guide them. Hence, they are only responding to smiles, to touch, to sounds, to colors and to movements. The suitable play for these ages is unoccupied play. According to Raising Children Network, unoccupied play let babies to explore with their mouths, hands and feet and play with anything within the range with help them to discover the world with their body, which help to develop motor skill, strengthen their muscle. In addition, singing and music play activities helps to increase brain development, encourages language and memorization (Medzerian 2016). 2. Toddlers (18months to 3 years) These stages becoming more active and curious about the physical environment. There are more towards to the exploration types play which testing around through play with any item they can get in hands on, climbing, running, sliding. They love water, sand, mud and start to use their imaginations to stimulating new experiences to helps to in expand the imagination, creativity, emotional and cognitive development. 3. Pre-schooler (3-6years) At this stage, children started to explore on friendship, and learn the social skills, cooperative skill with several children taking part by dramatic play, which allow them to explore roles, channel emotions and “make sense’ of their world. A preschooler’s play show s their growing skills of speech, physical agility and small muscle coordination such as their play enhances these skills.


4. Middle childhood (6-12years) In the age of middle childhood, it is often that restricted in a same routine that focus on academic, formal sports at schools, tuition which the ages started to neglect play. This stage’s play needs to be facilitated in public parks and ‘wide-adventure” venues with a range of activities and needs to be both reasonably safe and challenging. These play areas could include skate-boards parks, camping grounds, climbling walls, off-road cycle tracks, area that can constructed by junk and so on (Right & Play, n.d.). 5. Teenagers (12-18years) In the advance technology modern world, study show increase number of internet addiction among secondary students (Abdul Aziz et al., 2018). It cause of increasing member for mental health issue such as depression, anxiety and low self-esteem. Therefore play is playing an important role in this age, which play provide them the recognition, pleasure and pride in presenting their mastery. For example organized sport, cultural activities, clubs for hobbies, social events. The team games or group they play with becomes very important, as their primary references is now their peers. They have a need to feel independent of adults, and belong to a group where they have status of friendship. There is still a need for adult supervision at all venues and events as alcohol, drugs and negative social alignments could pose a risk for teenagers. Adults also need to be available to facilitate appropriate and accessible opportunities for a wide range of sport and recreational activities, and to support young people in choosing healthy lifestyles and making responsible decisions. 6. Adults There are no specific study or research that suitable play for adults due to the definition of this thesis topic for play, which play generated happiness to us it is consider a play. In this age, there are wide range of activities that people and enjoy and play, and it define differently by everyone. According to study and research, there are hard to define play due to it can be anything, for instance, gardening for some people there are fun to do, however some of them feels boring doing gardening (Stuart Brown 2009). Therefore, according to Dr Stuart Brown, he has identified 8 play personality to let people identified their own playing preferences. 21


PLAY PERSONALITY a. The Joker Joker, the word generates from joke where someone like to create joke, funny movement, make fun of himself to bring sense of happiness to their family, friend of people around them. Play doesn’t only apply in games or activities, but in normal conversation it also can be very playful and fun way when it reaches to ‘The Joker’. In addition, it can be a art performance such as stand-up comedy, clown, magician as a job profession. b. The Kinesthetic Kinesthetic personality is the people who love physical movement such as running, jumping, climbing, dancing and sport which activities that involve body movement. They gain happiness thru physical activity and competition is not the focus. Study shown kinesthetic can be a learning tools that in helps those people who unable to focus in listening to lecture, change into a a playful learning that involve hand-on, visual experience which helps to in learning and increase memorization (Gluck, 2014). c. The Explorer Explorer refer to adventures which the personality that curious about the world, like to take risks to explore new things in their life. They find the excitement in exploring new things, and it can be physical and emotional. Emotional refer to explore the feeling, sensor through activities trigger brain such as music, yoga, reading, learn new things and so on. d. The Competitor The competitor is enjoying in participating competition due to the enthusiasm to break record, win or become the first. It is quite similar to the explorer however competitor like challenge more the seek for new experience. They are able to adapt the rules and enjoying winning. The Competitor enjoy playing games such as solitary video games or a team games like sport.


e. The Director The Director refer to people who find happiness in manage, planning, organizing events or certain activity. This play personality is active in being in a group of people which make them more confident, social and suitable to become a leader. f. The Collector This type of play personality joy in looking for collection. They will collect the most in interesting object collection of objects or experience. The collection would not the expensive art work or artifact, but can be something really simple like coins, figures, flowers, shoes, car, ties and as long it brings the excitement to the collector. The Collector also like to organize and always admire their collection even show to they family, friends and people around. g. The Artist/Creator The Artist or Creator found happiness in creating things such as art, painting, pottery, design object such as furniture, cloths, gardening. They are able to express their feeling into their creator which help them to release the physical and mental stress. h. The Storyteller The Storyteller has good imagination and creativity due to they enjoy in the world of story, writing they own story with their own creativity. This personality also found happiness in reading, watching or listening to other story. Because of real, of the storyteller is in imagination, they fan bring play to almost any activities. For instance, in a boring walk, they can make the walk into a dramatic series with spy or gun shooting around them. Above all are the 8 personalities that identified by Dr Stuart Brown. Each person might have a mix up personality however is a reference for us to find a sense of excitement (the way of having fun) in our daily life. It might able to help us in finding our career where an job that make us enjoyable light up our life.

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IMPACT OF ‘PLAY’ IN URBAN CONTEXT In the foreword from the Housing Design for Community Report prepared by ZCD Architects (2017), highlighted that outdoor play enriches the life, health and wellbeing especially for children. However, in urban planning, city planner or designer often neglected the ‘play’ element as design tools due to the lack of awareness of the benefits of a playful environment toward the city and community (ZCD Architects, & N. F., 2017). An All-Party Parliamentary Group (APGG) report in 2015, highlighted the negative effect due to the neglect of play not only on the social and wellbeing of child’s development but also to the society and economy. Coleman, N., Smith, S., Holt, D., Forster, S., Wright, C., & Carter, M. (2015) challenged current attitudes to play, where police may be called to investigate a wayward football or noisy game, and the stigmatizing of younger children who are outdoors playing without supervision and of the parents that allow this to happen. It proposed a series of measures to re-boot our awareness of the importance of play and suggests how we should invest to provide the right environment to foster and encourage it. In relation to that, a mapping exercise was done by ZCD Architects, & N. F. (2017) and has proven that spatial characteristic of neighbourhood such as accessible shared external space, access to external spaces from homes, networks and street design for social interaction can influence the amount of play observe. Below are the 4 mapping done throughout the study:-

Figure 1.1: (source: ZCD Architects, & N. F.2017)


In figure 1.1, ZCD Architects identifies the amount of shared space and accessibility from adjacent dwellings in a housing area. It grades external space on a sliding coloured scale, giving weight to car free, well-overlooked and safe accessible spaces.

Figure 1.2: (source: ZCD Architects, & N. F.2017)

In figure 1.2, ZCD Architects identifies the proportion of homes that have direct, safe access to shared open space and a clear line of sight between the home and the open space.

Figure 1.3: (source: ZCD Architects, & N. F.2017)

In figure 1.3, ZCD Architects study the qualities of networks on the scheme particularly those connecting space, are evaluated. In short, ZCD Architects, & N. F. (2017) concluded that play is the crucial channel influencing the children’s development as this is how they see and learn about the world. In addition, they believe that once children are playing outdoor, the social and community interactions between adults will be most likely enhanced as well. Therefore, it is important that architects, designer and planner of the city to take into consideration on the significant of play in a community. With this, the future of urban context development will be filled with the anticipating journey and play experience to achieve the social sustainability.

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PLAY ARCHITECTURE After understanding the definition and significant of ‘Play’, it seems like ‘Play’ and architecture are both disparate fields. However, there is a strong connection between these two elements: ‘Play’ is an activity which will lead to positive wellbeing and Architecture is the space to create, compliment, induce and elevate the joyful experience while playing. Spaces can be created architecturally for community or user to set free, comfortable, release stress and sense of nothing to loss or gain. It can be a space with different playful rules for instance direction, speed, behavior and so on and achieve the sense of uncertainty in space and transit (Caillois Roger, 2001). This study intended to change the common perception that ‘Play’ can only occur in Playground and are only designated for kids. Hence, ‘Play’ should be injected everywhere in the city for people of all life stages to redefine the hectic life into a whole new joyful experience, inspiring new states of mind and detaching the user from their everyday reality. Malaysia’ urbanization is moving towards an economic driven development; however, the city development is not beneficial for livability. The common lifestyle in urban context where people are overwhelmed by hectic and repetitive working routine where people have no time to have fun and play! Sadly, in this rapid urbanization era, ‘Play’ is perceived as an unproductive, petty or even a guilty pleasure. Nevertheless, ‘play’ element will be remains as after-thought process if there is lack of awareness of the benefits of play such as improving the social interaction, enriching the life, health and wellbeing (ZCD Architects, & N. F., 2017). This study invokes the needs to have more playful architecture in the built environment to induce excitement and happiness in the dull and boring everyday routine in formal and soulless architecture-built environment. ‘Play’ in architecture is foresee to one of the most important elements that we need to look into in the future architecture and during the planning stage especially in the urban context neighborhood in order to enhance the life of community at all life stages. In short, this study anticipates that integrating ‘Play’ into Architecture has great potential of leading towards a more joyful, creative and bonding in the community. Hence ‘Play’ is a powerful tool to be implemented in architecture when developing or designing a building or urban planning to enhance the quality of life. Therefore, it is important to have the consensus that ‘Play’ can apply in everywhere that we could think of and directly link to creativity and playfulness in creating new movement and space in our built environment.


INTEGRATION OF PLAY IN ARCHITECTURE The playful cities are not restricted to the playground, or the indoor lifestyle movement, or just to the ways that they have been conceived, but the creativity of corporates with unlimited possibility of architectures design, that is all kinds of objects, insertions, space, practices, ideas and emotions(Borden, 2008). There are thirteen tactics of creating a Playful city by Iain Borden. This research would like to discuss and highlight on few tactics there are useful. I. Temporalities Living in a hectic life in big cities, there are work, appointment, scheduled, deadline and all different commitment in life. The temporalities here can be space temporality that due to the factor of limited space, recreation or redefine a space into adaptability and flexibility. The main definition of temporalities is a pinch of golden time and moment for people to release the stress, enjoy the space, daydreaming which disconnect from the reality and stress. Thus, it reflects one of the 7 play properties propose by Dr Struat Brown, the freedom of time which ‘Play’ space or public space can be great temporally space for people to recreates and make them new again, one of the precious resources. II. Remembering Memory is an important role in entire life, the great memories and figure who help to define the nations and commonly-held belief. However, the bad memories embedded in our live still benefits us, as Georg Simmel called it, “in each of life’s details the totality of its meaning.” Thus, it is important of recall memory in our life. Play can generate memory and sense of place, further bonding people to city. It’s a powerful force that benefits the architecture that encourages it and the occupants that experience it. III. Interventions Architecture intervention is needed to take over a particular space stimulating social order like placemaking and propose program to make over into better quality space that serve the community. With different kinds of architecture interventions which intercede and playful rather than exploit and abandon. IV. Active Health & Thinking According to Borden(2008), the definition of active health is to turn our body and mind into energetic, try to make our life more positive and happier by changing the normal routine into a fun routine. For instance, instead of straight wall, tilt it will make the walk more interaction like having function similar to slide that people can interact with. Health activity is here fully embedded within the life of the city, not zoned out into isolated spaces and times. While the definition of healthy bodies, while architecture could help to convert the built environment into promoting the thoughts on healthies lifestyle by implement ‘Play’. In short, the benefits of having ‘Play’ architectures contemplate the world around us in a provocative and interactive manner Borden(2008). 27


CONCEPTUAL FRAMEWORK Play and Architecture seem to be a separate element. However, this thesis study will apply ‘Play’ into architecture to create a different movement that break the formal building language and to cultivate bonding among community through an urban space where children and the community can have the opportunities to create meaning and a sense of belonging. Thus, this thesis will study on the current issues of Play, injecting the element of Play which instinct in human being and apply the design into architecture.


NABC 1. Need - To provide the Play which is the essential for life for all age by architecture approach. That is a need of new architecture approach to integrating play for all age in urban context. 2. Benefits - By injecting play as a catalyst for learning at all age within the urban context 3. Approach - To integrate ‘Play’ as an architecture solution, creating sustainable ‘play’ ground in the urban setting. 4. Competition - Evolve beyond the typical infrastructure playground design only for children towards incorporating play for all ages in their lifestyle to achieve social sustainability

Need

Play for all ages. That is a need of new architecture approach to integrating play for all age in urban context.

Benefit

Injecting play as a catalyst for learning at all age within the urban context.

Approach

To integrate ‘Play’ as an architecture solution, creating sustainable ‘play’ ground in the urban setting

Competition

Evolve beyond the typical infrastructure playground design only for children towards incorporating play for all ages in their lifestyle to achieve social sustainability

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CASE STUDY In this case study, the criteria of selection is study the space function that have potential common shared space as age-integrated space for all with integrated with ‘Play’. The word ‘Play’ are the spices to make a space into a meaningful and interactive the serve the whole community in sense of ‘Play’. The precedent study are not limited to a building form architecture, but it can be an abstract art piece, public spaces that stimulate ‘Play’, happiness, enjoyment and sensory. The below are the precedent studies: 1. Playground - Aldo Van Eycks’s Playground 2. Master Planning – Superkillen Park, Copenhagen 3. Unused spaces - Folly For a Flyover by Assemble 4. Adaptive Reuse – Tainan Spring, Taiwan 5. Tactical Urbanism - Klong Toey Community Lantern / TYIN Tegnestue Architects

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PLAYGROUND - ALDO VAN EYCKS’S PLAYGROUND Aldo van Eyck(1947-1978) is an Dutch architect who involved and developed 700 over playground in Amsterdam. However, there are only 17 playgrounds have been reserved until today (van Lingen and Kollarova, 2016). Van Eyck has developed the in-between realm which “space to provide, from house to city scale, a bunch of real places for real people and real things” (van Eyck, 1962/2008,p. 55). Along the architecture journey, Van Eyck adopted these 3 principles; infill strategies, merging into the city and aesthetic, affordances and creativity. Van Eyck created and developed the playscape that play the role in accepting and taking all the disadvantage of the cities and site constraints, converting into places for social gathering and children’s play (Lefaivre and Tzonis, 1999; Solomon, 2005). Indeed, he followed Theo van Doesburg’s dictum that all parts of the city are of equal importance and should be used (Withagen & Caljouw, 2017). Dijkstraat Playground, Amsterdam is one of the works of art by Van Eyck which was conceived within the site context and recreated a new urban life that opposed the traditional post-war public space. Another aspect by Aldo van Eyck is the playground were never fenced although located in the city. While during the olden days, playground was isolated with fencing and user must paid for entrance. The Buskenblaserstraat playground in Amsterdam provided the nice illustration of merging the playground into the city (Withagen & Caljouw, 2017). According to Sennet (2008) sociologist, the ambiguities spatial had created a cooperative activity among the communities, where the children started to take care of each other, keeping each other safe by coming up with with games rules that permit play within the community. Without fencing on playground, community become an integral part of the city (Withagen & Caljouw, 2017). Van Eyck emphasized on material, mainly concrete and metal that integrate in his playground equipment as compared to the modern-day playground with colourful plastic. These materials (concrete, metal) fit in naturally with the building material of the city (Withagen & Caljouw, 2017). Aldo Van Eyck has created more than 700 playgrounds, park and square in empty space in Amsterdam with different site constraint. However the playground all are designed with combination of a set of play elements; sandpit, tumbling bars, jumping stone and climbing arch whereby all the set are design differently according to the site and the local experience(Withagen & Caljouw, 2017). He often uses geometrical shapes to give an aesthetical appeal and design the element of play follow by his quote: “[s]implicity is not a goal in art but one reaches simplicity in spite of oneself, by approaching the real sense of things” (quoted in van Eyck, 1962/2008,p.30). The power of geometry that he design stimulate the creativity and imagination of users, leads to an “open function”. “The objects do not move, but they allow a child to move with all the acrobatism and suppleness he can muster. That was the genius of their simplicity.” (Withagen & Caljouw, 2017). In short, by studying the aspect by Aldo Van Eyck, playground can be just more than typical colourful plastic slide and see-saw. An architecture ‘Play’ ground can be multiple way on a sociocultural perspective on affordances which create space for the local that stimulate their imagination and true identities of the space.


Buskenblaserstraat , Amsterdam. (source: Withagen & Caljouw, 2017)

Aldo Van Eyck - Seventeen Playgrounds. (source: Kollarova A. Van Lingen, D 2016)

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The Red Square,Superkillen Park (source: Sánchez, D. 2021)


MASTER PLANNING - SUPERKILLEN PARK, COPENHAGEN Superkillen Park is located in the Nørrebro district of Copenhagen, Denmark, designed by Bjarke Ingels Group (BiG) in cooperation with Topotek 1 and Superflex (Frearson, A. 2017). It is a heterogeneous urban park covered 300,00m2 and 750m long with an intriguing concept that is conceived as a giant exhibition of objects all over the globe. According to BIG, this urban park collected 60 different nationalities installation objects and furniture such as Yerevan’s picnic tables, Nijmegen’s bike racks, neon signs inspired by Russia and Qatar, a fountain from Morocco, Japanese octopus playground, Spain’s ping-pong table, Thai boxing ring and more, as the integration across ethnicity, religion, culture, and languages. The park is divided into 3 colors with different function zones with its designated theme where BIG clarifies that “Three zones, three colors equal to one neighborhood”. It consists of The Red Square, The Black Market, and The Green Park. The different surfaces and colors are designed to integrate with the surrounding objects to create dynamic visuals. The newly designed public space accommodates people of all ages, interests, and a range of activities, from chess to active sport.

Site plan,Superkillen Park (source: Sánchez, D. 2021)

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The Black Market, Superkillen Park (source: Sánchez, D. 2021

The first section of the park is The Red Square, which covers a wide public walkway with angular vibrant red, orange, and pink shapes. All objects placed in this section follow the red color scheme, even the walls, pathways, and vegetation. The designer selectively chooses maple trees and cherry blossom trees to match the color scheme. When entered The Red Square, it consisted of an open place for residents to gather and play sports. The central square is built upon an existing hockey field but is now a multipurpose space used for ball games, parades, markets, and even skating in the winters. The square is a great urban marketplace setting, attracting visitors every weekend from Copenhagen and the suburbs. Other purposes included a café in the east of The Red Square, an outdoor fitness area that allows intergeneration exercise, Thai boxing, a playground slide from Chernobyl, swing chairs from Baghdad. In the safety aspect, The Red Square is bounded by a street at each end, with buildings and fences along the sides. The Black Market is known as the “urban living room,” whereas it is the heart of the urban park and where the locals meet. The surface pattern is composed of black asphalt with white lines from north to south and curves around the furniture and objects within the park. In the center lies a black octopus, commonly viewed as a playground for children. Many locals meet around the Moroccan fountain, the Turkish bench, and under the Japanese cherry trees. On the weekday’s permanent tables, benches and grill facilities are available for backgammon, chess player, and others. With its undulating hills and spaces, The Green Park is most popular for picnics, sunbathing, and sports. It attracts children, young people, and families. The purpose of this site was in response to the local inhabitants asking for more green space. Therefore, the park is completely green, even the bike and pedestrian paths. In addition, it is the largest out of the 3 sections. The long-stretched park houses several different sports fields and courts integrated with a hockey field. The bike lanes run through Red Square and Black Market, no doubt it continues through Green Park. There are Armenian picnic tables next to Mjolnerparken with South African BBQs to serve the community who like outdoor activities, a volcano-shaped inspiration to break typical sports arena for basketball and football. A line dance pavilion from Texas, muscle beach from LA with a high swing from Kabul, Spanish ping-pong tables, and a pavilion for the kids to hang out in. Soft pocket green hill in between the activities area enhance the playfulness recreation park and on top can almost overlook the entire Superkillen.


The Red Square,Superkillen Park (source: Sánchez, D. 2021)

Superkillen Park success in terms of implementing diverse activities and installations mention above which accommodates a diverse range of ages and interests for the local community. This project successfully creates a healthier built environment for the community to enhance wellbeing and wellness. The three zones are well organized with unique designs using color, texture, and pattern which create strong memory and sense of place, further bonding people to the city. It’s a powerful force that benefits the architecture that encourages it and the occupants that experience it (Borden, 2008). However, the chosen color should have more intention and meaning that not only lighten up the street but can apply color psychology to bring different sense or mood while visiting the park. The designer mention that integrating more than 60 different culture are not strongly enhanced due to some object or furniture are often used in another recreation area such as swing, slide, sports equipment, which the user might need to read or understand the architecture through another platform, not the installation itself. The accessibility to the site although does not state clear, but in the design, it provides a different lane for the bicycle to encourage reduce carbon footprint. Hence, this project is a good starting of creating a successful playful urban place with the innovative architecture element mentions above, which able to apply in future urban planning.

The Green Park, Superkillen Park (source: Sánchez, D. 2021)

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UNUSED SPACES - FOLLY FOR A FLYOVER BY ASSEMBLE The meaning of ‘folly’ refers to act or behave like foolishly, silliness, and stupidity. However, Assemble, the principal architect, turnover the meaning of folly, make it a concept of being silly, having fun, transform a new image and space underneath an unused flyover. Starting with the idea that how spaces are imagined is often as important as their physical characteristics in determining their use, the Folly reclaimed the future of the site by re-imagining its past. The idea of the Folly is to create a new ‘fairy tale’ as a new home that to show the motorway landlord who refuses to move, and the design of the pitched roof sticks out between the East and Westbound lanes as a sign describes by Assemble (Frearson, A. 2011). The Folly for a Flyover is located in London under a motorway in Hackney Wick. It is a temporary public space that only stand for 9 weeks in the summer of 2012 and had attracted 40,000 visitors. Although there is a limitation on space, Folly had hosted a wide range of cinematic, performance, cultural, and play events organized by Assemble collaboration with Barbican Centre and numerous local organizations and business. Due to the attraction of the local community, The Folly become an offbeat community center that allows the local community to hang out, a café selling local food, yoga, silent films, workshop. On weekdays, there is a range of family actives such as puppet-making, optical trickery, and bug-hotel building workshops. In the evening there will be a series of film events, many to the accompaniment of live music prepared for the occasion. The Folly minimize every inch of the space, which allow visitor to hire for rowboat and boat tours to explore the surrounding waterways.


Folly for a Flyover (source: David Vintiner. 2011)

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The Folly does not only attract the local community, but it also attracted many architecture fans to visit due to the construction method and the innovative reuse of a material as described by Assemble. All the material is reused and collected at local area such as the paving stone are from the off-cuts London Underground, the reddish hue red brick alike is transforming by old railway sleepers and old ferry deck’s reclaimed timber , yes, a stone brick can be replaced by timber which construction material can be playful too. In addition, the construction method of the wooden brick is using ‘dry assemble’ which after the finish of the event, the wooden brick had been repurposed into new play and planting facilities for a local primary school. Due to the ‘dry assemble’ method, Assemble gather local community with any skill or commitment level as a volunteer to get involved in the building process. Therefore, the local community is able to feel the excitement of the project not only because of the activities and spaces provided but because of the building process as well. The involvement of the local community generates a strong sense of belonging and ownership which reduces the stressfulness of living in the area and improves the safety around the urban area with the cooperation of the local community (Yencken, 2015). In short, this precedent study shows a great example of creating a sense of belonging and ownership by full involvement of the local community, which is an important principle to create a playful urban where the community is the people who use the space, their needs is important. Hence, playful urban needs not only playful equipment, color, social activities but creating a sense of belongs.

Folly for a Flyover (source: David Vintiner. 2011)


Folly for a Flyover (source: David Vintiner. 2011)

41


Tainan Spring (source: Daria Scagliola. 2020)


ADAPTIVE REUSE - TAINAN SPRING, TAIWAN Tainan Spring is an adaptive reuse project that implements the spring and water play concept into the existing underground shopping mall, China-Town Mall. It is designed by MVRDV, Dutch architecture that focuses on tackling the urban issue and implanting ideas on creating a positive, community-oriented future (Cottee, J. 2020). China-Town Mall was built in 1983, was left neglected and abandoned, and giving a new life by MVRDV back to the local community.

Basement Plan (source: Archdaily. 2020)

The existing underground parking has been converted into a sunken water play plaza and a little small island with a natural landscape mixture. The intention of placing the urban pool is to flood life back into the redundant space and bring up the history of the city by swimming along with the pool. In addition, the urban pool is carefully designing to adapt to the different weather, which allows rising and falls water depending on the weather which safe for letting the community for a different experience of water play. In the summer, the sunken urban pool helps to reduce the hot temperature and let the visitor to relief. There is not only urban play, but Tainan Spring also allows include playgrounds, gathering spaces, and performance stage. The second basement has been

43


MVRDV has taking ultra-care in removed and recycle the China-Town mall. They remain the concrete structure shown in Figure 4.14 as a constant reminder of the Mall. The concrete frame has left several follies that can transform into shops, kiosks, and other playful amenities, and the concrete frame fully blends into the urban pool like a contemporary Roman Forum. Another key feature of this project is to bring the natural to the existing concrete jungle. The local community can enjoy a green and refreshment although living in hectic urban life. MVRDV created a community hub for all generations to connect with, together. In summary, there are some numbers of neglected structure or building in Kuala Lumpur such as Kuala Lumpur railway station. Let’s imagine that if these places can be revamped into new playful space or a community hub by maintaining the existing historical structural contemporary, implementing with different range of innovative activity like Tainan Spring that focuses on all life stages, it will then become more valuable than just being preserved as a heritage building.

Tainan Spring (source: Daria Scagliola. 2020)


Tainan Spring (source: Daria Scagliola. 2020)45


TACTICAL URBANISM - KLONG TOEY COMMUNITY LANTERN / TYIN TEGNESTUE ARCHITECTSvv Klong Toey Community Lantern is located in Thailand, Klong Toey, a city that is estimated 140,000 population, one of the largest low-cost community in Thailand where people moving here due to eliminated low cost land rent system in the city. The living condition in Klong Toey are very poor whereas illegal squatter settlement, selfbuild tin-roofed homes keep increases, poor water system create water pollution, electricity, education and the biggest issue are the social issue which involvement on drug problem followed by crime, violence, high unemployment rates and so on (Iverson, K. 2017). The intention of creating a community centre in this area is to increase the possibilities for positive change in the community and tackle the social issue describe by TYIN Tegnestue Architects (Ross, K. 2019). They claimed that this project although is a small contribution but long-term strategy which help the area to create a safe, social interaction, social sustainable that in both literal and metaphorical sense. The main space of Klong Toey Community lantern is a football court that have multifunction playground to serve the community and a safe space for children which able to tackle some social issues in the area.


Klong Toey Community Lantern (source: TYIN Tegnestue Architects. 2011)

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Klong Toey Community Lantern (source: TYIN Tegnestue Architects. 2011)


The project is also a collaborative contribution of the student from Germany, local Thailand student and local community. They organized public meetings, went through many interviews, workshops with the local community during the preparation process. End up the construction had taken up to 3 weeks to complete and design carefully with combination of simple ideas concepts which involve several features that are lacking in the area including new hoops for basketball, a stage for performances or public meetings, walls for climbing and seating both inside and around the edges of the playground. In addition, the space does not only focus on playground for children but also cater for teenager and adults to chill, having fun, gather up with family and friends. Due to the space limitation and maintaining the size of a football court, the overall construction is simple, repetitive logic and flexible space that allow the local community to adapt and fit with their needs without changing the structure. The overall size of the structure is 12m long, 1.2m width and 5m height, yet is rich enough to create a playful structure that allow various of activities and play in it. TYIN Tegnestue Architects have fully utilised every part of the structure. The structure is not only simple seating space but is implemented with playful ideas such as swing, timber and steel fencing climbing as a play idea and façade treatment, and also using recycle fences in the random form that create a visual playfulness, viewing deck with green for chilling and relaxing purpose (figure 4.18). The material use are simple, concrete as the foundation and seating, timber as structure, and various design pattern of local steel fence as façade blend in together with the playful equipment and also the local architecture language. This way the project runs in parallel with the ever-changing surroundings and fits with the idea that the project could be part of a larger call for a more sustainable development in the Klong Toey area. In summary, this precedent study really gives a huge impact to the study on not only by creating a playful urban but a sustainable urban space. It breaks the perspective as architect, where we are always trained to design something with visual impact of crazy and wild ideas. However, this project used many simple, down to earth design, with tones of meaningful and valuable approaches to help creating a better place for humanity. Playful environment should not only be fun, it should create a positive, bright and better city for our future

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Klong Toey Community Lantern (source: TYIN Tegnestue Architects. 2011)


4.1.5 COMPARISON TABLE OF SELECTED PRECEDENT STUDIES COMPARISON TABLE OF SELECTED CASE STUDIES Aldo Van Eycks’s Playground Information

Architect: Aldo Van Eycks Year: 1947 - 1978 Location: Amsterdam, Netherlands

Building Typology Playground Main ‘Play’ Design - Infill strategies Strategies - Merging into city - Aesthetic, affordances and creativity Material & Colour Exploration

Concrete and metal Monotone

Architecture Form - Geometrical shape & Spatial Planning Target User

Children

Main Activities / Spaces

Sandpit, tumbling bar, jumping stone climbing arch

Landscape Incorporation Tackled Issues

Hardscape

Achievement

- break fencing and entrance fees playground during the era - social gathering and children’s play - new urban life - Reimaging unused space

Superkillen Park, Copenhagen

Folly for a Flyover by Assemble

Tainan Spring, Taiwan

Klong Toey Community Lantern

Architect: Bjarke Ingels Group, Superflex, Topotek 1 Year: 2012 Location: Copenhagen, Denmark Master Planning - Giant Exhibition of object 60 different nationalities - Three zones & color, one neighborhood

Architect: Assemble Year: 2011 Location: London, UK

Architect: MVRDV Year: 2020 Location: Tainan, Taiwan

Architect: TYIN Tegnestue Architects Year: 2011 Location: Klong Toey, Thailand

Unused Space - Folly as concept of being fun - New ‘fairy tales’ as new home

Adaptive Reuse - Creating communityoriented spring and water play.

Infrastructure - Tactical Urbanism

The Red Square – red, orange and pink The Black Market – black asphalt and The whiteGreen line Park – natural green from plants - Linear plaza with three different function zone

Recycle timber brick – reddish red brick alike Recycle paving stone

Existing concrete structure, water and natural landscape

Natural timber structure, Local steel fencing with orange paint, concrete floor and pot plantation

- Pitched roof temporary pavilion

- Linear water park with natural landscape island

Local communities & tourism - The Red Square - The Black Market - The Green Park

Local communities & tourism - Temporary activity, event space, cinema, stage and boat tour

Softscape and Hardscape - not specified

Hardscape

Local communities & tourism Water Plaza, playground, performance stage, gathering space and historical trail of site. Softscape and Hardscape - ideas of adaptive reuse

- Square form with58 side interlocking repetitive logic and flexible space structure Local communities

- New designed public space for all ages, interests and range of activities

- Reimaging unused space - Sense of ownership

- Show the motorway that refuse to move

- Reimaging abandon building

Basketball court, playground, stage of performance, public meeting, walls for climbing. Softscape and Hardscape - Tackled social issue - Positive changes in the community

Table 4. 1 Comparison table 59

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03 SITE


INTRODUCTION This thesis topic is inspired by my childhood which I have wonderful and playful childhood created at a street located in Kampung Cheras Baru, a ‘Kampung’ (village) within the city. This is the place where I play within the neighborhood, run & cycling around, playing soccer, kite, climb tree, bug catching, firework and significant flying shoe that me and my neighbor created as a competition game. When I grow up, a question arises: Where do people play nowadays in City and why play is not designed into our city? Thus, the inspiration story of the thesis topic born. Therefore, I would like to contribute my research study on Cheras and the site of the thesis will select within Cheras.

ORIGIN OF THE NAME CHERAS According to the book entitled “Malaysia at Random”, the name could have been taken from the Malay word “tras” or “teras”, which refers to the toughest portion of a tree trunk as the area was once home to vast acreages of forests. In addition, the Chinese dubbed the town “Chiu-Lai” due to the once extensive tracts of banana plantations that existed there. Others say that it came from the Malay word “Beras” (rice), which was grown abundantly in the area during the past – and that the Chinese mispronounced it as Cheras. A more natural explanation is that the name was taken from the Sungai Teras river. Others say the name was taken from the southern India’s ancient Chera dynasty.


HISTORIC MILESTONES OF CHERAS In the early 1900s, lots of Hakka Chinese migrated to Cheras due to the flourishing rubber plantations and tin mines in the vicinity. Then in the 1930s, a rubber trader constructed 2 rows of 21 shophouses in what is now known as Jalan Pudu Ulu. Those shophouses became the commercial heart of Cheras back then. Unfortunately, 14 of these historical properties were razed to the ground because of a large conflagration in May 2010. Previously, the entirety of Cheras was part of Hulu Langat, the fifth biggest district in the state of Selangor. However, part of it was ceded to the Federal Government on February 1, 1974 for the creation of the Kuala Lumpur federal territory. In 1988, Metramac Corporation improved the Cheras Highway. As a result, more vehicles were able to travel to Cheras and the southern portion into the state of Selangor. The better transport network also put the township on the radar of real estate developers. In 1994, Cheras Leisure Mall opened in the township. Back then, it was touted as Malaysia’s first multiplex equipped with an indoor roller coaster that whizzed throughout the shopping centre. It was the most popular place to hangout back then thanks to its arcade, book store, bumper car rides, air hockey venue and the occasional fireworks display. Phase 1 of the SBK Line was opened in December 16, 2016, followed by its second phase on July 17, 2017. As a result, Cheras is now home to 11 MRT Stations – Cochrane, Maluri, Taman Pertama, Taman Midah, Taman Mutiara, Taman Connaught, Taman Suntex, Sri Raya, Bandar Tun Hussein Onn, Batu Sebelas Cheras and finally Bukit Dukung.

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DEMOGRAPHIC OF CHERAS This thesis topic is inspired by my childhood which I have wonderful and playful childhood created at a street located in Kampung Cheras Baru, a ‘Kampung’ (village) within the city. This is the place where I play within the neighborhood, run & cycling around, playing soccer, kite, climb tree, bug catching, firework and significant flying shoe that me and my neighbor created as a competition game. When I grow up, a question arises: Where do people play nowadays in City and why play is not designed into our city? Thus, the inspiration story of the thesis topic born. Therefore, I would like to contribute my research study on Cheras and the site of the thesis will select within Cheras. In Cheras, Male population are 51% however female population are 49% which quite balance. There are 49% of Chinese in Cheras, the second most Ethnic is Malay, 37% and Indian only have 11% in Cheras. The median age of Cheras is 28 years old.

Population

2000 153,618

Population Density

2015 188,390

2000 6,354m2

2015 7,792m2


Kuala Lumpur Ampang Jaya

Cheras K.L

Sungai Besi

Cheras Selangor

Gender 51%

Age Distribution

2% 11%Other

Ethnic Group

49%

Indian

Ethnic 49% 37% Chinese Malay Chinese

Malay

Indian

Other

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Office

Transit

Residential

School

SITE SELECTION CRITERIA The first criteria of selection site is within a busy location in the city, which the thesis topic is to create a ‘Play’ space also as a third space for community to enjoy, and study show that city dweller are more sensitive to stress than rural residents, and are more likely to experience serious mood disorders. The second criteria is the site located to nearby office, residential and school that to target all ages group. The target user categories into low income family who have limited space/money for play, stressful working adult, stressful student facing homework and tuition and kids whose parents has lesser time to accompany them to play. The data done by UNICEF is study on urban child poverty in low cost housing KL, this data mention that 39% of then have no toy. The third is ease of public transportation which to to create playful journey for all ages and public transport are the networking connected these places together. Pedestrian accessibility also important for the site for the user convinces by creating playful journey along the streetscape. Therefore, this thesis topic is looking into the opportunities to transform a dead point in the city into a warm play hideout for the community.

Within a busy location In the city

Looking into the opportunities to transform a dead point in the city into a warm play hideout for the community

Ease of Public Transportation

Nearby Office, Residential & School

Pedestrian Accessibility


SITE COMPARISON

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SITE INFOMATION The selected site is located at the the site is at the corner of Kuala Lumper as the Key Plan show in Figure 2.10. The Site owner is DBKL and the site area is 3-acre, land type is under transportation and current landscape, MRT column and track. The site surround by few notable area which are Maluri, Taman Tenaga, Taman Pertama, Taman Muitara, Chan Sow Lin and Taman Midah. As we all know Cheras is occupied by lot of Taman. The site also located next to Jalan Cheras Highway toward Pusat Bandaraya and Kajang.

Kuala Lumpur Ampang Jaya

Cheras K.L

Sungai Besi

Cheras Selangor

PA Sri Sabah

Taman Ikan Emas

Taman Tenaga


Location : Jalan Ikan Ayu, Taman Pertama Site : Lot 58596 Site Owner : DBKL Site area : 3 arce Land Type : Transportation Current Use : Landscape, MRT Column and Track

SITE DEMOGRAPHIC

Source: UNICEF(August 2020), Families on the edge.

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SITE ANALYISIS - MACRO .

There a few notable landmarks in this site within 2km. The landmarks are Pasar Besar Cheras, Menara PGRM, AEON Maluri, Cheras Stadium, HUKM and Taman Tasik Permaisuri. The node is the MRT Taman Pertama which fulfill my second criteria which is the ease of public transportation. In addition, the vehicular accessibility is very convenience as it is located along the junction of Jalan Loke Yew and Jalan Cheras leading to Kajang.

The zoning for residential of the surrounding. The site surrounded by both Low-cost housing and landed housing such as Perumahan Sri Sabah, Perumahan Sri Pulau Pinang, Flat Sri Melaka, Lorong Ikan Emas etc


The commercial surrounding the area are mostly shophouses and market such as Pasar Besar Cheras located in Taman Tenaga, two row of shophouse located in Taman Tenaga within the 400m walking distance. However, the shopping center located within 2km from the site such as AEON Maluri, Viva home.

For the social infrastructure, there are quite a few education institutions such ash SK Sri Cheras, SJK(c) Nam Kheung, SMK Cheras, SM Sains Alam Shah etc. There are also some medical nearby such as Klinik Keshihatan Cheras, Hospital Rehabilitasi Cheras. 63


SITE ANALYISIS - MACRO .

The social infrastructure on the public park and community hall. The nearest public park is Taman Pudu Ulu within 2km from the site which is not easy accessible for the community. The Darul Puteri Community Hall only target for a certain group of people. Therefore, the site are lack of community center and recreation area.

For the permeability of the site (Firgure 2.17), it is located along the Jalan Cheras Highway toward Pusat Bandaraya and Kajang. The public transport is convenience due to there are MRT Taman Pertama within 400m from the site and within 2km there are a Transit station which is Maluri station consist of bus -stop, MRT and LRT station. However, there are no MRT feeder bus at MRT Taman Pertama due to hard accessibility and congested road for bus to enter the drop-off.


SITE ANALYISIS - MICRO .

The neighborhood around the site. There a potential target user at the site such at residential, B40 group, student and outside user. From the plan show, there are only basic facility provide for the community such a sport court and playground. Hence, there is a opportunity to improve base on the neighborhood and target user.

Human activities around the site is separated into two period; day-time and night-time. In the day time period, the most happening area are the shophouse area located at Taman Tenage which adjacent to the site. Some human activity happens at the ground floor retail at Perumahan Awan Sri Sabah. At the night-time, the activity are mostly located at the surrounding of the PA Sri Sabah which have some roadside stall.

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SITE ANALYISIS - MICRO .

There are quite walkable around the site. However, the pedestrian walkway toward the MRT station have disable signage but at the crossing bridge there are no disable friendly design such as ramp or lift. At the other side, there are a pedestrian link bridge connect to Taman Tenaga. In contrast, there are no proper walkway for the site and Perumahan Sri Sabah to access. In addition, the lift provide for the link bridge has been abandon and left broken, it is not well maintaining, and the lack of accessibility cause the low usage rate of the link bridge. The link bridge bring a great opportunity to connect Taman Tenage Resident to MRT Taman Pertama and connect the community together. Therefore the design will incorporate with the link bridge into a Playful element.


STATUS ON THE HOUSEHOLDS

Economic Impact Households have had to continue pawning their possessions, obtain loans from friends and relatives, and use up their savings in order to cope with the economic impact of COVID-19.

Food Insecurity Their financials have affected their food security with respondents having to modify their spending on food. They have reduced intake of rice and fresh meat protein, changing from fish and meat to canned sardines, eggs and vegetables. They have also reduced the number of heavy meals and substitute with snacks and instant noodles.

How do you expect your financial situation to change in the next 6 months?

Education

Mental Health

Among those who do not prefer online learning for their children, almost half stated due to a limited space to study.

Household members are not very cautious about going out in public but they are more cautious about letting children out to play.

8 in 10 children study in the living room

HoH being emotionally distressed, especially among female-headed households. They are afraid of their family’s future

Types of emotional distress

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04 URBAN ‘PLAY’ GROUND


5. More than just recreation: Hideout to get ‘Re-energized’ !

Helping community to get out of the trapped indoor lifestyle through releasing their energy in sports and fun activities then get ‘Re-energized’ through learning, interactions and personal growth etc.

Trapped Indoor

Release Energy & Stress Play

Re-energized

4. Flexibility

Allows for people of all ages and with diverse interests to use the building simultaneously while providing the users with the agency to re-programme the building according to their needs Ku.Be House of Culture in Movement

PL DESIGN S

3. Challenging Typical Spa

Injecting play in every typical sp enjoyment Scott Eberle’s

Building that blends theatre, sport and learning into a space where body and mind are activated to promote a more healthy life for everyone, regardless of age, ability or interest; creating links between people that wouldn’t otherwise connect with each other.

Strength

Pl Pro

Understandi of new knowle

Source: Eberle, S.G. (2014). The Eleme and a Definition of Play. American Jour


1. Re-imagine Civic Assets as Social Connectors

Set up various opportunities for people to relate to one another in the unitized space in city.

pace to induce excitement and

‘Tactical Urbanism’ through ownership & involvement of local people in variety of building programs STEP 2 - EDUCATE STEP 1 yL

atial Expectations

2. Creating Sense of belonging

ED

Com

COMMUNITY FOCUS PARTNERS

m itee

C o m m u n it

LAY STRATEGIES

Anticipation

Wa

s te

C ollectio

n C

d

ar m

om

m un

it y P la y W

ork

om

m un

it y R e c y c

le

C ect

Foo

it y P la y F

o ll

io ns

ents of Play: Toward a Philosophy rnal of Play, 6, 214-233.

m un

op

Pleasure

om

C

STEP 3 - SUSTAINABLE PRORAMMES sh

ing edge

Surprise

C

lay ocess

Source: Paola Bazzu (Jan 2017), Tactical Urbanism Italy 5

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DESIGN STRATEGIES Throughout the studies of Play in architecture, case studies and site, here are the design strategies that propose to the site. There are 5 Play Design strategies: 1. Re-imagine Civic Assets as Social Connectors - Set up various opportunities for people to relate to one another in the unitized space in city. 2. Creating Sense of belonging - ‘Tactical Urbanism’ through ownership & involvement of local people in variety of building programs 3. Challenging Typical Spatial Expectations - Injecting play in every typical space to induce excitement and enjoyment 4. Flexibility - Allows for people of all ages and with diverse interests to use the building simultaneously while providing the users with the agency to re-programme the building according to their needs 5. More than just recreation: Hideout to get ‘Re-energized’ ! - Helping community to get out of the trapped indoor lifestyle through releasing their energy in sports and fun activities then get ‘Re-energized’ through learning, interactions and personal growth etc.


PROPOSE PROGRAM According to site analysis, there two main target user which are adults and kids. To tackle the social issue that mention previously, the program propose that mostly focus on reimagining the civic commons which are improve the socioeconomic mixing, civic engagement, environmental sustainable and value creation. Therefore the propose program mostly focus on the community such as Sama-sama Walk: allow community to generated business and create new identity to the site, Seni dan Craft Bazar: improve the appreciation of art and craft and generate income, Plaza Komuniti, Hab Belajar: to tackle the limited space to study for children and improve the relationship between families and tactical urbanism which using recycle material and allow community to build their own housing environment to enhance the sense of belongings and community. The question is how to make all the program more relate to thesis topic, ‘Play’? There are a series of ‘Spice of Play’ to implement and combine with the spaces and program.

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SITE RESPONDS - EXISTING CONTOUR The existing contour at the highest point is 7m height and road level is lower than the Perumahan Sri Sabah. The existing MRT column have demarcated on the plan and the distance between MRT column are 40m and the clear height is 6m at the highest level of the site. To respond to the contour, the proposal create a 3 level stair inject into the contour alike form to remain the contour feeling to the community as the Figure 3.12 shows. At the potion next to the Jalan Cheras highway, the solution is to create a two story space with different community program as a buffer of noise and visual to the site. EXISTING CONTOUR

0m

1m

3m

4m

2m

6m 7m

5m

6m 7m height from the road level

7m

6m clear height

Propose site

CONTOUR - RESPOND

LIFT

Elevated walkway to MRT Station

LIFT LIFT

As a buffer between highway and site

LIFT

LIFT

LIFT

LIFT

LIFT

LIFT

Same level as PA Sri Awam

Building place to fill with the contour.


Existing Contour

7m high slope for the main road. The clearance height of mrt and the site is 6m measure from the highest point for the site.

FFL + 3.00

Jalan Loke Yew MRT Tack

FFL + 6.00

FFL + 18.00

FFL + 7.00

PA Sri Sabah FFL + 2.00

Leveling

Adjust the leveling to suit the context to allow more attactment with the community. Upper level adjust to same level as the Jalan Loke Yew and create more clearance height between the MRT track

FFL + 3.00 FFL + 6.00

FFL + 1.00

75


Connectivity

Utilize the MRT column and create Sama-Sama Walk (elevated walkway) to easy access to MRT station for the local community.

to

MR

TT am

an

Pe

rta

ma

man to Ta

a

g Tena

dge

k Bri

g Lin

tn Exisi

PA Sri Sabah

Sama-Sama Walk

Sama-Sama Walk is an urban connector and also a vibrant celebration street for local community to generate income and have fun

to/

fro

m Pe MRT rta Ta ma ma n

Fun seating area

Centre core as market area

aman om T to/fr naga Te

to/

bah

i Sa

A Sr

P from

ark

ro to/f

arp mC

k Bloc

Modular stall


SITE RESPONDS - CONNECTIVITY Furthermore, utilize the MRT column and create Sama-Sama Walk (elevated walkway) to easy access to MRT station for the local community. Sama-Sama Walk are a walkway and market street that help to generate income for local community. In addition, connect the existing underutilize pedestrian link bridge to Sama-Sama Walk to improve the permeability between Taman Tenaga, PA Sri Sabah and MRT.

77


SITE RESPONDS - ZONING Progressively, the bubble diagram of space planning ideas are create 3 different zone according to the propose ‘Spices of Play’ While the front part will be the entrance and drop-off, next to it is the tactical urbanism area, the middle part is the interactive learning and the back part which near to SK Seri Sabah is the Natural Play allow community to urban farming and allow student to learn and have fun in the area, consider the second entrance that focus on student. The part next to Jalan Cheras is the Seni & Craft bazar, on top of it will be workshop for Do it yourself, toys workshop, Seni workshop and Frog classroom to tackle the issue on site and community.


Zoning

Grid dissected follow by the existing MRT column seperated into different variety of space and program, Injecting play element to Re-energized the local community and other.

Tactical Urbanism Interactive Learning Transition area

Tactical Urbanism

Drop-off

Build Up Space

Due to low buildable height, added up functional space in between MRT track and to celebrated together with the building.

79


URBAN CONNECTOR - SAMA-SAMA WALK

e nS

a ti n

g

Sa

Fu

The Sama-Sama Walk is not only a urban connector but it is also a - ‘Re-imagine Civic Assets as Social Connectors” for the community. The yellow color link bridge represent light from sun where stimulate sunny, joyful and energetic feeling that can generate happiness, warmth while user go or back from work/school. It is able to reduce the stress and regain positive energy whill walking along the Sama-Sama Walk. At each MRT column there are injected different Fun Seating which break the normal typical boring seating into more interactive and happy such as playground equitment that adult able to play with and sport play for the user to experiance. The central core of the Sama-Sama Walk is the transition area for the design, also income generator for the local community to do some small bussiness in the flexible stall module.

to/

ma

m -S a

S a Wa l k t a l l

fro

m Pe MRT rta Ta ma ma n

Jalan Loke Yew

naga

n Te

r

ama om T

to/f

PA Sri Sabah


Polycarbonate Roof

Polycarbonate Roof

Recycle Wood Purlin

Recycle Wood Purlin

Steel RHS with Timber coating

Steel RHS with Timber coating

Polycarbonate facade

Polycarbonate facade

20mm THK Plywood

20mm THK Plywood

Polycarbonate Roof Polycarbonate Roof Recycle Wood Purlin Recycle Wood Purlin

Steel RHS with Timber coating

FLEXIBLE STALL MODULE

Steel RHS with Timber coating

Polycarbonate facade Polycarbonate facade

20mm THK Plywood 20mm THK Plywood

Polycarbonate Roof

Recycle Wood Purlin

Steel RHS with Timber coating

Polycarbonate facade

20mm THK Plywood

81



83


SPICES OF PLAY - NATURAL PLAY As we know that in natural or green are important to us where there are missing in the city. Therefore, natural can be implemented as play design within the built environment. It is not by only simply including tree or plants to create a bio-Philic environment. Beyond that, this thesis suggest natural play design that able to stimulate the community’s play eagerness such as creating random playful bounded hill along a typical boring corridor; next, water can also be interpreted into variety of form such as water fall or a slow water flow, in addition, sand can be incorporated beyond the typical function for user to build sand castle, but a touch sensation for users to feel it through touching or laying down to relax; furthermore, rope can be involved to imitate the vines that Tarzan swing and climb. In short, these are no longer childhood imagination but ‘play’ solution that can be achieved and realized anywhere even in our house to brighten up our life with more fun elements to live in it. These elemet will implement in the different entrance of the building to create the sense of anticipation too.

Pa r

ik

Ko m

i Ma

r

la

za

l Hi

Ba

ed

z Mu

si

r

nd

Ai

Bu

n

n at

se

ng ni un /R ck cle Tra

cy

i Ma

Bi

n io at rv k se Dec

Ob LEGEND Physical Cognitive Creativity Social Economic

3. Challenging Typical Spatial Expectations

Injecting play in every typical space to induce excitement and enjoyment


S ri S

aba h

fr

om

PA

Entance Buffer Play Plaza

Music Main Festival Plaza Water Play

Ja

lan

Gro

un

Jal

ke

Ye w

loo

r

an n Ik

Ayu

a

Jal

fr

om

an Ayu an Ik

dF

Lo

85



87



89


SPICES OF PLAY - TACTICAL URBANISM Tactical urbanism is a community-led approach that using DIY method as urban intervention. In addition, it uses low-cost, recycle material convert into innovative playful street furniture, with local community involvement in building it together. Tactical urbanism is a great tool to educate and showcase the public on ways to recycle everyday material into playful street furniture. In relation with the concept of Play architecture that encourages community-oriented design, tactical urbanism is the best way to make this work regardless the need to concern on developers, government policies and budget issues. Play architecture can involve tactical urbanism to achieve a playful and community driven design. Furthermore, involvement of local community in design and build process can achieve a high level of community sense of belonging and built environment appreciation that would not be able to achieve through architecture effort itself. This thesis believes that power of play can create unlimited possibilities. Even trash can become treasure!

r ta Ki la b u Ha Sem

t af Kr l & ke ni ng Se Be

l ke an ng an Be ain M

ri’ di en el t S gk ua Ben

‘B

t af Cr & ar ni az Se B

ua

m Se

i n’ ks a le ak Ko a M is ‘S

un eb

K n-

bu

Ke LEGEND Physical Cognitive Creativity Social Economic

2. Creating Sense of belonging

‘Tactical Urbanism’ through ownership & involvement of local people in variety of building programs


Drop- off 2

Drop- off 1

an n Ik

Ja

lan

Lo

ke

Ye w

Ayu

a

Jal

91


TACTICAL URBANISM - HAB KITAR SEMULA Hab Kitar Semula is located at the front potion of the site as a welcoming statement, also a pick/dropoff for public to drop the recycle waste to the collection area at Ground Floor. This area act as an important role for the whole design whereby it is the resource area to serve all the bengkel (workshop) and the public infrastructure for the area. In Ground Floor there are Buat Sendiri Bengkel (DIY workshop) for the community to play with the recycle waste into innovative and creative object where they can sell it to public or as the use for the surrounding. The central courtyard allow to have voluntary activity to sort out waste on weekend. Merchandise area at the First Floor allow them to showcase their recycle work to the public. To utilize the roof, the design of Junk Play design with recycle typres as play equipment are implement to allow children to have more imagination which trash into treasure. The extended tower next to MRT Track are fill with Bengkel Mainan (Toy Workshop) - allow parent and kid to build their own toys, Seni & Craft Bengkel (Art&Craft Workshop) - cooperated with nearby institution to have different cocurricular as learning tools, DIY Bengkel (DIY Workshop) learn about how to recycle waste into something useful such as for newspaper/ cardboard to recycle paper. 1

1

Roof FFL +23.00 Fifth Floor FFL +20.00

DIY Bengkel

Forth Floor FFL +17.00

Seni&Craft Bengkel

Third Floor FFL +14.00

Bengkel Mainan

Second Floor (Sama-Sama Walk) FFL +11.00

First Floor FFL +6.00

Admin Office Junk Play

Junk Play FFL +4.00

Ground Floor FFL +0.00

Section 1-1

Collection Area


Merchandise Area

Fir

st

Admin Office

Flo

or

Ju

Buat Sendiri Benkel

nk

Pla

y

Junk Play

Collection Area

Recycle Tyre

Gro

un

dF

loo

r

Reception

93



95


TACTICAL URBANISM - KEBUN-KEBUN SEMUA Kebun-Kebun Semua (Urban Farming for all) seperated into four section. The first is Koleksi Sisa Makan (food waste collection) area that collect the food waste from the resident and convert into fertilizer. It able to help in sustian Kebun-Kebun Semua and also give working oppurtunity to the local community. Second is the farming area which have two different level; the PA Sri Sabah level and the Jalan Loke Yew level. The intention of seperating this is to create formal and informal plantation experiance which the PA Sri Sabah level is more to formal with fully equip and green house structure. While for the informal part is the Jalan Loke Yew Level which create attractive and interactive experiance while children mostly found urban framing is a boring tasks. Therefore, a trampoline structure come in as a greenhouse roof where people able to climb and jump onto it and have interaction which the urban farming below. Last but not least, the retail area for selling the fertilizer, fruit & vegetable that product by this Kebun-Kebun Semua.

3

3

Roof FFL +23.00 Fifth Floor FFL +20.00

Admin Office

Forth Floor FFL +17.00

Traditional Play

Third Floor FFL +14.00

Traditional Play

Second Floor (Sama-Sama Walk) FFL +11.00

First Floor FFL +6.00

Kebun - Kebun Semua FFL +3.00

Section 2 - 2

Trampoline Structuce Kebun-Kebun Semua


Koleksi Sisa Makan Kebun-Kebun Semua Retail

Trampoline Structure

Gro

un

dF

loo

r

97



99


SPICES OF PLAY - INTERACTIVE LEARNING The idea of interactive learning is learning sometime seem to be boring. However if the learning become playful and more interactive will have more attraction and motiviation to learn. Herewith the propose interactive learning as stated below:- Hab Belajar (library learning area) - three zone including kid zone, teenager zone and adult zone with a sand play courtyard design with small to large entrance as a aurodynamic to allow stronger wind and ventilation into the Hab Belajar, Rumah Pokok - using the existing column as an artifical tree to utilise the column and also create a fanstasy for user to experiance, Traditional Play - musuem for childhood play and games, Frog Classroom - a computer room for children to learn technology, and lastly the SandBox act as a co-working area.

di

Fr

a Tr

og

tio

b Ha

sr

ah

m

m

oo

y

Ru

r

ja

la

la lP

as

Cl

na

Be k

ko

Po Fe

d

iva

ar

st

Bo

nd

Sa x

Sa sa

a-

m

ar

za

Ba

Bo

&

za

e

m

la lP

ga

a m k

al W

LEGEND Physical Cognitive Creativity Social Economic

3. Challenging Typical Spatial Expectations

Injecting play in every typical space to induce excitement and enjoyment


Jalan Ikan Ayu

WATER PLAY

FFL + 0.00

Perumahan Sri Sabah

RECEPTION

FFL + 2.00

WEIGHT STATION

FESTIVAL PLAZA ALAM SEKITAR PLAZA

FFL + 1.00

BUAT SENDIRI BENGKEL

COLLECTION AREA FFL + 0.10

MUSIK MAIN HAB BELAJAR KID HAB BELAJAR KID

HAB BELAJAR TEENAGER

ENTANCE BUFFER

SAND PLAY FFL + 1.00

Jalan Loke Yew FFL + 6.00

HAB BELAJAR ADULT PUMP

BOOK CAFE

FFL + 3.00

RAINWATER SPRINKLER HARVESTING TANK TANK

N

Ground Floor Plan (PA Sri Sabah Level)

INTERACTIVE LEARNING - HAB BELAJAR

101



103



105


Jalan Ikan Ayu

Perumahan Sri Sabah

FFL + 0.00

FFL + 2.00

JUNK PLAY FFL + 4.00

MECHANDISE AREA FFL +6.00

ADMIN OFFICE

INFOMATION FFL + 6.00

FFL +6.00

MAZE PLAY FFL + 4.00

VIOD RUMAH POKOK FFL + 1.00

Jalan Loke Yew FFL + 6.00

BOARD GAME & BAZAAR FFL + 6.00

KEBUN-KEBUN RETAIL

FFL + 3.00 KEBUN-KEBUN SEMUA FFL + 3.00

KOLEKSI SISA MAKAN

N

KEBUN-KEBUN SEMUA

First Floor Plan (Jalan Loke Yew Level)

INTERACTIVE LEARNING - RUMAH POKOK

FFL + 6.00


2

2

Roof FFL +23.00 Fifth Floor FFL +20.00

Forth Floor FFL +17.00

Third Floor FFL +14.00

Sandbox

Frog Classroom

Second Floor (Sama-Sama Walk) FFL +11.00

First Floor FFL +6.00

Ground (Hab Belajar) FFL +1.00

Traditional Play

Maze Play

Hab Belajar Kid

Board game & Bazaar

Hab Belajar Teenager

Section 3 - 3

107



109


INTERACTIVE LEARNING - TRADITIONAL PLAY This thesis suggests memories to be the essential spices of play. The definition of memories in this thesis is distributed into two components: creating new fun memories and recalling great memories. According to study, our brain will categorise the memories as happy and fun once our dopamine is stimulated through the experience. Thus, new and fun memories can be easily achieved through the ‘play’ design strategies mentioned earlier. Beyond that, play architecture building design shall be able to create certain memory point through different play spot within the building for users at all age. This is to ensure that users gain sense of orientation naturally without the need of referring to directory consistently. Next, different generation have different childhood memory of play. As we know that Malaysia consist of multi-cultural types of traditional games such as congkak, batu Seremban, gasing, wau, sepak takraw, sepak bulu ayam, traditional chess, etc. In addition, during 80s – 90s, there are some games such as lat tali lat, eraser battle, eagle catching chicks, thumb wrestling, paper fortune teller, pepsi-cola 123, bottle cap, and origami and so on. Sadly, these old school play elements are slowly fading away as children nowadays are more addicted to computer and digitalised games. Therefore, this thesis emphasise on the reminiscent of childhood play memories for users at every age, hence creating new mutual play memories among users of different generations. Traditional Play is located at the Second floor, above boards games & bazaar and next to SamaSama Walk which allow easy accessible. To break the typical and boring ‘display’, the implemented flexible ‘Dis-Play’ module to allow interaction, fun and also easy to build.

TO EXISTING CARPARK BLOCK

TO EXISTING PA SRI SABAH

Jalan Ikan Ayu

Perumahan Sri Sabah

FFL + 0.00

FFL + 2.00

REHAT ZONE

CAFE

FFL + 10.00

FFL + 11.00

SAMA-SAMA WALK FFL + 11.00

Jalan Loke Yew FFL + 6.00

CHILDHOOD ZONE

TRADITIONAL PLAY

TRADITIONAL GAME ZONE

TO

TA M

AN

TE

NA GA

FFL + 11.00

N

TO

MR

TT AM

Second Floor Plan (Sama-sama walk)

AN

PE

RT AM

A


FLEXIBLE DIS-PLAY MODULE 1500m

1500m

1500m

1500m

Display

950m 1550m

2000m 800m Interactive display

Storage 450m

Elevation

A

250m

A

B1

B2

1500m

A 900m

B A

Plan

Type B1 - Front Display

Type B2 - Front Display (Interactive)

Type B1 - Back Display

Type B2 - Back Display (Interactive)

111



113


EXPLORATIVE JOURNEY The design not only purpose playful program to the community, however the whole journey in the building are explorative. It seem the zoning for the programs are orgnise in formal way but all the space are interconnected by three differents connection component; slide, yellow internal bridges and playful terrian. Lets set the starting point at the Hab Kitar Semula. It can start and the side of the hub, there are a design terrian for user to climb up to Junk Play and allow to slide down with the slide. After that, the explorative journey continue from Junk Play to Maze Play area by a yellow internal bridge with 800mm width step to avoid running due to safety. Then reach Maze Play there are three exploration path where user can explore, the first is the terrain toward Festival Plaza, second is a slide connect to Sand Play area at Hab Belajar and thrid is go in to Rumah Pokok to Kebun-Kebun Semua by another curvy yellow link bridge with pocket hub as observation deck. In addtion, user can explore the journey from Kebun-Kebun Semua to Board Games & Bazaar and use terrain to access back to Kebun-Kebun Semua and Hab Belajar. Futhermore, the exploration journey yet end. It continue from the Infomation Center at the centre core of Sama-Sama Walk. It connect the Bengkel Maian and also Frog classroom by a yellow link bridge. These journey help to create aniticipate to user.


Junk Play Terrain

Slide Board Game & Bazaar

Kebun-Kebun Semua

Terrain

Rumah Pokok

Slide Sand Play Maze Play

Junk Play

On Ground

These journey help to create aniticipate to user. There are various way to explore such as slide, terrain, linkage, staircases and lift for disable .

Traditional Play Slide

Frog Classroom Infomation Bengkel Mainan

Upper level

Explore journey from level to level by link bridge

115


VIDEO LINK For Ideation Video - https://www.youtube.com/watch?v=wzatOSLI1V4 For Walkthrough Video - https://www.youtube.com/watch?v=9he-vUkRrFA


117



05 EVERYTHING PLANS, ELEVATIONS & SECTION


Jalan Ikan Ayu

WATER PLAY

FFL + 0.00 RECEPTION

WEIGHT STATION

FESTIVAL PLAZA ALAM SEKITAR PLAZA

FFL + 1.00

BUAT SENDIRI BENGKEL

COLLECTION AREA FFL + 0.10

HAB BELAJAR KID

HAB BELAJAR TEENAGER

Jalan Loke Yew FFL + 6.00

N

Ground Floor Plan (PA Sri Sabah Level)

SAND

FFL + 1


Perumahan Sri Sabah FFL + 2.00

MUSIK MAIN

HAB BELAJAR KID

ENTANCE BUFFER

PLAY

1.00

HAB BELAJAR ADULT BOOK CAFE

PUMP RAINWATER SPRINKLER HARVESTING TANK TANK

FFL + 3.00


Jalan Ikan Ayu FFL + 0.00

JUNK PLAY FFL + 4.00

MECHANDISE AREA FFL +6.00

ADMIN OFFICE

INFOMATION FFL + 6.00

FFL +6.00

MAZE PLAY FFL + 4.00

Jalan Loke Yew FFL + 6.00

N

First Floor Plan (Jalan Loke Yew Level)


Perumahan Sri Sabah FFL + 2.00

VIOD RUMAH POKOK FFL + 1.00

BOARD GAME & BAZAAR FFL + 6.00

KEBUN-KEBUN RETAIL

FFL + 3.00 KEBUN-KEBUN SEMUA FFL + 3.00

KOLEKSI SISA MAKAN KEBUN-KEBUN SEMUA FFL + 6.00


TO EXISTING CARPARK BLOCK

TO EX

Jalan Ikan Ayu FFL + 0.00

REHAT ZONE

CAFE

FFL + 10.00

FFL + 11.00

SAMA-SAMA WALK FFL + 11.00

Jalan Loke Yew

TO

TA MA

N

TE N

AG A

FFL + 6.00

N

Second Floor Plan (Sama-sama walk)

C


XISTING PA SRI SABAH

Perumahan Sri Sabah FFL + 2.00

CHILDHOOD ZONE

TRADITIONAL PLAY FFL + 11.00

TRADITIONAL GAME ZONE

TO

MR

TT AM

AN

PE

RT AM

A


BENGKEL MAINAN FFL + 14.00

FR MRT TRACK FFL + 18.00

Jalan Loke Yew

N

Third Floor Plan


Perumahan Sri Sabah

ROG CLASSROOM FFL + 14.00

TRADITIONAL PLAY FFL + 14.00


SENI & CRAF BENGKEL FFL + 17.00

MRT TRACK FFL + 18.00

Jalan Loke Yew FFL + 6.00

N

Forth Floor Plan


SANDBOX

FFL + 17.00

TRADITIONAL PLAY FFL + 17.00


DIY BENGKEL FFL + 20.00

MRT TRACK FFL + 18.00

Jalan Loke Yew FFL + 6.00

N

Fifth Floor Plan


SANDBOX

FFL + 20.00

ADMIN OFFICE FFL + 20.00


Third Floor FFL +14.00

North Elevation

Forth Floor FFL +17.00 Third Floor FFL +14.00 Second Floor FFL +11.00

Fifth Floor FFL +20.00

First Floor FFL +6.00 Ground Floor FFL +0.00

West Elevation

South Elevation


Fifth Floor FFL +20.00

Forth Floor FFL +17.00 Third Floor FFL +14.00 Second Floor FFL +11.00 First Floor FFL +6.00 Ground Floor FFL +0.00

Fifth Floor FFL +20.00

Forth Floor FFL +17.00 Third Floor FFL +14.00 Second Floor FFL +11.00

First Floor FFL +6.00 Ground Floor (Kebun-Kebun Semua) FFL +3.00

East Elevation

Fifth Floor FFL +20.00

Forth Floor FFL +17.00 Third Floor FFL +14.00 Second Floor FFL +11.00 First Floor FFL +6.00


Roof FFL +23.00 Fifth Floor FFL +20.00

DIY Bengkel

Forth Floor FFL +17.00

Seni&Craft Bengkel

Third Floor FFL +14.00

Bengkel Mainan

Second Floor (Sama-Sama Walk) FFL +11.00

First Floor FFL +6.00

Admin Office Junk Play

Junk Play FFL +4.00

Ground Floor FFL +0.00

Section 1-1

Collection Area


1


Roof FFL +23.00 Fifth Floor FFL +20.00

Forth Floor FFL +17.00

Third Floor FFL +14.00

Sandbox

Frog Classroom

Second Floor (Sama-Sama Walk) FFL +11.00

First Floor FFL +6.00

Ground (Hab Belajar) FFL +1.00

Section 2 - 2

Maze Play

Hab Belajar Kid


2

2

Traditional Play

Board game & Bazaar

Hab Belajar Teenager


Roof FFL +23.00 Fifth Floor FFL +20.00

Admin Office

Forth Floor FFL +17.00

Traditional Play

Third Floor FFL +14.00

Traditional Play

Second Floor (Sama-Sama Walk) FFL +11.00

First Floor FFL +6.00

Kebun - Kebun Semua FFL +3.00

Section 3 - 3

Trampoline Structuce


3

3

Kebun-Kebun Semua




SCHEDULE OF ACCOMMODATION Category

Tactical Urbanism

Urban 'Play' Ground

Interative Learning

Spaces Hab Kitar Semula Collection Area Bengkel Buat Sendiri Junk Play Admin Office Mechandise Area Retail Bengkel Mainan Seni & Craft Bengkel DIY Bengkel Kebun-Kebun Semua Koleksi Sisa Makan Hab Belajar Rumah Pokok Maze Play Traditional Play Frog Classroom SandBox Admin Office

Urban Connector

BOH

Sama-sama Walk

Toilet and Changing Room TNB Utility Room MSB room Sprinkler Tank Rainwater Harvesting Tank Water Tank


CONCLUSION The main factors causing lack of play in our built environment is that developments nowadays only focus on the technologies and economic growth. As Malaysia is advancing towards a fully developed nation, urban development need to not only concern about economic but overall community’s mental health and the quality of life must be taken into consideration. Environmental planning and design are the key toward building ‘cities for people’. Hence, this research anticipate that ‘Play” Architecture can be the potential solution in the near future to be in cooperated in architecture design and the urban planning stage creating a city where play can be anywhere and happen anytime! According to study, ‘Play’ is the vital element contributing to brain development since we were born. This thesis study defines ‘Play’ as an emotion generator that generate happiness in our life. Play can occur in our daily activities such as eating, studying, working, even doing toilet business, as long it created sense of happiness, it is play. Sadly, ‘Play’ still undervalued, under prioritized and unrecognized in this modern era urban living. In brief, this study aims to promote the awareness on significant of ‘Play’ for general public to increase the level of urban happiness, as a result elevating quality of life. In relation to that, this research has proven that ‘Play’ is essential part of human growth at all life stages despite the age or ethnic as it contributes to many benefits far more beyond that just excitement. Therefore, it is important to have the consensus that ‘Play’ can apply in everywhere that we could think of and directly link to creativity and playfulness in creating new movement and space in our built environment. In summary, ‘Play’ will arise as the crucial element to be injected in future architecture and development especially in urban context to enhance the quality of life. Eventually, it will help creating a strong sense of neighborhood attachment with active participation in the community. With this, the future of urban context development will be filled with the anticipating journey and play experience to achieve the social sustainability. Hence, this research is supporting the Sustainable Development Goals 11; Sustainable cities and communities by improving the urban setting with ‘Play’ to create a healthy and happy cities and communities.

143


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We don’t stop playing because we grow old; we grow old because we stop playing”

—George Bernard Shaw, Playwright – Critic – Polemicist - Political activist

Thesis submitted to the school of Graduate Studies, University Putra Malaysia, in Fulfilment of the Requirements for the Degree of Master of Architecture All material contained within the thesis, including without limitation text, logos, icons, photographs and all other artwork, is copyright material of Universiti Putra Malaysia unless otherwise stated. Use may be made of any material contained within the thesis for non-commercial purposes from the copyright holder. Commercial use of material may only be made with the express, prior, written permission of Universiti Putra Malaysia. COPYRIGHT © Universiti Putra Malaysia


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